Vampire Fleet Captain (Vampires)

ID: wh2_dlc11_cst_cha_vampire_fleet_captain_0


Vampire Fleet Captain (Vampires)
1 1000 250
Decent Melee Combatant
Armour 30
Leadership 60
Speed 38
Melee Attack 60
Melee Defence 40
Weapon Strength 430
Charge Bonus 35


Unit Description

Wielding her cursed cutlass, this swashbuckling Vampire cripples and kills all who dare oppose her.

Historical Description

Fleet Captains are not only formidable fighters armed with the finest equipment aboard their vessels, but are also powerful Vampires who use dark forms of magic to hurt their enemies or regenerate their Undead minions. Like their Vampire Admiral counterparts, some trace their origins back to Sylvania or were once seafaring swashbucklers who now fight in service of the Undead. Although typically associated with a Vampire Admiral, Fleet Captains are subordinate to no-one and are driven by the same base instincts as all other Vampires. Their immortality means they have had extensive time to hone their skills, making them feared combatants. In the swirling melee of battle they are first into the fray, often seeking out opponents to duel in single combat. As mayhem rages all around, the clank of their cursed cutlasses chime out as they surge forward – after all, to a bloodthirsty Vampire, there is no surer way to cripple the morale of an opposing crew than to leave their master dead and bleeding.



You're nowt but a bunch of lily-livered landlubbers! Know that your deaths will be short - soon you'll serve under the black flag!

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.


Can Cause 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 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.


Strengths & Weaknesses


Whereas some units struggle to fight and move in shallow water, aquatic units excel.

Decent Melee Combatant

Despite being primarily a missile unit or spellcaster, this unit can also hold its own ground when fighting in melee.


This unit can cast spells.

Detailed Stats

Battle Entity Stats
Unit Size Small
Unit Type Man
Hit Points 8
Walk Speed 1.50
Run Speed 3.80
Acceleration 3.00
Deceleration 4.00
Charge Speed 4.40
Ch. Dist. to Commence Run 35.00
Ch. Dist. to Adopt Pose 30.00
Ch. Dist. to Pick Target 30.00
Turn Speed 180
Strafe Speed 1.00
Land Unit Stats
Unit Category Melee Infantry
Unit Class Command
Move Action Points 2100
Melee Attack 60
Melee Defence 40
Charge Bonus 35
Melee (Dismounted)
Visibility Range 40 - 1500
Spot Tree Distance 60
Spot Scrub Distance 60
Rank Depth 1
Morale 60
Bonus Hit Points 3564
Unit Stats
Unit Caste Hero
Unit Weight Heavy
Unit Group Wizard
Unit Group Parent Heroes
Recruitment Turns 1
Recruitment Cost 1000
Upkeep Cost 250
Unit Size 1
Melee CP 700
Missile CP


Melee Weapon
Weapon Size Medium
Weapon Type Sword
Bonus vs Cavalry
Bonus vs Large
Bonus vs Infantry
Weapon Damage 300
Weapon AP Damage 130
Building Damage 150
Armour Value 30
Missile Block Chance 0