
Count Noctilus
Lord· Wizard Lord· 1 model at Ultra size
Comes with Vampire Coast(Warhammer II)
Skill tree →Duel it in the combat calculator →vs Chaos Warriors, the unit the rankings measure against; pick any other there.
Count Noctilus is a legendary lord of Vampire Coast, leading The Dreadfleet at the start of a campaign: 4,996 HP, armour 95, melee attack 45, melee defence 60, weapon strength 430. It costs 1,000 in the campaign and 1,400 in multiplayer. It comes with Vampire Coast. Beating this lord in battle can earn the defeat trait Dreadfleet Drowned. Unit key wh2_dlc11_cst_inf_count_noctilus_0. Patch 9.0.4, from the game's data tables.
Health
4,996
Armour
95
Leadership
75
Speed
38
Melee attack
45
Melee defence
60
Weapon strength
130 base + 300 armour-piercing, +20 vs large
430
Charge bonus
25
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.
- Charge Defence vs. Large
When bracing, this unit negates the charge bonus of any large attacker.
- Charge Reflection
When bracing, this unit causes additional damage when attacking charging enemies.
- 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
- Wraith StormBombardment · Good against armour, Causes moderate magical damage…activeWraith StormBombardmentGood against armourCauses moderate magical damageStrong vs a single unitCooldown 90 s · Duration 9 s · 3 uses · Wind-up 3 sA bombardment of unearthly projectiles; a storm that's extremely hard to weather.
- 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.
- Arcane ConduitAugment of the WindspassiveArcane ConduitAugment of the WindsPassiveA 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 HungerRegeneration · Replenishes hit points of combatantspassiveThe HungerRegenerationReplenishes hit points of combatantsPassiveAs the Vampires rip apart their victims they feast on the blood that spills forth – gaining in strength and lost stamina.
- CrumblingDirect Damage · Causes damage to selfpassiveCrumblingDirect DamageCauses damage to selfPassiveThe 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.
- DisintegratingDirect Damage · Causes severe damage to selfpassiveDisintegratingDirect DamageCauses severe damage to selfPassiveThe Dark Magic binding has failed. Both flesh and Necromantic energy slough off the subjects, leaving naught but dust.
Lore of magic
Counters
Good against
- Large units — bonus vs large 20e.g. Rogue Idol, Dread Saurian, Khemric Titan · Vampire Coast: Rotting Leviathan, Animated Hulks
- Heavily armoured units — 300 of 430 weapon strength armour-piercinge.g. Steam Tank, Blessed Bastiladon (Solar Engine), Rogue Idol · Vampire Coast: Rotting Leviathan, Rotting Prometheans
Vulnerable to
- Bonus vs infantry — infantry-sizede.g. Doom-Flayers, War Mammoth, Feral Mammoth · Vampire Coast: Mournguls, Rotting Leviathan
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 Count Noctilus in battle and your lord can earn the trait
Dreadfleet Drowned
- Leadership: +5 when fighting against Vampire Coast (Lord's army)
- Leadership: +5 when fighting at sea (Lord's army)
"Back down to Galleon's Graveyard with you, Noctilus, it's all you're good for!"
Count Noctilus skill tree
59 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.
- Necrofex ColossusNecrofex ColossusUnlocks at rank 18
- Mount: Necrofex Colossus
- Lucky CharmLucky CharmUnlocks at rank 5
- Missile resistance: 15%
- TenacityTenacityUnlocks at rank 10
- Hit points: +8%
- 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
- The HungerThe Hunger
- Passive ability: "The Hunger"
- Master of the DreadfleetMaster of the DreadfleetUnlocks at rank 12
- Lord recruit rank: +2 (factionwide)
- Regenerative HullRegenerative HullUnlocks at rank 12
- Casualty replenishment rate: +8% (Lord's army)
- Local recruitment capacity: +1 (local province)
- VandalVandalUnlocks at rank 12
- Pirate crew growth: +5 (Lord's army)
- Income from raiding: +8% (Lord's army)
- Income from sacking settlements: +8% (Lord's army)
- Of the von Carstein LineOf the von Carstein LineUnlocks at rank 12
- Passive ability: "Regeneration"
- Attribute: Causes Terror
- Sea-CurseSea-CurseUnlocks at rank 12
- Leadership: +4 for Depth Guard, Terrorgheist and Deck Droppers units (Lord's army)
- Melee defence: +8 for Depth Guard, Terrorgheist and Deck Droppers units (Lord's army)
- Invincible FleetInvincible FleetUnlocks at rank 12
- Attribute: Unbreakable
- Leadership: +5 (Lord's army)
- Monkey JacketMonkey Jacket
- Ward save: +5%
- SwashbucklerSwashbuckler2 levelsLevel 1
- Melee attack: +4
- Melee attack: +8
- Missile resistance: 5%
- Master StrikeMaster Strike2 levelsLevel 1
- Weapon strength: +10%
- Weapon strength: +20%
- Scarred VeteranScarred Veteran2 levelsLevel 1
- Hit points: +7%
- Hit points: +15%
- Hard to HitHard to Hit2 levelsLevel 1
- Melee defence: +6
- Melee defence: +12
- TauntTaunt
- Ability: "Taunt"
- CutlassCutlass2 levelsLevel 1
- Weapon strength: +10%
- Bonus vs Infantry: +8
- Weapon strength: +20%
- Blade ShieldBlade Shield2 levelsLevel 1
- Melee defence: +6
- Melee defence: +12
- Vampiric LeapVampiric Leap2 levelsLevel 1
- Charge bonus: +15
- Charge bonus: +30
- Wild-EyedWild-Eyed2 levelsLevel 1
- Melee attack: +4
- Melee attack: +9
- HornswaggleHornswaggle
- Replaces: "Taunt"
- Ability: "Hornswaggle"
- Melkoth's Mystifying MiasmaMelkoth's Mystifying Miasma2 levelsLevel 1
- Overcast spell: "Melkoth's Mystifying Miasma Upgraded"
- Cooldown: -30% to "Melkoth's Mystifying Miasma"
- Miscast base chance: -15% for "Melkoth's Mystifying Miasma Upgraded"
- Overcast spell: "Melkoth's Mystifying Miasma Upgraded"
- Winds of Magic cost: -1 for "Melkoth's Mystifying Miasma"
- Winds of Magic cost: -2 for "Melkoth's Mystifying Miasma Upgraded"
- Cooldown: -50% to "Melkoth's Mystifying Miasma"
- The Curse of UndeathThe Curse of Undeath
- Passive ability: "The Curse of Undeath"
- Invocation of NehekInvocation of Nehek2 levelsLevel 1
- Overcast spell: "Invocation of Nehek Upgraded"
- Cooldown: -30% to "Invocation of Nehek"
- Miscast base chance: -15% for "Invocation of Nehek Upgraded"
- Overcast spell: "Invocation of Nehek Upgraded"
- Winds of Magic cost: -1 for "Invocation of Nehek"
- Winds of Magic cost: -2 for "Invocation of Nehek Upgraded"
- Cooldown: -50% to "Invocation of Nehek"
- Drowned DeadDrowned Dead2 levelsLevel 1
- Cooldown: -30% to "Drowned Dead"
- Overcast spell: "Drowned Dead Upgraded"
- Cooldown: -50% to "Drowned Dead"
- Miscast base chance: -15% for "Drowned Dead Upgraded"
- Overcast spell: "Drowned Dead Upgraded"
- Spell number of uses: +1 for "Drowned Dead"
- The WitheringThe Withering2 levelsLevel 1
- Overcast spell: "The Withering Upgraded"
- Cooldown: -30% to "The Withering"
- Spell: "The Withering"
- Miscast base chance: -15% for "The Withering Upgraded"
- Overcast spell: "The Withering Upgraded"
- Winds of Magic cost: -1 for "The Withering"
- Winds of Magic cost: -2 for "The Withering Upgraded"
- Cooldown: -50% to "The Withering"
- EvasionEvasion
- Passive ability: "Evasion"
- Smoke & MirrorsSmoke & Mirrors
- Passive ability: "Smoke & Mirrors"
- Pit of ShadesPit of Shades2 levelsLevel 1
- Overcast spell: "Pit of Shades Upgraded"
- Cooldown: -30% to "Pit of Shades"
- Spell: "Pit of Shades"
- Miscast base chance: -15% for "Pit of Shades Upgraded"
- Overcast spell: "Pit of Shades Upgraded"
- Winds of Magic cost: -3 for "Pit of Shades"
- Winds of Magic cost: -3 for "Pit of Shades Upgraded"
- Cooldown: -50% to "Pit of Shades"
- Wind of DeathWind of Death2 levelsLevel 1
- Overcast spell: "Wind of Death Upgraded"
- Cooldown: -30% to "Wind of Death"
- Miscast base chance: -15% for "Wind of Death Upgraded"
- Overcast spell: "Wind of Death Upgraded"
- Winds of Magic cost: -3 for "Wind of Death"
- Winds of Magic cost: -4 for "Wind of Death Upgraded"
- Cooldown: -50% to "Wind of Death"
- EarthingEarthing
- Miscast base chance: -15%
- Magical ReservesMagical Reserves
- Winds of Magic power reserve capacity: +5
- Arcane ConduitArcane Conduit
- Passive ability: "Arcane Conduit"
- Inspiring PresenceInspiring Presence
- Unit experience gain per turn: +75 (Lord's army)
- Character's aura leadership effect: +5
- Held Together by ScrewsHeld Together by Screws3 levelsLevel 1
- Melee defence: +4 for Zombie Pirate Deckhands Mob and Depth Guard units (Lord's army)
- Leadership: +4 for Zombie Pirate Deckhands Mob and Depth Guard units (Lord's army)
- Melee defence: +4 for Zombie Pirate Deckhands Mob and Depth Guard units (Lord's army)
- Leadership: +6 for Zombie Pirate Deckhands Mob and Depth Guard units (Lord's army)
- Melee defence: +6 for Zombie Pirate Deckhands Mob and Depth Guard units (Lord's army)
- Reanimated MarksmanReanimated Marksman3 levelsLevel 1
- Ammunition: +8% for Zombie Pirate Gunnery Mob, Rotting Prometheans Gunnery Mob and Deck Gunners units (Lord's army)
- Ammunition: +12% for Zombie Pirate Gunnery Mob, Rotting Prometheans Gunnery Mob and Deck Gunners units (Lord's army)
- Missile strength: +6% for Zombie Pirate Gunnery Mob, Rotting Prometheans Gunnery Mob and Deck Gunners units (Lord's army)
- Ammunition: +18% for Zombie Pirate Gunnery Mob, Rotting Prometheans Gunnery Mob and Deck Gunners units (Lord's army)
- Missile strength: +8% for Zombie Pirate Gunnery Mob, Rotting Prometheans Gunnery Mob and Deck Gunners units (Lord's army)
- Black Powder OverloadBlack Powder Overload3 levelsLevel 1
- Ammunition: +8% for Carronade, Mortar and Queen Bess units (Lord's army)
- Ammunition: +12% for Carronade, Mortar and Queen Bess units (Lord's army)
- Missile strength: +6% for Carronade, Mortar and Queen Bess units (Lord's army)
- Ammunition: +18% for Carronade, Mortar and Queen Bess units (Lord's army)
- Missile strength: +8% for Carronade, Mortar and Queen Bess units (Lord's army)
- Rotten DeathRotten Death3 levelsLevel 1
- Physical resistance: 3% for Rotting Prometheans, Rotting Leviathan and Necrofex Colossus units (Lord's army)
- Melee defence: +4 for Rotting Prometheans, Rotting Leviathan and Necrofex Colossus units (Lord's army)
- Physical resistance: 4% for Rotting Prometheans, Rotting Leviathan and Necrofex Colossus units (Lord's army)
- Melee defence: +6 for Rotting Prometheans, Rotting Leviathan and Necrofex Colossus units (Lord's army)
- Physical resistance: 6% for Rotting Prometheans, Rotting Leviathan and Necrofex Colossus units (Lord's army)
- Haunting HorrorHaunting Horror3 levelsLevel 1
- Missile strength: +4% for Deck Droppers units (Lord's army)
- Charge bonus: +6 for Terrorgheist, Scurvy Dogs and Syreens units (Lord's army)
- Melee attack: +4 for Terrorgheist, Scurvy Dogs and Syreens units (Lord's army)
- Missile strength: +6% for Deck Droppers units (Lord's army)
- Charge bonus: +12 for Terrorgheist, Scurvy Dogs and Syreens units (Lord's army)
- Melee attack: +6 for Terrorgheist, Scurvy Dogs and Syreens units (Lord's army)
- Missile strength: +8% for Deck Droppers units (Lord's army)
- Drowned & BoundDrowned & Bound3 levelsLevel 1
- Weapon strength: +6% for Animated Hulks and Mournguls units (Lord's army)
- Melee attack: +4 for Animated Hulks and Mournguls units (Lord's army)
- Speed: +6% for Bloated Corpse units (Lord's army)
- Weapon strength: +9% for Animated Hulks and Mournguls units (Lord's army)
- Charge bonus: +10 for Bloated Corpse units (Lord's army)
- Melee attack: +8 for Animated Hulks and Mournguls units (Lord's army)
- Speed: +12% for Bloated Corpse units (Lord's army)
- Weapon strength: +12% for Animated Hulks and Mournguls units (Lord's army)
- Avast Ye!Avast Ye!
- Ability: "Avast Ye!"
- Deadly MarchDeadly March
- Armour: +18 for Zombie Pirate Deckhands Mob and Depth Guard units (Rank 7 and above) (Lord's army)
- Melee attack: +8 for Zombie Pirate Deckhands Mob and Depth Guard units (Rank 7 and above) (Lord's army)
- Missile resistance: 15% for Zombie Pirate Deckhands Mob and Depth Guard units (Rank 7 and above) (Lord's army)
- Ensorcelled WeaponsEnsorcelled Weapons
- Armour: +12 for Zombie Pirate Gunnery Mob, Rotting Prometheans Gunnery Mob, Deck Gunners, Carronade, Mortar and Queen Bess units (Rank 7 and above) (Lord's army)
- Spell resistance: 15% for Zombie Pirate Gunnery Mob, Rotting Prometheans Gunnery Mob, Deck Gunners, Carronade, Mortar and Queen Bess units (Rank 7 and above) (Lord's army)
- Missile strength: +12% for Zombie Pirate Gunnery Mob, Rotting Prometheans Gunnery Mob, Deck Gunners, Carronade, Mortar and Queen Bess units (Rank 7 and above) (Lord's army)
- Masterly SplicingMasterly Splicing
- Leadership: +8 for Deck Droppers, Scurvy Dogs, Terrorgheist, Animated Hulks, Mournguls and Syreens units (Rank 7 and above) (Lord's army)
- Melee defence: +5 for Deck Droppers, Scurvy Dogs, Terrorgheist, Animated Hulks, Mournguls and Syreens units (Rank 7 and above) (Lord's army)
- Speed: +10% for Deck Droppers, Scurvy Dogs, Terrorgheist, Animated Hulks, Mournguls and Syreens units (Rank 7 and above) (Lord's army)
- Hardened by DeathHardened by Death
- Spell resistance: 15% for Rotting Prometheans, Rotting Leviathan and Necrofex Colossus units (Rank 7 and above) (Lord's army)
- Melee attack: +8 for Rotting Prometheans, Rotting Leviathan and Necrofex Colossus units (Rank 7 and above) (Lord's army)
- Weapon strength: +12% for Rotting Prometheans, Rotting Leviathan and Necrofex Colossus units (Rank 7 and above) (Lord's army)
- All Hands Hoay!All Hands Hoay!
- Replaces: "Avast Ye!"
- Ability: "All Hands Hoay!"
- Route MarcherRoute Marcher
- Campaign movement range: +5%
- Binded to ServiceBinded to Service3 levelsLevel 1
- Recruitment cost: -3% (Lord's army)
- Recruitment cost: -8% (Lord's army)
- Recruitment cost: -15% (Lord's army)
- Ghost FleetGhost Fleet3 levelsLevel 1
- Casualty replenishment rate: +2% (Lord's army)
- Casualty replenishment rate: +4% (Lord's army)
- Casualty replenishment rate: +6% (Lord's army)
- FreebooterFreebooter3 levelsLevel 1
- Post battle chance of stealing a magic item: +5%
- Income from post-battle loot: +9%
- Post battle chance of stealing a magic item: +10%
- Income from post-battle loot: +12%
- Post battle chance of stealing a magic item: +15%
- Income from post-battle loot: +15%
- Sea DogsSea Dogs3 levelsLevel 1
- Leadership: +2 when fighting at sea (Lord's army)
- Income from sacking settlements: +4% (Lord's army)
- Leadership: +4 when fighting at sea (Lord's army)
- Income from sacking settlements: +8% (Lord's army)
- Leadership: +6 when fighting at sea (Lord's army)
- Income from sacking settlements: +12% (Lord's army)
- Go on AccountGo on Account
- Diplomatic relations: -15 with Vampire Counts, Vampire Coast and Followers of Nagash
- Recruit rank: +1 for all units (Lord's army)
- Raise dead cost: -15%
- Local recruitment capacity: +1 (local province)
- 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
- Living ShipLiving Ship3 levelsLevel 1
- Pirate crew growth: +1 (Lord's army)
- Construction cost: -4% for ship buildings (Lord's army)
- Pirate crew growth: +3 (Lord's army)
- Construction cost: -7% for ship buildings (Lord's army)
- Pirate crew growth: +5 (Lord's army)
- Construction cost: -10% for ship buildings (Lord's army)
- Gambler's WitGambler's Wit3 levelsLevel 1
- Enemy Hero action success chance: -4%
- Ambush defence chance: +5% (Lord's army)
- Enemy Hero action success chance: -7%
- Ambush defence chance: +10% (Lord's army)
- Enemy Hero action success chance: -10%
- Ambush defence chance: +15% (Lord's army)
- Coaming & PreservativeCoaming & Preservative3 levelsLevel 1
- Upkeep: -3% (Lord's army)
- Upkeep: -8% (Lord's army)
- Upkeep: -15% (Lord's army)
- Black FlagBlack Flag
- Hero self-defence: +25% chance of wounding aggressors
- Campaign movement range: +5%
- Recruit rank: +1 for all units (Lord's army)
- Upkeep: -8% (Lord's army)
- Raise dead cost: -10%
Every version of Count Noctilus
2 units share this name (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 |
|---|---|---|---|---|---|---|---|---|---|---|---|---|
| Vampire CoastWizard Lord | 4,996 | 1 | 95 | 75 | 38 | 45 | 60 | 430 | 25 | 1,000 | 350 | wh2_dlc11_cst_inf_count_noctilus_0 |
| Vampire CoastWizard Lord | 9,875 | 1 | 75 | 75 | 45 | 46 | 34 | 475 | 20 | 1,000 | 525 | wh2_dlc11_cst_inf_count_noctilus_1 |
Who can field it
- Vampire Coast · The Awakened
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.