Warhammer Armybook Vampire Counts Revised for 8th Edition

July 21, 2016 | Author: Atavar | Category: Types, Games & Puzzles
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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 Editi...

Description

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 _____________________________________________________ Lords Vampire Lord: 220 Pts M Vampire Lord 6 Equipment: Hand weapon

WS 7

BS 5

S 5

T 5

W 3

I 7

A 4

Ld 10

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 _____________________________________________________ Master Necromancer: 195 Pts M WS BS S Master Necromancer 4 3 3 3 Level 3 Wizard, Lore of Vampires, Shadow or Death

T 4

W 3

I 3

A 1

Ld 9

I 6

A 3

Ld 7

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 _____________________________________________________ Heroes Vampire: 100 Pts M Vampire 6 Equipment: Hand weapon

WS 6

BS 4

S 5

T 4

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

W 2

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 _____________________________________________________ Necromancer: 55 Pts M WS BS S Necromancer 4 3 3 3 Level 1 Wizard, Lore of Vampires, Shadow or Death

T 3

W 2

I 3

A 1

Ld 7

I 4

A 3

Ld 9

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 _____________________________________________________ Wight King: 75 Pts M WS BS S Wight King 4 4 3 4 Equipment: Hand weapon, shield, heavy armour Special Rules: Undead, Wight Blade (armybook page 36) Options: Great weapon: 10 Pts Additional hand weapon: 8 Pts

T 5

W 3

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 _____________________________________________________ Character Mounts:

Nightmare Hellsteed Skeletal Steed Abyssal Terror Zombie Dragon Special rules: Undead

M 8 8 8 6 6

WS 3 3 2 4 6

BS 0 0 0 0 0

S 4 4 3 5 6

T 4 4 3 5 5

W 1 1 1 4 5

I 2 2 2 2 2

A 1 1 1 3 5

Ld 3 3 3 4 4

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) _____________________________________________________ Core Units Zombies: 3 Pts

Zombies Size: 20+

M 4

WS 1

BS 0

S 2

T 2

W 1

I 1

A 1

Ld 2

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. _____________________________________________________

Skeleton Warriors: 6 Pts

Skeleton Warrior Champion Size: 10+

M 4 4

WS 2 2

BS 2 2

S 3 3

T 3 3

W 1 1

I 2 2

A 1 2

Ld 3 3

I 3 3

A 2 3

Ld 5 5

I 3 3

A 1 2

Ld 3 3

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 _____________________________________________________ Crypt Ghouls: 8 Pts

Crypt Ghouls Champion Size: 10+

M 4 4

WS 3 3

BS 0 0

S 3 3

T 4 4

W 1 1

Equipment: Hand weapon Command: Champion: 10 Pts Special Rules: Undead, poisoned attacks _____________________________________________________ Dire Wolves: 8 Pts

Dire Wolf Champion Size: 5-20

M 9 9

Equipment: Hand weapon Command:

WS 3 3

BS 0 0

S 3 3

T 3 3

W 1 1

Champion: 10 Pts Special Rules: Undead _____________________________________________________ Bat Swarm: 20 Pts

Bat Swarm Size: 3-10

M 1

WS 3

BS 0

S 2

T 2

W 4

I 1

A 4

Ld 3

I 3 3

A 1 2

Ld 6 6

I 3 3 2

A 1 2 1

Ld 6 6 4

Equipment: Hand weapon Special Rules: Undead, Hover _____________________________________________________ Elite Units Grave Guard: 12 Pts

Grave Guard Champion Size: 5+

M 4 4

WS 3 3

BS 0 0

S 4 4

T 4 4

W 1 1

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 _____________________________________________________ Black Knights: 18 Pts

Black Knight Champion Skeletal Steed Size: 5+

M 4 4 8

WS 3 3 2

BS 0 0 0

S 4 4 3

T 4 4 3

W 1 1 1

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 _____________________________________________________ Fell Bats: 20 Pts

Fell Bat Size: 3-10

M 1

WS 3

BS 0

S 3

T 3

W 2

I 3

A 2

Ld 3

I 1

A 4

Ld 4

I 1

A 2D6

Ld 7

Equipment: Hand weapon Special Rules: Undead, Fly _____________________________________________________ Spirit Hosts: 55 Pts

Spirit Host Size: 3-10

M 6

WS 3

BS 0

S 3

T 3

W 4

Equipment: Hand weapon Special Rules: Undead, Ethereal _____________________________________________________ Corpse Cart: 75 Pts

Corpse Cart Size: 1

M 4

WS 2

BS 0

S 2

Equipment: Hand weapon, armour 5+, poisoned attacks

T 4

W 4

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 _____________________________________________________ Rare Units: Varghulf: 190 Pts

Varghulf Size: 1

M 8

WS 5

BS 0

S 5

T 5

W 4

I 2

A 5

Ld 4

Equipment: Hand weapon Special Rules: Undead, Regeneration, Vampire, Terror, Hatred, Bestial Fury (armybook page 54) _____________________________________________________ Cairn Wraiths: 60 Pts

Cairn Wraith Banshee Size: 1

M 6 6

WS 3 3

BS 0 0

S 3 3

T 3 3

W 2 2

I 2 3

A 3 1

Ld 5 5

Equipment: Hand weapon, great weapon (Cairn Wraiths only) Special Rules: Undead, Ethereal, Vampire, Terror, Skirmishers, Ghostly Howl (armybook page 49) Options: Banshee 10 Pts _____________________________________________________ Blood Knights: 45 Pts

Blood Knight Champion Nightmare Size: 4-20

M 6 6 8

WS 5 5 3

BS 3 3 0

S 5 5 4

Equipment: Hand weapon, heavy armour, shield, lance Mount: Barded Nightmare

T 4 4 4

W 1 1 1

I 5 5 2

A 2 3 1

Ld 7 7 3

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 _____________________________________________________ Black Coach:200 Pts M WS BS S Black Coach 5 Cairn Wraith 3 0 3 Nightmare 8 3 0 4 Size: 1 Coach, 1 Cairn Wraith, 2 barded Nightmares

T 6 -

W 4 -

I 2 2

A 3 1

Ld 5 -

Equipment: Cairn Wraith has Great Weapon, armour 3+ Special Rules: Undead, Vampire, Chariot, 4+ ward save, Terror, Evocation of Death (armybook page 47) _____________________________________________________ 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. _____________________________________________________ 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 _____________________________________________________ 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

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