Vampire Counts 8th Edition

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MadLarkin

Vargheist
May 7, 2008
606
Zombies
292
Here's an army book I've decided to work on, part wishful thinking, part what needs to be fixed, part just to kill time. Only gotten through Characters and Core, Vampire powers and one character.

Here's an army book I've decided to work on, part wishful thinking, part what needs to be fixed, part just to kill time.


Army Special Rules:

The General: If the general is destroyed, his power held over his army will slowly evaporate. When the General is killed or permanently removed from the game, at the end of the phase all units with the Alive and Vampire special rules take a panic check. All undead units will take a leadership test at the end of the phase, and at the beginning of every turn thereafter. If the test is failed, the unit suffers wounds equal to the amount the unit failed by.

Undead: Any unit with the Undead rule is Immune to Psychology, Causes Fear, cannot march and is unstable. Undead units may not be joined by characters with the Alive rule.

Vampire: Models with the Vampire rule is Immune to Psychology and causes fear. Vampire units will take break tests as normal. If a Vampire character is in a unit with the Vampire or Alive rule, they will take break tests as normal. If a Vampire is in an Undead unit, he will not take break tests until the unit has crumbled around him. If there are excess wounds to be taken after a unit crumbles, then they will affect the vampires leadership.

Example: A unit of 4 Black Knights and 1 Vampire loses combat by 6. The Black Knights will crumble (4 wounds) leaving a remaining 2 combat res accounted for. The vampire will then take a break test on his leadership, -2.

In addition, any unit with the Undead rule that starts its turn within 6" of a model with the Vampire rule may march. Any unit with the Alive rule may use any vampires leadership if the vampire is within 6" of the unit.

Alive: Models with the Alive rule follow all normal rules for troops in the Warhammer Rule Book. Alive units may not be joined by units with the Undead rule.

Battle Standard: Alive units and vampires treat the battle standard as from the Warhammer Rule Book. Undead models within 12" of the Battle Standard suffer one less wound than normally when defeated in combat or when suffering casualties because of the death of the General.


Vampire Powers:

The Eternal: 75 points
The vampire has +1 toughness and +1 wounds.

Master of the Dark Arts: 60 points
(Same as in the current book)

Red Fury: 50 points
(same as in the current book)

Aura of the Dark Majesty: 40 points
(same as in codex)

Spectral Form: 30 points
The vampire is ethereal. However it may take any magic items and must be on foot.

Dark Acolyte: 30 points
The vampire knows an additional spell and gains +1 to cast (but not to dispel)

Flying Horror: 30 points
If on foot, the Vampire has the Fly special rule.

Infinite Hatred: 25 points
(same as in the current book)

Martial Prowess: 20 points
The vampire gains +1 weapon skill, and +1 attacks.

Hunter in the Dark: 15 points
If on foot, the Vampire has the Scout special rule.

Supernatural Horror: 15 points
The Vampire causes terror.

Courtly: 15 points
Alive units within 6” of the vampire may re-roll psychology tests.

Lord of the Dead: 10 points
(same as in the current book)

Summon Creatures of the Night: 10 points
(same as in current book)


Lords:

Abhorash the Blood Lord
Abhorash the Blood Lord 600 points

M....WS....BS...S....T...W....I....A...LD
6.....10......7....5....5....4....9....5...10

You may only include one Abhorash in your army. If you include Abhorash then he must be your General.

Magic
Abhroash is a level 3 wizard and knows spells from Lore of the Vampire

Equipment
Hand Weapon
Shield
Armor of the Red Dragon

Special Rules
Vampire
Unbreakable
Honor of the Blood Dragon
Martial Perfection
Disciples of Abhorash
Heroic Killing Blow
Devastating Charge
Supernatural Horror
Aura of the Dark Majesty

Options
Additional Hand Weapon......5 points
Halberd............................5 points
Great Weapon...................10 points
Lance (mounted only).........10 points
Barded Nightmare...............20 points
Zombie Dragon...................300 points
Greater Zombie Dragon........400 points

Armor of the Red Dragon
Crafted from the scales of the red dragon that ended Abhorash's thirst, The Armor of the Red Dragon bestows a 4+ armor save (this may be combined with other equipment as normal) and a 4+ Ward save. In addition Abhorash is immune to flaming attacks.

Martial Perfection
-Such practiced with every form of warfare Abhorash to hit roll is never modified and his weapon skill may never be reduced for any reason.
-Abhorash's attacks count as magical.
-Abhorash's immense martial skill allows him to re-roll any characteristics tests he is require to make (including for leadership tests).
-Such is his pride for his own martial prowess that he is never affected by augment spells that would increase his strength, initiative or number of attacks (he will still benefit from spells that bestow always strike first).

Honor of the Blood Dragon
Abhorash must issue a challenge if at all possible. He must accept any challenges issued to him. When fighting challenges, Abhorash has the Red Fury vampire power, may re-roll all to hit and to wound rolls.
Monsters are able to accept challenges issued by Abhorash.

Disciples of Abhorash
Abhorash has returned to the Old World to gather those he deems worth to be tested in battle. At least one unit of Blood Knights must be taken in an army that includes Abhorash.
This unit (and only this unit, other Blood Knight units follow normal rules) must have a champion and will never lose their frenzy as they strive to prove their worth in their lord's eyes.
The only character that may join this unit is Abhorash.

Greater Zombie Dragon
M....WS....BS...S....T...W....I....A...LD
6.....6......0.....6....6....6....2....6...7

Special Rules
Undead
Fly
Terror
3+ Scaly Skin
(Regen 6+)
Magic Resistance (2)
Cloud of Flies
Fiery Pestilent Breath (Strength 4, flaming, -3 total armor save modifier)



Vampire Lord 225 points
_____________________M__WS__BS__S__T__W__I__A__LD__
Vampire Lord__________6___7____5___5__5__3__7__4__10__

Weapons & Armor:
Hand Weapon

Magic:
A Vampire Lord is a level 2 wizard and knows spells from the lore of Vampires.


Special Rules:
Vampire

Mount (One choice only):
Nightmare…………………………………………………….……20 points
…may be barded………………………………………………..5 points
Hellsteed……………………………………………………….……30 points
Abyssal Terror…………………………………………………….150 points
Terrorgheist (Lords with Ghoulkin only)…………..225 points
Zombie Dragon………………………………………………….300 points

Options:
Light Armor………………………………………………………..2 points
Heavy Armor.……………………………………………………..5 points
Shield…………………………………………………………………..5 points
Additional Hand Weapon…………………………………….5 points
Lance (mounted only)…………………………………………10 points
Great Weapon……………………………………………………..10 points
+1 magic level……………………………………………………..50 points

Magic Items: Common/Vampire Magic Items up to a total of 100 points

Vampire Powers: Up to two powers.





Necromancer Lord 175 points
_____________________M__WS__BS__S__T__W__I__A__LD__
Necromancer Lord_______4___3____3___3__3__3__3__1___8__

Weapons & Armor:
Hand Weapon

Magic:
A Necromancer Lord is a level 3 wizard may pick spells from the Lore of Vampires, Beasts, or Death.

Special Rules:
Alive

Mount (One choice only):
Nightmare…………………………………………………….……20 points
…may be barded………………………………………………..5 points
Hellsteed……………………………………………………….……30 points
Corpse Cart………………………………………………………..75 points
Abyssal Terror…………………………………………………….150 points
Zombie Dragon………………………………………………….300 points

Options:
+1 magic level……………………………………………………..50 points

Magic Items: Common/Vampire Magic Items up to a total of 100 points


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

Special Rules
Undead
Fly
Terror
4+ Scaly Skin
Regen (6+)
Cloud of Flies
Pestilent Breath


Heroes:


Vampire 100 points
_____________________M__WS__BS__S__T__W__I__A__LD__
Vampire ______________6___6___4___5__4__2__6__3__7__

Weapons & Armor:
Hand Weapon

Magic:
A Vampire is a level 1 wizard and knows spells from the lore of Vampires.


Special Rules:
Vampire

Mount (One choice only):
Nightmare…………………………………………………….……20 points
…may be barded………………………………………………..5 points
Hellsteed……………………………………………………….……30 points

Options:
Light Armor………………………………………………………..2 points
Heavy Armor.……………………………………………………..5 points
Shield…………………………………………………………………..5 points
Additional Hand Weapon…………………………………….5 points
Lance (mounted only)…………………………………………10 points
Great Weapon……………………………………………………..10 points
+1 magic level……………………………………………………..50 points

Magic Items: Common/Vampire Magic Items up to a total of 50 points

Vampire Powers: One power.




Wight King 60 points (may not be general)
_____________________M__WS__BS__S__T__W__I__A__LD__
Wight King_____________4___4___0___4__5__3__3__3__8__

Weapons & Armor:
Hand Weapon

Special Rules:
Undead

Mount (One choice only):
Skeletal Steed……………………………………………………15 points
…Barded…………………………………………………………….5 points
Abyssal Terror…………………………………………………….150 points

Options:
Light Armor………………………………………………………..2 points
Heavy Armor.……………………………………………………..5 points
Shield…………………………………………………………………..5 points
Additional Hand Weapon…………………………………….5 points
Lance (mounted only)…………………………………………10 points
Great Weapon……………………………………………………..10 points

Magic Items: Common/Vampire Magic Items up to a total of 50 points




Necromancer 75 points
_____________________M__WS__BS__S__T__W__I__A__LD__
Necromancer___________4___3____3___3__3__3__3__1___6__

Weapons & Armor:
Hand Weapon

Magic:
A Necromancer Lord is a level 1 wizard may pick spells from the Lore of Vampires, Beasts, or Death.

Special Rules:
Alive

Mount (One choice only):
Nightmare…………………………………………………….……20 points
…may be barded………………………………………………..5 points
Hellsteed……………………………………………………….……30 points
Corpse Cart………………………………………………………..75 points

Options:
+1 magic level……………………………………………………..35 points

Magic Items: Common/Vampire Magic Items up to a total of 50 points




Captain 50 points (may not be general)
_____________________M__WS__BS__S__T__W__I__A__LD__
Captain_______________4___5___5___4__4__2__5__3___8__

Weapons & Armor:
Hand Weapon

Special Rules:
Alive

Mount:
Warhorse…….……………………………………………………10 points
…Barded…………………………………………………………….5 points

Options:
Light Armor………………………………………………………..2 points
Heavy Armor.……………………………………………………..5 points
Shield…………………………………………………………………..5 points
Additional Hand Weapon…………………………………….5 points
Halberd………………………………………………………….…...5 points
Lance (mounted only)…………………………………………10 points
Great Weapon……………………………………………………..10 points

Magic Items: Common/Vampire Magic Items up to a total of 50 points


Core

Zombies 3 points a model
Unit Type: Infantry
__M__WS__BS__S__T__W__I__A__LD__
__4___1____0__2__2___1__1__1___2__


Unit Size: 20+
Weapons & Armor:
Hand Weapon
Special Rules:
Undead, Regeneration (5+), Shambling Horde, The Newly Dead, Aim for the Head!

Aim for the Head!: Any unit directly attacks against zombies, gain the Killing Blow USR when rolling to wound against zombies.

Options:
None

Skeleton Warriors 6 points a model
Unit Type: Infantry
_____________________M__WS__BS__S__T__W__I__A__LD__
Skeleton ______________4___2____2__3__3__1__2__1___3__
Skeleton Champion______4___2____2__3__3__1__2__2___3__

Unit Size: 10+
Weapons & Armor:
Hand Weapon, Light Armor, Shield
Special Rules:
Undead

Options:
Upgrade one Skeleton to a Champion...............6 points
Upgrade one Skeleton to a Standard Bearer......6 points
...May carry a magic standard worth up to.......25 points
Upgrade one Skeleton to a musician................3 points


Weapons:
May carry spears for....................................1 point per model


Crypt Ghouls 5 points a model
Unit Type: Infantry
_____________________M__WS__BS__S__T__W__I__A__LD__
Ghoul__ ______________4___3____0__3__4__1__4__2___5__
Ghast________________4___3____0__3__4__1__4__3___5__

Unit Size: 5+
Weapons & Armor:
Hand Weapon
Special Rules:
Alive, Poisoned attacks, skirmishers

Options:
May upgrade one ghoul to a ghast......5 points

Levy Troopers 4 points a model
Unit Type: Infantry
(may only have one unit per unit of skeletons, ghouls or zombies)
_____________________M__WS__BS__S__T__W__I__A__LD__
Tooper_ ______________4___3____3__3__3__1__3__1___6__
Champion_____________4___3____3__3__3__1__3__2___6__

Unit Size: 10+
Weapons & Armor:
Hand Weapon, Light Armor
Special Rules:
Alive

Options:
Upgrade one Trooper to a Champion...............6 points
Upgrade one Trooper to a Standard Bearer......6 points
Upgrade one Trooper to a musician........;........3 points

Weapons:
Spears.......................................1 point per model
Shields…....................................1 point per model
Halberds....................................1 point per model
Bows…….....................................2 point per model
Crossbows..................................3 point per model


Dire Wolves 5 points a model
Unit Type: Beasts
(does not count towards minimum core)
_____________________M__WS__BS__S__T__W__I__A__LD__
Dire Wolves____________9___3___0___4__3__1__4__1___5__
Doom Wolf_____________9___3___0___4__3__1__4__2___5__

Unit Size: 5+
Weapons & Armor:
Teeth (count as Hand Weapon)
Special Rules:
Undead

Options:
May upgrade one Dire wolf to a doom wolf......5 points
 
I have to say I like a lot of the things you have changed, but there are also some things I don't like personally.

A quick review of likes and dislikes:

Likes:

-I really like the way you have fixed Vampires so that they now take break tests etc, even in an Unbreakable unit. I have been wishing for this rule for a long time to be implemented by GW.

-Quite like Aborash at first glance, although his Heroic Killing blow is a bit of a stretch. Not that he is not capable of slaying the largest of monsters, but with the ability to re-roll all to hit and to wound rolls in challenges (even vs. monsters), they wouln't last five seconds. Killing Blow, perhaps, but Heroic is in my opinion a bit much. He has the option for a great weapon as well. Overall, I like him though.Regarding his possible Knight Retinue, remember that since he is Unbreakable, he can't join units without this rule.

-Like the Greater Zombie Dragon (with the new model, this is highly appropriate). Not entirely sold on some of his special rules though.

-I like that you include living troops, but that is only so long as one assumes that it is a pure Von Carstein army (which the current book pretty much is anyway; Blood Knights being the exception).

-I like that you have made Ghouls living again. They have never struck me as pure front line troops. Cost might be a little low at 5 pts though.


Dislikes:

-Don't quite like that vampires are locked to only two powers. I'd rather like to see the point limitations here to be honest. I am a fan of the old Bloodlines myself and I'd personalyy like to see all the Bloodlines get their old stat modifications etc back, and perhaps start with one power unique (which fits the fluff etc) to their own Bloodline. No mixing of Vampires from various Bloodlines in the same army though, and for this to work, they would all require seperate army lists (although they would share spells, special rules and 80-90% of the same beastiary section).

- I quite like the current Necromancer, and wouldn't like to see him changed to be honest. I quite like him in a supportive role. Also, with your Alive rule on him, he can't join units of Undead (skeletons/zombies). The Corpse cart could be problematic as well...

-Reduced cost for Wight King? Not really sure how this can be justified. For one thing, he is one of the toughest possible BSB's to be found. Secondly, he never runds away. Third, he has Wight Weapons.

-Killing Blow vs Zombies? Can't imagine one having to take someone's head off to kill them being an inherent weakness... Regeneration is also a bit out there, as Zombies don't regenerate by themselves in any fluff I've read. Also, since they have no armour, and only one wound, rolling that '6' doesn't really accomplish that much in the first place..

-Skeletons Cost are to high (see Tomb kings army book). As long as they don't have any new special rules, I can't imagine why they should cost more.

-The Dire Wolves are now a bit on the cheap side, especially as their stats have imprived (S and I 4). I'd also loose the "do not count vs Core choices" rule, and just make them a Special Choice. I think that's what will happen now in 8 ed in any case. Dire wolves are in need of a fix game-wise, no doubt about it; but at 5 pts/model, improved stats as well as a cheaper Doomwolf on top, that is a hard sell..


These are my immediate first impressions, and some of them are definately influenced by the fact that I think real Bloodline armies is the way to go for Vampire Counts. The fact that there seems ot be so many making "house" rules for VC's tells quite a lot about the current condition of the army list as far as limitations in play style goes (if one plays competitive at least).
 
Firstly, I hope i'm posting this in the right place; I have searched for a good spot but none that I have seen relate to what I want to say.:redface:

here goes; since in 8th ed you now need to roll to determine the amount of power dice you receive would Mannfred von Carstein be a good choice since his special rule allows him to generate power dice equal to the amount of wounds he inflicted last turn.

And if someone could please help me out with where to post the correct thing, i feel really embarrased by what I'm doing:slapface:
 

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