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Griefship - Vampire Lord Vampire CountsVampire Counts Melee Ship

Griefship - Vampire Lord

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The Vampire Lord takes to melee with power and growing madness, both on foot and atop monstrous, powerful mounts.

Even for a Black Orc, Grimgor's thirst for war was exceptional. If a single day went by without a battle, Grimgor was known to start camp-decimating arguments, his one good eye blazing with eagerness to find fault and start a good scrap. Two days without a battle and Grimgor would smite anything he could reach, save (perhaps) his fellow Black Orcs. No one knows for sure what would happen if three days without a battle ever occurred, but even scarred veterans tremble just to think of it. This unquenchable thirst for battle is a sign that marks out a Warboss for leadership, a sign that the Orc is favoured by Gork (or Mork). In a hulking Black Orc with unmatched fighting skills and ferocity it has marked out Grimgor for greatness; the prophet and harbinger of Gork (or Mork).

(Vampire Lord)
As a Vampire ages, his powers increase. He becomes physically stronger and faster, until he is able to tear a man in half and move as fast as the wind. He is able to call upon a host of powers, the nature of which vary from Vampire to Vampire. Some can call forth creatures such as wolves and bats to assail the armies of the living, and sometimes they can even learn how to change into these forms. Others are able to mesmerise weak-willed mortals with barely a glance. If the Vampire has a strong affinity for magic, then his necromantic abilities expand both naturally and through study. Despite these awe-inspiring powers, however, there is a terrible price to pay. As the decades become centuries, many Vampires lose their minds, sliding inexorably into madness.

Griefship - Vampire Lord

Unit Name

Griefship - Vampire Lord

Main Unit Key

wh_main_vmp_shp_griefship_general

Land Unit Key

wh_main_vmp_cha_vampire_lord_0

Naval Unit Key

wh_main_vmp_shp_griefship

Land Unit Group

Sword Infantry

Naval Unit Group

Sword Infantry

Soldiers

1

Caste

Generic

Category

Heavy Ship

Class

Melee Ship

Custom Battle Cost

800

Recruitment Cost

800

Upkeep Cost

200

Ship Health

└ Ship

wh_main_ship_heavy_dummy

Ship Speed

Melee Attack

66

Weapon Strength (Weapon Damage)

430

├ Melee Weapon

wh_main_vmp_sword_hero_lord

├ Melee Damage Base

290

├ Melee Damage Ap

140

├ Armour Piercing

No

├ Bonus vs Cavalry

0

├ Bonus vs Elephants

0

└ Bonus vs Infantry

0

Charge Bonus

25

Melee Defence

45

├ Base Defence

45

├ Shield

wh_missile_block_35_wood

└ Shield Defence

0

Armour

125

├ Armour

wh_main_vmp_heavy_plate

├ Armour Defence

90

└ Shield Armour

35

Health

3458

├ Man Entity

wh_main_infantry_standard_fast_hero_blood_dismembers

├ Man Speed

38

├ Man Health

8

└ Bonus Hit Points

3450

Leadership (Base Morale)

80

Abilities

No Ability

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 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
    The unit is Undead (does not rout, immune to terror, becomes unstable when attrition when moving through territory not owned by the Undead.

Strengths & Weaknesses

No Strengths and Weaknesses
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