
Heinrich Kemmler
Lord· Wizard 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.
Heinrich Kemmler is a legendary lord of Vampire Counts, leading The Barrow Legion at the start of a campaign: 3,808 HP, armour 15, melee attack 38, melee defence 45, weapon strength 340. It costs 1,200 in the campaign and 400 in multiplayer. Beating this lord in battle can earn the defeat trait Lichekiller. Unit key wh_main_vmp_cha_heinrich_kemmler. Patch 9.0.4, from the game's data tables.
Health
3,808
Armour
15
Leadership
75
Speed
34
Melee attack
38
Melee defence
45
Weapon strength
220 base + 120 armour-piercing
340
Charge bonus
25
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 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.
- Undead
Undead units cannot be routed, but take damage when their Leadership is broken. Undead units also have: Fear and Terror Immunity Undead units may also have their hit points restored by special characters such as the Vampire Counts Necromancer.
Abilities
- Eternal VigourAugment (Area) · +24 Melee Defence, +20% Physical ResistanceactiveEternal VigourAugment (Area)+24 Melee Defence+20% Physical ResistanceCooldown 120 s · Duration 26 s · 2 usesIt is hard to strike one whose cloak carries them through the veil between worlds.
- Invocation of the LichemasterSummon Unit · Summons a unit of Cairn WraithsactiveInvocation of the LichemasterSummon UnitSummons a unit of Cairn WraithsCooldown 90 s · Duration 3 s · 1 use"Redeem your failures through service to death!"
- 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.
- Undeath ResurgentAugment (Area) · +24 Melee Defence, +16 LeadershipactiveUndeath ResurgentAugment (Area)+24 Melee Defence+16 LeadershipCooldown 90 s · Duration 18 s · Range 35 mArise! Do not falter! Do not crumble! Back to life once more!
- Master of the DeadRegeneration (Area) · Effect intensity increases with each nearby entity death., Replenishes hit points of combatantspassiveMaster of the DeadRegeneration (Area)Effect intensity increases with each nearby entity death.Replenishes hit points of combatantsPassive · Range 35 mNecromancers can not only marshal the dead, but leech the power from any souls fleeing their mortal remains.
- CrumblingDirect Damage · Causes damage to selfpassiveCrumblingDirect DamageCauses damage to selfPassiveThe 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.
- DisintegratingDirect Damage · Causes severe damage to selfpassiveDisintegratingDirect DamageCauses severe damage to selfPassiveThe Dark Magic binding has failed. Both flesh and Necromantic energy slough off the subjects, leaving naught but dust.
Lore of magic
Counters
Vulnerable to
- Bonus vs infantry — infantry-sizede.g. Doom-Flayers, War Mammoth, Feral Mammoth · Vampire Counts: Coven Throne, Black Coach
- Missile fire — armour 15, no shielde.g. Ratling Guns, Stormfiends (Ratling Cannons), Chameleon Stalkers · Vampire Counts: Sylvanian Crossbowmen, Sylvanian Handgunners
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 Heinrich Kemmler in battle and your lord can earn the trait
Lichekiller
- Spell resistance: 10% (Lord's army)
Kemmler's quest for the darkest of knowledge will never be over, but has suffered something of a setback.
Patch changes
Heinrich Kemmler skill tree
53 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 Heinrich Kemmler's skills
- Barded NightmareBarded NightmareUnlocks at rank 8
- Mount: Barded Nightmare
- Call of the Cairn HostsCall of the Cairn HostsUnlocks at rank 11 · 2 levelsLevel 1
- Upgrades Ability: "Invocation of the Lichemaster"
- Ability number of uses: +1 for "Invocation of the Lichemaster"
- Unit capacity: +1 Cairn Wraiths and Hexwraiths
- Upkeep: -10% for Spirit Host, Cairn Wraiths and Hexwraiths units (Lord's army)
- Ability: "Invocation of the Lichemaster" is further upgraded
- Ability number of uses: +2 for "Invocation of the Lichemaster"
- Unit capacity: +2 Cairn Wraiths and Hexwraiths
- Upkeep: -25% for Spirit Host, Cairn Wraiths and Hexwraiths units (Lord's army)
- Master of the DeadMaster of the Dead2 levelsLevel 1
- Spell number of uses: +2 for "Raise Dead" and "Raise Dead Upgraded"
- Passive ability: "Master of the Dead"
- Spell number of uses: +2 for "Raise Dead" and "Raise Dead Upgraded"
- Effect range: +35% for "Master of the Dead"
- Targeting range: +200% for "Raise Dead" and "Raise Dead Upgraded"
- Passive ability: "Master of the Dead"
- Loremaster, Lore of VampiresLoremaster, Lore of VampiresUnlocks at rank 9
- Winds of Magic cost: -2 for "Curse of Years"
- Winds of Magic cost: -1 for "Invocation of Nehek Upgraded"
- Winds of Magic cost: -2 for "Wind of Death Upgraded"
- Cooldown: -25% to Lore of Vampires spells
- Barrow KingsBarrow KingsUnlocks at rank 10
- Hero action success chance: +10% for Wight Kings (all characters)
- Hero capacity: +2 for Wight Kings
- Unlocks Hero recruitment: Wight King (all provinces)
- Lord of the ScourgeLord of the Scourge2 levelsLevel 1
- Battle healing cap: +15% (Lord's army)
- Upkeep: -10% for Zombies, Skeleton Warriors and Skeleton Spearmen units (Lord's army)
- Casualty replenishment rate: +4% (Lord's army)
- Battle healing cap: +30% (Lord's army)
- Upkeep: -25% for Zombies, Skeleton Warriors and Skeleton Spearmen units (Lord's army)
- Casualty replenishment rate: +6% (Lord's army)
- Thrall MasterThrall Master2 levelsLevel 1
- Corpses gained from battle: +2% (own army)
- The Dead Rise Again: +3% chance for destroyed Undead units to be restored after battle (Lord's army)
- The Dead Rise Again: +5% hit points for destroyed Undead units restored after battle (Lord's army)
- Corpses gained from battle: +5% (own army)
- The Dead Rise Again: +5% chance for destroyed Undead units to be restored after battle (Lord's army)
- The Dead Rise Again: +10% hit points for destroyed Undead units restored after battle (Lord's army)
- Aura of Dark MajestyAura of Dark Majesty
- Leadership aura size: +25%
- Dark PactDark Pact
- Leadership: +5 when attacking (Lord's army)
- Grave WardGrave 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
- Eternal VigourEternal VigourUnlocks at rank 12
- Ability: "Eternal Vigour"
- Leadership: +6 (Lord's army)
- Physical resistance: 10% (Lord's army)
- Harvest of RenewalHarvest of Renewal
- Battle healing cap: +20% (Lord's army)
- Incoming Healing Modifier: +20% (Lord's army)
- Corpses gained from battle: +15% (Lord's army)
- Casualty replenishment rate: +10% (Lord's army)
- WightbladesWightblades
- Bonus vs Infantry: +8 for Spirit Host, Cairn Wraiths, Mournguls and Hexwraiths units (Lord's army)
- Attribute: Stalk for Spirit Host, Cairn Wraiths and Hexwraiths units (Lord's army)
- Attribute: Devastating Flanker for Spirit Host, Cairn Wraiths, Mournguls and Hexwraiths units (Lord's army)
- Perpetual RegenerationPerpetual Regeneration
- Passive ability: "Horrible Regeneration" for Spirit Host, Cairn Wraith and Hexwraiths units (Rank 7 and above) (Lord's army)
- Passive ability: "Regeneration"
- Hit points: +10%
- Seeker of SecretsSeeker of Secrets
- Magic item drop chance from battle: +15%
- Post battle chance of stealing a magic item: +15%
- Income from post-battle loot: +20%
- Research rate: +10
- Return of the LichemasterReturn of the Lichemaster
- Winds of Magic cost: -20% for Lore of Vampires
- Winds of Magic power reserve: +3 per turn (own army)
- Winds of Magic power reserve capacity: +20 (own army)
- Cooldown: -20% to Lore of Vampires spells
- Invocation of NehekInvocation of Nehek2 levelsLevel 1
- Overcast spell: "Invocation of Nehek Upgraded"
- Cooldown: -30% to "Invocation of Nehek"
- Miscast base chance: -15% for "Invocation of Nehek Upgraded"
- Overcast spell: "Invocation of Nehek Upgraded"
- Winds of Magic cost: -1 for "Invocation of Nehek"
- Winds of Magic cost: -2 for "Invocation of Nehek Upgraded"
- Cooldown: -50% to "Invocation of Nehek"
- The Curse of UndeathThe Curse of Undeath
- Passive ability: "The Curse of Undeath"
- Vanhel's Danse MacabreVanhel's Danse Macabre2 levelsLevel 1
- Overcast spell: "Vanhel's Danse Macabre Upgraded"
- Cooldown: -30% to "Vanhel's Danse Macabre"
- Miscast base chance: -15% for "Vanhel's Danse Macabre Upgraded"
- Overcast spell: "Vanhel's Danse Macabre Upgraded"
- Winds of Magic cost: -1 for "Vanhel's Danse Macabre"
- Winds of Magic cost: -2 for "Vanhel's Danse Macabre Upgraded"
- Cooldown: -50% to "Vanhel's Danse Macabre"
- Gaze of NagashGaze of Nagash2 levelsLevel 1
- Overcast spell: "Gaze of Nagash Upgraded"
- Cooldown: -30% to "Gaze of Nagash"
- Miscast base chance: -15% for "Gaze of Nagash Upgraded"
- Overcast spell: "Gaze of Nagash Upgraded"
- Winds of Magic cost: -2 for "Gaze of Nagash"
- Winds of Magic cost: -3 for "Gaze of Nagash Upgraded"
- Cooldown: -50% to "Gaze of Nagash"
- Raise DeadRaise Dead2 levelsLevel 1
- Overcast spell: "Raise Dead Upgraded"
- Cooldown: -30% to "Raise Dead"
- Miscast base chance: -15% for "Raise Dead Upgraded"
- Overcast spell: "Raise Dead Upgraded"
- Spell number of uses: +1 for "Raise Dead" and "Raise Dead Upgraded"
- Cooldown: -50% to "Raise Dead"
- EvasionEvasion
- Passive ability: "Evasion"
- Curse of YearsCurse of Years
- Winds of Magic cost: -2 for "Curse of Years"
- Cooldown: -50% to "Curse of Years"
- Spell: "Curse of Years"
- Wind of DeathWind of Death2 levelsLevel 1
- Overcast spell: "Wind of Death Upgraded"
- Cooldown: -30% to "Wind of Death"
- Miscast base chance: -15% for "Wind of Death Upgraded"
- Overcast spell: "Wind of Death Upgraded"
- Winds of Magic cost: -3 for "Wind of Death"
- Winds of Magic cost: -4 for "Wind of Death Upgraded"
- Cooldown: -50% to "Wind of Death"
- EarthingEarthing
- Miscast base chance: -15%
- Magical ReservesMagical Reserves
- Winds of Magic power reserve capacity: +5
- Greater Arcane ConduitGreater Arcane Conduit
- Passive ability: "Greater Arcane Conduit"
- Aura of SupremacyAura of Supremacy
- Character's aura leadership effect: +5
- Enemy leadership: -4 (enemy armies in local province)
- The Unliving HostThe Unliving Host3 levelsLevel 1
- Melee attack: +4 for Zombies, Skeletons, Crypt Ghouls, Grave Guard and Lahmian Handmaidens units (Lord's army)
- Melee defence: +4 for Zombies, Skeletons, Crypt Ghouls, Grave Guard and Lahmian Handmaidens units (Lord's army)
- Melee attack: +6 for Zombies, Skeletons, Crypt Ghouls, Grave Guard and Lahmian Handmaidens units (Lord's army)
- Melee defence: +8 for Zombies, Skeletons, Crypt Ghouls, Grave Guard and Lahmian Handmaidens units (Lord's army)
- Melee attack: +8 for Zombies, Skeletons, Crypt Ghouls, Grave Guard and Lahmian Handmaidens units (Lord's army)
- Call of the NightCall of the Night3 levelsLevel 1
- Speed: +6% for Fell Bats and Dire Wolves units (Lord's army)
- Charge bonus: +6 for Fell Bats and Dire Wolves units (Lord's army)
- Speed: +9% for Fell Bats and Dire Wolves units (Lord's army)
- Charge bonus: +12 for Fell Bats and Dire Wolves units (Lord's army)
- Speed: +12% for Fell Bats and Dire Wolves units (Lord's army)
- Evil SoulsEvil Souls3 levelsLevel 1
- Spell resistance: 5% for Spirit Host, Cairn Wraiths, Mournguls and Hexwraiths units (Lord's army)
- Spell resistance: 10% for Spirit Host, Cairn Wraiths, Mournguls and Hexwraiths units (Lord's army)
- Melee attack: +4 for Spirit Host, Cairn Wraiths, Mournguls and Hexwraiths units (Lord's army)
- Spell resistance: 15% for Spirit Host, Cairn Wraiths, Mournguls and Hexwraiths units (Lord's army)
- Melee attack: +8 for Spirit Host, Cairn Wraiths, Mournguls and Hexwraiths units (Lord's army)
- Creatures of the NightCreatures of the Night3 levelsLevel 1
- Charge bonus: +6 for Crypt Horrors, Vargheists, Varghulfs, Zombie Dragon and Terrorgheist units (Lord's army)
- Charge bonus: +9 for Crypt Horrors, Vargheists, Varghulfs, Zombie Dragon and Terrorgheist units (Lord's army)
- Weapon strength: +6% for Crypt Horrors, Vargheists, Varghulfs, Zombie Dragon and Terrorgheist units (Lord's army)
- Charge bonus: +12 for Crypt Horrors, Vargheists, Varghulfs, Zombie Dragon and Terrorgheist units (Lord's army)
- Weapon strength: +12% for Crypt Horrors, Vargheists, Varghulfs, Zombie Dragon and Terrorgheist units (Lord's army)
- Waking DeadWaking Dead3 levelsLevel 1
- Melee attack: +4 for Black Knights, Blood Knights and Drakenhof Templars units (Lord's army)
- Armour: +6 for Black Knights, Blood Knights and Drakenhof Templars units (Lord's army)
- Melee attack: +6 for Black Knights, Blood Knights and Drakenhof Templars units (Lord's army)
- Armour: +12 for Black Knights, Blood Knights and Drakenhof Templars units (Lord's army)
- Melee attack: +8 for Black Knights, Blood Knights and Drakenhof Templars units (Lord's army)
- Carriages of DeathCarriages of Death3 levelsLevel 1
- Melee defence: +4 for Black Coach, Corpse Cart, Coven Throne and Mortis Engine units (Lord's army)
- Melee defence: +6 for Black Coach, Corpse Cart, Coven Throne and Mortis Engine units (Lord's army)
- Speed: +6% for Black Coach, Corpse Cart, Coven Throne and Mortis Engine units (Lord's army)
- Melee defence: +8 for Black Coach, Corpse Cart, Coven Throne and Mortis Engine units (Lord's army)
- Speed: +12% for Black Coach, Corpse Cart, Coven Throne and Mortis Engine units (Lord's army)
- Magical AnimusMagical Animus
- Ability: "Magical Animus"
- Legions of DeadLegions of Dead
- Spell resistance: 15% for Spirit Host, Zombies, Skeletons, Grave Guard, Cairn Wraiths and Lahmian Handmaidens units (Rank 7 and above) (Lord's army)
- Melee attack: +5 for Spirit Host, Zombies, Skeletons, Grave Guard, Cairn Wraiths and Lahmian Handmaidens units (Rank 7 and above) (Lord's army)
- Weapon strength: +12% for Spirit Host, Zombies, Skeletons, Grave Guard, Cairn Wraiths and Lahmian Handmaidens units (Rank 7 and above) (Lord's army)
- Dread KnightsDread Knights
- Charge bonus: +12 for Black Coach, Black Knights, Blood Knights, Drakenhof Templars, Corpse Cart, Hexwraiths, Coven Throne and Mortis Engine units (Rank 7 and above) (Lord's army)
- Ward save: +8% for Black Coach, Black Knights, Blood Knights, Drakenhof Templars, Corpse Cart, Hexwraiths, Coven Throne and Mortis Engine units (Rank 7 and above) (Lord's army)
- Weapon strength: +12% for Black Coach, Black Knights, Blood Knights, Drakenhof Templars, Corpse Cart, Hexwraiths, Coven Throne and Mortis Engine units (Rank 7 and above) (Lord's army)
- Deadly PowerDeadly Power
- Melee attack: +5 for Crypt Ghouls, Crypt Horrors, Mournguls, Dire Wolves and Varghulfs units (Rank 7 and above) (Lord's army)
- Physical resistance: 10% for Crypt Ghouls, Crypt Horrors, Mournguls, Dire Wolves and Varghulfs units (Rank 7 and above) (Lord's army)
- Weapon strength: +12% for Crypt Ghouls, Crypt Horrors, Mournguls, Dire Wolves and Varghulfs units (Rank 7 and above) (Lord's army)
- Flying HorrorsFlying Horrors
- Charge bonus: +12 for Fell Bats, Terrorgheist, Zombie Dragon and Vargheists units (Rank 7 and above) (Lord's army)
- Melee attack: +5 for Fell Bats, Terrorgheist, Zombie Dragon and Vargheists units (Rank 7 and above) (Lord's army)
- Missile resistance: 15% for Fell Bats, Terrorgheist, Zombie Dragon and Vargheists units (Rank 7 and above) (Lord's army)
- Undeath ResurgentUndeath Resurgent
- Replaces: "Magical Animus"
- Ability: "Undeath Resurgent"
- The Restless DeadThe Restless Dead
- Campaign movement range: +5%
- Undying HordeUndying Horde3 levelsLevel 1
- The Dead Rise Again: +5% hit points for destroyed Undead units restored after battle (Lord's army)
- Casualty replenishment rate: +2% (Lord's army)
- The Dead Rise Again: +10% hit points for destroyed Undead units restored after battle (Lord's army)
- Casualty replenishment rate: +4% (Lord's army)
- The Dead Rise Again: +15% hit points for destroyed Undead units restored after battle (Lord's army)
- Casualty replenishment rate: +6% (Lord's army)
- Children of the NightChildren of the Night3 levelsLevel 1
- Character experience gain: +10% (Heroes in Lord's army)
- Upkeep: -3% (Lord's army)
- Character experience gain: +20% (Heroes in Lord's army)
- Upkeep: -6% (Lord's army)
- Character experience gain: +30% (Heroes in Lord's army)
- Upkeep: -9% (Lord's army)
- Darkling SkiesDarkling Skies3 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)
- Ancient CunningAncient Cunning3 levelsLevel 1
- Ambush success chance: +6% (Lord's army)
- Ambush success chance: +16% (Lord's army)
- Ambush success chance: +30% (Lord's army)
- Immortal HorrorImmortal Horror
- Casualty replenishment rate: +30% for this Lord (Lord's army)
- Battle healing cap: +50%
- 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
- Guile & GlamourGuile & Glamour3 levelsLevel 1
- Vampiric corruption: +1 (local province)
- Vampiric corruption: +3 (local province)
- Vampiric corruption: +6 (local province)
- NecrarchNecrarch3 levelsLevel 1
- Growth: +8 (local province)
- Growth: +20 (local province)
- Growth: +36 (local province)
- Eternal WardenEternal Warden3 levelsLevel 1
- Attrition: -5% when under siege (armies in local owned region)
- Attrition: -10% when under siege (armies in local owned region)
- Attrition: -15% when under siege (armies in local owned region)
- Uncanny PrescienceUncanny Prescience
- Winds of Magic power reserve minimum: +15 (Lord's army)
- Campaign movement range: +5%
- Upkeep: -8% (Lord's army)
Every version of Heinrich Kemmler
2 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 |
|---|---|---|---|---|---|---|---|---|---|---|---|---|
| Vampire CountsWizard Lord | 3,808 | 1 | 15 | 75 | 34 | 38 | 45 | 340 | 25 | 1,200 | 300 | wh_main_vmp_cha_heinrich_kemmler |
| Vampire CountsWizard Lord | 4,680 | 1 | 35 | 75 | 78 | 38 | 45 | 340 | 40 | 1,400 | 300 | wh2_dlc11_vmp_cha_heinrich_kemmler_1 |
Who can field it
- Vampire Counts · The Drakenhof Conclave
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.
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.