Mannfred von Carstein

ID: wh_main_vmp_cha_mannfred_von_carstein_0


Mannfred von Carstein
1 1200 300
Melee Expert
Armour 90
Leadership 80
Speed 40
Melee Attack 70
Melee Defence 50
Weapon Strength 480
Charge Bonus 25


Unit Description

Cunning, devious and powerful, Mannfred von Carstein sees all before him as prizes to be claimed.

Historical Description

While Vlad von Carstein was the most physically powerful of the Vampire Counts, Mannfred was the most cunning. When Vlad was slain, Mannfred did not involve himself in the infighting that would see Konrad rise to prominence. Instead, he travelled far and wide, seeking to deepen his knowledge of necromantic lore. He made an unholy pilgrimage to the ancient tombs of the Nehekhara and the ancient city of Lahmia, where he wrested the secrets of the Liche Priests from bone-dry papyrus and scrolls made from human skin. Mannfred also studied the ancient spells in the first of the Books of the Dead. Eventually, his journeys took him to Nagashizzar. None can say what foul bargains Mannfred made with that surreal realm's inhabitants in return for forbidden knowledge. When Mannfred finally returned to Sylvania, he was more powerful than ever, and took over the Undead legions in the wake of Konrad's destruction. Mannfred was almost as masterful as Vlad at concealing his true nature. As he sought for allies, Mannfred would travel abroad in the guise of an Imperial lord. He was always courteous to those he met on his travels, as befits a noble from a powerful family. When Mannfred revealed himself at the height of his power, his appearance was far more horrifying - his face became contorted and corpse-like, and his scalp writhed with magical energy. Yet his newfound powers were not enough. In the end, Mannfred was defeated and his army annihilated at the Battle of Hel Fenn. Some storytellers claim that Mannfred is not vanquished. They say he rode from Drakenhof against the forces of Chaos when they invaded the Empire. If Mannfred has survived, then surely he will reveal his designs for the Imperial throne.


Master of the Black Arts

The Winds of Magic themselves present little challenge to von Carstein, so matchless is he in his magical prowess.

The Hunger

As the Vampires rip apart their victims they feast on the blood that spills forth – gaining in strength and lost stamina.


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.


The Dark Magic binding has failed. Both flesh and necromantic energy slough off the subjects, leaving naught but dust.


Can Cause Fear

This unit frightens all enemy units, reducing their leadership when nearby. It is also immune to fear. Fear penalties do not stack.


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.


Strengths & Weaknesses


Armoured units can block damage from any source apart from Armour-Piercing damage.

Melee Expert

Melee Experts might have a very strong melee attack or melee defence, or high values in both. Some also have melee-focused skills like Charge Defence. Use them to counter other strong melee units. When facing them, it is best to take them out before they can enter melee.


This unit can cast spells.

Detailed Stats

Battle Entity Stats
Unit Size Small
Unit Type Man
Hit Points 8
Walk Speed 1.50
Run Speed 4.00
Acceleration 3.00
Deceleration 4.00
Charge Speed 4.60
Ch. Dist. to Commence Run 35.00
Ch. Dist. to Adopt Pose 30.00
Ch. Dist. to Pick Target 30.00
Turn Speed 180
Strafe Speed 1.00
Land Unit Stats
Unit Category Melee Infantry
Unit Class Command
Move Action Points 2100
Melee Attack 70
Melee Defence 50
Charge Bonus 25
Melee (Dismounted)
Visibility Range 40 - 1500
Spot Tree Distance 60
Spot Scrub Distance 60
Rank Depth 1
Morale 80
Bonus Hit Points 4200
Unit Stats
Unit Caste Lord
Unit Weight Heavy
Unit Group Wizard
Unit Group Parent Lords
Recruitment Turns 1
Recruitment Cost 1200
Upkeep Cost 300
Unit Size 1
Melee CP 950
Missile CP


Melee Weapon
Weapon Size Medium
Weapon Type Sword
Bonus vs Cavalry
Bonus vs Large
Bonus vs Infantry
Weapon Damage 310
Weapon AP Damage 170
Building Damage 150
Armour Value 90
Missile Block Chance 0