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==Vampiric Powers== Upgrades Vampire Lords and Vampires can take out of their Magic Item allowance. The former can take 100 points, the latter 50. <tabs> <tab name="Multiple Dynasties"> *'''Red Fury:''' 35pts. Blood Dragon or Strigoi only. This allows them to make an additional attack for each model they kill to a max of +5, which can lead to an entire unit being flattened with the proper rolls and a well-kitted hero. The downside is that this is expensive. *'''Fear Incarnate:''' 20pts. Von Carstein, Necrarch, Blood Dragon, or Strigoi only. Models in b2b with this vampire need to test Ld or be forced to only hit on 6s. You WILL want this for any killy lord. *'''Supernatural Horror:''' 15pts. Von Carstein, Necrarch, or Strigoi only. Grants Terror in the event that you don't want to ride a monster. Don't forget that this also counteracts any fear-causing units your enemy may take. *'''Curse of the Revenant:''' 30pts. Necrarch or Strigoi only. Gives a 4+ regen, which is helpful since these guys lack good armour. *'''Flying Horror:''' 20pts. Von Carstein, Necrarch, Strigoi, or Lahmia only. Model on foot only. Gives a pair of wings to fly with. Way to make the Abyssal Terror feel even sillier. *'''Transfix:''' 15pts. Von Carstein or Lahmia only. One model in b2b must test Ld (presumably, Mathias forgot to write that in) or be unable to attack them that turn. *'''Unbending Willpower:''' 10pts. Von Carstein or Necrarch only. This allows a unit of undead within 6" suffering from Unstable or a dead general to lose one less wound. You have a slight security blanket, but this doesn't stack with a BSB, and it's not having a necromancer. *'''Hounour or Death:''' 5pts. Von Carstein or Blood Dragon only. During each round of a challenge, the enemy must test Ld or be reduced to WS1. While you won't expect much against an equal hero or general, this can let you sweep aside lesser champions. </tab> <tab name="Von Carstein"> *'''Aura of Dark Majesty:''' 20pts. When you're gambling on Fear/Terror, abilities like Beguile or the effects of the Coven Throne, each be amped up with Aura. One of the better non-blender lord abilities. Combine with the Coven Throne, Banshees, Terrorgheists, or Screaming Banner to really fuck with your opponents. *'''Walking Death:''' 20pts. enemy units in base contact must reroll successful Leadership tests. This has no effect on models with Immunity (Psychology). *'''Call Winds:''' 10pts. Innate bound PL5 spell. Enemies or targeted friendly units within 24" of this model now suffer -1 to hit with missiles. *'''Summon Creatures of the Night:''' 10pts. If you plan on using Dire Wolves, Bat Swarms, and Fell Bats then this is good as those are expensive options point-wise, so increasing their numbers past starting size with Invocation of Nehek is a good choice. *'''Wolf Form:''' 10pts. Have a need to make a footslogging vampire but hate M4? Buy this and now they're faster than even ponies with M9 and Swiftsrtride! *'''Wolf Lord:''' 10pts. Dire Wolves within 24" can now march. </tab> <tab name="Necrarch"> *'''Master of the Black Arts:''' 55pts. Not terrible, but not great either- it's ''extremely'' expensive, taking it prevents you from taking some other really good powers, and it doesn't guarantee you anything despite the high cost. It's nice when you turn a 1 into a 6, but so very annoying when you turn a 2 or 3 into a 1. Taking it on two vampires is a complete waste since at that point, you're spending almost the points cost as a varghulf. That said, Necrarchs are caster-lords, so it's at least worth considering. *'''Spectral Form:''' 40pts. Grants a foot-slogging Necrarch Ethereal, but bars it from joining non-ethereal units or buying magic items. *'''Forbidden Lore:''' 20pts. You are now a Loremaster. This is a pretty neat grab for your General since you now have every Necromancy spell on tap, while others can take it or leave it as they wish since they have a broad list to pick from (Including Zacharias the turbo-nerd). *'''Dark Acolyte:''' 20pts. Adds +d3 extra wounds healed from casting Invocation of Nehek. Whoever you have managing your hordes will want this. *'''Nehekhara's Noble Blood:''' 20pts. +1 to all casting rolls. Again, Necrarchs are good at a lot of lores, so this just shoves it more in your face *'''Unholy Cynosure:''' 10pts. Lets you re-roll a single casting die, which could be helpful in saving your ass from a miscast. </tab> <tab name="Blood Dragon"> *'''Doomrider:''' 25pts. Lets a Blood Dragon on a Nightmare and any attached cavalry re-roll charges. You'll be thanking yourself if you manage it. *'''Dread Knight:''' 20pts. +1 to hit and wound during a challenge. Not bad really, a Blood Dragon can benefit from this as they'll always be challenging and any way to end it faster means you can reach your next enemy sooner. *'''Heart Strike:''' 20pts. Lets you re-roll to wound in combat. *'''Master Strike:''' 20pts. While this looks like it can be worth it if you go through the percentages, in almost all cases this is shit. Killing Blow and Heroic Killing Blow are generally only good when you have a lot of things with them all taking a chance at killing. *'''Might of Arms:''' 20pts. Re-roll to hit in combat. You'll be doing it plenty in combat, though you have a pretty good WS to begin with. *'''Warrior Pride:''' 20pts. Re-roll armour saves. Considering how plated you are, you'll definitely appreciate this though it's not a Ward Save. *'''Strength in Steel:''' 10pts. You're a Blood Dragon, your job is to charge. This just makes you get Devastating Charge and strength Bonus (1). *'''Blademaster:''' 10pts. In the event that you bought a different weapon but want to keep the shield's parry save, you can net this. </tab> <tab name="Strigoi"> *'''Massive Monstrosity:''' 15pts. Strigoi, being the bare-naked freaks they are, need all the wounds they can get. *'''Iron Sinews:''' 15pts. Extra strength is also welcome on a monster that needs to rely on brute strength to prevail. *'''Hunter in the Dark:''' 15pts. Gives a footslogging Strigoi scout. *'''Ghoulkin:''' 10pts. A pack of Crypt Ghouls can be scouts. *'''Infinite Hatred:''' 10pts. A Strigoi's got no use if he can't hit, so having Hatred that lasts every turn makes them better likely to kill things. *'''Summon Ghouls:''' 10pts. Up to 3 packs of Crypt Ghouls can be ambushers. </tab> <tab name="Lahmian"> *'''Seduction:''' 25pts. On top of all the Leadership fuckery already present, you have one more. One model in b2b must take a Ld check at -1, failure letting you manipulate the model and make them attack their own unit (or be useless if they're solo). *'''Lightning Reflexes:''' 25pts. Enemies in combat must re-roll to hit against this model. *'''Night Creature:''' 20pts. In the bizarre instance that you took a footslogging Lahmian and didn't put them in a unit, this gives enemies a 50/50 chance to be unable to charge the loner. *'''Quickblood:''' 20pts. Lahmians so fast they get a Dodge 5++. *'''Innocence Lost:''' 20pts. In case you want to style on all the living fools and beat out Elves without question, this gives you ASF. *'''Beguile:''' 10pts. Enemies in b2b must test Ld at -3 or else be forced to re-roll all successful hits. Much cheaper than Lightning Reflexes, but more subject to Immunity (Psychology). Useful in one-on-one challenges, which you normally don't want to be doing, but if you're up against Chaos Chosen it can be very useful. *'''Swiftness:''' 5pts. Grants swiftstride in the event that you didn't bother to buy a mount and run solo (Night Creature is also recommended). </tab> </tabs>
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