Krell
Lord of Undeath, this mighty Champion of Chaos defies mortality once more to defeat his enemies across time.Krell was a mighty Chaos Champion in the days before Sigmar’s birth, the ruler of a barbarian tribe corrupted by the Chaos God, Khorne. Krell carved out an empire amongst the northern tribes before turning against the Dwarfs to the south. His name is recorded many times in the Great Book of Grudges, though he was eventually slain by the Dwarf Hero, Grimbul Ironhelm, during the assault on Karak Kadrin. Krell’s followers carried off his body to be buried in a barrow tomb, where it was found almost 1500 years later by Nagash during his searching for the Crown of Sorcery. Translating the runic inscriptions, the Necromancer set about raising this prized hero to fight in his armies. Much devastation ensued until Nagash and Krell were eventually brought to battle by Sigmar and his Dwarfen allies at the Battle of the River Reik, where Nagash was slain and his forces were all but destroyed. Although Krell and his Grave Guard fought their way off the field, Sigmar tracked, defeated and killed him at Glacier Lake. The Warrior-God entombed Krell’s body in a magical prison, where he remained until the Lichemaster Heinrich Kemmler freed him some centuries later. Naturally, Kemmler believes Krell to be his servant, forgetting that the Chaos Champion once served Nagash – allegiance to whom is not so easily broken…
Unit Name Krell |
Main Unit Key wh_pro03_vmp_cha_krell_campaign_4 |
Land Unit Key wh_pro03_vmp_cha_krell_campaign_4 |
Naval Unit Key wh_main_shp_transport |
Land Unit Group Melee Specialist |
Naval Unit Group Melee Specialist |
Soldiers 1 |
Caste Hero |
Category Melee Infantry |
Class Melee Infantry |
Cost 800 |
Recruitment Cost 1200 |
Upkeep Cost 300 |
Melee Attack 55 |
470 |
├ Melee Weapon wh_pro03_vamp_krell_axe_great |
├ Melee Damage Base 210 |
├ Melee Damage Ap 260 |
├ Armour Piercing No |
├ Bonus vs Cavalry 0 |
├ Bonus vs Elephants 20 |
└ Bonus vs Infantry 0 |
Charge Bonus 45 |
42 |
├ Base Defence 42 |
├ Shield none |
└ Shield Defence 0 |
100 |
├ Armour wh2_main_heavy_metal_100 |
├ Armour Defence 100 |
└ Shield Armour 0 |
5000 |
├ Man Entity wh_pro03_vmp_inf_krell |
├ Man Speed 33 |
├ Man Health 8 |
└ Bonus Hit Points 4992 |
Leadership (Base Morale) 70 |
Abilities
- Deadly Onslaught
Such is the power and ferocity of the champion, that those who stand in his way will falter against the warrior's impact. - Foe-Seeker
There are those who wish nothing more than to be at the heart of battle, seeking foes to vanquish. - Crumbling
The dead do not rest easily in the Old World. Those summoned by Vampires and Necromancers no longer have mortal concerns - they serve only their master's will. - Disintegrating
The Dark Magic binding has failed. Both flesh and necromantic energy slough off the subjects, leaving naught but dust.
Attributes
- Causes Fear
This unit frightens all enemy units, reducing their leadership when nearby. It is also immune to fear. Fear penalties do not stack. - Causes Terror
This unit can cause terror, making its melee target rout for a short time. Units that cause terror are immune to terror and fear themselves. - Encourage
This unit provides a Lord's aura and an encouraging unit will receive the larger of the two bonuses. - Hide (forest)
This unit can hide in forests until enemy units get too close. - {{tr:wh2_dlc09_undead_description}}
Strengths & Weaknesses
- Armoured
Armoured units can block damage from any source apart from Armour-Piercing damage. - Causes Terror
This unit can fear themselves. - Armour-Piercing
The damage of armour-piercing weapons mostly ignores the armour of the target, making them the ideal choice against heavily-armoured enemies. They are often heavier and attack at a slower rate though, making them less efficient against poorly-armoured targets. - Damage Dealer
This unit has a strong emphasis on dealing damage. If fighting it, make sure to take it out before it can get into firing or melee range.