You are on page 1of 2

VAMPIRE for HAIL CAESAR v09

For the Sledgehammer Fantasy World

Infantry 50%+ At least half the units in the army must be made up of infantry.
Cavalry up to 25% No more than a quarter of the units in the army can be cavalry.
Specials up to 25% No more than a quarter of the units in the army can be specials.
Divisions Divisions must contain at least 4 units and be led by a commander. Except up to two Divisions that can contain 1+
units of Cavalry and Specials. Typically these fought on the flanks.

TROOP VALUES
Type/Stats Clash Susta Short Long Morale Stam Special Points
ined Save ina Value
Infantry
Ghouls (alive) 5 5 3/0 0 6 LI 20
Skeletons 5 5 2/0 5+ 6 MI 22
Zombies 4 4 2/0 6+ 8 MI, Move 4.5” 24
Death Guard 6 6 3/0 4+ 6 HI 31

Cavalry
Bat Swarm (alive) 2 2 2 0 6 OF, Fly, always Open Order, Steady 23
Dire Wolves 6 4 2/0 0 6 LC 32
Death Knights 9 6 3/0 4+ 6 HC, Lance 54

Specials
Spirits 5 5 2/0 5+ 6 MI, Terrifying 34
Fell Bats 4 4 2 6+ 6 LF, Fly, Feigned Flight 39
Bestial Wolfbat 4 3 2/0 4+ 4 HF, small, Fly, Huge 50
Banshee & Wraiths 6 6 2/0 4+ 8 HI, Terrifying, 1* 50
Blood Knights 9 6 3/0 4+ 8 HC, Lance, VampireUnit, 1* 71

Commanders
Noble Vampire 0-3 0-3 LR:8 CommWizard, Vampire 15
Martial Vampire 0-4 0-4 LR:8 CommLesserWizard, Vampire 15
Beast Vampire 0-4 0-4 LR:8 CommLesserWizard, Vampire 15
Mage Vampire 0-2 0-2 LR:8 CommMage, Vampire 15
Necromancer 0 0 LR:8 CommWizard 10

Commander Mounts
Winged Nightmare 4 3 2/0 4+ 4 HF, small, Fly, Huge +50
Black Coach +2 +1 HCh, Move 18”, Terrifying, 1* 19

Although Zombies, Banshee & Wraiths and Blood Knights have Stamina of 8 they are standard frontage units, this represents their hardiness and
difficultly to kill.

Army Rules
One of the Commanders must be designated the Tyrant General. (Does not have to command a Division/Brigade see p83c)

Vampires cannot be wounded as they drink blood to heal themselves.


RISK TO VAMPIRE COMMANDERS in a unit that is;
• Broken/Shattered: 1 = slain ; 2-6 = unharmed
• Shaken by Ranged Attacks: 12 (on 2D6)= hit on 1-2 =slain ; 3-6 = unharmed
• in H-to-H: 12 (on 2D6 +1 for extra attack)= hit on 1-2 =slain ; 3-6 = unharmed
When a Vampire Commander is slain he is replaced with a Necromancer with a Leadership Rating of one lower than his predecessor and cannot
cast magic.

Alive units are Ghouls, Bat Swarm, therefore Ghouls and Bat Swarms have Initiative movement. The rest of the units are Undead.

Divisions
Vampire Divisions have a restriction on the number of units of the same type in a division. Unless listed below there can only be one unit of the
same type in a Division. Eg. A Martial Vampire commander can have 2 units of Grave Guard and 2 units of Blood Knights in his Division. He is not
allowed to have 2 units of Zombies, but he could have 1 unit.

Noble Vampire; 2+ units of Dire Wolves or Bat Swarms or Fell Bats.


Martial Vampire; 2+ units of Grave Guard or Black Knights.
Beast Vampire 2+ units of Ghouls
Mage Vampire; 2+ units of Skeletons or Zombies or Spirit Hosts
Necromancers; 2+ units of Skeletons or Zombies
VampireUnit - Blood Knights are Vampire Thralls, each turn they have two or more wounds the unit can roll 2D6 in the orders phase and if they roll
8 or less they recover one Stamina.

Vampire Spells
CommMage - Mage Vampire cast their spells on a 4+.
CommWizard - Noble Vampire & Necromancer cast their spells on a 5+.
CommLesserWizard - Martial Vampire & Beast Vampire cast their spells on 6+.

INCANTATION OF SUMMONING (RAISE DEAD) 4+/5+/6+ to cast, Range 18” no LoS to friendly Undead unit.
At the Wizard's beckoning the mangled corpses that litter the battleground rise to continue the slaughter from beyond the grave.
This spell can be cast upon a combat engagement taking place within 12” of the Wizard involving units from his own Division. The spell can be cast
regardless of whether the Wizard can see any units in the combat engagement or not. A single combat engagement can only be affected once by
this spell in any turn regardless of how many units are involved in the combat. For purposes of deciding whether a combat is eligible as a target,
combat engagements are as they appear in the Shooting phase when the spell is cast: so it is possible for pursuing units that follow up an enemy
unit that has given ground or sweeping advances to bring two units of raised dead into the same engagement later on.

A standard Skeleton unit as per the army list is created. The raised unit must be placed either so that it can fight in the combat engagement, or so
that it can support a friendly unit of the same Division as the casting Wizard that is already engaged. The unit can be placed to the enemy's front,
side or rear edges, or lapped round as required to join the engagement. If there is insufficient room for the raised unit to contact the enemy, the
unit must be positioned so that it touches at least one friendly unit in the same Division as the casting Wizard that is already engaged. A raised unit
can be placed so that it is supporting where opportunity permits. If it is impossible to position the unit so that it touches either enemy or friends in
the same Division as the casting Wizard then the spell cannot be cast. Raised dead do not count as charging in the first round of combat. Raised
dead are ignored for working out victory points at the end of the game. Raised dead do NOT add to the casting Wizards divisional break point.

A Skeleton unit can be raised from a built up area like a village. Only one Skeleton unit per village is allowed. This represents the buried dead from
the village coming back to life.

SUSTAIN DEAD 4+/5+/6+ to cast, Range 18” to friendly listed unit


At the Wizard's beckoning the mangled corpses that litter the battleground rise to join their unit.
The spell can be cast on any undead (all but Bat Swarm & Ghouls) unit within 12” regardless of whether the Wizard can see the unit or not as long
as it has suffered 2 or more casualties. On a 4, three casualties are removed, on a 5, two casualties are removed, on a 6 one casualty is removed.

VOICE OF COMMAND 4+/5+/6+ to hit, Range 18”, no LoS to friendly listed unit.
The bodies of the dead move under the powerful influence of necromantic magic renewing their vigour once more.
The spell can be cast on any unengaged unit within range regardless of whether the Wizard can see it or not. The spell affects only a single unit.
The unit can be moved just as if it had received an order in the Command phase. Commanders that have joined the unit will not move with it: they
remain where they are.

Steve

You might also like