Vampire Lord (Zombie Dragon)
The Vampire Lord takes to melee with power and growing madness, both on foot and atop monstrous, powerful mounts.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.
Unit Name Vampire Lord (Zombie Dragon) |
Main Unit Key wh_main_vmp_cha_vampire_lord_3 |
Land Unit Key wh_main_vmp_cha_vampire_lord_3 |
Naval Unit Key wh_main_shp_transport |
Land Unit Group Wizard |
Naval Unit Group Wizard |
Soldiers 1 |
Caste Hero |
Category War Beast |
Class Command |
Custom Battle Cost 1575 |
Recruitment Cost 1700 |
Upkeep Cost 425 |
Melee Attack 48 |
450 |
├ Melee Weapon wh_main_vmp_hero_zombie_dragon |
├ Melee Damage Base 160 |
├ Melee Damage Ap 290 |
├ Armour Piercing No |
├ Bonus vs Cavalry 0 |
├ Bonus vs Elephants 0 |
└ Bonus vs Infantry 0 |
Charge Bonus 70 |
45 |
├ Base Defence 45 |
├ Shield none |
└ Shield Defence 0 |
70 |
├ Armour wh_main_vmp_zombie_dragon |
├ Armour Defence 70 |
└ Shield Armour 0 |
4996 |
├ Man Entity wh_main_infantry_standard_blood_dismembers |
├ Man Speed 31 |
├ Man Health 8 |
├ Bonus Hit Points 4980 |
├ Mount wh_main_vmp_mnt_dragon_zombie |
├ Mount Entity wh_main_flying_dragon_blood |
├ Mount Speed 70 |
└ Mount Health 8 |
Leadership (Base Morale) 80 |
Abilities
- Foe-Seeker
There are those who wish nothing more than to be at the heart of battle, seeking foes to vanquish. - Red Fury
Vampires have long had a savage and unstoppable bloodlust. They will continue to slaughter until their enemies lie dead at their feet, or have been turned to Undeath. - Undeath Resurgent
Arise! Do not falter! Do not crumble! Back to life once more! - Swarm of Flies
Flies surround this rotting creature, making combat even harder as the swarm buzzes into mouths, ears and other vulnerable orifices! - The Hunger
As the Vampires rip apart their victims they feast on the blood that spills forth – gaining in strength and lost stamina. - Crumbling
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. - Disintegrating
The Dark Magic binding has failed. Both flesh and necromantic energy slough off the subjects leaving naught but dust.
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. - Causes 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. - Encourage
This unit provides a Lord's aura and an encouraging unit will receive the larger of the two bonuses. - 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
- Spellcaster
This unit can cast spells. - Armoured
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. - Armour-Piercing
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.