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Mannfred von Carstein Vampire CountsVampire Counts Command

Mannfred von Carstein

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.

Mannfred von Carstein

Unit Name

Mannfred von Carstein

Main Unit Key

wh_main_vmp_cha_mannfred_von_carstein_3

Land Unit Key

wh_main_vmp_cha_mannfred_von_carstein_3

Naval Unit Key

wh_main_shp_transport

Soldiers

1

Category

War Beast

Class

Command

Custom Battle Cost

1650

Recruitment Cost

1900

Upkeep Cost

475

Melee Attack

48

Weapon Strength (Weapon Damage)

450

├ Melee Weapon

wh_main_vmp_hero_zombie_dragon

├ Melee Damage Base

160

├ Melee Damage Ap

290

├ Armour Piercing

No

├ Bonus vs Cavalry

0

├ Bonus vs Elephants

0

└ Bonus vs Infantry

0

Charge Bonus

70

Melee Defence

50

├ Base Defence

50

├ Shield

none

└ Shield Defence

0

Armour

70

├ Armour

wh_main_vmp_zombie_dragon

├ Armour Defence

70

└ Shield Armour

0

Health

4996

├ Man Entity

wh_main_infantry_standard

├ Man Speed

31

├ Man Health

8

├ Bonus Hit Points

4980

├ Mount

wh_main_vmp_mnt_dragon_zombie

├ Mount Entity

wh_main_flying_dragon_blood

├ Mount Speed

70

└ Mount Health

8

Leadership (Base Morale)

80

Abilities

Mannfred von Carstein
  • 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.
  • Arise! Do not falter! Do not crumble! Back to life once more!
  • Flies surround this rotting creature, making combat even harder as the swarm buzzes into mouths, ears and other vulnerable orifices!
  • The Winds of Magic themselves present little challenge to von Carstein, so matchless is he in his magical prowess.
  • 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.

Attributes

  • Causes Fear
    This unit frightens all enemy units, reducing their [[img:icon_morale]][[/img]]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.
  • Encourage
    This unit provides a [[img:icon_morale]][[/img]]leadership bonus to nearby allies. Units within range of both the [[img:icon_general]][[/img]]Lord's aura and an encouraging unit will receive the larger of the two bonuses.
  • Undead
    The unit is Undead (does not rout, immune to terror, becomes unstable when [[img:icon_morale]][[/img]]{{tr:morale}} is low). It will suffer from [[img:icon_attrition]][[/img]]attrition when moving through territory not owned by the Undead.

Strengths & Weaknesses

No Strengths and Weaknesses