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 Name Heinrich Kemmler |
Main Unit Key wh_main_vmp_cha_heinrich_kemmler |
Land Unit Key wh_main_vmp_cha_heinrich_kemmler |
Naval Unit Key wh_main_shp_transport |
Land Unit Group Wizard |
Naval Unit Group Wizard |
Soldiers 1 |
Caste Lord |
Category Melee Infantry |
Class Command |
Custom Battle Cost 400 |
Recruitment Cost 1200 |
Upkeep Cost 300 |
Melee Attack 30 |
320 |
├ Melee Weapon wh_main_vmp_staff_hero_kemmler |
├ Melee Damage Base 220 |
├ Melee Damage Ap 100 |
├ Armour Piercing No |
├ Bonus vs Cavalry 0 |
├ Bonus vs Elephants 0 |
└ Bonus vs Infantry 0 |
Charge Bonus 18 |
40 |
├ Base Defence 40 |
├ Shield none |
└ Shield Defence 0 |
15 |
├ Armour wh_main_cloth |
├ Armour Defence 15 |
└ Shield Armour 0 |
3458 |
├ Man Entity wh_main_infantry_standard_hero_blood |
├ Man Speed 35 |
├ Man Health 8 |
└ Bonus Hit Points 3450 |
Leadership (Base Morale) 66 |
Abilities
- 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. - 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. - Lord of Undeath
The Lichemaster raises the ancient Wight to do his bidding, but Krell serves Nagash first and foremost...
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. - 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. - Undead
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
- Spellcaster
This unit can cast spells.