The Vampire knows the Hereditary Spell in addition to its other spells. Spells cast by the Vampire gain +6" Range. This effect is decreased to +3" Range for Aura spells. Bound Spells and spells without Range are not affected. (Independent or Nosferatu only)
The Vampire gains +1 Resilience and cannot use any Weapon Enchantments or Armour Equipment. The Vampire’s Height is changed to Large and its base size to 40×40 mm. As long as the Vampire is joined to a unit of Ghasts, the Vampire gains Scoring. If playing Capture the Flags, the Vampire gains Scoring (no matter if joined to a unit of Ghasts or not). (Models on foot only., Independent or Strigoi only)
The Vampire gains Multiple Wounds (2, against Towering Presence). (Independent or Brotherhood of the Dragon)
The Vampire must reroll natural to-hit and to-wound of '1' with its Close Combat Attacks. The Vampire must reroll natural Armour Save rolls of '1' against Melee Attacks. (Independent or Brotherhood of the Dragon only)
The Vampire gains Fly (7", 14"), Light Troops, Swiftstride and Storm of Wings (see Bat Swarms). (Models on foot only., Independent or Strigoi only)
A Wizard Master with this Blood Power becomes a Wizard Adept using two different Paths it has access to (it knows spells from both paths). A Wizard Adept becomes a Wizard Apprentice using two different Paths it has access to. (Independent or Nosferatu only)
The Vampire's unit gains Swiftstride. The Vampire gains Awaken (Zombies, Dire Wolves, Bat Swarms, Great Bats). (Independent or Von Karnstein only)
Enemy units in base contact with one or more Vampires with the Mask of Innocence suffer -1 Discipline. (Independent or Lamia only)
The Vampire can cast Whispers of the Veil from Evocation as a Bound Spell with Power Level (4/8). (Independent or Lamia only)
At the beginning of each Round of Combat, select a single friendly unit Engaged in the same Combat as the Vampire (this can be the Vampire's own unit). This unit gains Stubborn until the end of the Melee Phase. (Independent or Von Karnstein only)
After a Round of Combat in which attacks with Unholy Appetite caused an enemy model to lose one or more Health Points, all attacks with Unholy Appetite from models in the same unit must reroll failed to-hit rolls until the end of the next Player Turn.
At the end of any phase in which the Master is removed as a casualty, every unit in the army with one or more models with Ashes to Ashes must pass a Discipline Test or lose a number of Health Points equal to the amount by which the test was failed, with no saves of any kind allowed. These Health Point losses are allotted following the rules for Unstable, except that they can never be allotted to models that do not have Ashes to Ashes. The number of Health Points lost is reduced by 1 if the unit is within range of Rally Around the Flag.
At the end of the Player Turn in which the Master was removed as a casualty, a new Master may be selected. In order to do so, nominate a friendly Wizard Character that either has Vampiric or has chosen Evocation. This Character becomes the new Master.
At the start of each friendly Player Turn after the army’s Master has been removed as a casualty and no new Master has been selected, every unit with Ashes to Ashes must once again pass a Discipline Test or lose Health Points as described above.
Special Attack.
During its Shooting Phase, the model part can make Shooting Attack that targets all enemy units within 12" of the model (including those Engaged in Combat and outside Front Arc and/or Line of Sight).
This attack can be used even if the Altar is Engaged in Combat.
The targets suffer D6 hits with a Strength equal to the current Game Turn number and Armour Penetration 2.
All friendly units within 6" of one or more models with Necromantic Aura reduce the number of Health Point losses caused by Ashes to Ashes and Unstable by 1.
Undead units consisting entirely of models with Autonomous may perform March Moves as normal, even when outside the range of friendly models' Commanding Presence. The unit must still pass a Discipline Test in order to do so if within 8" of non-Fleeing enemy units.
The model can Raise Health Points above a unit’s starting size for the units stated within brackets. However, units cannot be increased beyond twice their starting size or beyond the maximum unit size written in their unit entry. A unit’s starting size is the size of the unit as written on the Army List or the size of the unit when it is Summoned.
Universal Rule.
The model gains a Halberd and Multiple Wounds (2, against Standard).
Certain unit entries in this Army Book include the term Blood Ties, followed by the name of a Bloodline in brackets.
If the army includes at least one Vampire Count or Vampire Courtier matching the Bloodline written in brackets in a unit entry, this unit gains access to the associated Blood Ties upgrade.
Enemy models cannot allocate Close Combat Attacks towards a Necromancer as long as they can allocate attacks towards a model with Unliving Shield in the same unit as the Necromancer. This rule cannot be used if there are also models with Vampiric in the same unit.
The Vampire cannot refuse Duels and must issue one whenever possible, unless another model does so first.
Whenever a model with Gates of the Netherworld successfully casts Arise!, after resolving the spell's effect, choose a friendly unit with a Reanimated value and within 12" of the Caster. This unit, or a single Character inside the unit, Raises 1 Health Point. No unit can be chosen more than twice per Magic Phase by Gates of the Netherworld.
Universal Rule.
The Dark Coach’s base size is changed to 50×150 mm, and its Undead Mounts’ Attack Value is set to 2.
Universal Rule.
Friendly units within 6” of the model gainAutonomous
Enemy units within 6" of one or more models with Chill of the Grave suffer -2
Agility and -2 Defensive Skill, both to a minimum
of 1.
Special Attack.
A model with this Special Attack can use it as 1. a Shooting Attack, and as 2. a Special Attack when Engaged in Combat.
1. Choose a target using the normal rules for Shooting Attacks. The attack has Range 8″ and March and Shoot.
2. The attack is made at the model part’s Agility. Declare that you are using Chilling Shriek when allocating attacks. If used, the model part cannot perform any Close Combat Attacks. Choose a single unit in base contact as the target.
Regardless of whether it is used as a Shooting or Melee Attack, the Chilling Shriek inflicts 1 hit for each Health Point the model with Chilling Shriek currently has. These hits always have Strength 10, Armour Penetration 10, and Magical Attacks. When rolling to wound with this attack, use the enemy’s Discipline instead of its Resilience.
Some unit profiles contain the additional Characteristic Reanimated, shortened Rea, which determines the number of Health Points Raised with Arise! (Hereditary Spell) and The Dead Arise (Bound Spell).
As long as the unit has a Champion, it can perform Swift Reforms as if it had a Musician.
The model gains Ghost Step and Magical Attacks. R&F models with Ghostly Form can only be joined by Characters with Ghostly Form.
Universal Rule.
The model can cast Pentagram of Pain (Occultism) as a Bound Spell with Power Level (4/8).
Universal Rule.
The model gains Poison Attacks and Unholy Appetite.
Universal Rule.
The model gains Ashes to Ashes, Fearless, and Undead.
Universal Rule.
The Monstrous Revenant gains Devastating Charge (+1 Str, +1 AP) and changes its base size to 60x100mm.
Special Attack.
A model with this Special Attack can use it as 1. a Shooting Attack, and as 2. a Special Attack when Engaged in Combat.
1. Choose a target using the normal rules for Shooting Attacks. The attack has Range 8″, March and Shoot, and inflicts D6+2 hits with Strength 4, Armour Penetration 1, and Magical Attacks.
2. The attack is made at the model part’s Agility. Declare that you are using Wail of Woe when allocating attacks. If used, the model part cannot perform any Close Combat Attacks. Choose a single unit in base contact as the target. The target unit suffers D3+1 hits with Strength 4, Armour Penetration 1, and Magical Attacks.
Enemy units in base contact with one or more Lamia Vampires suffer -1 Agility, to a minimum of 1. If the Vampire is not equipped with Heavy Armour and/or Shield, it gains Distracting. Duels issued by the Vampire must be accepted if possible. Enemy model parts in a Duel with the Vampire suffer -1 Attack Value, to a minimum of 1.
One Character in the Vampire Covenant Army must be nominated to be the Master. At the start of the game, the General is always the Master.
A unit consisting entirely of models on foot with Reaper ignores all other units during Advance Moves and March Moves, but it must follow the Unit Spacing rule at the end of its move.
The unit can make a Sweeping Attack. The enemy unit suffers 1 hit with Strength 5 and Armour Penetration 10 for each model part with Reaper in the unit.
Universal Rule.
All R&F models in friendly units within 6″ gain Fortitude (6+). Ghasts in friendly units within 6″ gain Fortitude (4+) instead. In addition, all R&F models in friendly units that count towards Core within 6″ of one or more Cadaver Wagons gain Fortitude (+1, max. 5+) during their First Round of Combat.
Enemy units in base contact with one or more Bat Swarms suffer -1 Offensive Skill and -1 Defensive Skill, both to a minimum of 1.
0–1 per Army.
The model can cast The Dead Arise as a Bound Spell with Power Level (4/8).
The Dead Arise: Range 12″, Type Ground, Duration Instant.
Summon a unit listed in the Awaken (X) Universal Rule of the Caster (declare which before casting) with a number of Health Points corresponding to the Reanimated value of the unit. All models must be placed within the spell’s range, with at least one model touching the target point. All upgrades except Command Group Options are allowed. The unit loses Scoring (if it had it).
At the end of each Melee Phase, check and resolve the following effects for all models with Vampiric:
• Character – If at least one attack with Vampiric made by the Character caused an unsaved wound against enemy units, the Character can make a single Vampiric roll. If successful, the Character Recovers a single Health Point.
• R&F model – If at least one attack with Vampiric made by a R&F model in the unit caused an unsaved wound against enemy units, the unit can make a single Vampiric roll. If successful, the unit Raises a single Health Point.
A Vampiric roll is successful if the D6 scores X+, where X is the number stated within brackets. Use only the best value if a unit or Character has multiple parts with this Attack Attribute that each caused unsaved wounds. A roll of ‘1’ on a Vampiric roll is always a failure and a ‘6’ is always a success. Models with Towering Presence suffer a −2 modifier to their Vampiric rolls.
Universal Rule.
The model gains Stubborn, its Reanimated is set to D6+1, and its Offensive Skill and Defensive Skill are set to 1.
The model does not count as a model with Towering Presence for the purpose of Arise! (Hereditary Spell).