Priests of Morr (Original Version)

By Anvar

Morr, the Imperial god of death and the afterlife, is worshipped mainly in the city of Wolfenburg in the in Ostland. His worshippers pray for a better life after death, and death has little or no fear for them. The Priests of Morr are utterly fearless warriors, who are just as comfortable preaching to their followers as they are smiting their foes on the field of battle. They wish to bring death to as many enemies of the Empire as possible before Morr calls them to his side.

Priests of Morr are quite a rare sight in most of the Empire, as most people have forgotten the ancients gods in favour of the cult of Sigmar, but some have not forgotten, and the Priests of Morr are ever ready to wield their scythes and crush all foes.

0-1 Priest of Morr................179 points

An Empire army may include up to 1 Priest of Morr as long as it includes at least 1 Ostland regiment, or the Death's Head Regiment of Ostermark. If a unit is to be an Ostland unit it must be a state regiment painted in Ostland colours or be the Knights of the Black Rose.

(note: this section only applies if you wish to use the Priets of Morr in a normal Empire army. Note too that the Knights of the Black Rose can be used in a normal army in place of or as well as the normal orders. The spearmen and the Hunters should only be used in an Ostland army IMO. The Death's Head Regiment of Ostermark is a unit of my own creation that I will post at some point in the future.)

Profile M WS BS S T W I A Ld
Priest of Morr 4 4 3 4 4 2 4 2 10

Equipment: A large Scythe (counts as a halberd).

Weapons/armour: They may have either light armour (+2 points) or heavy armour (+3 points).

May ride: A Priest of Morr may ride a horse (free), a warhorse (+3 points), or a monster (see monster list in the Empire book).

Magic Items: A Priest of Morr may have up to 2 of the unique items detailed below, they may have no other types of item.

Special Rules

Leadership
A Priest of Morr has no fear of death. He is therefore immune to all psychology and break tests.

Blessings
A Priest of Morr has the power to call upon Morr to help his servant in battle. This is reflected with blessings. The Priest of Morr receives a random one of the blessings below at the start of the battle. In each magic phase the Priest of Morr gets D3 WoM cards that only he can use, and he can't use any other cards. Otherwise blessings work exactly as spells, and a Priest counts as a level 1 wizard for dispelling and all other purposes.

1) Fear of Death - power 1 - range 18"
The Priest of Morr calls upon his god to make an enemy unit tremble with fear at the prospect of dying.
The target of this spell must take a fear test, if they fail they immediately flee.

2) Return from Death - power 1 - range 6" - remains in play
The Priest calls upon Morr to return a slain friend to life for a short period to enable him to slay more enemies in the god's name.
A single character slain in the battle is returned to life and appears within 6" of the Priest. He has all his wounds restored, and has all his magic items and equipment. He returns with a steed if he had one before, but monsters and chariots do not return. If this blessing is dispelled the character disappears immediately, if he is slain this blessing is dispelled.

3) Spirit Guide - power 2 - remains in play
The Priest of Morr calls upon the souls of his long dead predecessors to aid him in battle. They guide his hands and allow him to attack much faster.
While this blessing is in play the Priest has double attacks.

4) Embrace of Morr - power 2 - range 18"
The Priest calls upon Morr to smite his foes and usher them into the afterlife.
This blessing affects a unit within 18", roll a D6 for each model in the unit, on a 5+ they take a wound with no armour save allowed.

5) Remove Fear - power 3 - range 18" - remains in play
The Priest prays to Morr, and asks him to reveal his love to a friendly regiment; they then feel no fear in dying.
One unit within range becomes immune to all psychology and break tests for as long as this spell remains in play.

Special Magic Items:

The Book of Morr........................40 points

The book of Morr is the Priests' holy book. In battle the Priest can read passages from the book to inspire his troops. The passages he reads tell of how Morr rewards those who die honourably fighting their foes.

Any unit led by the Priest of Morr may take all leadership based tests on his leadership unmodified.

 

Ring of Obsidian.................................40 points

The Ring of Obsidian allows a Priest of Morr to communicate with the souls that reside with Morr. They can instruct him in how to fight better or make his blessings more powerful.

You must decide which benefit you wish at the start of each of your turns:
Fight better: The Priest has +2WS.
More powerful blessings: All blessings count as if they have already been reinforced with 1 power card so the enemy is at -1 to dispel them.

 

Scythe of Morr............................40 points

When a Priest uses this holy weapon, anyone slain with it has their soul devoured by Morr. This makes Morr rejoice and makes him more likely to answer the prayers of the Priest.

The Scythe of Morr functions as a halberd. In addition for each soul you claim, (ie each living model killed) the Priest gains 1 WoM card in the next magic phase. This has no effect on Dæmons or Undead as they have no souls.

Modelling a Priest of Morr
I would use the Amethyst wizard model and paint it in blacks and reds.


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