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.
Some Dragons breathe noxious fumes that have a long-lasting effect on their target's coordination - if it survived the attack in the first place.
Arise! Do not falter! Do not crumble! Back to life once more!
Flies surround this rotting creature, making combat even harder as the swarm buzzes into mouths, ears and other vulnerable orifices!
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 can cause terror, making its melee target rout for a short time. Units that cause terror are immune to terror and fear themselves.
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.
The damage of armour-piercing weapons mostly ignores the armour of the target, making them the ideal choice against heavily-armoured enemies. They are often heavier and attack at a slower rate though, making them less efficient against poorly-armoured targets.
Armoured units can block damage from any source apart from Armour-Piercing damage.
Scaly skin or hides help to dampen or deflect the damage caused by missile weapons, increasing this unit's Missile Resistance.
This unit can cast spells.
|Battle Entity Stats|
|Ch. Dist. to Commence Run||30.00|
|Ch. Dist. to Adopt Pose||25.00|
|Ch. Dist. to Pick Target||25.00|
|Land Unit Stats|
|Unit Category||War Beast|
|Move Action Points||2100|
|Visibility Range||40 - 1500|
|Spot Tree Distance||60|
|Spot Scrub Distance||60|
|Bonus Hit Points||7428|
|Unit Group Parent||Lords|
|Bonus vs Cavalry|
|Bonus vs Large|
|Bonus vs Infantry|
|Weapon AP Damage||380|
|Missile Block Chance||0|