- Feb 12, 2008
- 27,732
Onto the next list!
As before, changes only permitted either from feedback given or due to 8th edition core rules change:
Bloodline Powers
True Blood - 100pts
"The blood of this vampire flows as powerful and strong as Vashanesh himself"
This vampire may purchase the Carstein ring for 50pts. The roll to see if he is resurrected is automatically passed if/when he dies, though he must be resurrected in a unit as normal. In additional the vampire gains a 4+ ward save.
Master of Storms - 55 points
Such is this vampires power that even the winds and the clouds must submit to him.
Instead of moving in the movement phase the vampire can try to call a storm. Roll a D6, on a 1 nothing happens. On a 2-6 the vampire summons fierce winds. Until the beginning of the vampires next turn all shooting is at a -1 to hit and or warmachines must re-roll their artillery dice, and all flying creatures must use their ground movement. The storm ends if the vampire moves in any way, is engaged in close combat, is wounded or slain.
Beast Affinity - 50pts
The Carsteins have always have an infinity with creatures of the night
Once per battle the vampire use this power at the start of his turn, to summon D3+4 wounds of Dire Wolves. Choose any point within 12", and no closer than 8" to an enemy unit. Place a wolf model on it, and then form the rest of the unit around it. The unit may face any direction and may move as normal. The vampire may also heal D3 wounds per casting of IoN on Dire Wolf units, instead of the normal limit of 1 wound.
The Rightful Ruler - 50pts
"Such is the aura of command this vampire exudes, that others are eclipsed in his presence"
Units within 12" of the Rightful Ruler are unable to benefit from the Generals Ld and/or the BSB reroll ability. Units that are joined by the General and/or BSB still gain the usual benefit(s) conferred by said character(s).
Aura of Command - 25pts
The arrogance of this vampire ensures that the troops under his command never stop
The range of the vampire rule for this character is extended by 6"
Walking Death - 25pts
As per the VC army book
Wolf Form : 20pts
The vampire can change its appearance into a wolf at will
The vampire gains movement 9"
Silver Tongued - 10pts
The charm and wit of the Carsteins is such they can attract other of their own kin to join their cause
Only one vampire may have this power.The player may then choose one vampire from another blood line as one of their hero choices, with the appropriate stat and rule changes, bloodline powers etc. The different bloodline vampire may not be the armies general or BSB.
Optional Army List
Characters
As per VC book except all vampires have the following options:
May choose one following weapon:
Great Weapon: Hero +6pts, Lord +9pts
Additional Hand Weapons Hero +6pts, Lord +9pts
Rapier (see below) Hero +8pts, Lord +12pts
Lance (only if mounted) Hero +6pts, Lord +9pts
2x Duelling Pistols Hero +12pts, Lord +18pts
May choose one of the following:
Heavy Armour Hero +6pts, Lord +9pts
Full Plate +12pts, Lord +18pts
May choose one or both of the following:
Shield Hero +3pts, Lord +5pts
Barding for Nightmare Hero +8pts, Lord +12pts
Rapier
Prideful and arrogant, many Carsteins carry to battle their favoured blade, determined to prove all others are lesser than they
Hand Weapon. In challenges only, the vampire has +1 to hit.
Wight King has the following additional option:
Full Plate +10pts
Core
Skellies
Zombies
Ghouls
Dire Wolves(*)
~ 0-1 unit may be upgraded to scouting at the cost of 2pts per model. The scouting unit has a max unit size of 10 models
Fell Bats (*)
Bat Swarms (*)
~ If the unit is 4 bases or over it blocks LOS
Corpse Cart
Sylvanian Levy: (*)
Crossbowmen - 8pts per model
Archers - 5pts per model
Free Companies - 8 pts per model
0-1 Huntsmen - 10 pts per model
~see end of list for stats & options
*for each unit of Skeletons, Zombies, or Ghouls, you are allowed to select ONE core unit from of Dire Wolves, Fell Bats, Bat Swarms or Sylvanian Levy which will count towards your minimum core.
Special
Grave Guard
~ May not take GW, instead have the option for taking Halberds in addition to their shields for +2pts per model.
~ 0-1 unit may be upgraded to Drakenhof Guard (Full Plate, +1WS, GW, may take a Magical Banner upto 125pts) for +5pts per model.
Spirit Hosts
Black Coachs
~ max 1 per 1000pts
Wraiths
Rare
0-1 Blood Knights
0-1 Varghulfs
Black Knights
Sylvanian Levy
Trooper - M 4 / WS 3 / BS 3 / S 3 / T 3 / W 1 / I 2 / A 1 / Ld 6
Sergeant - M 4 / WS 3 / BS 3 / S 3 / T 3 / W 1 / I 3 / A 2 / Ld 6
Marksman - M 4 / WS 3 / BS 4 / S 3 / T 3 / W 1 / I 2 / A 1 / Ld 6
Crossbowmen:
Equipped with crossbow & HW
Upgrade one model to: Marksman (+5pts), SB (+10pts), Musc (+5pts)
Free Companies:
Equipped with 2x HW
Upgrade one model to: Sergeant (+10pts), SB (+10pts), Musc (+5pts)
Archers:
Equipped with Bow & HW
Upgrade one model to: Marksman (+5pts), SB (+10pts), Musc (+5pts)
Special Rules: Skirmishers
Huntsmen:
Equipped with Bow & HW
Upgrade one model to: Marksman (+5pts)
Special Rules: Skirmishers, Scouts
Feedback
As before, changes only permitted either from feedback given or due to 8th edition core rules change:
Bloodline Powers
True Blood - 100pts
"The blood of this vampire flows as powerful and strong as Vashanesh himself"
This vampire may purchase the Carstein ring for 50pts. The roll to see if he is resurrected is automatically passed if/when he dies, though he must be resurrected in a unit as normal. In additional the vampire gains a 4+ ward save.
Master of Storms - 55 points
Such is this vampires power that even the winds and the clouds must submit to him.
Instead of moving in the movement phase the vampire can try to call a storm. Roll a D6, on a 1 nothing happens. On a 2-6 the vampire summons fierce winds. Until the beginning of the vampires next turn all shooting is at a -1 to hit and or warmachines must re-roll their artillery dice, and all flying creatures must use their ground movement. The storm ends if the vampire moves in any way, is engaged in close combat, is wounded or slain.
Beast Affinity - 50pts
The Carsteins have always have an infinity with creatures of the night
Once per battle the vampire use this power at the start of his turn, to summon D3+4 wounds of Dire Wolves. Choose any point within 12", and no closer than 8" to an enemy unit. Place a wolf model on it, and then form the rest of the unit around it. The unit may face any direction and may move as normal. The vampire may also heal D3 wounds per casting of IoN on Dire Wolf units, instead of the normal limit of 1 wound.
The Rightful Ruler - 50pts
"Such is the aura of command this vampire exudes, that others are eclipsed in his presence"
Units within 12" of the Rightful Ruler are unable to benefit from the Generals Ld and/or the BSB reroll ability. Units that are joined by the General and/or BSB still gain the usual benefit(s) conferred by said character(s).
Aura of Command - 25pts
The arrogance of this vampire ensures that the troops under his command never stop
The range of the vampire rule for this character is extended by 6"
Walking Death - 25pts
As per the VC army book
Wolf Form : 20pts
The vampire can change its appearance into a wolf at will
The vampire gains movement 9"
Silver Tongued - 10pts
The charm and wit of the Carsteins is such they can attract other of their own kin to join their cause
Only one vampire may have this power.The player may then choose one vampire from another blood line as one of their hero choices, with the appropriate stat and rule changes, bloodline powers etc. The different bloodline vampire may not be the armies general or BSB.
Optional Army List
Characters
As per VC book except all vampires have the following options:
May choose one following weapon:
Great Weapon: Hero +6pts, Lord +9pts
Additional Hand Weapons Hero +6pts, Lord +9pts
Rapier (see below) Hero +8pts, Lord +12pts
Lance (only if mounted) Hero +6pts, Lord +9pts
2x Duelling Pistols Hero +12pts, Lord +18pts
May choose one of the following:
Heavy Armour Hero +6pts, Lord +9pts
Full Plate +12pts, Lord +18pts
May choose one or both of the following:
Shield Hero +3pts, Lord +5pts
Barding for Nightmare Hero +8pts, Lord +12pts
Rapier
Prideful and arrogant, many Carsteins carry to battle their favoured blade, determined to prove all others are lesser than they
Hand Weapon. In challenges only, the vampire has +1 to hit.
Wight King has the following additional option:
Full Plate +10pts
Core
Skellies
Zombies
Ghouls
Dire Wolves(*)
~ 0-1 unit may be upgraded to scouting at the cost of 2pts per model. The scouting unit has a max unit size of 10 models
Fell Bats (*)
Bat Swarms (*)
~ If the unit is 4 bases or over it blocks LOS
Corpse Cart
Sylvanian Levy: (*)
Crossbowmen - 8pts per model
Archers - 5pts per model
Free Companies - 8 pts per model
0-1 Huntsmen - 10 pts per model
~see end of list for stats & options
*for each unit of Skeletons, Zombies, or Ghouls, you are allowed to select ONE core unit from of Dire Wolves, Fell Bats, Bat Swarms or Sylvanian Levy which will count towards your minimum core.
Special
Grave Guard
~ May not take GW, instead have the option for taking Halberds in addition to their shields for +2pts per model.
~ 0-1 unit may be upgraded to Drakenhof Guard (Full Plate, +1WS, GW, may take a Magical Banner upto 125pts) for +5pts per model.
Spirit Hosts
Black Coachs
~ max 1 per 1000pts
Wraiths
Rare
0-1 Blood Knights
0-1 Varghulfs
Black Knights
Sylvanian Levy
Trooper - M 4 / WS 3 / BS 3 / S 3 / T 3 / W 1 / I 2 / A 1 / Ld 6
Sergeant - M 4 / WS 3 / BS 3 / S 3 / T 3 / W 1 / I 3 / A 2 / Ld 6
Marksman - M 4 / WS 3 / BS 4 / S 3 / T 3 / W 1 / I 2 / A 1 / Ld 6
Crossbowmen:
Equipped with crossbow & HW
Upgrade one model to: Marksman (+5pts), SB (+10pts), Musc (+5pts)
Free Companies:
Equipped with 2x HW
Upgrade one model to: Sergeant (+10pts), SB (+10pts), Musc (+5pts)
Archers:
Equipped with Bow & HW
Upgrade one model to: Marksman (+5pts), SB (+10pts), Musc (+5pts)
Special Rules: Skirmishers
Huntsmen:
Equipped with Bow & HW
Upgrade one model to: Marksman (+5pts)
Special Rules: Skirmishers, Scouts
Feedback
- Rightful ruler – Think that possible it should be limited to Lords only, as against certain opponents it can be very powerful. Possible raise to 55pts? Grish noted that he thought this was over-powered during a WFO game.
- Quicksilver was again noted as being too cheap or effective.
- Concerns that Beast Affinity was perhaps too powerful – though nothing concrete or suggested changes.
- Master of Storms was noted that it was only useful against shooting enemies, and even then overlooked for other options
- Other than that no complaints, though this list was tested very little – further playtesting is definitely needed.