Vampire Count

(Entry)
Type: model
Categories: Regular Infantry, MAY_HAVE_ARMOUR, MAY_HAVE_ARMOUR, MAY_HAVE_SHIELD
EntryId: 73997cdc-8a4b96e6
Hidden: false
Costs: 160 pts

Constraints:

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

Profiles:

Model MWSBSSTWIALd
Vampire Count

6

7

5

5

5

3

6

4

8

Base Base Size
Base (25x25)

25x25

Special Rule
Dark Vitality:

Models with this special rule are not subject to the Death of a General rule. In addition, unless they have joined a unit that does not have this special rule they (and their mounts) can march as normal.

Flammable:

A model with this special rule cannot make a Regeneration save against a wound caused by a Flaming attack.

Indomitable:

A unit with this special rule reduces the number of wounds suffered due to the Unstable special rule by the number shown in brackets (shown here as ‘X’).

Note that this special rule is not cumulative. If two or more models in a unit have this special rule, use the highest value for the entire unit. For example, if a character with Indomitable (2) joins a unit with Indomitable (1), the whole unit uses the character’s Indomitable (2) special rule.

Lore Of Undeath:

A Wizard with the ‘Lore of Undeath’ special rule may discard one of their randomly generated spells as normal. When they do so, they may select instead either the signature spell of their chosen Lore of Magic, or one of the spells listed below:

• Vanhal’s Danse Macabre • Hellish Vigour • Raise Dead

Necromantic Undead:

Models with this special rule are ‘Undead’. Undead models cannot march (unless they have the Fly (X) special rule and choose to move by flying). In addition, all Undead models have the following universal special rules: • Fear • Immune to Psychology • Unbreakable • Unstable A character with this special rule cannot join a unit without this special rule, and vice versa.

Regeneration:

A model with this special rule can make a 'Regeneration' save. The armour value of a Regeneration save is shown in brackets after the name of this special rule (X+). A Regeneration save can never be modified by the AP characteristic of a weapon and can be made in addition to an armour save and Ward save. However, any wounds saved by a Regeneration save are still counted for the purposes of calculating combat result.

Note that models with this special rule are often vulnerable to the Flaming Attacks or Magical Attacks special rules.

Spell NumberTypeCasting ValueRange
Vanhal’s Danse Macabre

1

Enchantment

8+/12+

12

If this spell is cast with a casting result of 8 or more, the target friendly unit gains a +D3 modifier to one of the following characteristics (to a maximum of 10). If this spell is cast with a casting result of 12 or more, the target friendly unit gains a +D3 modifier to two of the following characteristics (to a maximum of 10). This spell lasts until your next Start of Turn sub-phase.

  • Movement
  • Weapon Skill
  • Initiative
Hellish Vigour

2

Enchantment

7+/10+

Self

If this spell is cast with a casting result of 7 or more, a single friendly unit that has the Necromantic Undead special rule and is within the caster’s Command range gains the Reserve Move special rule. If this spell is cast with a casting result of 10 or more, every friendly unit that has the Necromantic Undead special rule and is within the caster’s Command range gains the Reserve Move special rule. This spell lasts until the end of this turn.

Raise Dead

3

Enchantment

10+

12

Place a unit of 2D3 Risen Zombies on the battlefield anywhere completely within 12" of this model, but not within 1" of any enemy models. This unit cannot declare a charge during the turn in which it was raised.

Modifiers:

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