Left Panel
menu
HomeHome / Total War: WARHAMMER III / Sylvania / Units / Vampire (Death) (Hellsteed)
Vampire (Death) (Hellsteed) SylvaniaSylvania Heroes

Vampire (Death) (Hellsteed)

In amongst the fighting, a Vampire is a danger to her enemies, a vicious warrior and uncompromisingly cruel.

Vampires are the true masters of Undeath. Despite their curse, Vampires retain all of their devious intelligence, and hence all of their ambition and desire. This makes them very dangerous indeed, for they can continue to grow and learn, spending eternity perfecting their skills and honing their diabolical plans and schemes. A Vampire is ultimately a selfish creature who retains many of the traits and drives she possessed when mortal. Whilst the crudest of their kind exist only to feed, some lust after temporal power and conquest of the living. The Necrarchs strive to attain unparalleled necromantic skills, whereas Lahmnians possess immense wealth beyond the dreams of avarice. The greatest curse of Queen Neferata's legacy is that Vampires cannot live on normal food and drink, but must imbibe fresh blood for sustenance. For the youngest Vampires, this unnatural thirst is very strong. At this stage, they are often rash and easily caught and killed by Witch Hunters and other dedicated enemies of the night. Though most learn how to survive on less and less fresh blood until they need to feed only every few years, some never overcome their primal hunting instincts.

Vampire (Death) (Hellsteed)

Unit Name

Vampire (Death) (Hellsteed)

Main Unit Key

wh_main_vmp_cha_vampire_2

Land Unit Key

wh_main_vmp_cha_vampire_2

Land Unit Group Parents

Heroes

Land Unit Group

Wizard

Caste

Hero

Category

Cavalry

Class

Command

Custom Battle Cost

1100

Recruitment Cost

1350

Upkeep Cost

337

Number of Units

1

Hit Points

3908

├ Mount

1

├ Mount Entity

├ Mount Hit Points

├ Num Mounts

hu1b_vampire_hr1_pegasus_sword

├ Man Entity

wh2_dlc16_infantry_standard_fast_hero_blood_dismembers_low_kb_resist

├ Man Hit Points

8

├ Num Men

1

└ Bonus Hit Points

3900

Mass

900

└ Man Mass

900.0000

Armour

90

├ Armour

wh2_main_plate_90

├ Shield

none

Missile Block Chance

0

Leadership

65

Speed

40

└ Man Speed

40

Melee Attack

60

Melee Defence

40

Weapon Strength

430

├ Melee Weapon

wh_main_vmp_sword_hero_vampire

Base Weapon Damage

300

Armour-Piercing Weapon Damage

130

Bonus vs. Large

0

Bonus vs. Infantry

0

Charge Bonus

60

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%
  • Dark Benediction
    Dark Blessings given freely from long-dead souls follow in the Wight Kings' wake. And so the dead strive for Unlife...
    Leadership +8
  • Immortal Will
    Immortal spirits will refuse to leave the bounds of the mortal plane, and so cannot be put to rest with ease.
  • 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.
  • 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.
  • Decent Melee Combatant
    Despite being primarily a missile unit or spellcaster, this unit can also hold its own ground when fighting in melee.
  • Very Fast
    This unit can run circles around most other units, taunting and harassing the enemy or evading its missile fire.