Warhammer Armybook Vampire Counts Revised for 8th Edition
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Transcript of 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
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
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
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:
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+
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
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
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.
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
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
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
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