Left Panel
menu
HomeHome / Total War: WARHAMMER II / Vampire Coast / Units / Luthor Harkon
Luthor Harkon Vampire CoastVampire Coast Command

Luthor Harkon

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

Unit Name

Luthor Harkon

Main Unit Key

wh2_dlc11_cst_cha_luthor_harkon_0

Land Unit Key

wh2_dlc11_cst_cha_luthor_harkon_0

Naval Unit Key

wh_main_shp_transport

Land Unit Group

Hybrid-Weapon Infantry

Naval Unit Group

Hybrid-Weapon Infantry

Soldiers

1

Caste

Lord

Category

Missile Infantry

Class

Command

Cost

900

Recruitment Cost

1000

Upkeep Cost

250

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

70

Weapon Strength (Weapon Damage)

480

├ Melee Weapon

wh2_dlc11_cst_sword_luthor_harkon

├ Melee Damage Base

310

├ Melee Damage Ap

170

├ Armour Piercing

No

├ Bonus vs Cavalry

0

├ Bonus vs Elephants

0

└ Bonus vs Infantry

0

Charge Bonus

20

Melee Defence

50

├ Base Defence

50

├ Shield

none

└ Shield Defence

0

Armour

90

├ Armour

wh2_main_plate_90

├ Armour Defence

90

└ Shield Armour

0

Health

4208

├ Man Entity

wh2_dlc11_infantry_luthor_harkon_hero_blood

├ Man Speed

40

├ Man Health

8

└ Bonus Hit Points

4200

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.
  • 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.
  • Fire Whilst Moving
    This unit can fire while on the move.
  • {{tr:wh2_dlc09_undead_description}}

Strengths & Weaknesses

  • Duellist
    This unit is best used to attack individual targets such as Heroes. As it can only damage very few individuals at a time, it is not suitable against hordes of weak enemies.
  • Melee Expert
    Melee Experts might have a very strong Charge Defence. Use them to counter other strong melee units. When facing them, it is best to take them out before they can enter melee.
  • Aquatic
    Whereas some units struggle to fight and move in shallow water, aquatic units excel.
  • Fire Whilst Moving
    This unit can fire while on the move.