Comtes Vampires

logo Upon the eastern marches of the Empire lies the blighted land of Sylvania. It is a region dominated by dark forests and bleak mountains. For the most part its inhabitants are poor, for the soil is thin and unprofitable to work, whilst the mountains are devoid of the mineral wealth found in abundance to the south and north. Moreover the land has an unfortunate reputation. Its forests are said to be haunted and the ground itself is thought to carry the contagion of Chaos so that even the dead that are buried in it do not rest easily. Those who live there are few in number, impoverished, malnourished, and utterly lacking in ambition and vigour. The ordinary folk of the land are broken in spirit and live in harsh servitude under callous and uncaring masters.

Although part of the Empire from its inception, Sylvania developed quite separately during the long period of anarchy known as the Age of Three Emperor’s when all centralised government broke down. In these years a new power arose in Sylvania taking the form of the Counts Carstein. The Carsteins quickly gained a reputation for cruelty that surpassed anything that had ever happened before in the Empire. Throughout the adjoining lands, stories were whispered of ghastly tortures and wanton cruelty, of necromancy and dark magic, and of the haunting of the land by restless spirits. People feared to walk abroad after nightfall for strange creatures stalked the night – creatures that feasted on the blood and flesh of men.

The true nature of the Carsteins emerged during the years that followed the coming of the comet and destruction of the city of Mordheim. It was a time of great contagion when the power of magic waxed strongly throughout the Empire. Harnessing much of that magic the great Vlad Von Carstein raised an army of dead from the poisoned soil and made his bid for the throne of the Empire.

Thus began the Wars of the Vampire Counts in which the dead sought to overthrow the living and the Carsteins sought to rule the whole of the Empire. Had they succeeded the Empire would have become a dead land where the living would exist only as cattle to feed a Vampiric nobility. Vlad almost did succeed but was slain as his undead hordes besieged Altdorf.

Vlad’s successors were to continue the war at first led by the insane Konrad Von Carstein and then by Mannfred Von Carstein. The armies of the dead ranged over the lands of the Empire until Mannfred was eventually driven back to Sylvania and defeated at the battle of Hel Fenn. After that battle Mannfred disappeared, presumed destroyed, but his body was never found and rumours of his return haunt the Empire to this day. Following this defeat Sylvania was scoured by the priests of Sigmar and many vampires were hunted out and destroyed. Syvlania itself was claimed by the Count of Stirland and now forms part of that province.

It remains a land of dread where the downtrodden peasantry still live in terror of the night and the things that walk beneath the moon.

vampire counts

Vampire Counts army selector

Troop Type Attacks Hits Armour Command Unit size Points per unit Min/max Special

Skeletons

Infantry

2

3

6+

3

30

2/–

Zombies

Infantry

2

4

3

35

2/–

Ghouls

Infantry

4

3

3

55

–/–

Grave Guard

Infantry

3

3

5+

3

60

–/4

Ethereal Host

Infantry

3

4

3

90

–/2

Black Knights

Cavalry

3

3

4+

3

110

–/4

Dire Wolves

Cavalry

2

3

3

40

–/4

Fell Bats

Monster

2

3

6+

3

65

–/1

 

Vampire Lord

General

+2

9

1

150

1

Vampire

Hero

+1

8

1

80

–/2

Necromancer

Wizard

+0

7

1

45

–/1

Winged Nightmare

Monstrous Mount

+2

+80

–/1

Black Coach

Chariot Mount

+1

+40

–/1

Règles Spéciales

Règles de l’Armée

The following rules for Undead apply to all units except for Ghouls. Ghouls are considered to be ordinary mortal troops and the following rules do not apply to them.

Mort-vivant

Undead units never act on initiative. An Undead unit only moves in the Command phase if given orders (aside from Fell Bats which can ‘homeback’ as noted below). Including an Undead unit cannot make a supporting charge to support an unit of Ghouls charging on initiative.

Les morts-vivants sont immunisés au malus de Commandement de -1 provoqué par une présence ennemie à moins de 20 cm.

Les morts-vivants sont aussi immunisés contre le malus de -1 pour toucher au combat quand ils affrontent des troupes provoquant la terreur.

Toutes les unités de morts-vivants sont immunisées aux effets de la règle de Confusion. Ils ne peuvent jamais devenir confus.

Règles Spéciales

1. Ethereal Host

Ethereal Host Attacks always inflict a hit on a score of 4+ regardless of whether the enemy is in the open, defended, or fortified. Enemy otherwise count as in the open, defended, or fortified in all respects (i.e. charge bonuses count or don’t count depending on status). Ethereal hosts cannot be driven back by shooting and do not roll for drive backs. They cause terror as described in the Warmaster rulebook. Ethereal Hosts cannot have magic items.

2. Dire Wolves

If the unit charges against an enemy in the open it receives an additional +1 Attack modifier in the same way as chariots and monsters. Dire Wolves cannot have magic items.

3. Fell Bats

Fell Bats can fly. Although they cannot use initiative they are allowed to home back as described in the Warmaster rulebook. No order is required to home back. Fell Bats are an exception to the normal rules for basing monsters, in that they are based along the long base edge in the same way as infantry, rather than the short edge like other monsters.

4. Vampire Lord

A Vampire Lord is a powerful sorcerers as well as the army’s general. He can cast spells in the same way as a wizard and can be given a magic item restricted to either a General or a Wizard. Note that the Vampire Lord is still a General and his command range extends over the whole battlefield as for other Generals.

5. Winged Nightmare

Any character can ride a Winged Nightmare. A winged Nightmare can fly increasing its rider’s move to 100cm and adding +2 to its rider’s attacks. A unit joined by a character riding a Nightmare causes terror in its enemies.

6. Black Coach

A Vampire Lord or Vampire can be mounted within a Black Coach adding +1 to its occupant’s attacks. A unit joined by a character riding in the Black Coach causes terror in its enemies.

nightmare

Vampire Counts spells

Invoquer les Morts

5+ pour lancer Portée 30cm

Sur l’ordre du Sorcier, les corps mutilés qui jonchent le champ de bataille se relèvent pour continuer à tuer par-delà la mort.

Ce sort peut être lancé sur un combat à moins de 30 cm du Sorcier. Il n’est pas nécessaire que le sorcier puisse voir une unité engagée dans le combat. Un même combat ne peut être affecté qu’une seule fois par ce sort lors d’un même tour, quel que soit le nombre d’unités impliquées. Pour ce faire, on considère les combats tels qu’ils sont durant la phase de tir, où le sort est lancé, il est donc possible que deux unités de morts invoqués se retrouvent dans un même combat selon le jeu des avances et des poursuites.

Une nouvelle unité de trois socles d’infanterie Squelette apparaît. Elle doit être placée de façon à ce que son front avant soit en contact avec un socle ennemi de l’engagement ciblé, ou de façon à soutenir une unité amie déjà engagée dans ce combat, en incluant d’autres potentiels socles invoqués. Ce placement ne peut pas provoquer la séparation de l’engagement en de multiples plus petites occurrences. Si les socles invoqués provoquent un contact avec des unités ennemies non engagées, ces unités rejoindront le combat une fois que l’unité invoquée aura été placée, comme un contact accidentel durant une poursuite. S’il est impossible de placer l’unité en contact avec des amis ou des ennemis, l’unité n’est pas déployée et le sort échoue. Les morts invoqués ne comptent pas comme ayant chargé lorsqu’ils apparaissent et sont ignorés lors du calcul du point de rupture, et des points de victoire à la fin de la partie.

Vanhel’s Danse Macabre

5+ to cast Range 40cm

The bodies of the dead move under the powerful influence of necromantic magic renewing their vigour once more.

This spell can be cast on any friendly unit apart from Ghouls. The spell can be cast on a unit within range regardless of whether the Wizard can see it or not. The spell affects only a single unit, never a brigade and there is no supporting charge possible.

L’unité peut être déplacée comme si elle venait de recevoir un ordre lors de la phase d’Ordres. Seule l’unité visée sera affectée, pas les personnages qui se trouvent avec elle (ceux-ci restent sur place).

Éclair de Mort

5+ pour lancer Portée 30cm

Un terrifiant éclair d’énergie magique jaillit des doigts du Sorcier et frappe une unité ennemie.

The Necromancer must be able to see his target to cast this spell and it cannot be directed against a unit in combat. The Deathbolt is treated like three ordinary shooting attacks except that armour has no effect (all targets count as having no armour). A unit can be driven back by Deathbolt as with ordinary shooting.

Curse of Years

6+ to cast Range N/A

The Wizard’s enemies crumble to dust as he smites them with the corrupting Curse of Years.

Ce sort ne peut être lancé que si le Sorcier a rejoint une unité amie engagée au combat, et affecte une seule unité ennemie au contact de celle-ci.

The target unit takes six attacks worked out in the usual way. Any hits scored are carried over into the first round of combat and count as having been struck in the first round for purposes of working out combat results.

skeletons