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====Rare Units==== {| class=wikitable ! || Pts || M || WS || BS || S || T || W || I || A || Ld || Sv |- | '''Gloom:''' || 6 || 4 || 2 || 0 || 2 || 2 || 1 || 1 || 1 || 5 || - |} *A strange case, essentially being zombie ghosts. Meant to be a tarpit but they usually end up dying to their own rules more than anything else. Even so they can be quite good at holding up very high Strength units that the Embalmbed Ones can't handle even with their T5. If you're left with the power dice to spare however, Invocation of the Lichemaster can keep them in perfect shape without much issue and they might impress you against stuff like units with Great Weapons. *'''Unit Size''': 10-20 Glooms. *'''Generic Equipment''': Throttling Dead Hands (aka a Hand Weapon, or two if your opponent is generous and/or you want to try rules lawyer arguing it). :''In addition to the above equipment, Glooms have the following rules:'' *'''Ethereal''': The main reason you're taking them. Think of them as a unit of very weak Wraiths. *'''Tormented''': Like Ghosts the Glooms tend to destroy themselves. Unlike Ghosts, the entire unit doesn't die when they fail the test once. Unfortunately this also prevents them from using Kemmler's Leadership when they take the test. *'''Spirit Levy''': Basically the Skaven rule Strength in Numbers, the Glooms add their rank bonus to their Leadership. In practice this means they'll pass their tormented test more often than not provided they're at full Strength. If you're still worried about them even with Ld8, you could put a Shadow Druid in their unit as they're also Ethereal and have Ld10, therefore making sure the unit isn't going anywhere. *'''Undead''': Yep, they're spirits. *'''Winged Nightmares''': {| class=wikitable ! || Pts || M || WS || BS || S || T || W || I || A || Ld || Sv |- | '''Winged Nightmare:''' || 175 || 6 || 4 || 0 || 5 || 5 || 4 || 2 || 3 || 5 || - |} *Because Kemmler's powerful enough to have several of these things running around without other necromancers to power them. Winged Nightmares are of dubious use in this army, filling mostly the same role as the Tomb Stalkers (albeit for 130 points more) and having the added bonus of being able to hunt War Machine crews. However even in that role they're outdone by a Barrow King with a certain magic item (who's also 25 points cheaper). Still they're not actually bad at what they do, just outdone by some others in certain situations/with certain equipment, however if you've got other uses for Tomb Stalkers/you can't get a Barrow King on a Sky Chariot then you'll find they can do their job very well indeed. Depending on the edition you can also get great use out of their Terror rule as well. *'''Unit Size''': 1 Winged Nightmare. *'''Generic Equipment''': Hand Weapon. It's not like a monster can get anything else. :''In addition to the above equipment, Winged Nightmares have the following rules:'' *'''Undead''': Kemmler's Nightmares are Frankenstein creations between stuff like Manticores and Griffons, so naturally they're undead too. *'''Terror''': As it says on the tin. Either really good or mediocre depending on the edition you're playing. *'''Impale''': The Winged Nightmare gets +1 Strength on the turn it charges. In turn this means it Wounds even Dwarf artillery crews on 2+ when it makes the charge to ensure it makes the kill. *'''Fly''': Awesome, and the main reason you're taking them. Unfortunately it also makes them a big target which isn't helped by the next rule. *'''Large Target''': On the one hand it's nice that it can help them see over terrain (depending on the edition), on the other hand it really hurts to see them get shot. A lucky bolt thrower can definitely put them down.
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