Grand Hierophant Khatep (Skeletal Steed)
The Liche Lord, ancient beyond memory, wanders the deserts in search of powerful artefacts to restore his beloved kingdom to its former glory.Khatep, known as the Liche Lord, is the current Grand Hierophant of Khemri, and the religious head of the Mortuary Cult's hieratic council. Khatep is the oldest and wisest of all the Liche Priest and the first member of their order to truly deny death's embrace, if not the ravages of time. He is ancient beyond memory, cadaverous and hunched over as if he carries the weight of epochs upon his shoulders. Following the casting of Nagash's Great Ritual, civil war threatened to destroy Nehekhara. Khatep therefore took it upon himself to restore order. He broke the magical seals of the Great Pyramid of Khemri and awoke the greatest of the Tomb Kings: Settra. At the end of the mighty incantation Settra arose and smote any who opposed him. Before long all bowed their heads to Settra, and though he sat once more upon the throne of Khemri, his wrath was great. Settra was angry foremost with the Mortuary Cult, believing they had whispered lies about the extent of their powers. In his fury, he exiled Khatep from Khemri and forbade him to set foot within any of the great cities until such a time as he could fulfil the Mortuary Cult's ancient promise and reinstate the golden age of Nehekhara. Thus, Khatep wanders the deserts in search of scrolls, inscriptions and relics of power that he believes will restore his beloved kingdom to its former glory.
Unit Name Grand Hierophant Khatep (Skeletal Steed) |
Main Unit Key wh2_dlc09_tmb_cha_khatep_1 |
Land Unit Key wh2_dlc09_tmb_cha_khatep_1 |
Naval Unit Key wh_main_shp_transport |
Land Unit Group Wizard |
Naval Unit Group Wizard |
Soldiers 1 |
Caste Lord |
Category Cavalry |
Class Command |
Cost 750 |
Recruitment Cost 0 |
Upkeep Cost 0 |
Melee Attack 28 |
300 |
├ Melee Weapon wh2_dlc09_tmb_sword_hero_khatep |
├ Melee Damage Base 210 |
├ Melee Damage Ap 90 |
├ Armour Piercing No |
├ Bonus vs Cavalry 0 |
├ Bonus vs Elephants 0 |
└ Bonus vs Infantry 0 |
Charge Bonus 30 |
38 |
├ Base Defence 38 |
├ Shield none |
└ Shield Defence 0 |
40 |
├ Armour wh2_main_bone_40 |
├ Armour Defence 40 |
└ Shield Armour 0 |
4384 |
├ Man Entity wh2_dlc16_tmb_skeleton_khatep_hero_lord |
├ Man Speed 31 |
├ Man Health 8 |
├ Bonus Hit Points 4368 |
├ Mount wh2_dlc09_tmb_mnt_tomb_steed_hero |
├ Mount Entity wh2_dlc09_tmb_cav_skeletal_steed_hero |
├ Mount Speed 76 |
└ Mount Health 8 |
Leadership (Base Morale) 75 |
Abilities
- Sandstorm
A violent vortex that whips up a cloud of razor-sharp desert sand to lacerate and consume the foe. - My Will Be Done
Death is no obstacle to those with unalterable, unassailable determination. - The Curse
Like an insect sting at the point of death, striking out at the killer, sapping their strength as if shot by a thousand arrows. - Disintegrating
The Dark Magic that holds these subjects together has failed. As the necromantic energy flows out of them, nothing is left but a pile of iron and bones in the sand. - Crumbling
In the blasted desert of deepest Nehekhara, the dead rarely remain so. Those dragged back to screaming, clanking Unlife are bound forever to the Tomb King whose will they exist only to serve. - 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.
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. - {{tr:wh2_dlc09_undead_description}}
Strengths & Weaknesses
- Spellcaster
This unit can cast spells.