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HomeHome / Total War: WARHAMMER II / Sylvania (Mortal Empires) / Units / Necrarch Vampire Lord
Necrarch Vampire Lord Sylvania (Mortal Empires)Sylvania (Mortal Empires) Command

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.

Necrarch Vampire Lord

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

Weapon Strength (Weapon Damage)

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

Melee Defence

40

├ Base Defence

40

├ Shield

none

└ Shield Defence

0

Armour

70

├ Armour

wh2_main_plate_70

├ Armour Defence

70

└ Shield Armour

0

Health

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.