Vampire Lord | |
|
Wizard |
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1 | ![]() |
1100 | ![]() |
275 |
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Spellcaster |
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Armoured & Shielded |
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Melee Expert |
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Armour | 110 | ||
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Leadership | 80 | ||
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Speed | 38 | ||
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Melee Attack | 70 | ||
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Melee Defence | 45 | ||
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Weapon Strength | 480 | ||
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Charge Bonus | 50 |
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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.
Arise! Do not falter! Do not crumble! Back to life once more!
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.
Armoured units can block damage from any source apart from Armour-Piercing damage.
Shields have a chance of blocking arrows, bolts, rifle shots and similar small arms fire - but only in a forward facing arc.
Melee Experts might have a very strong melee attack or
melee defence, or high values in both. Some also have melee-focused skills like
Charge Defence. Use them to counter other strong melee units. When facing them, it is best to take them out before they can enter melee.
This unit can cast spells.
Battle Entity Stats | |
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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 | |
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Unit Category | Cavalry |
Unit Class | Command |
Move Action Points | 2100 |
Melee Attack | 70 |
Melee Defence | 45 |
Charge Bonus | 50 |
Melee (Dismounted) | |
Visibility Range | 40 - 1500 |
Spot Tree Distance | 60 |
Spot Scrub Distance | 60 |
Rank Depth | 1 |
Morale | 80 |
Bonus Hit Points | 4664 |
Unit Stats | |
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Unit Caste | Lord |
Unit Weight | Heavy |
Unit Group | ![]() |
Unit Group Parent | ![]() |
Recruitment Turns | 1 |
Recruitment Cost | 1100 |
Upkeep Cost | 275 |
Unit Size | 1 |
Melee CP | 1150 |
Missile CP |
Melee Weapon | |
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Weapon Size | Medium |
Weapon Type | Sword |
Bonus vs Cavalry | |
Bonus vs Large | |
Bonus vs Infantry | |
Weapon Damage | 310 |
Weapon AP Damage | 170 |
Building Damage | 150 |
Armour | |
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Armour Value | 110 |
Shield | |
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Missile Block Chance | 35 |