Luthor Harkon (Death Shriek Terrorgheist)
Served by the reanimated corpses of shipwrecked unfortunates, the Pirate King is a plague upon the world’s seas.The region of the New World known as the Vampire Coast owes its name to Luthor Harkon, a Vampire of unknown origins who established a realm on the northeastern stretch of the Lustrian shoreline after becoming stranded there many years ago. As leader of a pirate fleet crewed by the dead and the damned, he holds sway over a sea region proven to be incredibly treacherous to unwary vessels, swelling his horde of Undead mariners with shipwrecked unfortunates. While on a fateful quest to augment his might, he attempted to use Dark Magic to enter ancient chambers sealed with powerful glyphs, which retaliated and started to drain his lifeforce. Luthor managed to break free but the damage had been done – his connection to the Winds of Magic was severed and his mind shattered, leaving his personality fractured into a dozen different facets battling for dominance. In the years since, the only common goal that Luthor’s various personalities have been able to work towards is that of finding a cure for his condition, seizing the Lizardmen's artefacts in the hope that their power can heal his damaged psyche.
Unit Name Luthor Harkon (Death Shriek Terrorgheist) |
Main Unit Key wh2_dlc11_cst_cha_luthor_harkon_1 |
Land Unit Key wh2_dlc11_cst_cha_luthor_harkon_1 |
Naval Unit Key wh_main_shp_transport |
Land Unit Group Hybrid-Weapon Infantry |
Naval Unit Group Hybrid-Weapon Infantry |
Soldiers 1 |
Caste Lord |
Category War Beast |
Class Command |
Cost 2400 |
Recruitment Cost 2300 |
Upkeep Cost 575 |
160 |
├ Missile Weapon wh2_dlc11_cst_luthor_harkon_pistol |
├ Projectile wh2_dlc11_cst_luthor_harkon_pistol |
├ Missile Damage 40 |
├ Missile Ap Damage 120 |
└ Base Reload Time 4 |
Accuracy 10 |
Range 90 |
Reload 10 |
Shots Per Minute 16.7 |
Ammunition 30 |
Melee Attack 44 |
460 |
├ Melee Weapon wh2_dlc11_cst_terrorgheist |
├ Melee Damage Base 135 |
├ Melee Damage Ap 325 |
├ Armour Piercing No |
├ Bonus vs Cavalry 0 |
├ Bonus vs Elephants 0 |
└ Bonus vs Infantry 0 |
Charge Bonus 40 |
42 |
├ Base Defence 42 |
├ Shield none |
└ Shield Defence 0 |
80 |
├ Armour wh2_main_bone_80 |
├ Armour Defence 80 |
└ Shield Armour 0 |
7960 |
├ Man Entity wh2_dlc11_infantry_luthor_harkon_hero_blood |
├ Man Speed 40 |
├ Man Health 8 |
├ Bonus Hit Points 7944 |
├ Mount wh2_dlc11_cst_mnt_terrorgheist |
├ Mount Entity wh2_dlc11_cst_terrorgheist_blood |
├ Mount Speed 65 |
└ Mount Health 8 |
Leadership (Base Morale) 80 |
Abilities
- Hornswaggle
"Do pay attention or this one'll 'ave the shirt from yer back!" - Power Siphon
By which opponents are prevented from marshalling their abilities to counteract Harkon's own lore. - Magical Void
Beyond the power to raise and bind his Undead hordes, Harkon is barren; in fact, he emanates a field of anti-magic. - Extra Powder
Because you can never have too much. - Death Shriek
Unimpeded by armour and flesh, a Terrorgheist’s horrible shriek travels through its victims, splintering bones and souls, and erasing all memory of courage. - The Hunger
As the Vampires rip apart their victims they feast on the blood that spills forth – gaining in strength and lost stamina. - Regeneration
There are beings and creatures that can mend bone and knit flesh at an incredible rate. A mighty boon, but one stunted by fire. - 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. - 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 Lord's aura and an encouraging unit will receive the larger of the two bonuses. - Fire Whilst Moving
This unit can fire while on the move. - {{tr:wh2_dlc09_undead_description}}
Strengths & Weaknesses
- Armoured
Armoured units can block damage from any source apart from Armour-Piercing damage. - Causes Terror
This unit can fear themselves. - Armour-Piercing
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. - Fire Whilst Moving
This unit can fire while on the move.