Vampire Counts Rumours

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Do you think, the old Necrarch Bloodline powers are still there? 6" range increment, reroll first miscast, +1 for casting etc. If we can load our vampire with all these then there is still hope. But still, it is not fluffy.
By the way, 3 level 2 wizards are the necromancers right? They cannot fight so well. And I guess the vampires (old thralls) are not automatic level 1 wizards. Probably can be level 1 with a bloodline power.
Still it does not sound so powerful... And I am sure that GW can find a better way which suits the fluff. Let's say I hope :)
 
apparantly the bloodlines are grouped under a number of categories (though you can choose from all of them) such as courtly, the beast, the arcane, etc.
there are only 3 arcane powers, +1 magic level, +2 power dice (i cant remember if its +2 power dice to cast or +2 to the dice pool) and knowledge of every spell on the list
so the answer to that question is most likely not :(
 
dzungia said:
Do you think, the old Necrarch Bloodline powers are still there? 6" range increment, reroll first miscast, +1 for casting etc. If we can load our vampire with all these then there is still hope. But still, it is not fluffy.
By the way, 3 level 2 wizards are the necromancers right? They cannot fight so well. And I guess the vampires (old thralls) are not automatic level 1 wizards. Probably can be level 1 with a bloodline power.
Still it does not sound so powerful... And I am sure that GW can find a better way which suits the fluff. Let's say I hope :)

As posted on Warseer, necromancers are lvl 1 without any level upgrade option. The vampires (formerly thralls) however, are level 1 by default and can be upgraded to lvl 2 by a vampire power only. The Counts are level 2 by default and can be upgraded to lvl 3 with an option, and also upgraded to lvl 4 by a vampire power. So they can be lvl 4 casters. Of course, these are rumours (presumably from a person with good knowledge of the new armybook).
 
Everything at the moment is rumours but when more or less the same rumours are surfacing from several different sources is when you can start to hold some truth to it. I quite like what you´re describing. All vampires have some sort of casting ability. The first thing that pops into my head is games below 2k when we finally can have a vampire general in our Vampire counts army(other than necrarch of course). Another is the many ways to combine the characters.
Alot of what I´m hearing just sounds great.

Sorry but I am starting to get the "the kid before christmas"-syndrome here, haha. It´s going to be a bloody summer.
 
Me too, all that I keep seeing for the new book I like. Unfortunately most of what I have seen for the new models (either sculpt or price, depending on the model) I don't like.

SD
 
The problem I see with all these rumours is that we will take necromancers just for saving points (level2 vampire warrior-mages seem expensive to me) or use them as libraries (2 dispell scrolls), hum... I wouldn´t mind if they were upgradable to level 2...

By the way, old GW vampires (4Ed. I think) weren´t as good wizards as necromancers, we haven´t had a 4th lvl vampire (except necrarchs) for ages, so the limit is even "fluffier". By the way, I prefer a 3rd lvl wizard that generates an additional dice, than a 4th level one. My experience (little exp. but...) tells me that 4th lvl wizards are not useful, though very spectacular (specially when they die because of magical disfunctions) and they take loads of points which could be invested on more troops.
 
For reasons hinted previously, having a lvl 4 wizard won't be a necessity, as a lvl 3 with bloodline boosts will be awesome.
 
Even in the current rules, a vampire lord (not necrarch) could be Lv 3 max! So there isn't too much of a jump for those who don't like Necromancer lords and really expensive necrarchs...

Like me.
 
Here's somethin I'm after recalling from a convo with a redshirt I've known for a couple of years: RS:" I'm guessing you've heard about the new VC book"

Me:"Yeah, being able to have 4 special charactersin 2k points will be fun"

RS:"which ones?"

Me:"Vlad, Isabella, Konrad, young manny"

RS:"That doesn't sound right, vlads the hardst character in the game to kill, but Konrad's the hardest character in the game. Nothing less than a lord."

He was spot on with disproving most of the apoc rumours. The ones that turned out to be false. This fellas seen the book and proved spot on for info before. Even snuck me a couple of things abut the new eldar before they were announced to be getting done
 
Well, I think I'll not say too much till I get my hands on the book, but if the rules are balanced in such a way that you can have decent magical coverage and a reasonable vampire in smaller games, I'm happy. With the variety of vampire powers that seem to be in the offing, tailoring your vampire should give people more freedom than we have at the moment, either to rebuild bloodline-style characters or new variants. Level 1 limits on Necromancers is a bit disappointing, as I have a soft spot for them. I do so enjoy the odd Necromancer-led foray. I guess that's what comes of getting a liche for your 12th birthday.
 
I fully expect Konrad to be a Hero. He should be a Lord (That's what we on this site decided when we tried to make rules for him), without any magic capability, but oh well...
 
dzungia said:
By the way, 3 level 2 wizards are the necromancers right? They cannot fight so well. And I guess the vampires (old thralls) are not automatic level 1 wizards. Probably can be level 1 with a bloodline power.
Still it does not sound so powerful... And I am sure that GW can find a better way which suits the fluff. Let's say I hope :)

according to him vampires are level 1 default and level 2 with a vampire bloodline upgrade, but they have no additional magic level option (nor do vampire lords) while necromancers are level 2 default, again with no magic level upgrade option. so it is possible to field 3 level 2 wizards who are all good fighters :)
 
Azahul said:
dzungia said:
By the way, 3 level 2 wizards are the necromancers right? They cannot fight so well. And I guess the vampires (old thralls) are not automatic level 1 wizards. Probably can be level 1 with a bloodline power.
Still it does not sound so powerful... And I am sure that GW can find a better way which suits the fluff. Let's say I hope :)

according to him vampires are level 1 default and level 2 with a vampire bloodline upgrade, but they have no additional magic level option (nor do vampire lords) while necromancers are level 2 default, again with no magic level upgrade option. so it is possible to field 3 level 2 wizards who are all good fighters :)

I'm assuming you meant necros are level 1 now
 
no, he actually did say 2 (as in two) :P
which seems to go against what everyone else is saying, but it makes more sense to me than level 1 o_o
 
Azahul said:
no, he actually did say 2 (as in two) :P
which seems to go against what everyone else is saying, but it makes more sense to me than level 1 o_o

Its as good as comfirmed lvl 1, sorry. At least i puts the focus back on the vamps(Its chaos marines all over again)
 
we shall see :) i am reasonably confident in this guy, but everyone can make mistakes. anyway, earlier rumours did say that necromancers would be better wizards than vampires. having them level 1 when even a vampire thrall can be level 2 doesnt seem to do that very well :lol:
but as i said, we shall see
 
Common sense would suggest that necros can be level 2, it would be just silly to have them limited to lvl 1, though I guess they might also be limited to IoN. Anyway, GW has been known to go against common sense before.

Actually I will find it really dissapointing if they are limited to level 1. If this is the case then they are limited to casting spells with 2 dice, 1 of which is one of the armies 2 basic dice. Two necros using 2 dice to case their spells will mean there is none left for your lord caster to use on the higher level spells. If the necros only use one dice then they are very likely to fail the spell (even if it's a 3+ spell, 1/3 fails is too much for me), though if they pass with a good 5 or 6 they might drain two dispel dice from the enemy.

I dunno, having weak characters take up slots when all they can do is maybe cast 1 spell seems crap to me. That second spell and (more importantly) second PD is very important to the functionality of the necro.

We shall see though.
 
Greetings one and all!

Several new rumours have been added to the Rumour Compilation - including a new section about the Bloodlines and armoury.

These include the news that Necromancers may be mounted on Corpse Carts, that there may be a banner which confers regeneration and some other tibbits.

There is also an enlarged version of the army book cover.

- V
 
Heres some rumours regarding the bloodline powers and the magic items list:
Bloodline powers can be mixed and matched as much as you like. I see some incredibly powerful vampires on the way *evil laugh*

The Severed
Spectral Horror:
Ethereal, can take no magic items.

Ghoul kin:
If joining a unit of ghouls the vampire and the ghoul unit can make a march move before the game starts.

Supernatural Terror:
Cause Terror.

The Arcane
Master of the dark arts:
Two extra power dice every phase.

Forbidden Lore:
Know all spells from vampire lore or any other lore except life.

Dark Acolyte:
Gain magic level.

The Bestial
Flying Horror:
Fly.

Infinite Hatred:
Re-roll all missed 'To hit' rolls.

Hunter in the Dark:
Gain scout.

The Martial
Red Fury:
Each wound dealt generates an extra attack, these extra attacks cannot generate extra attacks. cannot be combined with great weapon, including Lances

Avatar of Death:
Gain Heavy Armor and your choice of Great Weapon, Hand Weapon & shield or Two Hand Weapons

Dread Knight:
Gain lance heavy armor shield, barded nightmare

The Courtly
Aura of Dark Majesty:
-1 enemy leadership in 6" (cumulative)

Walking Death:
+1 combat resolution

Beguile:
Select one model, may re-roll wounds against chosen model unless it passes Ld -3 roll.

The Master (Affect Invocation of Nehek)
Lord of the dead:
Raise skeletons beyond their starting number gain +1 on number raised.

Summon Creatures of the Night:
Raise Dire wolves, Batswarms And fell bats beyond starting size, gain +1 raised.

Summon Ghouls:
Raise ghouls beyond starting size, gain +1 raised.

Magic Weapons
Frost Blade
Any model taking a wound is slain outright.

Dread Lance
Lance, attacks automatically hit.

Black Axe of Krell
Wight king only, Great Weapon causes d3 wounds, any model not slain must pass a toughness test each round or suffer another wound.

Blood drinker
Vampire Only. Each unsaved wound heals a wound to the wielder or the unit he is in.

Skabscrath
Bearer causes terror

Sword of Kings
Gains 'killing blow', Wight Kings gain killing blow on 5+

Tomb Blade
If in unit of skeleton warriors each wound creates a new skeleton.

Balefire Spike
Lance, attacks are flaming.

Talismans
Carstein Ring
revive from slain once on a roll of 2+, if returned to life place model in the front rank of any friendly unit on the table. If there is no unit, the vampire is removed as a casualty.

Crown of the damned
4+ ward save bear subject to stupidity.

Wristbands of Black Gold
3+ ward save against all ranged attacks. magic missles, templates etc.

Gem of Blood (One use only)
first wound suffer in CC, roll die, on 1, take wound and an extra wound, on 2+ the wound is rebounded onto the model that caused it with no armor save.

Arcane Items
Skullstaff
+1 to casting and dispelling rolls.

Staff of damnation
Bound 3, all friendly undead within 12" make a single attack. roll a die each time it is used, breaks on a 1.

Book of Arkhan
Bound 3, casts Vanhel's Danse Macarbre, roll a die each time it is used, breaks on a 1.

Sceptre de Noirot
Bearer raises d3+9 zombies with raise dead.

Crimson Gem of Lahmia
Vampires only, at any time during the magic phase the bearer may expend one wound to gain a power die.

Black Periapt
Allows bear to keep one unused power die or one unused dispel die and the end of the phase and add it to his side's power or dispel pool in the next phase.

Magic Armor
Walach's Bloody Hauberk
gain 4+ save that can be combined with other stuff, also 5+ ward.

Accursed Armor
Heavy Armor -3 WS, -3I +1T.

Flayed Hauberk
2+ save that cannot be improved.

Armour of Night
On foot only, Heavy Armor if wearer is on his own he at -2 to be shot at.

Nightshroud
Can be taken by Necromancers
Light Armor, attacker lose charging bonus, lose ASF, and have their I reduced to 1.

Cadaverous Cuirass
Vampires only, Heavy Armor, killing blow and poison have no effect.

Enchanted Items
The Hand of dust
Bound 3 inflicts 2d6 str 5 hits to one unit in contact with bearer as shooting. roll a die, on a 1 it breaks.

Rod of Flaming death
Bound 3 magic missile d6 str 4, 18" units suffing a casualty take panic check. roll a die, on a 1 it breaks.

Helm of Commandment
If wearer is not in combat one friendly unit with in 12" may use bearer weapon skill.

The Cursed Book 20pts (One Use Only)
For one round all attacks against bearer are WS 1.

Talisman of the Lycni
Vampire only. Vampire gains move 9.

Magic Banners
Drakenhof banner
unit gains regeneration

Flag of Blood keep
4+ ward save vs any kind of shooting.

Banner of Barrows
GG, BK and Wightkings in the unit gain +1 to hit.

Screaming Banner
Roll extra die on fear checks made against unit discard lowest.

Royal Banner of Strigos
Unit hates all enemies

Icon of Vengeance
Unit does not crumble when general dies

Banner of the dead Legion
Unit counts as having twice as many models as it actually does

Cursed Pendant
Unit claiming banner after killing your unit take d6 st4 hits. If they hold onto the banner they take d3 str4 hits every turn. No saves. The banner may be dropped (losing victory points) to avoid the second effect.

Banner of Endless Nightmare
The unit may claim up to +4 combat resolution from ranks if they have the models.

Standard of Hellish Vigour
unit can always march.

Standard of Everlasting Death
suffer one fewer casualty from crumble on a 4+

Banner of Hellfire
Unit has magical flaming attacks.

Points costs removed to not infringe on IP
 
Is Carpe Noctem is ok with reprinting copyrighted information, including complete magic item rules with points costs?

What I really want to know, is if vampires can take magic armours without needing to buy Avatar of Death or Dread Knight first. Nightshroud makes an exception for necromancers, but can a naked vampire take it too?
 
Dunno, but those point costs are already on both Warseer and The Warhammer Forum.
 
Bug16 said:
Dunno, but those point costs are already on both Warseer and The Warhammer Forum.
Not on Warseer, mods removed them. The TWF post is just copied from Warseer, and I removed them from the Blood Keep, even though it's not copyright material per se, as nothing is officially released yet.
 
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