Lahmian Vampire Lord (Hellsteed)
Descended from Neferata, thought to be the very first Vampire, Lahmians are alluring, seductive, and deadly in equal measure.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 Lahmian Vampire Lord (Hellsteed) |
Main Unit Key wh2_dlc11_vmp_cha_bloodline_lahmian_lord_2 |
Land Unit Key wh2_dlc11_vmp_cha_bloodline_lahmian_lord_2 |
Naval Unit Key wh_main_shp_transport |
Land Unit Group Wizard |
Naval Unit Group Wizard |
Soldiers 1 |
Caste Lord |
Category Cavalry |
Class Command |
Cost 1400 |
Recruitment Cost 1400 |
Upkeep Cost 350 |
Melee Attack 55 |
480 |
├ Melee Weapon wh_main_vmp_sword_hero_lord |
├ Melee Damage Base 310 |
├ Melee Damage Ap 170 |
├ Armour Piercing No |
├ Bonus vs Cavalry 0 |
├ Bonus vs Elephants 0 |
└ Bonus vs Infantry 0 |
Charge Bonus 50 |
60 |
├ Base Defence 60 |
├ Shield none |
└ Shield Defence 0 |
90 |
├ Armour wh2_main_plate_90 |
├ Armour Defence 90 |
└ Shield Armour 0 |
4580 |
├ Man Entity wh_main_infantry_standard_fast_hero_blood_dismembers |
├ Man Speed 38 |
├ Man Health 8 |
├ Bonus Hit Points 4564 |
├ Mount wh_main_vmp_mnt_hellsteed |
├ Mount Entity wh_main_vmp_cavalry_flying_hellsteed_blood |
├ Mount Speed 65 |
└ Mount Health 8 |
Leadership (Base Morale) 80 |
Abilities
- Lightning Reflexes
Whether living or dead, career-sailors must quickly learn the ropes or find themselves locked inside Stromfels' Chest for all eternity. - Seduction
"Come to my cabin… You'll find it most comfortable I am sure…" - 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. - {{tr:wh2_dlc09_undead_description}}
Strengths & Weaknesses
- Spellcaster
This unit can cast spells. - Armoured
Armoured units can block damage from any source apart from Armour-Piercing damage. - Very Fast
This unit can run circles around most other units, taunting and harassing the enemy or evading its missile fire. - Dodge
This highly dexterous unit dodges blades and missiles with ease; its luck is known to run out quickly when facing magical weapons, however.