
Arkhan the Black
Lord· Wizard Lord· 1 model at Ultra size
Comes with Tomb Kings(Warhammer II)
Skill tree →Duel it in the combat calculator →vs Chaos Warriors, the unit the rankings measure against; pick any other there.
Arkhan the Black is a legendary lord of Undead Legions and Tomb Kings, leading Followers of Nagash at the start of a campaign: 4,840 HP, armour 90, melee attack 40, melee defence 50, weapon strength 450. It costs 900 in multiplayer. It comes with Tomb Kings. Beating this lord in battle can earn the defeat trait Arkhan the Blackened. Unit key wh2_dlc09_tmb_cha_arkhan_0. Patch 9.0.4, from the game's data tables.
Health
4,840
Armour
90
Leadership
75
Speed
31
Melee attack
40
Melee defence
50
Weapon strength
290 base + 160 armour-piercing
450
Charge bonus
12
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
Undead units cannot be routed, but take damage when their Leadership is broken. Undead units also have: Fear and Terror Immunity Undead units may also have their hit points restored by special characters such as the Vampire Counts Necromancer.
Abilities
- The Liber MortisWard Save (Area) · +8 Leadership, +40% Physical ResistanceactiveThe Liber MortisWard Save (Area)+8 Leadership+40% Physical ResistanceCooldown 90 s · Duration 15 s · 3 uses · Range 35 mOne of the fabled nine Books of Nagash, this tome is one of the most potent sources of Necromantic magic in existence.
- My Will Be DoneAugment (Area) · +5 Melee Attack, +5 Melee DefencepassiveMy Will Be DoneAugment (Area)+5 Melee Attack+5 Melee DefencePassive · Range 35 mDeath is no obstacle to those with unalterable, unassailable determination.
- The CurseDirect Damage (Area) · Activates automatically when conditions are met, Strong vs units with 25 or more entities…passiveThe CurseDirect Damage (Area)Activates automatically when conditions are metStrong vs units with 25 or more entitiesCauses damage to combatantsStrong vs multiple combatantsWeak vs a single combatantPassive · Duration 15 s · 1 use · Range 35 mLike an insect sting at the point of death, striking out at the killer, sapping their strength as if shot by a thousand arrows.
- DisintegratingDirect DamagepassiveDisintegratingDirect DamagePassiveThe Dark Magic that holds these subjects together has failed. As the Necromantic energy flows out of them, nothing is left but a pile of iron and bones in the sand.
- CrumblingDirect DamagepassiveCrumblingDirect DamagePassiveIn the blasted desert of deepest Nehekhara, the dead rarely remain so. Those dragged back to screaming, clanking Unlife are bound forever to the Tomb King whose will they exist only to serve.
- WoundsHex · -10% Speed, -20% Armour-Piercing Weapon Damage…passiveWoundsHex-10% Speed-20% Armour-Piercing Weapon Damage-20% Base Weapon DamagePassiveEven 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.
Lore of magic
Counters
Vulnerable to
- Bonus vs infantry — infantry-sizede.g. Doom-Flayers, War Mammoth, Feral Mammoth
- Flaming attacks — fire weakness −15%e.g. Chameleon Stalkers, Blessed Chameleon Stalkers, Stormfiends (Warpfire Projectors)
Computed from base unit-card values (no skills, items or abilities), one rule per line; examples are units with the most of that trait. How counters are worked out · Try it in the combat calculator
Defeat trait
Beat Arkhan the Black in battle and your lord can earn the trait
Arkhan the Blackened
- Diplomatic relations: +20 with Tomb Kings
- Weapon strength: +25% when fighting against Vampire Counts
The Liche King may have dark sorcery and the power of the Great Necromancer, but that's not always enough when facing massed-ranks and hefty blades.
Patch changes
Patch 9.0wh2_dlc09_tmb_cha_arkhan_0
- Custom battle: no longer in the Tomb Kings roster
- Custom battle: now in the Undead Legions roster
Patch 9.0wh2_dlc09_tmb_cha_arkhan_1
- Custom battle: no longer in the Tomb Kings roster
- Custom battle: now in the Undead Legions roster
Patch 9.0wh2_dlc09_tmb_cha_arkhan_2
- Custom battle: no longer in the Tomb Kings roster
- Custom battle: now in the Undead Legions roster
Patch 9.0wh3_dlc29_tmb_cha_arkhan_the_black_mp
New unit in this patch.
Patch 9.0wh3_dlc29_tmb_cha_arkhan_dread_abyssal
New unit in this patch.
Patch 9.0wh3_dlc29_tmb_cha_arkhan_the_black_skeletal_steed_mp
New unit in this patch.
Patch 9.0wh3_dlc29_tmb_cha_arkhan_the_black_skeleton_chariot_mp
New unit in this patch.
Arkhan the Black skill tree
73 skills, line by line as the game lays them out. Hover a skill for the rank it unlocks at and its effects at each level.
Plan Arkhan the Black's skills
- Skeletal SteedSkeletal SteedUnlocks at rank 7
- Mount: Skeletal Steed
- Skeleton ChariotSkeleton ChariotUnlocks at rank 14
- Mount: Skeleton Chariot
- Razarak, the Doom of TraitorsRazarak, the Doom of TraitorsUnlocks at rank 22
- Mount: Razarak, the Doom of Traitors
- Returned in MadnessReturned in MadnessUnlocks at rank 4
- Charge bonus: +10
- Physical resistance: 5%
- Vigour loss reduction: -25%
- Ancient TyrantAncient TyrantUnlocks at rank 4
- Casualties captured post-battle: +5%
- Income from sacking settlements: +15% (Lord's army)
- Control: -4 (local enemy province)
- Embalmed in ElixirEmbalmed in ElixirUnlocks at rank 8
- Fire resistance: 15%
- Hit points: +8%
- Ceremonial BandagesCeremonial BandagesUnlocks at rank 8
- Missile resistance: 15%
- Restful InternmentRestful InternmentUnlocks at rank 20
- Removes Attribute "Wounds"
- Wound recovery time: -1 turns
- Army of RenownArmy of RenownUnlocks at rank 10 · 3 levelsLevel 1
- Regiments of Renown army capacity: +2 (own army)
- Regiments of Renown army capacity: +4 (own army)
- Regiments of Renown army capacity: +6 (own army)
- MentorMentorUnlocks at rank 30 · 3 levelsLevel 1
- Character experience gain: +20% (Heroes in Lord's army)
- Character will share +15% of experience earned between all other active Lords
- Character experience gain: +35% (Heroes in Lord's army)
- Character will share +30% of experience earned between all other active Lords
- Character experience gain: +50% (Heroes in Lord's army)
- Character will share +50% of experience earned between all other active Lords
- Usirian the God of the UnderworldUsirian the God of the Underworld
- Missile strength: +15% for Casket of Souls units (Lord's army)
- Casualty replenishment rate: +6% (Lord's army)
- Local recruitment capacity: +2 (local province)
- VengefulVengefulUnlocks at rank 10
- Replaces: "The Curse"
- Passive ability: "Befalling Curse"
- The Curse of UndeathThe Curse of UndeathUnlocks at rank 10
- Passive ability: "The Curse of Undeath"
- Casualty replenishment rate: +9% (Lord's army)
- Martial ProwessMartial ProwessUnlocks at rank 10
- Armour: +12
- Melee defence: +8
- Legions of DeathLegions of DeathUnlocks at rank 10 · 2 levelsLevel 1
- Charge bonus: +12 for Dire Wolves, Crypt Horrors, Morghasts and Hexwraiths units (all armies factionwide)
- Melee attack: +7 for Cairn Wraiths, Spirit Host, Fell Bats and Crypt Ghouls units (all armies factionwide)
- Leadership: +4 (Lord's army)
- Charge bonus: +20 for Dire Wolves, Crypt Horrors, Morghasts and Hexwraiths units (all armies factionwide)
- Melee attack: +15 for Cairn Wraiths, Spirit Host, Fell Bats and Crypt Ghouls units (all armies factionwide)
- Leadership: +8 (Lord's army)
- Liche KingLiche KingUnlocks at rank 10
- Hero capacity: +2 for Liche Priests
- Hero recruit rank: +3 for Liche Priests (factionwide)
- Right-Hand of NagashRight-Hand of NagashUnlocks at rank 10
- Recruit rank: +2 for Vampiric units (all armies factionwide)
- Winds of Magic power reserve capacity: +15 (own army)
- Hit points: +10%
- Indomitable WillIndomitable Will
- Charge bonus: +5
- Leadership: +4
- ConquerorConqueror2 levelsLevel 1
- Melee attack: +4
- Weapon strength: +5%
- Melee attack: +8
- Weapon strength: +10%
- Blade MasterBlade Master2 levelsLevel 1
- Melee attack: +6
- Melee attack: +12
- Hard to HitHard to Hit2 levelsLevel 1
- Melee defence: +6
- Melee defence: +12
- IndomitableIndomitable2 levelsLevel 1
- Leadership: +6
- Leadership: +12
- TombstrikeTombstrike
- Ability: "Tombstrike"
- Wound-MakerWound-Maker2 levelsLevel 1
- Weapon strength: +10%
- Weapon strength: +20%
- Full Plate ArmourFull Plate Armour2 levelsLevel 1
- Armour: +7
- Armour: +15
- Devastating ChargeDevastating Charge2 levelsLevel 1
- Charge bonus: +15
- Charge bonus: +30
- Over My Dead BodyOver My Dead Body2 levelsLevel 1
- Speed: +8%
- Speed: +8%
- Hit points: +6%
- NecrostrikeNecrostrike
- Replaces: "Tombstrike"
- Ability: "Necrostrike"
- Spirit LeechSpirit Leech2 levelsLevel 1
- Overcast spell: "Spirit Leech Upgraded"
- Cooldown: -30% to "Spirit Leech"
- Miscast base chance: -15% for "Spirit Leech Upgraded"
- Overcast spell: "Spirit Leech Upgraded"
- Winds of Magic cost: -2 for "Spirit Leech"
- Winds of Magic cost: -2 for "Spirit Leech Upgraded"
- Cooldown: -50% to "Spirit Leech"
- Life-LeechingLife-Leeching
- Passive ability: "Life Leeching"
- Aspect of the Dread KnightAspect of the Dread Knight2 levelsLevel 1
- Overcast spell: "Aspect of the Dread Knight Upgraded"
- Cooldown: -30% to "Aspect of the Dread Knight"
- Miscast base chance: -15% for "Aspect of the Dread Knight Upgraded"
- Overcast spell: "Aspect of the Dread Knight Upgraded"
- Winds of Magic cost: -1 for "Aspect of the Dread Knight"
- Winds of Magic cost: -2 for "Aspect of the Dread Knight Upgraded"
- Cooldown: -50% to "Aspect of the Dread Knight"
- SoulblightSoulblight2 levelsLevel 1
- Overcast spell: "Soulblight Upgraded"
- Cooldown: -30% to "Soulblight"
- Spell: "Soulblight"
- Miscast base chance: -15% for "Soulblight Upgraded"
- Overcast spell: "Soulblight Upgraded"
- Winds of Magic cost: -2 for "Soulblight"
- Winds of Magic cost: -3 for "Soulblight Upgraded"
- Cooldown: -50% to "Soulblight"
- Doom & DarknessDoom & Darkness2 levelsLevel 1
- Overcast spell: "Doom & Darkness Upgraded"
- Cooldown: -30% to "Doom & Darkness"
- Spell: "Doom & Darkness"
- Miscast base chance: -15% for "Doom & Darkness Upgraded"
- Overcast spell: "Doom & Darkness Upgraded"
- Winds of Magic cost: -1 for "Doom & Darkness"
- Winds of Magic cost: -2 for "Doom & Darkness Upgraded"
- Cooldown: -50% to "Doom & Darkness"
- EvasionEvasion
- Passive ability: "Evasion"
- The Fate of BjunaThe Fate of Bjuna
- Winds of Magic cost: -3 for "The Fate of Bjuna"
- Cooldown: -50% to "The Fate of Bjuna"
- Spell: "The Fate of Bjuna"
- The Purple Sun of XereusThe Purple Sun of Xereus2 levelsLevel 1
- Overcast spell: "The Purple Sun of Xereus Upgraded"
- Cooldown: -30% to "The Purple Sun of Xereus"
- Spell: "The Purple Sun of Xereus"
- Miscast base chance: -15% for "The Purple Sun of Xereus Upgraded"
- Overcast spell: "The Purple Sun of Xereus Upgraded"
- Winds of Magic cost: -2 for "The Purple Sun of Xereus"
- Winds of Magic cost: -3 for "The Purple Sun of Xereus Upgraded"
- Cooldown: -50% to "The Purple Sun of Xereus"
- EarthingEarthing
- Miscast base chance: -15%
- Magical ReservesMagical Reserves
- Winds of Magic power reserve capacity: +5
- Greater Arcane ConduitGreater Arcane Conduit
- Passive ability: "Greater Arcane Conduit"
- Passage to the Soul RealmPassage to the Soul Realm
- Unit experience gain per turn: +75 (Lord's army)
- Character's aura leadership effect: +5
- Arrows of AsaphArrows of Asaph3 levelsLevel 1
- Ammunition: +8% for Skeleton Archers, Screaming Skull Catapult, Casket of Souls and Bone Giant units (Lord's army)
- Ammunition: +12% for Skeleton Archers, Screaming Skull Catapult, Casket of Souls and Bone Giant units (Lord's army)
- Missile strength: +6% for Skeleton Archers, Screaming Skull Catapult, Casket of Souls and Bone Giant units (Lord's army)
- Ammunition: +20% for Skeleton Archers, Screaming Skull Catapult, Casket of Souls and Bone Giant units (Lord's army)
- Missile strength: +8% for Skeleton Archers, Screaming Skull Catapult, Casket of Souls and Bone Giant units (Lord's army)
- Sun-Scorched BonesSun-Scorched Bones3 levelsLevel 1
- Armour: +6 for Nehekharan Warriors, Tomb Guard, Skeleton Warriors and Spearmen units (Lord's army)
- Armour: +6 for Nehekharan Warriors, Tomb Guard, Skeleton Warriors and Spearmen units (Lord's army)
- Melee defence: +4 for Nehekharan Warriors, Tomb Guard, Skeleton Warriors and Spearmen units (Lord's army)
- Armour: +8 for Nehekharan Warriors, Tomb Guard, Skeleton Warriors and Spearmen units (Lord's army)
- Melee defence: +6 for Nehekharan Warriors, Tomb Guard, Skeleton Warriors and Spearmen units (Lord's army)
- Elite CavalrymenElite Cavalrymen3 levelsLevel 1
- Speed: +6% for Necropolis Knights, Nehekhara Horsemen, Carrion, Skeleton Horsemen and Skeleton Horse Archers units (Lord's army)
- Missile strength: +6% for Skeleton Horse Archers units (Lord's army)
- Speed: +9% for Necropolis Knights, Nehekhara Horsemen, Carrion, Skeleton Horsemen and Skeleton Horse Archers units (Lord's army)
- Weapon strength: +9% for Necropolis Knights, Nehekhara Horsemen, Carrion, Skeleton Horsemen and Skeleton Horse Archers units (Lord's army)
- Missile strength: +8% for Skeleton Horse Archers units (Lord's army)
- Speed: +12% for Necropolis Knights, Nehekhara Horsemen, Carrion, Skeleton Horsemen and Skeleton Horse Archers units (Lord's army)
- Weapon strength: +12% for Necropolis Knights, Nehekhara Horsemen, Carrion, Skeleton Horsemen and Skeleton Horse Archers units (Lord's army)
- Master CharioteersMaster Charioteers3 levelsLevel 1
- Charge bonus: +6 for Khemrian Warsphinx, Skeleton Chariot and Skeleton Archer Chariot units (Lord's army)
- Charge bonus: +9 for Khemrian Warsphinx, Skeleton Chariot and Skeleton Archer Chariot units (Lord's army)
- Melee attack: +6 for Khemrian Warsphinx, Skeleton Chariot and Skeleton Archer Chariot units (Lord's army)
- Reload time reduction: +4% for Khemrian Warsphinx, Skeleton Archers Chariot units (Lord's army)
- Charge bonus: +12 for Khemrian Warsphinx, Skeleton Chariot and Skeleton Archer Chariot units (Lord's army)
- Melee attack: +8 for Khemrian Warsphinx, Skeleton Chariot and Skeleton Archer Chariot units (Lord's army)
- Reload time reduction: +8% for Khemrian Warsphinx, Skeleton Archers Chariot units (Lord's army)
- Revered StonemasonryRevered Stonemasonry3 levelsLevel 1
- Melee defence: +4 for Hierotitan, Ushabti and Ushabti (Great Bows) units (Lord's army)
- Melee attack: +4 for Hierotitan, Ushabti and Ushabti (Great Bows) units (Lord's army)
- Melee defence: +4 for Hierotitan, Ushabti and Ushabti (Great Bows) units (Lord's army)
- Missile strength: +6% for Ushabti (Great Bows) units (Lord's army)
- Melee attack: +6 for Hierotitan, Ushabti and Ushabti (Great Bows) units (Lord's army)
- Melee defence: +6 for Hierotitan, Ushabti and Ushabti (Great Bows) units (Lord's army)
- Missile strength: +9% for Ushabti (Great Bows) units (Lord's army)
- Stone SentinelsStone Sentinels3 levelsLevel 1
- Charge bonus: +6 for Sepulchral Stalkers, Khemric Titan, Necrosphinx and Tomb Scorpion units (Lord's army)
- Charge bonus: +6 for Sepulchral Stalkers, Khemric Titan, Necrosphinx and Tomb Scorpion units (Lord's army)
- Melee attack: +4 for Sepulchral Stalkers, Khemric Titan, Necrosphinx and Tomb Scorpion units (Lord's army)
- Charge bonus: +8 for Sepulchral Stalkers, Khemric Titan, Necrosphinx and Tomb Scorpion units (Lord's army)
- Melee attack: +6 for Sepulchral Stalkers, Khemric Titan, Necrosphinx and Tomb Scorpion units (Lord's army)
- Weapon strength: +8% for Sepulchral Stalkers, Necrosphinx and Tomb Scorpion units (Lord's army)
- ReanimateReanimate
- Ability: "Reanimate"
- Blessing of the AspBlessing of the Asp
- Ammunition: +15% for Skeleton Archers, Ushabti (Great Bows), Skeleton Horse Archers, Screaming Skull Catapult, Casket of Souls and Bone Giant units (Rank 7 and above) (Lord's army)
- Missile strength: +12% for Skeleton Archers, Ushabti (Great Bows), Skeleton Horse Archers, Screaming Skull Catapult, Casket of Souls and Bone Giant units (Rank 7 and above) (Lord's army)
- Missile resistance: 15% for Skeleton Archers, Ushabti (Great Bows), Skeleton Horse Archers, Screaming Skull Catapult, Casket of Souls and Bone Giant units (Rank 7 and above) (Lord's army)
- Dune RiderDune Rider
- Armour: +10 for Nehekhara Horsemen, Skeleton Horsemen, Sepulchral Stalkers, Necropolis Knights, Skeleton Chariot and Skeleton Archer Chariot units (Rank 7 and above) (Lord's army)
- Melee attack: +5 for Nehekhara Horsemen, Skeleton Horsemen, Sepulchral Stalkers, Necropolis Knights, Skeleton Chariot and Skeleton Archer Chariot units (Rank 7 and above) (Lord's army)
- Physical resistance: 10% for Nehekhara Horsemen, Skeleton Horsemen, Sepulchral Stalkers, Necropolis Knights, Skeleton Chariot and Skeleton Archer Chariot units (Rank 7 and above) (Lord's army)
- Unfading MemoryUnfading Memory
- Armour: +10 for Nehekharan Warriors, Tomb Guard, Skeleton Warriors and Spearmen units (Rank 7 and above) (Lord's army)
- Missile resistance: 15% for Nehekharan Warriors, Skeleton Warriors, Skeleton Spearmen and Tomb Guard units (Rank 7 and above) (Lord's army)
- Speed: +10% for Nehekharan Warriors, Skeleton Warriors, Skeleton Spearmen and Tomb Guard units (Rank 7 and above) (Lord's army)
- Ancient StoneAncient Stone
- Leadership: +5 for Ushabti, Khemric Titan, Tomb Scorpion, Hierotitan, Necrosphinx and Khemrian Warsphinx units (Rank 7 and above) (Lord's army)
- Spell resistance: 15% for Ushabti, Khemric Titan, Tomb Scorpion, Hierotitan, Necrosphinx and Khemrian Warsphinx units (Rank 7 and above) (Lord's army)
- Weapon strength: +12% for Ushabti, Khemric Titan, Tomb Scorpion, Hierotitan, Necrosphinx and Khemrian Warsphinx units (Rank 7 and above) (Lord's army)
- ResurrectResurrect
- Replaces: "Reanimate"
- Ability: "Reanimate Upgraded"
- Route MarcherRoute Marcher
- Campaign movement range: +5%
- The Restless DeadThe Restless Dead
- Campaign movement range: +5%
- Iron DisciplinarianIron Disciplinarian3 levelsLevel 1
- Control: +1 (local province)
- Control: +2 (local province)
- Control: +3 (local province)
- Undying HordeUndying Horde3 levelsLevel 1
- The Dead Rise Again: +5% hit points for destroyed Undead units restored after battle (Lord's army)
- Casualty replenishment rate: +2% (Lord's army)
- The Dead Rise Again: +10% hit points for destroyed Undead units restored after battle (Lord's army)
- Casualty replenishment rate: +4% (Lord's army)
- The Dead Rise Again: +15% hit points for destroyed Undead units restored after battle (Lord's army)
- Casualty replenishment rate: +6% (Lord's army)
- Sand SweeperSand Sweeper3 levelsLevel 1
- Income from raiding: +10% (Lord's army)
- Income from raiding: +20% (Lord's army)
- Income from raiding: +30% (Lord's army)
- AbsoluteAbsolute3 levelsLevel 1
- Construction cost: -3% for all buildings (local province)
- Control: +2 (local province)
- Construction cost: -6% for all buildings (local province)
- Control: +3 (local province)
- Construction cost: -10% for all buildings (local province)
- Control: +4 (local province)
- Soul ReaperSoul Reaper3 levelsLevel 1
- Casualty replenishment rate: +2% (Lord's army)
- Casualty replenishment rate: +4% (Lord's army)
- Casualty replenishment rate: +6% (Lord's army)
- No Magic but HisNo Magic but His3 levelsLevel 1
- Post battle chance of stealing a magic item: +5%
- Income from post-battle loot: +5%
- Post battle chance of stealing a magic item: +10%
- Income from post-battle loot: +10%
- Post battle chance of stealing a magic item: +15%
- Income from post-battle loot: +15%
- The Elixir's CreatorThe Elixir's Creator3 levelsLevel 1
- Vampiric corruption: +1 (local province)
- Attrition: -10% casualties suffered from all attrition (Lord's army)
- Vampiric corruption: +2 (local province)
- Attrition: -20% casualties suffered from all attrition (Lord's army)
- Vampiric corruption: +3 (local province)
- Attrition: -30% casualties suffered from all attrition (Lord's army)
- Attend Me!Attend Me!
- Recruit rank: +1 for all units (Lord's army)
- Local recruitment capacity: +1 (local province)
- InexhorableInexhorable
- Casualty replenishment rate: +30% for this Lord
- Battle healing cap: +50%
- Hero self-defence: +25% chance of wounding aggressors
- Lightning StrikeLightning Strike3 levelsLevel 1
- Enemy battle reinforcement time: +25%
- Battle reinforcement time: -10%
- Reinforcements supporting this army can have their arrival point adjusted by +250 metres without incurring any time penalty
- Enemy battle reinforcement time: +50%
- Battle reinforcement time: -20%
- Reinforcements supporting this army can have their arrival point adjusted by +600 metres without incurring any time penalty
- Enemy battle reinforcement time: +50%
- Battle reinforcement time: -30%
- Reinforcements supporting this army can have their arrival point adjusted by +1000 metres without incurring any time penalty
- Enables lightning strike battles when reinforcements are present
- Lightning StrikeLightning Strike3 levelsLevel 1
- Enemy battle reinforcement time: +25%
- Battle reinforcement time: -10%
- Reinforcements supporting this army can have their arrival point adjusted by +250 metres without incurring any time penalty
- Enemy battle reinforcement time: +50%
- Battle reinforcement time: -20%
- Reinforcements supporting this army can have their arrival point adjusted by +600 metres without incurring any time penalty
- Enemy battle reinforcement time: +50%
- Battle reinforcement time: -30%
- Reinforcements supporting this army can have their arrival point adjusted by +1000 metres without incurring any time penalty
- Enables lightning strike battles when reinforcements are present
- ImperishableImperishable3 levelsLevel 1
- Attrition: -15% casualties suffered from all attrition (Lord's army)
- Attrition: -25% casualties suffered from all attrition (Lord's army)
- Attrition: -35% casualties suffered from all attrition (Lord's army)
- The Fallen Follow StillThe Fallen Follow Still3 levelsLevel 1
- Grave Call cost: -5%
- The Dead Rise Again: +3% chance for destroyed units to be restored after battle (Lord's army)
- Grave Call cost: -10%
- The Dead Rise Again: +6% chance for destroyed units to be restored after battle (Lord's army)
- Grave Call cost: -15%
- The Dead Rise Again: +10% chance for destroyed units to be restored after battle (Lord's army)
- All is Mine!All is Mine!3 levelsLevel 1
- Income from looting settlements: +4% (Lord's army)
- Income from post-battle loot: +4%
- Income from sacking settlements: +4% (Lord's army)
- Income from looting settlements: +9% (Lord's army)
- Income from post-battle loot: +9%
- Income from sacking settlements: +9% (Lord's army)
- Income from looting settlements: +15% (Lord's army)
- Income from post-battle loot: +15%
- Income from sacking settlements: +15% (Lord's army)
- Soul MaterialSoul Material3 levelsLevel 1
- gain from battles: +5% (Lord's army)
- gain from battles: +10% (Lord's army)
- gain from battles: +15% (Lord's army)
- The Dead Sand SentinelThe Dead Sand Sentinel3 levelsLevel 1
- Ambush success chance: +6% (Lord's army)
- Ambush success chance: +13% (Lord's army)
- Ambush success chance: +25% (Lord's army)
- No Will But HisNo Will But His3 levelsLevel 1
- Upkeep: -3% (Lord's army)
- Upkeep: -6% (Lord's army)
- Upkeep: -10% (Lord's army)
- Renowned & FearedRenowned & Feared
- Enemy Hero action success chance: -10%
- Hero self-defence: +25% chance of wounding aggressors
- Campaign movement range: +5%
- Recruit rank: +1 for all units (Lord's army)
- Pinnacle of ServitudePinnacle of Servitude
- Recruit rank: +1 for all units (Lord's army)
- Grave Call cost: -10% (Lord's army)
- Campaign movement range: +5%
- Upkeep: -5% (Lord's army)
Every version of Arkhan the Black
7 units share this name across races (mounts, race versions, renown or faction variants). Differences from the first row are highlighted.
| Version | HP | Models | Armour | Lead. | Speed | MA | MD | WS | Charge | Cost | Upkeep | Unit key |
|---|---|---|---|---|---|---|---|---|---|---|---|---|
| Undead LegionsWizard Lord | 4,840 | 1 | 90 | 75 | 31 | 40 | 50 | 450 | 12 | — | — | wh2_dlc09_tmb_cha_arkhan_0 |
| Undead LegionsWizard Lord | 5,248 | 1 | 90 | 75 | 76 | 40 | 50 | 450 | 32 | — | — | wh2_dlc09_tmb_cha_arkhan_1 |
| Undead LegionsWizard Lord | 5,684 | 1 | 110 | 75 | 84 | 30 | 36 | 400 | 75 | — | — | wh2_dlc09_tmb_cha_arkhan_2 |
| Tomb KingsWizard Lord | 4,840 | 1 | 90 | 75 | 31 | 40 | 50 | 450 | 12 | — | — | wh3_dlc29_tmb_cha_arkhan_the_black_mp |
| Undead LegionsWizard Lord | 6,544 | 1 | 90 | 80 | 90 | 50 | 50 | 560 | 50 | 2,250 | — | wh3_dlc29_tmb_cha_arkhan_dread_abyssal |
| Tomb KingsWizard Lord | 5,248 | 1 | 90 | 75 | 76 | 40 | 50 | 450 | 32 | — | — | wh3_dlc29_tmb_cha_arkhan_the_black_skeletal_steed_mp |
| Tomb KingsWizard Lord | 5,684 | 1 | 110 | 75 | 84 | 30 | 36 | 400 | 75 | — | — | wh3_dlc29_tmb_cha_arkhan_the_black_skeleton_chariot_mp |
Who can field it
- Undead Legions · Host of Nagash
- Tomb Kings · Khemri
Custom Battle lists factions under each race; every faction of a race fields that race's units (units_custom_battle_permissions rows of any of its factions). The name after the race is the faction the army builder uses.
Where these numbers come from
Read from the game's database tables for patch 9.0.4 (main_units, land_units, battle_entities, melee_weapons, projectiles…) as published in the WH3-Dump export (commit 099796e8). Formulas that turn table values into card values are checked against known units before they are shown — how we verify.