
Necrarch Vampire Lord
Lord· Wizard Lord· 1 model at Ultra size
Skill tree →Duel it in the combat calculator →vs Chaos Warriors, the unit the rankings measure against; pick any other there.
Necrarch Vampire Lord is Vampire Counts lord: 5,068 HP, armour 20, melee attack 40, melee defence 50, weapon strength 430. It costs 650 in the campaign and in multiplayer. Unit key wh2_dlc11_vmp_cha_bloodline_necrarch_lord_0. Patch 9.0.4, from the game's data tables.
Health
5,068
Armour
20
Leadership
80
Speed
38
Melee attack
40
Melee defence
50
Weapon strength
280 base + 150 armour-piercing
430
Charge bonus
20
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
- Greater Arcane ConduitAugment of the Winds · +15% Spell MasterypassiveGreater Arcane ConduitAugment of the Winds+15% Spell MasteryPassiveA 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.
- Hellish VigourAugment · +20 Melee Damage ReflectionactiveHellish VigourAugment+20 Melee Damage ReflectionCooldown 90 s · Duration 25 s · Wind-up 3 sSaturating his forces with hellish energy, the Necrarch Lord drives his host onward with unnatural speed.
- The AwakeningSummon Unit · Summons a larger unit of Skeleton WarriorsactiveThe AwakeningSummon UnitSummons a larger unit of Skeleton WarriorsCooldown 120 s · Duration 1 s · 1 use · Wind-up 3 sAs necromantic power surges through the Necrarch, the truth is unveiled, his magic calling forth a relentless Undead force.
- Arcane LeechHex of the WindspassiveArcane LeechHex of the WindsPassive · Range 35 mDraining as much magic and arcane essence from around them as possible, Necrarchs know the fastest way to arcane mastery is through parasitic means.
- The Darkness WardsWard Save (Area) · +15% Physical ResistancepassiveThe Darkness WardsWard Save (Area)+15% Physical ResistancePassive · Range 55 mDark sorcery binds the Undead host together, its resolve sustained by the strength of the Necrarch's will alone.
- 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.
- 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
Vulnerable to
- Bonus vs infantry — infantry-sizede.g. Doom-Flayers, War Mammoth, Feral Mammoth · Vampire Counts: Coven Throne, Black Coach
- Missile fire — armour 20, no shielde.g. Ratling Guns, Stormfiends (Ratling Cannons), Chameleon Stalkers · Vampire Counts: Sylvanian Crossbowmen, Sylvanian Handgunners
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
Patch changes
Patch 9.0wh2_dlc11_vmp_cha_bloodline_necrarch_lord_0
- Health4,068 → 5,068(+1,000)
- Armour70 → 20(-50)
- Melee attack50 → 40(-10)
- Melee defence40 → 50(+10)
- Campaign cost800 → 650(-150)
- Multiplayer cost750 → 650(-100)
- New: Greater Arcane Conduit, Hellish Vigour, The Awakening, Arcane Leech, The Darkness Wards
- Removed: Dark Protection, Arcane Conduit
Patch 9.0wh2_dlc11_vmp_cha_bloodline_necrarch_lord_1
- Health4,680 → 5,680(+1,000)
- Melee attack50 → 40(-10)
- Melee defence40 → 50(+10)
- Campaign cost1,000 → 900(-100)
- Multiplayer cost1,000 → 900(-100)
- New: Greater Arcane Conduit, Hellish Vigour, The Awakening, Arcane Leech
- Removed: Arcane Conduit
Patch 9.0wh2_dlc11_vmp_cha_bloodline_necrarch_lord_2
- Health4,680 → 5,680(+1,000)
- Melee attack50 → 40(-10)
- Melee defence40 → 50(+10)
- Campaign cost1,200 → 1,100(-100)
- Multiplayer cost1,200 → 1,100(-100)
- New: Greater Arcane Conduit, Hellish Vigour, The Awakening, Arcane Leech
- Removed: Arcane Conduit
Patch 9.0.3wh2_dlc11_vmp_cha_bloodline_necrarch_lord_3
- Health7,744 → 8,244(+500)
- Armour70 → 90(+20)
- Speed95 → 90(-5)
- Melee defence42 → 50(+8)
Patch 9.0wh2_dlc11_vmp_cha_bloodline_necrarch_lord_3
- Melee defence40 → 42(+2)
- Base weapon damage140 → 135(-5)
- Armour-piercing damage380 → 405(+25)
- Campaign cost2,050 → 1,950(-100)
- Multiplayer cost2,050 → 1,950(-100)
- Multiplayer unit cap— → 2
- New: Greater Arcane Conduit, Hellish Vigour, The Awakening, Arcane Leech
- Removed: Arcane Conduit
Necrarch Vampire Lord 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.
Plan Necrarch Vampire Lord's skills
- Barded NightmareBarded NightmareUnlocks at rank 8
- Mount: Barded Nightmare
- HellsteedHellsteedUnlocks at rank 10
- Mount: Hellsteed
- Zombie DragonZombie DragonUnlocks at rank 18
- Mount: Zombie Dragon
- CynosureCynosureUnlocks at rank 6
- Winds of Magic power reserve capacity: +10 (own army)
- Miscast base chance: -10%
- Wild HeartWild HeartUnlocks at rank 8
- Passive ability: "Wild Heart"
- Life-LeechingLife-LeechingUnlocks at rank 8
- Passive ability: "Life Leeching"
- Aura of Dark MajestyAura of Dark Majesty
- Leadership aura size: +25%
- Dark PactDark Pact
- Leadership: +5 when attacking (Lord's army)
- Grave WardGrave WardUnlocks at rank 8
- Missile resistance: 10%
- Soldiers of RenownSoldiers of RenownUnlocks at rank 10 · 3 levelsLevel 1
- Regiments of Renown army capacity: +1 (own army)
- Regiments of Renown army capacity: +2 (own army)
- Regiments of Renown army capacity: +3 (own army)
- ImmortalityImmortalityUnlocks at rank 20
- This Lord will be wounded instead of killed in battle
- 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
- Arcane LeechArcane LeechUnlocks at rank 12
- Passive ability: "Arcane Leech"
- Spell intensity: +20%
- Winds of Magic power reserve: +3 per turn
- The Darkness WardsThe Darkness Wards
- Passive ability: "The Darkness Wards"
- The Dead Rise Again: +5% chance for destroyed Undead units to be restored after battle (Lord's army)
- The Dead Rise Again: +10% hit points for destroyed Undead units restored after battle (Lord's army)
- Corpse cost to recruit units: -5% for all units (own army)
- The AwakeningThe Awakening
- Ability "The Awakening"
- Vampiric corruption: +2 (local province)
- Research rate: +10
- Hellish VigourHellish Vigour
- Ability: "Hellish Vigour"
- Campaign movement range: +10% (Lord's army)
- Vigour loss reduction: -33% (Lord's army)
- Grave SentinelsGrave Sentinels
- Upkeep: -25% for Grave Guard units (Lord's army)
- Leadership: +8 for Grave Guard units (Lord's army)
- Melee attack: +8 for Grave Guard units (Lord's army)
- Nehekhara's Noble BloodNehekhara's Noble Blood
- Cooldown: -20% to all spells
- Winds of Magic cost: -2 for "Invocation of Nehek"
- Winds of Magic cost: -3 for "Invocation of Nehek Upgraded"
- Spell number of uses: +2 for "Raise Dead", "Raise Dead Upgraded" and "The Awakening"
- The HungerThe Hunger
- Passive ability: "The Hunger"
- BeguileBeguile2 levelsLevel 1
- Melee defence: +6
- Melee defence: +12
- QuickbloodQuickblood2 levelsLevel 1
- Melee attack: +6
- Melee attack: +12
- Curse of the RevenantCurse of the Revenant2 levelsLevel 1
- Hit points: +7%
- Hit points: +15%
- Supernatural HorrorSupernatural Horror
- Attribute: Causes Terror
- Renewed FleshRenewed Flesh
- Passive ability: "Regeneration"
- Battle healing cap: +50%
- 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"
- The Curse of UndeathThe Curse of Undeath
- Passive ability: "The Curse of Undeath"
- Wyssan's WildformWyssan's Wildform2 levelsLevel 1
- Overcast spell: "Wyssan's Wildform Upgraded"
- Cooldown: -30% to "Wyssan's Wildform"
- Miscast base chance: -15% for "Wyssan's Wildform Upgraded"
- Overcast spell: "Wyssan's Wildform Upgraded"
- Winds of Magic cost: -1 for "Wyssan's Wildform"
- Winds of Magic cost: -1 for "Wyssan's Wildform Upgraded"
- Cooldown: -50% to "Wyssan's Wildform"
- Pann's Impenetrable PeltPann's Impenetrable Pelt2 levelsLevel 1
- Overcast spell: "Pann's Impenetrable Pelt Upgraded"
- Cooldown: -30% to "Pann's Impenetrable Pelt"
- Spell: "Pann's Impenetrable Pelt"
- Miscast base chance: -15% for "Pann's Impenetrable Pelt Upgraded"
- Overcast spell: "Pann's Impenetrable Pelt Upgraded"
- Winds of Magic cost: -1 for "Pann's Impenetrable Pelt"
- Winds of Magic cost: -2 for "Pann's Impenetrable Pelt Upgraded"
- Cooldown: -50% to "Pann's Impenetrable Pelt"
- Raise DeadRaise Dead2 levelsLevel 1
- Overcast spell: "Raise Dead Upgraded"
- Cooldown: -30% to "Raise Dead"
- Miscast base chance: -15% for "Raise Dead Upgraded"
- Overcast spell: "Raise Dead Upgraded"
- Spell number of uses: +1 for "Raise Dead" and "Raise Dead Upgraded"
- Cooldown: -50% to "Raise Dead"
- 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"
- 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"
- Aura of SupremacyAura of Supremacy
- Character's aura leadership effect: +5
- Enemy leadership: -4 (enemy armies in local province)
- The Unliving HostThe Unliving Host3 levelsLevel 1
- Melee attack: +4 for Zombies, Skeletons, Crypt Ghouls, Grave Guard and Lahmian Handmaidens units (Lord's army)
- Melee defence: +4 for Zombies, Skeletons, Crypt Ghouls, Grave Guard and Lahmian Handmaidens units (Lord's army)
- Melee attack: +6 for Zombies, Skeletons, Crypt Ghouls, Grave Guard and Lahmian Handmaidens units (Lord's army)
- Melee defence: +8 for Zombies, Skeletons, Crypt Ghouls, Grave Guard and Lahmian Handmaidens units (Lord's army)
- Melee attack: +8 for Zombies, Skeletons, Crypt Ghouls, Grave Guard and Lahmian Handmaidens units (Lord's army)
- Call of the NightCall of the Night3 levelsLevel 1
- Speed: +6% for Fell Bats and Dire Wolves units (Lord's army)
- Charge bonus: +6 for Fell Bats and Dire Wolves units (Lord's army)
- Speed: +9% for Fell Bats and Dire Wolves units (Lord's army)
- Charge bonus: +12 for Fell Bats and Dire Wolves units (Lord's army)
- Speed: +12% for Fell Bats and Dire Wolves units (Lord's army)
- Evil SoulsEvil Souls3 levelsLevel 1
- Spell resistance: 5% for Spirit Host, Cairn Wraiths, Mournguls and Hexwraiths units (Lord's army)
- Spell resistance: 10% for Spirit Host, Cairn Wraiths, Mournguls and Hexwraiths units (Lord's army)
- Melee attack: +4 for Spirit Host, Cairn Wraiths, Mournguls and Hexwraiths units (Lord's army)
- Spell resistance: 15% for Spirit Host, Cairn Wraiths, Mournguls and Hexwraiths units (Lord's army)
- Melee attack: +8 for Spirit Host, Cairn Wraiths, Mournguls and Hexwraiths units (Lord's army)
- Creatures of the NightCreatures of the Night3 levelsLevel 1
- Charge bonus: +6 for Crypt Horrors, Vargheists, Varghulfs, Zombie Dragon and Terrorgheist units (Lord's army)
- Charge bonus: +9 for Crypt Horrors, Vargheists, Varghulfs, Zombie Dragon and Terrorgheist units (Lord's army)
- Weapon strength: +6% for Crypt Horrors, Vargheists, Varghulfs, Zombie Dragon and Terrorgheist units (Lord's army)
- Charge bonus: +12 for Crypt Horrors, Vargheists, Varghulfs, Zombie Dragon and Terrorgheist units (Lord's army)
- Weapon strength: +12% for Crypt Horrors, Vargheists, Varghulfs, Zombie Dragon and Terrorgheist units (Lord's army)
- Waking DeadWaking Dead3 levelsLevel 1
- Melee attack: +4 for Black Knights, Blood Knights and Drakenhof Templars units (Lord's army)
- Armour: +6 for Black Knights, Blood Knights and Drakenhof Templars units (Lord's army)
- Melee attack: +6 for Black Knights, Blood Knights and Drakenhof Templars units (Lord's army)
- Armour: +12 for Black Knights, Blood Knights and Drakenhof Templars units (Lord's army)
- Melee attack: +8 for Black Knights, Blood Knights and Drakenhof Templars units (Lord's army)
- Carriages of DeathCarriages of Death3 levelsLevel 1
- Melee defence: +4 for Black Coach, Corpse Cart, Coven Throne and Mortis Engine units (Lord's army)
- Melee defence: +6 for Black Coach, Corpse Cart, Coven Throne and Mortis Engine units (Lord's army)
- Speed: +6% for Black Coach, Corpse Cart, Coven Throne and Mortis Engine units (Lord's army)
- Melee defence: +8 for Black Coach, Corpse Cart, Coven Throne and Mortis Engine units (Lord's army)
- Speed: +12% for Black Coach, Corpse Cart, Coven Throne and Mortis Engine units (Lord's army)
- Magical AnimusMagical Animus
- Ability: "Magical Animus"
- Legions of DeadLegions of Dead
- Spell resistance: 15% for Spirit Host, Zombies, Skeletons, Grave Guard, Cairn Wraiths and Lahmian Handmaidens units (Rank 7 and above) (Lord's army)
- Melee attack: +5 for Spirit Host, Zombies, Skeletons, Grave Guard, Cairn Wraiths and Lahmian Handmaidens units (Rank 7 and above) (Lord's army)
- Weapon strength: +12% for Spirit Host, Zombies, Skeletons, Grave Guard, Cairn Wraiths and Lahmian Handmaidens units (Rank 7 and above) (Lord's army)
- Dread KnightsDread Knights
- Charge bonus: +12 for Black Coach, Black Knights, Blood Knights, Drakenhof Templars, Corpse Cart, Hexwraiths, Coven Throne and Mortis Engine units (Rank 7 and above) (Lord's army)
- Ward save: +8% for Black Coach, Black Knights, Blood Knights, Drakenhof Templars, Corpse Cart, Hexwraiths, Coven Throne and Mortis Engine units (Rank 7 and above) (Lord's army)
- Weapon strength: +12% for Black Coach, Black Knights, Blood Knights, Drakenhof Templars, Corpse Cart, Hexwraiths, Coven Throne and Mortis Engine units (Rank 7 and above) (Lord's army)
- Deadly PowerDeadly Power
- Melee attack: +5 for Crypt Ghouls, Crypt Horrors, Mournguls, Dire Wolves and Varghulfs units (Rank 7 and above) (Lord's army)
- Physical resistance: 10% for Crypt Ghouls, Crypt Horrors, Mournguls, Dire Wolves and Varghulfs units (Rank 7 and above) (Lord's army)
- Weapon strength: +12% for Crypt Ghouls, Crypt Horrors, Mournguls, Dire Wolves and Varghulfs units (Rank 7 and above) (Lord's army)
- Flying HorrorsFlying Horrors
- Charge bonus: +12 for Fell Bats, Terrorgheist, Zombie Dragon and Vargheists units (Rank 7 and above) (Lord's army)
- Melee attack: +5 for Fell Bats, Terrorgheist, Zombie Dragon and Vargheists units (Rank 7 and above) (Lord's army)
- Missile resistance: 15% for Fell Bats, Terrorgheist, Zombie Dragon and Vargheists units (Rank 7 and above) (Lord's army)
- Undeath ResurgentUndeath Resurgent
- Replaces: "Magical Animus"
- Ability: "Undeath Resurgent"
- The Restless DeadThe Restless Dead
- Campaign movement range: +5%
- 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)
- Children of the NightChildren of the Night3 levelsLevel 1
- Character experience gain: +10% (Heroes in Lord's army)
- Upkeep: -3% (Lord's army)
- Character experience gain: +20% (Heroes in Lord's army)
- Upkeep: -6% (Lord's army)
- Character experience gain: +30% (Heroes in Lord's army)
- Upkeep: -9% (Lord's army)
- Darkling SkiesDarkling Skies3 levelsLevel 1
- Attrition: -10% casualties suffered from all attrition (Lord's army)
- Attrition: -20% casualties suffered from all attrition (Lord's army)
- Attrition: -30% casualties suffered from all attrition (Lord's army)
- Ancient CunningAncient Cunning3 levelsLevel 1
- Ambush success chance: +6% (Lord's army)
- Ambush success chance: +16% (Lord's army)
- Ambush success chance: +30% (Lord's army)
- Immortal HorrorImmortal Horror
- Casualty replenishment rate: +30% for this Lord (Lord's army)
- Battle healing cap: +50%
- Wound recovery time: -1 turns
- 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
- Guile & GlamourGuile & Glamour3 levelsLevel 1
- Vampiric corruption: +1 (local province)
- Vampiric corruption: +3 (local province)
- Vampiric corruption: +6 (local province)
- NecrarchNecrarch3 levelsLevel 1
- Growth: +8 (local province)
- Growth: +20 (local province)
- Growth: +36 (local province)
- Eternal WardenEternal Warden3 levelsLevel 1
- Attrition: -5% when under siege (armies in local owned region)
- Attrition: -10% when under siege (armies in local owned region)
- Attrition: -15% when under siege (armies in local owned region)
- Uncanny PrescienceUncanny Prescience
- Winds of Magic power reserve minimum: +15 (Lord's army)
- Campaign movement range: +5%
- Upkeep: -8% (Lord's army)
Every version of Necrarch Vampire Lord
4 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 CountsWizard Lord | 5,068 | 1 | 20 | 80 | 38 | 40 | 50 | 430 | 20 | 650 | 250 | wh2_dlc11_vmp_cha_bloodline_necrarch_lord_0 |
| Vampire CountsWizard Lord | 5,680 | 1 | 90 | 80 | 78 | 40 | 50 | 430 | 45 | 900 | 300 | wh2_dlc11_vmp_cha_bloodline_necrarch_lord_1 |
| Vampire CountsWizard Lord | 5,680 | 1 | 70 | 80 | 105 | 40 | 50 | 430 | 45 | 1,100 | 350 | wh2_dlc11_vmp_cha_bloodline_necrarch_lord_2 |
| Vampire CountsWizard Lord | 8,244 | 1 | 90 | 80 | 90 | 42 | 50 | 540 | 40 | 1,950 | 525 | wh2_dlc11_vmp_cha_bloodline_necrarch_lord_3 |
Who can field it
- Vampire Counts · The Drakenhof Conclave
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.