Vampire Lord

(Entry)
Type:

model

Categories:

Regular Infantry, MAYHAVEARMOUR, MAYHAVEARMOUR, MAYHAVESHIELD

EntryId:

7613-4586-5f5f-a3d3

Hidden:

false

Costs: 185 pts

Constraints:

min: 1
max: 1
Options (10)
Command:
Lores of Magic:
Magic Items:
Arcane Items:
Enchanted Items:
Magic Weapons:
Unique Weapons:

Profiles:

Model MWSBSSTWIALd
Vampire Lord

6

7

5

5

5

4

6

5

9

Base
Base (25x25):

25x25

Special Rule
Dark Vitality:
  • Restriction: any model with this rule
  • Result:
  • Every model with this rule ignores the death of the army's Master of the Dead
  • They and their mounts may march normally, unless joined to a unit without this rule
  • A Vampire Count or Vampire Thrall Wizard with this rule suffers no penalty for armour or for a shield; IE: Cast and Dispel as Normal
Flammable:

A model with Flammable loses access to Regeneration saves whenever the wound stems from a Flaming attack.

Indomitable (X):
  • Limits: no stacking; with several models in a unit, the unit uses the best value (e.g. a character with Indomitable (2) joining Indomitable (1) gives the whole unit 2)
  • Result: wounds from Unstable drop by X
Lore Of Undeath:
  • Restriction: Wizard with ‘Lore of Undeath’
  • Result: upon discarding 1 random spell normally, it may swap in a different one: its Lore of Magic’s signature spell, or one of
  • Vanhal’s Danse Macabre - Renegades
  • Hellish Vigour - Renegades
  • Raise Dead - Renegades
Necromantic Undead:
  • Restriction: a character with it cannot join units without it, and vice versa
  • Result:
  • Models count as ‘Undead’
  • No march, unless using Fly (X) to move
  • They also gain Fear, Immune to Psychology, Unbreakable and Unstable
Regeneration:
  • Restriction: model with Regeneration (X+), where X+ is its Regeneration value
  • Timing: immediately after a Wound is lost, ahead of removing models at 0 Wounds
  • Result: a "Regeneration save" roll of 1D6 (optional): on X+ the Wound comes back, but still counts toward the combat result
  • Effects altering armour values do not touch the Regeneration value, unless stated otherwise.
Accursed Weapons:
  • Restriction: model with this rule, for its hand weapon
  • Result: weapon gets Magical Attacks; its Armour Piercing characteristic is −1
Spell NumberTypeCasting ValueRange
Vanhal’s Danse Macabre - Renegades

-

Enchantment 

7+/11+

12"

  • Select: target friendly unit
  • Result: +D3 (max 10) to Movement, Weapon Skill or Initiative; number of characteristics depends on the casting result | Casting result | Characteristics boosted | |---|---| | 7 or more | 1 of the three | | 11 or more | 2 of the three |
  • Duration: ends at your next Start of Turn sub-phase
Raise Dead - Renegades

-

Enchantment

9+

12"

  • Select: location fully ≤12" of this model, outside 1" of enemy models
  • Result: place a unit of 2D3 Zombies there
  • On the turn it is raised it cannot declare a charge
  • Gives no Victory Points and is not Core
  • Counts as starting at 10 models for Invocation of Nehek
Hellish Vigour - Renegades

-

Enchantment 

6+/10+

Self

  • Select: friendly Necromantic Undead units ≤ caster’s Command range, as the casting result allows | Casting result | Units affected | |---|---| | 6 or more | 1× unit | | 10 or more | every such unit |
  • Result: the selected units gain Reserve Move
  • Duration: this turn only

Modifiers:

multiply Unit Strength 0
or
1+ selections of MOUNT in self (recursive)
1+ selections of mount in self (recursive)
remove category Regular Infantry
or
1+ selections of MOUNT in self (recursive)
1+ selections of mount in self (recursive)

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