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.
|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.|
|Encourage||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.|
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.
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...
|The Curse of Undeath||
As the powers of Dark Magic are wielded for the purpose of Necromancy, its unwholesome energies invigorate the Undead.
|Curse of Years||
The Wizard spits out an ancient curse, causing their enemies to age at an incredible rate - their hair turning white and skin shrivelling up.
|Gaze of Nagash||
Bolts of Dark Magic leap from the caster’s eyes, withering flesh and blackening the bone beneath.
|Invocation of Nehek||
The caster intones the dread syllables once uttered by Nagash, restoring friendly targets.
Necromancers can awaken mortal remains to reinforce their Undead legions.
|Vanhel's Danse Macabre||
Friendly targets are filled with magical energy, making them even more aggressive!
|Wind of Death||
The Wizard calls forth spectral winds that howl through the enemy ranks, tearing their souls from their bodies.
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