Mannfred von Carstein (Zombie Dragon)Cunning, devious and powerful, Mannfred von Carstein sees all before him as prizes to be claimed.
While Vlad von Carstein was the most physically powerful of the Vampire Counts, Mannfred was the most cunning. When Vlad was slain, Mannfred did not involve himself in the infighting that would see Konrad rise to prominence. Instead, he travelled far and wide, seeking to deepen his knowledge of necromantic lore. He made an unholy pilgrimage to the ancient tombs of the Nehekhara and the ancient city of Lahmia, where he wrested the secrets of the Liche Priests from bone-dry papyrus and scrolls made from human skin. Mannfred also studied the ancient spells in the first of the Books of the Dead. Eventually, his journeys took him to Nagashizzar. None can say what foul bargains Mannfred made with that surreal realm's inhabitants in return for forbidden knowledge. When Mannfred finally returned to Sylvania, he was more powerful than ever, and took over the Undead legions in the wake of Konrad's destruction. Mannfred was almost as masterful as Vlad at concealing his true nature. As he sought for allies, Mannfred would travel abroad in the guise of an Imperial lord. He was always courteous to those he met on his travels, as befits a noble from a powerful family. When Mannfred revealed himself at the height of his power, his appearance was far more horrifying - his face became contorted and corpse-like, and his scalp writhed with magical energy. Yet his newfound powers were not enough. In the end, Mannfred was defeated and his army annihilated at the Battle of Hel Fenn. Some storytellers claim that Mannfred is not vanquished. They say he rode from Drakenhof against the forces of Chaos when they invaded the Empire. If Mannfred has survived, then surely he will reveal his designs for the Imperial throne.
Unit NameMannfred von Carstein (Zombie Dragon)
Main Unit Keywh_main_vmp_cha_mannfred_von_carstein_3
Land Unit Keywh_main_vmp_cha_mannfred_von_carstein_3
Naval Unit Keywh_main_shp_transport
Land Unit GroupWizard
Naval Unit GroupWizard
Custom Battle Cost1725
├ Melee Weaponwh_main_vmp_hero_zombie_dragon
├ Melee Damage Base160
├ Melee Damage Ap290
├ Armour PiercingNo
├ Bonus vs Cavalry0
├ Bonus vs Elephants0
└ Bonus vs Infantry0
├ Base Defence50
└ Shield Defence0
├ Armour Defence70
└ Shield Armour0
├ Man Entitywh_main_infantry_standard
├ Man Speed31
├ Man Health8
├ Bonus Hit Points4980
├ Mount Entitywh_main_flying_dragon_blood
├ Mount Speed70
└ Mount Health8
Leadership (Base Morale)80
- Red Fury
Vampires have long had a savage and unstoppable bloodlust. They will continue to slaughter until their enemies lie dead at their feet, or have been turned to Undeath.
- Undeath Resurgent
Arise! Do not falter! Do not crumble! Back to life once more!
- Swarm of Flies
Flies surround this rotting creature, making combat even harder as the swarm buzzes into mouths, ears and other vulnerable orifices!
- Master of the Black Arts
The Winds of Magic themselves present little challenge to von Carstein, so matchless is he in his magical prowess.
- The Hunger
As the Vampires rip apart their victims they feast on the blood that spills forth – gaining in strength and lost stamina.
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.
- Causes Fear
This unit frightens all enemy units, reducing their leadership when nearby. It is also immune to fear. Fear penalties do not stack.
- Causes Terror
This unit can cause terror, making its melee target rout for a short time. Units that cause terror are immune to terror and fear themselves.
This unit provides a Lord's aura and an encouraging unit will receive the larger of the two bonuses.
The unit is Undead (does not rout, immune to terror, becomes unstable when attrition when moving through territory not owned by the Undead.
Strengths & Weaknesses
This unit can cast spells.
Armoured units can block damage from any source apart from Armour-Piercing damage.
- Scaly Skin
Scaly skin or hides help to dampen or deflect the damage caused by missile weapons, increasing this unit's Missile Resistance.
The damage of armour-piercing weapons mostly ignores the armour of the target, making them the ideal choice against heavily-armoured enemies. They are often heavier and attack at a slower rate though, making them less efficient against poorly-armoured targets.