anvar-vampires.gif (2090 bytes)

by Anvar

Vampires are normally human in appearance, however they have deathly pale skin, and long fangs. They need to feed on human blood to sustain themselves or they would die. They are sensitive to the light and prefer to hunt for prey under the cover of darkness. A Vampire possesses great strength which is one of their greatest weapons though they have several others. Vampires have the ability to shapeshift into other creatures, namely wolves and bats, and a piercing glare that can transfix their enemies allowing the foul creatures time to escape or slay their foe. They are also competent wizards who can raise the dead to fight by their side. Vampires also have weaknesses, they cannot cross running water and tremble with fear at the sight of holy symbols. Vampires are called Lords of the Undead, and they well deserve the title.

Vampire Counts 200 points
Vampire Lords 375 points
Profile M WS BS S T W I A Ld
Vampire Count 5 7 5 7 6 3 8 3 9
Wolf form 9 5 0 4 4 3 4 2 9
Bat form 2 4 0 4 3 3 4 1 9
Vampire Lord 5 8 6 7 6 4 9 4 10
Wolf form 9 6 0 5 4 4 5 3 10
Bat form 2 5 0 4 4 4 5 1 10

Equipment: Vampires may be given any combination of equipment allowed by the Undead Equipment List.

Magic: Vampire Counts may carry two magic items while Lords may carry four.

Special Rules

Magic Users:  Vampire Counts have a magic level of two, and Lords have a magic level of three.  They may use Dark Magic, Necromantic Magic, or Battle Magic.

Transfixing Glare: Vampires are able to transfix their victims with their glowing eyes. At the start of a hand-to-hand combat round the Vampire may attempt to transfix any model he is fighting. The model must make a successful leadership test to avoid the Vampire's glare. This a 2D6 test, like a psychology test. If this is failed the model is transfixed. A transfixed model is unable to fight that turn, and blows on that model by the  Vampire will hit automatically.

Shapeshifting: At the start of the Undead players' turn he may declare if any or all of his Vampires are shapeshifting. to shapeshift they must declare what they are attempting to shift into, and then pass a leadership test on 2D6. If passed they may transform into either a wolf or a bat if failed they must remain in their current form. The test is required when shapeshifting to any form. While in any form all magic items and equipment is retained, however some will be unusable; all weapons and armour are unusable while not in humanoid form. Also the Vampire may not cast spells while in wolf or bat shape but may dispel and retain cards as normal. Scrolls may not be read by a Vampire not in normal form, any familiar the Vampire has may ride the Vampire while he is in wolf form.

Terrain: Vampires may not cross running water except at bridges. Running water includes rivers, streams etc.

Holy Symbols: Vampires can sometimes be driven off by the sight of holy objects and symbols. The imperial war altar, warrior priests and the Hammer of Sigmar cause terror in Vampires, while witch hunters cause fear because of their fearsome reputation as Vampire slayers.

Bat Form: While in bat form the Vampire may fly, (see the warhammer rule book for more details). Bats also have a 360º "charge arch" due to their sonar.


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