Skip to main content

Vampires

This team sucks... your blood!

Max Units12
Play StylePowerful leader with minions

Heroes

UnitsMovMelRgdDefAgiMrlAtkWndInjPrcSkillsCostCapSkill Ups
Vampire Noble814-18772200Leader, Undead, Fear, Vampire1651[Link]
Vampire Seductor814-1810102200Vampiric Magic, Undead, Fear, Vampire1251[Link]
Nosferatu812-188102200No Equipment, Undead, Fear, Vampire1251[Link]
Vampire Spawn814-1810101200Undead, Fear, Vampire85-[Link]

Henchmen

UnitsMovMelRgdDefAgiMrlAtkWndInjPrcSkillsCostCap
Thrall61616181010110020-
Ghoul613--10162120Undead, Fear, No Equipment60-
Dire Wolf810-1810181120Ambush, Animal353
Giant Bat816--8161100Flying, Animal153

Skills

Leader

Inherent

Allied units within 5" of this unit can use this unit's Morale stat for Checks instead of their own.

Undead

Inherent

This unit may not Run, but may Engage as normal (ie. up to 1.5x of base Move). If this unit would be Stunned, it is instead counted as Dazed. This unit is immune to the Plague.

Fear

Inherent

This unit causes Fear.

Vampire

Inherent

If there is a non-Undead, non-Animal ally within 2" at the start of the Engage Phase, you may immediately Incapacitate that ally to remove Staggered from this unit and gain one Wound, up to the unit's maximum Wounds.

Vampiric Magic

Spellcasting

This unit is capable of casting Arcane Magic. See the relevant spell list for a list of learnable spells. As an Arcane Caster, this unit has an innate 'Basic' spell that is always castable and is in addition to other spells learnt. It also only has a single weapon slot which must be a melee weapon and is unable to use armour or a shield.

No Equipment

Inherent

This unit may not have any equipment, but does not suffer the penalties for fighting Unarmed.

Ambush

Melee

This unit gets Advantage on the first round of combat when they Engage an enemy

Animal

Inherent

This unit cannot Promote, use ladders (except by making a full Climb Check), pick up Treasure, or use equipment (but is not penalised for fighting Unarmed).

Flying

Inherent

This unit can move through the air in any direction. They must not end their movement in the air.

Equipment

Vampires Equipment

Vampires equipment for the unit types: Vampire Noble, Vampire Seductor, Vampire Spawn

Melee WeaponInjPrcMelEffectCostSlots
Dagger00021
Sword03051
Great Sword335102
ArmourDefCost
Light Armour110
Heavy Armour220

Thralls Equipment

Thralls equipment for the unit types: Thrall

Melee WeaponInjPrcMelEffectCostSlots
Dagger00021
Hammer / Club40051
Sword03051
Spear002Cannot be dual-wielded, but may be used with a shield.51
Great Hammer / Club705102
Great Sword335102
Pike307102
Shield000+4 Def. Cannot be equipped with a Ranged Weapon that is not 'Light' or without a Melee Weapon.51
Ranged WeaponRngInjPrcEffectCostSlots
Short Bow20"00Light51
Bow25"00101
Crossbow30"20Long Reload201
ArmourDefCost
Light Armour110
Heavy Armour220

Vampiric Magic

NameDifficultyDescription
Frenzy13Choose one unit within 5", including the caster. That unit may take their full movement even if they have already moved. If they move into base contact with an enemy unit this counts as having charged. The unit may attack with advantage on the first round.
Lure12Basic. Target one unit you can see within 15". The target immediately moves towards the Caster by the most direct path, including by Jumping Down. If the target is able to reach the Caster, it is placed in base contact and the Caster is considered to have Engaged it.
New Spell99Bottom text.
Bat wings11Ongoing. Choose one ally within 5", including the caster. That unit gains the Flying skill.
Hex14Ongoing. Choose a single enemy within 10". The target has Disadvantage on all Checks it makes.

Promotion Table

Coming Soon!

Skill Table

UnitsMelRgdDefAgiMrlSkills
Vampire NobleXXXX[Link]
Vampire SeductorXXX[Link]
Vampire SpawnXX[Link]
NosferatuXXX[Link]