
Blood Dragon Vampire Lord
Lord· Wizard Lord· 1 model at Ultra size
Skill tree →Duel it in the combat calculator →vs Chaos Warriors, the unit the rankings measure against; pick any other there.
Blood Dragon Vampire Lord is Vampire Counts lord: 4,068 HP, armour 90, melee attack 70, melee defence 40, weapon strength 480. It costs 1,100 in the campaign and 1,050 in multiplayer. Unit key wh2_dlc11_vmp_cha_bloodline_blood_dragon_lord_0. Patch 9.0.4, from the game's data tables.
Health
4,068
Armour
90
Leadership
80
Speed
38
Melee attack
70
Melee defence
40
Weapon strength
310 base + 170 armour-piercing, +20 vs infantry
480
Charge bonus
35
Attributes
- Causes Fear
This unit frightens all enemy units, reducing their leadership when nearby. It is also immune to fear. Fear penalties do not stack.
- 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.
- Hide (forest)
This unit can hide in forests until enemy units get too close.
- Undead
Undead units cannot be routed, but take damage when their Leadership is broken. Undead units also have: Fear and Terror Immunity Undead units may also have their hit points restored by special characters such as the Vampire Counts Necromancer.
Abilities
- Heart PiercingAugment · +40% Charge Bonus, +50% Armour-Piercing Weapon DamageactiveHeart PiercingAugment+40% Charge Bonus+50% Armour-Piercing Weapon DamageCooldown 120 s · Duration 28 sWhen supernatural strength and speed work together, lesser opponents have little chance to counter.
- Honour or DeathAugment · +8 Leadership, +10% Damage ResistancepassiveHonour or DeathAugment+8 Leadership+10% Damage ResistancePassiveUnsurprisingly, some beings reconsider their options when faced with certain death.
- WoundsHex · -10% Speed, -20% Armour-Piercing Weapon Damage…passiveWoundsHex-10% Speed-20% Armour-Piercing Weapon Damage-20% Base Weapon DamagePassiveEven the greatest foes can be laid low with terrible injuries, and the greater the damage done, the less able they will be to effectively continue the fray.
- The HungerRegeneration · Replenishes hit points of combatantspassiveThe HungerRegenerationReplenishes hit points of combatantsPassiveAs the Vampires rip apart their victims they feast on the blood that spills forth – gaining in strength and lost stamina.
- FrenzyAugment · +10% Charge Bonus, +10 Melee Attack…passiveFrenzyAugment+10% Charge Bonus+10 Melee Attack+10% Armour-Piercing Weapon Damage+10% Base Weapon DamagePassiveSome warriors care not for their own personal safety, and so work themselves into a whirlwind of destruction and mindless violence!
- CrumblingDirect Damage · Causes damage to selfpassiveCrumblingDirect DamageCauses damage to selfPassiveThe 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.
- DisintegratingDirect Damage · Causes severe damage to selfpassiveDisintegratingDirect DamageCauses severe damage to selfPassiveThe Dark Magic binding has failed. Both flesh and Necromantic energy slough off the subjects, leaving naught but dust.
Lore of magic
Counters
Good against
- Infantry-sized units — bonus vs infantry 20e.g. Exalted Plaguebearers of Nurgle, Blessed Temple Guard, Zombie Pirate Deckhand Mob · Vampire Counts: Zombies, Grave Guard
Vulnerable to
- Bonus vs infantry — infantry-sizede.g. Doom-Flayers, War Mammoth, Feral Mammoth · Vampire Counts: Coven Throne, Black Coach
Computed from base unit-card values (no skills, items or abilities), one rule per line; examples are units with the most of that trait. How counters are worked out · Try it in the combat calculator
Patch changes
Patch 9.0.3wh2_dlc11_vmp_cha_bloodline_blood_dragon_lord_3
- Health7,744 → 8,244(+500)
- Armour70 → 90(+20)
- Speed95 → 90(-5)
- Melee attack44 → 52(+8)
- Melee defence36 → 44(+8)
Patch 9.0wh2_dlc11_vmp_cha_bloodline_blood_dragon_lord_3
- Base weapon damage140 → 135(-5)
- Armour-piercing damage380 → 405(+25)
- Multiplayer unit cap— → 2
Blood Dragon Vampire Lord skill tree
58 skills, line by line as the game lays them out. Hover a skill for the rank it unlocks at and its effects at each level.
Plan Blood Dragon Vampire Lord's skills
- Barded NightmareBarded NightmareUnlocks at rank 8
- Mount: Barded Nightmare
- HellsteedHellsteedUnlocks at rank 10
- Mount: Hellsteed
- Zombie DragonZombie DragonUnlocks at rank 18
- Mount: Zombie Dragon
- Where Battle CallsWhere Battle CallsUnlocks at rank 8
- Battle reinforcement time: -30% (own army)
- Campaign movement range: +10% (own army)
- Aura of Dark MajestyAura of Dark Majesty
- Leadership aura size: +25%
- Dark PactDark Pact
- Leadership: +5 when attacking (Lord's army)
- Grave WardGrave WardUnlocks at rank 8
- Missile resistance: 10%
- Soldiers of RenownSoldiers of RenownUnlocks at rank 10 · 3 levelsLevel 1
- Regiments of Renown army capacity: +1 (own army)
- Regiments of Renown army capacity: +2 (own army)
- Regiments of Renown army capacity: +3 (own army)
- ImmortalityImmortalityUnlocks at rank 20
- This Lord will be wounded instead of killed in battle
- MentorMentorUnlocks at rank 30 · 3 levelsLevel 1
- Character experience gain: +20% (Heroes in Lord's army)
- Character will share +15% of experience earned between all other active Lords
- Character experience gain: +35% (Heroes in Lord's army)
- Character will share +30% of experience earned between all other active Lords
- Character experience gain: +50% (Heroes in Lord's army)
- Character will share +50% of experience earned between all other active Lords
- Heart PiercingHeart PiercingUnlocks at rank 12
- Ability: "Heart Piercing"
- Melee attack: +10
- DoomriderDoomrider
- The Dead Rise Again: +5% chance for destroyed Vampire Cavalry units to be restored after battle (Lord's army)
- The Dead Rise Again: +10% hit points for destroyed Vampire Cavalry units restored after battle (Lord's army)
- Upkeep: -20% for Vampire Cavalry units (Lord's army)
- Red PlunderRed Plunder
- Income from looting, sacking and razing settlements +20% (Lord's army)
- Income from post-battle loot: +20% (Lord's army)
- The Strength of SteelThe Strength of Steel
- Melee defence: +5 for Vampire Cavalry units (Lord's army)
- Armour: +15 for Vampire Cavalry units (Lord's army)
- Orders of the ImmortalsOrders of the Immortals
- Battle healing cap: +30% for Blood Knights and Drakenhof Templars units (own army)
- Recruit rank: +2 for Blood Knights and Drakenhof Templar units (own army)
- Unit capacity: +1 Blood Knights
- Unit capacity: +1 Drakenhof Templars
- Honour or DeathHonour or Death
- Passive ability: "Honour or Death"
- Cooldown: -33% to "Heart Piercing"
- Armour-piercing weapon damage: +40
- Armour: +20
- The HungerThe Hunger
- Passive ability: "The Hunger"
- Devastating ChargeDevastating Charge2 levelsLevel 1
- Charge bonus: +15
- Charge bonus: +30
- Dark KnightDark Knight2 levelsLevel 1
- Armour: +7
- Armour: +15
- BeguileBeguile2 levelsLevel 1
- Melee defence: +6
- Melee defence: +12
- QuickbloodQuickblood2 levelsLevel 1
- Melee attack: +6
- Melee attack: +12
- Blood LustBlood Lust
- Ability: "Blood Lust"
- Master StrikeMaster Strike2 levelsLevel 1
- Weapon strength: +10%
- Weapon strength: +20%
- Curse of the RevenantCurse of the Revenant2 levelsLevel 1
- Hit points: +7%
- Hit points: +15%
- Supernatural HorrorSupernatural Horror
- Attribute: Causes Terror
- Blade ShieldBlade Shield2 levelsLevel 1
- Melee defence: +6
- Melee defence: +12
- Red FuryRed Fury
- Replaces: "Blood Lust"
- Ability: "Red Fury"
- Invocation of NehekInvocation of Nehek2 levelsLevel 1
- Overcast spell: "Invocation of Nehek Upgraded"
- Cooldown: -30% to "Invocation of Nehek"
- Miscast base chance: -15% for "Invocation of Nehek Upgraded"
- Overcast spell: "Invocation of Nehek Upgraded"
- Winds of Magic cost: -1 for "Invocation of Nehek"
- Winds of Magic cost: -2 for "Invocation of Nehek Upgraded"
- Cooldown: -50% to "Invocation of Nehek"
- The Curse of UndeathThe Curse of Undeath
- Passive ability: "The Curse of Undeath"
- Vanhel's Danse MacabreVanhel's Danse Macabre2 levelsLevel 1
- Overcast spell: "Vanhel's Danse Macabre Upgraded"
- Cooldown: -30% to "Vanhel's Danse Macabre"
- Miscast base chance: -15% for "Vanhel's Danse Macabre Upgraded"
- Overcast spell: "Vanhel's Danse Macabre Upgraded"
- Winds of Magic cost: -1 for "Vanhel's Danse Macabre"
- Winds of Magic cost: -2 for "Vanhel's Danse Macabre Upgraded"
- Cooldown: -50% to "Vanhel's Danse Macabre"
- Gaze of NagashGaze of Nagash2 levelsLevel 1
- Overcast spell: "Gaze of Nagash Upgraded"
- Cooldown: -30% to "Gaze of Nagash"
- Miscast base chance: -15% for "Gaze of Nagash Upgraded"
- Overcast spell: "Gaze of Nagash Upgraded"
- Winds of Magic cost: -2 for "Gaze of Nagash"
- Winds of Magic cost: -3 for "Gaze of Nagash Upgraded"
- Cooldown: -50% to "Gaze of Nagash"
- Raise DeadRaise Dead2 levelsLevel 1
- Overcast spell: "Raise Dead Upgraded"
- Cooldown: -30% to "Raise Dead"
- Miscast base chance: -15% for "Raise Dead Upgraded"
- Overcast spell: "Raise Dead Upgraded"
- Spell number of uses: +1 for "Raise Dead" and "Raise Dead Upgraded"
- Cooldown: -50% to "Raise Dead"
- Curse of YearsCurse of Years
- Winds of Magic cost: -2 for "Curse of Years"
- Cooldown: -50% to "Curse of Years"
- Spell: "Curse of Years"
- Wind of DeathWind of Death2 levelsLevel 1
- Overcast spell: "Wind of Death Upgraded"
- Cooldown: -30% to "Wind of Death"
- Miscast base chance: -15% for "Wind of Death Upgraded"
- Overcast spell: "Wind of Death Upgraded"
- Winds of Magic cost: -3 for "Wind of Death"
- Winds of Magic cost: -4 for "Wind of Death Upgraded"
- Cooldown: -50% to "Wind of Death"
- Aura of SupremacyAura of Supremacy
- Character's aura leadership effect: +5
- Enemy leadership: -4 (enemy armies in local province)
- The Unliving HostThe Unliving Host3 levelsLevel 1
- Melee attack: +4 for Zombies, Skeletons, Crypt Ghouls, Grave Guard and Lahmian Handmaidens units (Lord's army)
- Melee defence: +4 for Zombies, Skeletons, Crypt Ghouls, Grave Guard and Lahmian Handmaidens units (Lord's army)
- Melee attack: +6 for Zombies, Skeletons, Crypt Ghouls, Grave Guard and Lahmian Handmaidens units (Lord's army)
- Melee defence: +8 for Zombies, Skeletons, Crypt Ghouls, Grave Guard and Lahmian Handmaidens units (Lord's army)
- Melee attack: +8 for Zombies, Skeletons, Crypt Ghouls, Grave Guard and Lahmian Handmaidens units (Lord's army)
- Call of the NightCall of the Night3 levelsLevel 1
- Speed: +6% for Fell Bats and Dire Wolves units (Lord's army)
- Charge bonus: +6 for Fell Bats and Dire Wolves units (Lord's army)
- Speed: +9% for Fell Bats and Dire Wolves units (Lord's army)
- Charge bonus: +12 for Fell Bats and Dire Wolves units (Lord's army)
- Speed: +12% for Fell Bats and Dire Wolves units (Lord's army)
- Evil SoulsEvil Souls3 levelsLevel 1
- Spell resistance: 5% for Spirit Host, Cairn Wraiths, Mournguls and Hexwraiths units (Lord's army)
- Spell resistance: 10% for Spirit Host, Cairn Wraiths, Mournguls and Hexwraiths units (Lord's army)
- Melee attack: +4 for Spirit Host, Cairn Wraiths, Mournguls and Hexwraiths units (Lord's army)
- Spell resistance: 15% for Spirit Host, Cairn Wraiths, Mournguls and Hexwraiths units (Lord's army)
- Melee attack: +8 for Spirit Host, Cairn Wraiths, Mournguls and Hexwraiths units (Lord's army)
- Creatures of the NightCreatures of the Night3 levelsLevel 1
- Charge bonus: +6 for Crypt Horrors, Vargheists, Varghulfs, Zombie Dragon and Terrorgheist units (Lord's army)
- Charge bonus: +9 for Crypt Horrors, Vargheists, Varghulfs, Zombie Dragon and Terrorgheist units (Lord's army)
- Weapon strength: +6% for Crypt Horrors, Vargheists, Varghulfs, Zombie Dragon and Terrorgheist units (Lord's army)
- Charge bonus: +12 for Crypt Horrors, Vargheists, Varghulfs, Zombie Dragon and Terrorgheist units (Lord's army)
- Weapon strength: +12% for Crypt Horrors, Vargheists, Varghulfs, Zombie Dragon and Terrorgheist units (Lord's army)
- Waking DeadWaking Dead3 levelsLevel 1
- Melee attack: +4 for Black Knights, Blood Knights and Drakenhof Templars units (Lord's army)
- Armour: +6 for Black Knights, Blood Knights and Drakenhof Templars units (Lord's army)
- Melee attack: +6 for Black Knights, Blood Knights and Drakenhof Templars units (Lord's army)
- Armour: +12 for Black Knights, Blood Knights and Drakenhof Templars units (Lord's army)
- Melee attack: +8 for Black Knights, Blood Knights and Drakenhof Templars units (Lord's army)
- Carriages of DeathCarriages of Death3 levelsLevel 1
- Melee defence: +4 for Black Coach, Corpse Cart, Coven Throne and Mortis Engine units (Lord's army)
- Melee defence: +6 for Black Coach, Corpse Cart, Coven Throne and Mortis Engine units (Lord's army)
- Speed: +6% for Black Coach, Corpse Cart, Coven Throne and Mortis Engine units (Lord's army)
- Melee defence: +8 for Black Coach, Corpse Cart, Coven Throne and Mortis Engine units (Lord's army)
- Speed: +12% for Black Coach, Corpse Cart, Coven Throne and Mortis Engine units (Lord's army)
- Magical AnimusMagical Animus
- Ability: "Magical Animus"
- Legions of DeadLegions of Dead
- Spell resistance: 15% for Spirit Host, Zombies, Skeletons, Grave Guard, Cairn Wraiths and Lahmian Handmaidens units (Rank 7 and above) (Lord's army)
- Melee attack: +5 for Spirit Host, Zombies, Skeletons, Grave Guard, Cairn Wraiths and Lahmian Handmaidens units (Rank 7 and above) (Lord's army)
- Weapon strength: +12% for Spirit Host, Zombies, Skeletons, Grave Guard, Cairn Wraiths and Lahmian Handmaidens units (Rank 7 and above) (Lord's army)
- Dread KnightsDread Knights
- Charge bonus: +12 for Black Coach, Black Knights, Blood Knights, Drakenhof Templars, Corpse Cart, Hexwraiths, Coven Throne and Mortis Engine units (Rank 7 and above) (Lord's army)
- Ward save: +8% for Black Coach, Black Knights, Blood Knights, Drakenhof Templars, Corpse Cart, Hexwraiths, Coven Throne and Mortis Engine units (Rank 7 and above) (Lord's army)
- Weapon strength: +12% for Black Coach, Black Knights, Blood Knights, Drakenhof Templars, Corpse Cart, Hexwraiths, Coven Throne and Mortis Engine units (Rank 7 and above) (Lord's army)
- Deadly PowerDeadly Power
- Melee attack: +5 for Crypt Ghouls, Crypt Horrors, Mournguls, Dire Wolves and Varghulfs units (Rank 7 and above) (Lord's army)
- Physical resistance: 10% for Crypt Ghouls, Crypt Horrors, Mournguls, Dire Wolves and Varghulfs units (Rank 7 and above) (Lord's army)
- Weapon strength: +12% for Crypt Ghouls, Crypt Horrors, Mournguls, Dire Wolves and Varghulfs units (Rank 7 and above) (Lord's army)
- Flying HorrorsFlying Horrors
- Charge bonus: +12 for Fell Bats, Terrorgheist, Zombie Dragon and Vargheists units (Rank 7 and above) (Lord's army)
- Melee attack: +5 for Fell Bats, Terrorgheist, Zombie Dragon and Vargheists units (Rank 7 and above) (Lord's army)
- Missile resistance: 15% for Fell Bats, Terrorgheist, Zombie Dragon and Vargheists units (Rank 7 and above) (Lord's army)
- Undeath ResurgentUndeath Resurgent
- Replaces: "Magical Animus"
- Ability: "Undeath Resurgent"
- The Restless DeadThe Restless Dead
- Campaign movement range: +5%
- Undying HordeUndying Horde3 levelsLevel 1
- The Dead Rise Again: +5% hit points for destroyed Undead units restored after battle (Lord's army)
- Casualty replenishment rate: +2% (Lord's army)
- The Dead Rise Again: +10% hit points for destroyed Undead units restored after battle (Lord's army)
- Casualty replenishment rate: +4% (Lord's army)
- The Dead Rise Again: +15% hit points for destroyed Undead units restored after battle (Lord's army)
- Casualty replenishment rate: +6% (Lord's army)
- Children of the NightChildren of the Night3 levelsLevel 1
- Character experience gain: +10% (Heroes in Lord's army)
- Upkeep: -3% (Lord's army)
- Character experience gain: +20% (Heroes in Lord's army)
- Upkeep: -6% (Lord's army)
- Character experience gain: +30% (Heroes in Lord's army)
- Upkeep: -9% (Lord's army)
- Darkling SkiesDarkling Skies3 levelsLevel 1
- Attrition: -10% casualties suffered from all attrition (Lord's army)
- Attrition: -20% casualties suffered from all attrition (Lord's army)
- Attrition: -30% casualties suffered from all attrition (Lord's army)
- Ancient CunningAncient Cunning3 levelsLevel 1
- Ambush success chance: +6% (Lord's army)
- Ambush success chance: +16% (Lord's army)
- Ambush success chance: +30% (Lord's army)
- Immortal HorrorImmortal Horror
- Casualty replenishment rate: +30% for this Lord (Lord's army)
- Battle healing cap: +50%
- Wound recovery time: -1 turns
- Lightning StrikeLightning Strike3 levelsLevel 1
- Enemy battle reinforcement time: +25%
- Battle reinforcement time: -10%
- Reinforcements supporting this army can have their arrival point adjusted by +250 metres without incurring any time penalty
- Enemy battle reinforcement time: +50%
- Battle reinforcement time: -20%
- Reinforcements supporting this army can have their arrival point adjusted by +600 metres without incurring any time penalty
- Enemy battle reinforcement time: +50%
- Battle reinforcement time: -30%
- Reinforcements supporting this army can have their arrival point adjusted by +1000 metres without incurring any time penalty
- Enables lightning strike battles when reinforcements are present
- Guile & GlamourGuile & Glamour3 levelsLevel 1
- Vampiric corruption: +1 (local province)
- Vampiric corruption: +3 (local province)
- Vampiric corruption: +6 (local province)
- NecrarchNecrarch3 levelsLevel 1
- Growth: +8 (local province)
- Growth: +20 (local province)
- Growth: +36 (local province)
- Eternal WardenEternal Warden3 levelsLevel 1
- Attrition: -5% when under siege (armies in local owned region)
- Attrition: -10% when under siege (armies in local owned region)
- Attrition: -15% when under siege (armies in local owned region)
- Uncanny PrescienceUncanny Prescience
- Winds of Magic power reserve minimum: +15 (Lord's army)
- Campaign movement range: +5%
- Upkeep: -8% (Lord's army)
Every version of Blood Dragon Vampire Lord
4 units share this name (mounts, race versions, renown or faction variants). Differences from the first row are highlighted.
| Version | HP | Models | Armour | Lead. | Speed | MA | MD | WS | Charge | Cost | Upkeep | Unit key |
|---|---|---|---|---|---|---|---|---|---|---|---|---|
| Vampire CountsWizard Lord | 4,068 | 1 | 90 | 80 | 38 | 70 | 40 | 480 | 35 | 1,100 | 275 | wh2_dlc11_vmp_cha_bloodline_blood_dragon_lord_0 |
| Vampire CountsWizard Lord | 4,680 | 1 | 110 | 80 | 78 | 70 | 40 | 480 | 60 | 1,300 | 325 | wh2_dlc11_vmp_cha_bloodline_blood_dragon_lord_1 |
| Vampire CountsWizard Lord | 4,680 | 1 | 90 | 80 | 105 | 70 | 40 | 480 | 60 | 1,500 | 375 | wh2_dlc11_vmp_cha_bloodline_blood_dragon_lord_2 |
| Vampire CountsWizard Lord | 8,244 | 1 | 90 | 80 | 90 | 52 | 44 | 540 | 40 | 2,200 | 550 | wh2_dlc11_vmp_cha_bloodline_blood_dragon_lord_3 |
Who can field it
- Vampire Counts · The Drakenhof Conclave
Custom Battle lists factions under each race; every faction of a race fields that race's units (units_custom_battle_permissions rows of any of its factions). The name after the race is the faction the army builder uses.
Where these numbers come from
Read from the game's database tables for patch 9.0.4 (main_units, land_units, battle_entities, melee_weapons, projectiles…) as published in the WH3-Dump export (commit 099796e8). Formulas that turn table values into card values are checked against known units before they are shown — how we verify.