Necrarch Vampire Lord
Grotesque and withered, Necrarchs may be weaker in combat, but their magical prowess is second to none.As a Vampire ages, his powers increase. He becomes physically stronger and faster, until he is able to tear a man in half and move as fast as the wind. He is able to call upon a host of powers, the nature of which vary from Vampire to Vampire. Some can call forth creatures such as wolves and bats to assail the armies of the living, and sometimes they can even learn how to change into these forms. Others are able to mesmerise weak-willed mortals with barely a glance. If the Vampire has a strong affinity for magic, then his necromantic abilities expand both naturally and through study. Despite these awe-inspiring powers, however, there is a terrible price to pay. As the decades become centuries, many Vampires lose their minds, sliding inexorably into madness.
Unit Name Necrarch Vampire Lord |
Main Unit Key wh2_dlc11_vmp_cha_bloodline_necrarch_lord_0 |
Land Unit Key wh2_dlc11_vmp_cha_bloodline_necrarch_lord_0 |
Naval Unit Key wh_main_shp_transport |
Land Unit Group Wizard |
Naval Unit Group Wizard |
Soldiers 1 |
Caste Lord |
Category Melee Infantry |
Class Command |
Cost 750 |
Recruitment Cost 800 |
Upkeep Cost 250 |
Melee Attack 50 |
430 |
├ Melee Weapon wh2_dlc11_vmp_sword_hero_lord_necrarch |
├ Melee Damage Base 280 |
├ Melee Damage Ap 150 |
├ Armour Piercing No |
├ Bonus vs Cavalry 0 |
├ Bonus vs Elephants 0 |
└ Bonus vs Infantry 0 |
Charge Bonus 20 |
40 |
├ Base Defence 40 |
├ Shield none |
└ Shield Defence 0 |
70 |
├ Armour wh2_main_plate_70 |
├ Armour Defence 70 |
└ Shield Armour 0 |
4068 |
├ Man Entity wh_main_infantry_standard_fast_hero_blood_dismembers |
├ Man Speed 38 |
├ Man Health 8 |
└ Bonus Hit Points 4060 |
Leadership (Base Morale) 80 |
Abilities
- Dark Protection
"If you need the strength, then turn to me…" - Arcane Conduit
A strong mind is needed to channel the Winds of Magic. Those that have such a gift become arcane conduits - funnelling the magical tempests to their cause. - The Hunger
As the Vampires rip apart their victims they feast on the blood that spills forth – gaining in strength and lost stamina. - Crumbling
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. - Disintegrating
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 leadership when nearby. It is also immune to fear. Fear penalties do not stack. - Encourage
This unit provides a 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. - {{tr:wh2_dlc09_undead_description}}
Strengths & Weaknesses
- Spellcaster
This unit can cast spells. - Armoured
Armoured units can block damage from any source apart from Armour-Piercing damage.