
Emperor Karl Franz
Lord· Lord· 1 model at Ultra size
Skill tree →Duel it in the combat calculator →vs Chaos Warriors, the unit the rankings measure against; pick any other there.
Emperor Karl Franz is a legendary lord of The Empire, leading Reikland at the start of a campaign: 4,288 HP, armour 100, melee attack 65, melee defence 45, weapon strength 470. It costs 1,100 in the campaign and in multiplayer. Beating this lord in battle can earn the defeat trait Reikshammer. Unit key wh_main_emp_cha_karl_franz_0. Patch 9.0.4, from the game's data tables.
Health
4,288
Armour
100
Leadership
80
Speed
34
Melee attack
65
Melee defence
45
Weapon strength
140 base + 330 armour-piercing
470
Charge bonus
65
Attributes
- 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.
- Immune to Psychology
The unit is immune to psychological attacks (Fear & Terror).
Abilities
- WoundsHex · -10% Speed, -20% Armour-Piercing Weapon Damage…passiveWoundsHex-10% Speed-20% Armour-Piercing Weapon Damage-20% Base Weapon DamagePassiveEven the greatest foes can be laid low with terrible injuries, and the greater the damage done, the less able they will be to effectively continue the fray.
- Foe-SeekerAugment · +25% Charge Speed, +25% SpeedactiveFoe-SeekerAugment+25% Charge Speed+25% SpeedCooldown 60 s · Duration 25 sThere are those who wish nothing more than to be at the heart of battle, seeking foes to vanquish.
- Stand Your Ground!Augment (Area) · +24 Melee Defence, +16 LeadershipactiveStand Your Ground!Augment (Area)+24 Melee Defence+16 LeadershipCooldown 90 s · Duration 18 s · Range 35 mOn the battlefield, the craven's path is an easy one, but for those champions that choose to stand? Fortune will surely favour them and their troops.
- Hold the Line!Augment (Area) · +5 Melee Defence, +4 LeadershippassiveHold the Line!Augment (Area)+5 Melee Defence+4 LeadershipPassive · Range 35 mThose in command of the ranks will issue their orders with a ferocious bark, expecting instant obeisance.
Counters
Good against
- Heavily armoured units — 330 of 470 weapon strength armour-piercinge.g. Blessed Bastiladon (Solar Engine), Rotting Leviathan, Rogue Idol · The Empire: Steam Tank, Demigryph Knights
- Units with physical resistance — magical melee attackse.g. Hexwraiths, Cairn Wraiths, Syreens
Vulnerable to
- Bonus vs infantry — infantry-sizede.g. Doom-Flayers, War Mammoth, Feral Mammoth · The Empire: Steam Tank, Greatswords
- Armour-piercing — armour 100e.g. Warp-Doom Magma-Cannon, Little Grom, Dread Saurian · The Empire: Luminark of Hysh, The Emperor's Wrath (Steam Tank)
Computed from base unit-card values (no skills, items or abilities), one rule per line; examples are units with the most of that trait. How counters are worked out · Try it in the combat calculator
Defeat trait
Beat Emperor Karl Franz in battle and your lord can earn the trait
Reikshammer
- Unit experience gain: +10% (Lord's army)
Even great men are flawed; failure is part of mankind's tragic condition.
Emperor Karl Franz skill tree
50 skills, line by line as the game lays them out. Hover a skill for the rank it unlocks at and its effects at each level.
Plan Emperor Karl Franz's skills
- Barded WarhorseBarded WarhorseUnlocks at rank 4
- Mount: Barded Warhorse
- Imperial PegasusImperial PegasusUnlocks at rank 12
- Mount: Imperial Pegasus
- DeathclawDeathclawUnlocks at rank 16
- Mount: Deathclaw
- Leader of MenLeader of MenUnlocks at rank 17
- Elector Count State Troop pool capacity: +1
- Leadership aura size: +50%
- Hold the Line!Hold the Line!Unlocks at rank 6
- Passive ability: "Hold the Line!"
- Mark of HyshMark of HyshUnlocks at rank 8
- Spell resistance: 10%
- Sigmar’s WardSigmar’s WardUnlocks at rank 8
- Missile resistance: 10%
- Army of RenownArmy of RenownUnlocks at rank 10 · 3 levelsLevel 1
- Regiments of Renown army capacity: +2 (own army)
- Regiments of Renown army capacity: +4 (own army)
- Regiments of Renown army capacity: +6 (own army)
- MentorMentorUnlocks at rank 30 · 3 levelsLevel 1
- Character experience gain: +20% (Heroes in Lord's army)
- Character will share +15% of experience earned between all other active Lords
- Character experience gain: +35% (Heroes in Lord's army)
- Character will share +30% of experience earned between all other active Lords
- Character experience gain: +50% (Heroes in Lord's army)
- Character will share +50% of experience earned between all other active Lords
- Best of the EmpireBest of the EmpireUnlocks at rank 12
- Unit experience gain: +20% (Lord's army)
- Recruit rank: +2 for all units (Lord's army)
- Lord recruit rank: +3 (factionwide)
- Imperial Special ForcesImperial Special Forces
- Charge bonus: +5 for Reiksguard and Greatsword units (Lord's army)
- Bonus vs Infantry: +10 for Greatswords units (Lord's army)
- Bonus vs Large: +10 for Reiksguard units (Lord's army)
- Melee attack: +8 for Reiksguard and Greatsword units (Lord's army)
- The Emperor's MenThe Emperor's Men
- Armour: +10 for all Elector Count State Troop units (all armies)
- Leadership: +5 for all Elector Count State Troop units (all armies)
- Missile Strength: +5% for all Elector Counts State Troop units (all armies)
- Vigour loss reduction: -15% for all Elector Count State Troop units (all armies)
- Heroic Knightly BandHeroic Knightly Band
- Hero capacity: +1 for Empire Captains
- Hero recruit rank: +4 for Empire Captains (local province)
- Upkeep: -15% for Empire Knights, Knights of the Blazing Sun, Knights of the Black Rose and Reiksguard units (Lord's army)
- Majestic EnforcerMajestic Enforcer
- Control: +3 (local province)
- Growth: +50 (local province)
- An Emperor's JourneyAn Emperor's Journey
- Attribute: Perfect Vigour
- Attribute: Unbreakable
- Weapon strength: +10%
- Hard to HitHard to Hit
- Melee defence: +5
- Devastating ChargeDevastating Charge2 levelsLevel 1
- Charge bonus: +15
- Charge bonus: +30
- Full Plate ArmourFull Plate Armour2 levelsLevel 1
- Armour: +7
- Armour: +15
- Scarred VeteranScarred Veteran2 levelsLevel 1
- Hit points: +7%
- Hit points: +15%
- Deadly BladeDeadly Blade2 levelsLevel 1
- Melee attack: +6
- Melee attack: +12
- Foe-SeekerFoe-Seeker
- Ability: "Foe-Seeker"
- Wound-MakerWound-Maker2 levelsLevel 1
- Weapon strength: +10%
- Weapon strength: +20%
- Blade MasterBlade Master2 levelsLevel 1
- Melee attack: +6
- Melee attack: +12
- TenacityTenacity2 levelsLevel 1
- Hit points: +7%
- Hit points: +15%
- Blade ShieldBlade Shield2 levelsLevel 1
- Melee defence: +6
- Melee defence: +12
- Heroic Killing BlowHeroic Killing Blow
- Ability: "Heroic Killing Blow"
- Inspiring PresenceInspiring Presence
- Unit experience gain per turn: +75 (Lord's army)
- Character's aura leadership effect: +5
- Emperor's FinestEmperor's Finest3 levelsLevel 1
- Melee defence: +4 for Melee Infantry units (Lord's army)
- Melee attack: +4 for Melee Infantry units (Lord's army)
- Melee defence: +4 for Melee Infantry units (Lord's army)
- Melee attack: +6 for Melee Infantry units (Lord's army)
- Melee defence: +6 for Melee Infantry units (Lord's army)
- Speed of HorseSpeed of Horse3 levelsLevel 1
- Charge bonus: +6 for Melee Cavalry units (Lord's army)
- Charge bonus: +6 for Melee Cavalry units (Lord's army)
- Speed: +5% for Melee Cavalry units (Lord's army)
- Charge bonus: +9 for Melee Cavalry units (Lord's army)
- Speed: +10% for Melee Cavalry units (Lord's army)
- PistolkorpsPistolkorps3 levelsLevel 1
- Missile strength: +4% for Missile, Missile Cavalry and Missile Chariot units (Lord's army)
- Ammunition: +10% for Missile, Missile Cavalry and Missile Chariot units (Lord's army)
- Missile strength: +6% for Missile, Missile Cavalry and Missile Chariot units (Lord's army)
- Ammunition: +20% for Missile, Missile Cavalry and Missile Chariot units (Lord's army)
- Missile strength: +8% for Missile, Missile Cavalry and Missile Chariot units (Lord's army)
- Noble BeastsNoble Beasts3 levelsLevel 1
- Melee attack: +4 for Demigryph Knights and Hunting Hounds units (Lord's army)
- Melee attack: +4 for Demigryph Knights and Hunting Hounds units (Lord's army)
- Speed: +5% for Demigryph Knights and Hunting Hounds units (Lord's army)
- Melee attack: +6 for Demigryph Knights and Hunting Hounds units (Lord's army)
- Speed: +10% for Demigryph Knights and Hunting Hounds units (Lord's army)
- Mighty ForgeMighty Forge3 levelsLevel 1
- Ward save: +7% for War Wagon, Steam Tank, Marienburg Land Ship and Celestial Hurricanum, Luminark of Hysh units (Lord's army)
- Reload time reduction: +4% for War Wagon, Steam Tank, Marienburg Land Ship and Celestial Hurricanum, Luminark of Hysh units (Lord's army)
- Ward save: +11% for War Wagon, Steam Tank, Marienburg Land Ship and Celestial Hurricanum, Luminark of Hysh units (Lord's army)
- Reload time reduction: +8% for War Wagon, Steam Tank, Marienburg Land Ship and Celestial Hurricanum, Luminark of Hysh units (Lord's army)
- Ward save: +15% for War Wagon, Steam Tank, Marienburg Land Ship and Celestial Hurricanum, Luminark of Hysh units (Lord's army)
- Imperial GunneryImperial Gunnery3 levelsLevel 1
- Missile strength: +4% for Mortar, Great Cannon, Helblaster Volley Gun and Helstorm Rocket Battery units (Lord's army)
- Ammunition: +10% for Mortar, Great Cannon, Helblaster Volley Gun and Helstorm Rocket Battery units (Lord's army)
- Missile strength: +6% for Mortar, Great Cannon, Helblaster Volley Gun and Helstorm Rocket Battery units (Lord's army)
- Ammunition: +20% for Mortar, Great Cannon, Helblaster Volley Gun and Helstorm Rocket Battery units (Lord's army)
- Missile strength: +8% for Mortar, Great Cannon, Helblaster Volley Gun and Helstorm Rocket Battery units (Lord's army)
- Rally!Rally!
- Ability: "Rally!"
- Strength of HardshipStrength of Hardship
- Armour: 10 for Melee Infantry (Rank 7 and above) (Lord's army)
- Physical resistance: 10% for Melee Infantry (Rank 7 and above) (Lord's army)
- Melee defence: +5 for Melee Infantry (Rank 7 and above) (Lord's army)
- SharpshooterSharpshooter
- Missile strength: +12% for Missile, Missile Cavalry and Missile Chariot units (Rank 7 and above) (Lord's army)
- Missile resistance: 15% for Missile, Missile Cavalry and Missile Chariot units (Rank 7 and above) (Lord's army)
- Reload time reduction: +10% for Missile, Missile Cavalry and Missile Chariot units (Rank 7 and above) (Lord's army)
- Taste for BattleTaste for Battle
- Melee attack: +5 for Empire Knight, Demigryph Knights and Hunting Hounds units (Rank 7 and above) (Lord's army)
- Leadership: +5 for Empire Knight, Demigryph Knights and Hunting Hounds units (Rank 7 and above) (Lord's army)
- Charge bonus: +12 for Empire Knight, Demigryph Knights and Hunting Hounds units (Rank 7 and above) (Lord's army)
- Artillery MasterArtillery Master
- Ammunition: +20% for Mortar, Great Cannon, Helblaster Volley Gun, Helstorm Rocket Battery, Marienburg Land Ship, Celestial Hurricanum, Luminark of Hysh and Steam Tank units (Rank 7 and above) (Lord's army)
- Missile strength: +12% for Mortar, Great Cannon, Helblaster Volley Gun, Helstorm Rocket Battery, Marienburg Land Ship, Celestial Hurricanum, Luminark of Hysh and Steam Tank units (Rank 7 and above) (Lord's army)
- Reload time reduction: +10% for Mortar, Great Cannon, Helblaster Volley Gun, Helstorm Rocket Battery, Marienburg Land Ship, Celestial Hurricanum, Luminark of Hysh and Steam Tank units (Rank 7 and above) (Lord's army)
- Stand Your Ground!Stand Your Ground!
- Replaces: "Rally!"
- Ability: "Stand Your Ground!"
- Route MarcherRoute Marcher
- Campaign movement range: +5%
- Iron DisciplinarianIron Disciplinarian3 levelsLevel 1
- Control: +1 (local province)
- Control: +2 (local province)
- Control: +3 (local province)
- Leader of RenownLeader of Renown3 levelsLevel 1
- Recruitment cost: -5% (Lord's army)
- Recruitment cost: -10% (Lord's army)
- Recruitment cost: -15% (Lord's army)
- Reassuring PresenceReassuring Presence3 levelsLevel 1
- Attrition: -10% casualties suffered from all attrition (Lord's army)
- Attrition: -20% casualties suffered from all attrition (Lord's army)
- Attrition: -30% casualties suffered from all attrition (Lord's army)
- FerventFervent3 levelsLevel 1
- Corruption: -1 (local province)
- Corruption: -2 (local province)
- Corruption: -3 (local province)
- IrrepressibleIrrepressible
- Casualty replenishment rate: +30% for this Lord (Lord's army)
- Character experience gain: +15%
- Wound recovery time: -1 turns
- Lightning StrikeLightning Strike3 levelsLevel 1
- Enemy battle reinforcement time: +25%
- Battle reinforcement time: -10%
- Reinforcements supporting this army can have their arrival point adjusted by +250 metres without incurring any time penalty
- Enemy battle reinforcement time: +50%
- Battle reinforcement time: -20%
- Reinforcements supporting this army can have their arrival point adjusted by +600 metres without incurring any time penalty
- Enemy battle reinforcement time: +50%
- Battle reinforcement time: -30%
- Reinforcements supporting this army can have their arrival point adjusted by +1000 metres without incurring any time penalty
- Enables lightning strike battles when reinforcements are present
- QuartermasterQuartermaster3 levelsLevel 1
- Upkeep: -3% (Lord's army)
- Upkeep: -6% (Lord's army)
- Upkeep: -10% (Lord's army)
- LogisticianLogistician3 levelsLevel 1
- Casualty replenishment rate: +2% (Lord's army)
- Casualty replenishment rate: +4% (Lord's army)
- Casualty replenishment rate: +6% (Lord's army)
- AlertAlert3 levelsLevel 1
- Ambush defence chance: +6% (Lord's army)
- Ambush defence chance: +16% (Lord's army)
- Chance of intercepting an army using Tunnelling, beast-paths or Worldroots: +5%
- Ambush defence chance: +30% (Lord's army)
- Chance of intercepting an army using Tunnelling, beast-paths or Worldroots: +10%
- HeadhunterHeadhunter
- Campaign movement range: +5%
- Recruit rank: +2 for all units (Lord's army)
- Upkeep: -8% (Lord's army)
- Local recruitment capacity: +1 (local province)
Every version of Emperor Karl Franz
4 units share this name (mounts, race versions, renown or faction variants). Differences from the first row are highlighted.
| Version | HP | Models | Armour | Lead. | Speed | MA | MD | WS | Charge | Cost | Upkeep | Unit key |
|---|---|---|---|---|---|---|---|---|---|---|---|---|
| The EmpireLord | 4,288 | 1 | 100 | 80 | 34 | 65 | 45 | 470 | 65 | 1,100 | 275 | wh_main_emp_cha_karl_franz_0 |
| The EmpireLord | 6,836 | 1 | 100 | 80 | 90 | 56 | 38 | 490 | 90 | 1,900 | 475 | wh_main_emp_cha_karl_franz_1 |
| The EmpireLord | 5,216 | 1 | 100 | 80 | 105 | 65 | 45 | 470 | 90 | 1,500 | 375 | wh_main_emp_cha_karl_franz_2 |
| The EmpireLord | 4,900 | 1 | 120 | 80 | 78 | 65 | 45 | 470 | 90 | 1,350 | 337 | wh_main_emp_cha_karl_franz_4 |
Who can field it
- The Empire · Reikland
Custom Battle lists factions under each race; every faction of a race fields that race's units (units_custom_battle_permissions rows of any of its factions). The name after the race is the faction the army builder uses.
The game also has 1 summoned or scripted copy of this unit that no building or mercenary pool recruits (wh_main_emp_cha_karl_franz_3).
Where these numbers come from
Read from the game's database tables for patch 9.0.4 (main_units, land_units, battle_entities, melee_weapons, projectiles…) as published in the WH3-Dump export (commit 099796e8). Formulas that turn table values into card values are checked against known units before they are shown — how we verify.