It's time once again to ferret out those murderous vampires in a new VAU - Vampires Amongst Us. A cross between Cluedo and a roleplay, sometimes gory and often hilarious! Find out more and sign-up! here.
None - they use the standard stats and options as per the VC army book.
True Blood - 100pts "The blood of this vampire flows as powerful and strong as Vashanesh himself. His strength of will is absolute and his touch can be felt for leagues around." Only one True Blood vampire may be present per army. The True Blood Vampire must be the army general. This vampire gains a 4+ ward save.
A vampire with this power may command D3 friendly undead units to make a normal march move in the movement phase, regardless of distance. Any alive units that are within range of his vampiric aura are unbreakable, and if they are within this radius at the start of their turn and fleeing they will automatically rally.
Finally, 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.
Master of Storms - 50 pts A vampire with this power knows all the spells from the Lore of Heavens, in addition to IoN (they do not roll for any other spells regardless of their level).
In addition they also know the following spell:
Tempest 20+ Focusing his dark will the vampire unleashes a terrible storm on the battlefield. Dark clouds cover the sky as hard rain and hail hammers down on the fighting warriors, carrying them away in a torrent of bloody and water. For the next turn no shooting of any kind is allowed, including warmachines. In addition every enemy unit in the battle must roll a D6, on a roll of 1 they have succumbed to the rain and can only move / charge / march at half their normal rate during their next movement phase.
The Rightful Ruler - 50pts "Such is the aura of command this vampire exudes, that others are eclipsed in his presence" Enemy units within 12" of the Rightful Ruler are unable to benefit from the BSB reroll ability and suffer -2 on all Leadership based tests. An enemy unit which is joined by the BSB will still gain the usual benefit given the close proximity of the armies banner.
Beast Affinity - 40 pts "The Carsteins have always have an infinity with creatures of the night." If this Vampire casts Invocation of Nehek targeting a unit of Dire Wolves then d6 wounds worth of models are raised, otherwise use the rules for IoN as normal.
A Vampire with Beast Affinity also gains the following spell:
Unearthly Howl 8+ Functions exactly as per the rules for Raise Dead, except a unit of Dire Wolves is raised instead.
Walking Death - 25pts As per the VC army book
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"
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
Characters As per VC book except all vampires have the following options:
May choose one following weapon: Great Weapon: Hero +8pts, Lord +12pts Additional Hand Weapons Hero +4pts, Lord +8pts Lance (only if mounted) Hero +4pts, Lord +8pts
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 Additional 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
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