Heinrich Kemmler

ID: wh2_dlc11_vmp_cha_heinrich_kemmler_1


Heinrich Kemmler
1 1400 300
Armour 35
Leadership 75
Speed 34
Melee Attack 38
Melee Defence 45
Weapon Strength 340
Charge Bonus 43


Unit Description

The dead answer my call. When you are dead, you will answer too!

Historical Description

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.\\n\\nKemmler 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.\\n\\nFor 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.


Undeath Resurgent

Arise! Do not falter! Do not crumble! Back to life once more!

Master of the Dead

Necromancers can not only marshal 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.

Lord of Undeath

The Lichemaster raises the ancient Wight to do his bidding, but Krell serves Nagash first and foremost...


Can Cause 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 leadership bonus to nearby allies. Units within range of both the 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.


Strengths & Weaknesses


This unit can cast spells.

Detailed Stats

Battle Entity Stats
Unit Size Small
Unit Type Man
Hit Points 8
Walk Speed 1.50
Run Speed 3.40
Acceleration 2.00
Deceleration 4.00
Charge Speed 4.10
Ch. Dist. to Commence Run 35.00
Ch. Dist. to Adopt Pose 30.00
Ch. Dist. to Pick Target 30.00
Turn Speed 120
Strafe Speed 1.00
Land Unit Stats
Unit Category Cavalry
Unit Class Command
Move Action Points 2100
Melee Attack 38
Melee Defence 45
Charge Bonus 43
Melee (Dismounted)
Visibility Range 40 - 1500
Spot Tree Distance 60
Spot Scrub Distance 60
Rank Depth 1
Morale 75
Bonus Hit Points 4664
Unit Stats
Unit Caste Lord
Unit Weight Heavy
Unit Group Wizard
Unit Group Parent Lords
Recruitment Turns 1
Recruitment Cost 1400
Upkeep Cost 300
Unit Size 1
Melee CP 650
Missile CP


Melee Weapon
Weapon Size Medium
Weapon Type Axe
Bonus vs Cavalry
Bonus vs Large
Bonus vs Infantry
Weapon Damage 220
Weapon AP Damage 120
Building Damage 150
Armour Value 35
Missile Block Chance 0