Source: Warhammer Armies Project: Unofficial 9th Edition

Army List: Vampire Counts
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Based on PDF Version 1.5, Last Modified: 2023 March 29 @ 09:20

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Vampire Counts

Based on PDF Version 1.5, Last Modified: 2023 March 29 @ 09:20

Army Special Rules

This section describes all the different units used in a Vampire Counts army, along with any rules necessary to use them in your games of Warhammer. Where a model has a special rule that is explained in the Warhammer rulebook, only the name of that rule is given. If a model has a special rule that is unique to it, that rule is detailed alongside its description. However, there are a number of commonly recurring 'army special rules' that apply to several Vampire Counts units, and these are detailed here.

All units with the Undead special rule have the Animated Construct, Fear, and Unstable special rules. However, they may make march moves if they are within 12" of the army's General.

Models with the Vampiric special rule have the Fear and Immunity (Psychology) special rules. In addition, models suffer -1 To Wound rolls against them, unless they are using Magical Attacks or Flaming Attacks.

Whenever a model with this special rule kills one or more enemy models in close combat, roll a D6 at the end of the Close Combat phase. On the roll of a 5+, the model recovers a single Wound lost earlier in the battle. This does not work against models with the Animated Construct, Daemonic, Forest Spirit or Vampiric special rules.

If your army contains any Undead units, you must include at least one character that is a Wizard that uses the Lore of Necromancy

Slain General

At the end of the phase in which the General is removed as a casualty, and at the start of every friendly turn thereafter, all friendly Undead units on the battlefield must take a Leadership test. If the test is failed, the unit immediately suffers a number of Wounds equal to the amount by which it failed the Leadership test, with no saves of any kind allowed. These Wounds are distributed as if from a shooting attack.

If, at the start of any of your turns following the death of the General, there is one or more friendly Wizard Characters on the table who know spells from the Lore of Necromancy, no unit in the army needs to take this Leadership test while at least one of them remain.

Battle Standards

In addition to the normal rules for the army battle standard, units of Undead within 12" of their battle standard suffer D3 Wounds less than they normally would due to the Unstable special rule, or following the death of the army's General.

Characters and Units

Characters who are not Undead may join Undead units despite not being Unstable themselves. Mounted Characters ignore the Undead special rule of the mount. If an Undead unit would get destroyed as a result of Unstable, any remaining character(s) will need to take a Break test as normal the same phase, using the Leadership modifier that they lost the combat by.

Some magic spells and items can restore lost Wounds and even resurrect fallen warriors in an Undead (including Tomb Kings) unit. Wounds regained in this way follow a strict order.

First, the musician is resurrected, and then the standard bearer, displacing rank-and-file models as required. Then rank-and-file models with multiple Wounds (including command figures) are healed to their starting value. Resurrected command models displace rank and file models as required. Finally, any remaining Wounds resurrect rank-and-file models. In the case of multiple-Wound rank-and-file models, the first resurrected models must be fully healed before another can be resurrected.

Resurrected models are added to the front rank until it reaches at least a full rank – additional models can then be added to the front or rear rank. Raised models may never displace enemy units; if there is not enough room, any excess models are wasted. Similarly, if you do not have enough models of the appropriate type, place as many as you can – the rest are wasted.

A unit cannot be taken beyond its starting size unless specified, and no single model can ever exceed its starting Wounds value. Unless specifically stated otherwise, spells and magic items that restore lost Wounds cannot heal characters. If a character has joined a unit, only the unit will recover lost Wounds.

Lords

von Carstein Vampire Lord. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .245 pts

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von Carstein Vampire Lord6755537410

Troop Type: Infantry (Character)

Magic: von Carstein Vampire Lord is a Level 2 Wizard who uses spells from the Lore of Shadow, the Lore of Death or the Lore of Necromancy.

Hand weapon.

  • May be upgraded to a Level 3 Wizard (35 pts)

  • May be armed with one of the following:

    • Additional hand weapon (4 pts)

    • Great weapon (8 pts)

    • Lance (8 pts)

  • May wear one of the following:

    • Light armour (3 pts)

    • Medium armour (6 pts)

    • Heavy armour (9 pts)

  • May be mounted upon one of the following:

    • Nightmare (21 pts)

      • May be upgraded to have barding (6 pts)

    • Hellsteed (30 pts)

    • Abyssal Terror (120 pts)

    • Zombie Dragon (245 pts)

  • May take Vampiric Powers and/or magic items up to a total of 100 pts

The Red Thirst, Vampiric

Necrarch Vampire Lord. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .245 pts

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Necrarch Vampire Lord653553639

Troop Type: Infantry (Special Character)

Magic: Necrarch Vampire Lord is a Level 3 Wizard who uses spells from the Lore of Metal, the Lore of Heavens, the Lore of Shadow, the Lore of Death or the Lore of Necromancy.

Hand weapon.

  • May be upgraded to a Level 4 Wizard (35 pts)

  • May be mounted upon one of the following:

    • Nightmare (21 pts)

      • May be upgraded to have barding (6 pts)

    • Hellsteed (30 pts)

    • Abyssal Terror (120 pts)

    • Zombie Dragon (245 pts)

  • May take Vampiric Powers and/or magic items up to a total of 100 pts

The Red Thirst, Vampiric

Lahmian Vampire Lady. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .235 pts

MWSBSSTWIALd
Lahmian Vampire Lady6655538410

Troop Type: Infantry (Character)

Magic: Lahmian Vampire Lady is a Level 2 Wizard who uses spells from the Lore of Shadow, the Lore of Death or the Lore of Necromancy.

Hand weapon.

  • May be upgraded to a Level 3 Wizard (35 pts)

  • May take an additional hand weapon (4 pts)

  • May wear light armour (3 pts)

  • May have Poisoned Attacks (10 pts)

  • May be mounted upon one of the following:

    • Nightmare (21 pts)

      • May be upgraded to have barding (6 pts)

    • Hellsteed (30 pts)

    • Coven Throne (200 pts)

  • May take Vampiric Powers and/or magic items up to a total of 100 pts

The Red Thirst, Vampiric

Blood Dragon Vampire Lord. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .240 pts

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Blood Dragon Vampire Lord6835537510

Troop Type: Infantry (Character)

Magic: Blood Dragon Vampire Lord is a Level 1 Wizard who uses spells from the Lore of Shadow, the Lore of Death or the Lore of Necromancy.

Hand weapon, heavy armour.

  • May be upgraded to a Level 2 Wizard (35 pts)

  • May be armed with one of the following:

    • Additional hand weapon (5 pts)

    • Great weapon (10 pts)

    • Lance (10 pts)

  • May take a shield (3 pts)

  • May be mounted upon one of the following:

    • Nightmare (21 pts)

      • May be upgraded to have barding (6 pts)

    • Hellsteed (30 pts)

    • Abyssal Terror (120 pts)

    • Zombie Dragon (245 pts)

  • May take Vampiric Powers and/or magic items up to a total of 100 pts

Martial Honour, The Red Thirst, Vampiric

The Vampire must always issue and accept challenges when possible.

Strigoi Vampire Lord. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .245 pts

MWSBSSTWIALd
Strigoi Vampire Lord663563759

Troop Type: Infantry (Character)

Magic: Strigoi Vampire Lord is a Level 1 Wizard who uses spells from the Lore of Beasts or the Lore of Necromancy.

  • May be upgraded to a Level 2 Wizard (35 pts)

  • May be mounted upon one of the following:

    • Terrorgheist (see Rare Units for options) (225 pts)

  • May take Vampiric Powers and/or magic items (except Magic Weapons) up to a total of 100 pts

Armour Piercing (1), Hatred, Natural Armour (6+), The Red Thirst, Vampiric

Master Necromancer. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .165 pts

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Master Necromancer433343318

Troop Type: Infantry (Character)

Magic: Master Necromancer is a Level 3 Wizard who uses spells from the Lore of Death or the Lore of Necromancy.

Hand weapon.

  • May be upgraded to a Level 4 Wizard (35 pts)

  • May be upgraded to a Master of the Dead (20 pts)

  • May be mounted upon one of the following:

    • Nightmare (21 pts)

      • May be upgraded to have barding (6 pts)

    • Hellsteed (30 pts)

    • Corpse Cart (replacing the Corpsemaster, see Special Units for options) 90 pts

    • Abyssal Terror (120 pts)

  • May take magic items up to a total of 100 pts

The Necromancer is able to use the Invocation of Nehek spell to increase units of Skeleton Warriors beyond their starting size.

Liche Lord. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .275 pts

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Liche Lord443554229

Troop Type: Infantry (Character)

Magic: Liche Lord is a Level 4 Wizard who uses spells from the Lore of Death or the Lore of Necromancy.

Hand weapon.

  • May take magic items up to a total of 100 pts

  • May be mounted on a Mortis Engine (replacing the Corpsemaster) (220 pts)

    • May take a Blasphemous Tome (20 pts)

Master of the Dead, Undead

The Necromancer is able to use the Invocation of Nehek spell to increase units of Skeleton Warriors beyond their starting size.

Heroes

Army Battle Standard: One Wight King or Vampire in the army may carry the Battle Standard for +25 points. The Battle Standard Bearer can have a magic banner with no points limit. However, a model carrying a magic standard can only take other Vampiric Powers and/or magic items up to a total of 25 points.

von Carstein Vampire. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .80 pts

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von Carstein Vampire665542639

Troop Type: Infantry (Character)

Magic: von Carstein Vampire that is a Wizard uses spells from the Lore of Shadow, the Lore of Death or the Lore of Necromancy.

Hand weapon.

  • May take up to two Wizard Levels (35 pts/level)

  • May be armed with one of the following:

    • Additional hand weapon (3 pts)

    • Great weapon (6 pts)

    • Lance (6 pts)

  • May wear one of the following:

    • Light armour (2 pts)

    • Medium armour (4 pts)

    • Heavy armour (6 pts)

  • May be mounted upon one of the following:

    • Nightmare (14 pts)

      • May be upgraded to have barding (4 pts)

    • Hellsteed (20 pts)

  • May take Vampiric Powers and/or magic items up to a total of 50 pts

The Red Thirst, Vampiric

Necrarch Vampire. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .80 pts

MWSBSSTWIALd
Necrarch Vampire643542528

Troop Type: Infantry (Special Character)

Magic: Necrarch Vampire is a Level 1 Wizard who uses spells from the Lore of Metal, the Lore of Heavens, the Lore of Shadow, the Lore of Death or the Lore of Necromancy.

Hand weapon.

  • May be upgraded to a Level 2 Wizard (35 pts)

  • May be mounted upon one of the following:

    • Nightmare (14 pts)

      • May be upgraded to have barding (4 pts)

    • Hellsteed (20 pts)

    • Abyssal Terror (120 pts)

  • May take Vampiric Powers and/or magic items up to a total of 50 pts

The Red Thirst, Vampiric

Lahmian Vampire. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .75 pts

MWSBSSTWIALd
Lahmian Vampire655542739

Troop Type: Infantry (Character)

Magic: Lahmian Vampire that is a Wizard uses spells from the Lore of Shadow, the Lore of Death or the Lore of Necromancy.

Hand weapon.

  • May take up to two Wizard Levels (35 pts/level)

  • May take an additional hand weapon (3 pts)

  • May wear light armour (2 pts)

  • May have Poisoned Attacks (10 pts)

  • May be mounted upon one of the following:

    • Nightmare (14 pts)

      • May be upgraded to have barding (4 pts)

    • Hellsteed (20 pts)

  • May take Vampiric Powers and/or magic items up to a total of 50 pts

The Red Thirst, Vampiric

Blood Dragon Vampire. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .105 pts

MWSBSSTWIALd
Blood Dragon Vampire673542649

Troop Type: Infantry (Character)

Magic: Blood Dragon Vampire that is a Wizard uses spells from the Lore of Shadow, the Lore of Death or the Lore of Necromancy.

Hand weapon, heavy armour.

  • May be upgraded to a Level 1 Wizard (35 pts)

  • May be armed with one of the following:

    • Additional hand weapon (4 pts)

    • Great weapon (8 pts)

    • Lance (8 pts)

  • May take a shield (2 pts)

  • May be mounted upon one of the following:

    • Nightmare (14 pts)

      • May be upgraded to have barding (4 pts)

    • Hellsteed (20 pts)

    • Abyssal Terror (120 pts)

  • May take Vampiric Powers and/or magic items up to a total of 50 pts

Martial Honour, The Red Thirst, Vampiric

The Vampire must always issue and accept challenges when possible.

Strigoi Vampire. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .125 pts

MWSBSSTWIALd
Strigoi Vampire653552648

Troop Type: Infantry (Character)

Magic: Strigoi Vampire that is a Wizard uses spells from the Lore of Beasts or the Lore of Necromancy.

  • May be upgraded to a Level 1 Wizard (35 pts)

  • May take Vampiric Powers and/or magic items (except Magic Weapons) up to a total of 50 pts

Armour Piercing (1), Hatred, Natural Armour (6+), The Red Thirst, Vampiric

Necromancer. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .65 pts

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Necromancer433332317

Troop Type: Infantry (Character)

Magic: Necromancer is a Level 1 Wizard who uses spells from the Lore of Death or the Lore of Necromancy.

Hand weapon.

  • May be upgraded to a Level 2 Wizard (35 pts)

  • May be mounted upon one of the following:

    • Nightmare (14 pts)

      • May be upgraded to have barding (4 pts)

    • Corpse Cart (replacing the Corpsemaster, see Special Units for options) (90 pts)

  • May take magic items up to a total of 50 pts

Wight King. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .85 pts

MWSBSSTWIALd
Wight King443453438

Troop Type: Infantry (Character)

Hand weapon, medium armour.

  • May be armed with one of the following:

    • Additional hand weapon (3 pts)

    • Great weapon (6 pts)

    • Lance (6 pts)

  • May take a shield (2 pts)

  • May upgrade to heavy armour (3 pts)

  • May be mounted upon one of the following:

    • Skeletal Steed (12 pts)

      • May be upgraded to have barding (4 pts)

    • Barrow Chariot (70 pts)

  • May take magic items up to a total of 50 pts

Undead, Wight Blades

Models with this special rule have the Killing Blow and Magical Attacks special rules.

Cairn Wraith. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .60 pts

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Cairn Wraith630332235

Troop Type: Infantry (Character)

Great weapon.

  • May be mounted upon a Skeletal Steed* (12 pts)

  • May take magic items up to a total of 25 pts
    *A Cairn Wraith mounted on a Skeletal Steed follows the rules for Fast Cavalry

Chill Grasp, Ethereal, Terror, Undead

A Wraith can substitute all of its Attacks in close combat for a single Chill Grasp Attack. The Wraith makes a single Attack; if this Attack hits, then it will automatically wound with the Ignores Armour Saves special rule.

Mounts

Mounts. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .

MWSBSSTWIALd
Skeletal Steed820331213
Nightmare830441213
Hellsteed830442223
Abyssal Terror640554234

Troop Type (Skeletal Steed): War Beast

Troop Type (Nightmare): War Beast

Troop Type (Hellsteed): War Beast

Troop Type (Abyssal Terror): Monster

  • An Abyssal Terror may choose any of the following:

    • Poisonous Tail (10 pts)

    • Sword-claws (5 pts)

The Abyssal Terror gains Poisoned Attacks.

The Abyssal Terror gains Armour Piercing (1).

Spectral Steeds, Undead

A model mounted upon (or pulled by) a model with this special rule gains the Ethereal special rule for the purposes of movement only. They do not suffer the movement penalty for being barded. Whilst a unit with this special rule is joined by a character without the Spectral Steeds or Ethereal special rules, it loses this special rule.

Undead

Fly (9), Undead

Fly (8), Undead

Barrow Chariot. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .

MWSBSSTWIALd
Barrow Chariot7--554---
Skeletal Steed-203--21-

Unit Size: 1 Barrow Chariot & 2 Skeletal Steeds

Troop Type: Chariot (Armour Save 5+)

Spectral Steeds, Undead

A model mounted upon (or pulled by) a model with this special rule gains the Ethereal special rule for the purposes of movement only. They do not suffer the movement penalty for being barded. Whilst a unit with this special rule is joined by a character without the Spectral Steeds or Ethereal special rules, it loses this special rule.

Coven Throne. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .

MWSBSSTWIALd
Coven Throne7--555---
Pallid Handmaiden-535--627
Spirit Horde-303--1*-

Unit Size: 1 Coven Throne, 2 Pallid Handmaiden & 1 Spirit Horde

Troop Type: Chariot (Armour Save 5+)

Hand weapon.

Battle of Wills, Large Target (5), Random Attacks (2D6), Scrying Pool, Spectral Steeds, Undead, Ward Save (4+)

Immediately before the first model in an enemy unit rolls To Hit against the Coven Throne (either in close combat or shooting), the opponent must roll a D6 and add it to his unit's Leadership (attacks that do not roll To Hit are exempt from this effect). Next, roll a D6 and add it to the Coven Throne's Leadership. To find the result of the Battle of Wills, subtract the enemy's total from the Coven Throne's total, and apply the result to the table below – the results last until the end of the turn.

Result

Effect

0 or less

Back off, devils!

No effect.

1-2

Must... resist...

The enemy is at -1 Weapon Skill and -l Ballistic Skill.

3-5

Bewitched.

The enemy must re-roll successful To Hit rolls.

6+

Completely enthralled.

The enemy turn upon themselves. Every model in the enemy unit makes a single close combat attack, resolved against its own unit. War machines take a single Strength 3 hit for each remaining crewman against the crews' Toughness. Affected units may not otherwise shoot or attack this turn.

Bound Spell, Power Level 3. This is an augment spell that targets the the Coven Throne. It may re-roll all failed To Hit or To Wound rolls (owning player's choice) for the remainder of the turn.

A model mounted upon (or pulled by) a model with this special rule gains the Ethereal special rule for the purposes of movement only. They do not suffer the movement penalty for being barded. Whilst a unit with this special rule is joined by a character without the Spectral Steeds or Ethereal special rules, it loses this special rule.

Core Units

Skeleton Warriors. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .4 pts per model

MWSBSSTWIALd
Skeleton Warrior422331213
Skeleton Champion422331223

You may not have more units of Skeleton Warriors armed with bows or crossbows than you have Skeleton Warriors without these weapons.

Unit Size: 10+

Troop Type: Infantry

Hand weapon, shield.

  • May upgrade one Skeleton Warrior to a Skeleton Champion (10 pts)

  • May upgrade one Skeleton Warrior to a musician (5 pts)

  • May upgrade one Skeleton Warrior to a standard bearer (10 pts)

    • May have a magic standard worth up to 25 pts

  • The entire unit may take one of the following:

    • Spears (½ pt per model)

    • Polearms (1 pt per model)

    • Bows (replacing shields) (1 pt per model)

    • Crossbows (replacing shields) (3 pts per model)

  • The entire unit may wear one of the following:

    • Light armour (1 pt per model)

    • Medium armour (2 pts per model)

Undead

Zombies. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .3 pts per model

MWSBSSTWIALd
Zombie420331112

Unit Size: 20+

Troop Type: Infantry

Hand weapon.

  • May upgrade one Zombie to a musician (5 pts)

  • May upgrade one Zombie to a standard bearer (5 pts)

The Newly Dead, Undead

Zombie units can be increased beyond their starting size by spells and effects that add models to an existing unit. In addition, when Zombie units are successfully targeted by the Invocation of Nehek spell from the Lore of Necromancy, they regain an extra D6 Wounds. However, they also suffer one more casualty than normal as a result of Unstable.

Crypt Ghouls. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .6 pts per model

MWSBSSTWIALd
Crypt Ghoul420341326
Crypt Ghast420341336

Unit Size: 10+

Troop Type: Infantry

  • May upgrade one Crypt Ghoul to a Crypt Ghast (10 pts)

  • The entire unit may be upgraded to Skirmishers (free)

Fear, Poisoned Attacks

Sylvanian Peasant Levy. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .2 pts per model

MWSBSSTWIALd
Peasant423331315
Milita Leader423331325

You may only include Sylvanian Peasant Levy if your army is led by a von Carstein Vampire (including special characters).

Unit Size: 10+

Troop Type: Infantry

Hand weapon.

  • May upgrade one Peasant to a Militia Leader (10 pts)

  • May upgrade one Peasant to a musician (10 pts)

  • May upgrade one Peasant to a standard bearer (10 pts)

  • The entire unit may take one of the following:

    • Torches (Flaming Attacks) (1 pt per model)

    • Spears & shields (2 pts per model)

    • Bows (3 pts per model)

    • Crossbows (5 pts per model)

Expendable

Dire Wolves. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .6 pts per model

MWSBSSTWIALd
Dire Wolf930331313
Doom Wolf930331323

Unit Size: 5+

Troop Type: War Beast

  • May upgrade one Dire Wolf to a Doom Wolf (10 pts)

Slavering Charge, Undead

In a turn that they successfully charge, models with this special rule gain the Strength Bonus (1) special rule.

Fell Bats. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .12 pts per model

MWSBSSTWIALd
Fell Bat130332323

Unit Size: 3+

Troop Type: War Beast

Fly (9), Undead

Bat Swarms. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .30 pts per base

MWSBSSTWIALd
Bat Swarm130226463

Unit Size: 2-10 bases

Troop Type: Swarm

Cloud of Horror, Fly (6)

An enemy unit that is flanked by one or more Bat Swarms is automatically Disrupted.

Special Units

Grave Guard. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .10 pts per model

MWSBSSTWIALd
Grave Guard433441316
Seneschal433441326

Unit Size: 10+

Troop Type: Infantry

Hand weapon, medium armour.

  • May upgrade one Grave Guard to a Seneschal (10 pts)

  • May upgrade one Grave Guard to a musician (5 pts)

  • May upgrade one Grave Guard to a standard bearer (10 pts)

    • May have a magic standard worth up to 50 pts

  • The entire unit may take one of the following:

    • Polearms (2 pts per model)

    • Great weapons (2 pts per model)

  • The entire unit may take shields (1 pt per model)

  • The entire unit may upgrade to heavy armour (2 pts per model)

Undead, Wight Blades

Models with this special rule have the Killing Blow and Magical Attacks special rules.

Black Knights. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .22 pts per model

MWSBSSTWIALd
Black Knight433441316
Hell Knight433441326
Skeletal Steed820331213

Unit Size: 5+

Troop Type: Cavalry

Lance, medium armour, shield.

  • May upgrade one Black Knight to a Hell Knight (10 pts)

  • May upgrade one Black Knight to a musician (5 pts)

  • May upgrade one Black Knight to a standard bearer (10 pts)

    • May have a magic standard worth up to 50 pts

  • The entire unit may upgrade to heavy armour (2 pts per model)

  • The entire unit may take barding (2 pts per model)

Spectral Steeds, Undead, Wight Blades

A model mounted upon (or pulled by) a model with this special rule gains the Ethereal special rule for the purposes of movement only. They do not suffer the movement penalty for being barded. Whilst a unit with this special rule is joined by a character without the Spectral Steeds or Ethereal special rules, it loses this special rule.

Models with this special rule have the Killing Blow and Magical Attacks special rules.

Hexwraiths. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .27 pts per model

MWSBSSTWIALd
Hexwraith630331215
Hellwraith630331225
Skeletal Steed820331213

Unit Size: 5+

Troop Type: Cavalry

Great weapon.

  • May upgrade one Hexwraith to a Hellwraith (10 pts)

Ethereal, Fast Cavalry, Soul Reapers, Soulstriders, Terror, Undead

Attacks made by Hexwraiths and Hellwraiths in close combat have the Flaming Attacks and Ignores Armour Saves special rules.

Hexwraiths and Hellwraiths can move through unengaged units (whether friendly or enemy) during the Remaining Moves sub-phase, but cannot end their movement within 1" of another unit.

Crypt Horrors. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .35 pts per model

MWSBSSTWIALd
Crypt Horror630453237
Crypt Haunter630453247

Unit Size: 3+

Troop Type: Monstrous Infantry

Hand weapon.

  • May upgrade one Crypt Horror to a Crypt Haunter (10 pts)

Poisoned Attacks, Regeneration (5+)

Corpse Cart. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .90 pts per model

MWSBSSTWIALd
Corpse Cart4--454---
Corpsemaster-333--215
The Restless Dead-203--1*-

Unit Size: 1 Corpse Cart, 1 Corpsemaster & the Restless Dead

Troop Type: Shrine (Armour Save 6+)

  • May be upgraded with one of the following:

    • Balefire (20 pts)

    • Unholy Lodestone (30 pts)

Enemy Wizards suffer a -1 modifier to their casting rolls if there is one or more units with a Balefire within 24".

When a friendly Wizard within 6" of an Unholy Lodestone successfully casts Invocation of Nehek, they may re-roll a single D6 to determine how many Wounds are restored.

Random Attacks (2D6), Regeneration (4+), Undead, Vigour Mortis

All friendly Skeleton and Zombies units (but not any characters) within 6" of the Corpse Cart may re-roll all failed rolls To Wound in close combat and gain the Regeneration (6+) special rule.

Vargheists. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .50 pts per model

MWSBSSTWIALd
Vargheist640543437
Vargoyle640543447

Unit Size: 3+

Troop Type: Monstrous Infantry

  • One Vargheist may be upgraded to a Vargoyle (10 pts)

Fly (8), Frenzy, The Red Thirst, Vampiric

Spirit Hosts. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .45 pts per base

MWSBSSTWIALd
Spirit Host630334144

Unit Size: 2-10 bases

Troop Type: Swarm

Ethereal, Undead

Rare Units

Blood Knights. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .40 pts per model

MWSBSSTWIALd
Blood Knight663541528
Kastellan663541538
Nightmare830441213

Unit Size: 3+

Troop Type: Cavalry

Lance, heavy armour, shield, barding.

  • May upgrade one Blood Knight to a Kastellan (10 pts)

  • May upgrade one Blood Knight to a musician (10 pts)

  • May upgrade one Blood Knight to a standard bearer (10 pts)

    • May have a magic standard worth up to 75 pts

Vampiric

Lahmian Handmaidens. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .21 pts per model

MWSBSSTWIALd
Handmaiden654541627
Royal Handmaiden654541637

Unit Size: 3+

Troop Type: Infantry

Two hand weapons, light armour.

  • May upgrade one Handmaiden to a Royal Handmaiden (10 pts)

Scouts, Skirmishers, Vampiric

Black Coach. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .170 pts per model

MWSBSSTWIALd
Black Coach7--554---
Cairn Wraith-303--235
NIghtmare-304--21-

Unit Size: 1 Black Coach, 1 Cairn Wraith & 2 Nightmares

Troop Type: Chariot (Armour Save 5+)

Great weapon.

Chill Grasp, Evocation of Death, Terror, Undead, Ward Save (4+)

A Wraith can substitute all of its Attacks in close combat for a single Chill Grasp Attack. The Wraith makes a single Attack; if this Attack hits, then it will automatically wound with the Ignores Armour Saves special rule.

At the beginning of the owning player's Magic phase, the Black Coach feeds on magical energy. Immediately after the total number of power dice for that phase has been determined, roll all the power dice in the pool. If any of these dice roll a 6, a portion of the power it represents is siphoned into the Black Coach. Power dice that are 'siphoned' by the Black Coach in this fashion can be used in the Magic phase as normal, though keep a note of how many are siphoned in this way. If you have more than one Black Coach in your army, randomly determine which Black Coach gains each siphoned dice. Each dice increases that Black Coach's abilities for the rest of the game, as detailed on the chart below. All of the increases listed are cumulative.

D6

Effect

1

The Black Coach manifest gleaming scythes.

The Black Coach adds +1 to the number of Impact Hits it inflicts when it charges.

2

The Cairn Wraith and the steeds pulling the Black Coach are filled with unholy vigour.

The Cairn Wraith and Nightmares have +1 Strength.

3

Blades and fangs glow with green witch-fire.

The Black Coach's Impact Hits, Nightmares' and Cairn Wraith's Attacks gain the Killing Blow and Flaming Attacks special rules.

4

A pulsing nimbus of darkness envelops the Black Coach.

The Black Coach gains the Magic Resistance (2) and Strider special rules.

5

The Black Coach flickers between the world of the living and the realm of the dead.

The Black Coach has the Ethereal special rule.

6

Howling winds swirls around the Black Coach, lifting it into the air.

The Black Coach has the Fly (8) special rule.

Varghulf. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .190 pts per model

MWSBSSTWIALd
Varghulf850554457

Unit Size: 1

Troop Type: Monster

Bestial Fury, Hatred, The Red Thirst, Regeneration (4+), Vampiric

For the purposes of calculating combat result bonuses, a Varghulf counts as having no flanks or rear.

Mortis Engine. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .220 pts per model

MWSBSSTWIALd
Mortis Engine7--555---
Corpsemaster-333--215
Banshee Swarms-303--23-
Spirit Horde-303--1*-

Unit Size: 1 Mortis Engine, 1 Corpsemaster, Banshee Swarm & Spirit Horde

Troop Type: Chariot (Armour Save 5+)

  • May take a Blasphemous Tome (20 pts)

All Wizards (friend or foe) within 12" of one or more models with a Blasphemous Tome gain +2 to their casting result when casting spells from the Lore of Necromancy. If any Wizard miscasts within 12" of one or more models with a Blasphemous Tome upgrade, they must roll twice on the Miscast Table. The miscasting player's opponent chooses which result applies.

Ghostly Howl, Large Target (5), Random Attacks (2D6), Regeneration (4+), The Reliquary, Spectral Steeds, Terror, Undead

A Ghostly Howl is a special attack that can be used against a single unit in the Shooting phase, even if the Banshee has marched, charged, or is engaged in close combat. This attack has a range of 8" and needs line of sight to its target. If the Banshee is engaged in combat, its Ghostly Howl may target a unit in base contact.

To resolve a Ghostly Howl, roll 2D6+2. For each point by which the result exceeds the target unit's Leadership, the target unit suffers 1 Wound which Ignores Armour Saves. Ghostly Howl is a non-physical Magical Attack and Wounds suffered from it are distributed as if from shooting.

At the start of each of your turns, roll 2D6 and add the current turn number. This is range of the reliquary's dark aura this turn in inches. All enemy units within range of the dark aura immediately take D6 hits, with a Strength equal to the current turn number, distributed as from shooting. Also, place a marker next to all friendly Undead units that were within range of the dark aura at the start of the turn. These units improve their Regeneration saves by one point until the start of their next turn, to a maximum of 4+. If they have no Regeneration save, they are treated as having the Regeneration (6+) special rule instead. Finally, if the 2D6 result was a double, then the fell energies prove too powerful; in addition to the usual effects, the Mortis Engine takes 1 Wound with no saves of any kind allowed. When the Mortis Engine suffers its last unsaved Wound, every unit within 12 plus the turn number in inches, friend or foe, must take 2D6 hits with a Strength equal to the current turn number. These hits are distributed as shooting.

A model mounted upon (or pulled by) a model with this special rule gains the Ethereal special rule for the purposes of movement only. They do not suffer the movement penalty for being barded. Whilst a unit with this special rule is joined by a character without the Spectral Steeds or Ethereal special rules, it loses this special rule.

Cairn Wraiths. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .50 pts per model

MWSBSSTWIALd
Cairn Wraith630332235

Unit Size: 3-10

Troop Type: Infantry

Great weapon.

Chill Grasp, Ethereal, Skirmishers, Terror, Undead

A Wraith can substitute all of its Attacks in close combat for a single Chill Grasp Attack. The Wraith makes a single Attack; if this Attack hits, then it will automatically wound with the Ignores Armour Saves special rule.

Tomb Banshee. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .80 pts per model

MWSBSSTWIALd
Tomb Banshee630332215

Unit Size: 1

Troop Type: Infantry

Hand weapon.

Ethereal, Fly (6), Ghostly Howl, Terror, Undead

A Ghostly Howl is a special attack that can be used against a single unit in the Shooting phase, even if the Banshee has marched, charged, or is engaged in close combat. This attack has a range of 8" and needs line of sight to its target. If the Banshee is engaged in combat, its Ghostly Howl may target a unit in base contact.

To resolve a Ghostly Howl, roll 2D6+2. For each point by which the result exceeds the target unit's Leadership, the target unit suffers 1 Wound which Ignores Armour Saves. Ghostly Howl is a non-physical Magical Attack and Wounds suffered from it are distributed as if from shooting.

Mourngul. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .170 pts per model

MWSBSSTWIALd
Mourngul650554245

Unit Size: 1

Troop Type: Monster

Hand weapon.

Carnophage, Haunter of the Dark, Ice Attacks, Killing Blow, Undead

For every unsaved Wound the Mourngul inflicts in close combat, it regains one Wound it has previously lost during the battle.

Mourngul's have a Ward Save (4+) against non-magical attacks.

Terrorgheist. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .225 pts per model

MWSBSSTWIALd
Terrorgheist630566344

Unit Size: 1

Troop Type: Monster

  • May be upgraded with any of the following:

    • Infested (10 pts)

    • Rancid Maw (10 pts)

When a Terrorgheist with this upgrade is removed as a casualty, all units that were in base contact (friend or foe) take 3D6 Strength 2 hits.

Attacks made by a Terrorgheist with this upgrade have the Poisoned Attacks special rule.

Death Shriek, Fly (7), Regeneration (6+), Undead

A Death Shriek is a special attack that can be used against a single unit in the Shooting phase, even if the Terrorgheist has marched, charged, or is engaged in close combat. This attack has a range of 8" and needs line of sight to its target. If the Terrorgheist is engaged in combat, its Death Shriek may target a unit in base contact.

To resolve a Death Shriek, roll 2D6 and add the number of Wounds the Terrorgheist has left. For each point by which the result exceeds the target unit's Leadership, the target unit suffers 1 Wound which Ignores Armour Saves. A Death Shriek is a non-physical Magical Attack and Wounds suffered from it are distributed as if from shooting.

Zombie Dragon. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .245 pts per model

MWSBSSTWIALd
Zombie Dragon640666254

Unit Size: 1

Troop Type: Monster

Fly (7), Natural Armour (5+), Pestilential Breath, Swarm of Flies, Undead

A Zombie Dragon has a Breath Weapon. Any model hit suffers a Strength 2 hit, with a -3 armour save modifier.

Enemies in base contact with a Zombie Dragon suffer -1 to their Weapon Skill.

Necrofex Colossus. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .240 pts per model

MWSBSSTWIALd
Necrofex Colossus6306661*8

Unit Size: 1

Troop Type: Monster

  • May take any of the following:

    • Scythes and Barbs (10 pts)

    • Vampire Blood (10 pts)

    • Corpse Killers (20 pts)

    • Dark Soul (45 pts)

After resolving its regular attacks, all enemy units in base contact with the Necrofex Colossus suffer D6 Strength 2 hits.

The Necrofex Colossus becomes a Level 1 Wizard who uses spells from the Lore of Death or Lore of Necromancy. However, should the Necrofex Colossus suffer a miscast, in addition to any other effect, the Necrofex Colossus permanently has its Toughness value reduced by 1, as the backlash of the miscast damages the very fabric that holds the horror together.

The Necrofex Colossus' number of Random Attacks and Stomp hits may be re-rolled.

The Necrofex Colossus gains the Regeneration (3+) special rule, but is also subject to the Berserk Rage part of Frenzy.

Magical Attacks, Necrofex Colossus Special Attacks, Regeneration (4+), Undead, Vortex of Death

A creature of nightmarish power and massive stature, a Necrofex Colossus can make one of a number of attacks in close combat. When it is the Necrofex Colossus' turn to strike in close combat, roll a D6 and consult the table below to determine what kind of attack it will make:

D6

Result

1-2

Batter and Slash. The Necrofex flails and smashes at its enemies with its massive limbs.

The Necrofex Colossus fights using the Random Attacks (D6+1) special rule.

3-4

Impale. The Necrofex Colossus impales the foe with its misshapen claw and tries to strip their soul from their body.

Select one model in base contact; that model, and all models in the same file, must pass an Initiative test or suffer a Strength 7 Hit with the Multiple Wounds (D6) special rule.

5-6

Screams of the Damned.

The Necrofex Colossus may make a Death Shriek (see Terrorgheists) into close combat.

Any Wizard attempting to cast spells from the Lore of Death or Lore of Necromancy within 12" of the Necrofex Colossus gains +1 to their Casting roll.

Special Characters - Lords

Vlad von Carstein. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .430 pts

MWSBSSTWIALd
Vlad von Carstein6755537510

Troop Type: Infantry (Special Character)

Magic: Vlad von Carstein is a Level 3 Wizard who uses spells from the Lore of Necromancy.

Heavy armour.

Magic Items / Abilities: Blood Drinker, The Carstein Ring, Aura of Dark Majesty, Supernatural Horror, Transfix

Close combat attacks made with Blood Drinker are resolved at +1 Strength. In addition, whilst Vlad wields Blood Drinker, he restores lost Wounds on a score of 3+ rather than 5+ for the purposes of the Red Thirst special rule.

The Carstein Ring grants Vlad a 4+ Ward Save. Furthermore, the first time Vlad is removed from play, roll a D6 at the end of the phase. On a roll of 2+, he is immediately returned to 'life' with a single Wound. Vlad must then be placed in the front rank of a friendly unit anywhere within 12" of the point where he fell (even one in close combat). If there is no such unit for Vlad to join, he is removed as a casualty.

All enemy units within 6" of one or more models with the Aura of Dark Majesty suffer a -1 penalty to their Leadership. This penalty is cumulative with any other modifiers.

Von Carstein, Necrarch or Strigoi only. The model gains the Terror special rule.

Von Carstein or Lahmia only. At the beginning of the Close Combat phase, select one model in base contact with the Vampire. The victim must pass a Leadership test or be unable to attack in that Close Combat phase and all attacks directed against the victim will hit automatically.

Beloved in Death, The Red Thirst, Vampiric

If Vlad and Isabella von Carstein are in the same unit, they are inspired to fight all the harder, and gain +1 Combat Resolution. Furthermore, Vlad becomes subject to Frenzy and Hatred should Isabella be slain, and vice versa.

Mannfred von Carstein. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .560 pts

MWSBSSTWIALd
Mannfred von Carstein6755537410

Troop Type: Infantry (Special Character)

Mannfred is a Level 4 Wizard who uses spells from the Lore of Death and Necromancy.

  • May be mounted upon one of the following:

    • Nightmare (21 pts)

      • May be upgraded to have barding (6 pts)

    • Hellsteed (30 pts)

    • Abyssal Terror (120 pts)

    • Zombie Dragon (245 pts)

Magic Items / Abilities: Timor Noctis, the Sword of Unholy Power , Armour of Templehof, Cloak of Darkness, Ebony Staff, Dark Acolyte, Master of the Black Arts, Summon Creatures of the Night

For each unsaved Wound caused by the sword, Mannfred gains an extra dice at the start of the ensuing Magic phase (this will be a power dice in his own Magic phase, and a dispel dice in the enemy's Magic phase).

Heavy armour. The Armour of Templehof gives Mannfred +2 Wounds (in addition to any Wounds he would get from being mounted on a Monster).

The Cloak of Darkness provides Mannfred with Magic Resistance (3).

This staff allows Mannfred to cast Invocation of Nehek from the Lore of Necromancy without using any Power dice in each of his Magic phases. The spell is cast with a Power Level equal to its basic casting value and can be dispelled normally.

The model adds +D3 to the number of Wounds healed whenever it successfully casts Invocation of Nehek.

A player using a model with the Master of the Black Arts power can re-roll one of the dice when it is determining the strength of the Winds of Magic.

This Vampire can use the Invocation of Nehek spell to increase units of Dire Wolves, Bat Swarms and Fell Bats beyond their starting size, even though they are not all Undead.

Loremaster (Lore of Death/Necromancy), The Red Thirst, Vampiric

Neferata. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .500 pts

MWSBSSTWIALd
Neferata6755539510

Troop Type: Infantry (Special Character)

Neferata is a level 3 Wizard. She uses spells from the Lore of Necromancy, Shadow, or Death. In addition, she knows the following spell: Shadowblood

Shadowblood is a magic missile with a range of 24". When cast, Neferata must declare how many Wounds she is using to boost the effects of the spell. The spell causes D6 Strength 5 hits with the Flaming Attacks special rule plus an extra D6 hits for each wound Neferata expends. In addition, a unit suffering one or more wounds from this spell must immediately take a Panic test.

  • May wear medium armour (6 pts)

  • May be mounted upon one of the following:

    • Nightmare (21 pts)

      • May be upgraded to have barding (6 pts)

    • Hellsteed (30 pts)

    • Coven Throne (200 pts)

Magic Items / Abilities: Dagger of Jet, Ruby of Lahmia, The Staff of Pain, Bastet, Lightning Reflexes, Quickblood, Seduction

Attacks made with the Dagger of Jet are at +1 Strength with the Poisoned Attacks special rule.

At the end of each turn of the game that Neferata is still alive, the Ruby of Lahmia automatically lets her regain one Wound that she has lost during the battle.

When Neferata successfully casts a magic missile, direct damage or hex spell, each target suffer D3 additional Strength 5 hits after the spell effect has been resolved.

At the beginning of each of her turns, Neferata can send Bastet to any enemy unit on the battlefield within 12". Place a marker of Bastet next to the affected unit. Bastet looks just like an ordinary black cat and therefore will be ignored by the enemy (the model can be moved through, it doesn't stop the enemy from marching, etc.). The target unit will be afflicted by miserable bad luck and everything that can go wrong will. The unit must re-roll any successful armour save it takes while under Bastet's influence. This lasts for the duration of the Vampire player's turn.

Enemies must re-roll successful rolls To Hit in close combat against this model.

The model gains the Dodge (5+) special rule.

At the beginning of the Close Combat round, after challenges have been issued and/or accepted, select a model in base contact with the Vampire. The selected model must take a Leadership test with a -1 modifier. If the test is failed, the victim is controlled by the Vampire player in that Close Combat phase. The model will direct its attacks against his own side. The model cannot be attacked by either side in that Close Combat phase but, after combat resolution has been worked out, it reverts immediately to the original player's control and can therefore use his Leadership for any Break tests and can be broken and pursued as normal. If the model has no friendly models in base contact, counts as being Transfixed instead. If the Vampire was in a challenge with a model that it takes control of, the challenge ends and both models may attack other targets as normal.

Heavenly Creature, Queen of Lahmia, The Red Thirst, Vampiric

Enemy units in base contact with Neferata suffer a -2 penalty to their Leadership.

Neferata must be the Army General. In addition, units of Lahmian Handmaidens may be included as Special Units rather than Rare Units.

Melkhior the Ancient. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .500 pts

MWSBSSTWIALd
Melkhior the Ancient663553639
Abyssal Terror640554234

Troop Type: Monster (Special Character)

Magic: Melkhior the Ancient is a Level 4 Wizard who uses spells from the Lore of Necromancy.

Magic Items / Abilities: Painbringer, Black Cloak of Lahmia, Grimoire Necronium, Dark Acolyte, Forbidden Lore, Nehekhara's Noble Blood

If Melkhior rolls a 6 when rolling To Wound, that attack has the Multiple Wounds (D3) special rule.

The Black Cloak makes Melkhior unabled to be targeted by non-magical shooting attacks.

This book allows Melkhior to cast Invocation of Nehek at its basic value without using any Power dice. Each time you use the book roll a D6: on a roll of 1 it runs out of power and cannot be used for the remainder of the battle.

The model adds +D3 to the number of Wounds healed whenever it successfully casts Invocation of Nehek.

The model has the Loremaster special rule.

The model gains +1 to cast spells.

Fly (8), Frenzy, The Red Thirst, Stupidity, Vampiric

Zacharias the Everliving. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .725 pts

MWSBSSTWIALd
Zacharias the Everliving663553639
Zombie Dragon640666254

Troop Type: Monster (Special Character)

Magic: Zacharias the Everliving is a Level 4 Wizard who uses spells from the Lore of Fire, the Lore of Metal, the Lore of Beasts, the Lore of Heavens, the Lore of Light, the Lore of Shadow, the Lore of Death or the Lore of Necromancy.

Magic Items / Abilities: Circlet of Rathek, Book of Nagash, Scrolls of Semhtep, Staff of Kaphamon, Dark Acolyte, Forbidden Lore, Master of the Black Arts

The circlet confers a Ward Save (4+) to Zacharias.

The Book of Nagash allows Zacharias to restore 2D6 Wounds instead of D6 for Infantry when casting the spell Invocation of Nehek from the Lore of Necromancy.

The Scrolls of Semhtep follow all the rules for Dispel Scrolls, except that you may attempt use one in each of the opposing player's Magic phases. After the first time you have used one, roll a D6; on a 2+ you can use a scroll the next turn as well. The second time you use one, you need to roll a 3+, the third time a 4+ and so on. A roll of 6 always succeeds.

Bound Spell, power level 4. This staff contains the Gaze of Nagash spell.

The model adds +D3 to the number of Wounds healed whenever it successfully casts Invocation of Nehek.

The model has the Loremaster special rule.

A player using a model with the Master of the Black Arts power can re-roll one of the dice when it is determining the strength of the Winds of Magic.

Fly (7), Natural Armour (5+), Pestilential Breath, The Red Thirst, Swarm of Flies, Vampiric

A Zombie Dragon has a Breath Weapon. Any model hit suffers a Strength 2 hit, with a -3 armour save modifier.

Enemies in base contact with a Zombie Dragon suffer -1 to their Weapon Skill.

Walach Harkon. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .470 pts

MWSBSSTWIALd
Walach Harkon6935537510
Nightmare830441213

Troop Type: Cavalry (Special Character)

Magic: Walach Harkon is a Level 2 Wizard who uses spells from the Lore of Necromancy.

Barding.

  • May be mounted upon a Zombie Dragon (replacing Nightmare) (195 pts)

Magic Items / Abilities: Crimson Blade, Walach's Bloody Hauberk, Blood Chalice, Blood Dragon Standard, Doomrider, Dread Knight, Warrior Pride

The Crimson Blade automatically Wounds on a 2+. In addition, to see what additional effect the attack has, compare the result of each To Wound dice rolled with the table below:

D6

Result

2-3

Arm wound. Walach cuts his opponent deep, causing indescribable agony.

The model (or rider if mounted) loses 1 Attack for the remainder of the game.

4-5

Chest wound. Walach strikes his foe close to its heart, inflicting grievous wounds.

The attack is resolved with the Multiple Wounds (D3) special rule.

6

Beheaded. Walach's enemy is beheaded and slain outright.

The attack is resolved as a Heroic Killing Blow.

Heavy armour. Walach's Bloody Hauberk gives him a Ward Save (5+).

At the beginning of each Vampire Counts turn, Walach can drink from the Blood Chalice allowing him to do one of the following:

  • Heal 1 wound he suffered earlier in the battle.

  • Walach gains an extra Attack.

  • Walach coats his sword with blood, which bursts into flames. Walach may re-roll 1's To Hit and To Wound and gains the Flaming Attacks special rule.

The last two effects last until the start of your next turn.

This is the army's Battle Standard, though Walach may still be the Army General. All Blood Dragon Vampires and Blood Knights within 12" gain the Hatred special rule.

Model on Nightmare only. The model and any Cavalry unit it is with can re-roll failed charge distances.

While fighting in a challenge, the model will gain +1 To Hit and To Wound.

The model can re-roll failed armour saves.

Grand Master of the Blood Knights, Hatred (The Empire), Martial Honour, The Red Thirst, Vampiric

If Walach is included in your, army units of Blood Knights are taken as Special Units instead of Rare Units.

The Vampire must always issue and accept challenges when possible.

The Red Duke. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .370 pts

MWSBSSTWIALd
The Red Duke6835537510

Troop Type: Infantry (Special Character)

Magic: The Red Duke is a Level 1 Wizard who uses spells from the Lore of Necromancy.

  • May be mounted upon a barded Nightmare (27 pts)

Magic Items / Abilities: Golden Death, The Armour of Blood, Heart Piercing, Honour or Death, Red Fury

Two hand weapons. This sword gives the Red Duke +1 Strength and +1 To Hit in close combat.

Heavy armour. The Armour of Blood allows the Red Thirst to regain Wounds automatically for every Wound, no roll is necessary.

The model can re-roll failed rolls To Wound in close combat.

Von Carstein or Blood Dragon only. At the start of a challenge, the enemy character selected to take on the Vampire must take a Leadership test before any blows are struck. If failed, the enemy model will fight with Weapon Skill 1 for the remainder of the turn.

Blood Dragon or Strigoi only. For each enemy model slain by the model in close combat, it can immediately make an additional Attack, to a maximum of +5 Attacks. These additional Attacks do not benefit from Red Fury.

Hatred (Bretonnia), Martial Honour, The Red Thirst, Vampiric

The Vampire must always issue and accept challenges when possible.

Prince Vhordrai. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .595 pts

MWSBSSTWIALd
Prince Vhordrai6835537510
Shordemaire640666254

Troop Type: Monster (Special Character)

Magic: Prince Vhordrai is a Level 1 Wizard who uses spells from the Lore of Necromancy.

Full plate armour, shield.

Magic Items / Abilities: Bloodlance, Heart Piercing, Might of Arms

Lance. In any turn in which Prince Vhordrai charges, he gains the Multiple Wounds (D3) special rule.

The model can re-roll failed rolls To Wound in close combat.

The model can re-roll failed rolls To Hit in close combat.

Breath of Shyish, Fist of Abhorash, Fly (7), Martial Honour, Natural Armour (5+), The Red Thirst, Swarm of Flies, Vampiric

Shordemaire has a Strength 3 Breath Weapon with the Ignores Armour Saves special rule.

All units of Blood Knights within 12" of Prince Vhordrai may re-roll failed charge distance rolls.

The Vampire must always issue and accept challenges when possible.

Enemies in base contact with a Zombie Dragon suffer -1 to their Weapon Skill.

Gashnag. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .315 pts

MWSBSSTWIALd
Gashnag673563759

Troop Type: Infantry (Special Character)

Magic: Gashnag is a Level 2 Wizard who uses spells from the Lore of Death or the Lore of Necromancy.

Light armour.

Magic Items / Abilities: Cloak of Strigos, Infinite Hatred, Iron Sinews

The Cloak of Strigos gives Gashnag a Ward Save (5+). In addition, enemies targeting him in close combat and with missile attacks suffers -1 To Hit.

The model's Hatred special rule applies in every close combat round, not just the first.

The model has +1 Strength.

Armour Piercing (1), Hatred, Natural Armour (6+), The Red Thirst, Vampiric

Belladamma Volga. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .400 pts

MWSBSSTWIALd
Belladamma Volga653553639
Rothabak940442425

Troop Type: Cavalry (Special Character)

Belladamma Volga is a Level 3 Wizard who uses the Lore of Beasts. In addition to her other spells, she knows the following spells: Under a Killing Moon, Lycancurse

Remains in play. Under a Killing Moon is an augment spell with a range of 18". The target unit gains the Frenzy special rule. This has no effect on models with the Undead special rule except Dire Wolves.

Lycancurse is a direct damage spell with a range of 18" that targets Infantry. The target unit suffer 2D6 Wounds which Ignores Armour Saves. If this results in all the models getting removed as casualties, the number of slain models gets transformed into a unit of Dire Wolves controlled by you, facing the same direction as before.

Hand weapon.

First of the Vyrkos, Pack Alpha, The Red Thirst, Vampiric

Belladamma gains +1 to cast and dispel. In addition, every time she suffers an unsaved Wound, roll a D6 if she is within 6" of one more friendly Dire Wolf units. On a 3+, the Wound is allocated to one model in that unit instead of her.

All friendly units of Dire Wolves within 12" of Belladamma may re-roll failed charge and pursuit rolls.

Radukar the Wolf. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .380 pts

MWSBSSTWIALd
Radukar the Wolf663554659
Radukar the Beast860665769

Troop Type: Monstrous Infantry (Special Character)

Magic: Radukar the Wolf is a Level 1 Wizard who uses spells from the Lore of Beasts.

Hand weapon.

The Beast, Call to the Hunt, Hatred, Killing Blow, Mustering Howl, The Red Thirst, Supernatural Reflexes, Vampiric

Whenever Radukar suffer an unsaved Wound, roll a D6; on a roll of 4+, he will transform into his Beast form for the remainder of the battle and will use those characteristics from then on (note that any Wounds previously suffered are not regained upon transforming). Replace Radukar the Wolf with Radukar the Beast, reforming the unit to make space if needed (this does not count as a reform).

Radukar, and any unit he joins, gains the Devastating Charge special rule.

While in his Beast form, Radukar may use this ability once per battle at the start of any of your Remaining Moves phases. If you do so, you can add 1 unit of up 2D6 Dire Wolves to your army. This unit enters the table following the rules for Reinforcements.

Enemies targeting Radukar the Beast must re-roll successful rolls To Hit.

Heinrich Kemmler. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .340 pts

MWSBSSTWIALd
Heinrich Kemmler443443418

Troop Type: Infantry (Special Character)

Magic: Heinrich Kemmler is a Level 4 Wizard who uses spells from the Lore of Necromancy.

Magic Items / Abilities: Chaos Tomb Blade, Skull Staff, Cloak of Mists and Shadows

The Chaos Tomb Blade confers +2 Attacks. Furthermore, if Kemmler is in a unit of Skeleton Warriors or Grave Guard, for each model he slays in close combat, an extra model is added to his unit following the rules for Resurrecting Fallen Warriors. Newly created models have the same equipment as the rest of the unit.

At the beginning of the friendly Magic phase, your opponent must declare all of his magic items that are within 12" of Kemmler, and the models/units that are carrying them. In addition, Kemmler receives a +1 to his dice rolls when he attempts to dispel.

At the beginning of each of Kemmler's turns, choose either the Fly (10) or Ethereal special rule. Kemmler has that rule until the beginning of his next turn.

Loremaster (Lore of Necromancy), Master of the Dead

The Necromancer is able to use the Invocation of Nehek spell to increase units of Skeleton Warriors beyond their starting size.

Dieter Helsnicht. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .425 pts

MWSBSSTWIALd
Dieter Helsnicht443443418
Manticore650554545

Troop Type: Monster (Special Character)

Dieter is a level 4 Wizard. He uses spells from the Lore of Necromancy and/or Lore of Death. He may freely choose spells from both Lores.

Magic Items / Abilities: Chaos Runesword, Power Scroll, Rod of Flaming Death

The runes carved into the blade gives the bearer's +1 Weapon Skill, +1 Strength and +1 Attack.

One use only. The bearer can use the scroll to cast one his spells at its basic power level automatically without using any Power dice. It can be dispelled as normal.

Bound Spell (Power Level 4). If cast successfully, this item casts a magic missile with a range of 18 " that inflicts D6 Strength 4 hits with the Flaming Attacks special rule. In addition, if the target unit moves in the Movement phase, flees or pursues during its next turn, every model in the unit suffers an immediate Strength 4 hit with the Flaming Attacks special rule, after which the spell's effects end. If the unit does not move the spell ends at the start of the caster's next Magic phase. Any unit taking one or more unsaved Wounds from this spell must immediately take a Panic test.

Doom Lord, Fly (8), Frenzy (Manticore only), Killing Blow (Manitcore only)

Dieter does not need to test for Berserk Rage from his Manticore's Frenzy.

Lady Olynder. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .400 pts

MWSBSSTWIALd
Lady Olynder644443428
Banshee Handmaidens-303--32-

Troop Type: Infantry (Special Character)

Lady Olynder is a Level 3 Wizard who uses the Lore of Necromancy or Death. In addition, she knows the following spell: Grief-stricken

Grief-stricken is a hex spell with a range of 18". Until the start of the caster's next turn, the target unit suffer -1 To Hit in close combat, and models targeting them in close combat gain +1 To Hit.

Magic Items / Abilities: Staff of Midnight, Grave-sands of Time

The Staff of Midnight gives Lady Olynder the Killing Blow special rule.

One use only. The Grave-sands can be used at the start of any close combat phase to target one enemy model in base contact. The target model suffers D3 Wounds which Ignores Armour Saves. Alternatively, Lady Olynder can use the Grave-sands to heal D3 Wounds previously lost during the game, up to her starting value.

Ethereal, Fly (6), Ghostly Howl, Lifting the Veil, Mortarch of Grief, No Rest for the Wicked, Terror, Undead

A Ghostly Howl is a special attack that can be used against a single unit in the Shooting phase, even if the Banshee has marched, charged, or is engaged in close combat. This attack has a range of 8" and needs line of sight to its target. If the Banshee is engaged in combat, its Ghostly Howl may target a unit in base contact.

To resolve a Ghostly Howl, roll 2D6+2. For each point by which the result exceeds the target unit's Leadership, the target unit suffers 1 Wound which Ignores Armour Saves. Ghostly Howl is a non-physical Magical Attack and Wounds suffered from it are distributed as if from shooting.

This is a shooting attack with the following profile:

RangeStrengthSpecial Rules
12"4-

When rolling To Wound, substitute the target's Toughness with its Initiative value. This attack does not suffer any To Hit penalties. Each model slain by this attack allows Lady Olynder to regain 1 Wound previously lost during the game, up to her starting value.

All enemy models within 6" of Lady Olynder must re-roll successful Psychology tests.

When casting the Invocation of Nehek spell on a unit with the Ethereal special rule, Lady Olynder may restore D3 lost Wounds rather than 1.

Kurdoss Valentian. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .210 pts

MWSBSSTWIALd
Kurdoss Valentian-50443347
Wraith Heralds-303--36-

Troop Type: Infantry (Special Character)

Magic Items / Abilities: Sepulchral Sceptre

Great weapon. All attacks made with the Sepulchral Sceptre have the Multiple Wounds (D3) special rule. However, for each natural To Wound roll of 6, that attack has the Multiple Wounds (D6) special rule instead.

Chill Grasp (Wraith Heralds only), Ethereal, Fly (5), If I Cannot Rule, None Shall Rule!, Suffer No Rival, Terror, Undead

A Wraith can substitute all of its Attacks in close combat for a single Chill Grasp Attack. The Wraith makes a single Attack; if this Attack hits, then it will automatically wound with the Ignores Armour Saves special rule.

At the start of each of your turns, roll a D6; on a 5+, the enemy General cannot make use of their Inspiring Presence ability until the start of your next turn.

Kurdoss may re-roll failed rolls To Hit in close combat against the enemy Army General.

Special Characters - Heroes

Isabella von Carstein. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .110 pts

MWSBSSTWIALd
Isabella von Carstein664542638

Troop Type: Infantry (Special Character)

Hand weapon, heavy armour.

Magic Items / Abilities: Blood Chalice of Bathori, Beguile

Isabella, or another Vampiric character in the same unit, may drink from the Blood Chalice of Bathori at the start of each friendly Magic phase. The chosen model regains a single Wound lost earlier in the battle.

At the beginning of the Close Combat round, after challenges have been issued and/or accepted, select a model in base contact with the Vampire. That model must take a Leadership test with a -3 modifier; if the test is failed, the model must re-roll successful To Hit rolls that phase.

Beloved in Death, The Red Thirst, Vampiric

If Vlad and Isabella von Carstein are in the same unit, they are inspired to fight all the harder, and gain +1 Combat Resolution. Furthermore, Vlad becomes subject to Frenzy and Hatred should Isabella be slain, and vice versa.

Konrad von Carstein. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .180 pts

MWSBSSTWIALd
Konrad von Carstein674542636

Troop Type: Infantry (Special Character)

Heavy armour.

Magic Items / Abilities: Sword of Waldenhof, Ring of the Night, Red Fury

Two hand weapons. The Sword of Waldenhof has the Multiple Wounds (2) special rule.

The Ring of the Night gives Konrad a Ward Save (5+).

Blood Dragon or Strigoi only. For each enemy model slain by the model in close combat, it can immediately make an additional Attack, to a maximum of +5 Attacks. These additional Attacks do not benefit from Red Fury.

Hatred, One Bat Short of a Belfry, The Red Thirst, Vampiric

At the start of each of Konrad's turns, you must determine the state of the mad Vampire's fragile mind. Roll a D6. On a roll of a 1-3, Konrad is subject to the rules for Stupidity until the start of his next turn. On a roll of a 4-6, Konrad is subject to Frenzy until the start of his next turn.

Sethep the Merciless. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .175 pts

MWSBSSTWIALd
Sethep the Merciless653542528

Troop Type: Infantry (Special Character)

Magic: Sethep the Merciless is a Level 2 Wizard who uses spells from the Lore of Death or the Lore of Necromancy.

Hand weapon.

Magic Items / Abilities: Staff of Raukhamon, Fear Incarnate, Nehekhara's Noble Blood

Bound Spell, power level 4. This staff contains the Hellish Vigour spell from the Lore of Necromancy. Roll a D6 each time the Staff is used. On a roll of 1, the Staff is temporarily exhausted and loses its spell powers for the rest of the battle. In addition, all enemy models within 6" of the Staff's bearer suffer a -1 penalty on their rolls to hit in close combat.

Von Carstein, Necrarch, Blood Dragon, Strigoi only. Enemy units in base contact with the model must take a Leadership test at the start of each round of close combat. If failed, the unit will only Hit on 6's this round.

The model gains +1 to cast spells.

The Red Thirst, Vampiric

Ivya Volga. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .120 pts

MWSBSSTWIALd
Ivya Volga663542739

Troop Type: Infantry (Special Character)

Hand weapon.

Behemoth's Bane, The Red Thirst, Shrieking Swarm, Vampiric

Any enemy Monster in base contact with Ivya have their Attack characteristic reduced to 1.

Any enemy unit in base contact with Ivya at the start of each close combat phase take 2D6 Strength 2 Hits. In addition, they also suffer -1 to their Weapon Skill.

Lady Annika. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .185 pts

MWSBSSTWIALd
Lady Annika663542839

Troop Type: Infantry (Special Character)

Hand weapon.

Magic Items / Abilities: Blade Proboscian

All attacks made this weapon automatically Wound. If any enemy models were slain with this weapon during a close combat phase, the wielder regains any Wounds lost during the game.

Always Strikes First, Dodge (4+), The Red Thirst, Vampiric

Cado Ezechiar. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .160 pts

MWSBSSTWIALd
Cado Ezechiar663542639

Troop Type: Infantry (Special Character)

Cado Ezechiar is a Level 1 Wizard who uses the Lore of Death. In addition to his other spells, she knows the following spell: Retribution or Salvation

Retribution or Salvation has a range of 18". If targeting an enemy unit, it is a magic missile that causes D6 Strength 4 hits. If that enemy unit is from Warhammer: Daemons of Chaos or Warriors of Chaos it causes 2D6 hits. If the target is a friendly Infantry unit it is an augment spell. The target unit immediately regains D6 Wounds as described in Resurrecting Fallen Warriors.

Great weapon, light armour.

The Court of the Lost, The Red Thirst, Vampiric

At the start of each of your turn, Cado can summon a spirit from the Court of the Lost. If he does so, pick one of the effects below. That effect lasts until the start of your next turn.

  • Spirit of the Steed: Cado gains Movement 10 and the Swiftstride special rule.

  • Spirit of the Tutor: Cado gains +1 to cast, dispel and his channelling rolls.

  • Spirit of the Fallen: Cado gains the Killing Blow and Multiple Wounds (2) special rules.

Kritza. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .135 pts

MWSBSSTWIALd
Kritza663542639

Troop Type: Infantry (Special Character)

Hand weapon.

Nauseating Aroma, The Red Thirst, Scurrying Retreat, Vampiric

All enemy models in base contact with Kritza suffer -1 To Hit in close combat.

If Kritza is slain in close combat, roll a D6 at the end of that phase. On a 1-3, he is removed as a casualty as normal. On a 4+, move Kritza 3D6" in any direction, stopping at least 1" away from other units or impassable terrain. He is restored to his starting number of Wounds and may act normally from his next turn.

Helman Ghorst. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .165 pts

MWSBSSTWIALd
Helman Ghorst433332317

Troop Type: Infantry (Special Character)

Magic: Helman Ghorst is a Level 2 Wizard who uses spells from the Lore of Necromancy.

Hand weapon.

  • May be mounted on a Corpse Cart (replacing the Corpsemaster, see Special Units for options) (95 pts)

Magic Items / Abilities: The Liber Noctis

This tome gives Helman +1 Power dice in each of his Magic phases. Only he may use this dice.

Awaken from the Grave, The Brothers Ghorst, Master of the Dead

When Helman Ghorst successfully casts the Invocation of Nehek or Raise Dead spells, he can add +D3 to the total number of Skeletons or Zombies created.

If Helman Ghorst is mounted on a Corpse Cart, all attacks from the Restless Dead pulling it are resolved at Strength 4.

The Necromancer is able to use the Invocation of Nehek spell to increase units of Skeleton Warriors beyond their starting size.

Gunther Spengler. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .135 pts

MWSBSSTWIALd
Gunther Spengler433332317

Troop Type: Infantry (Special Character)

Magic: Gunther Spengler is a Level 2 Wizard who uses spells from the Lore of Necromancy.

Hand weapon.

Magic Items / Abilities: Talisman of Death, Nathmar's Skull

The Talisman of Death gives Gunther the Ward Save (5+) special rule.

Any friendly unit of Skeletons or Zombies joined by Gunther roll 3D6 and discard the highest result when making Leadership tests to march due to nearby enemies, restrain from pursuit and reform.

Krell. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .215 pts per model

MWSBSSTWIALd
Krell453453539

Unit Size: 165

Troop Type: Infantry (Special Character)

Magic Items / Abilities: The Black Axe of Krell, Armour of the Barrows, Crown of the Damned

Great weapon. The Black Axe of Krell confers the Multiple Wounds (D3) special rules. Furthermore, any model taking an unsaved Wound from the Black Axe must roll a D6 at the start of each of its subsequent turns. If the result is higher than the number of Wounds it has remaining, that model suffers an additional Wound with no armour saves allowed.

Heavy armour. If an enemy with a magic weapon wounds Krell in close combat and Krell passes his armour save, that magic weapon's abilities are nullified; it is treated as a normal, non-magical weapon of the same type for the remainder of the game.

The Crown grants Krell the Ward Save (4+) and Stupidity special rules.

Champion of the Dead, Terror, Undead, Wight Blades

Krell must always issue a challenge whenever possible, and must answer any challenge issued by the enemy. If Krell is fighting a challenge whilst in the same unit as Heinrich Kemmler, he has the Heroic Killing Blow special rule.

Models with this special rule have the Killing Blow and Magical Attacks special rules.

Reikenor the Grimhailer. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .240 pts

MWSBSSTWIALd
Reikenor540432346
Kyllaron830442223

Troop Type: Cavalry (Special Character)

Reikenor is a Level 2 Wizard who uses spells from the Lore of Death. In addition, he knows the following spell: Wraithstorm

Wraithstorm is a direct damage spell with a range of 12". The target unit inflicts D6 close combat attacks on itself. If any models in that unit are slain as a result of this spell, that unit immediately inflicts another D6 close combat attacks on itself. This has no effect on single model units.

Magic Items / Abilities: Fellreaper, Corpse Candles

Great weapon. Reikenor gains +1 Attack for each rank of 5 or more models the target unit has, up to maximum of +3 Attacks.

At the start of your Magic phase, before attempting to cast a spell, Reikenor may snuff out a corpse candle. If he does so, pick one enemy unit within 12". The target unit suffers 1 Wound which Ignores Armour Saves. In addition, Reikenor gains +1 to cast for his first spell this turn.

Chill Grasp, Ethereal, Fly (9), Terror, Undead

A Wraith can substitute all of its Attacks in close combat for a single Chill Grasp Attack. The Wraith makes a single Attack; if this Attack hits, then it will automatically wound with the Ignores Armour Saves special rule.

Vampiric Powers

Vampires originate from the ancient land of Lahmia, where the first of them actually reigned as kings and queens. Here they followed a corrupted form of the death cult of Khemri. When Lahmia was overthrown and destroyed and its necropolis was ransacked, only seven of the blood drinking nobility escaped. They fled to different parts of the known world and hid among mortal society.

Of these seven original Vampires, five are known to the men of the Old World. All the Vampires recorded in history are their descendants and so have inherited common family traits. The oldest Vampires have the purest blood and the most direct line of descent. Their powers are greater and therefore their influence and standing among the Vampire kind is also greater.

In this section you will find powers that can be bought for your Vampires. You cannot buy multiples of the same power for a single Vampire, but different Vampires in the same army can have the same powers if you wish. Each Vampire may only take powers from their own Bloodline (unless specified).

Blood Dragon or Strigoi only. For each enemy model slain by the model in close combat, it can immediately make an additional Attack, to a maximum of +5 Attacks. These additional Attacks do not benefit from Red Fury.

Necrarch or Strigoi only. The model gains the Regeneration (4+) special rule.

Von Carstein, Necrarch, Blood Dragon, Strigoi only. Enemy units in base contact with the model must take a Leadership test at the start of each round of close combat. If failed, the unit will only Hit on 6's this round.

Von Carstein, Necrarch, Strigoi or Lahmia on foot only. The model gains the Fly (10) special rule.

Von Carstein, Necrarch or Strigoi only. The model gains the Terror special rule.

Von Carstein or Lahmia only. At the beginning of the Close Combat phase, select one model in base contact with the Vampire. The victim must pass a Leadership test or be unable to attack in that Close Combat phase and all attacks directed against the victim will hit automatically.

Von Carstein or Necrarch only. Units of Undead within 6" of one or more models with this power suffer one less Wound than they normally would due to the Unstable special rule or following the death of the army's General. Note that this is not cumulative with the Battle Standard.

Von Carstein or Blood Dragon only. At the start of a challenge, the enemy character selected to take on the Vampire must take a Leadership test before any blows are struck. If failed, the enemy model will fight with Weapon Skill 1 for the remainder of the turn.

von Carstein

All enemy units within 6" of one or more models with the Aura of Dark Majesty suffer a -1 penalty to their Leadership. This penalty is cumulative with any other modifiers.

Any unit in base contact with the model must re-roll successful Leadership tests.

Innate Bound Spell, Power Level 5. Call Winds affects all units within 24" of the Vampire. Until the start of caster's next Magic phase, all missile attacks fired from within or at a target within this distance suffer -1 To Hit.

This Vampire can use the Invocation of Nehek spell to increase units of Dire Wolves, Bat Swarms and Fell Bats beyond their starting size, even though they are not all Undead.

Model on foot only. The model gains Movement 9 and the Swiftstride special rule.

The model allows all units of Dire Wolves within 24" of it to March.

Necrarch

A player using a model with the Master of the Black Arts power can re-roll one of the dice when it is determining the strength of the Winds of Magic.

Model on foot only. The model gains the Ethereal special rule. However, it may not join non-Ethereal units or take any magic items.

The model adds +D3 to the number of Wounds healed whenever it successfully casts Invocation of Nehek.

The model has the Loremaster special rule.

The model gains +1 to cast spells.

Once per game, the model can re-roll one of the dice rolled to cast a spell. This can be used to negate a Miscast result or could cause an Ultimate Power result.

Blood Dragon

Model on Nightmare only. The model and any Cavalry unit it is with can re-roll failed charge distances.

While fighting in a challenge, the model will gain +1 To Hit and To Wound.

The model can re-roll failed rolls To Wound in close combat.

The model has the Killing Blow special rule.

The model can re-roll failed rolls To Hit in close combat.

The model can re-roll failed armour saves.

The model gains the Parry (6+) special rule.

The model has the Devastating Charge and Strength Bonus (1) special rule.

Strigoi

Model on foot only. The model has the Scouts special rule.

The model has +1 Strength.

The model has +1 Wound on their profile.

One unit of Crypt Ghouls may be deployed as Scouts.

The model's Hatred special rule applies in every close combat round, not just the first.

The model allows up to 3 units of Crypt Ghouls to deploy as Ambushers.

Lahmia

Enemies must re-roll successful rolls To Hit in close combat against this model.

At the beginning of the Close Combat round, after challenges have been issued and/or accepted, select a model in base contact with the Vampire. The selected model must take a Leadership test with a -1 modifier. If the test is failed, the victim is controlled by the Vampire player in that Close Combat phase. The model will direct its attacks against his own side. The model cannot be attacked by either side in that Close Combat phase but, after combat resolution has been worked out, it reverts immediately to the original player's control and can therefore use his Leadership for any Break tests and can be broken and pursued as normal. If the model has no friendly models in base contact, counts as being Transfixed instead. If the Vampire was in a challenge with a model that it takes control of, the challenge ends and both models may attack other targets as normal.

The model has the Always Strikes First special rule.

Model on foot only. Whenever an enemy unit attempts to shoot or charge a model with this power, they must first roll a D6. On a 4+, they may shoot or charge as normal. On a 1-3, they must choose another target. This only applies to lone characters.

The model gains the Dodge (5+) special rule.

At the beginning of the Close Combat round, after challenges have been issued and/or accepted, select a model in base contact with the Vampire. That model must take a Leadership test with a -3 modifier; if the test is failed, the model must re-roll successful To Hit rolls that phase.

Model on foot only. The model gains the Swiftstride special rule.

Artefacts of Death

On these pages are magic items available to Vampire Counts armies. These can be taken in addition to any of the magic items listed in the Warhammer rule book.

Magic Weapons

If a model suffers one or more Wounds from the Frostblade (after saves) they are slain outright and lose all remaining Wounds.

The bearer has the Devastating Charge and Frenzy special rules, and all close combat attacks made by the bearer have the Flaming Attacks special rule. In addition, the bearer of Skabscrath gains the Ghostly Howl special rule.

Magic Armour

The Nightshroud gives the wearer a 6+ armour save. Furthermore, enemy models in base contact with the wearer lose all Strength bonuses conferred from normal and magical weapons, and are subject to the Always Strikes Last special rule. Wizards can wear the Nightshroud with no penalty to cast spells.

Arcane Items

Bound Spell (Power Level 5). If cast successfully, this item casts an augment spell. All friendly Undead units (and their mounts) within 6" of the bearer gain +1 Attack until the start of the bearer's next Magic phase.

The Black Periapt allows the bearer to save up to two of his army's unused power dice or dispel dice at the end of any Magic phase, and then add them to his side's power or dispel dice pool at the start of the next Magic phase.

At the beginning of the bearer's Magic phase, the bearer may choose to sacrifice D3 power dice from the pool. If they do so, roll a D6 on the following chart. Assuming there is a viable target for the indicated spell, that spell is automatically cast at its minimum casting value, requiring no power dice. A dispel attempt can be made as normal. If you don't have the requisite number of dice to sacrifice, then you lose what dice you have and the book has no effect this turn.

D6

Spell Cast

1

Melkoth's Mystifying Miasma (Lore of Shadow)

2

The Enfeebling Foe (Lore of Shadow)

3

The Withering (Lore of Shadow)

4

Soulblight (Lore of Death)

5

Doom and Darkness (Lore of Death)

6

Curse of the Midnight Wind (Lore of Heavens)

Bound Spell (Power Level 4). This item casts the Vanhel's Danse Macabre spell.

Enchanted Items

Bound Spell (Power Level 4). If cast successfully, this item casts a magic missile with a range of 18 " that inflicts D6 Strength 4 hits with the Flaming Attacks special rule. In addition, if the target unit moves in the Movement phase, flees or pursues during its next turn, every model in the unit suffers an immediate Strength 4 hit with the Flaming Attacks special rule, after which the spell's effects end. If the unit does not move the spell ends at the start of the caster's next Magic phase. Any unit taking one or more unsaved Wounds from this spell must immediately take a Panic test.

Magic Standards

All Grave Guard, Black Knights and Wight Kings (including Krell) in the same unit as the Banner of the Barrows receive +1 To Hit in close combat. Note that the bonus is not conferred to any mounts they may have.

Enemy units on base contact with the unit carrying this banner must pass a Leadership test at the start of each close combat phase. If failed, they require 6's To Hit for the duration of the phase.

Magic Items Expansion

Magic Weapons

Blood Dragon or von Carstein only. Lance. All attacks with the Dreadlance Hit automatically.

Lahmian Vampire only. Bow. All shots from the Asp Bow are resolved at Strength 4 with the Poisoned Attacks and Sniper special rules. This weapon may be taken despite Lahmian Vampires normally not being allowed to pick bows.

Wight Kings only. The Sword of Kings makes the model's Killing Blow special rule take effect on a 5+.

Blood Dragon or von Carstein only. Lance. The Balefire Spike gives the wielder the Flaming Attacks special rule.

Magic Armour

Model on foot only. Heavy armour. The Armour of Night causes any missile attacks targeted at the wearer or any unit they are with to suffer -2 To Hit.

The Helm of Commandment gives the wearer a 6+ armour save. In addition, if the wearer is not in combat, one friendly Undead unit within 12" may use their unmodified Weapon Skill instead of their own in close combat.

The Wailing Helm gives the wearer a 6+ armour save and the Terror special rule.

Medium armour. The Flayed Hauberk gives the wearer a 2+ armour save that cannot be improved by any means.

Heavy armour. The Accursed Armour gives the wearer +1 Toughness, but makes them suffer -1 Weapon Skill and Initiative.

Medium armour. The Armour of Bone armour can be chosen by Wizards even though they are not normally allowed to wear armour. When the wearer fails their first armour save (or if they are wounded by an attack which ignores armour saves), the Armour of Bone crumbles to dust and is destroyed, but the Wound is ignored.

Vampires only. Heavy armour. The Cadaverous Cuirass gives the wearer the Immunity (Killing Blow) special rule.

Blood Dragon only. Shield. The Cursed Shield of Mousillon causes one enemy model in base contact of your choice to lose 1 Attack. In addition, all models in Warhammer: Bretonnia has the Hatred special rule against the bearer of the shield.

Talismans

The Wristbands of Black Gold gives the wearer a Ward Save (3+) against all missile attacks.

One use only. The Gem of Blood activates when the bearer of the Gem of Blood suffers their first Wound in close combat (before saves). Roll a D6; on a roll of a 1 the wearer suffers the Wound as normal, and an additional Wound with no armour save allowed. On a 2+ the Wound is saved, and is rebounded onto the model that caused it with the Ignores Armour Saves special rule.

All missile attacks targeted at the bearer of the Ring of the Night or the unit they are with suffer -1 To Hit.

Arcane Items

The Sceptre de Noirot makes the bearer roll an additional D6 when determining the number of Zombies or Skeletons raised with the Raise Dead spell from the Lore of Necromancy.

Lahmian only. At any time in the Magic phase, the bearer of the Crimson Gem of Lahmia may sacrifice one of their Wounds to gain one power dice.

Enchanted Items

All enemy models in base contact with the bearer of the Talon of Death suffer a Strength 5 Hit at the start of each round of close combat.

One use only. Bound Spell, Power Level 3. The Casket of Ages contains a direct damage spell that targets one enemy model in base contact. The target model suffers one Wound which Ignores Armour Saves. If the Wound is not saved, the victim must pass a Toughness or get removed as a casualty, with no saves of any kind allowed.

Vampires only. Model on foot only. The bearer of the Talisman of the Lycni gains +4 to their Movement value and the Swiftstride special rule.

Magic Standards

All Undead models in the unit carrying the Drakenhof Banner gain the Regeneration (4+) special rule.

All enemy units with Line of Sight to the Hell Banner suffer a -1 penalty to their Leadership. This standard has no effect on models with Immunity (Psychology).

Any enemy unit that is in base contact with the unit carrying the Cursed Pennant of Mousillon must re-roll 6's when rolling To Hit, To Wound and when taking armour saves.

The unit carrying the Banner of Doom gains the Regeneration (5+) special rule against missile attacks.

The unit carrying the Banner of the Dead Legion counts as having twice its actual Unit Strength in close combat.

The unit carrying the Royal Standard of Strigos gains the Hatred special rule.

The unit carrying the Banner of the Endless Nightmare counts as having one more rank than normal for the purpose of combat resolution, up to a maximum of +4. Note that the unit still needs to have at least one complete rank of 5 or more models for this rule to have any affect.

The unit carrying the Standard of Everlasting Death suffers one fewer Wound than they normally would due to the Unstable special rule.

Undead only. The unit carrying the Standard of Hellish Vigour may March despite being Animated Constructs.

The unit carrying the Banner of Hellfire gains the Flaming Attacks and Magical Attacks special rule.

The unit carrying the Icon of Vengeance never takes casualties as a result of the General's death.

The Lore of Necromancy

When a spell from the Lore of Necromancy is successfully cast, one Undead unit within 6" of the caster regains 1 Wound following the rules for Invocation of Nehek.

Invocation of Nehek is an augment spell with a range of 12" that targets Undead. The target unit immediately regain a number of Wounds as follows: Infantry gain D6 plus the caster's Wizard level in Wounds (roll for each unit); other troop types targeted gain 1 plus the caster's Wizard level in Wounds. However, Characters, Shrines, Chariots, Monsters or models with the Ethereal special rule can never regain more than D3 Wounds per successful casting. Wounds gained are distributed as described in Resurrecting Fallen Warriors. The Wizard can choose to extend the range of this spell to 24". If they do so, the casting value is increased to 9+.

Vanhel's Danse Macabre is an augment spell that targets an unengaged Undead unit within 24". The target unit can immediately make a normal move (but not march or reform) as if it were the Remaining Moves sub-phase (including any Characters in the unit). The Wizard can choose to have this spell target all unengaged Undead units within 12". If they do so, the casting value is increased to 10+. No unit can be moved by Vanhel's Danse Macabre more than once per turn.

Hellish Vigour is an augment spell that targets a friendly Undead unit within 24". The unit gains the Always Strikes First special rule and may re-roll failed To Hit rolls in Close Combat until the start of the caster's next Magic phase. The Wizard can choose to have this spell target all friendly Undead units within 12". If they do so, the casting value is increased to 16+.

Gaze of Nagash is a magic missile with a range of 24" that causes 2D6 Strength 4 hits. The Wizard can choose to extend the range to 48". If they do so, the casting value is increased to 12+.

Raise Dead is a special type of spell with a range of 18" that brings a brand new unit of Zombies into play. Choose a point on the battlefield - that point need not lie in the caster's line of sight or forward arc. Next, roll 2D6+3. This is how many models comprise the new unit. The caster can choose to summon 2D6+3 Skeleton Warriors instead. If they do so, the casting value is increased to 12+.

When placing this unit, it must be wholly within the spell's range and at least 1" away from all units, buildings and impassable terrain. It can be placed facing any direction, and in any legal formation, as long as the unit's front rank contains at least five models. This unit does not have any upgrades or command models. Units summoned by this spell cannot be dispelled, and do not award victory points under any circumstances. Finally, if a summoned unit cannot be placed because there is not enough room, the unit does not enter play at all, though the spell's lore attribute may still apply.

Remains in play. Curse of Years is a hex spell with a range of 18". When cast, roll a D6 for every model in the target unit -on a score of 6 the model suffers a Wound which Ignores Armour Saves. At the end of the next Magic phase, roll again for each model in the unit, they will suffer a Wound on a 5+, and so on, to a maximum of 2+.

Remains in play. Wind of Death is a magical vortex that uses the small round template. Once the template is placed, the player then nominates the direction in which the Wind of Death will move. To determine how many inches the template moves, roll an artillery dice and multiply the result by 3. Any model passed over by the template takes a Strength 3 hit which Ignores Armour Saves. If the result on the artillery dice is a misfire, centre the template on the caster and roll a scatter dice and a D6. The template moves a number of inches equal to the roll of the D6, in the direction indicated by the scatter dice. If a Hit! is rolled, use the small arrow on the Hit! symbol. In either event, in subsequent turns, the Wind of Death will move a number of inches determined by rolling an artillery dice, in a random direction determined by rolling a scatter dice. If a misfire is rolled in subsequent turns, the Wind of Death dissipates and is removed. The caster may choose to infuse the Wind of Death with more power so that it uses the large round template and its Strength is increased to 4 instead. If they do so, the casting value is 25+.

Reference Chart

Unit Name

Troop Type

Base Size (mm)

Abyssal Terror

Monster

50x50

Barrow Chariot

Chariot

50x100

Bat Swarms

Swarm

40x40

Belladamma Volga

Cavalry

75x50

Black Coach

Chariot

50x100 or 50x150

Black Knights

Cavalry

25x50

Blood Dragon Vampire

Infantry

20x20

Blood Knights

Cavalry

25x50

Cado Ezechiar

Infantry

20x20

Cairn Wraith

Infantry

20x20

Corpse Cart

Shrine

50x100 or 60x100

Coven Throne

Chariot

50x100

Crypt Ghouls

Infantry

20x20

Crypt Horrors

Monstrous Infantry

40x40

Dieter Helsnicht

Monstrous Cavalry

50x50

Dire Wolves

Warbeast

25x50

Fell Bats

Warbeast

40x40

Gashnag

Infantry

20x20

Grave Guard

Infantry

20x20

Gunther Spengler

Infantry

20x20

Heinrich Kemmler

Infantry

20x20

Hellsteed

Warbeast

40x40

Helman Ghorst

Shrine

50x100 or 60x100

Hex Wraiths

Cavalry

25x50

Isabella von Carstein

Infantry

20x20

Ivya Volga

Infantry

20x20

Konrad von Carstein

Infantry

20x20

Krell

Infantry

20x20

Kritza

Infantry

20x40

Kurdoss Valentian

Infantry

40x40

Lady Annika

Infantry

20x40

Lady Olynder

Infantry

40x40

Lahmian Handmaidens

Infantry

20x20

Lahmian Vampire

Infantry

20x20

Liche Lord

Infantry

20x20

Mannfred von Carstein

Infantry

20x20

Master Necromancer

Infantry

20x20

Melkhior the Ancient

Monster

50x50

Mortis Engine

Chariot

50x100

Mourngul

Monster

50x50

Necrarch Vampire

Infantry

20x20

Necrofex Colossus

Monster

50x50 or 100x150

Necromancer

Infantry

20x20

Neferata

Infantry

20x20

Nightmare

Warbeast

25x50

Prince Vhordrai

Monster

100x150

Radukar

Monstrous Infantry

40x40 or 50x50

Reikenor the Grimhailer

Cavalry

25x50

Sethep The Merciless

Infantry

20x20

Skeletal Steed

Warbeast

25x50

Skeleton Warriors

Infantry

20x20

Spirit Host

Swarm

40x40

Strigoi Vampire

Infantry

20x20

Sylvanian Peasant Levy

Infantry

20x20

Terrorgheist

Monster

100x150

The Red Duke

Infantry

20x20

Tomb Banshee

Infantry

20x20

Vargheists

Monstrous Infantry

40x40

Varghulf

Monster

50x50

Vlad von Carstein

Infantry

20x20

von Carstein Vampire

Infantry

20x20

Walach Harkon

Cavalry

25x50

Wight King

Infantry

20x20

Zacharias the Everliving

Monster

50x50

Zombie Dragon

Monster

50x50 or 100x150

Zombies

Infantry

20x20