Vampire (Death)

ID: wh_main_vmp_cha_vampire_2


Vampire (Death)
1 1350 337
Decent Melee Combatant
Very Fast
Armour 90
Leadership 60
Speed 38
Melee Attack 60
Melee Defence 35
Weapon Strength 430
Charge Bonus 60


Unit Description

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

Historical Description

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.


Dark Benediction

Dark Blessings given freely from long-dead souls follow in the Wight Kings' wake. And so the dead strive for Unlife...

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.


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.


Strengths & Weaknesses


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.


This unit can cast spells.

Very Fast

This unit can run circles around most other units, taunting and harassing the enemy or evading its missile fire.

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 Cavalry
Unit Class Command
Move Action Points 2100
Melee Attack 60
Melee Defence 35
Charge Bonus 60
Melee (Dismounted)
Visibility Range 40 - 1500
Spot Tree Distance 60
Spot Scrub Distance 60
Rank Depth 1
Morale 60
Bonus Hit Points 3900
Unit Stats
Unit Caste Hero
Unit Weight Heavy
Unit Group Wizard
Unit Group Parent Heroes
Recruitment Turns 1
Recruitment Cost 1350
Upkeep Cost 337
Unit Size 1
Melee CP 1100
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 90
Missile Block Chance 0