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New Vampire Counts 8th Edition Army Book

New Vampire Counts 8th Edition Army Book

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Published by eddles
A fan made vampire counts army book for 8th edition warhammer fantacy battles. this is a "living document". if you have any ideas please comment and send emails to edmund202@hotmail.com
A fan made vampire counts army book for 8th edition warhammer fantacy battles. this is a "living document". if you have any ideas please comment and send emails to edmund202@hotmail.com

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Published by: eddles on Jul 11, 2011
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07/10/2013

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1 Created by Edmund202
 VAMPIRE COUNTS
 Undead Rules
Undead:
as per army book so far 
This is a living document.
If you have any ideas you would like to see in a fan made Vampire Counts army book pleaseemail me with suggestions at edmund202@hotmail.com
 
2 Created by Edmund202
 The Black Art The Black Art The Black Art The Black Art
 Necromancy; The Lore Of Vampires Necromancy; The Lore Of Vampires Necromancy; The Lore Of Vampires Necromancy; The Lore Of Vampires
Lore attribute;
Blood Law
 For every wound inflicted by the caster in the previous close combat phrasethey gain +1 to cast/dispel.Signature spell;
Invocation of ehek 
4+/8+/12+Target one of your own undead units or characters within 12”/18”/24”. Thetargeted unit regains D6/2D6/3D6 Wounds worth of models, when utilised onZombies 2D6/4D6/6D6 Wounds are regained. With the vampire or Etherealrule, and non-infantry units, are harder to heal and only regain 1/2/3 Wounds.The Wounds in a unit are regained in a strict order. First, the champion is res-urrected, and then other command models. These models are placed in thefront rank, displacing other rank and file models as required. Once this has been done any rank and file models with multiple Wounds are healed back tothe number of Wounds on their profile, then any remaining Wounds resurrectrank and file models – normally up to the unit’s starting strength, thoughZombie units may be increased beyond this size. These models are added tothe front rank until it reaches at least five models. Additional models maythen be added to either the front or rear ranks. If the unit already has alreadyhas more than one rank, new models may only be added to the rear. Charac-ters must be targeted separately to benefit from this spell. If the character isriding a non-cavalry mount the player must nominate whether the rider or themount benefits from this spell.Alternatively this spell can be utilised to create a new unit of Zombies.Choose a point within 12”/18”/24” of the caster and place a Zombie model onit facing in any direction chosen by the caster and form up the rest of the unitaround it. The new unit consists of D6+4/2D6+4/3D6+4 models and the frontrank must consist of at least 5 models. The new unit must be at least 1” awayfrom enemy units.
Vanhel’s Danse Macabre
7+/21+
 
This spell can be cast on a friendly Undead unit within 12”/all undead unitswithin 12”. Each unit must choose between one of the two effects below.If the target is not in close combat, it can immediately make a normal moveas if it where in the Movement Phrase – it can be a charge, wheel, or even re-form. A unit charged by means of Vanhel’s Danse Macabre can react to thecharge as normal and must take any necessary Psychology tests. A unit mayonly be affected by Vanhel’s Danse Macabre in this way once per Magic phase.Alternatively if the target is engaged in close combat, in the next Close Com- bat phase, all models in the unit benefit from the
 Always Strikes First 
specialrule and may re-roll missed to hit rolls.
 
3 Created by Edmund202
Gaze of agash
8+/14+This is a magic missile with a range of 24”/36”. If successfully cast, the Gazeof Nagash causes 2D6/3D6 Strength 4 hits.
 
Curse of Years
(Remains in Play)
 
8+/12+This spell can be cast on any enemy unit within 18”/36”, even one engaged inclose combat. When cast, roll a D6 for each model in the unit – a score of 6causes a Wound. If not subsequently dispelled, models in the unit suffer aWound on a 5+ at the end of the next Magic phase. At the end of the follow-ing Magic phase they will suffer a Wound on a 4+ and so on, to a maximumof 2+. No armour saves are allowed against these wounds.
Wind of Undeath
12+Roll a D6 for every enemy unit on the table (even if in combat). On a roll of 4+ suffers a wound with no armour saves allowed. Also, a new Spirit Hostunit is crewated within 12” of the carter, at least 1” from the enemy, with anumber of equal to the number of Wounds inflicted by the spell. For example,if the Wind of Undeath inflicts 7 Wounds, the Spirit Host unit created con-sists of two bases, with a total of 7 Wounds.
Hand of Dust
12+
 
One friendly character within 12” of the caster, or the caster themselves, hasthe
 Heroic Killing Blow
ability until the next friendly Magic phase.
agash’s Vortex of Undeath
15+/25+
 
Remains in play.
 agash’s Vortex of Undeath
is a magical vortex that usesthe small/large round template. Once the template is placed, the player thennominates a direction in which the Vortex of Undeath will move. To deter-mine how many inches the template moves, roll an artillery dice and multiplythe result by 3. Any model touched by the template must pass a strength testor be slain outright with no saves of any kind allowed. If the result on the ar-tillery dice is a misfire, centre the template on the caster and roll a scatter diceand a D6. The template moves the number of inches equal to the result of theD, in the direction shown on the scatter dice (if you roll a Hit!, use the littlearrow shown on the Hit! Symbol). In the event, in subsequent turns, the Vor-tex of Undeath travels in a random direction and move a number of inchesequal to the roll on an artillery dice. If a misfire is rolled in subsequent tuns,the Vortex of Undeath collapses in upon itself and is removed.For every wound inflicted by
 agash’s Vortex of Undeath
the controlling player may chose an undead unit or character that has suffered a wound ear-lier in the battle and heal it in the same way as in
 Invocation of ehek 
.

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