Vampire Lord - Unit | Total War: WARHAMMER II Database Vampire Lord - Unit | Total War: WARHAMMER II Database

Vampire Lord

ID: wh_main_vmp_cha_vampire_lord_3

Unit

Vampire Lord
Wizard
1 2050 513
Spellcaster
Armoured
Armour-Piercing
Scaly Skin
7,436
Armour 70
Leadership 80
Speed 30
Melee Attack 44
Melee Defence 44
Weapon Strength 520
Charge Bonus 40

About

Unit Description

The Vampire Lord takes to melee with power and growing madness, both on foot and atop monstrous, powerful mounts.

Historical Description

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.

Abilities

Pestilential Breath

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.

Undeath Resurgent

Arise! Do not falter! Do not crumble! Back to life once more!

Swarm of Flies

Flies surround this rotting creature, making combat even harder as the swarm buzzes into mouths, ears and other vulnerable orifices!

The Hunger

As the Vampires rip apart their victims they feast on the blood that spills forth – gaining in strength and lost stamina.

Crumbling

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.

Disintegrating

The Dark Magic binding has failed. Both flesh and necromantic energy slough off the subjects, leaving naught but dust.

Attributes

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.

Can Cause Terror

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.

Encourage

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.

Undead

Strengths & Weaknesses

Armour-Piercing

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

Armoured units can block damage from any source apart from Armour-Piercing damage.

Scaly Skin

Scaly skin or hides help to dampen or deflect the damage caused by missile weapons, increasing this unit's Missile Resistance.

Spellcaster

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 3.00
Acceleration 3.00
Deceleration 4.00
Charge Speed 3.80
Ch. Dist. to Commence Run 30.00
Ch. Dist. to Adopt Pose 25.00
Ch. Dist. to Pick Target 25.00
Turn Speed 120
Strafe Speed 1.00
Land Unit Stats
Unit Category War Beast
Unit Class Command
Move Action Points 2100
Melee Attack 44
Melee Defence 44
Charge Bonus 40
Melee (Dismounted)
Visibility Range 40 - 1500
Spot Tree Distance 60
Spot Scrub Distance 60
Rank Depth 1
Morale 80
Bonus Hit Points 7428
Unit Stats
Unit Caste Lord
Unit Weight Heavy
Unit Group Wizard
Unit Group Parent Lords
Recruitment Turns 1
Recruitment Cost 2050
Upkeep Cost 513
Unit Size 1
Melee CP 2050
Missile CP

Equipment

Melee Weapon
Weapon Size Large
Weapon Type Axe
Bonus vs Cavalry
Bonus vs Large
Bonus vs Infantry
Weapon Damage 140
Weapon AP Damage 380
Building Damage 200
Armour
Armour Value 70
Shield
Missile Block Chance 0