Heinrich Kemmler"The dead answer my call. When you are dead, you will answer too!"
Heinrich Kemmler burns with the need for power. Having recognised the limits that mortality placed upon him in his early years, Kemmler made it his life’s work to escape them. He plunged into the world of Necromancy as a young man, and by the time he had reached his fortieth year he was able to raise entire graveyards of corpses to do his bidding.
Kemmler became a great and much-feared Necromancer, plundering every Wizard’s tower and ancient temple he could find in his search for dark truths. His star was in the ascendant for many decades until ambitious rivals united to bring him to his knees. Although he finally managed to scatter his attackers with a great spell of confusion, Kemmler’s body was broken and his mind blasted in the battle.
For many years Heinrich wandered as little better than a half-sane beggar. By some quirk of fate, he uncovered the tomb of a long-dead Chaos Champion, whose burial mound was so magnificent it towered high above him. Here Kemmler struck a terrible pact with the Gods. They restored him to his former power and in return, Heinrich swore to slay and destroy in their name. Now, the name of the Lichemaster once again strikes terror into the hearts of ordinary folk.
Unit NameHeinrich Kemmler
Main Unit Keywh_main_vmp_cha_heinrich_kemmler
Land Unit Keywh_main_vmp_cha_heinrich_kemmler
Naval Unit Keywh_main_shp_transport
Land Unit GroupWizard
Naval Unit GroupWizard
Custom Battle Cost550
├ Melee Weaponwh_main_vmp_staff_hero_kemmler
├ Melee Damage Base220
├ Melee Damage Ap100
├ Armour PiercingNo
├ Bonus vs Cavalry0
├ Bonus vs Elephants0
└ Bonus vs Infantry0
├ Base Defence40
└ Shield Defence0
├ Armour Defence15
└ Shield Armour0
├ Man Entitywh_main_infantry_standard_hero_blood
├ Man Speed35
├ Man Health8
└ Bonus Hit Points3450
Leadership (Base Morale)66
- Arcane Conduit
A strong mind is needed to channel the Winds of Magic. Those that have such a gift become arcane conduits - funnelling the magical tempests to their cause.
- Undeath Resurgent
Arise! Do not falter! Do not crumble! Back to life once more!
- Master of the Dead
Necromancers can not only marshall the dead, but leech the power from any souls fleeing their mortal remains.
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.
The Dark Magic binding has failed. Both flesh and necromantic energy slough off the subjects leaving naught but dust.
- Causes Fear
This unit frightens all enemy units, reducing their leadership when nearby. It is also immune to fear. Fear penalties do not stack.
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.
The unit is Undead (does not rout, immune to terror, becomes unstable when attrition when moving through territory not owned by the Undead.
Strengths & Weaknesses
This unit can cast spells.