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HomeHome / Total War: WARHAMMER III / Sylvania / Units / Vampire Lord
Vampire Lord SylvaniaSylvania Lords

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.

Vampire Lord

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

Hit Points

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

Mass

600

└ Man Mass

600.0000

Armour

90

├ Armour

wh2_main_plate_90

├ Shield

wh_missile_block_35_wood

Missile Block Chance

35

Leadership

80

Speed

38

└ Man Speed

38

Melee Attack

70

Melee Defence

50

Weapon Strength

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.