Vampire Lord
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 |
Main Unit Key wh_main_vmp_cha_vampire_lord_0 |
Land Unit Key wh_main_vmp_cha_vampire_lord_0 |
Land Unit Group Parents Lords |
Land Unit Group Wizard |
Caste Lord |
Category Melee Infantry |
Class Command |
Custom Battle Cost 900 |
Recruitment Cost 1000 |
Upkeep Cost 250 |
Number of Units 1 |
4068 |
├ Mount 0 |
├ Mount Entity |
├ Mount Hit Points |
├ Num Mounts hu1_empire_sword_and_shield |
├ Man Entity wh_main_infantry_standard_fast_hero_blood_dismembers |
├ Man Hit Points 8 |
├ Num Men 1 |
└ Bonus Hit Points 4060 |
600 |
└ Man Mass 600.0000 |
90 |
├ Armour wh2_main_plate_90 |
├ Shield wh_missile_block_35_wood |
└ Missile Block Chance 35 |
Leadership 80 |
38 |
└ Man Speed 38 |
Melee Attack 70 |
50 |
480 |
├ Melee Weapon wh_main_vmp_sword_hero_lord |
├ Base Weapon Damage 310 |
├ Armour-Piercing Weapon Damage 170 |
├ Bonus vs. Large 0 |
└ Bonus vs. Infantry 0 |
Charge Bonus 25 |
Abilities
-
Wounds
Even the greatest foes can be laid low with terrible injuries, and the greater the damage done, the less able they will be to effectively continue the fray.
Speed x 90%
Armour-Piercing Weapon Damage x 80%
Base Weapon Damage x 80% -
Undeath Resurgent
Arise! Do not falter! Do not crumble! Back to life once more!
Melee Defence +24
Leadership +16 -
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 leadership bonus to nearby allies. Units within range of both the 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. -
Undead
This unit is Undead (does not rout, immune to terror, becomes unstable when {{tr:morale}} is low).
Strengths & Weaknesses
- Spellcaster
This unit can cast spells. - Armoured & Shielded
Armoured units can block damage from any source apart from Armour-Piercing damage. 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 melee attack or melee defence, or high values in both. Some also have melee-focused skills like [[img:ui/battle ui/ability_icons/charge_defense.png]]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.
Faction Availability | |
---|---|
Immortal Empires | |
The Realm of Chaos |