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HomeHome / Total War: WARHAMMER III / Caravan of Blue Roses / Units / Vampire Lord (Zombie Dragon)
Vampire Lord (Zombie Dragon) Caravan of Blue RosesCaravan of Blue Roses Lords

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.

Vampire Lord (Zombie Dragon)

Unit Name

Vampire Lord (Zombie Dragon)

Main Unit Key

wh_main_vmp_cha_vampire_lord_3

Land Unit Key

wh_main_vmp_cha_vampire_lord_3

Land Unit Group Parents

Lords

Land Unit Group

Wizard

Caste

Lord

Category

War Beast

Class

Command

Custom Battle Cost

2050

Recruitment Cost

2050

Upkeep Cost

513

Number of Units

1

Hit Points

7436

├ Mount

1

├ Mount Entity

├ Mount Hit Points

├ Num Mounts

hu1_vampire_counts_dr1_zombie_dragon_wb_sword_and_shield

├ Man Entity

wh_main_infantry_standard_fast_hero_blood_dismembers

├ Man Hit Points

8

├ Num Men

1

└ Bonus Hit Points

7428

Mass

600

└ Man Mass

600.0000

Armour

70

├ Armour

wh2_main_body_70

├ Shield

none

Missile Block Chance

0

Leadership

80

Speed

38

└ Man Speed

38

Melee Attack

44

Melee Defence

50

Weapon Strength

520

├ Melee Weapon

wh_main_vmp_hero_zombie_dragon

Base Weapon Damage

140

Armour-Piercing Weapon Damage

380

Bonus vs. Large

0

Bonus vs. Infantry

0

Charge Bonus

40

Abilities

  • 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.
  • 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
  • Swarm of Flies
    Flies surround this rotting creature, making combat even harder as the swarm buzzes into mouths, ears and other vulnerable orifices!
    Melee Attack -5
  • 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 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.
  • Can Fly
    This unit can fly.
  • 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
    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 [[img:ui/battle ui/ability_icons/resistance_missile.png]]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.