|Vampire Fleet Captain (Vampires)|
|Decent Melee Combatant|
Wielding her cursed cutlass, this swashbuckling Vampire cripples and kills all who dare oppose her.
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!
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.
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.
This unit can hide in forests until enemy units get too close.
Whereas some units struggle to fight and move in shallow water, aquatic units excel.
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.
|Battle Entity Stats|
|Ch. Dist. to Commence Run||35.00|
|Ch. Dist. to Adopt Pose||30.00|
|Ch. Dist. to Pick Target||30.00|
|Land Unit Stats|
|Unit Category||Melee Infantry|
|Move Action Points||2100|
|Visibility Range||40 - 1500|
|Spot Tree Distance||60|
|Spot Scrub Distance||60|
|Bonus Hit Points||3564|
|Unit Group Parent||Heroes|
|Bonus vs Cavalry|
|Bonus vs Large|
|Bonus vs Infantry|
|Weapon AP Damage||130|
|Missile Block Chance||0|