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.\\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.
Arise! Do not falter! Do not crumble! Back to life once more!
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.
The Lichemaster raises the ancient Wight to do his bidding, but Krell serves Nagash first and foremost...
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.
This unit can hide in forests until enemy units get too close.
This unit can cast spells.
|Battle Entity Stats|
|Ch. Dist. to Commence Run||35.00|
|Ch. Dist. to Adopt Pose||30.00|
|Ch. Dist. to Pick Target||30.00|
|Land Unit Stats|
|Unit Category||Melee Infantry|
|Move Action Points||2100|
|Visibility Range||40 - 1500|
|Spot Tree Distance||60|
|Spot Scrub Distance||60|
|Bonus Hit Points||3800|
|Unit Group Parent||Lords|
|Bonus vs Cavalry|
|Bonus vs Large|
|Bonus vs Infantry|
|Weapon AP Damage||120|
|Missile Block Chance||0|