Vampire Lord (Barded Nightmare)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 (Barded Nightmare)
Main Unit Keywh_main_vmp_cha_vampire_lord_5
Land Unit Keywh_main_vmp_cha_vampire_lord_5
Naval Unit Keywh_main_shp_transport
Land Unit GroupWizard
Naval Unit GroupWizard
Custom Battle Cost1150
├ Melee Weaponwh_main_vmp_sword_hero_lord
├ Melee Damage Base310
├ Melee Damage Ap170
├ Armour PiercingNo
├ Bonus vs Cavalry0
├ Bonus vs Elephants0
└ Bonus vs Infantry0
├ Base Defence45
└ Shield Defence0
├ Armour Defence110
└ Shield Armour35
├ Man Entitywh_main_infantry_standard_fast_hero_blood_dismembers
├ Man Speed38
├ Man Health8
├ Bonus Hit Points4664
├ Mount Entitywh_main_cavalry_slow_hero_blood
├ Mount Speed66
└ Mount Health8
Leadership (Base Morale)80
- 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.
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.
This unit provides a Lord's aura and an encouraging unit will receive the larger of the two bonuses.
- Hide (forest)
This unit can hide in forests until enemy units get too close.
Strengths & Weaknesses
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.
- 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.
|The Eye of the Vortex|