Vampire Machine Brigade
September 15, 2026 by Website
A fortification that jams hostile ancestor spawns, protecting the Ancient Altar banner from being overrun.
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A walker armed to crack summon-stones before ancestor spirits can be called through the Ancient Altar banner's ruins.
A walker that fights spectral reflections with reflections of its own, defending the Ghost Ward banner's line.
A tolling fortification named for the Hearth Lord that rings restless ancestor spirits back to sleep.
The Crimson Whiteout Stack summons a Syndicate blizzard that blinds hostiles while warming friendlies, part of Black Ice's effort to own the polar night and wind.
Hearth Lord Ember-Jaw commands the II Gammeltroll Fall hearth, tasked with killing the largest things in Valheim, embering petrified statues, and harvesting Bloodgold.
Hearth Lord Svartrime commands the I Black Ice hearth, whose eighteen indexed machines deny freeze, break ice sheets, and own the polar night and wind for the Valheim Deep North wave.
The Matriarch's Avatar commands the entire VMB-DN-01 wave, setting the doctrine that binds all eight Hearths and their 150 indexed machines into one host.
August 23, 2026 by Website
⚡ [NOCTURNE SYNDICATE • DISPATCH] ⚡ 🩸 WARRIOR UNIT: Velvethrall Nocturne Capo 🤖 DESIGNATION: VMG-CAPO-ENFORCER-V1 Aristocratic vampire mob enforcer executing temporal blood contracts across the speakeasy underworld.
A mobile fortress capable of transporting 30 infantry models, equipped with devastating macro-weaponry.
Subtracts 1 from all ranged Hit rolls targeting friendly units within 9".
Acts as a permanent teleport homer for units entering from Strategic Reserves.
Increases the aura range of all friendly [CHARACTER] units on the battlefield by 3".
Stationary defense line that heals all friendly VAMPIRE MACHINE BRIGADE units within 6" at the end of the turn.
Specializes in melee tank-shocking and generates CP when it destroys enemy Vehicles.
Imperial Knight equivalent; towering cybergothic mech armed with twin blood-siphon eradicators.
Supreme commander. Dominates the psychic phase and wields a sweep attack capable of clearing entire infantry squads.
VIP transport reserved for [EPIC HERO] models, featuring a 4+ Invulnerable save.
Arrives from Reserves via Deep Strike, allowing embarked units to deploy directly into combat.
Designed specifically to hunt enemy Aircraft, hitting flyers on a 2+.
Fast, light transport with a capacity of 6, granting them Scout 9".
Provides aerial superiority with anti-air missiles and twin-linked autocannons.
Capacity 6 [BULKY] models, equipped with heavy defensive flamers.
Fast aerial transport that drops elite infantry deep into enemy lines.