Blood Dragons

==Summary==
The Blood Dragons, formally known as the Order of the Blood Dragon and the Ordo Draconis, are a fearsome order of Blood Knights known for their peerless martial prowess in battle. They are consummate warriors, whose skill at arms was unmatched in the Old World, living only for martial combat and brutal battle. Usually fighting from horseback, the Blood Dragons sometimes fought on foot, and are masters of all forms of combat and all weapons, though they eschewed cowardly ranged weapons and magic in favour of pure physical strength and martial skills, believing only in that which was physical; however, they were not above using magic, and would sometimes use their innate (though poorly developed) abilities in Necromancy to raise undead servants.
==Powers and Stats==
Tier: At least , possibly | | Varies, from , to 
Keys: Vampire Thrall | Vampire Count | Vampire Lord
Name: Blood Dragons, Order of the Blood Dragon, Ordo Draconis
Origin: Warhammer Fantasy
Gender: Varies
Age: Varies
Classification: Vampire, Blood Knight
Powers and Abilities: <tabber>
|-|Thrall=Superhuman Physical Characteristics, Limited Nonexistent Physiology (Type 2; all aspects) & Abstract Existence (Type 1) & Acausality (Type 4, possibly type 5) & Nonduality (Type 2) (A part of all beings' mind and soul in Warhammer is made out of Aethyr and exists in the Realm of ChaosRealm of Sorcery, A Grim World of Perilous Adventure: page 16, providing them with the same properties above and resides Low 1-A range away at minimum. In fact untill a Mortal dies, even the Chaos Gods themselves cannot locate their souls desipite being in their realmLiber CHaotica: Liber Slaanesh.), Acrobatics, Immortality (Types 1, 3, 4, 5 and 7. Vampires are Undead creatures and cannot die traditionally, instead when their body dies, they still live on and are fully aware of their surroundings, but unable to do anything. Allies can resurrect them, and they revive upon being given blood), Necromancy, Lore of Vampires (Vampires immediately become practitioners of Necromancy upon turning.), Regeneration (Mid. Lesser vampires have survived and regenerated from nearly any of their weaknesses outside of heart destruction. Should scale higher with Unholy Regeneration Blood Gift, which makes them superior to other regular vampires' regenerationWarhammer Fantasy Roleplay: Night's Dark Masters, 2007, pg. 104Warhammer Fantasy Roleplay: Night's Dark Masters, 2007, pg. 109), Natural Weaponry (Vampires are armed with claws and teeth), Self-Sustenance (Type 1, 2 and 3; via being undeadWarhammer Fantasy Roleplay 4th Edition, 2018, pg. 330), Extrasensory Perception, possible Analytical Prediction (Vampire Thralls eventually develop Magical Sense which allows them to read the Winds of Magic, and by extension, the thoughts of people, reading them as though it is laid bare to them.), Martial Arts Mastery, Analytical Prediction (The Blood Gift trait of Blademaster describes Vampires as masters of every style and variation of hand-to-hand combat, enabling them to predict every action an opponent will take Warhammer Vampire Counts 6th Edition; 2001Warhammer Fantasy Roleplay: Night's Dark Masters, 2007, pg. 105), Surface Scaling (Vampires have the Scale Sheer Surface SkillWarhammer Fantasy Roleplay: Night's Dark Masters, 2007, pg. 101), Social Influencing (Outside of their Empathic Manipulations, Vampires have a strong ability to command others with their charisma), Supernatural Willpower (Vampires can resist their typical weaknesses like sunlight or running water with sheer willpower), Shapeshifting (Vampires are able to turn themselves into certain animals and Blood Dragons specifically can turn themselves into wolves.Warhammer Fantasy Roleplay: Night's Dark Masters, 2007, pg. 110), Transformation (Vampires risk being turned into Varghulfs or Vargheists depending whether they consume too much or too little bloodWarhammer Vampire Counts 8th Edition; 2012; pg. 43-44) Accelerated Development (Vampires become faster and stronger as they age), Corruption (Type 2, via the Blood Kiss), Necromancy (Should be able to perform necromantic rituals), limited Durability Negation (via Master Strike), Rage Power (With Red Fury, a Vampire gains an bloodlust that causes them to fly into a fit of rage that does not stop until their opponent lies deadWarhammer Warriors of Chaos 8th Edition; 2012; pg. 61), Enhanced Senses (Vampires can see well in the darkWarhammer Fantasy Roleplay 4th Edition, 2018, pg 141, and have the Keen Senses talent, which gives them much better PerceptionWarhammer Fantasy Roleplay: Old World Bestiary, 2005, pg. 114) Paralysis Inducement (A vampire's gaze can paralyze someone and potentially turn them to stone), High Pain Tolerance (Vampires can withstand normally fatal and painful wounds due to their regeneration and undead natureWarhammer Fantasy Roleplay 4th Edition, 2018, pg. 340), Life Leech (Upon biting and sucking the blood of their prey, Vampires heal their wounds.), Fear Manipulation (Vampires, especially Blood Knights have the Frightening trait) Resistance to Soul Manipulation (A person's soul is turned into Dhar when they become a vampire.Warhammer Fantasy Roleplay: Night's Dark Masters, 2007, pg. 40), Disease Manipulation (Vampires are described as "immune to conventional diseases"Warhammer Fantasy Roleplay: Night's Dark Masters, 2007, pg. 13)
|-|Vampire Count= Same as before, Stealth Mastery (Vampire Counts can move silently to avoid alerting enemiesWarhammer Fantasy Roleplay: 2nd Edition, 2005, pg. 95Warhammer Fantasy Roleplay: Night's Dark Masters, 2007, pg. 111), Enhanced Senses (With Sixth Sense, Vampires can sense when something is amiss.Warhammer Fantasy Roleplay: 2nd Edition, 2005, pg. 100) Dark Magic (Vampire Counts can manipulate Dark Magic or Dhar to use different spellsWarhammer Fantasy Roleplay: 2nd Edition, 2005, pg. 97)
|-|Vampire Lord= Same as before, Poison Manipulation (Vampires can prepare poisons to line their blade withWarhammer Fantasy Roleplay: Night's Dark Masters, 2007, pg. 112), Fear Manipulation (Honor or Death traits of Vampire Counts strike fear into their opponents who challenge themTotal War Warhammer, Blood Dragon Vampire Lord Traits) Resistance to Aethyr Manipulation, Poison Manipulation (Vampire Lords have a particular resistance to the Winds of Magic and various poisons)</tabber>
Attack Potency: At least Large Building level (Scales to Warpgrinders), Multi-City Block level (Possibly comparable to Stormfiends like Grinderfists who scale to this feat) | Multi-City Block level (Should be far superior to Thralls and by extension, Stormfiends) | Varies, from Multi-City Block level (Vampire Lords are vastly superior to Vampire Counts) to possibly Large Island level (Should be comparable to Greater Daemons like Bloodthirsters)
Speed: Subsonic (Can outmaneuver arrows and other missile attacks with Quickblood) with Supersonic reactions and combat speed (Can dodge flintlock pistolfire) | Supersonic (Should be superior to the combat speed of Thralls) with Massively Hypersonic reactions and combat speed (Should be comparable to Elves and characters who dodge lightning) 
Lifting Strength: Class 50 (Vampires are capable of pushing boulders of this size), possibly Class M (Should be comparable to Saurus Leaders, who are able to crush rocks and steel) | Class M | Class M, possibly Class T (Greater Daemons possibly scale to rituals, and thus possibly scale in strength to mage lifting towers, has possibly fought Exalted Greater Daemons, who are superior to this.) 
Striking Strength: At least Large Building level, possibly Multi-City Block level | Multi-City Block level | Varies, from Multi-City Block level to possibly Large Island level 
Durability: At least Large Building level, Multi-City Block level | Multi-City Block level | Varies, from Multi-City Block level to possibly Large Island level 
Stamina: Superhuman (Can fight for prolonged periods of time, even when badly gored and mauled. Vampires are undead and therefore do not need sleep, food, or water, needing only to feed on blood every now and then. Blood Dragons can hold their hunger for long periods of time.)
Range: Extended Melee Range with weapons, tens to hundreds of meters in magic
Standard Equipment: 
*
<tabber>
|-|Thrall=
*Hand weapon of choice (Axe, sword, etc.)
*Shield
*Heavy armor
*Mount of choice (Barded Nightmare, Hellsteed, Abyssal Terror)
*Nightshroud armor
|-|Count=
*Hand weapon of choice (Axe, sword, etc.)
*Shield
*Heavy armor
*Mount of choice (Barded Nightmare, Hellsteed, Abyssal Terror)
*Nightshroud armor
|-|Lord=
*Hand weapon of choice (Axe, sword, etc.)
*Shield
*Heavy armor
*Nightshroud armor
*Mount of choice (Barded Nightmare, Hellsteed, Abyssal Terror, Zombie Dragon, Coven Throne)
*Skabscrath
</tabber>
Intelligence: High. Genius in combat. Vampires are described as masters of every style and variation of martial arts and hand-to-hand combat. They are greatly skilled, able to match skilled warriors like Elves easily. On top of this, they have an extensive academic knowledge ranging from magic, to monsters, to humans and others.
Weaknesses: Vampires usually suffer from a severe case of megalomania and can be incredibly cocky and let their guard down. Vampires also suffer weaknesses against weapons made of silver, as well as sunlight, garlic, daemonbane, wooden stakes, the tears of the innocent, running water, blood addiction, and frequent insanity. These can be overcome with willpower though.
Notable Attacks/Techniques:
==Notable Matchups==
Victories:
Losses:
Inconclusive:
Category:Longevity Users
Category:Empathic Manipulation Users
Category:Fear Users
Category:Non-Physical Interaction Users
Category:Bodily Weaponry Users
Category:Damage Reduction Users
Category:Instinctive Action Users
Category:Reactive Power Level Users
Category:Reactive Evolution Users
Category:Accelerated Development Users
Category:Statistics Amplification Users
Category:Mind Users
Category:Status Effect Users
Category:Rage Users
Category:Berserkers
Category:Power Nullification Users
Category:Warhammer Fantasy
Category:Characters
Category:Fantasy Characters