- The Bloodline Legacies Army List -

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Uziel

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Aug 29, 2011
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- The Bloodline Legacies Project -


Foreword:

This army list attempts to make each of the five known bloodlines of vampires a bit more unique in nature, both as their fluff goes and also how their armies look and function on the tabletop itself.
The list is loosely based on the one in the 8.ed army book, with a small set of variations as far as the options for each bloodline goes. The most noticeable change is perhaps the Rare section of each list, which vary the most.
I’ve worked hard to keep the limitations of each list to a minimum, while at the same time having the correct limitations in place, so that there are some actual differences to the various army builds.

Even though many units might seem to be the same in most lists, there is a lot of upgrades only available to one bloodline, which can potentially tempt a player to take his army in a bit of a new direction. These upgrades are described in the individual unit entries.
One of the most noticeable changes is perhaps that the Master Necromancer is gone. This is on purpose. This list is all about the bloodlines first and foremost, and if the Master Necromancer was included, he would undermine the weaknesses of some of the bloodlines, while making the already magically potent ones even better.
To compensate somewhat for this loss, the various vampires have access to a broader range of spell lore’s overall, the vampires are arguably somewhat cheaper, the IoN spell is free for the general in addition to his normal spells (even if he selects another lore than the Lore of Vampires), and some of the bloodlines now have wizards more powerful/reliable than the master necromancer could ever hope to be. The Necrarch’s in particular will be very dominating in the magic phase, but still affordable, because of their reduced close combat potential. In larger games, the lack of magic in some armies will make it perhaps too difficult for them to manage, so I’ve decided to let Kemmler become a second Lord option as a sort of allied wizard to even things out (much like Mannfred used him in the new story in the 8.ed book).

I should perhaps point out, that the Von Carstein army is overall the most flexible and powerful, and the one with most in common with the one in the 8.ed book, but this is for a reason. They are by a good margin, the most powerful vampire bloodline, and the most realistic threat on a nation-wide scale after all. I have tried very hard not to make the Von Carstein’s a diluted “average” of the other bloodlines, as was often the case in earlier editions, and I hope this comes through in the list as well.

A noticeable difference overall is that a few ranged weapons apart from screams and similar have found their way into the list, especially as the Von Carsteins and the Lahmians are concerned. People’s opinions on this seems to vary a lot, and while I agree that a VC army should not be one dominating in the shooting phase, I also think that some bloodlines are more than capable of seeing the foolishness of not having any missile support in larger battles, particularly sieges and the like, which is part of the reason why some of the bloodlines now have a limited ranged capability. The other reason is that this helps separate them further tactically as well.
The most important reasons why I began this project however, were to:

•Make the Vampires of the various bloodlines more unique from one another, without imposing the same kind of limitations that we had back in the earlier editions of the game. This has been done by including some unique vampiric powers, some unique magic items, having different magic lores available to each bloodline, having some fixed vampiric powers for each bloodline as well as having different stat lines etc for the five bloodlines.

•Make Vampires stand out from the general “Undead” element of the list. I really disliked Vampires being vulnerable to becoming dust due to the skeletons next to them dying (a factor hugely important in 8.ed) due to being unstable etc. Vampires are personalities as well, and to have them portrayed with rules which effectively removes this element to them never sat well with me.

•Make Vampires be just that, Vampires or bloodsuckers if you will. I thought this came across very badly in the 7.ed book, but the reality of it in the 8.ed book is not much better. The Lore of Vampire Lore ability really negates any real necessity for the Hunger special rule, which makes the game mechanic that defines vampires more than anything into something trivial. In this list, this has been turned on its head, with Vampires not being able to heal by any means except through blood, and they have increased invulnerabilities to compensate. I did increase their attacks in general, but this was also done in the 8.ed VC book, so that I was happy with.

•The most important reason for starting this project however, was to try to fix some of the imbalances in the list as far as our near useless Core options goes, especially if measured up against the kind of killer Vampire Lords we have to make to compensate for their losses in close combat, and due to instability. To try to fix this, I have done a lot to the Core section of the army to improve it overall, especially how the Core units work together despite the Unstable rule hanging over them. The cost, has perhaps been the reduction of a Vampire Lord’s maximum close combat potential, even though he can still be considered at the proverbial top of the food chain. The benefit of this overall, or at least the goal is, to provide a list with more realistic alternatives for vampire builds, as well as to have Core Section which you will perhaps design your strategies around, and not just have because you have to have 25% of them in the first place.

- Bloodline Legacies Army List -

Common:

This is the list which is the basis for all the various Bloodline Armies, with each bloodline having some modifications to it.

Lords: Bloodline Vampire Lord/Lady (or the additional Count Option in the case of the Von Carstein Bloodline), Bloodline Special Characters, Heinrich Kemmler –The Lichemaster, Master Necromancer

Heroes: Bloodline Vampire Thralls, Tomb Banshee*, Cairn Wraith*, Necromancer, Wight Lord*, Bloodline Special Characters, Krell -Lord of Undeath

Core: Crypt Ghouls, Dire Wolves, Skeleton Warriors, Zombie Horde

Special: Bat Swarms*, Black Knights*, Corpse Cart*, Fell Bats, Grave Guard, Hexwraiths*

Rare: See Bloodline entries below…

Magic Items: see 8.ed VC book.

Mounts:

Skeletal Steed*, Nightmare*, Hellsteed*, Abyssal Terror*, Terrorgheist*, Zombie Dragon*

All units marked with an * are currently as per the 8.ed VC book. Units marked with a ‘?’ are being considered, but are not decided upon yet.

Von Carstein:

When the Von Carsteins go to war, they typically do so in a much larger scale than the other vampire bloodlines, the main reason for this being that they have the pseudo-province of Sylvania behind them, greatly increasing their numbers, as well as the number of vampires they are able to gather together. They are by far the greatest threat on a large scale as far as vampires go, especially with the cunning Count Mannfred leading them.

Special Characters: Count Mannfred Von Carstein (Lord), Victor Von Carstein –Captain of the Black Hand (Hero)

List modifications:

• add Vargheists (Special)
• add Sylvanian Vampire Brood (Special)
• add Sylvanian Militia (Core)

Rare: Black Coach*, Mortis Engine*, Skull Chukka, Spirit Host, Terrorgheist*, Varghulf

Von Carstein Army Options:

• Skeleton Warriors may trade in their Hand weapon/Spear and Shield for a Halberd for free.
• Units of Skeleton Warriors, Grave Guard and Sylvanian Militia may have a Sylvanian Vampire Seneschal as a unit Champion instead of the normal one, at +20 points, instead of the normal Champion upgrade at +10 points. He has the same profile as that found in the Sylvanian Vampire Brood’s Seneschal, has the Immortal, Vampire and Swiftstride Special rules. He has the same equipment as the Vampire Brood unit. If he is the only remaining member of the unit, then the unit cannot be re-raised, and count as destroyed.

Unique Bloodline Items:

The Carstein Ring (80 points): see. 8.ed VC book, p.54.

Drakenhof Banner (65 points): The Drakenhof Banner is the ancient banner, belonging to Castle Drakenhof, once enchanted by Vlad himself, to aid in keeping the shroud of darkness effectively covering his vast army.

Magical Standard. The banner’s normal effects such as Hold your Ground! and the -1 casualties lost due to the Unstable rule etc, are all extended by +6” (which will usually mean 18” in total). In addition to this, any undead unit accompanied by the Drakenhof Banner, suffers half (rounding up) the normal casualties as a result from the Unstable special rule if they lose a round of close combat.

Blood Chalice of Bathori (30 pts): see 8.ed VC book, p.55


Blood Dragon:

The Blood Dragon Vampires live to challenge themselves through fighting, but sometimes one of them can have personal motivations which can only be fulfilled with a proper army behind one, regardless of how good a warrior one is. The Blood Dragons do however prefer smaller but more elite forces, acting as an extension of their will and fighting prowess. The majority of Blood Dragons are former knights of one sort or another, but exceptions do exist, and they tend to favor armies with strong cavalry elements, which allow them to pick the battles they wish to fight, and decide how they are fought.

Special Characters: Walach Harkon (Lord), Anastasia –The Crimson Bride (Hero)

List Modifications:

• add Barrow Riders (Core)
• remove Corpse Cart
• add Blood Knights (Special)
• No more than one Necromancer (including Master Necromancer) may be included in the list, for each Vampire character chosen.

Rare: Black Coach*, Blood Wagon, Spirit Host, Warrior Hermit

Blood Dragon Army Options:

•Skeleton Warriors may upgrade their Light armour to Heavy armour, at +1 pts/model.
•Grave Guards may exchange their hand weapons for Halberds at +1 pts/model.

Unique Bloodline Items:

Dread Lance (40 pts): The chosen weapon of the infamous Vampire knight Varison, this lance is uncannily accurate, said to always find the most vulnerable spot on the unfortunate victim.

Magical Weapon. Lance. The Lance confers the Heroic Killing Blow and Armour Piercing special rules when charging.

Blades of Bloodshed (50 pts): These two near identical blades are believed to once have been claimed from the corpse of a mighty champion of the dark gods.

Magical Weapon. Paried Weapons. Attacks from these weapons counts as being at +1 Strength, and they also grant the bearer the benefit of the Parry save if he is on foot (Infantry).


Strigoi:

The Strigoi rarely go to war, except to protect their individual territories or in some rare cases, one of them has the idea that he should try to recreate the ancient Kingdom of Strigos, either in the Badlands or somewhere in name only.
When the Strigoi actually do go to war, their armies consist of large hordes of unruly Crypt Ghouls, whom the Strigoi have a kinship with which allows them to be used in way that other vampire bloodlines could only dream of.
The Strigoi are poor magic wielders at best, which is why they tend to rely to such a large degree on living Ghouls, but in return, they are probably the most fearsome of vampires if their anger is roused, and even a blood dragon would think twice before facing one in single combat.


Special Characters: Urzen the Unrelenting (Lord), Gashnag –The Black Prince (Hero)

List Modifications:

• add Strigoi Court (Special)
• add Vargheists (Special)
• add Crypt Horrors (Special)*
• remove Banshee
• remove Wraith
• remove Hexwraiths

Rare: Black Coach*, Spirit Host, Terrorgheist*, Varghulf

Strigoi Army Options:

•If the Strigoi player rolls a Mysterious Forest when generating random terrain, he may instead choose to place the Garden of Morr terrain piece on the table, following the rules found in White Dwarf (issue 380). Only one Garden of Morr may be placed on the table however.

Unique Bloodline Items:

Royal Standard of Strigos (35 pts): In the days of the ancient kingdom of Strigos, this banner was enchanted so that it would be a symbol of the virtues of the kingdom of Strigos. Today, with the kingdom fallen long ago, the ragged banner has been corrupted by all the resentment, spitefulness and outright hatred found in the Strigoi Vampires whom have kept this banner over the centuries…

All models in the unit are considered to have the Hatred (all) special rule, even if normally immune to psychology.

Wristbands of Black Gold (30 pts): Believed to once have been worn by Ushoran himself, this pair of solid gold wristbands shields the bearer from harm from all manner of ranged attacks.

Enchanted Item. These items grant the wearer a 4+ Ward Save against all forms of ranged attacks, including magic missile spells. They also grant the wearer magical attacks, if one does not already have a magic weapon.

Lahmia

Most so called expert in such matters foolishly believe that of all the various vampire bloodlines, the Lahmia are the least dangerous, because they do not wage war on humanity. They are wrong. The Lahmian have learned to use other means at their disposal to get what they want, and the Vampire Wars have taught them to avoid large scale confrontations to gain what they desire, that is true, but the Lahmians still occasionally wage war in the name of their queen, when she so desires.
Most Lahmian vampires only surround themselves with a small number of loyal henchmen, so when the call to war comes, they are typically placed in charge of a small army on loan from the Silver Pinnacle, their Queen’s Palace. Their queen has an ancient and vast army at her disposal; the majority consisting of legions of skeleton warriors from long lost Lahmia, but the ethereal element of a lahmian army also tends to be quite strong, as these are easily concealable regardless of where one is.
What makes scholars believe that the Lahmians don’t wage war, stems from the fact that the when the Lahmians do wage war, it is typically on a smaller scale, typically in more remote locations such as the Badlands, but the most important fact is that they work hard and diligently to suppress all knowledge of it having taken place in the first place.


Special Characters: Neferata –Queen of Mysteries (Lord), Arzu Banu –The Queen’s Wrath (Hero)

List Modifications:

• add Lahmian Furies (Special)
• add Lahmian Minions (Special)
• remove Cairn Wraith (Hero)
• A maximum of two units in total from one of the following units; Bat Swarms, Crypt Ghouls, Dire Wolves and Fell Bats. Three may be selected in a Grand army.

Rare: Black Coach*, Handmaidens, Spirit Host

Lahmia Army Options:

• Skeleton Warriors may exchange their Shields for Crossbows at +1 points/model. Spears are not an option if Crossbows are chosen.
• Grave Guards may exchange their hand weapons for Halberds at +1 points/model.

Unique Bloodline Items:

Crimson Gown (50 pts): Believed to once have belonged to Katarina, the infamous Vampire Queen of Kislev. This once white gown has throughout the ages absorbed so much of the blood, gore and with it a spark of the life forces snuffed out around it, that it has come alive with the desire to strangle victims of its own.

Enchanted Item. The wearer causes Terror, and any one model in base contact with the Lahmina Vampire selected at the start of every close combat phase must make an Initiative test, or have the attacks on their profile reduced to 1), until the start of the next close combat phase.

Asp Bow (30 points): This bow hails back to the ancient kingdom of Lahmia, and was blessed by Asaph. The arrows fired are transformed in flight, becoming rigid, venomous snakes.

Magic Weapon. Bow. All attacks from this weapon counts as Poisoned Attacks, and are considered Magical. Hits are resolved at Strength 5, and attacks are considered to have the Sniper special rule.

Brooch of Laniph (20 points): This gold brooch, is rumored to once have belonged to an infamous Arabyan Sorceress named Laniph, and was at one time picked up in a Bazaar in Bel-Aliad by one of Neferata’s handmaidens, and has been with the Lahmians ever since.

Arcane Item. One use only. Bound spell (power level 3). The Brooch of Laniph contains the Caress of Laniph spell (see Lore of Death).



- Bloodline Legacies Army Special Rules -

Legacy of Blood: The General must be a Vampire selected from one of the five Bloodlines; Von Carstein, Blood Dragon, Strigoi, Necrarch or Lahmia.
All Vampires in the army must be from the same Bloodline as that of the General, and the opponent has a right to know which bloodline he is destined to face before creating his own army (assuming non-tournament play).

One to Rule them all: Vampires crave power, and they do all they can to rid themselves of any serious competition to their position, before it is too late. It is simply too dangerous not to do so.
Because of this, a Vampire Counts army may only ever include one Vampire Lord Option from the army list. The general always counts as a Lord option as far as point allowance goes, even if technically selected from the Hero options.

The Vampire Counts army must have a General with the Vampire special rule, and he must have a magic level of 1 or more. If a Vampire is elected from the Lord section of the list, he must be the General. Regardless of which Lore the General selects to roll his spells from, he always has the Invocation of Nehek spell in addition to his other spells.


The General: If the general is destroyed, his army will slowly start to crumble. When the General is killed or permanently removed from the game, all Vampire Count units with the Alive and Vampire special rules must make a panic tests at the end of the phase (even if otherwise Immune to Psychology). All Undead units must take a leadership test at the end of the phases, as well as at the beginning of every Vampire turn thereafter. If the test is failed, the unit suffers wounds equal to the amount the test was failed by, with no saves of any kind allowed. These wounds are distributed as from a shooting attack.

If, at the start of any of your turns, following the death of the General, there is a friendly Wizard on the table that knows the Invocation of Nehek spell, he may attempt to stop the army from crumbling further, by passing a LD test to become the new General of the army. Only one such test may be made after the death of each General.

Battle Standard: Undead units that are within the Battle Standard Bearer’s Hold your Ground! Range, suffer one less wound that they normally would when defeated in close combat or when suffering wounds because of the death of the general. Otherwise, it follows all the normal rules for the Battle Standard.

Resurrecting Fallen Warriors: This works just as in the 8.ed VC book, except that any model/unit with the Vampire special rule may not be affected at all.

There are three different types of unit classifications in the Bloodline Legacies army lists, and those are as follows:

The Vampires

Vampire: Models with the Vampire special rule cause Fear and are Immune to Psychology, but they do not suffer from the Unstable and the Unbreakable special rules; instead Vampires do take Break Tests as normal.

If a Vampire has joined a unit with the Undead special rule he does not have to take a Break Test before every non-character model in the unit has been removed as casualties. The Break test is modified by an amount equal to any excess casualties due to the Unstable special rule.

Example: After having lost a round of close combat by seven points, the four last skeleton warriors are removed from the unit, leaving the Vampire Thrall alone, having to take a Break Test with a -3 modifier to his LD.

Characters with the Vampire special rule that are riding a Monstrous mount of any kind, need not take a Break Test before his Steed have been killed. The Break Test is still affected by excess wounds due to the Unstable special rule as above.

Characters with the Vampire special rule may never be healed with the Invocation of Nehek spell or by the Curse of Undeath Vampire Lore attribute.

Vampires otherwise count as Undead for the purposes of the Lore of Vampires spells, and any other Undead related special rule, which does not involve raising, crumbling or the unstable special rule.

Bloodthirst: When a Vampire with this special rule kills at least one enemy model in a round of close combat; he regains one previously lost wound at the end of the close combat phase. This may not take him above his starting amount, nor does it affect combat resolution.

Immortal: Vampires are highly resistant to physical damage, unless caused by a hawthorn stake through the heart, silver-plated weapons, magic or fire. To represent this, any successful to-Wound roll from any non-magical source (magic weapon or spell), or an attack with the flaming attacks special rule; must be re-rolled.

The Walking Dead

Undead: Units with the Undead special rule cause Fear, are Unbreakable, are Immune to Poison (see below) and suffer from the Unstable special rule.

Units with the Undead special rule cannot March unless they are characters, or start their turn within the General’s Inspiring Presence range or is joined by a Vampire Character.

Immune to Poison: Poisoned Attacks cannot wound Undead with this special rule automatically –they must always roll To Wound as normal instead.

Dead Flesh: Dead Corpses can be very hard to deliver any meaningful blow to, and wounds which would leave any mortal bleeding on the ground have no meaning for them.
Any attack against a model with this special rule with strength of equal to or less than the target’s toughness value, has the strength of the attack halved (rounded up).


The Living

Alive: Units with the Alive special rule follow all the normal rules for units in the game. They may not be joined by a character with the Undead special rule, and they may not be affected by any Augment spells from the Lore of Vampires. They also have to take a Panic Test at the end of any phase in which their General is slain.
The Battle Standard will affect them as for normal mortal armies (i.e. a Re-roll to all LD tests), unless otherwise stated (Crypt Ghouls being the primary example here). Units that are Alive, are not Immune to Psychology, unless they have this special rule. Units that are Alive may also March, following the normal rules in the rulebook, and they may elect to flee or stand and shoot as a charge response.

- Bloodline Legacies Vampiric Powers -

Vampires may select Vampiric Powers from the Common list, but also from the list unique to their bloodline. These may be combined in any way fit, within the normal point limitations.

- Common -

Lord of the Walking Dead (55 points): The Vampire was born into his new existence with the ability to command the dead, to share with them some of his essence at will.

If the Vampire is not in close combat himself at the start of any close combat phase, he may focus his attention on one unit of friendly Undead within 12”, and imbue them with a small measure of his own considerable martial abilities. The unit counts as having half his WS and Initiative score (both rounding up) for that close combat phase. This power does not affect mounts of any kind. General only.

Red Fury (45 points): The Vampire’s rage knows no limits, but he has learned how to use this, to let if feed on the potency of his blood and not let it overcome him, sending him into a downward spiral to the embrace of the beast within.

The Vampire gains the Frenzy special rule, but instead of gaining +1 attack, he gains +D3 attacks. The D3 may be re-rolled if the Vampire carries and additional hand weapon or if he has paired weapons.
If the Vampire only has one wound left, he can’t use this power in its full potential, but still follows the normal rules for Frenzy (including gaining +1 attack). A Vampire with this power can never by additional Wizard Levels.


Walking Death (35 points): The Vampire believes that he is beyond the reach of mortals to hurt him, and he carries with him the aura of death wherever he walks. Few dare stand against him…

For each Vampire with this power in a close combat, you add +1 to the combat resolution score. The Vampire also has the Stubborn special rule.

Unnatural Reflexes (35 points): The Vampire possess a speed and dexterity far beyond what is humanly possible, easily sidestepping attacks that would pierce a man’s hart.

This ability grants the Vampire a 5+ Ward Save, as well as the ability to re-roll any failed Initiative Test.

Kinslayer (30 points): The Vampire has successfully hunted the most dangerous prey of all, namely other Vampires. For whatever reason, the potency of Vampiric blood has strengthened him physically, gradually eroding his weakneses, but at the same time, he is not one other vampires trust, or indeed wants anywhere near them.

All successful To-wound rolls against the Vampire must be re-rolled. This replaces the Immortal special rule entirely. A Vampire with this rule cannot join a unit that already includes a model with the Vampire special rule, nor the other way around.

Flying Horror (30 points): The vampire may shape shift so that he gains the ability to fly.

The Vampire has the Fly special rule. This ability may only be selected by a model on foot (Infantry). Blood Dragons Vampires may not select this power.

Dark Acolyte (30 points): The Vampire has an affinity with the winds of dark magic and death, drawing it too him and mastering it effortlessly. Typically, any area in which he stays in too long, tend to see its vegetation start to wither and die...

The Vampire Channel Power Dice on a roll of 4+. Dispel dice are still generated on a 6+ as normal. Regardless of chosen spell lore, the vampire also knows the Spirit Leech spell from the Lore of Death. Blood Dragons may not select this power.


Supernatural Horror (25 points): see 8.ed VC book. Lahmian Vampires may not select this power.

Curse of Ages (20 points): The Vampire has long since lost a full grip on reality, and now has great difficulty distinguishing reality from his delusions.

The Vampire has the Unbreakable and Stupidity special rules. The stupidity test cannot be affected by any special rule that would normally influence a LD test, or allow a re-roll.

Beguile (15 points): See 8.ed VC book. This power may not be taken by Vampires from the Strigoi Bloodlines.

The Beast Unveiled (15 points): The Vampire struggles to keep the beast within at bay when angered, and this may result in the Vampire temporarily changing physically, like growing large claws, sprouting horns, having clawed wings, gaining a lashing tail and his or her flesh generally seeming to become very strained when as if stretching to accommodate a larger thing inside. While this might seem like a boon to some, it is usually a sign that succumbing to the beast within is not far off. Luckily for most, the change tends to subside once anger is reduced…

The Vampire has the Slavering Charge (see Dire Wolves) special rule. This ability may not be selected by a Blood Dragon Vampire.


Night Stalker (15 points): The Vampire is a hunter with few equals, able to stalk his prey at night, while still being utterly aware of the smallest movement in his vicinity.

If on foot (Infantry), the Vampire has the Scout Special rule. The Vampire also counts all four of his base sides as being his Front for all intents and purposes. This ability is temporarily lost if the Vampire joins a unit.

Sewer Rat (10 points): This Vampire has hidden himself in the darkest and foulest places for so long that he now seems to be little more than a walking, foul smelling corpse. The Vampire no longer takes any notice of his appearance and all his vanity is long gone.

Unlike other Vampires, he may join a Zombie Horde unit. The Vampire also benefits from a 2+ Look Out Sir! Save as long as he is within 3” of a Zombie Horde. This ability may not be selected by a Blood Dragon or Lahmia Vampire.

Might of Arms (10 points): The Vampire has spent decades practicing his melee skills, seeking out champions of all races, and challenging them to personal combat.

The Vampire increases his WS by +1.

Collector of the Arcane (5 points): The Vampire has a great affinity with magical trinkets and artifacts, and has learned how to properly attune himself with them.

The Vampire is allowed two Arcane magic items, instead of the normal limit of one. This power may not be taken by any Blood Dragon Vampires.

- Von Carstein –

Herald of Woe (55 points): When the greatest of the Von Carsteins go to war, it seems as if they can call upon nature itself to turn against their enemies; a fact which never fails to horrify anyone standing against them.

In game terms, this has one of several effects (selected at start of deployment):

• In the first D3 turn of the battle (both player’s turns), all missile fire suffer a -1 to all BS Tests, and the VC player may force a re-roll on any misfire chart roll made by his enemy if he so choose.
• Up to half the total number of (rounding up) Bat Swarms, Dire Wolves, Fell Bats and Spirit Hosts in the army may deploy using the Ambush deployment rule.
• The enemy suffers a -2 penalty to all Panic Tests and all tests to Rally fleeing troops, and all units not Immune to Psychology must make a LD test to be able to march in their first turn.

General only.

Ethereal (40 points): The Vampire can transform himself into mist, and when doing so, he may move through any obstacle.

At the start of the turn, the Vampire may declare that he is taking a mist form, which will last until the start of his next turn. If he choose to do so, he become Ethereal, temporarily loose the Bloodthirst and Immortal special rules and all attacks he makes loose the benefit of all weapons (normal and magical ones). He does however gain the Leech Attack special rule (see Spirit Hosts). Model on foot only (Infantry).

Summon Creatures of the Night (10 points): see 8.ed VC book.

- Blood Dragons –

Fallen Knight (45 points): When a mortal, the Vampire was a noble Knight from Bretonnia, in all likelihood encountering his Sire while on the quest for the Grail.

The renowned Bretonnian Lance formation becomes available for any Cavalry unit led by the Blood Dragon Vampire with this power. The Vampire also loses the Always Strike Last special rule from any weapon he uses. General only.


Coup de Grace (35 points): The Blood Dragon has travelled extensively in the Old World, having sought out and defeated all manner of enemies, and having learned their weaknesses.

The Vampire’s attacks are made with the Killing Blow special rule. In addition to this, if he manages to hit a single enemy with all his attacks (including all attacks from various bonuses); he counts as having the Heroic Killing Blow special rule, but for that close combat phase only. This power may not be combined with a magical weapon.

Dreadknight (20 points): The Vampire was formerly a famous Knight, has since his mortal days perfected the art of mounted combat, especially the execution of the perfect charge.

In the round that a Blood Dragon successfully completes a mounted Charge against an enemy unit, he gains the Always Strike First special rule.
The Vampire may also fight effectively with two hand weapons even if he is mounted on any kind of a Steed. If mounted on a Barded Nightmare, he does not receive a movement penalty for the Nightmare having Barding.

- Strigoi –

Hulking Monstrosity (55 points): The Strigoi is a huge, muscled creature, easily seven or even eight feet tall.

The Vampire gains +1 Wound and the Devastating Charge special rule. General only.

Curse of the Revenant (25 points): The Strigoi come from a long line of Vampires used to feeding on the impure blood of the already dead, or even the Ghouls that make up their courts. As a result of this foul habit, the Vampire’s body has changed, enabling him to deal with most substances which would be harmful, even to other Vampires, as well as granting him claws that reek with poison.

The Vampire has the Poisoned Attacks special rule and the Immunity to Poisons special rule, which is described in the Vampire Counts Army Special Rules section.

Infinite Hatred (20 points): The Strigoi’s hatred for his enemies never cools, and it is a source of great strength in times of need.

Re-roll all to-hit rolls in close combat.

- Necrarch –

Master of the Black Arts (55 points): See 8.ed VC book. General only.

Master of Puppets (30 points): The Necrarch has done many an experiment on the recently dead, and his familiarity with them and the magic needed to keep them animated, makes it very easy for him to hold on to the magic which binds them to their undead existence.

Any Zombie Horde unit within 12” of the Vampire reduces casualties as a result from the Unstable special rule by an amount equal half the Necrarch’s Wizard level (rounding up).

Alchemist (20 points): The Vampire is an accomplished alchemist, and has over the years managed to acquire various dangerous knowledge, both material and immaterial.

In addition to his normal spells, the Vampire is allowed to roll one spell on the Lore of Metal spell list. Unless he has the Lore of Metal, this spell is always cast as if the Necrarch was a level 1 Wizard.

He also carries on him bottles of acid, burning liquids, etc; which he may throw at his enemies. These counts as a normal missile weapon, with the following special rules: Range 12”, always wounds on 4+, No armour Save, Quick to Fire, Flaming Attacks.

- Lahmia –

QuickBlood (45 points): Regardless of it being pure speed, or a trick of the mind, the Lahmian Vampire seems to be in more than one place at the same time, confusing her foe.

Any enemy unit or model wishing to hit the Lahmian Vampire in close combat must roll a natural 5+ on their To-Hit roll to be able to hit the Vampire. This cannot be modified in any way.
The Vampire may not wear Heavy Armour or Full Plate armour, mundane or magical. General only.

Widow’s Web (30 points): The Lahmians are masters of disguise and subterfuge, having extensive networks of ignorant but devout followers across all levels of society as well as stretching over most of the Old World. In the rare instances when the Lahmian’s go to war, this network of contacts is brought into play, to undermine and cause as much confusion amongst their foes as possible before the battle starts, even at the expense of their loyal henchmen if need be.

When a Scenario calls for both sides to alternate in deploying their forces, the opposing player always start, and he must deploy D3+1 Units instead of just one on his first deployment placement. In a Scenario where the players roll-off to see who goes first, the Lahmian player always roll a D6+1, while the enemy player just rolls a D6 (even if he was done deploying his forces first etc).

Innocence Lost (25 points): The Lahmian Vampires know how to bewilder a foe, and strike at just the precise moment that this causes the greatest impact, typically transforming from an innocent young maiden, to a clawed fiend in literally a split second.

The Vampire gains the Always Strike First special rule when attacking in close combat

- "Beastiary" -

Below follows all the various characters, units and special characters that are either new, or have had some changes done to them which makes them deviate from the official ones in the 8.ed VC book.

- The Lords of the Night (Lords and Heroes) -


- Von Carstein Vampires -

Of the five known Bloodlines by the more dubious scholars of the Empire, the Von Carsteins are without peer. They alone have been a threat to the Empire as a whole, and one many occasions as well. The Von Carsteins are known to just about every man, woman or child in the empire, and to most others beyond its borders.
TheVon Carsteins consider themselves to be the aristocracy of the night, and perhaps rightly so. Since the time of Vlad, they’ve ruled Sylvania on numerous occasions, and they have come close to topple the Empire many times. They may indeed appear as noble men or women; they certainly often dress the part, but behind this façade, lay a true beast, with only the rarest of them having anything vaguely resembling nobility about them at all.
When the Von Carsteins raise their banners and go to war, there are some things that make them stand out from the other Bloodlines. The first is that they have the pseudo-province of Sylvania at their back, allowing them access to a great number of undead, the ancient power of Castle Drakenhof, but most importantly, access to an unequaled blood supply, allowing for more Vampires than in any undead army since the time of Nagash.
In short, where the Von Carsteins walk, death follows.



Von Carstein Vampire Count: M 6 (9); Ws 7; Bs 5; S 5; T 5; W 3; I 8; A5; LD 10

Von Carstein Vampire Lord: M 6 (9); Ws 7; Bs 5; S 5; T 5; W 3; I 7; A 5; LD 9

Von Carstein Vampire Thrall: M 6 (9); Ws 6; Bs 4; S 5; T 4; W 2; I 6; A 4; LD 8

Troop Type: Infantry (Character)

Special Rules: Vampire, Bloodthirst, Immortal

Aura of Dark Majesty (General only): The Von Carsteins are the true nobility of the night, it is in their blood, and all the dead seems to know that this is so…

A Von Carstein Vampire Thrall General counts as having a 3” extended Inspiring Presence range, and will thus most commonly count as having an Inspiring Presence range of 15”.

If the General is a Lord or a Count, this is extended to 6” extended range (typically 18” in total).

Fear Incarnate: Finally coming face to face with the pale face of your enemy after what might have been months, or even years of terror, having repeatedly been served a lesson as to whom is the predator and whom is the prey, the feeling of being inferior, and not up to the task at hand, can be very hard to overcome.

Fear tests caused by the dreadful Von Carstein (or his unit) that have been passed by an enemy unit, must be re-rolled. If a Battle Standard Bearer is conferring the Hold your Ground ability to the testing unit, the two special rules cancel each other out.

Wolf Shape: The Von Carsteins all have an innate ability to change into large, black Dire Wolves at will.

If on foot (Infantry), and an armour save not better than 6+, all Von Carstein Vampires count as having a Movement characteristic of 9, as they may temporarily change into a Dire wolf to move faster across the battlefield. The Vampire also has the Swiftstride special rule.
If the Vampire joins a unit of Fire wolves, he may benefit from the Look Out Sir! rule, even though he is a different base size.

Vampire Count: Unless specifically stated otherwise, the Vampire Count follow all the rules of a Vampire Lord.

Army List:

Von Carstein Vampire Count (Lord) -285 pts:

Magic: A Von Carstein Vampire Count is a Lvl 3 Wizard. He may use spells from one of the following; The Lore of Vampires, the Lore of Heavens or the Lore of Beasts.

Equipment: Hand weapon. Light armour.
Options:
•May be armed with one of the following:
-Additional Hand weapon.............................3 pts
-Great Weapon.......................................9 pts
•May upgrade Light armour to Heavy armour...........5 pts
•May be mounted on one of the following:
-Barded Nightmare..................................10 pts
-Hellsteed.........................................25 pts
-Zombie Dragon....................................245 pts
•May upgrade to a Level 4 Wizard...................35 pts
•May take a combination of Magic Items and Vampiric Powers of a total of 150 pts, but with a maximum of a 100 pts of either one category.

Von Carstein Vampire Lord (Lord) -235 pts:

Magic: A Von Carstein Vampire Lord is a Lvl 2 Wizard. He may use spells from one of the following; The Lore of Vampires, the Lore of Heavens or the Lore of Beasts.

Equipment: Hand weapon. Light armour.
Options:
•May be armed with one of the following:
-Additional Hand weapon.............................3 pts
-Great Weapon.......................................9 pts
•May upgrade Light armour to Heavy armour...........5 pts
•May be mounted on one of the following:
-Barded Nightmare..................................10 pts
-Hellsteed.........................................25 pts
•May upgrade to a Level 3 Wizard...................35 pts
•May take a combination of Magic Items and Vampiric Powers of a total of 150 pts, but with a maximum of a 100 pts of either one category.

Von Carstein Vampire Thrall (Hero) -120 pts:

Magic: None. If upgraded to a Lvl 1 wizard (see below), he may use spells from one of the following; The Lore of Vampires or the Lore of Beasts.

Equipment: Hand weapon. Light armour.
Options:
•May be armed with one of the following:
-Additional Hand weapon.............................3 pts
-Great Weapon.......................................9 pts
•May upgrade Light armour to Heavy armour...........5 pts
•May be mounted on one of the following:
-Barded Nightmare..................................10 pts
-Hellsteed.........................................20 pts
•May upgrade to a Level 1 Wizard...................50 pts
-May further be upgraded to a Level 2 Wizard.......35 pts
•May take a combination of Magic Items and Vampiric Powers of a total of 100 pts, but with a maximum of a 75 pts of either one category.
•May be the army’s Battle Standard Bearer (only one in the army) 25 pts

- Blood Dragon Vampires -

Blood Dragon Lord: M 6; Ws 9; Bs 5; S 5; T 5; W 3; I 7; A 5; LD 9

Blood Dragon Thrall: M 6; WS 7; BS 4; S 5; T 4; W 2; I 6; A 4; LD 8


Troop Type: Infantry (Character)

Special Rules: Vampire, Bloodthirst, Immortal

Aura of Martial Excellence (General only): The Blood Dragon imbues the undead close to him with a small measure of his fighting prowess.

Any Undead Infantry and Undead Cavalry unit within a 12” range of the Blood Dragon General has a +1 bonus to their WS statistic. This does not affect any Steeds.

Blade Master: The Blood Dragons whole existence revolve around bettering themselves, and whenever they encounter sufficient opposition, their blood rises and it brings forth the best in them.

When fighting in a Challenge or fighting with a Monster, a Blood Dragon Vampire gets a +1 bonus to both his To-Hit roll, and his To-Wound roll.

Magic of the Blood Dragons: Vampires of the Blood Dragon Bloodline don’t appear to be as attuned to magic as some of the other Bloodlines. This cause might be in their blood, or it might simply be the fact that all that armour they typically wear, interfere with their ability to use magic to some extent.

Blood Dragons may never Channel, and they may never select Arcane magical items of any kind.

Martial Honour: The whole existence of a Blood Dragon revolves around defeating dangerous foes in personal combat, much like the noble Knights they once used to be…

The Blood Dragon Vampire with the highest Leadership score in a combat, must always issue a Challenge, or accept one if issued.

Army List:


Blood Dragon Vampire Lord (Lord) - 255 pts:

Magic: A Blood DragonVampire Lord is a Lvl 2 Wizard. He may use spells from the Lore of Vampires.

Equipment: Hand weapon. Full Plate Armour (4+ armour save).
Options:
•May be armed with one of the following:
-Additional Hand weapon.................................4 pts
-Great Weapon...........................................12 pts
-Lance...................................................9 pts
-Morning star...........................................9 pts
•May have a Shield......................................3 pts
•May be mounted on one of the following:
-Barded Nightmare.......................................20 pts
-Hellsteed...............................................25 pts
-Zombie Dragon..........................................245 pts
•May upgrade to a Level 3 Wizard........................35 pts
•May take a combination of Magic Items and Vampiric Powers of a total of 150 pts, but with a maximum of a 100 pts of either one category.


Blood Dragon Vampire Thrall (Hero) - 130 pts:

Magic: None. If upgraded to a Lvl 1 wizard (see below), he may use spells from the Lore of Vampires.

Equipment: Hand weapon. Full Plate (4+ armour save).
Options:
•May be armed with one of the following:
-Additional Hand weapon..................................3 pts
-Great Weapon.............................................9 pts
-Lance....................................................6 pts
-Morning Star............................................6 pts
•May have a Shield.......................................2 pts
•May be mounted on one of the following:
-Barded Nightmare........................................16 pts
-Hellsteed................................................20 pts
•May upgrade to a Level 1 Wizard.........................50 pts
•May take a combination of Magic Items and Vampiric Powers of a total of 100 pts, but with a maximum of a 75 pts of either one category.
•May be the army’s Battle Standard Bearer (only one in the army) 25 pts

- The Strigoi -

Strogoi Lord: M 6; Ws 7; BS 0; S 5; T 5; W 3; I 7; A 5 (6); Ld 8

Strigoi Thrall: M6; Ws 6; BS 0; S 5; T 4; W 2; I 6; A 4 (5); LD 7


Troop Type: Infantry (Character)

Special Rules: Vampire, Bloodthirst, Immortal, Hatred (all enemies), Swiftstride

Beastial Brute: The Vampires of the Strigoi Bloodline are large, deformed and monstrous, granting them long and fearsome claws, thick hides and powerful frames.

They are not allowed to select any magical or mundane weapons or armour of any kind. They do however gain the following special rules instead; Armour Piercing attacks (claws), Extra Attack (included in profiles above) and Scaly Skin (5+).

Ghoulkin: The Strigoi are natural leaders of Ghouls and their kin, and they look to them as living gods of death. There is an instinctual bond between them, and as long as the Strigoi protect them, they overcome their fear of death, and the Strigoi himself knows he has unflinching allies to protect his back…

If a Strigoi Vampire joins a unit of Crypt Ghouls or a Ghoul Court, they gain the Stubborn special rule.

Graveyard King (General only): Sometimes, a powerful Strigoi manage to gather about him a large number of devout followers, truly believing that he is some kind of God of the underworld.

Any Crypt Ghoul or Ghoul Court unit within 6” of the General may re-roll any failed LD Tests (just as if he was a BSB).


Army List:


Strigoi Vampire Lord (Lord) - 215 pts:

Magic: A Strigoi Vampire Lord is a Lvl 2 Wizard. He may use spells from the Lore of Vampires or the Lore of Beasts.

Equipment: Claws and Fangs (Hand Weapon).
Options:
•May be mounted on the following:
-Terrorgheist........................................225 pts
•A Terrorgheist may have the following Upgrades:
-Infested.............................................10 pts
-Rancid Maw...........................................15 pts
•May take a combination of Magic Items and Vampiric Powers of a total of 150 pts, but with a maximum of a 100 pts of either one category.

Strigoi Vampire Thrall (Hero) - 110 pts:

Magic: None. If upgraded to a Lvl 1 wizard (see below), he may use spells from the Lore of Vampires.

Equipment: Claws and Fangs (Hand Weapon).
Options:
•May upgrade to a Level 1 Wizard......................50 pts
•May take a combination of Magic Items and Vampiric Powers of a total of 100 pts, but with a maximum of a 75 pts of either one category.

- Necrarch Vampires -

Necrarch Lord: M 6; WS 5; BS 4; S 5; T 5; W 3; I 7; A 4; LD 9

Necrarch Thrall: M 6; WS 4; BS 3; S 5; T 4; W 2; I 6; A 3; LD 8


Troop Type: Infantry (Character)

Special Rules: Vampire, Bloodthirst, Immortal

Beacon of Dark Magic (General only): To the older Necrarch Vampires, the real world fades into the background, as their Witch-sight gradually opens up a whole other world to them, one of magic, mystery and wonder.

A Necrarch General has a +1 to his casting rolls for all spells, and he may also roll an additional +1d6 when rolling on the miscast table, and he may select any two dice to generate the result.

Disciples of Nagash: Regardless of his area of focus, all Necrarch have Necromancy in their blood, a legacy of W’soran, the father of their bloodline.

Regardless of which Lore a Necrarch Vampire selects, he always knows the Invocation of Nehek in addition to his other spells.

Army List:

Necrarch Vampire Lord (Lord) -260 pts:

Magic: A Nacrarch Vampire Lord is a Lvl 3 Wizard. He may use spells from one of the following; The Lore of Vampires, the Lore of Death, the Lore of Heavens, or the Lore of Shadows.

Equipment: Claws and Fangs (Hand weapon).
Options:
•May be mounted on one of the following:
-Barded Nightmare........................................20 pts
-Hellsteed...............................................25 pts
-Abyssal Terror..........................................120 pts
*May be upgraded to have a Poisoned Tail.................15 pts
*May be upgraded to have Sword-claws.....................10 pts
•May upgrade to a Level 4 Wizard.........................35 pts
•May take a combination of Magic Items and Vampiric Powers of a total of 150 pts, but with a maximum of a 100 pts of either one category.

Necrarch Vampire Thrall (Hero) -155 pts:

Magic: A Nacrarch Vampire Thrall is a Lvl 1 Wizard. He may use spells from one of the following; The Lore of Vampires or the Lore of Death.

Equipment: Claws and Fangs (Hand weapon).
Options:
•May be mounted on one of the following:
-Barded Nightmare.......................................20 pts
-Hellsteed..............................................20 pts
•May upgrade to a Level 2 or Level 3 Wizard............35 pts/level
•May take a combination of Magic Items and Vampiric Powers of a total of 100 pts, but with a maximum of a 75 pts of either one category.

- Lahmia Vampires -

Lahmia Lady (Lord): M 6; WS 6; Bs 5; S 5; T 4; W 3; I 9; A 5, LD 10

Lahmia Thrall: M 6; Ws 5; Bs 4; S 5; T 4; W 2; I 7; A 4; LD 8


Troop Type: Infantry (Character)

Special Rules: Vampire, Bloodthirst, Immortal

Aura of Submission (General only): The more powerful a Lahmian Vampires is, the greater the range of her submissive powers work.

All enemy units within 12” suffer a -1 penalty to their LD, following the rules for Weaken Resolve below. This ability is not cumulative with the Weaken Resolve ability.

Seduction: The Vampires of the Lahmian Bloodline are able to influence weaker minds with but a simple look and a smile.

At the beginning of the Close Combat phase, the unit(s) in base contact with the Lahmia Vampire must take a Leadership test. Any unit which fails this test is unable to direct any attacks against the Lahmia Vampire at all for this Close Combat phase.
This ability does not affect units that have the Immune to Psychology special rule.

Weaken Resolve: Being close to the Vampires of the Lahmain Bloodline, weakens one’s mind and saps ones’ mental fortitude.

All models in base contact with one or more Lahmia Vampires suffer a -1 to their Leadership. Work out which Ld value the model would use (its own, the General’s etc) and then reduce that number by -1.

Army List:

Lahmia Vampire Lady (Lord) -210 pts:

Magic: A Lahmia Vampire Lady is a Lvl 2 Wizard. She may use spells from one of the following; The Lore of Vampires or the Lore of Shadows.

Equipment: Claws and Fangs (Hand weapon).
Options:
•May be armed with one of the following:
-Additional Hand weapon..................................3 pts
-Throwing Weapons........................................12 pts
•May be mounted on one of the following:
-Barded Nightmare........................................20 pts
-Hellsteed...............................................25 pts
•May upgrade to a Level 3 Wizard.........................35 pts
•May take a combination of Magic Items and Vampiric Powers of a total of 150 pts, but with a maximum of a 100 pts of either one category.

Lahmia Vampire Thrall (Hero) -110 pts:

Magic: None. If upgraded to a Lvl 1 wizard (see below), she may use spells from one of the following; The Lore of Vampires or the Lore of Shadows.

Equipment: Claws and Fangs (Hand weapon).
Options:
•May be armed with one of the following:
-Additional Hand weapon..................................2 pts
-Throwing Weapons........................................8 pts
•May be mounted on one of the following:
-Barded Nightmare........................................20 pts
-Hellsteed...............................................20 pts
•May upgrade to a Level 1 Wizard.........................50 pts
•May take a combination of Magic Items and Vampiric Powers of a total of 100 pts, but with a maximum of a 75 pts of either one category.
 
- Special Characters -


- Count Mannfred Von Carstein -


Count Mannfred: M 6, Ws 7, Bs 5, S 5, T 5, W 4, I 7, A 5 (6), LD 10

Troop Type: Infantry (Special Character)

Magic: Mannfred is a level 4 Wizard. He uses spells from both the Lore of Death and the Lore of Vampires.

Special Rules: Vampire, Bloodthirst, Immortal, Loremaster (Lore of Death & Lore of Vampires)

Vampiric Powers: Aura of Dark Majesty (+6” Inspiring Presence range), Fear Incarnate, Dark Acolyte, Collector of the Arcane, Summon Creatures of the Night

Magic Items:

Sword of Unholy Power: see 8.ed VC book

Armour of Templehof: A product of twisted sorcery, this construct fuses with the wearer, giving him tremendous endurance.

Magic Armour. Heavy Armour (5+ armour save). The armour grants Mannfred +1 Wound (included in the profile above), and also makes him immune to the effects of the Killing Blow special rule.

Black Staff of Undeath: Mannfred travelled to the borders of the Realms of Chaos for this staff, chasing a long lost legend. It is believed that the staff was originally created for one of Nagash’s Dark lords, perhaps by Nagash himself.

Arcane Item. Paired Weapon (with Sword of Unholy Power). Adds +1 to all Mannfred’s casting rolls. This Staff also allows Mannfred to roll twice on the Miscast table, and pick the better result.

Army List:

Count Mannfred (Lord, Von Carstein) -500 points

Options:
•May be mounted on one of the following:
-Barded Nightmare…………………………………………..10 pts
-Hellsteed………….…………………………………………....25 pts
-Zombie Dragon…………………………………………...……245 pts
•May select one Arcane Item (due to his Collector of the Arcane Vampiric Power) from the Vampire Counts army book, or the rulebook, for the cost listed.

Designer's notes:

-Removed the Master of the Black arts power from him, as this is a Necrarch only power in the Bloodline Legacies list.
-Added the Black Staff of Undeath (or Ebony Staff as it used to be called in the 6.ed). Mannfred has previously always had a magical staff, and the model still has it. The staff has in both 7.ed and 8.ed just been decoration, which has always annoyed me a bit. They could just have left it out if it was just there for show.
-Changed the armour of Templehof, as +2 wounds is a bit much combined with the Immortal special rule (or indeed with how easy it now is to heal vampires in the official 8.ed VC book for that matter). Added the Immune to Killing blow to compensate a little bit for the loss of one of those two wounds.
-Added the Zombie Dragon steed upgrade. He does ride a zombie dragon after all in the latest story to be found in hte 8.ed book.
-Note that Dark Acolyte grants +1 PD in this list, not +d3 to successful IoN roll.
-Was able to reduce him slightly in points, so that he can now actually be used (on foot) in a 2000 pts game. 3000 pts if on a Zombie Dragon...


- Victor Von Carstein, Captain of the Black Hand -


The origins of Victor Von Carstein is shrouded in mystery, even amongst the Von Carsteins. Some speculate that his rise in power amongst the aristocracy of Sylvania is due to him being a get of Mannfred himself, others think that it is because Mannfred seems to trust him slightly more than the remaining Vampires, due to his seeming lack of ambition. There is also some speculation that he could be a former Witch Hunter, which could have explained his sudden and unexpected arrival at castle Drakenhof.
Whatever the reason may be, Victor has established himself as Mannfreds right hand when it comes to waging war, replacing the late Adolphus Krieger.
Victor is quite physically intimidating, being tall, broad shouldered and with a stern expression. He has earned himself a reputation as a warrior among his own kind, as he has been charged with hunting down those Vampires not showing proper deference to Mannfred. To aid him in this, Mannfred has granted him Konrad’s former sword, quite a dangerous weapon in the wrong hands, even for their own kind.
When Mannfred goes to war, Victor has the honor of leading the infamous Black Hand cavalry, Mannfreds personal regiment of Black Knights. Although it is a high risk position, Victor seems not to care, especially when leading them against the empire, whom he for some personal reason seems to hate immensely.



Victor: M 6, Ws 7, Bs 4, S 5, T 4, W 2, I 6, A 4, Ld 8

Horst: M6, Ws 5, Bs 3, S 5, T 4, W 1, I 5, A 3, Ld 7

Nightmare: M 8, Ws 3, Bs 0, S 4, T 4, W 1, I 2, A 1, Ld 3


Troop Type: Cavalry (Special Character)

Magic: Victor is a level 2 Wizard. He uses spells from the Lore of Vampires or the Lore of Beasts.

Vampiric Powers: Aura of Dark Majesty (+3” Inspiring Presence range, only applies if he is the army’s General), Fear Incarnate, Walking Death, Might of Arms

Special Rules: Vampire, Bloodthirst, Immortal, Hatred (The Empire)

Captain of the Black Hand:

If Victor is part of the army, it must contain a unit of Black Knights. Bernhardt must deploy with this unit, and he may not leave it during the battle.

The Black Hand: The Black Hand is Mannfred’s personal regiment of Black Knights, a regiment that has always been his elite cavalry throughout the centuries.

Instead of the usual Standard Bearer, the Black Hand must select Horst to carry the unit’s standard, instead of a Black Knight. Horst carries a Hand Weapon, wears Heavy Armour, rides a Barded Nightmare, have the Vampire and Immortal special rules. Horst also wears a small piece of what used to be Mannfred’s Cloak of Darkness, but just enough so that he effectively counts as having the Spectral Steed special rule. He costs 45 points, and he may carry a magical Standard of up to 50 points.

Magic Items:

Sword of Waldenhof: This heirloom of the lords of Waldenhof Castle is spirit-possessed and bites deep when it strikes. Long ago, it was born by the infamous Konrad Von Carstein.

Magic Weapon. Hand Weapon. The Sword has the Armour Piercing and Multiple Wounds (2) special rules.

The Shroud of Darkness: Said to have been crafted from the remains of Mannfred’s original Cloak of Darkness, which almost was destroyed by a Chaos Sorcerer in the Horde of Vardek Crom, this cloak seems to shroud the bearer in darkness, making it really hard to know where exactly to aim a blow, and sometimes it temporarily seems to turn the bearer into shadow himself for brief moments of time.

Enchanted Item. All successful To-Hit rolls must be re-rolled against Victor. The Cloak also grants him (and his mount) the Spectral Steed special rule (see Black Knights).

Army List:

Victor (Hero, Von Carstein) -285 Points

Weapons: Hand Weapon.
Armour: Heavy Armour & Barded Nightmare.

Designer's notes:

The model I based him on can be found here: http://gamezoneminiatures.de/startseite/...ten-i.html
The model of Horst can also be found on the same site, featuring a banner that would work really well as the Screaming Banner.
-For those familiar with the Von Carstein Triology, Adolphus Krieger used to lead Mannfred's Black Hand, but since he is now gone (thanks to Snorri the slayer if I remember correctly), I figured there was room for someone new to step up.
-I based the idea of Victor and Horst from some non-GW models, but I can't remember the model maker's company name at the moment.
-Some might have noticed that I chose not to give Victor nor Horst a shield, and this is to stay true to the models I based them upon, and also as not to make bernhard to hard to kill.
-Host was not given a Lance for the same reason, to be true to the model.


- Walach Harkon, Grand Master of the Order of the Blood Dragon -


Fluff... Coming soon (most people probably know the jist of it in any case)

Walach: M 6, WS 9, BS 5, S 5, T 5, W 3, I 8, A 5, LD 9
Nightmare> M 8, WS 3, BS -, S 4, T -, W -, I 2, A 1 Ld -


Troop Type: Cavalry (Special Character)

Magic: Walach is a level 1 Wizard, and uses spells from the Lore of Vampires.

Special Rules: Aura of Martial Excellence, Blade Master, Bloodthirst, Devastating Charge, Immortal, Killing Blow, Magic of the Blood Dragons, Martial Honour, Vampire

Legacy of Mikael: Mikael was Walach’s battle standard bearer and favorite, until he was slain during a raid on a Sigmarite temple in Gottenburg. After this, Walach took the responsibility of carrying the standard of the Ordo Draconis humself, until a worthy successor could be found.

If Walach is included in the army, then he will be the army’s Battle Standard Bearer in addition to being the General, and he will carry the Flag of Blood Keep (see Blood Knights), and any Blood Knights in the army loose the option to carry this banner.

Shock Tactics: Walach is an ardent student of war, and he favors to take the battle to the enemy, and he is a master at seizing the initiative.

Whenever a scenario calls for a roll of to see who may choose to start the first round, an army led by Walach may re-roll the D6 to see whom goes first. If choosing who goes first is an option, then the army led by Walach will always choose to start the first turn.

Master of the Ordo Draconis: Walach is the Grand Master of the Ordo Draconis, and would never go to battle without them following him.

An army led by Walach must include a unit of Blood Knights. This unit represents the true core of the Ordo Draconis, the proudest of Walach’s Knights. This unit gets Full Plate armour (4+ save) for free. Walach must deploy with this unit, but he may later leave it if he wishes. This unit may not have a unit Standard Bearer.

Vampiric Powers: Walking Death, Dreadknight

Magic Items:

Dragons Teeth: According to Walach himself, this set of matched long sword and battle axe were a gift from Abhorash himself, both engraved with the symbols of the dragon. Both weapons are magically sharp, their edges never dull. What more can a true warrior ask for?

Magical Weapons. Paired Weapons. The Weapons grant Walach’s Attacks the Armour Piercing Quality and the Parry special rule.

The Bloody Hauberk: Vile magics has fused the blood of Walach’s victims to the armour, providing a shielding aura made by the souls of the slain and damned.

Magic Armour. The armour is a suit of Full Plate (4 + armour save), which grants him a 5+ Ward Save (which is increased to 4+ in close combat, due to the Parry save from his magical weapons).

Army List:

Walach Harkon, Grand Master of the Ordo Draconis (Lord, Blood Dragons) -495 pts


Equipment: Dragon’s Teeth, The Bloody Hauberk, Barded Nightmare.

Designer's notes:

-A bit difficult to not go overboard and yet make warrior characters balanced and useful, especially since just about everything made will be compared up against the 'Red Fury+Quickblood+Magic Weapon++' which is not the prevalent way to go for a warrior fighter in the 8.ed list.
Compared to this, he might be somewhat nerfed (vs units at least), but since he has to challenge anyway, this is a small issue. I think those kinds of vampires far exceed the fluff justification in any case (especially since quickblood is a traditional Lahmia trait, and Red Fury originally a Blood Dragon one).
-Had to drop his magic level to 1, to gt him in under 500 pts, which was quite intentional. But, this just helped get his despise towards magic a cross better, and with an Blood Knight army, spamming invocation won't be necessary nor do you any good in the bloodline legacies project, as vampires can not be healed with magic (they have the immortal special rule instead).
-Quite like the idea of having him mounted, carrying a sword and an axe, with the banner fixed to the nightmare's barding. I can see some cool conversion possibilities at least. I have no model in mind for him yet.


- Anastasia, The Crimson Bride -

Before the event which came to be known as The Storm of Chaos, Anastasia was the bride of a Blood Dragon Knight who had found her, the only remaining heir to a small piece of territory north in Kislev just bordering on the region known as the Troll Country, and made her his eternal companion.
Her Sire had been one of the remaining sixteen true Blood Knights that had sworn fealty to Wallach Harkon, whom had decided to seek out new challenges on the northern borders of Kislev, which by all accounts offered a true warrior more than enough opportunities to challenge one self.
After four years living at Anastasia’s old family estate, with her Sire taking her on “hunting” expeditions far into the Troll Country, she being a spectator while her noble knight fought and defeated beasts of all kinds, things one night took an unexpected turn which was to perhaps scar her more than even the Blood Kiss did, her Sire was slain…
This happened as a small warband of Chaos Warriors happened to cross their path. Her Sire, viewing this as another welcome challenge, stepped up and issued a challenge to their leader, a tall and graceful chaos warrior of Slaanesh. As they both drew their weapons, and began to swing them, her Sire seemed to lose his focus, and before she had time to reach, his head was struck from his shoulders.
Believing Anastasia to be a mortal woman, the chaos war band was ordered to bring her along, for sport, but as the marauders seized her and was dragging her towards their leader, something she didn’t know existed was awakened inside her, a fury and strength she did not know she possessed. She tore her captor’s arms out from their sockets in a shower of blood, before leaping towards their leader, who in his shock was pummeled to the ground, whereupon she quickly and brutally pounded his hade to a bloody paste. Seeing the sword that had slain her Sire on the ground, she picked it up and unleashed her fury upon the rest of the hesitant war band, and such was the Crimson Maiden born.
Since that fateful night she has travelled across the old world, seeking new foes to slake her thirst for vengeance which never seems to be sated. She still wears the torn gown that she wore than; caring not for her appearance and her only other possession is the sword which slew her Sire, a reminder of what she lost, as well as the instrument of her vengeance on the world.
During the Storm of Chaos she gained a somewhat mythical status in Kislev, especially amongst the women there. She saved several farmsteads and groups of fleeing refugees, when she happened to come upon their pursuers, slaughtering them without mercy before moving on. The nobility of Kislev could not spare the resources to hunt her down, and for the most part she seemed to take out her frustrations on the hordes of chaos from the north, so she was largely left alone, at least until the war ended, but at this time her mythical status among the women of Kislev was so ingrained, that no man really wanted to confront her, first off because of the disapproval from the women of the nation, and secondly, but perhaps equally or more importantly, falling at the hands of a woman, even a reputed possible Vampire, would be more shameful than it was worth.
Anastasia has since then roamed across the Old World, seeking what she once lost, not realizing that what the Blood Kiss once granted her can truly never be regained. Occasionally she finds another Blood Dragon which she accompanies for a while, but in the end they can never replace her dead Sire, so when this realization dawns on her fragmented mind, she moves on.


Anastasia M 6, WS 6, BS 4, S 5, T 4, W 2, I 7, A 4, LD 6

Troop Type: Infantry (Special Character)

Special Rules: Bloodthirst, Frenzy, Immortal, Vampire

Vampiric Powers: Beguile, Unnatural Reflexes, Red Fury

Magic Items:

Crimson Claymore: This weapon was taken by Anastasia from the Slaanesh Champion which slew her sire. It is a beautiful claymore sword covered in strange runes which draws the eye. The true power of the weapon is not revealed until the weapon is swung however; as it becomes a dazzling blur which mesmerizes those who see it.

The Weapon grants the Always Strike First special rule, as well as a +1 bonus to Strength.

Army List:

Anastasia (Hero, Blood Dragons) -225 pts

Magic: Anastasia is not a Wizard.

Equipment: The Crimson Claymore.


Designer's notes:

-Model this character is based on can be found here: http://gamezoneminiatures.de/vampire/leonora.html
-She is a Blood Dragon Hero character, a somewhat unusual one at that, not being a knight and all. Still, I think this is what spacial characters are for, creating something beyond the usual norm and rules.
-Tactically, she is good at slaying rank and file, while most blood dragons in the list are good (or even have to) challenge characters etc.


- Urzen, the Unrelenting -

Urzen is a get of the infamous Vorag, and he was once, some three-thousand years ago, Vograg’s military advisor. Since Vorag’s death, Urzen has generally kept a low profile the last millennia, but for the last few decades he has begun recruiting an army of Ghouls beneath the shadowy canopy of the Drakwald forest, and with the Empire being preoccupied with the chaos incursion of the north, he has been able to do this without attracting the kind of notice which would normally take an unfavorable interest in his endeavors.
Urzen ultimate target is Neferata herself, located at her mountain palace; but to get to her, he knows he needs a huge army, to wear down her guardians. He knows this from experience, as he has numerous times in his fury attempted to assault the Silver Pinnacle by air himself, but with little success at best. To get to her however, Urzen needs to assemble his army in quiet, in the middle of beastmen territory, then cross the Empire itself, as well as the mountains, braving the realm of the dwarfs, as well as the greenskins. For the first time in his existence, Urzen is within grasp of finally slaying Neferata, to redress the wrongs done to his bellowed master and to avenge the destruction of Strigos.
When first sired, Urzen was the size of a regular human, and he never really deformed and grew beyond this until a relatively recent incident, which involved him being stabbed by a warp-forged sword of a Chaos Champion. Normally, Vampires are quite resistant to the mutating effects of chaos, bordering on immune in fact, but this proved not to be the case this time. Whatever the reason was, whether it was the corrupted nature of the Strigoi Bloodline, or the fact that he had been feeding on corrupted beastmen blood in the deeper part of the forest for a long time before this incident; he somehow begun to lose control to the beast within. He spent more than an entire month, howling and screaming beneath the shadowy canopy of the deep woods of the Drakwald, not a thing daring to go near him. Somehow, perhaps using his ancient hatred for Neferata to narrow his focus, he was able to bring himself back from the brink of eternal madness, only to find that he was changed beyond recognition.
He now stands the height of an ogre, resembling a Vargheist more than anything else, even having great wings on his back, long scythe-like claws, and an overall bestial appearance that could frighten the most stout-hearted of men. To Urzen, all this has been a blessing in disguise…


Urzen M 6, WS 6, BS -, S 6, T 5, W 5, I 5, A 6, LD 8

Troop Type: Monstrous Infantry

Magic: Urzen is a Level 2 Wizard, and he has to use spells from the Lore of Beasts.

Special Rules: Bestial Brute, Bloodthirst, Fly, Ghoulkin, Graveyard King, Hatred (all enemies), Immortal, Vampire

Beneath Contempt: Since Urzens increase in stature, physical as well as his standing due to having more earthly power, he has begun to view most mortals as beneath him to bother with, unless some fool manage to draw his attention while he is typically lost in a red haze of slaughter, in which case the offender deserves to be casually ripped apart as an example to all others…

Urzen cannot issue a Challenge, if all enemy characters in the combat are classed as Infantry. If challenged however, he may accept as normal.

Fearsome Drillmaster: Urzen has always been a great believer in strict discipline and training, a notion that he has somewhat successfully drilled into the ghouls at his camp, probably more die to his frightening stature and violent temper more than anything. He works them so hard, that when they finally get to see battle, they yearn to let loose their suppressed anger and frustration upon those they are told are ultimately responsible for their suffering.

Up to half the units of Crypt Ghouls and Strigoi Court combined (rounding up) may be upgraded with the Hatred (all enemies) special rule, at +2 points per model.

Vampiric Powers: Supernatural Horror, Hulking Monstrosity, Red Fury

Magic Items: None.

Army List:

Urzen the Unrelenting (Lord, Strigoi) -415 pts

Equipment: None.

designer's notes:

-Urzen is designed to be the naturally toughest, most brutal close combat character in the list, a fact that really comes forth when he charges, as he can potentially have 12 S6 (without magic), Armour piercing attacks at WS 6 combined with Hatred, and a Stomp attack as well. That should put the fear into most enemies.
-he is monstrous infantry, which makes him have something very unique, a good synergy with the Vargheists, which brings with it some new tactical options.
-As far as a model goes, I think doing some sculpting on a Vargheist using green stuff would be the best way to represent him, as I have not found a really suitable model.


- Zacharias the Everliving -

See 6.ed VC boo for a description.

Zacharias; M 6, WS 5, BS 4, S5, T 5, W 3, I 7, A 4, LD 9

Troop Type: Infantry (Special Character)

Magic: Zacharias is a Level 5 Wizard (because of the Book of Nagash), and he knows all six Lore of Vampire spells (because of the Disciple of Nagash vampiric power). He always uses spells from the Lore of Vampires.

Special Rules: Bloodthirst, Vampire

Blood of the Dragon: Zacharias has drained the blood of his mighty steed, and this has made him quite powerful, and less vulnerable to the usual weaknesses of Vampires, even to the craving for blood.

All successful To Wound rolls versus Zacharias must be re-rolled. This replaces the Immortal special rule.

Vampiric Powers: Beacon of Dark Magic, Disciple of Nagash, Dark Acolyte, Master of the Black Arts

Magic Items:

Book of Nagash: This is a copy of one of the fabled Nine Books of Nagash, the most potent necromantic tomes the world has ever seen.

Arcane Item. While Zacharias the Everliving has the Book of Nagash his Wizard Level is increased to 5. If the Book of Nagash is destroyed, then Zacharias immediately loses a Wizard Level, including a randomly determined spell (not Invocation of Nehek).

Staff of Kephamon: This ancient staff hails from the sands of Araby, and it has the power to shoot forth a meteor-like black cloud, that turn its targets to dust.

Enchanted Item. Bound Spell (Power Level 4). If cast successfully, this item casts a magic missile spell with a range of 18”. It inflicts a single S 4 hit with no armour save, on all enemy models in its path.
The Staff counts as a magic hand weapon in close combat.

Circlet of Rathek: The jewel in the centre of this unholy object has the power of invoking on the bearer the protection of the lost gods of ancient Nehekhara.

Talisman. The Circlet grants Zacharias a 5+ Ward Save vs. all missile attacks (even magic missile type spells).

Army List:

Zacharias the Everliving (Lord, Necrarch) -500 pts:

Equipment: Staff of Khepamon (Hand weapon).
Options:

• Zacharias may ride a Zombie Dragon………………………….. ….245 pts


- The Viviesctionist -

Background: coming soon...

M 6, WS 4, BS 3, S 5, T 4, W 3, I 6, A 3, LD 8

Troop Type: Infantry (Special Character)
Magic: The Vivisectionist is a level 2 Wizard. He knows Invocation of Nehek and 2 more spells from the Lore of Vampires and 2 spells from the Lore of Metal.

Special Rules: Bloodthirst, Immortal, Vampire

Alchemist Extraordinaire: Before he became a Vampire, the Vivisectionist was a member of the Gold College of wizardry in Altdorf, and a very promising, if somewhat eccentric Alchemist.

The Vivisectionist knows two spells from the Lore of Metal in addition to his Lore of Vampire spells.

Supreme Flesh Crafter: With his background in alchemy, and his natural genius when it comes to matters of dead flesh and how to use alchemy and metallurgy to improve upon it, the Vivisectionist has earned himself a formidable reputation as far has his undead creations go, not to mention their formidability on the battlefield.

One unit of Necrarch Abominations in the army may be selected as the Vivisectionist’s personal project. This unit gains a 4+ armour save, at +5 points per model.

Vampiric Powers: Beacon of Dark Magic (only if he is the army’s General), Disciple of Nagash, Sewer Rat

Magic Items:

The Shroud of Unfortunate Victims: This is a tattered cloak stitched together from the various tortured victims of the Vivisectionist throughout the decades. For whatever reason, it seems to have absorbed the dread and the sheer panic from the spirits of its victims, and all those near can feel it in their guts, much to the Vivisectionists amusement.

Magic Armour. The wearer causes Terror, and counts as having the Scaly Skin (5+) special rule. It does not interfere with the Vivisectionists ability to cast spells.

Disintegrating Liquid: This is a cunningly constructed crystal tube, about two feet long and half a foot wide. Dormant within it, lies a concoction of troll stomach acids and various other dangerous chemicals; that when shaken produce a rapidly rising pressure, with only one easy way out, through the seal at one end…

Magic Weapon. One use only. Slow to Fire. The attack uses the teardrop-shaped template, and any model touched by it suffer a S5 hit, causing D3 wounds, with the Flaming Attacks and Armour Piercing special rules. Due to traces of Warpstone dust in the mix, the attack also counts as magical.

Army List:

The Vivisectionist (Hero, Necrarch) -275 pts:


Magic: The Vivisectionist is a Level 2 Wizard.

Equipment: Unhygienic Surgical Tools (counts as having the Poisoned Attacks and Extra Attack special rules).

Options:
• The Vivisectionist may be mounted on one of the following:
-Hellsteed……………………………………………………………...30 points
-Corpse Cart………………………………………...…………………. 90 points
See VC book page 92 for profile and options. The Vivisectionist replaces the Corpsemaster.


- Arzu Banu, The Queen’s Wrath -

Arzu Banu is the mistress of the Lahmian Furies of the Silver Pinnacle, and Neferata’s most favored executioner.
None know where Arzu Banu came from, but it is believed that she was and is the first of the Lahmian Furies and that she hails from the far-east. One night, she and a few dozen Furies showed up at the peak of the Silver Pinnacle, were allowed to enter as if she was an old acquaintance, and willingly bowed her knee to her Queen.
Amongst the Lahmians, she has earned a fearsome reputation, having killed and fed on Vampires multiple times, for real or imagined slights against her beloved queen. She is the favored assassin or executioner of Neferata, but sometimes she is also used as a messenger when she needs to get the implications of failing her across to one of her subjects..
Arzu Banu resembles a tall, athletic looking woman, with cloven hooves for legs, with bat-like wings and a wicked feral beauty hard to resist for most.


Arzu Banu M6; WS 7, BS 4, S 5, T 4, W 2, I 7, A 4, LD 8

Troop Type: Infantry (Special Character)

Magic: Arzu Banu is not a Wizard.

Special Rules: Bloodthirst, Fly, Hatred, Immortal, Lightning Strike (see Lahmian Furies), Vampire

Dragon Blood Tatoo: To protect her from the vile magic’s of her enemies, Neferata has personally inscribed these most secret of symbols in dragon’s blood on the flesh of Arzu Banu.

Arzu Banu has the Magical Resistance (2) special rule.

Vampiric Powers: Weaken Resolve, Beguile, Kinslayer, Might of Arms

Magic Items:

Blade of Retribution: This huge curved scimitar is a legendary blade from the east. Known as the blade of retribution, it immediate smolders when swung in anger, feeding off the user’s anger to feed its powers, and in the hands of Arzu Banu, it blazes as if it came straight from the forge from which it was made…

Magic Weapon. The blade wounds all enemies automatically on a D6 roll of 2+. It also has the Flaming Weapon special rule and all successful armour and Ward Saves taken by wounds caused by this blade, must be re-rolled.

Army List:

Arzu Banu (Hero, Lahmian).................................250 points:
Magic: None.
Equipment: None.
Options:
• None.

Designer's note:

This character was based on this model:
http://www.freebooterminiatures.de/en/catalog/43

She is designed to be the the "leader" of the Lahmian Furies, and a unique Hero Option to give them a boost if needed.
 
- Krell, Lord of Undeath -

See p. 59 of the Vampire Counts book, and the last book of the Sigmar trilogy series.

Krell: M 4, Ws 5, BS 0, S 5, T 5, W 4, I 5, A 4, LD 9

Troop Type: Infantry (Special Character, Wight King)

Special Rules: Hatred (Dwarfs), Terror, Undead

Slaughterman: Krell’s style of fighting is somewhat unique, as he simply wades fearlessly into enemy formations, protected by his stature and formidable armour, swinging his enormous axe in wide arcs, slaying a handful of foes with each swing, creating a gruesome display of slaughter, which only seems to generate more carnage as more enemies surround him.

Krell also gains a number of Extra Attacks equal to the Rank Bonus of the unit he is facing (even if their rank bonus does not apply towards combat resolution due to disruption), but these additional attacks can only be used against the unit itself, and not against any Character that has joined the enemy unit. Krell can never join a unit, not even the Doomed Legion.

The Doomed Legion: Unlike most Wights, Krell’s soul was already sworn to the dark gods upon his death, and the necromantic skill and power required to once again summon and bind Krell’s soul to his corpse could only have been achieved by the Great Necromancer himself. The result of this, is a terrible Wight with the ability to sustain a limited number of undead on his own.

Any army which includes Krell, also have to include a unit of Grave Guard which represents Krell’s infamous Doomed Legion. This Grave Guard unit has the following special rules which apply to it:

• The Doomed Legion can always use Krell’s Leadership value for all tests as long as Krell is within 12”.
• The Doomed Legion does not begin to crumble if the General dies as normal, but instead begins to crumble if Krell is slain, using the same rules as for a slain general.
• If the Doomed Legion is part of the same close combat as Krell, all To-Wound rolls of ‘1’ by the Grave Guard of the Doomed Legion, can be re-rolled.
• The Doomed Legion can never be joined by a character with the Vampire special rule.
• The Doomed Legion cannot select the Drakenhof Guard upgrade.

Magic Items:

Armour of the Barrows: This suit of blood red chaos armour, was gifted to Krell by Khorne thousands of years before the reign of Sigmar. Krell is bound within it, and any damage done to it, slowly repairs itself over time, and the armour leeches magic from any weapon striking it, and protects Krell against magic in all forms.

Magic Armour. The Armour of the Barrows confers a 2+ armour save and a 5+ Ward Save against all magical attacks. Any successful Ward Save against attacks in close combat by any Magical Weapons, will rob the magical weapon of its properties, turning it into a non-magical weapon. Krell is so strongly bound to his armour, that he can never lose his last wound due to the Unstable special rule, or due to crumbling as a result of the death of the General.

The Black Axe: The Black Axe is a huge, ancient obsidian axe, which Krell has carried for thousands of years. The axe is double dangerous, because even the slightest scratch is enough to kill, as obsidian splinters find their way to the victim’s hart through non-mortal wounds.

Magic Weapon. Requires Two Hands. The Black Axe confers a +2 Strength in close combat, and it has the Always Strikes Last and the Heroic Killing Blow special rules. In addition to this, any successful Ward Saves against attacks made by the Black Axe, must be re-rolled.

Army List:

Krell (Hero) -335 pts

Krell may be selected as a second Lord option in a Grand Army. He may never be the army’s General.

Equipment: The Black Axe and Armour of the Barrows.

Options:

•May be mounted on one of the following:
-Barded Nightmare…………………………………………………….20 points
-Abyssal Terror………………………………………………………..120 points
*May be upgraded to have a Poisoned Tail…………………………..15 points
*May be upgraded to have Sword-claws……………………………...10 points
 
- Core -


- Barrow Riders -

The Barrow Riders mostly hail from the time before Sigmar’s reign, before iron was used for weapons and people buried their dead in hills, or barrows with their earthly possessions, such as their weapons, armour and steeds.
Unlike the Wights, whom often are the remains of heroes of old, the Barrow Riders are normal Skeletons, from all manner of nations, both existing and long lost ones.
As time has passed, these have become harder and harder to find, the main reason being that most of them have long since been found by grave robbers etc, since their resting places were neither as well hidden or well protected as that of the Black Knights and other Wights.
The Blood Dragons however, often keenly study ancient history and myths hoping to find proof that such regiments were part of a battle of note at one time or another, and if they are diligent enough, they sometimes come across old barrows containing such warriors, and they use them to increase the number of knights in their armies.
On the battlefield, the main use of the Barrow riders is to support the heavy cavalry, and to harass the flanks of the enemy’s army.


Barrow Rider: M 4, Ws 2, Bs 2, S 3, T 3, W 1, I 2, A 1, LD 3
Barrow Chieftain: M 4, Ws 2, Bs 2, S 3, T 3, W 1, I 2, A 2, LD 3
Skeletal Steed: M 8, Ws 2, Bs -, S 3, T -, W -, I 2, A 1, LD -


Troop Type: Cavalry

Special Rules: Undead

Synergic Augmentation: Barrow Riders are very easily controlled once raised and as former warriors, they draw upon the combat instincts of their leader to some extent, especially those which are natural wielders of Dark Magic.

If a unit of Barrow Riders is joined by a model with the Vampire special rule or a character with the Lore of Vampires magic lore, the unit gets a +1 bonus to all WS and BS rolls made To Hit.

Army List:

Point cost: 11 Points per model
Unit Size: 5+
Weapons: Hand Weapon, Spear
Armour: Light Armour, Shield
Options:

• May upgrade a Barrow Rider to a Standard Bearer………………………….10 points
• May upgrade a Barrow Rider to a Barrow Chieftain…………………………10 points
• My upgrade a Barrow rider to a Musician…………………………………….10 points
• The unit may upgrade their Light Armour to Heavy Armour…….....2 points/model
• One unit of Barrow Riders in the army may have a magic banner that cost 25 points or less.


- Dire Wolves -

Dire Wolves: M 9; Ws 3; BS 0; S 3; T 3; W 1; I 3; A 1; LD 3 
Doom Wolf M 9; Ws 4; BS 0; S 4; T 3; W 1; I 3; A 2; LD 5


Troop Type: Warbeasts

Special Rules: Dead Flesh, Undead, Vanguard, Slavering Charge (see 8.ed VC book)

Upgrades:

Unearthly Howl: When not sneaking up on their prey, Dire Wolves succumb to their natural instincts when close to enemies; howling like they did when alive; except now with ruined throats and empty lungs.

Their howling is so unnatural, that enemies that have a unit of Dire Wolves within 8” at the start of their turn, must roll one extra dice, and select the two highest, when testing to see if they can March, Rally or Reform.

Pack Leader:

If a Doom wolf is included in the unit, Dire Wolves may March, regardless if they are within the General’s Inspiring Presence range or not. The Doom Wolf also counts as a champion for all intents and purposes.

Army List:

Point cost: 9 points per model
Unit Size: 5-20
Weapons & armour: Fangs (hand weapon). No armour.
Options:
 
• Dire Wolves may have the Unearthly Howl upgrade.....2 pts per model.
* May upgrade one Dire Wolf to a Doom Wolf. Von Carstein only...20 points.


- Crypt Chouls -


Crypt Ghoul M 5; Ws 3; Bs 0; S 3; T 3; W 1; I 3; A 1; LD 6
Crypt Ghast M 5; Ws 3; Bs 0; S 3; T 3; W 1; I 3; A 2; LD 6


Troop Type: Infantry

Special Rules: Alive, Fear, Poisoned Attacks, Strider, Swiftstride

Animalistic: Crypt Ghouls care not about silly notions such as pride, honor and the well-being of their brethren, and as such it is near impossible of unifying them to a larger degree.
Ghouls can never benefit from the Battle Standard Bearer’s Hold your Ground special rule.


Swarming Vultures: Crypt Ghouls are very opportunistic once an easy opportunity for raw meat presents itself, and as long as they take little harm, they can be quite hard to get rid of, loosing themselves in a feeding frenzy…

A unit of Crypt Ghouls may re-roll their To-Hit rolls in close combat if they are attacking an enemy unit in its Flank or Rear. Additionally, if they are part of a winning side on a close combat, and the enemy does not flee, the Crypt Ghouls gains the Frenzy special rule until the end of the next player’s turn.

Upgrades:

Crypt Stalkers: (Strigoi only) With the number of Ghouls which a Strigoi typically surrounds himself with, there are always some that will possess abilities and attributes which separates them from the herd. One of the things that the Strigoi value highly, is the ability to stay concealed from other vampires as well as the humans that could actually turn out to be a threat, yet they need both fresh captives when times are bad, and also the occasional news from the world outside. This is something the Stalkers excel at, and when the Strigoi do go to war, these skills are put to good use.

One unit (or two in a Grand Army) of up to 20 Crypt Ghouls, which does not include a character among them, may have the Scout special rule.

Army List:

Point Cost: 5 points per model
Unit size: 10+
Equipment: Poisoned Claws (Hand Weapon). No armour.
Options:

• May be led by a Crypt Ghast............................10 points
• One unit in the army, may be upgraded to Crypt Stalkers....2 points per model. Strigoi only.


- Skeleton Warriors -

Skeleton Warrior: M 4; Ws 2; BS 2; S 3; T 3; W 1; I 2; A 1; LD 3
Skeleton Champion: M 4, Ws 2, Bs 2, S 3, T 3, W 1, I 2, A 2, LD 3


Troop Type: Infantry

Special Rules: Undead

Synergic Augmentation: Skeleton Warriors are very easily controlled once raised and as former warriors, they draw upon the combat instincts of their leader to some extent, especially those which are natural wielders of Dark Magic.

If a unit of Skeleton Warriors is joined by a model with the Vampire special rule or is within 6” of someone who has the Lore of Vampires magic lore, the unit gets a +1 bonus to all To Hit rolls (close combat and ranged).


Upgrades:

Lahmian Phalanx (Lahmia only): The Warriors of ancient Nehekarha were masters at fighting with spears and shields, their spearmen being the core of their armies. When going to war, a Lahmian may find herself fortunate enough to be loaned one unit of these ancient warriors, by her queen, dispatched from the Silver Pinnacle in all haste.

A Unit with this upgrade must fight with Spears and Shields, but also counts as having the ‘parry’ rule. The unit of skeletal warriors may also have a total rank bonus of +4. A unit with this upgrade, may never be increased to beyond it's original number of models.

Army List:

Point cost: 6 points per model
Unit Size: 10+
Weapons: Hand Weapon OR Spear
Armour: Light Armour and Shield

Options:

• May upgrade a Skeleton Warrior to a Standard Bearer.....10 points
* May upgrade a Skeleton Warrior to a Champion............10 points
*May upgrade a Skeleton Warrior to a Musician.............10 points
• One unit of Skeletal Warriors in the army may have a magic banner that cost.................................................25 points
• Any unit in the army may be upgraded to a Lahmian Phalanx..1 point per model. Lahmia Bloodline only.


- Sylvanian Militia -

Sometimes, when a Vampire of Sylvania goes to war, the Vampire brings along any of the “cattle” to fight as well. They are them men of the villages and farms that are physically in decent condition, although their training in matters of warfare is lacking.
On the battlefield, they are typically gathered together in one large regiment, to help prevent them panicking as easily, and while one would perhaps think that they would be used as a sacrificial unit, to be raised again as zombies, their value as an easily accessible blood supply for the vampires of the army more often than not prevents them from being used this way, unless the general gets desperate at least.
Lacking in proper military training, it is not uncommon for Vampires to arm them with bows, as most of the men of Sylvania have some experience of having to hunt to make a living. This has proven to be a good option, as the undead are much preferred in the main battle line due to their reliability in any case, and the undead have always traditionally lacked any kind of a missile support for their troops.


Sylvanian Militia: M 4, Ws 2, BS 3, S 3, T 3, W 1, I 3, A 1, LD 6
Sergeant: M 4, WS 2, BS 4, S 3, T 3, W 1, I 3, A 1, LD 6


Troop Type: Infantry

Special Rules: Alive

Blood Supply: One of the main reasons for Vampires to bring along mortals to a battle, is the ease of which they have access to what they need most, the blood of the living. In desperate times, a Vampire will turn upon his own to feed.

A Vampire Character who has joined a unit of Sylvanian Militia can restore any lost wounds at the start of a Vampire Player turn, by sacrificing/killing d6 models of Sylvanian Militia for each wound he wishes restored. This may cause a Panic Test following the normal rules. If panicked, the unit will flee directly backwards, leaving the Vampire where he stands.

Army List:

A Von Carstein army may include one unit of Sylvanian Militia, or two units in a Grand Army.

Cost: 5 points per model
Unit Size: 10+
Weapons: Hand Weapons and Bows.
Armour: None.
Options:
• May upgrade one Sylvanian Militia to a Sergeant………………………..10 points
• May upgrade one Sylvanian Militia to a Musician………………………..10 points
• May upgrade one Sylvanian Militia to a Standard Bearer………………..10 points
• The entire unit may be equipped with Long Bows……………….1 point per model
• The entire unit may be equipped with Light Armour…………...1 point per mode

- Zombie Horde -

M 3; WS 2; BS 0; S 2; T 3; W 1; I 1; A 1; LD 2

Troop Type: Infantry

Special Rules: Always Strikes Last, Dead Flesh, The Newly Dead (see VC book, p.34), Undead

Relentless Tide!: Zombies press on, without any concern for themselves or their fellow zombies at all, making them a very daunting prospect to face if the Zombies outnumber their foes.

A Zombie Horde unit counts as having the Fight in Extra Ranks special rule. Note that Horde here refers to the unit name, not the Horde special rule.
If a Zombie Horde has more models in their front rank, than the total number of enemy models facing their front, then each combat resolution point for having additional ranks are doubled, to a maximum of +6.

Braaains!: Unlike most other undead, a zombie is summoned back to an undead existence in a rather crude fashion, leaving it with only very base instincts to guide it, and for them to have much of a practical use, they need to be controlled more closely.

If a unit of zombies don’t start a turn within their General’s Inspiring Presence range, or is within 6” of a Character with the Lore of Vampires spell lore, the unit immediately gets a free Reform which it must use to turn towards the closest enemy unit (measured before the unit is turned). The zombie horde also counts as having the Random Movement (2d6) when not controlled by the General, and when they Pursue fleeing enemies.
Zombies may only be joined by characters with the Undead special rule.

Zombies may only be joined by characters with the Undead special rule.


Upgrade:

Slaughtered Kin: The Horde of Zombies consists of former families and friends of the enemy, or they might have been good allies or even fellow soldiers of a Vanguard force or former army. Needless to say, this is quite a morale undermining experience.

Enemy units in base contact with a Zombie Horde with this special rule, suffer a -1 to their LD (after all other modifiers, such as for the general’s Inspiring Presence rule etc).

Experiments (Necrarch only): These Zombies are a personal pet project of one of the Necrarchs in the army, and while the effect may vary somewhat, they are always more potent than regular zombies.

For each Necrarch Lord or Hero in the army (including special characters), one Zombie Horde unit may select the Experiments upgrade, which allows the unit to select two of the following special rules below:

• Arachnid Host –gains D6 S1 automatic hits at I 3, for each full rank of five or more models in the unit, beyond the first. These hits may be targeted at only one enemy unit in base contact with the Zombie Horde each round of close combat.
• Beweaponed Extremities –gains Armour Piercing attacks special rule
• Enhanced Primal Instincts –gains the Vanguard special deployment rule, and may re-roll one of the dice for determining the Random Movement due to the Braaaains! special rule”.
• Walking Torches –Unit gains the Flaming Attacks special rule, but also takes D6 S4 hits at the end of each friendly turn. This ability can only be activated by a Necrach Vampire Character that is within 3” at the start of a friendly turn, or if the unit is wounded by an attack with the Flaming Attacks special rule.
• Mechanical Reinforcements –gains a 5+ Armour save
• Necrarch Pride –gains a Standard Bearer, with the option of selection a magical banner of 25 points (paid for as normal).

Any Zombie horde with the Experiments upgrade, loose the “The Newly Dead” special rule, and can never be raised to beyond their starting number of models. The unit also has a new unit Size of 20-50.

Army List:

Point Cost: 4 points per model
Unit size: 20+
Weapons and Armour: None (hand weapons).

Options:

* May have the Slaughtered Kin special rule...........20 points
•A Zombie Horde may have the Experiments upgrade.....2 points per model. Necrarch only.
 
- Special -

- Blood Knights -

These once honorable knights vowed to defend the nation of their birth a long time ago, but these vows were rendered moot as their new existence gradually overwhelmed them, and new, darker vows were made. Common for all Blood Knights, is that they were given the honor of joining their master in eternity, on account of their impressive martial abilities, and when they come together, there are virtually no foe that they cannot overcome.
Most Blood Knights hail from the once proud Knightly order of the Ordo Draconis, which held the Blood Keep in the sloped of the Grey mountains. This Knightly order was destroyed in a single knight, by the infamous Wallach Harkon, a descendant from Aborash himself, the original Blood Dragon.
Not all Blood Knights descend from the Ordo Draconis however, as many once honorable knights from the realm of Bretonnia and other human nations have also been infected by the curse of vampirism over the centuries. In times of war, a mighty Vampire might try to gather them together, to form an elite unit of knights, often accompanying a Vampire Lord to war.


Blood Knight: M 6, Ws 6, Bs 3, S 5, T 4, W 1, I 5, A 2, LD 7
Kastellan: M 6, Ws 6, Bs 3, S 5, T 4, W 1, I 5, A 3, LD 8
Nightmare: M 8, Ws 3, Bs 0, S 4, T 4, W 1, I 2, A 1, LD 3


Troop Type: Cavalry

Special Rules: Devastating Charge (Blood Knights only), Immortal, Vampire

Broken Vows: The Blood Knights were once proud knights from the lands of men, but they broke their knightly vows once they became Vampires, and the beast within corrupted them. Each and every one of them is a disgrace and stain upon the honor of all noble knights, and those with aspirations of becoming one.

All Empire and Bretonnia Cavalry models (riders only) suffer from Hatred towards the Blood Knights.

Martial Honor: The whole existence of a Blood Dragon revolves around defeating dangerous foes in personal combat, much like the noble Knights they once used to be…

The Blood Dragon Vampire with the highest Leadership score in a combat, must always issue a Challenge, or accept one if issued.

Upgrades:

The Flag of Blood Keep: This ancient banner carries the symbol of the Ordo Draconis, the once knightly order based at Blood Keep, the image of a dragon. The Knights which carry this banner to battle are the original disciples of Walach Harkon, the master of the Blood Keep. They hold the same disdain for ranged weapons now that they did in mortal life, a disgust exemplified by the enchantments woven into the banner.

A unit of Blood Knights with the Flag of Blood Keep upgrade gains a 4+ Ward Save against all ranged attacks of Strength 5 or more.

Army List:

Cost: 43 points per model
Unit Size: 4+
Equipment: Hand Weapon, Heavy Armour, Shield and Barded Nightmare.

Options:

• May upgrade one Blood Knight to a Kastellan………………………………….15 pts
-the Kastellan may be given a magic weapon worth up to……………………..25 pts
• May upgrade one Blood Knight to a Standard Bearer……………………….…10 pts
-May have a magic standard worth up to………………………………………..50 pts
-If a magic standard is not taken, one unit of Blood Knights in the army may take the Flag of Blood Keep…………………………………………………………….45 pts
• May upgrade one Blood Knight to a Musician…………………………………..10 pts
• The entire unit may take Lances……………………………………5 points per model


- Fell Bats -

Fell Bat: M 1; WS 3; BS 0; S 3; T 3; W 2; I 3; A 2; LD 3

Troop Type: Warbeast

Special Rules: Dead Flesh, Fly, Undead, Skirmish

Death from Above!: Fell Bats specialize in swooping down from the dark shroud inevitably covering an undead army, swooping over their surprised victims, grabbing a target and then flying back up and dropping the victim from a deadly height, crushing them to a digestible pulp.

When a unit of Fell Bats declares a Charge move, the unit being charged must immediately roll an Initiative Test. If successful, the unit may declare charge reactions as normal. If failed, the unit may only select the ‘Hold’ action, and all attacks from the Fell Bats counts as having the Killing Blow against Infantry, Cavalry, Warbeasts or War Machine units for the first round of close combat.

Upgrades:

Beloved Pets (Strigoi only): Some Strigoi vampires treasure their Fell Bats, and periodically nurture them on their own vampiric blood, transforming them, making them even more monstrous, tough and hateful.

The Fell Bats attacks count as having the Armour Piercing quality, the Hatred (all) special rule and the Scaly Skin (5+) special rule.

Army list:

Cost: 18 points per model
Unit size: 2+
Weapons: Fangs and Claws (Hand Weapons)
Armour: None
Options:

• One unit in the army may be upgraded to Beloved Pets……………..5 points per model



- Grave Guards -

Grave Guard: M 4, Ws 3, Bs 0, S 4, T 4, W 1, I 3, A 1, LD 6
Seneschal: M 4, Ws 3, Bs 0, S 4, T 4, W 1, I 3, A 2, LD 6


Troop Type: Infantry

Special Rules: Killing Blow, Undead

Upgrades:

Drakenhof Guard (Von Carstein only): The ancient Drakenhof Guard are the most fearsome of all Grave Guard in the world, standing taller than the others, as well as wearing armour inscribed with necromantic incantations of warding. Normally, they stay at Castle Drakenhof, where they and their gear of war slowly absorb the dark magic to enhance themselves. The Drakenhof Guard’s loyalty are always to those sitting on Castle Drakeenhof’s throne.

The Drakenhof Guard have magical attacks, and their armour is a Heavy Armour (5+ save), with a 6+ Ward Save. The ward save can be combined with a Parry save, following the normal rules for Parry saves, in which case it will grant a 5+ Ward Save in close combat.

Army List:

Point cost: 11 pts/model
Unit Size: 10-30
Weapons: Hand Weapon
Armour: Heavy Armour & Shield

Options:

• May upgrade one Grave Guard to a Seneschal…………………….10 pts
• May upgrade one Grave Guard to a Standard Bearer…………….10 pts
• May upgrade one Grave Guard to a Musician………………………10 pts
• The entire unit may replace shields for great weapons…….1 points per model.
• May take a Magic Standard worth up to……………………………50 pts
• One unit of Grave Guards may be upgraded to Drakenhof Guard. Von Carstein only....3 points per model


- Lahmian Furies -

At the Silver Pinnacle, Neferata’s own stronghold, there exist a separate sub-species of Vampire, whose origins are shrouded in mystery. It is believed that they are Lahmians, perhaps a pet project of Neferata herself, but some whispers also that they hail from eastern lands where it is believed that some of the earliest vampires once fled too.
Whatever the case may be, Neferata is not sharing her secrets, but she has certainly found a use for them. The Lahmian Furies, are all winged female vampires, and they also have other beastial features, which some speculate is a more physical representation of the beastial side within. The Lahmian Furies are quite aggressive, and seem to revel in causing as much bloodshed as possible, once they first get the smell of spilled blood in the air.
Because of their physical appearance, as well as their less than balanced psyche, they cannot hide in human society as other Lahmians, which is why they reside at the silver Pinnacle, where they act as scouts and messengers for their queen, when they are not sent to punish someone on Neferata's behalf, or on rare occasions, are sent to aid one of the Queens loyal subjects for a particular task or battle.


Lahmian Fury: M 6; WS 5; BS 3; S 5; T 4; W 1, I 6; A 2; LD 7
Lahmian Domina: M 6, WS 5, BS 3, S 5, T 4, W1, I 6, A 3, LD 8

Troop Type: Infantry

Special Rules: Fly, Hatred, Immortal, Skirmish, Vampire, Weaken Resolve (see Lahmian Vampires)

Lightning Strike: Lahmian Furies move with blinding speed, even for vampires, and they use their wings and speed to dart in and out of combat, striking from odd angles, before suddenly vanishing as quickly as they appeared.

All attacks directed at a Lahmian Fury (including Domina) in close combat suffers a -1 to their To Hit rolls in the turn that they Charge.
Lahmian Furies may also choose to break from combat voluntarily once combat resolution has been resolved and any break test(s) have been taken. If they do so, the Lahmian player can force the enemy player to re-roll one of the dice for determining pursuit distance.

Army List:

Cost: 30 points per model
Unit Size: 3-10
Weapons: Hand weapons (claws and fangs mostly)
Armour: None
Options:
• May upgrade one Lahmian Fury to a Domina………………………….….15 points
-The Domina may have the Beguile vampiric power………………………15 points


- Lahmian Minions -

The Lahmian sisterhood is spread out all over the Old World, with a vast network of Lahmians hiding in human society, surrounded by a small number of loyal human henchmen, whom also act as their easily accessible blood-supply, servants and loyal protectors.
These humans are typically duelists, young rakes, and lesser knights and free lances or whomever else the Lahmian Vampire that is their mistress has managed to turn into a willing slave.
Common for all these minions however, is that they have caught the eye of the Lahmian on the merits of their martial skills at some point, and while they may not be proper warriors or trained to fight in disciplined ranks, the sisterhood of the Lahmians still find a use for them when called for.
On the battlefield, the mortal minions of the Lahmians are typically kept away from the main battle-line, as not to confuse them as far as their loyalties go overly much and typically play to their strengths and to take on more of a flanking role. As most minions lack any formal military training, they tend to attack in a more haphazard manner, but they are still pretty effective due to their individual level of skill. The biggest weakness of the Lahmian Minions on the field of battle, tend to be their relative weak-mindedness, an unfortunate by-product of the Lahmians utter domination. It also complicates matters a bit that the Minions are not loyal to the army as a whole, but only to their own vampiric mistress.
Sometimes a powerful Lahmian places one of her own progeny in control of some of her minions, particularly if she has many, and sometimes lesser Lahmians do have such retinues on their own, which they are allowed to lead during battle, but most commonly is for the Vampire to stay safe behind the proper army, while her selected champion lead her Minions, striving for her praise and affections…


Lahmian Vampire: M 6, Ws 4, BS 4, S 5, T 4, W 1, I 6, A 2, LD 7

Lady's Champion: M 4, Ws 4, BS 4, S 4, T 3, W 1, I 4, A 2, LD 6

Minion: M 4, Ws 4, BS 3, S 3, T 3 W 1, I 3, A 1, LD 6



Troop Type: Infantry

Special Rules: Alive (Minions only), Immortal (Lahmian Vampire only), Vampire (Lahmian Vampire only), Weaken resolve (Lahmian Vampire only), Skirmish

Upgrades:

Imperial Rakes: The seduced sons of the lower aristocracy and the wealthy burghers make for dangerous bodyguards. Not only are they skilled duelists, but they are also well equipped to duel for the lady’s honor, both at close quarters and at range.

The Imperial Rakes carry a Pistol in addition to their Hand Weapon, and the Lady’s Champion may carry a Brace of Pistols and he wears a suit of Full Plate armour (4+ save). The unit has the Scout special deployment rule.

Bretonnian Gallants: The Lahmians love to glamour and fool young impetuous knight errants and squires, as their code of honor is so easy to exploit.

The Minions count as Stubborn, and the Lady’s Champion has an LD of 7, and carries a Great Weapon. They also gain Heavy armour and Shields.

Estalian Diestros: The Lahmians of Estalia tend to favor the protection of the warriors known as Diestros, as they easily blends into society and are very skilled at close quarter fighting, where they employ a fighting technique relying on speed and skill, instead of armour and they prefer light swords and daggers.

Estalian Diestros have an Additional Hand weapon, but loses the Light Armour. Estalian Diestros have the Parry special rule, even though they are not armed with a Shield. The Lady’s Champion may make one attack each close combat round that counts as having the Killing Blow special rule. The unit has the Vanguard special deployment rule.

Tilean Rogues: The Tilean City-States are full of underhanded criminals, rogues and cut-throats of the worst kinds, and for anyone to be of influence there, one must retain the services of such individuals.

Tilean Rogues carry Additional Hand Weapons and Throwing weapons. They also have the Poisoned Attacks special rule. The Lady’s Champion gains the Sniper special rule. The unit has the Ambush special deployment rule.

Army List:

Cost: 5 points per model
Unit Size: 5-20
Weapons: Hand Weapons
Armour: Light Armour (Minions and Lady’s Champion only)
Options:

• May upgrade one Minion to a Lady’s Champion………………………20 points
• The Lady’s Champion may be Upgraded to a Lahmian Vampire*......10 points
• One unit in the army may be upgraded to Imperial Rakes………..4 points per model
• One unit in the army may be upgraded to Bretonnian Gallants….3 points per model
• One unit in the army may be upgraded to Estalian Diestros……..3 points per model
• One unit may be upgraded to Tilean Rogues………………………5 points per model

*The Lahmian Vampire lose all bonuses from the various backgrounds such as weapons, armour and special rules, but she still counts as a champion for challenge purposes etc.


- Strigoi Court -

The Strigoi Court is a phenomenon which has its root in the psychology of the Strigoi Vampires, whom generally has a lot more ghoul followers than the other bloodlines, and whom also tend to view them as their subjects in a more feudal sense.

Since the Strigoi often have a deep rooted dream of re gaining what was once theirs, they often try to emulate their misguided version of the lost kingdom of Strigos, and the Strigoi Court is one such vision.
Among the masses of ghouls, there will always be some who have managed to retain some of their old personalities, and these typically form the Strigoi Court which surrounds the Vampire, taking charge of smaller matters, and they are also functions as his advisors. As befits their responsibility, these ghouls get a larger share of the spoils, which typically means that they are not as starved as the typical ghoul, and are generally standing more straight and tall compared to their more feral counterparts.

On the battlefield, the Strigoi Court often act as a bodyguard for their King or one oh is Thralls, and they generally march with the main battle line, or act as a reserve force, while the rest of the ghouls hit the flanks of the enemy battle line.


Strigoi Vassal: M 4, Ws 3, BS 0, S 3, T 4, W 1, I 3, A 2, LD 7
Strigoi Prince: M 4, WS 3, BS 0, S 3, T 4, W 1, I 3, A 3, LD 7


Troop Type: Infantry

Special Rules: Alive, Fear, Poisoned Attacks

Faith in the King: The Strigoi Court have great faith in their King, and what he can do, having witnessed his terrible anger on more than one occasion.

As long as the Strigoi Court are within the Inspiring Presence range of their Strigoi General, they count as being Immune to Psychology.

Army List:

A Strigoi army may include one unit of Ghoul King’s Court, or two units in a Grand Army.

Cost: 10 points per model
Unit Size: 10+
Weapons: Claws and clubs (Poisoned Hand Weapons).
Armour: None.

Options:

• May upgrade one Crypt Vassal to a Crypt Prince……………………….10 points
• May upgrade one Crypt Vassal to a Musician……………………………10 points
• May upgrade one Crypt Vassal to a Standard Bearer……………………10 points
-May take a Magic Standard worth up to…………………………………50 points
• The entire unit may take Light Armour…………………………1 point per model

- Sylvanian Vampire Brood -

When the dreaded Vampire Counts of Sylvania go to war, they sire a lot of vampires beforehand; Sylvania being a safe hunting ground for them to feed. These conts of Sylvania only rarely grant the blood kiss themselves though, as this will create many vampires of potent blood; which means they have to be more careful, always watching for the knife in the back. They much rather prefer to, as a reward to a loyal subject, allow him or her to sire their own get, creating much weaker vampires. When the Von Carsteins go to war, these are typically assigned their own units to lead, acting as officers in the army, or they are formed up into an elite unit, ready to be unleashed at a moment’s notice, at a weak point in the enemy line.
These Vampire Brood as this unit is most often referred to, is much more animalistic than their more refined lords, and when figting they have little chance of restraining themselves from releasing the beast within; causing their faces to become beastlike, fangs clearly visible, some figting using their claws and fangs, while others swinging wildly with their swords, lacking refinement but lethal none-the-less.
The vampires of the brood do not enjoy the status of the other vampires, even the tralls. They all strive to prove themselves, and earn their master’s favor, at the cost of their brood kin. Disputes, bickering and backstabbing is common, and their cowering nature easily comes forth when confronted by someone stronger than themselves, which is one of the reasons they are typically held back until the time is right to unleash them. They care first and foremost for themselves, and even though they look forward to a feast of blood and letting their inner best free, it is the same instincts which will gladly let their brood-kin die to protect themselves from harm.


Sylvanian Vampire M 9; WS 5; Bs 3; S 5; T 4; W 1; I 5; A 2; LD 7
Seneschal M 9; WS 5, BS 3, S 5, T 4, W 1, I 5, A 3, LD 7


Troop Type: Infantry

Special Rules: Vampire, Immortal, Skirmish, Swiftstride

Fiends: Vampires are by nature an untrustworthy lot, and perhaps none more so than the insidious Von Carsteins.

Characters that join a Sylvanian Vampire Brood may not benefit from the "Look Out Sir" special rule. Characters may not even benefit from any 4+ “Look out Sir” roll for being within 3” of them either, as they will gladly see their superiors get torn down, as this only gets them closer to a position of power themselves.

Wolf Shape: The Von Carsteins all have an innate ability to change into large, black Dire Wolves at will. 

Sylvanian Vampires have Movement 9 (included in profile above).

Army list:

Unit size: 5-20
Point Cost: 20 points per model
Weapons: Hand Weapons (quite often fangs and claws only)
Armour: Light Armour.

Options:

• May upgrade one Sylvanian Vampire to a Seneschal……………….10 Points



- Vargheists -

Vargheist: M 6, WS 4, BS 0, S 5, T 4, W 3, I 4, A 3, LD 6
Varghoyle: M6, WS 4, BS 0, S 5, T 4, W 3, I 4, A 4, LD 6


Troop Type: Monstrous Infantry

Special Rules: Fly, Frenzy, Immortal, Undead, Vampire

Animalistic: Vargheists care not about silly notions such as pride, honor and the well-being of their brethren, and as such it is near impossible to rely on them in the main battle line. They can however be cowed by a strong willed and forceful Vampire, at least to some degree.

Vargheists can never benefit from the Battle Standard Bearer’s Hold your Ground special rule.

Army List:

Cost: 47 points per model
Unit Size: 3+
Weapons: Claws and Fangs (Hand Weapons)
Armour: None.

Options:

• May upgrade on Vargheist to a Varghoyle……………………………….10 points
 
- Rare -


- Blood Wagon -

Long before Walach made his mark upon the Vampires which now exist under the moniker, Blood Dragons, one of the other five of Abhorash’s first progeny, were waging a small war against one of the Sultans of Araby. This Sultan had a large army at his command, and in the first battle, the vampire was defeated and had to flee, swearing vengeance as he did so.

Determined to have his vengeance on the field of battle, the vampire travelled the Old World, seeking out new prospects for turning, as well as a way to beat his foe. A chance encounter with a Norse warband, left him with many new promising recruits, but also with knowledge of where their tribe had gotten their best weapons and armour, from the Chaos Dwarfs of Zharr-Naggrund.

With his new sons to command, he set about a series of coastal slave raids, gathering thousands upon thousands of slaves, which he then marched to Zharr-Naggrund to make a deal with the Demonsmiths of the city. In exchange for these captives, they would make for him three dozen chariots of steel, ensorcelled to become with the spirit of the Vampire riding it, along with armour and weapons to match. So it was done.

Years later, leading a new undead army along with three dozen fearsome chariots, drawn by untiring undead nightmares at his command, the Vampire returned to Araby to have his vengeance. The time had passed for his nemesis however, and when the Vampire neared the city of his foe, he was met with an army led by a the powerful sorcerer Mahik al-Rak, whom unknown to all the parties involved, was possessed by a Lord of Change, a greater demon of the Chaos God of Magic and Fate.

The battle did not end well for the vampire, who was burned to cinders by the sorcerer’s powerful magic. As the undead army started to crumble, and the only element left to fight seemed to be the chariots which had been held in reserve on one flank, sustained by the Vampires riding them, the Chariots charged to avenge their lost lord…
The battle was a massacre, with the chariots carving a crimson ruin through the enemy ranks, only to turn back and repeat the process, time and time again. The arrows of the enemies only managed to stop a few, and soon morale amongst the Arabians faltered, and they had to retreat to the nearest hills, while the chariots slaughtered all within reach. Offered a brief respite, watching the chariots circle the hills they were on, the mad sorcerer decided to sacrifice several hundred of the slaves accompanying the army, to fuel a great spell. Being a Lord of Change beneath, and feeling the work of chaos upon the chariots, the armour and their weapons, he decided that if they liked Chaos so much, that it would indeed be their fate. Luring them together by sacrificing some scouts, he cast his spell at them, a great hex, tying the vampires to their chariots forever, by using the connection already there from their creation, forever binding armour, weapons and the chariot chassis together with bonds of the strongest sorcery.

With the Vampires unable to leave their Chariots to pursue the Arabians, and with the bloodthirst beginning to take its toll in the dessert, the vampires were forced to abandon their vengeance. Truth be told, their lust for vengeance were not foremost in their minds, as they were now unable to leave their chariots at all, not to mention remove their armour and lay down their weapons. Perhaps it was just luck, or done on purpose by the architect of fate, but since the Vampires had chained their Thrall drivers to the chariot bodies, they were also affected, becoming walking husks of their former selves, but still able to leave the chariot, but only as far as the chain allowed, but still far enough to collect the fresh blood from the chariots scythes, to nourish their master.

Today, more than a full millennia later, a small handful of these Chariots still exist, although most of them have perished, or simply gone mad and ended their existence on purpose. The few that do exist though, exist in a state of near constant hunger, which they have a hard time holding back once they finally see a proper battle. They are a favorite shock weapon of the Blood Dragons though, for those that can locate one of them, and acquire their services.



Blood Wagon: M -, WS -, BS , S 5, T 5, W 4, I -, A -, LD -
Nightmare: M 8, WS 3, BS -, S 4, T -, W -, I 2, A 1, LD -
Vampire Essedarius: M -, WS 6, BS 3, S 5, T -, W -, I 5, A 2, LD 8
Thrall Husk: M -, WS 3, BS 3, S 3, T -, W -, I 3, A 1, LD -


Troop Type: Chariot (3+ Save)

Special Rules: Bloodthirst, Frenzy (Essedarius only), Immortal, Magical Attacks (Essedarius only), Vampire

Chariot Master: The Vampire is literally one with the chariot, and with over a millennia of combat experience, there are no equals of chariot warfare.

The number of Impact Hits from the Chariot may be re-rolled.

Upgrades:

Additional Cobble of Nightmares: The Chariot has a total of four black Nightmares pulling it, enabling it to have a bit more reinforcement overall, as well as longer and deadlier scythes to reach beyond the flanks of the steeds.

Two additional Nightmares help pull the chariot, granting two more attacks, increasing the Chariots Wounds by +1 and grants a total of D6+2 Impact Hits when Charging, due to longer Scythes being used

Army List:

Cost: 140 points
Unit Size: 1
Weapons: Halberd (Essedarius), Hand Weapon (Thrall)
Armour: Barding (Nightmares)
Options:

• May have an Additional Cobble of Nigthmares………………………35 points
• Essedarius and Thrall Husk may have Javelins………………………15 points



- Bound Zombie Dragon -

Sometimes a Necrarch will find his way to the Plain of Bones, where dragons go to die. Through his immense Necromantic skills, he will raise one of the ancient beasts and imbue it with enough of its own spirit that it may operate without the precise guidance of having a rider.

Bound Zombie Dragon: M 6, WS 4, BS 0, S 6, T 6, W 6, I 2, A 5, LD 6

Troop Type: Monster

Special Rules: Fly, Large Target, Pestilent Breath, Scaly Skin (5+), Swarm of Flies, Terror, Undead

Shackled Spirit: The Zombie Dragon is bound to the Necrarch general through a complex ritual which allows the Vampire to better control his pet creation.

The Bound Zombie Dragon can always March and use the Generals Leadership for any tests if it is within 18” of the General. This cannot be further modified by any Inspiring Presence modifiers.

Upgrades:

Rotten Carcass: The Zombie Dragon has died fairly recently, the flesh still hangs from its bones.

The Bound Zombie Dragon has the Dead Flesh (4) special rule, and the Always Strikes Last special rule.

Sigils of Entropy: The Necrarch have inscribed powerful incantations of entropy across the bones of the great beast, incantations designed to draw the life out of anyone nearby.

Any model in base contact with the bound zombie dragon at the start of the magic phase, must take a Toughness Test. If failed, the model loses 1 Wound, with no armour save. The Look out Sir! Special rule cannot be used against this effect.

Army List:

Cost: 265 points
Unit Size: 1
Weapons: Claws and Fangs (Hand Weapons).
Armour: Scaly Skin (5+).

Options:

• The Bound zombie Dragon may take any of the following upgrades:
-Rotten Carcass…………………………………………………………..45 points
-Sigils of Entropy………………………………………………………...25 points


- Gladiators -

Ever since the fall of Lahmia, the sons of Abhorash have walked the old world, becoming unequalled champions in whichever form of combat they specialized in.

While some of the first Blood Dragons sired, like the notorious Walach, waited a very long time to sire their own get, some did not. Long before the time when proper heavy cavalry dominated the battlefields of the Old World, these vampires brazenly showed their excellence on the arenas of the Old World, from Araby to Norsca, enjoying the adulation of the crowds.

With easy access to blood, people and beasts to fight, and some measure of fame to be had as well, these gladiators became sort of a pet project of their masters, whom favored their own individual fighting styles at the time, causing fierce rivalries among them.
With the demise of the huge gladiatorial contests in most of the nation of the Old World, particularly in the city-states of Tilea, these gladiators mostly migrated south to Araby to practice their chosen art-form, but some also went north to the Norse clans, while a few others chose a wandering existence, travelling as far and wide as possible, seeking new challenges everywhere they went.

While the Knights of the Ordo Draconis are by many considered to be the ‘true’ Blood Dragons, this is somewhat of a misnomer. Yes, they are the most well-known by far, but the term Blood Dragon was not invented by Walach, but had been coined by Abhorash himself not long after his defeat of the dragon, although Walach was certainly the one to take the term to infamy, and deserves recognition for doing so.

Today, some of these groups of Gladiators have come back to the Old World, and many even participated in the battle against the hordes of marauders on the steppes of Kislev. Ever hungry for battle and bloodshed, these mighty warriors have once again made their existence known to the leaders of their kind…


Gladiator M6, WS 6, BS 3, S 5, T 4, W 1, I 5, A 2, LD 7
Arena Champion M6, WS 6, BS 4, S 5, T4, W 1, I 5, A 2, LD 7


Troop Type: Infantry

Special Rules: Skirmishers, Immortal, Martial Honor (see Blood Knights), Vampire

Fighting Style: The entire unit must select one of the fighting styles below when creating the army, and no character can ever join them. Only one unit of each kind of Fighting style may be chosen in the army.

Retairus: The Retarius gladiators fight using a tri-pronged spear, a barbed net and wear light armour for easy movement.

Any models fighting against a Retairus is considered to have the Always Strikes Lasts special rule. In addition to this, for the first round of close combat, a unit fighting against the Retarius, must make an Initiative test. If failed, all models loose one attack, to a minimum of one. This has no effect against special attacks such as impact hits, stomps, giant special attacks, etc.

Secutor: The Secutor gladiators fight using a hand weapon, carry a large shield and wear heavy armour for protection.

At the start of any close combat phase, the Secutors may choose to sacrifice their Parry save, to gain a free S4 attack in that close combat phase (using their shields). Note that the normal bonus to armour is not lost.

Holpmachus: The Holpmachus gladiators fight using spear, shield and javelins, and they wear heavy armour for protection.

The Holpmachus loose the Skirmishers special rule, and may instead deploy in a normal formation. They also have among them a unit standard bearer and a musician for free, and they gain a +1 to their armour save against attacks from their Front arc.

Diomacherus: The school of the Diomacherus fight using a weapon in each hand, sacrificing protection for the ability to cause additional carnage.

A unit of Diomacherus may either re-roll their To-Hit rolls or their To-Wound rolls in each round of close combat. This must be stated before they roll any dice for attacks.

Upgrades:

Bestiarius: These gladiators have been pitted against huge beasts of all kinds, and they have persevered and gotten recognition for their feats.

The Gladiators have a 4+ Ward save against wounds caused by the Stomp or Thunderstomp special rules.

Army List:

Cost: 25 points per model
Unit Size: 5-15
Weapons: Spears (Retarius), Hand Weapon and Shield (Secutors), Spear, Shield and Javelins (Holphmacus), Diomacherus (Additional Hand weapons).
Armour: Light Armour (Diomacherus, Retiarus), Heavy Armour (Secutor, Hoplomachus)
Options:
• May upgrade one Gladiator to an Arena Champion…………….. 15 points
• The Arena Champion may have the Coup de Grace Vampiric Power……..35 points
• The Unit may have the Bestiarius upgrade…………………………………..20 points



- Lahmian Handmaidens -

The Vampires of the Lahmia Bloodline are experts at infiltrating human society, and wielding power from within. Since the time of Neferata’s rule of ancient Lahmia and the Temple of Blood, it has been customary for the Lahmians to create lesser vampires, often from stunningly beautiful women, to act as their servants, courtiers and secret bodyguards.
In the rare case that a Lahmian do take to the field of battle, they rarely do so without their handmaidens close by, to protect them, and to sacrifice themselves if necessary; such is the Lahmian domination over their weaker offspring.
On the battlefield, the handmaidens typically stay close to their mistress, doing all they can to protect her from harm; and adding confusion to the enemy ranks, as they struggle to bring themselves to fight such innocent looking women, even though they may know fully well that their looks are deceiving.


M: 6; Ws 4; BS 4; S 5; T 4; W: 1; I 6; A 2; LD 6

Troop Type: Infantry (Character)

Special Rules: Vampire, Immortal

Innocense Lost: The Lahmian handmaidens appear to be stunning beautiful young women, unarmed and looking helpless. In the moment that the attacker hesitates, the lightning quick handmaidens strike, tearing their victim’s throats out with fangs and claws.

The Lahmian Handmaidens have the Always Strike First special rule.

Handmaidens: The handmaidens are so strongly dominated by the true Lahmian Vampires that they are willing to sacrifice themselves in an instant, to save their beloved mistress.

To represent this, a Handmaiden must be placed in base contact with a Lahmian Vampire at the start of the game, and may not voluntarily leave her side during the game (although spell effects and other similar circumstances may separate them).

While in base contact with their mistress, the Handmaiden(s) count as having the Unbreakable special rule. In addition to this, she/they may accept a Challenge on behalf of the Lahmia Vampire, and the Lahmian will always count as being protected from the Look out Sir! rule as long as at least one Handmaiden is in base contact with her, even if they are less than five models in total. A model may only direct his attacks against a Lahmia Vampire in close combat if his is not in base contact with a Handmaiden.

A Thrall may be protected by a single Handmaiden, while a Lady (Lord) may be accompanied by two Handmaidens. If two Handmaidens protect a single Vampire, both handmaidens must accept/issue a Challenge together if they issue a Challenge, in effect outnumbering their enemy two to one. If the Handmaiden(s) have o physically move because of a challenge, they will automatically be placed back in contact with the Lahmian at the end of the close combat phase in which the Challenge is resolved, assuming she/they are victorious.

Upgrades:

Blood Tatoos: Brought back from the far east by none other than Neferata herself after her many years in faraway eastern lands. The Handmaidens body is covered in mystical tattoos, with the ink itself containing the blood from one or more creatures resistant to the effects of magic. Only Neferata knows the secrets of the symbols, and to be granted the favour of a Handmaiden protected in such a fashion, is a high honour indeed.

The Handmaiden has the Magic Resistance (x) special rule, with the x representing the number of Handmaidens in the Unit (with ha maximum of 3).

Army List:

Point Cost: 30 points per model
Weapons: Claws and Fangs (Hand weapon)
Armour: No armour.

Options:


  • • May have Blood Tattoos at………………………….…15 points per model
    • May take a Shield………………………………………......2 points per model
    • May have Light Armour……………………………….....2 points per model
    • May take one of the following:
    -Spear…………………………………………………………………...........free
    -Additional Hand Weapon…………………………………….……2 points per model
    -Throwing Knives………………………………………………….....3 points per model



-Necrarch Abominations -

It is a well-known fact that the Necrarchs love to experiment, especially in conjunction with their necromantic lore, and these abominations seems to have become more common over the last century or so. Some Imperial scholars believe that this is because they are mostly based on the corpses, of ogres, and they have just relatively recently begun to migrate from their lands in the east on a larger scale than previously.

A Necrarch abomination is a huge humanoid, typically the size of an ogre or a similar such creature, but more lean of form. What has been done to them makes it a bit hard to tell what they once were, but they typically look a bit like a ghoulish version of an ogre, or similar creature. Why the Necrarchs typically aim for this ghoulish look mystifies imperial scholars, but one theory is that their hunched appearance makes it easier for them to navigate in the lairs of the Necrarchs, another is that the blood of ghouls are needed in their creation, and that this has somehow affected them, but the most common theory is that it is simply because the Necrarchs have long since left behind them such silly notions as sanity, and that they make them just so for aesthetic reasons.

When used on the battlefield these constructs of flesh, bone and vile sorcery are very hard to bring down, as they have little or no physical weaknesses to speak of, and often they need to be hacked into several pieces to render them harmless, a state which any nearby Necrarch will work hard to rectify with his dark magic. Typically they use hands, claws or very simple weaponry, but there have also been cases where the Abominations have had their lower arms and hands replaced with crude, oversized weaponry. The most horrific aspect with the Abominations though, is the fact that they absorb the souls of the recently slain, which they convert to pure magic stored within unholy texts written on their skin with blood mixed with powdered warpstone. Getting slain by an Abomination, can be a fate far worse than death, an on an instinctual level, all who get near them knows this…

The Necrarchs have not shared the secret of how they create and successfully animate these fleshy constructs, but it is not known that vampires of other bloodlines have been able to animate similar creatures, and neither have mortal necromancers. For the Empire, and other human nations, it is very lucky indeed, that the Necrarchs guard their knowledge jealously…


Necrarch Abomination: M 5, WS 2, BS 0, S 5, T 4, W 4, I 1, A 3, LD 3
Favored Experiment: M 5, WS 2, BS 0, S 5, T 4, W 4, I 1, A 3, LD 3


Troop Type: Monstrous Infantry

Special Rules: Dead Flesh, Terror, Undead

Harvesters of Souls: The Abominations draw the souls of the recently dead in their vicinity too them, absorbing their screaming souls, and turning them into dark magic stored within their very flesh.

When a Necrarch Abomination kills one or more enemy models in close combat, roll a D6 for each model slain. On a roll of a 5+, this is turned into a Power Dice (never dispel dice), which can be used by a friendly Wizard with the Lore of Vampires or the Lore of Death that is within 8” of the Abominations in the magic phase. Note that these dice are not part of the normal Pool of Power Dice, and can only be used to cast Lore of Vampires or Lore of Death spells. They cannot be used on Bound Items.
Necrarch Abominations never pursue fleeing enemies or overrun as they remain to harvest the souls for their master after each combat. They may Reform however. Each unit of Necrarch Abominations may only store a maximum of one Power Dice for each Abomination in the unit at any given time.

Upgrades:

Weapon-extremities: The abomination has been “fitted” with real weaponry in place of lower arms or hands, or may just have had something like steel claws fused to their fingers.

Al the Abomination’s attacks counts as having the Armour Piercing special rule, and they gain the Extra Attack special rule.

Enchanted Bone Spikes: The Necrarch has enchanted spikes of pure bone and imbued them with raw dark magic. These spikes have strong incantations from the Liber Mortis scribbled upon them, and they help protect Necrarch’s precious projects from harm.

The Abomination’s Toughness increased to 5.

Army List:

Cost: 63 points per model
Unit Size: 2+
Weapons: Claws, hands, etc (Hand Weapons).
Armour: None.

Options:

• One Abomination may be upgraded to a Favored Experiment at………...10 points.
• The entire unit may be upgraded with Weapon-extremities at…4 points per model.
• The entire unit may have enchanted Bone Spikes at………….....8 points per model.


- Skull Chukka -

When the dreaded Vampire Counts of Sylvania go to war, they do so in a grand fashion, with the aim to subdue and conquer all in their path, a feat near impossible without any half-decent means of waging a proper siege.
Several decades ago, Mannfred re-discovered the knowledge of how his Sire Vlad, had created the siege engines he used when he had Altdorf besieged, a knowledge thought lost for eternity.
A Skull Chukka is a catapult, and its creation is founded upon the war machines of the lost civilization of Nehekara. It is created from the bones of giants, and it looks and functions pretty much like a normal catapult in most regards.
While the Skull Chukka is certainly not among the most dangerous war machines to be found in the Old World, it has some advantages which very few others have; it can be dismantled and transported too hard to reach locations with relative ease (the crew is certainly not complaining), it may launch dead corpses riddled with plague across city walls, and any damage done to it can easily be fixed by a necromancers, few or no parts needed.


Skull Chukka M -, WS -, BS -, S -, T 6, W 3, I -, A -, LD -
Skeleton Crew M 4, WS 2, BS 2, S 3, T 3, W 1, I 2, A 1, LD 3


Troop Type: War Machine (Stone Thrower)

Special Rules: Undead

Upgrades:

Entropic Corpse Ammunition: A skilled Necromancer may know how to accelerate the disease found in rotting corpses, turning an already dangerous disease found in the rotting corpse, much more potent through magical means.

A Skull Chukka with this upgrade may choose to launch an Entropic Corpse instead of the normal ammunition when firing. When using this ammunition, use all the normal rules for a Stone Thrower, with the following exceptions: The large round template (5”) instead of the small one. The model directly under the hole is hit by a Strength 6 attack, with the Multiple Wounds (D3) special rule. Any unit touched by the template takes 3D6 Strength 1 hits, with no armour save possible. This cannot affect units that are Undead or have the Vampire special rule. As it is a magically infused plague, the Magical Resistance special rule will help protect against it as well, just as it would a spell. Unlike a normal Stone Thrower shot, the template may be placed so that it touches enemy units in close combat with friendly units with the Undead and Vampire special rules, as they cannot be affected in any case.

Army List:

Cost: 80 points
Unit Size: 1 Screaming Skull Catapult and 2 Skeleton Crew
Weapons: Hand Weapons (Skeleton Crew).
Armour: Light Armour (Skeleton Crew).

Options:

• May be upgraded to fire Entropic Corpse Ammunition…………………35 points

- Spirit Hosts -

Spirit Host: M 6, WS 2; BS 0; S 3; T 3; W 4; I 1; A 3; LD 4

Troop Type: Swarm

Special Rules: Ethereal, Undead

Leech Attack: The touch of the ghosts don’t do any material damage, instead they steal their victims vitality, memories and part of their soul.

Spirit Host always wound their enemy on a roll of 5+, regardlness of the targets toughness, their attacks are magical and no armour save may be taken against them. Regeneration saves may not be taken either, as the attacks don’t cause any physical damage.
Ward saves AND the Magical Resistance special rule both protect as they would from a spell (5+ Ward save combined with Magical Resistance (2), becomes a 3+ Ward save etc).

In addition to this, if any Character or Monster suffers one or more unsaved wounds from the attacks from a Spirit host, he, she or it suffers from the Stupidity special rule for the rest of the game.

We can’t hold them my Lord! Very few things are more terrifying for a mortal being to witness, than a host of malevolent spirits attacking, penetrating all defenses and feeding on the souls of the living, with no way to fight back. Even the bravest or the most foolish will eventually realize that they cannot fight against them, their sacrifice slowing them down at best.

A unit in base contact with one or more Spirit Hosts may not ever benefit from the Steadfast rule.

Army List:

Point cost: 50 points per model
Unit size: 2-5
Weapons and Armour: Ethereal Blades or Hands (Hand Weapons). No armour.
Options: None

- Varghulf -

Varghulf: M 8; Ws 5: BS 0; S 5; T 5; W 4; I 4; A 5; LD 6

Troop Type: Monster

Special Rules: Vampire, Bloodthirst, Immortal, Terror, Hatred (all enemies)

Beastial Fury: For the Purposes of calculating combat resolution bonuses, a Varghulf counts as having no flanks or rear.

Hulking Beast: The Varghulf counts as having the Armour Piercing special rule when attacking. This does not apply to his Thunderstomps attacks.

Upgrades:

The Krudenwald Fiend (Strigoi only): A large and terrifying beasts has plagued the forests of Hochland for over three-hundred years.

One Vargulf in a Strigoi army list may be upgraded to the Krudenwald Fiend. This Varhulf is modified as follows: add +1 to Strength, the Devastating Charge special rule and replace the Hatred with the Infinite Hatred Vampiric Power from the Strigoi section of the Vampiric Powers list.

Army List:

Cost: 185 pts
Unit size: 1
Weapons: Massive fangs and talons (hand weapons).
Armour: No armour.

Options:

• One Varhulf may be upgraded to the Krudenwald Fiend at……………….40 pts


- Warrior Hermits -

As Blood Dragons get older, they often become more solitary in nature and take steps to remove them as much from society as their reduced need for blood allows. This is particularly a normal phenomenon amongst those Blood Dragon Vampires with no magical ability at all.
Most of these old Vampires can be found somewhere near remote settlements, some posing as a solitary swordsman having removed himself from human society; some as a free-lance knight whom often takes it upon himself to charge a toll for protecting a road, a bridge or similar; while some operate hidden in human society as peerless assassins available only for the highest of prices and for the most martially of challenging assassinations.
When a Blood Dragon raises and army, and goes to war, it often draws forth some of these reclusive warriors, who seek out the Vampire general and ask to take his side in the conflict. Only the most foolish of Vampire will deny them, as this can very well be taken as a slight on the Warrior Hermits honor, which would most likely result in an immediate duel to the death, something which could very well prove to be an end to the general’s existence.
In battle, these warriors prefer to work alone, and to rely on their own skills and abilities, and the last thing they want is for someone else to get in their way and grab their glory, and this also pushes them to the very limits of their abilities. They prefer to hunt monsters and heroes of note, but some find glory in taking on smaller regiments single-handedly as well.


Warrior Hermit: M 6, Ws 7, BS 4, S 5, T 4, W 2, I 7, A 4, LD 8

Troop Type: Infantry (Character)

Special Rules: Bloodthirst, Immortal, Vampire, Stubborn

Martial Pride: The Blood Dragon is proud of his abilities, and he is not willing to let anyone interfere with his personal martial quest.

Even though he is a Character, the Warrior Hermit can never join a unit of any kind. He can however benefit from the 4+ Look Out Sir! Rule from being within 3” of a similar unit type.

Upgrades:

Assassin: The Vampire is an assassin, using stealth and subterfuge to kill his targets.

In a turn that he Charges, all his attacks count as having the Always Strikes First special rule as well. His ranged attacks count as having the Sniper special rule. Even though he is a Vampire, he is not Immune to Psychology, which also means he may use all normal charge reactions. The Vampire may not select any Armour or a Shield however.

Ordo Draconis Paragon: This Vampire was once a member of the original knightly order of the Ordo Draconis, a scion of the infamous Walach Harkon.

The Vampire has a suit of Full Plate armour which confers a 4+ armour save. He also has a the Martial Hounour special rule (see Blood Dragon Vampires).

- Army List: -

Cost: 95 points
Unit Size: 1
Weapons: Hand Weapon
Armour: None.

Options:

• May be armed with one of the following:
-Additional Hand Weapon…………………………………………………………3 points
-Great Weapon……………………………………………………………………...9 points
• May take a Shield…………………………………………………………………..2 points
• May take Heavy Armour……………………………………………………...4 points
• One Warrior Hermit may be upgraded to an Assassin…………………………..15 points
-May take Throwing Weapons…………………………………………………….12 points
-May have the Night Stalker Vampiric Power……………………………………15 points
-May take the Unnatural Reflexes Vampiric Power……………………………..35 points
• One Warrior Hermit may be upgraded to an Ordo Draconis Paragon………….5 points
-May take a Lance (if mounted only)………………………………………………6 points
-May ride a Barded Nightmare……………………………………………………20 points
-May take the Coupe de Grace Vampiric Power………………………………….35 points
-May the Dreadknight Vampiric Power………………………………………….20 points
 
- Non-Vampire Characters -


- Master Necromancer -

Description...

Master Necromancer: M 4, Ws 3, BS 3, S 3, T 3, W 3, I 4, A 1, LD 8

Troop Type: Infantry (character)

Magic: A Necromancer is a level 3 Wizard. He may use spells from one of the following; Lore of Vampires or Lore of Death.

Special Rules: Alive, Craven Skulker (see Necromancer), Fear, Master of own Fate (see Necromancer)

Upgrades:

Dark Witch: The Witch has mastered the dangers of magic on her own, but has turned spiteful and cruel as a result.

The Necromancer must select spells from either the Lore of Beasts or the Lore of Shadows.

Liche: The Necromancer has cheated the great thief, and has found the secret to immortality during his studies, but at a price…

The Necromancer gains the Undead special rule and a Toughness of 4, and loose the Alive special rule and have his Initiative reduced to 3.

Master of the Dead: The Necromancer has a knack for locating ancient battlefields and the long dead and buried.

The Necromancer is able to use the Invocation of Nehek spell to increase units of Skeleton Warriors to beyond their starting size.

Protection Familiar: Skilled Necromancers sometimes craft an undead Familiar, whom they can sacrifice to avoid the worst perils of losing control of their magic.

Once per game, the Necromancer may ignore a Miscast result on the miscast table, and instead take a wound on a roll of 4+, with no armour save. The decision to ignore the Mistact roll result must be made before any roll on the Miscast table has been done.

Army List:

Master Necromancer (Lord)............................150 points:

Equipment: Hand Weapon
Options:
• May be mounted on one of the following:
-Barded Nightmare…………………………………………………………..15 points
-Corpse Cart…………………………………………………………………..90 points
-Hellsteed…………………………………………………………………….30 points
• May take Magic Items up to a total of……………………………………..50 points
• May take two of the upgrades below (each upgrade may only be selected once in the army):
-Dark Witch…………………………………………………………………..15 points
-Liche…………………………………………………………………………..20 points
-Master of the Dead…………………………………………………………..20 points
-Protection Familiar…………………………………………………………..25 points


- Necromancer -

Description...

Necromancer: M 4, WS 3, BS 3, S 3, T 3, W 2, I 3, A 1, LD 7

Troop Type: Infantry (Character)

Magic: A Necromancer is a level 1 Wizard. He may use spells from one of the following; Lore of Vampires or Lore of Death.

Special Rules: Alive, Fear

Craven Skulker: Having avoided Witch Hunters, Pious Knights, the Law, Bounty Hunters, and hopeful heroes and so on for many years, the Necromancer has survived by placing the undead between himself and his enemies time and time again, while keeping his head down and often even mimicking the appearance and jerky movements of the undead as not to stand out.

A Necromancer within 3” of an Undead unit of the same Troop Type, benefits from a 2+ Look Out Sir roll.

Master of own Fate: Necromancers know very well that their fate lie in their own hands, and more often than not, their so-called betters would not hesitate to sacrifice them if need be. Thus, any Necromancer worthy of the name does what needs to be done to control his own fate…

If a Necromancer is mounted on an Undead mount of any kind, he takes psychology tests as normal. For purposes of close combat while mounted, he takes break tests as normal for units with the Alive special rule, and his mount lose the Unstable special rule for as long as the Necromancer is on the table.
An Undead mount ridden by a Necromancer may march, even if not within the General’s Inspiring Presence range.

Army List:

Necromancer (Hero).......................................65 points:

Equipment: Hand Weapon
Options:
• May be upgraded to a Level 2 Wizard…………………………………..35 points
• May be mounted on one of the following:
-Barded Nightmare…………………………………………………………..15 points
-Corpse Cart…………………………………………………………………..90 points
• May take Magic Items up to a total of……………………………………..50 points
 

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