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 NameVampire Lord (Zombie Dragon)
Main Unit Keywh_main_vmp_cha_vampire_lord_3
Land Unit Keywh_main_vmp_cha_vampire_lord_3
Naval Unit Keywh_main_shp_transport
Land Unit GroupWizard
Naval Unit GroupWizard
Custom Battle Cost2050
├ Melee Weaponwh_main_vmp_hero_zombie_dragon
├ Melee Damage Base140
├ Melee Damage Ap380
├ Armour PiercingNo
├ Bonus vs Cavalry0
├ Bonus vs Elephants0
└ Bonus vs Infantry0
├ Base Defence44
└ Shield Defence0
├ Armour Defence70
└ Shield Armour0
├ Man Entitywh_main_infantry_standard_blood_dismembers
├ Man Speed30
├ Man Health8
├ Bonus Hit Points7428
├ Mount Entitywh_main_flying_dragon_blood
├ Mount Speed65
└ Mount Health8
Leadership (Base Morale)80
- 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.
- 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.
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.
The Dark Magic binding has failed. Both flesh and necromantic energy slough off the subjects, leaving naught but dust.
- 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.
This unit provides a Lord's aura and an encouraging unit will receive the larger of the two bonuses.
Strengths & Weaknesses
This unit can cast spells.
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.
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.
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