Vampire Lord (Hellsteed)
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 (Hellsteed) |
Main Unit Key wh_main_vmp_cha_vampire_lord_2 |
Land Unit Key wh_main_vmp_cha_vampire_lord_2 |
Naval Unit Key wh_main_shp_transport |
Land Unit Group Wizard |
Naval Unit Group Wizard |
Soldiers 1 |
Caste Hero |
Category Cavalry |
Class Command |
Custom Battle Cost 1300 |
Recruitment Cost 1350 |
Upkeep Cost 337 |
Melee Attack 66 |
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 50 |
45 |
├ Base Defence 45 |
├ Shield wh_missile_block_35_metal |
└ Shield Defence 0 |
115 |
├ Armour wh_main_vmp_heavy_plate_mounted |
├ Armour Defence 80 |
└ Shield Armour 35 |
3796 |
├ Man Entity wh_main_infantry_standard_fast_hero_blood_dismembers |
├ Man Speed 38 |
├ Man Health 8 |
├ Bonus Hit Points 3780 |
├ Mount wh_main_vmp_mnt_hellsteed |
├ Mount Entity wh_main_vmp_cavalry_flying_hellsteed_blood |
├ Mount Speed 55 |
└ 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! - 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. - 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 & Shielded
Armoured units can block damage from any source apart from Shields have a chance of blocking arrows, bolts, rifle shots and similar small arms fire - but only in a forward facing arc. - Very Fast
This unit can run circles around most other units, taunting and harrassing the enemy or evading its missile fire. - Melee Expert
Melee Experts might have a very strong 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.