Mannfred von Carstein

ID: wh_main_vmp_cha_mannfred_von_carstein_3


Mannfred von Carstein
1 2150 537
Scaly Skin
Armour 70
Leadership 80
Speed 30
Melee Attack 46
Melee Defence 46
Weapon Strength 520
Charge Bonus 40


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.


Pestilential Breath

Some Dragons breathe noxious fumes that have a long-lasting effect on their target's coordination - if it survived the attack in the first place.

Swarm of Flies

Flies surround this rotting creature, making combat even harder as the swarm buzzes into mouths, ears and other vulnerable orifices!

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.

Can Cause Terror

This unit can cause terror, making its melee target rout for a short time. Units that cause terror are immune to terror and fear themselves.


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.


Strengths & Weaknesses


The damage of armour-piercing weapons mostly ignores the armour of the target, making them the ideal choice against heavily-armoured enemies. They are often heavier and attack at a slower rate though, making them less efficient against poorly-armoured targets.


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

Scaly Skin

Scaly skin or hides help to dampen or deflect the damage caused by missile weapons, increasing this unit's Missile Resistance.


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 3.00
Acceleration 3.00
Deceleration 4.00
Charge Speed 3.80
Ch. Dist. to Commence Run 30.00
Ch. Dist. to Adopt Pose 25.00
Ch. Dist. to Pick Target 25.00
Turn Speed 120
Strafe Speed 1.00
Land Unit Stats
Unit Category War Beast
Unit Class Command
Move Action Points 2100
Melee Attack 46
Melee Defence 46
Charge Bonus 40
Melee (Dismounted)
Visibility Range 40 - 1500
Spot Tree Distance 60
Spot Scrub Distance 60
Rank Depth 1
Morale 80
Bonus Hit Points 7428
Unit Stats
Unit Caste Lord
Unit Weight Heavy
Unit Group Wizard
Unit Group Parent Lords
Recruitment Turns 1
Recruitment Cost 2150
Upkeep Cost 537
Unit Size 1
Melee CP 2150
Missile CP


Melee Weapon
Weapon Size Large
Weapon Type Axe
Bonus vs Cavalry
Bonus vs Large
Bonus vs Infantry
Weapon Damage 140
Weapon AP Damage 380
Building Damage 200
Armour Value 70
Missile Block Chance 0