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HomeHome / Total War: WARHAMMER II / The Awakened / Units / Luthor Harkon (Death Shriek Terrorgheist)
Luthor Harkon (Death Shriek Terrorgheist) The AwakenedThe Awakened Command

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.

Luthor Harkon (Death Shriek Terrorgheist)

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

Missile Damage

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

Weapon Strength (Weapon Damage)

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

Melee Defence

42

├ Base Defence

42

├ Shield

none

└ Shield Defence

0

Armour

80

├ Armour

wh2_main_bone_80

├ Armour Defence

80

└ Shield Armour

0

Health

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.