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==Special rules== *'''Undead:''' These aren't any different than the Tomb Kings undead, Animated Construct with Fear, Immunity to Poison, and Unstable. They can't march or charge unless within 12" of the General, which is a step up from the Tomb Kings as you don't need a babysitter for every unit in your main blob while your half-alive guys can march to Hammer. They can never flee from combat, which might matter, depending on what you use. Fortunately, none of your vampires are Undead and thus can operate without worry. *'''Vampiric:''' Vampire rule part 1. Grants Fear and Immunity to Psychology. In addition, they are -1 to wound (unless it's magical or flaming). You're no longer considered Undead, so necromance no longer works on you. Also still counts as a living creature. Unfortunately, because of the 9th Unstable rule, they can't join most units, so there are no cheap bunkers (still, 9th has been kind for buffing lone foot characters). *'''The Red Thirst:''' Vampire rule part 2. Whenever a model with this rule kills, they recover a wound on a 5+ on a d6. Unfortunately, this is useless against other Animated Constructs, Daemonic, Forest Spirits, and other non-living things. *'''The Generals of Undeath:''' Now less restrictive. You only required one character that knows the lore of Necromancy to make a valid list if your using undead units, but then grab a few more in case he becomes like his minions. If you lose your general and don't have necromancers, the undead parts of the army need to make an Ld test each turn or lose as many models as the test was failed by.
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