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HomeHome / Total War: WARHAMMER III / Von Carstein / Units / Master Necromancer (Barded Nightmare)
Master Necromancer (Barded Nightmare) Von CarsteinVon Carstein Lords

Master Necromancer (Barded Nightmare)

Drifting between the living and the dead, a Master Necromancer summons Undead minions to fight enemies on his behalf.

As a man follows the dark path of the Necromancer, he becomes ever more detached from his mortal roots. Morbidly questing after the secrets of death, a Necromancer deeply steeped in the lore of the dead stands on the threshold between worlds, neither wholly alive, nor one of the Undead. His body twisted with unholy power, his mind seared by the horrors he has witnessed, a Necromancer often has more in common with his lurching, moaning minions than with the living he seeks to slay.

Master Necromancer (Barded Nightmare)

Unit Name

Master Necromancer (Barded Nightmare)

Main Unit Key

wh_main_vmp_cha_master_necromancer_5

Land Unit Key

wh_main_vmp_cha_master_necromancer_5

Land Unit Group Parents

Lords

Land Unit Group

Wizard

Caste

Lord

Category

Cavalry

Class

Command

Custom Battle Cost

600

Recruitment Cost

990

Upkeep Cost

190

Number of Units

1

Hit Points

4160

├ Mount

1

├ Mount Entity

├ Mount Hit Points

├ Num Mounts

hu1_empire_hr1_warhorse_staff_and_sword

├ Man Entity

wh2_dlc16_infantry_standard_hero_blood_dismembers_low_kb_resist

├ Man Hit Points

8

├ Num Men

1

└ Bonus Hit Points

4152

Mass

600

└ Man Mass

600.0000

Armour

45

├ Armour

wh2_main_leather_45

├ Shield

none

Missile Block Chance

0

Leadership

66

Speed

34

└ Man Speed

34

Melee Attack

30

Melee Defence

38

Weapon Strength

300

├ Melee Weapon

wh_main_vmp_staff_hero

Base Weapon Damage

210

Armour-Piercing Weapon Damage

90

Bonus vs. Large

0

Bonus vs. Infantry

0

Charge Bonus

35

Abilities

  • Lesser Raise Dead
    Necromancers can awaken mortal remains to reinforce their Undead legions.
  • Wounds
    Even the greatest foes can be laid low with terrible injuries, and the greater the damage done, the less able they will be to effectively continue the fray.
    Speed x 90%
    Armour-Piercing Weapon Damage x 80%
    Base Weapon Damage x 80%
  • Magical Animus
    With an arcane cry, all around rally to fight in battle once more.
    Leadership +16
  • Master of the Dead
    Necromancers can not only marshal the dead, but leech the power from any souls fleeing their mortal remains.
  • 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 leadership bonus to nearby allies. Units within range of both the 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.
  • Undead
    This unit is Undead (does not rout, immune to terror, becomes unstable when {{tr:morale}} is low).

Strengths & Weaknesses

  • Spellcaster
    This unit can cast spells.