Vampires
This team sucks... your blood!
| Max Units | 12 |
|---|---|
| Play Style | Powerful leader with minions |
Heroes
| Units | Mov | Mel | Rgd | Def | Agi | Mrl | Atk | Wnd | Inj | Prc | Skills | Cost | Cap | Skill Ups |
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| Vampire Noble | 8 | 14 | - | 18 | 7 | 7 | 2 | 2 | 0 | 0 | Leader, Undead, Fear, Vampire | 165 | 1 | [Link] |
| Vampire Seductor | 8 | 14 | - | 18 | 10 | 10 | 2 | 2 | 0 | 0 | Vampiric Magic, Undead, Fear, Vampire | 125 | 1 | [Link] |
| Nosferatu | 8 | 12 | - | 18 | 8 | 10 | 2 | 2 | 0 | 0 | No Equipment, Undead, Fear, Vampire | 125 | 1 | [Link] |
| Vampire Spawn | 8 | 14 | - | 18 | 10 | 10 | 1 | 2 | 0 | 0 | Undead, Fear, Vampire | 85 | - | [Link] |
Henchmen
| Units | Mov | Mel | Rgd | Def | Agi | Mrl | Atk | Wnd | Inj | Prc | Skills | Cost | Cap |
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| Thrall | 6 | 16 | 16 | 18 | 10 | 10 | 1 | 1 | 0 | 0 | 20 | - | |
| Ghoul | 6 | 13 | - | - | 10 | 16 | 2 | 1 | 2 | 0 | Undead, Fear, No Equipment | 60 | - |
| Dire Wolf | 8 | 10 | - | 18 | 10 | 18 | 1 | 1 | 2 | 0 | Ambush, Animal | 35 | 3 |
| Giant Bat | 8 | 16 | - | - | 8 | 16 | 1 | 1 | 0 | 0 | Flying, Animal | 15 | 3 |
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 Weapon | Inj | Prc | Mel | Effect | Cost | Slots |
|---|---|---|---|---|---|---|
| Dagger | 0 | 0 | 0 | 2 | 1 | |
| Sword | 0 | 3 | 0 | 5 | 1 | |
| Great Sword | 3 | 3 | 5 | 10 | 2 |
| Armour | Def | Cost |
|---|---|---|
| Light Armour | 1 | 10 |
| Heavy Armour | 2 | 20 |
Thralls Equipment
Thralls equipment for the unit types: Thrall
| Melee Weapon | Inj | Prc | Mel | Effect | Cost | Slots |
|---|---|---|---|---|---|---|
| Dagger | 0 | 0 | 0 | 2 | 1 | |
| Hammer / Club | 4 | 0 | 0 | 5 | 1 | |
| Sword | 0 | 3 | 0 | 5 | 1 | |
| Spear | 0 | 0 | 2 | Cannot be dual-wielded, but may be used with a shield. | 5 | 1 |
| Great Hammer / Club | 7 | 0 | 5 | 10 | 2 | |
| Great Sword | 3 | 3 | 5 | 10 | 2 | |
| Pike | 3 | 0 | 7 | 10 | 2 | |
| Shield | 0 | 0 | 0 | +4 Def. Cannot be equipped with a Ranged Weapon that is not 'Light' or without a Melee Weapon. | 5 | 1 |
| Ranged Weapon | Rng | Inj | Prc | Effect | Cost | Slots |
|---|---|---|---|---|---|---|
| Short Bow | 20" | 0 | 0 | Light | 5 | 1 |
| Bow | 25" | 0 | 0 | 10 | 1 | |
| Crossbow | 30" | 2 | 0 | Long Reload | 20 | 1 |
| Armour | Def | Cost |
|---|---|---|
| Light Armour | 1 | 10 |
| Heavy Armour | 2 | 20 |
Vampiric Magic
| Name | Difficulty | Description |
|---|---|---|
| Frenzy | 13 | Choose 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. |
| Lure | 12 | Basic. 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 Spell | 99 | Bottom text. |
| Bat wings | 11 | Ongoing. Choose one ally within 5", including the caster. That unit gains the Flying skill. |
| Hex | 14 | Ongoing. Choose a single enemy within 10". The target has Disadvantage on all Checks it makes. |
Promotion Table
Coming Soon!
Skill Table
| Units | Mel | Rgd | Def | Agi | Mrl | Skills |
|---|---|---|---|---|---|---|
| Vampire Noble | X | X | X | X | [Link] | |
| Vampire Seductor | X | X | X | [Link] | ||
| Vampire Spawn | X | X | [Link] | |||
| Nosferatu | X | X | X | [Link] |