(NOTE: for Official Bloodline Rules using the Original Mordheim Rules please go to: Mordheim Undead Vampire Counts Bloodlines)
Vampire Counts Warband List: 2.0
As proposed by Richard Buckner III
CHOICE OF WARRIORS
The warriors of the dead must include at least 3 models. You have 500 gold crowns with which to form your warband. The maximum number of warriors in the warband is 15.
HEROES
Vampire: Your warband must include 1 Vampire. No more, no less.
Necromancer: Your warband may include 1 Necromancer.
Dregs: Your warband may include up to 3 Dregs.
HENCHMEN
Zombies: Your warband may include up to 10 Zombies.
Skeletons: Your warband may include any number of Skeletons.
Ghouls: Your warband may include any number of Ghouls.
Dire wolves: Your warband may include up to 5 Dire wolves.
STARTING EXPERIENCE
A Vampire starts with 20 experience.
A Necromancer starts with 8 experience.
Dregs start with 0 experience.
Henchmen start with 0 experience.
Vampire Counts Skill Table
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Combat
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Shooting
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Academic
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Strength
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Speed
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Special
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Vampire
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X
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X
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X
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X
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X
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Necromancer
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X
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X
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Dreg
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X
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X
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VAMPIRE COUNTS EQUIPMENT LISTS
The following lists are used by Vampire Counts to pick their equipment.
Hand-to-hand Combat Weapons
Dagger…………………….1st free/ 2 gc
Club……………………………….. 3 gc
Mace……………………………… 5 gc
Hammer…………………………... 5 gc
Axe……………………………….. 5 gc
Short Sword……………………….. 5 gc
Sword…………………………….. 10 gc
Halberd…………………………… 10 gc
Spear……………………………… 10 gc
Double-handed Weapon………….. 15 gc
Missile Weapons
None
Armour
Light Armour……………………... 10 gc
Heavy Armour…………………….. 30 gc
Shield……………………………... 5 gc
Helmet…………………………….. 5 gc
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UNDEAD SPECIAL RULES
Cause Fear: Undead are frightening creatures and therefore cause fear.
Immune to Psychology: Undead are not affected by psychology and never leave combat.
Immune to Poison: Undead are not affected by any poison.
No Pain: Undead treat stunned results on the Injury Chart as knocked down.
Furthermore if both the Necromancer and the Vampire are killed then the warband crumbles to dust and therefore must disband.
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UNDEAD RACIAL MAXIMUMS
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Ld
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Vampire
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6
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8
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6
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5
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5
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4
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8
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5
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10
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Dregs are human and Necromancers use the same maximums as humans.
M
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WS
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BS
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S
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T
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A
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Ld
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Human
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4
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6
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6
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4
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4
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3
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6
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4
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9
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M
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WS
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BS
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S
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T
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W
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I
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A
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Ld
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Ghoul
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5
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5
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2
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4
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5
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3
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5
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5
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9
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Heroes
1 Vampire
110 Gold Crowns to hire
Vampires lead the undead in the search for wyrdstone. Many send it back to their masters, Vampire Lords such as Vlad Von Carstein, to power their armies to conquer the Empire. But many have decided to take this as an opportunity to raise their own army, starting with these warbands.
Profile
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WS
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BS
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S
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6
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4
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4
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4
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4
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2
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5
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2
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9
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Weapons and armour: The Vampire may have equipment from the Vampire Counts Equipment list.
SPECIAL RULES
Leader: The Vampire is the Warband’s Leader and follows all the rules for Leaders.
Undead: The Vampire is undead and follows all the rules for Undead.
High Maintenance: a vampire likes his space and often likes to live in relative comfort (even in the city of Mordheim). Or sometimes he is keeping a spot for his next victim, either way a Vampire counts as 2 warriors toward the maximum allowed in the warband.
Skilled Veteran: The Vampire Count may choose one skill from those on his table.
0 – 1 Necromancer
35 gold crowns to hire
Necromancers are wizards who study the corrupt art of Necromancy. Many are acolytes and servants of Vampires, others are recruited from amongst wizards and warlocks who have come under suspicion of the various agents of Sigmar and have fled to Mordheim under the protection of their new Vampire masters to avoid prosecution.
Profile
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BS
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A
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Ld
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4
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3
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3
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3
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3
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1
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3
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1
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7
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Weapons and armour: The Necromancer may have equipment from the Vampire Counts Equipment list.
SPECIAL RULES
Wizard: The Necromancer is a Wizard and uses Necromancy.
Undead: The Necromancer is undead and follows all the rules for Undead.
0 – 3 Dregs
20 gold crowns to hire
Dregs are the most miserable human survivors of the demise of Mordheim. Many are deformed and are shunned and rejected by other people, even in the City of the Damned. Vampires often take these men in and use them as servants or go betweens, but they are treated with surprising kindness. As a result Dregs are often fanatically loyal to their masters and will do anything to protect and serve them. The Vampires use Dregs to buy equipment, weapons and supplies from the settlements around Mordheim, or to run various other errands during the daylight hours.
Profile
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Ld
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4
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2
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2
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3
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3
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1
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3
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1
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7
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Weapons and armour: Dregs may have equipment from the Vampire Counts Equipment list.
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Henchmen
0 – 10 Zombies
15 gold crowns to hire
Zombies are the most common of the undead creatures animated by the will of their Necromantic masters.
Profile
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4
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2
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2
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3
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3
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1
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2
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1
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3
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Weapons and armour: None. Zombies may not have any weapons and armour.
SPECIAL RULES
Undead: Zombies are undead and follows all the rules for Undead.
May Not Run: Zombies are slow, but relentless and so may not run (but may charge normally).
No Brain: Zombies cannot learn from their mistakes and thus do not gain experience.
Don’t Eat: Zombies do not need food or a space of their own, they have no weapons that need sharpening, though they do require a small amount of upkeep in magic components. A zombie therefore counts as ½ a warrior toward the total allowed in the warband.
Skeletons
20 gold crowns to hire
Skeletons are another common warrior in the armies of the dead. In Mordheim, the graveyards have been almost emptied by the dark rituals of Necromancers.
Profile
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4
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2
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2
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3
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3
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1
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2
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1
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3
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Weapons and armour: Skeletons may have equipment from the Vampire Counts Equipment list.
SPECIAL RULES
Undead: The Ghouls are undead and follows all the rules for Undead except that they do gain experience.
May Not Run: Undead are slow, but relentless and so may not run (but may charge normally).
No Brain: Skeletons cannot learn from their mistakes and thus do not gain experience.
Ghouls
40 gold crowns to hire
When times of famine have come upon the Old World, the most depraved and destitute took to feasting on corpses to survive. Driven by their unspeakable craving for the meat of their fellow man, these creatures have given up their human life to dwell near graveyards, crypts and tombs. Ghouls are the descendants of these men and women, and the destruction of Mordheim has attracted many of these clans have taken up permanent residence in the rapidly filling crypts and cemeteries of the ruined city.
Profile
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4
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3
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3
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3
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4
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1
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3
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2
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5
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Weapons and armour: None. Ghouls use stones and bone as primitive weapons and have no use for armour.
SPECIAL RULES
Fear: Though not undead, ghouls are still twisted and repulsive creatures and therefore cause fear.
Unclean: Ghouls eat the dead with their bare hands and do not wash, therefore their attacks count as being made with black lotus (6’s to hit automatically wound).
0 – 5 Dire wolves
50 gold crowns to hire
Dire Wolves are slavering undead hounds, the animated remains of the giant wolves of the Worlds Edge Mountains. Their chilling howls can strike fear into the hearts of even the bravest warriors or ruthless Dwarf mercenaries. They prowl the streets of Mordheim like shadows, and many men have died with the cold jaws of a Dire Wolf around his neck.
Profile
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9
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3
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0
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4
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3
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1
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2
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1
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4
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Weapons and armour: Dire wolves do not use weapons or armour
SPECIAL RULES
Undead: The Ghouls are undead and follows all the rules for Undead except that they do gain experience.
Animals: Dire wolves are animals and so may not carry anything (wyrdstone shards, treasure, etc.).
No Brain: Dire wolves cannot learn from their mistakes and thus do not gain experience.
May Not Run: Undead are slow, but relentless and so may not run (but may charge normally).
Slavering Charge: Dire Wolves strike swiftly and viciously. Dire Wolves get +1 attack during the turn they charge.
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NECROMANCEY SPELLS
1 Lifestealer Difficulty 10
The Necromancer targets 1 model within 6”, the target loses 1 wound (no save allowed) and the Necromancer gains an extra wound for the duration of the battle. This may take the Necromancer’s Wounds above his original maximums value. This spell cannot affect Possessed or Undead models.
2 Re-animation Difficulty 5/7
The Necromancer can re-animate a single Zombie (Difficulty 5) or Skeleton (Difficulty 7) that went out of action during the last turn. Place the model anywhere within 6” of the Necromancer, but not into hand-to-hand with an enemy model.
3 Gaze of Nagash Difficulty 8
The Necromancer shoots one bolt in a direct line at a single enemy target within 18”. The target suffers a single Strength 4 hit.
4 Spell of Doom Difficulty 9
The Necromancer selects a warrior within 12” who must immediately make a Strength check or the dead emerging from the earth will pull him to the ground with supernatural strength. If he fails, roll on the injury table to see what happens to the unfortunate warrior.
5 Call of Vanhel Difficulty 6
A single Skeleton or all Zombies within 6” of the Necromancer may immediately make another move using all their normal rules for movement (including the “may not run” rule). They may declare a charge if able.
6 Spell of Awakening Difficulty Auto
If an enemy hero is killed (ie, your opponent rolls 11-15 on the Serious Injury chart) then the Necromancer may raise him to fight as a Zombie in his servitude. The dead Hero retains his characteristics, except Initiative, which drops to a 1, and all his weapons and armor but may not use any other equipment or skills. He counts as a henchman group on his own and gains all the special rules for a Zombie (pg. 89) except that he counts as a full member of the warband (does not get to take advantage of the “Doesn’t Eat” rule). The Hero also retains his current experience even though he cannot gain more. Furthermore he may no longer use the spear special rule “Strike first” or the rules for Parrying, as these are reactionary (and zombies don’t react). This spell always succeeds (rules for Henchmen and experience are described later).
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VAMPIRE BLOODLINE SPECIAL RULES
Of Vampires…
Little is known of these supernatural, blood-sucking creatures of the night except for the tayles of old crones and madmen. Men dread these mighty creatures whom they accord such outrageous facets as super-human strength, incredible constitution and lordship over the Undead. What few men are actually aware of is that the fathers of these bastard creatures were spawned countless centuries ago, far to the south in the Land of the Dead, by the blasphemous Elixir of life, created it is rumoured by the Great Necromancer Nagash. Another thing that very few men know is that Vampires are affiliated to different families or Bloodlines and the culture, loyalties and politics between these families are just as diverse, convoluted and deadly as they are between the human kingdoms of the Old World.
Von Carstein
Vampires of the von Carstein bloodline are the original aristocracy of the night. These monsters are the most prevalent Vampires within the borders of the Empire. Most Vampires of this bloodline can be found in the dark County of Sylvania where it is reputed the Elector Count himself is their ancient and inhuman leader. Vampires of the von Carstein line are renowned as haughty, foppish even, with expensive tastes and impeccable manners but they are utterly ruthless predator nonetheless. Von Carsteins occasionally have dealings with the Vampires of other clans; the Necrarchs whose knowledge in the dark arts they covert and Blood Dragons whose martial skills they admire. They are deeply suspicious of the sisterhood of Lahmians and hold the Strigoi with deep contempt and will hunt them down if they are found within the borders of their lands.
· These use the standard Undead warband in the Mordheim rulebook
Blood Dragon
The Blood Dragon Vampires are reputedly descended from the great warrior of old Abhorash, Lord of Blood. Above all Vampires these are by far the most honourable and perhaps the most in touch with their human past. They are renowned as exceptional warriors and fight with astonishing bravery and chivalry. Blood Dragon Vampires are rare in the Empire with most of their number hailing from Bretonnia and the near mythical Blood Keep, said to be located somewhere in the Grey Mountains. Blood Dragons have very little to do with the Vampires of other clans as they remain disinterested in their political squabblings and power games.
· Martial Prowess: Blood Dragon Vampires start with +2 Weapon Skill.
· Eternally Brave: Blood Dragon Vampires may re-roll the first failed Rout test (if the Vampire is not out of action).
· Honour: Blood Dragon Vampires may not attempt to break away from combat or Voluntarily Rout (if the Vampire is not out of action).
· Warrior Code: Blood Dragon Vampires cannot use Magic (even with the Book of the Dead from TC #11).
· Men-at-arms: Dregs start with +1 Weapon Skill.
Necrarch
The dreaded Necrarchs are twisted and evil and more so than any other Vampires they resemble the dead with an emaciated, cadaverous appearance. Necrarchs are incomprehensible even to their own Undead brethren and most seem utterly insane. Their madness is tempered by their undeniable genius and mastery of necromantic magic. Whereas the Vampires of other bloodlines seek dominion over the realms of men the Necrarchs aspire to see the end of all living things such is their hatred for all. Necrarchs are by nature loners and often live deep underground or in isolated towers where they can practice their foul magics without interruption. Occasionally, however, they emerge from their dark places in the world to gather new victims, lore and of course Wyrdstone for their experiments. Necrarch vampires have a barely contained dislike for their kin of the other clans but will deal with them on occasion when it is to their benefit to do so.
· Poor warrior: Necrarch Vampires start with -2 Weapon Skill, may only be armed with a single-handed dagger, sword, axe or mace and cannot take Strength Skills.
· Necromantic Lore: The Necrarch starts the game as a Wizard in exactly the same way as the Necromancer.
· Loathes the Living: May not hire any Hired Swords.
Lahmia
Of all Vampires, the Lahmian sisterhood follows the culture and practice of the ancient days most closely. The Lahmian Bloodline differs from the other Vampire clans in that it is made up of almost exclusively all females. This sisterhood is renowned for choosing only the most beautiful of mortals to join their ranks. They are led by the original queen of darkness herself, Neferata, of the Cult of Blood who dwells somewhere in the northern reaches of the Worlds Edge Mountains in a place called the Silver Pinnacle. Stories of the palace of the Nights Queen have been told for centuries, and can be found in the ballads of Bretonnia, the writings of the Empire and the poems of Tilea. The Lahmians compete with the von Carsteins in their plot to wrestle control of the world of men although they are far subtler in their methods, preferring to infiltrate the upper echelons of society than using force of arms. They have a great talent for art and statesmanship and their powerful personalities hold an irresistible charm for mortals. The Lahmian sisterhood will always attempt to manipulate Vampires of the other families to their own ends.
· Poor warrior: Lahmian Vampires start with -1 Weapon Skill and cannot wear Heavy armour, and may only be armed with a single-handed dagger, sword, axe or mace.
· Enchanting Beauty: -1 to any living opponent’s Leadership while in base contact with Vampire (note: this has no effect against the Undead or Daemons).
· Unnatural Speed: Lahmian Vampires start with +2 to Initiative.
Strigoi
The Vampires of the Strigoi are known as the Cursed Ones and are generally reviled amongst their own kind. Long ago in this bloodline’s history the father of these Vampires was cursed by the other Vampires and since then an unending hatred has existed between them. Strigoi Vampires are little more than beasts – huge, hulking, hate-filled monstrosities. Often these solitary creatures make graveyards and cemeteries their homes where packs of flesh-eating Ghouls form grotesque courts around them. Most of them have to some degree lost their minds but they still possess the innate powers of the vampire and can command the living dead. The Strigoi sit and brood and contemplate a time when they overthrow the world of men and destroy their kin of the other clans utterly.
· Bestial: Strigoi Vampires start with +1 Attack but cannot use any Items or Equipment.
· Hatred: Strigoi Vampires suffer Hatred of all living things.
· Ghoul King: Strigoi Vampires may hire up to one Ghast at 50 gc (counts as a Ghoul hero that starts with 0 exp.). Ghoul Henchmen cost 5 gc less to hire.
· Reviled: Strigoi Vampires hire Necromancers and Dregs at +10 gc to hire.
· Feared: Strigoi Vampires may not hire any Hired Swords.
Von Carstein Bloodline Powers
Transfix
The Vampire can befuddle the weak-minded with just a stare of his piercing eyes.
Once each turn one enemy in base contact must make a Leadership test against his base Leadership (cannot use the Leaders). If he fails he cannot attack and all attacks directed against him automatically hit this turn. Does not affect those immune to psychology, the Undead or Daemons.
Aura of Majesty
The von Carsteins are the most authoritative of Vampires, the best generals among their kind.
The Vampire increases the range to use his Leadership by 6” and may re-roll the first failed Rout Test (if he has not been taken out of action).
Summon Bats
The Vampire produces a bestial howl that awakens dark creatures and beckons them to his aid.
Once per game the Vampire can summon 1D3 Fell Bats, which are deployed with 6” of the Vampire. Treat this power like a spell with a casting difficulty of Auto. Follow the special rules for Fell Bats below.
Call Winds
The anger of a von Carstein is so powerful that even the sky reflects it.
Once per game at the beginning of his Shooting Phase, if he is not in close combat, the Vampire may attempt to summon a storm. Treat this like a spell, thus the Vampire may not shoot during this phase. Roll 1D6: on a 1 nothing happens but on a 2-6 he successfully summons a powerful storm that lasts until the beginning of his next turn. All shooting is at -1 to hit and no model may fly (they must use their ground movement). The Storm immediately ends if the Vampire takes a Wound, is Knocked Down or taken Out of Action or if he is engaged in close combat.
Blood Dragon Bloodline Powers
Red Fury
The Vampire enters battle with a savage and unstoppable bloodlust.
The Vampire has +1 Attack (this does not count toward his Maximum).
Blade Master
Superbly trained by some of the best swordsmen throughout history the Vampire can easily turn aside the blows of his enemies.
The Vampire needs only to tie the roll ‘to hit’ in order to parry (this means he can parry a roll of 6). He can also re-roll a failed parry (but cannot re-roll a re-roll, nor can he parry more than one attack).
Heart Piercing
Using a combination of strength and speed the Vampire can easily find a gap in his opponent’s defences.
The Vampire may re-roll missed attacks when charging.
Strength of Steel
Such is the Vampire’s martial prowess that he is able to strike at the precise moment when it will cause most damage.
The Vampire has +1 Strength (this does not count toward his maximum) in the turn he charges.
Necrarch Bloodline Powers
Nehekhara’s Noble Blood
The Vampire has created such a stash of necromantic lore over the centuries that he is incredibly learned in the dark arts.
The Vampire is a powerful Wizard and may choose an additional spell, and all his spells are at a +1 to cast (which does add with the Sorcery skill).
Unholy Cynosure
The Necrarch can focus his power into a different plane to foresee the future and change the present.
Once per game the Vampire may re-roll one failed spell.
The Awakening
The Vampire can sense the remains of long-dead warriors and awaken them to bolster his unholy ranks.
The Vampire may cast the spell Re-Animation once per turn in addition to any other spell he uses, also once per game (instead of casting any spells) he may summon D3 Zombies that appear within 6” of him just as if he cast Re-Animation. The Zombies are lost after the game and do not count toward the maximum number on the warband.
Master of the Black Arts
So ancient is this Vampire that he is a dark master of the necromantic arts.
The Vampire adds 6” to the range of spells that he casts. This Power only works on spells that have range.
Lahmia Bloodline Powers:
Beguile
The Lahmian is such an enchanting beauty that her foes find it difficult to raise a weapon against her.
Once each turn one enemy in base contact must make a Leadership test against his base Leadership (cannot use the Leaders). If he fails he cannot attack the Vampire (but anyone else is fair game). Does not affect those immune to psychology, the Undead or Daemons.
Transfix
The Vampire is so beautiful that a mortal’s will to fight immediately disappears before her.
Once each turn one enemy in base contact must make a Leadership test against his base Leadership (cannot use the Leaders). If he fails he cannot attack and all attacks directed against him automatically hit this turn. Does not affect those immune to psychology, the Undead or Daemons.
Seduction
How can a mortal resist the lure of a creature that has preyed on the warm blood of men for countless centuries?
On each of the Vampire’s turns one male enemy in base contact must make a Leadership test against his base Leadership (cannot use the Leaders). If he fails he immediately becomes controlled by the Vampire (may move and attack etc.). Any attacks by the Vampire’s warband hit automatically but control immediately returns to the original player. Make a Leadership test at the beginning of each turn to see if the warrior regains control. The Vampire can only control one warrior at a time. Does not affect those immune to psychology, the Undead, Daemons or warriors suffering form Stupidity.
Innocence Lost
These deceptive creatures look so innocent and vulnerable that enemies will lower their defences.
The Vampire always attacks first in close combat (even if standing up from a knocked down result or attacking enemy armed with spears).
Strigoi Bloodline Powers:
Curse of the Revenant
So strong is the creature’s desire for eternal life that it can survive even the most appaling wounds.
The Vampire has Regeneration ability. For any wound that is not saved the Vampire rolls 1D6, on a 4+ the wound is regenerated (negated). This power is ignored if the attack was caused by fire damage or Blessed Water (or anything else applicable).
Massive Monstrosity
The Vampire is simply gigantic!
The Vampire has +1 Wound (this does not count toward his maximum).
Iron Sinews
The Vampire is a beast of pure muscular power.
The Vampire has +1 Strength (this does not count toward his maximum).
Infinite Hatred
The Strigoi know no love, shunned by all, they brood in their solitude vowing death upon all they meet.
The Vampire re-rolls all missed attacks (remember that you cannot re-roll a re-roll).
Fell Bats
Also known as Vampire bats, the blood drinking bats of Sylvania grow to monstrous proportions. They are nightmarish predators of the dark, silent and deadly. They exist solely on the blood of the living, that of men being their favourite. Scholars of the Old World speculate that perhaps the ancestors of these beasts drank the blood of a Vampire and thus became cursed.
These can only be obtained through the Bloodline Power Summon Bats.
Profile
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Fell Bat
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2
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3
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0
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3
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3
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2
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3
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2
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5
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Fell Bats are Undead so all rules that apply to the Undead apply to Fell Bats.
Cause Fear, Immune to Psychology, May not Run, Immune to Poison.
Furthermore the following rules apply to Fell Bats:
Animal: Fell Bats are treated as animals and therefore cannot use, hold, or pick up any Items, Equipment, Wyrdstone Counters etc.
Fly: Fell Bats fly, which means that they may move 20” in any direction ignoring terrain. They can fly into or out of buildings and may only charge models they can see, however Fell Bats do not have to check for I when moving up or down Buildings (however they cannot make a diving charge). Furthermore if the Fell Bats lose their last wound it plummets to the ground and is easily finished off. Do not roll for injury, they are automatically taken out of action, when they lose their last wound.
Bound Creature: Fell Bats are bound to the Vampire that called them. This means that if the Fell Bats end any turn more than 6” away from the Vampire, and are not in close combat, they will leave play (this range is extended to 12” if the Vampire has the Aura of Majesty Bloodline Power). This also means that if close combat ends and the Fell Bats are outside this range they immediately leave. Furthermore if the Vampire is taken out of action then the Fell Bats also leave play.
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