Warhammer Armybook Vampire Counts Revised for 8th Edition

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This is a fan made Warhammer armybook for the Vampire Counts based on the 7th Edition rulebook revised for the 8th Edition rules.To use it the Vampire Counts 7th Edition armybook and the 8th Edition Warhammer rulebook are required.The goal of this revised armybook was to adjust the Vampire Counts army to the 8th Edition, sharpen the profiles of the Vampire Bloodlines and to make every unit in the book feasible.

Transcript of Warhammer Armybook Vampire Counts Revised for 8th Edition

Page 1: Warhammer Armybook Vampire Counts Revised for 8th Edition

Armybook Vampire Counts revised

This is a fan made revised Warhammer armybook Vampire Counts for the 8th Edition rules based on

the 7th Edition Vampire Counts armybook. All rules and equipment not described here can be either

found in the 8th edition rulebook or the 7th edition armybook Vampire Counts. Apply the latest Errata

for all references made to the armybook or rulebook.

Army special rules:

Undead: armybook Vampire Counts page 33

Battle Standard Bearer: armybook Vampire Counts page 33 and 91

Army composition: select the General as described in the rulebook on page 107

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Lords

Vampire Lord: 220 Pts

M WS BS S T W I A Ld

Vampire Lord 6 7 5 5 5 3 7 4 10

Equipment: Hand weapon

Special Rules: Undead, Vampire

Options:

Must choose one Bloodline:

Carstein: Level 2 Wizard, Lore of Vampires: 0 Pts

Blood Dragon: +1WS, Level 1 Wizard, Lore of Vampires, Avatar of Death: -20 Pts

Lahmia: -1WS, +2I, Level 2 Wizard, Lore of Vampires: 0 Pts

Strigoi: +1W, Level 2 Wizard, Lore of Vampires, may take Vampiric Powers up to 150 Pts (instead of

100 Pts), cannot take magic Items, cannot ride a mount: 20 Pts

Necrarch: -2WS, -1A, Level 3 Wizard, Lore of Vampires: 0 Pts

+1 Wizard level: 50 Pts.

Vampiric Powers up to 100 Pts

Magic Items up to 100 Pts

Mounts:

Nightmare 16 Pts, with barding +10 Pts

Hellsteed 30 Pts

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Abyssal Terror 100 Pts

Zombie Dragon 200 Pts

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Master Necromancer: 195 Pts

M WS BS S T W I A Ld

Master Necromancer 4 3 3 3 4 3 3 1 9

Level 3 Wizard, Lore of Vampires, Shadow or Death

Equipment: Hand weapon

Special Rules: Undead

Options:

+1 Wizard level: 35 Pts

Magic Items up to 100 Pts

Mounts:

Nightmare 16 Pts, with barding +10 Pts

Hellsteed 20 Pts

Abyssal Terror 100 Pts

Zombie Dragon 200 Pts

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Heroes

Vampire: 100 Pts

M WS BS S T W I A Ld

Vampire 6 6 4 5 4 2 6 3 7

Equipment: Hand weapon

Special Rules: Undead, Vampire

Options:

Must choose Bloodline:

Carstein: Level 1 Wizard, Lore of Vampires: 0 Pts

Blood Dragon: +1WS, Avatar of Death: -20 Pts

Lahmia: -1WS, +2I, Level 1 Wizard, Lore of Vampires: 0 Pts

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Strigoi: +1W, Level 1 Wizard, Lore of Vampires, may take Vampiric Powers up to 75 Pts (instead of 50

Pts), cannot take magic Items, cannot ride a mount: 20 Pts

Necrarch: -2WS, -1A, Level 2 Wizard, Lore of Vampires: 0 Pts

Vampiric Powers up to 50 Pts

Magic Items up to 50 Pts

Battle Standard Bearer: 25 Pts

Mounts:

Nightmare: 12 Pts, with barding: +8 Pts

Hellsteed: 20 Pts

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Necromancer: 55 Pts

M WS BS S T W I A Ld

Necromancer 4 3 3 3 3 2 3 1 7

Level 1 Wizard, Lore of Vampires, Shadow or Death

Equipment: Hand weapon

Special Rules: Undead, Vampire

Options:

Magic Items up to 50 Pts

Mounts:

Nightmare: 12 Pts, with barding: +8 Pts

Hellsteed: 20 Pts

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Wight King: 75 Pts

M WS BS S T W I A Ld

Wight King 4 4 3 4 5 3 4 3 9

Equipment: Hand weapon, shield, heavy armour

Special Rules: Undead, Wight Blade (armybook page 36)

Options:

Great weapon: 10 Pts

Additional hand weapon: 8 Pts

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Lance (only mounted): 12 Pts

Magic Items up to 50 Pts

Battle Standard Bearer: 25 Pts

Mounts:

Skeletal Steed: 12 Pts, with barding: +8 Pts

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Character Mounts:

M WS BS S T W I A Ld

Nightmare 8 3 0 4 4 1 2 1 3

Hellsteed 8 3 0 4 4 1 2 1 3

Skeletal Steed 8 2 0 3 3 1 2 1 3

Abyssal Terror 6 4 0 5 5 4 2 3 4

Zombie Dragon 6 6 0 6 5 5 2 5 4

Special rules: Undead

Skeletal Steed: Insubstantial Steed (armybook page 45)

Hellsteed: Fly

Abyssal Terror: Fly, Terror, Large Target

Zombie Dragon: Terror, Large Target, 5+ Scaly Skin, Pestilential Breath (armybook page 55), Cloud of

Flies (armybook page 55)

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Core Units

Zombies: 3 Pts

M WS BS S T W I A Ld

Zombies 4 1 0 2 2 1 1 1 2

Size: 20+

Equipment: Hand weapon

Command:

Musician: 10 Pts

Standard Bearer: 10 Pts

Special Rules: Undead, The Newly Dead: when healed with Invocation of Nehek roll 3D6 to determine

the number of wounds healed, the number rolled is doubled as normal when Invocation of Nehek

was cast with the higher complexity. In addition the unit can be healed beyond its starting size.

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Skeleton Warriors: 6 Pts

M WS BS S T W I A Ld

Skeleton Warrior 4 2 2 3 3 1 2 1 3

Champion 4 2 2 3 3 1 2 2 3

Size: 10+

Equipment: Hand weapon, Shield, light armour

Command:

Musician: 10 Pts

Standard Bearer: 10 Pts

Champion: 10 Pts

Options:

Equip all Skeleton Warriors with Spears 0 Pts

Magic Banner up to 25 Pts

Special Rules: Undead

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Crypt Ghouls: 8 Pts

M WS BS S T W I A Ld

Crypt Ghouls 4 3 0 3 4 1 3 2 5

Champion 4 3 0 3 4 1 3 3 5

Size: 10+

Equipment: Hand weapon

Command:

Champion: 10 Pts

Special Rules: Undead, poisoned attacks

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Dire Wolves: 8 Pts

M WS BS S T W I A Ld

Dire Wolf 9 3 0 3 3 1 3 1 3

Champion 9 3 0 3 3 1 3 2 3

Size: 5-20

Equipment: Hand weapon

Command:

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Champion: 10 Pts

Special Rules: Undead

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Bat Swarm: 20 Pts

M WS BS S T W I A Ld

Bat Swarm 1 3 0 2 2 4 1 4 3

Size: 3-10

Equipment: Hand weapon

Special Rules: Undead, Hover

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Elite Units

Grave Guard: 12 Pts

M WS BS S T W I A Ld

Grave Guard 4 3 0 4 4 1 3 1 6

Champion 4 3 0 4 4 1 3 2 6

Size: 5+

Equipment: Hand weapon, heavy armour, shield

Command:

Musician: 10 Pts

Standard Bearer: 10 Pts

Champion: 10 Pts

Special Rules: Undead, Wight Blade

Options:

Magic Banner up to 50 Pts

Exchange shields for great weapons: +2Pts/model

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Black Knights: 18 Pts

M WS BS S T W I A Ld

Black Knight 4 3 0 4 4 1 3 1 6

Champion 4 3 0 4 4 1 3 2 6

Skeletal Steed 8 2 0 3 3 1 2 1 4

Size: 5+

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Mount: Skeletal steed

Equipment: Hand weapon, heavy armour, shield, lance

Command:

Musician: 15 Pts

Standard Bearer: 15 Pts

Champion: 15 Pts

Special Rules: Undead, Wight Blade, Insubstanial Steeds

Options:

Magic Banner up to 50 Pts

Barding +4 Pts/model

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Fell Bats: 20 Pts

M WS BS S T W I A Ld

Fell Bat 1 3 0 3 3 2 3 2 3

Size: 3-10

Equipment: Hand weapon

Special Rules: Undead, Fly

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Spirit Hosts: 55 Pts

M WS BS S T W I A Ld

Spirit Host 6 3 0 3 3 4 1 4 4

Size: 3-10

Equipment: Hand weapon

Special Rules: Undead, Ethereal

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Corpse Cart: 75 Pts

M WS BS S T W I A Ld

Corpse Cart 4 2 0 2 4 4 1 2D6 7

Size: 1

Equipment: Hand weapon, armour 5+, poisoned attacks

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Special Rules: Undead, Regeneration, Miasma of Deathly Vigour: choose a friendly unit within 6” at

the beginning of the Magic phase, that unit gains 5+ regeneration until the start of your next Magic

phase. In addition the corpse cart has a bound spell with power level 3. If cast successfully all friendly

units within 6” gain 5+ regeneration until the beginning of your next Magic phase.

Options:

Unholy loadstone (armybook page 43) 25 Pts

Balefire (armybook page 43) 25 Pts

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Rare Units:

Varghulf: 190 Pts

M WS BS S T W I A Ld

Varghulf 8 5 0 5 5 4 2 5 4

Size: 1

Equipment: Hand weapon

Special Rules: Undead, Regeneration, Vampire, Terror, Hatred, Bestial Fury (armybook page 54)

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Cairn Wraiths: 60 Pts

M WS BS S T W I A Ld

Cairn Wraith 6 3 0 3 3 2 2 3 5

Banshee 6 3 0 3 3 2 3 1 5

Size: 1

Equipment: Hand weapon, great weapon (Cairn Wraiths only)

Special Rules: Undead, Ethereal, Vampire, Terror, Skirmishers, Ghostly Howl (armybook page 49)

Options: Banshee 10 Pts

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Blood Knights: 45 Pts

M WS BS S T W I A Ld

Blood Knight 6 5 3 5 4 1 5 2 7

Champion 6 5 3 5 4 1 5 3 7

Nightmare 8 3 0 4 4 1 2 1 3

Size: 4-20

Equipment: Hand weapon, heavy armour, shield, lance

Mount: Barded Nightmare

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Special Rules: Undead, Vampire, Hatred, Martial Honour (armybook page 46)

Options:

Musician: 15 Pts

Standard Bearer: 15 Pts

Champion: 15 Pts

Magic Banner up to 50 Pts

Champion may get magic weapon up to 25 Pts

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Black Coach:200 Pts

M WS BS S T W I A Ld

Black Coach - - - 5 6 4 - - -

Cairn Wraith - 3 0 3 - - 2 3 5

Nightmare 8 3 0 4 - - 2 1 -

Size: 1 Coach, 1 Cairn Wraith, 2 barded Nightmares

Equipment: Cairn Wraith has Great Weapon, armour 3+

Special Rules: Undead, Vampire, Chariot, 4+ ward save, Terror, Evocation of Death (armybook page

47)

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Lore of Vampires Lore attribute: every time a spell from the lore of Vampires is successfully cast roll

a D6. On 5+ you can immediately heal any friendly unit within 18“ of the caster as if Invocation of

Nehek had been cast on it at the lowest complexity.

Invocation of Nehek (Signature spell) Cast on 5+

After cast successfully choose a friendly unit within 18” of the caster. That unit regains D6 wounds

worth of models lost earlier in the battle. If the unit has lost command models first the champion of a

unit is revived, then the standard bearer and then the musician before normal rank and file models

are revived. The command models are immediately placed into the front rank, other models are

placed in the last rank and or create a new rank when the last one is full. If the unit has only one rank

then models have to be placed into the front rank until there are at least 5 models. Models cannot be

revived closer than 1” to an enemy model unless the unit is in close combat with the unit the model

belongs to. If there is no space for revived models then these models are lost. If cast on a character,

monster or a unit with the ethereal or vampire special rule only 1 wound is regained, if cast on

cavalry or models with the fly or hover special rule only D3 wounds are regained. The wizard can

choose to cast the spell at 12+, then the wizard can choose a friendly unit within 24” and the number

of wounds regained by the spell is doubled.

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Summon Zombies Cast on 6+

When cast successfully place a Zombie model within 18” of the caster but at least 1” away from any

enemy model. The new Zombie unit is then immediately healed as if Invocation of Nehek had been

cast on it at the lowest complexity.

Gaze of Nagash Cast on 8+ (armybook page 39): Can be cast on 14+ to cause strength 5 hits

Curse of the years Cast on 8+ (armybook page 39)

Vanhel’s Danse Macabre Cast on 10+ (armybook page 39)

Wind of Undeath Cast on 12+ (armybook page 39)

Necromantic Storm Cast on 15+: Remains in play. Magical Vortex with small template. Nominate

direction after it is placed and roll an artillery dice and multiply the result with 3. If a misfire is rolled

place the template centered over the wizard and scatter it by D6”. In subsequent turns the vortex

moves a number of inches equal to the roll of an artillery dice in a random direction, if a misfire is

rolled the spell ends. Any unit touched by the vortex suffers D6 S6 hits. When models are killed by

these hits the closest friendly unit to the Vortex regains Wounds as if Invocation of Nehek had been

cast on it on the lowest complexity at the end of the magic phase.

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Vampiric Powers:

Every Vampire and Vampire Lord may buy Vampiric Powers of their Bloodline at the first listed point

costs and Powers of other Bloodlines at the second point costs listed. Where no second point cost is

listed Vampires and Vampire Lords from other Bloodlines cannot buy these Powers. Vampires and

Vampire Lords cannot spend more points on Powers of other Bloodlines than their own. Every

reference to Vampires in this section also applies to Vampire Lords.

Carstein:

Call of Winds: Once per game at the beginning of your turn the Vampire can call a storm over the

battlefield. While the storm lasts all shooting is at -1 to hit and all shooting that doesn’t require to hit

rolls can only performed at 4+ on a D6. In addition no model may use the fly or hover special rules. At

the beginning of your next turn you can choose to end the storm, if not roll a D6, on 4+ the storm will

end at the beginning of your next turn, otherwise it ends immediately. 55 / - Pts

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Bat Form: During the magic phase the Vampire may make a move using the fly special rule as if it

were the Remaining Moves sub-phase. He can even move out of close combat using this ability or

join a friendly unit already engaged in close combat. 35 / 45 Pts

Bat Swarm: The Vampire is protected by a swarm of bats, all shooting and close combat attacks

directed at the Vampire are at -1 to hit. 25 / 30 Pts

Lord of the Undead: If the Vampire is the General then all units within 18” can march instead of 12”,

otherwise all units within 12” can march. In addition the range of the Inspiring Presence or Hold your

Ground special rule is increased by 6” if the Vampire is the General or the Battle Standard Bearer. 20

/ 25 Pts

Walking death: (armybook page 83). 20 / 25 Pts

Supernatural Horror: The Vampire has the terror special rule. 10 / 15 Pts

Lahmia:

Seduction: At the beginning of the combat phase you may choose an enemy model in base contact. It

must pass a Ld test -3, if failed the model fights on the side of the Vampire for this combat phase and

can’t be attacked by either side. After the combat resolution has been worked out the model reverts

to its owner. 50 / - Pts

Domination: At the beginning of the combat phase you may choose an enemy model in base contact.

It must pass a Ld test -3, if failed the model may not attack or use any of its items or abilities in this

close combat phase. In addition all attacks targeted at the enemy hit automatically. 35 / 45 Pts

Intrigues: Once in the game at the beginning of your enemies turn you may choose one enemy unit

not within 12” of the enemies general and not in close combat. If that unit is fleeing it may not rally,

otherwise that unit may not charge, move, cast spells or shoot. 35 / 45 Pts

Aura of dark majesty: (armybook page 83). 25 / 30 Pts

Alluring voice: All enemy units within 6” of the Vampire suffer from stupidity. 20 / 25 Pts

Beguile: Enemy models must pass Ld test -3 if they want to direct attacks at the Vampire. If failed

these attacks are lost. 20 / 25 Pts

Blooddragon:

Red Fury: (armybook page 83). 50 / - Pts

Baldestorm: The Vampire gets +1 Attack. 25 / 30 Pts

Parry: In each close combat phase the Vampire may choose a single hit from a close combat attack

directed at him, this hit is then discarded. 20 / 25 Pts

Duellant: The Vampire gets +1 on his to hit and to wound rolls when he is fighting a challenge. 20 / 25

Pts.

Baldemaster: The Vampire may reroll to hit rolls of 1. 10 / 15 Pts

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Avatar of Death: The Vampire can be equipped with mundane armour and weapons from the list

below and with magic armour. The higher point costs are for Vampire Lords, the lower for Vampires.

The cost of the equipment does not count towards the budget of Vampiric Powers. Strigoi Vampires

cannot choose this power. 0 / 10 Pts

Heavy armour: 4 / 6 Pts

Light armour: 2 / 3 Pts

Shield: 2 / 3 Pts

Great weapon: 4 / 6 Pts

Lance (when mounted): 3 / 4 Pts

Additional hand weapon: 4 / 5 Pts

Strigoi:

The Beast: The Vampire may reroll failed rolls to hit and to wound. 60/-

Regenerate: The Vampire has the regenerate special rule. 40 / 50 Pts

Unnatural Resilience: Successful to wound rolls against the Vampire have to be rerolled. 45 / 55 Pts

Bloodrage: This ability can be used at the beginning of any close combat phase, the Vampire then

suffers a wound with no saves of any kind allowed and gains +1 Strength and +1 Attacks till the end

of close combat phase. 30 / 35 Pts

Flying Horror: The Vampire has the Fly special rule. 25 / 30 Pts

Ghoulkin: (armybook page 82). 20 / 25 Pts

Feasting: At the end of each close combat phase the Vampire regains one wound when he killed at

least one enemy model in that close combat phase. 20 / 25 Pts

Rending Claws: The Vampire gains the armour piercing special rule but cannot be equipped with any

magic or mundane weapons. 10 / 15 Pts

Necrarch:

Master of Black Arts: (armybook page 82). 50 / - Pts

Forbidden Lore: (armybook page 82). 30 / 35 Pts

Unholy Cynosure: Once per game the Vampire may reroll one of the dice used to cast a spell. 15 / 20

Pts

Unholy Pact: Choose any wizard in your army. If the Vampire suffers his first miscast the chosen

wizard suffers it instead. If that wizard is not on the battlefield for any reason or had his wizard level

reduced to 0 the Vampire will suffer the miscast as normal. 15 / 20 Pts

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Dark Acolyte: All spells from the Lore of Vampires cast by the Vampire have an increased range of 6”

15 / 20 Pts

Summon Ghouls/Creatures of the Night/Skeletons: Pick one, works like the corresponding power in

the Vampire armybook on page 83 (Summon Skeletons corresponds to the Lord of the Dead

Vampiric Power) 15 / 20 Pts

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Magic Items:

Magic weapons:

Blooddrinker: (armybook page 84). 40 Pts

Sword of Kings: (armybook page 84). 25 Pts

Magic armour:

The Flayed Hauberk: (armybook page 85). 25 Pts

Enchanted Items:

Helm of commandment: (armybook page 85). 50 Pts

Arcane Items:

Book of Arkhan: (armybook page 86). 35 Pts

Magic Standards:

Banner of the Barrows: (armybook page 84). 55 Pts

The Flag of Bloodkeep: (armybook page 84). 50 Pts

Standard of Everlasting Death: When the unit loses a combat it suffers D6 wounds less due to combat

resolution. 25 Pts