|Decent Melee Combatant|
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.
Dark Blessings given freely from long-dead souls follow in the Wight Kings' wake. And so the dead strive for Unlife...
Immortal spirits will refuse to leave the bounds of the mortal plane, and so cannot be put to rest with ease.
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.
Armoured units can block damage from any source apart from Armour-Piercing damage.
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.
This unit can run circles around most other units, taunting and harassing the enemy or evading its missile fire.
|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|
|Move Action Points||2100|
|Visibility Range||40 - 1500|
|Spot Tree Distance||60|
|Spot Scrub Distance||60|
|Bonus Hit Points||3900|
|Unit Group Parent||Heroes|
|Bonus vs Cavalry|
|Bonus vs Large|
|Bonus vs Infantry|
|Weapon AP Damage||130|
|Missile Block Chance||0|