Vlad von Carstein
Through life, death, and Undeath, the first and greatest of the Vampire Counts pursues the throne; it is his by right!Vlad von Carstein was the first and greatest of the Vampire Counts of Sylvania. A master swordsman and skilled general with no small aptitude in the magical arts, it was he who tainted the aristocracy of Sylvania with the curse of vampirism, and in doing so, created an Undead kingdom at the heart of the Empire. Count Vlad was a towering figure, with a mane of long hair and piercing eyes. Those who met him and survived described him as possessed of a "feral charm", but with an evil temper that could turn into a berserk fury if he was thwarted in his endeavours. It is said that at such times, only his wife, Isabella, could calm him without blood being spilled. No records tell of Vlad's origins before his coming to Sylvania. Even the Vampires of that realm know nothing of his life before that fateful night in Drakenhof, and Vlad certainly never recounted or wrote down his personal history. That he knew much about the workings of the Empire, and its internal division at the time of his arrival, attests to knowledge of the dealings of mortal men for many years.
Unit Name Vlad von Carstein |
Main Unit Key wh_dlc04_vmp_cha_vlad_von_carstein_0 |
Land Unit Key wh_dlc04_vmp_cha_vlad_von_carstein_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 1200 |
Recruitment Cost 1000 |
Upkeep Cost 250 |
Melee Attack 70 |
430 |
├ Melee Weapon wh_dlc04_vmp_vlad_sword |
├ Melee Damage Base 130 |
├ Melee Damage Ap 300 |
├ Armour Piercing No |
├ Bonus vs Cavalry 0 |
├ Bonus vs Elephants 0 |
└ Bonus vs Infantry 0 |
Charge Bonus 35 |
50 |
├ Base Defence 50 |
├ Shield none |
└ Shield Defence 0 |
90 |
├ Armour wh2_main_plate_90 |
├ Armour Defence 90 |
└ Shield Armour 0 |
5496 |
├ Man Entity wh_dlc04_infantry_very_fast_hero_blood |
├ Man Speed 40 |
├ Man Health 8 |
└ Bonus Hit Points 5488 |
Leadership (Base Morale) 85 |
Abilities
- Master of Beguilement
This Vampire Lord feints and shades, confounding their enemy into missteps and errors. - Aura of Dark Grandeur
Vlad motivates his devoted followers with his majestic presence; the Lord of Undeath is without peer. - 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. - 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. - 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. - 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.