In my opinion, the vampire race is slightly off-theme... However, here is my list of creatures that I believe could be acceptable:
Lvl 1: Fallen Slaves/Cursed Slaves - Slaves killed and gathered from all over Ashan, who were branded in advance to be doomed to eternal slavery in the ranks of the Renegade Vampires.
Cannon fodder - during a siege, they can sit on a catapult, adding +50 HP to the catapult per slave. They are an exception for ghouls and rippers, meaning they can be eaten even alive. Cursed Slaves are hideous and have a passive ability "Intimidate Opponents," which they trigger just by their appearance within one cell of the intimidated enemy. Armed with chained fists.
Lvl 2: Ghouls/Rippers - like skeletons, but fast, low health, dealing 2-4 HP each; upgraded ones have the "Cannibalism" ability (eating enemy corpses to respawn, naturally excluding mechs, elementals, and undead). Armed with claws.
Lvl 3: Vampire Pages/Vampire Lackeys - Servants of the Higher Vampires (heroes of this race). Outside of combat, they serve the most aristocratic vampires, but in battle, they fight quite well, being apprentices to the knights.
Vampire Servants - if creatures of level 4-7 (within a distance of 4 cells or less) are attacked, they instantly arrive and attack the offender. They deal 7 HP each (Lackeys deal 8-9 HP). Infantry units. Lackeys have a 20% chance to attack an enemy and inject poison into their blood ("Plague" spell). Lackeys turn into bats to move. Armed with claws and fangs.
Lvl 4: Vampire Shooters/Vampire Snipers. No opposing side can do without ranged troops: that is why the Knights of the Blood Sword (united Higher Vampires) began training Archers to restore combat balance. These vampires showed success at the Independent Archer Tournament of Ashan (all races participate except demons, regardless of the Wars; Asha herself judges this Tournament), taking second place. After this, Vampire Shooters were accepted into the regular army.
Archers - one of two ranged soldiers. Shooters deal 10 HP (Snipers 12 + 15% chance to deal critical damage). In melee combat, they attack with daggers (passive "Vampirism" ability). Snipers have a 25% chance to attack without penalty and have an active ability "Poison Arrows," which is used once per battle and lasts for 5 turns. All are armed with a bow and dagger.
Lvl 5: Blood Sorceresses/Blood Witches - Liches who wished to regain their beauty became fascinated with experiments in "Vampirism" and Dark Magic. Later, they managed to combine these two aspects to obtain Vampiric Dark Magic. For such an ability, the Higher Vampires accepted them into their army of Renegade Vampires.
Unique Magic - Sorceresses and Witches can fire their scepters and cause Blood Weakness in the enemy (damage is reduced by 10% per shot); in melee combat, they summon evil spirits that pierce the attacker. Sorceresses deal 25-30 HP each, while Witches deal 35-40. In the Sorceresses' spellbook, there is "Plague," "Bloodlust" (for friendly troops), and raising the dead (Sorceresses have 18 mana, Witches 30); in the Witches' spellbook - "Plague," "Bloodlust," "Berserk," "Summon Titan Spirit" (deals 55 HP per Witch), and "Curse." Armed with a scepter and bracelets with evil spirits. Large creature.
Lvl 6: Flying Serpents/Vampire Dragons. Dragons that live off the flesh and blood of the enemy. As soon as they attack an enemy squad, they immediately become killing machines. Higher Vampires called upon their Witches to help tame such monsters. Dragons are uncontrollable if they are not fed regularly.
"Hungry Berserker" - Dragons can fly, and over long distances. However, starting from the second turn, they must attack, otherwise they will become neutrals and attack everyone nearby, including allies. Immune to Dark Magic. Serpents deal 60-70 HP each (Dragons 80-85 each). Slaves can be used as "Combat Feed." They counterattack twice after their turn. Large creature. Armed: Serpents - fangs and claws, Dragons - fangs, claws, and Ghost Breath.
Lvl 7: Vampire Feudatories/Vampire Lords. They ride cursed stallions. They are the pillar of power for the Higher Vampires and are respected by Necromancers. Purely as warriors.
Death Knights - can use "Intimidate Opponent," "Touch of Death," and "Undead Hypnosis." They are fast, and if the "Haste" spell is cast on them, they are able to fly over the battlefield. Feudatories and Lords differ only in damage (Feudatories 90-110 HP each, Lords 120-150 damage each). Large creature. Armed with a spear-sword.
Answer me - do you like my idea?
Stunning idea! There are a couple of flaws, but overall, it's exactly what I wanted.
