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HomeHome / Total War: WARHAMMER II / Sylvania (Mortal Empires) / Units / Lahmian Vampire Lord (Zombie Dragon)
Lahmian Vampire Lord (Zombie Dragon) Sylvania (Mortal Empires)Sylvania (Mortal Empires) Command

Lahmian Vampire Lord (Zombie Dragon)

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.

Lahmian Vampire Lord (Zombie Dragon)

Unit Name

Lahmian Vampire Lord (Zombie Dragon)

Main Unit Key

wh2_dlc11_vmp_cha_bloodline_lahmian_lord_3

Land Unit Key

wh2_dlc11_vmp_cha_bloodline_lahmian_lord_3

Naval Unit Key

wh_main_shp_transport

Land Unit Group

Wizard

Naval Unit Group

Wizard

Soldiers

1

Caste

Lord

Category

War Beast

Class

Command

Cost

2100

Recruitment Cost

2100

Upkeep Cost

525

Melee Attack

40

Weapon Strength (Weapon Damage)

520

├ Melee Weapon

wh_main_vmp_hero_zombie_dragon

├ Melee Damage Base

140

├ Melee Damage Ap

380

├ Armour Piercing

No

├ Bonus vs Cavalry

0

├ Bonus vs Elephants

0

└ Bonus vs Infantry

0

Charge Bonus

40

Melee Defence

48

├ Base Defence

48

├ Shield

none

└ Shield Defence

0

Armour

70

├ Armour

wh2_main_body_70

├ Armour Defence

70

└ Shield Armour

0

Health

7444

├ Man Entity

wh_main_infantry_standard_fast_hero_blood_dismembers

├ Man Speed

38

├ Man Health

8

├ Bonus Hit Points

7428

├ Mount

wh_main_vmp_mnt_dragon_zombie

├ Mount Entity

wh_main_flying_dragon_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…"
  • 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!
  • 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.
  • {{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.
  • 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.