
Volkmar the Grim
Lord· Lord· 1 model at Ultra size
Comes with The Grim & The Grave(Warhammer I)
Skill tree →Duel it in the combat calculator →vs Chaos Warriors, the unit the rankings measure against; pick any other there.
Volkmar the Grim is a legendary lord of The Empire, leading Cult of Sigmar at the start of a campaign: 4,672 HP, armour 50, melee attack 55, melee defence 45, weapon strength 380. It costs 1,100 in the campaign and 750 in multiplayer. It comes with The Grim & The Grave. Beating this lord in battle can earn the defeat trait Grimsbane. Unit key wh_dlc04_emp_cha_volkmar_the_grim_0. Patch 9.0.4, from the game's data tables.
Health
4,672
Armour
50
Leadership
80
Speed
34
Melee attack
55
Melee defence
45
Weapon strength
230 base + 150 armour-piercing
380
Charge bonus
30
Attributes
- 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.
Abilities
- 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.
- Divine PowerHex · +50% Miscast ChancepassiveDivine PowerHex+50% Miscast ChancePassiveSuch is the strength of Sigmar's favour that enemies fail to act in the presence of such brilliance.
- Grand Hammer of SigmarAugment · +24 Melee Attack, Extended effect durationactiveGrand Hammer of SigmarAugment+24 Melee AttackExtended effect durationCooldown 90 s · Duration 50 s · Range 35 mThe Warrior Priest implores Sigmar to imbue him with a modicum of divine strength, and now his hammer glows bright with power!
- Grand Shield of FaithWard Save (Area) · +20% Damage Resistance, Extended effect durationactiveGrand Shield of FaithWard Save (Area)+20% Damage ResistanceExtended effect durationCooldown 120 s · Duration 50 s · Range 55 mThe Warrior Priest’s faith manifests in the form of a shield as hard as castle-forged steel.
- Grand SoulfireBombardment · Does not affect friendly troops, Causes moderate magical damage…activeGrand SoulfireBombardmentDoes not affect friendly troopsCauses moderate magical damageWeak vs a single combatantLarge strike areaIncreased effect areaIncreased number of missilesCooldown 120 s · Duration 7 s · Wind-up 1 sA battle prayer that bathes the Warrior Priest in white, holy fire, sears Sigmar’s foes but leaves the supplicant unharmed.
- BenedictionAugment (Area) · +8 LeadershippassiveBenedictionAugment (Area)+8 LeadershipPassive · Range 55 mThe Warrior Priest passes the blessings of the Heldenhammer to the brave men around him.
Counters
Good against
- Units with physical resistance — magical melee attackse.g. Hexwraiths, Cairn Wraiths, Syreens
- Units weak to fire — flaming melee attackse.g. Malevolent Treeman, Chaos Frost Dragon, Treeman
Vulnerable to
- Bonus vs infantry — infantry-sizede.g. Doom-Flayers, War Mammoth, Feral Mammoth · The Empire: Steam Tank, Greatswords
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 Volkmar the Grim in battle and your lord can earn the trait
Grimsbane
- Melee attack: +3 for Melee Infantry units (Lord's army)
- Melee defence: +3 for Melee Infantry units (Lord's army)
All the piety in the Old World means nothing when faced with superior military muscle.
Volkmar the Grim skill tree
52 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 Volkmar the Grim's skills
- Barded WarhorseBarded WarhorseUnlocks at rank 4
- Mount: Barded Warhorse
- War Altar of SigmarWar Altar of SigmarUnlocks at rank 16
- Mount: War Altar of Sigmar
- Brass-LungedBrass-LungedUnlocks at rank 4
- Leadership aura size: +25%
- Hold the Line!Hold the Line!Unlocks at rank 6
- Passive ability: "Hold the Line!"
- Mark of HyshMark of HyshUnlocks at rank 8
- Spell resistance: 10%
- Sigmar’s WardSigmar’s WardUnlocks at rank 8
- Missile resistance: 10%
- 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
- Mere Mortal Men!Mere Mortal Men!Unlocks at rank 12
- Passive ability: "Frenzy" for Free Company Militia (all armies)
- "Blessed Bullets" ammunition (magic, armour-piercing projectiles) for Free Company Militia units (Lord's army)
- Diplomatic relations: +40 with Empire, Kislev and Southern Realms
- War EternalWar Eternal
- Passive ability: "Wayfarer" for Flagellants, Empire Knights and Free Company Militia units (Lord's army)
- Charge bonus: +10 for Flagellants, Empire Knights and Free Company Militia units (Lord's army)
- Speed: +20% for Flagellants, Empire Knights and Free Company Militia units (Lord's army)
- Tools of AbsolutionTools of Absolution
- Enables flaming attacks (Lord's army)
- Armour-piercing weapon damage: +3 (Lord's army)
- Blessed Holy WarBlessed Holy War
- Hero action success chance: +15% for Priests and Witch Hunters (local region)
- Corruption: -2 (local province)
- Hero capacity: +1 for Priests
- Hero capacity: +1 for Witch Hunters
- The Work of GodThe Work of God
- Passive ability: "Strength of the Penitent" (Lord's army)
- Casualty replenishment rate: +20% (Lord's army)
- Grand Hammer of SigmarGrand Hammer of Sigmar
- Battle prayer: "Grand Hammer of Sigmar"
- Grand Shield of FaithGrand Shield of FaithUnlocks at rank 5
- Battle prayer: "Grand Shield of Faith"
- Grand SoulfireGrand SoulfireUnlocks at rank 10
- Battle prayer: "Grand Soulfire"
- Second NatureSecond Nature
- Cooldown: -50% to battle prayers
- Spell resistance: 10% (Lord's army)
- Hard to HitHard to Hit
- Melee defence: +5
- Devastating ChargeDevastating Charge2 levelsLevel 1
- Charge bonus: +15
- Charge bonus: +30
- Full Plate ArmourFull Plate Armour2 levelsLevel 1
- Armour: +7
- Armour: +15
- Scarred VeteranScarred Veteran2 levelsLevel 1
- Hit points: +7%
- Hit points: +15%
- Deadly BladeDeadly Blade2 levelsLevel 1
- Melee attack: +6
- Melee attack: +12
- Faith's BastionFaith's Bastion
- Ability: "Faith's Bastion"
- Wound-MakerWound-Maker2 levelsLevel 1
- Weapon strength: +10%
- Weapon strength: +20%
- Blade MasterBlade Master2 levelsLevel 1
- Melee attack: +6
- Melee attack: +12
- IndomitableIndomitable2 levelsLevel 1
- Leadership: +6
- Leadership: +12
- Blade ShieldBlade Shield2 levelsLevel 1
- Melee defence: +6
- Melee defence: +12
- BenedictionBenediction
- Passive ability: "Benediction"
- Inspiring PresenceInspiring Presence
- Unit experience gain per turn: +75 (Lord's army)
- Character's aura leadership effect: +5
- Emperor's FinestEmperor's Finest3 levelsLevel 1
- Melee defence: +4 for Melee Infantry units (Lord's army)
- Melee attack: +4 for Melee Infantry units (Lord's army)
- Melee defence: +4 for Melee Infantry units (Lord's army)
- Melee attack: +6 for Melee Infantry units (Lord's army)
- Melee defence: +6 for Melee Infantry units (Lord's army)
- Speed of HorseSpeed of Horse3 levelsLevel 1
- Charge bonus: +6 for Melee Cavalry units (Lord's army)
- Charge bonus: +6 for Melee Cavalry units (Lord's army)
- Speed: +5% for Melee Cavalry units (Lord's army)
- Charge bonus: +9 for Melee Cavalry units (Lord's army)
- Speed: +10% for Melee Cavalry units (Lord's army)
- PistolkorpsPistolkorps3 levelsLevel 1
- Missile strength: +4% for Missile, Missile Cavalry and Missile Chariot units (Lord's army)
- Ammunition: +10% for Missile, Missile Cavalry and Missile Chariot units (Lord's army)
- Missile strength: +6% for Missile, Missile Cavalry and Missile Chariot units (Lord's army)
- Ammunition: +20% for Missile, Missile Cavalry and Missile Chariot units (Lord's army)
- Missile strength: +8% for Missile, Missile Cavalry and Missile Chariot units (Lord's army)
- Noble BeastsNoble Beasts3 levelsLevel 1
- Melee attack: +4 for Demigryph Knights and Hunting Hounds units (Lord's army)
- Melee attack: +4 for Demigryph Knights and Hunting Hounds units (Lord's army)
- Speed: +5% for Demigryph Knights and Hunting Hounds units (Lord's army)
- Melee attack: +6 for Demigryph Knights and Hunting Hounds units (Lord's army)
- Speed: +10% for Demigryph Knights and Hunting Hounds units (Lord's army)
- Mighty ForgeMighty Forge3 levelsLevel 1
- Ward save: +7% for War Wagon, Steam Tank, Marienburg Land Ship and Celestial Hurricanum, Luminark of Hysh units (Lord's army)
- Reload time reduction: +4% for War Wagon, Steam Tank, Marienburg Land Ship and Celestial Hurricanum, Luminark of Hysh units (Lord's army)
- Ward save: +11% for War Wagon, Steam Tank, Marienburg Land Ship and Celestial Hurricanum, Luminark of Hysh units (Lord's army)
- Reload time reduction: +8% for War Wagon, Steam Tank, Marienburg Land Ship and Celestial Hurricanum, Luminark of Hysh units (Lord's army)
- Ward save: +15% for War Wagon, Steam Tank, Marienburg Land Ship and Celestial Hurricanum, Luminark of Hysh units (Lord's army)
- Imperial GunneryImperial Gunnery3 levelsLevel 1
- Missile strength: +4% for Mortar, Great Cannon, Helblaster Volley Gun and Helstorm Rocket Battery units (Lord's army)
- Ammunition: +10% for Mortar, Great Cannon, Helblaster Volley Gun and Helstorm Rocket Battery units (Lord's army)
- Missile strength: +6% for Mortar, Great Cannon, Helblaster Volley Gun and Helstorm Rocket Battery units (Lord's army)
- Ammunition: +20% for Mortar, Great Cannon, Helblaster Volley Gun and Helstorm Rocket Battery units (Lord's army)
- Missile strength: +8% for Mortar, Great Cannon, Helblaster Volley Gun and Helstorm Rocket Battery units (Lord's army)
- Rally!Rally!
- Ability: "Rally!"
- Strength of HardshipStrength of Hardship
- Armour: 10 for Melee Infantry (Rank 7 and above) (Lord's army)
- Physical resistance: 10% for Melee Infantry (Rank 7 and above) (Lord's army)
- Melee defence: +5 for Melee Infantry (Rank 7 and above) (Lord's army)
- SharpshooterSharpshooter
- Missile strength: +12% for Missile, Missile Cavalry and Missile Chariot units (Rank 7 and above) (Lord's army)
- Missile resistance: 15% for Missile, Missile Cavalry and Missile Chariot units (Rank 7 and above) (Lord's army)
- Reload time reduction: +10% for Missile, Missile Cavalry and Missile Chariot units (Rank 7 and above) (Lord's army)
- Taste for BattleTaste for Battle
- Melee attack: +5 for Empire Knight, Demigryph Knights and Hunting Hounds units (Rank 7 and above) (Lord's army)
- Leadership: +5 for Empire Knight, Demigryph Knights and Hunting Hounds units (Rank 7 and above) (Lord's army)
- Charge bonus: +12 for Empire Knight, Demigryph Knights and Hunting Hounds units (Rank 7 and above) (Lord's army)
- Artillery MasterArtillery Master
- Ammunition: +20% for Mortar, Great Cannon, Helblaster Volley Gun, Helstorm Rocket Battery, Marienburg Land Ship, Celestial Hurricanum, Luminark of Hysh and Steam Tank units (Rank 7 and above) (Lord's army)
- Missile strength: +12% for Mortar, Great Cannon, Helblaster Volley Gun, Helstorm Rocket Battery, Marienburg Land Ship, Celestial Hurricanum, Luminark of Hysh and Steam Tank units (Rank 7 and above) (Lord's army)
- Reload time reduction: +10% for Mortar, Great Cannon, Helblaster Volley Gun, Helstorm Rocket Battery, Marienburg Land Ship, Celestial Hurricanum, Luminark of Hysh and Steam Tank units (Rank 7 and above) (Lord's army)
- Stand Your Ground!Stand Your Ground!
- Replaces: "Rally!"
- Ability: "Stand Your Ground!"
- Route MarcherRoute Marcher
- Campaign movement range: +5%
- Iron DisciplinarianIron Disciplinarian3 levelsLevel 1
- Control: +1 (local province)
- Control: +2 (local province)
- Control: +3 (local province)
- Leader of RenownLeader of Renown3 levelsLevel 1
- Recruitment cost: -5% (Lord's army)
- Recruitment cost: -10% (Lord's army)
- Recruitment cost: -15% (Lord's army)
- Reassuring PresenceReassuring Presence3 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)
- FerventFervent3 levelsLevel 1
- Corruption: -1 (local province)
- Corruption: -2 (local province)
- Corruption: -3 (local province)
- Heretic HunterHeretic Hunter
- Corruption: -4 (local province)
- Hero capacity: +1 for Priests
- Hero recruit rank: +5 for Warrior Priests (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
- QuartermasterQuartermaster3 levelsLevel 1
- Upkeep: -3% (Lord's army)
- Upkeep: -6% (Lord's army)
- Upkeep: -10% (Lord's army)
- LogisticianLogistician3 levelsLevel 1
- Casualty replenishment rate: +2% (Lord's army)
- Casualty replenishment rate: +4% (Lord's army)
- Casualty replenishment rate: +6% (Lord's army)
- AlertAlert3 levelsLevel 1
- Ambush defence chance: +6% (Lord's army)
- Ambush defence chance: +16% (Lord's army)
- Chance of intercepting an army using Tunnelling, beast-paths or Worldroots: +5%
- Ambush defence chance: +30% (Lord's army)
- Chance of intercepting an army using Tunnelling, beast-paths or Worldroots: +10%
- HeadhunterHeadhunter
- Campaign movement range: +5%
- Recruit rank: +2 for all units (Lord's army)
- Upkeep: -8% (Lord's army)
- Local recruitment capacity: +1 (local province)
Every version of Volkmar the Grim
3 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 |
|---|---|---|---|---|---|---|---|---|---|---|---|---|
| The EmpireLord | 4,672 | 1 | 50 | 80 | 34 | 55 | 45 | 380 | 30 | 1,100 | 300 | wh_dlc04_emp_cha_volkmar_the_grim_0 |
| The EmpireLord | 6,648 | 1 | 100 | 80 | 50 | 30 | 25 | 400 | 50 | 1,550 | 387 | wh_dlc04_emp_cha_volkmar_the_grim_1 |
| The EmpireLord | 5,316 | 1 | 80 | 80 | 78 | 55 | 45 | 380 | 50 | 1,100 | 350 | wh_dlc04_emp_cha_volkmar_the_grim_3 |
Who can field it
- The Empire · Reikland
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.
The game also has 1 summoned or scripted copy of this unit that no building or mercenary pool recruits (wh_dlc04_emp_cha_volkmar_the_grim_2).
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.