Vampire Counts

Characters
Core
Special
Rare
Models

Magic Weapons
Magic Armour
Magic Standards
Enchanted Items
Arcane Items
Talismans
Equipment

Special Rules

Characters

Cairn Wraith

MWSBSSTWIALdPoints
Cairn Wraith64033322650
Troop Type
Regular infantry (character)
Base Size
25 x 25 mm
Unit Size
1

Default Equipment

Special Rules

Master Necromancer

MWSBSSTWIALdPoints
Master Necromancer433343328130
Troop Type
Regular infantry (character)
Base Size
25 x 25 mm
Unit Size
1

Command

Lores of Magic [pick 1, required]

Wizard Level [pick 1, required]

Default Equipment

Special Rules

Necromantic Acolyte

MWSBSSTWIALdPoints
Necromantic Acolyte43333231760
Troop Type
Regular infantry (character)
Base Size
25 x 25 mm
Unit Size
1

Command

Lores of Magic [pick 1, required]

Wizard Level [pick 1, required]

Default Equipment

Special Rules

Strigoi Ghoul King

MWSBSSTWIALdPoints
Strigoi Ghoul King663553758145
Troop Type
Regular infantry (character)
Base Size
25 x 25 mm
Unit Size
1

Command

Wizard Level [pick 0-1]

Default Equipment

Special Rules

Tomb Banshee

MWSBSSTWIALdPoints
Tomb Banshee63033231690
Troop Type
Regular infantry (character)
Base Size
25 x 25 mm
Unit Size
1

Default Equipment

Special Rules

Vampire Count

MWSBSSTWIALdPoints
Vampire Count675553648160
Troop Type
Regular infantry (character)
Base Size
25 x 25 mm
Unit Size
1

Armour [pick 0-1]

Command

Lores of Magic [pick 1, required]

Weapons [pick 0-1]

Wizard Level [pick 0-1]

Other Options

Default Equipment

Special Rules

Vampire Thrall

MWSBSSTWIALdPoints
Vampire Thrall66454253775
Troop Type
Regular infantry (character)
Base Size
25 x 25 mm
Unit Size
1

Armour [pick 0-1]

Command [pick 0-1]

Lores of Magic [pick 1, required]

Weapons [pick 0-1]

Wizard Level [pick 0-1]

Other Options

Default Equipment

Special Rules

Wight King

MWSBSSTWIALdPoints
Wight King45055343985
Troop Type
Regular infantry (character)
Base Size
25 x 25 mm
Unit Size
1

Equipment [pick 0-1]

Other Options

Default Equipment

Special Rules

Wight Lord

MWSBSSTWIALdPoints
Wight Lord44045242840
Troop Type
Regular infantry (character)
Base Size
25 x 25 mm
Unit Size
1

Command

Equipment [pick 0-1]

Other Options

Default Equipment

Special Rules

Core

Bat Swarms

MWSBSSTWIALdPoints
Bat Swarm13022545339
Troop Type
Swarms
Base Size
40 x 40 mm
Unit Size
3+

Default Equipment

Special Rules

Black Knights

MWSBSSTWIALdPoints
Black Knight-3044131624
Hell Knight-30441326-
Troop Type
Heavy Cavalry
Base Size
30 x 60 mm
Unit Size
5+

Command

Other Options

Default Equipment

Special Rules

Crypt Ghouls

MWSBSSTWIALdPoints
Crypt Ghoul5333413259
Crypt Ghast533341335-
Troop Type
Regular Infantry
Base Size
25 x 25 mm
Unit Size
10+

Command

Default Equipment

Special Rules

Dire Wolves

MWSBSSTWIALdPoints
Dire Wolf9303313138
Doom Wolf930331323-
Troop Type
War beasts
Base Size
25 x 50 mm
Unit Size
5-20

Command

Default Equipment

Special Rules

Grave Guard

MWSBSSTWIALdPoints
Grave Guard43344131711
Seneschal433441327-
Troop Type
Heavy Infantry
Base Size
25 x 25 mm
Unit Size
10+

Equipment [pick 1, required]

Special Rules

Command

Default Equipment

Special Rules

Restrictions

Skeleton Warriors

MWSBSSTWIALdPoints
Skeleton Warrior4223312155
Skeleton Champion422331225-
Troop Type
Regular Infantry
Base Size
25 x 25 mm
Unit Size
10+

Command

Other Options

Default Equipment

Special Rules

Zombies

MWSBSSTWIALdPoints
Zombie4203311123
Troop Type
Regular Infantry
Base Size
25 x 25 mm
Unit Size
20-40

Command

Default Equipment

Special Rules

Special

Black Knights

MWSBSSTWIALdPoints
Black Knight-3044131624
Hell Knight-30441326-
Troop Type
Heavy Cavalry
Base Size
30 x 60 mm
Unit Size
5+

Command

Other Options

Default Equipment

Special Rules

Corpse Cart

MWSBSSTWIALdPoints
Corpse Cart---444---115
Troop Type
Heavy Chariot
Base Size
50 x 100 mm
Unit Size
1

Lores of Magic [pick 1, required]

Weapons [pick 0-1]

Wizard Level [pick 1, required]

Crypt Horrors

MWSBSSTWIALdPoints
Crypt Horror63045323546
Crypt Haunter630453245-
Troop Type
Monstrous Infantry
Base Size
40 x 40 mm
Unit Size
3+

Command

Default Equipment

Special Rules

Fell Bats

MWSBSSTWIALdPoints
Fell Bat13033232315
Troop Type
Monstrous Infantry
Base Size
40 x 40 mm
Unit Size
3+

Default Equipment

Special Rules

Grave Guard

MWSBSSTWIALdPoints
Grave Guard43344131711
Seneschal433441327-
Troop Type
Heavy Infantry
Base Size
25 x 25 mm
Unit Size
10+

Equipment [pick 1, required]

Special Rules

Command

Default Equipment

Special Rules

Restrictions

Spirit Hosts

MWSBSSTWIALdPoints
Spirit Host63033414449
Troop Type
Swarms
Base Size
40 x 40 mm
Unit Size
3-6

Default Equipment

Special Rules

Terrorgheist

MWSBSSTWIALdPoints
Terrorgheist630566344205
Troop Type
Behemoth
Base Size
100 x 150 mm
Unit Size
1

Other Options

Default Equipment

Vargheists

MWSBSSTWIALdPoints
Vargheist64054343761
Vargoyle640543447-
Troop Type
Monstrous Infantry
Base Size
40 x 40 mm
Unit Size
3+

Command

Default Equipment

Special Rules

Restrictions

Rare

Black Coach

MWSBSSTWIALdPoints
Black Coach---564---205
Troop Type
Heavy Chariot
Base Size
50 x 100 mm
Unit Size
1

Blood Knights

MWSBSSTWIALdPoints
Blood Knight-5344142739
Kastellan-53441437-
Troop Type
Heavy Cavalry
Base Size
30 x 60 mm
Unit Size
5+

Armour [pick 1, required]

Command

Other Options

Default Equipment

Special Rules

Restrictions

Hexwraiths

MWSBSSTWIALdPoints
Hexwraith-3033121531
Hellwraith-30331225-
Troop Type
Light Cavalry
Base Size
30 x 60 mm
Unit Size
5-10

Command

Default Equipment

Special Rules

Terrorgheist

MWSBSSTWIALdPoints
Terrorgheist630566344205
Troop Type
Behemoth
Base Size
100 x 150 mm
Unit Size
1

Other Options

Default Equipment

Vargheists

MWSBSSTWIALdPoints
Vargheist64054343761
Vargoyle640543447-
Troop Type
Monstrous Infantry
Base Size
40 x 40 mm
Unit Size
3+

Command

Default Equipment

Special Rules

Restrictions

Varghulf

MWSBSSTWIALdPoints
Varghulf850554444140
Troop Type
Monstrous Creature
Base Size
50 x 50 mm
Unit Size
1

Default Equipment

Special Rules

Models

Black Coach

MWSBSSTWIALdPoints
Black Coach---564---+205
Troop Type
Heavy Chariot
Base Size
50 x 100 mm

Default Equipment

Special Rules

Corpse Cart

MWSBSSTWIALdPoints
Corpse Cart---444---+115
Troop Type
Heavy Chariot
Base Size
50 x 100 mm

Lores of Magic [pick 1, required]

Weapons [pick 0-1]

Wizard Level [pick 1, required]

Special Rules [pick 1, required]

Default Equipment

Special Rules

Terrorgheist

MWSBSSTWIALdPoints
Terrorgheist630566344+205
Troop Type
Behemoth
Base Size
100 x 150 mm

Default Equipment

Special Rules


Magic Items

Magic Weapons

Blood Drinker (45 pts)

RangeStrengthAPSpecial Rules
CombatS-1Special Rules: [Magical Attacks]

If the wielder of Blood Drinker causes one or more unsaved wounds during the Combat phase, they recover a single lost Wound.

Dreadlance (40 pts)

RangeStrengthAPSpecial Rules
CombatS+2-2Armour Bane (1), Magical Attacks

Models whose troop type is ‘cavalry’ or ‘monster’ only. The Dreadlance can only be used during a turn in which the wielder charged. In subsequent turns (or if the wielder did not charge) the model must use its hand weapon instead. The wielder of the Dreadlance may re-roll any failed rolls To Hit made whilst using it.

Frostblade (60 pts)

RangeStrengthAPSpecial Rules
CombatS-Killing Blow, Magical Attacks

Any enemy model that suffers one or more unsaved wounds from the Frostblade must immediately make a Toughness test. If this test is failed, they gain the Strike Last special rule and must reduce their Initiative characteristic to 1 for the remainder of the game.

Sword of Kings (55 pts)

RangeStrengthAPSpecial Rules
CombatS+1-1Killing Blow, Magical Attacks

The wielder of the Sword of Kings strikes a Killing Blow if they roll a natural 5 or 6 when making a roll To Wound, rather than the usual 6.

Magic Armour

The Accursed Armour (30 pts)

Models whose troop type is ‘infantry’ or ‘cavalry’ only. The Accursed Armour is a suit of full plate armour. In addition, its wearer has a +1 modifier to their Toughness characteristic, but suffers a -1 modifier to their Weapon Skill and Initiative characteristics (to a minimum of 1).

The Flayed Hauberk (35 pts)

The Flayed Hauberk is a suit of heavy armour which may be worn by a Wizard without penalty. In addition, its wearer has a 6+ Ward save against any wounds suffered.

Magic Standards

Wight Lord Battle Standard Bearer only. During the Combat phase, when a unit carrying the Banner of the Barrows makes a roll To Hit, a roll of 3+ is always a success, regardless of the target’s Weapon Skill.

Drakenhof Banner (50 pts)

If a unit carrying the Drakenhof Banner has the Regeneration (X+) special rule, it improves the armour value of its Regeneration save by 1.

Standard Of Hellish Vigour (40 pts)

A unit carrying the Standard of Hellish Vigour gains the Reserve Move special rule.

The Screaming Banner (45 pts)

When an enemy unit makes a Leadership test due to Fear caused by a unit carrying the Screaming Banner, it must roll an extra D6 and discard the lowest result.

Enchanted Items

Cloak Of Mist & Shadows (30 pts)

Necromancers whose troop type is ‘infantry’ only. The wearer of the Cloak of Mist & Shadows gains the Ethereal special rule.

Hand Of Dust (35 pts)

Necromancers only. This model can cast the following Bound spell, with a Power Level of 2. Roll a D6 each time the Hand of Dust is used. On a roll of 1, it crumbles to dust and cannot be used again: Type: Assailment Casting Value: 9+ Range: Combat Effect: The target enemy unit suffers 2D6 Strength 5 hits, each with an AP of -1. Effect: The target enemy unit suffers 2D6 Strength 5 hits, each with an AP of -1.

Helm Of Commandment (40 pts)

Necromancers and Wights only. During the Command sub- phase of their turn, this character may attempt to enhance the sentience of those around them by making a Leadership test (using their own Leadership). If this test is passed, until your next Start of Turn sub-phase this character and any unit they have joined gains a +D3 modifier to their Weapon Skill characteristic (to a maximum of 10).

Arcane Items

Sceptre Of De Noirot (35 pts)

The bearer of the Sceptre of de Noirot may attempt to resurrect the fallen by using the Invocation of Nehek special rule twice during their Command sub-phase (rather than the usual once). Roll a D6 each time the sceptre is used. On a roll of 1, the bearer loses a single Wound.

Skull Staff (50 pts)

The bearer of the Skull Staff increases their Dispel range by 3" and, when attempting a Wizardly dispel, may apply a +1 modifier to their Dispel roll. Note that this is a modifier to the result of a roll – it does not negate a roll of a natural double 1.

Spell Familiar (15 pts)

0-1 per Wizard. The owner of a Spell Familiar knows one more spell (chosen in the usual way) than is normal for their Level of Wizardry. Note that this does not increase the Wizard's Level.

Talismans

Crown of the Damned (35 pts)

The Crown of the Damned gives its wearer a 4+ Ward save against any wounds suffered. However, due to the wailing of the spirits trapped within the crown, its wearer is also subject to the Stupidity special rule.

Von Carstein Ring (40 pts)

Vampires only. Single use. When the wearer of the Von Carstein Ring loses their last Wound, roll a D6. On a roll of 2+, the Wound is not lost.

Equipment

Weapon

Filth-encrusted

RangeStrengthAPSpecial Rules
CombatS-1Armour Bane (1), Poisoned Attacks

Filth-encrusted Claws

RangeStrengthAPSpecial Rules
CombatS-1Poisoned Attacks

Filth-encrusted Talons

RangeStrengthAPSpecial Rules
CombatS-1Armour Bane (1), Poisoned Attacks

Pestilential Breath

RangeStrengthAPSpecial Rules
N/A2-3Breath Weapon

Poisonous Tail

RangeStrengthAPSpecial Rules
CombatS-Poisoned Attacks, Strike First

In combat, this model may make one of its attacks each turn with this weapon

Rancid maw

RangeStrengthAPSpecial Rules
CombatS-2Armour Bane (1), Multiple Wounds (2)

In combat, this model must make one of its attacks each turn with this weapon.

Spectral Scythe

RangeStrengthAPSpecial Rules
CombatSN/AMagical Attacks, Multiple Wounds (D3)

No armour save is permitted against wounds caused by this weapon (Ward and Regeneration saves can be attempted as normal).

Spectral Scythe

RangeStrengthAPSpecial Rules
CombatSN/AMagical Attacks

No armour save is permitted against wounds caused by this weapon (Ward and Regeneration saves can be attempted as normal).

Wicked Claws

RangeStrengthAPSpecial Rules
CombatS-2-

Special Rules

Accursed Reliquary

Whilst within this model’s Command range, friendly units with the Necromantic Undead special rule gain a +1 modifier to their Movement and Initiative characteristics.

Accursed Weapons

A hand weapon carried by a model with this special rule has the Magical Attacks special rule and an Armour Piercing characteristic of -1.

Balefire Brazier

Enemy Wizards that are within 15" of one or more models with this special rule when attempting to cast a spell must increase that spell’s casting value by 1.

A Vampire Thrall that has been upgraded to be your Battle Standard Bearer replaces the "Hold Your Ground" rule given in the Warhammer: the Old World rulebook with the version given below: "Hold Your Ground": Friendly units within the Battle Standard Bearer’s Command range may re-roll any failed Leadership test. In addition, friendly units within the Battle Standard Bearer’s Command range reduce the number of Wounds lost due to the Unstable special rule by D3.

Note that this is not cumulative with the Indomitable (X) special rule. If a unit is affected by both, use the highest value.

Beguile

Enemy units must make a Leadership test before making any rolls To Hit against this Vampire during the Combat phase. If this test is failed, only rolls of a natural 6 will hit.

Bestial Fury

Enemy units cannot claim any bonus combat result points for being engaged with this model’s flank or rear arc.

Blasphemous Tome

All Wizards (friend or foe) may apply a +1 modifier to any Casting roll whilst within this model’s Command range. However, if any Wizard miscasts whilst within this model’s Command range, they must roll twice on the Miscast table and apply both results.

Bound Spirits

Unlike other swarms, this unit is not subject to the Undisciplined rule. In other words, this unit can use the Inspiring Presence rule of the army’s General and the Hold your Ground rule of a Battle Standard.

Carrion Feeders

Enemy units engaged in combat with this model suffer a -1 modifier to their Initiative characteristic.

Cleaving Blow

If a model with this special rule rolls a natural 6 when making a roll To Wound for an attack made in combat, it has struck a ‘Cleaving Blow’. Enemy models whose troop type is ‘regular infantry’, ‘heavy infantry’, ‘light cavalry’, ‘heavy cavalry’ or ‘war beasts’ are not permitted an armour or Regeneration save against a Cleaving Blow (Ward saves can be attempted as normal).

Note that if an attack wounds automatically, this special rule cannot be used.

Coven Throne Bound Spell

Even if engaged in combat, this model can cast Scrying Pool, with a Power Level of 2

Curse of the Revenant

This Vampire has a +1 modifier to its Wounds characteristic.

Dark Acolyte

This Vampire gains the Invocation of Nehek special rule. For the purposes of using this special rule, this model counts as a Level 1 Wizard.

Dark Vitality

Models with this special rule are not subject to the Death of a General rule. In addition, unless they have joined a unit that does not have this special rule they (and their mounts) can march as normal.

Flying Horror

Models whose troop type is ‘infantry’ only. This Vampire gains the Fly (10) rule, but cannot join a unit.

Ghoulish Glamour

Enemy units must make a Leadership test before making any rolls To Hit against this model during the Combat phase. If this test is failed, only rolls of a natural 6 will hit.

Implacable Defence

A unit with this special rule that is arrayed in a Close Order formation, and that is equipped with and chooses to use shields, may choose not to Give Ground should it lose a round of combat.

However, if the winning side significantly outnumbers the losing side, it will overwhelm the loser. If the Unit Strength of the winning side is more than twice that of the losing side, this unit cannot use this special rule and must Give Ground as normal.

Indomitable

A unit with this special rule reduces the number of wounds suffered due to the Unstable special rule by the number shown in brackets (shown here as ‘X’).

Note that this special rule is not cumulative. If two or more models in a unit have this special rule, use the highest value for the entire unit. For example, if a character with Indomitable (2) joins a unit with Indomitable (1), the whole unit uses the character’s Indomitable (2) special rule.

Infested

When this model loses its last Wound, every unit in base contact with it (friend or foe) suffers D6 Strength 2 hits, each with an AP of -1.

Invocation of Nehek

During the Command sub-phase of their turn, if they are not engaged in combat, this character may attempt to resurrect the fallen by making a Leadership test (using their own Leadership). If this test is passed, a single friendly unit that has the Necromantic Undead special rule and is within 12" of this character recovers a number of lost Wounds. However, magically repairing great Undead beasts is much harder than raising Zombies from the dirt. Therefore, how many Wounds are recovered depends upon the unit’s troop type and this character’s Level of Wizardry:

Lord of the Night

During the Command sub-phase of their turn, this Vampire may attempt to resurrect fallen creatures of the night by making a Leadership test (using their own Leadership). If this test is passed, a single friendly unit of Fell Bats, Bat Swarms or Dire Wolves that is within 12" of this model recovers D6 lost Wounds.

Lore of Undeath

A Wizard with the ‘Lore of Undeath’ special rule may discard one of their randomly generated spells as normal. When they do so, they may select instead either the signature spell of their chosen Lore of Magic, or one of the spells listed below:

• Vanhal’s Danse Macabre • Hellish Vigour • Raise Dead

Martial Pride

Every model in a unit of Blood Knights can issue and accept challenges in the same manner as a character. However, a unit with this special rule cannot refuse a challenge – if a challenge is issued and a model belonging to this unit could accept it, a model belonging to the unit must accept it.

Master of the Black Arts

This Vampiric Power may only be taken by a Vampire Count that is a Level 2 Wizard, or by a Vampire Thrall that is a Level 1 Wizard. This Vampire increases their Level of Wizardry by 1.

Necromantic Undead

Models with this special rule are ‘Undead’. Undead models cannot march (unless they have the Fly (X) special rule and choose to move by flying). In addition, all Undead models have the following universal special rules:

Slavering Charge

During a turn in which it charged, this model has a +1 modifier to its Strength characteristic.

Spectral Coach

A Black Coach is not wholly corporeal. To represent this, a Black Coach may become ‘Incorporeal’ during the Command sub-phase of its turn, and will remain Incorporeal until your next Start of Turn sub-phase. Whilst Incorporeal, a Black Coach:

Spectral Reapers

A unit with this special rule may perform a ‘Spectral Reapers’ attack against a single enemy unit that is not engaged in combat. To do so, this unit must move (by flying) over the unit it wishes to attack during the Remaining Moves sub-phase. Once this unit’s movement is complete, the enemy unit suffers a single Strength 4 hit, with no armour save permitted (Ward and Regeneration saves can be attempted as normal), and with the Flaming Attacks and Magical Attacks special rules, for each model in this unit that moved over it.

Supernatural Horror

This Vampire gains the Terror special rule.

The Hunger

At the end of any Combat phase in which this character inflicted one or more unsaved wounds, roll a D6. On a roll of 6, this character recovers a single lost Wound. However, so great is this character’s hunger that, whenever they (and any unit they have joined) make a Pursuit roll, they roll only a single D6 (rather than the usual 2D6).

The Newly Dead

When resurrecting the fallen, a unit with this special rule can be taken beyond its starting size (but not beyond its maximum size).

Wailing Dirge

During the Shooting phase of its turn, unless it marched during the preceding Movement phase, a model with this special rule may make a ‘Wailing Dirge’ attack. A Wailing Dirge attack may target any enemy unit that is within 8" of this model (including units that are engaged in combat) and that this model can draw a line of sight to, or that this model is engaged in combat with.

The target must make a Leadership test with a -2 modifier to its Leadership characteristic (to a minimum of 2). If this test is failed, the target suffers a number of wounds equal to the amount by which it failed the test, with no armour or Regeneration saves permitted (Ward saves can be attempted as normal).

Note that a Wailing Dirge attack can target an enemy character, regardless of the usual rules for targeting Lone characters.

Warped Tintinnabulation

When a friendly unit that is within 15" of this model recovers a number of lost Wounds due to a character using the Invocation of Nehek special rule, roll a D6. On a roll of 4+, the unit recovers one additional Wound. In addition, friendly units within 15" of this model reduce the number of Wounds lost due to the Unstable special rule by 1.

Note that this is cumulative with the Indomitable (X) special rule.

Wight Banner

A Wight Lord that has been upgraded to be your Battle Standard Bearer replaces the "Hold Your Ground" rule given in the Warhammer: the Old World rulebook with the version given below: "Hold Your Ground": Friendly units within the Battle Standard Bearer's Command range may re-roll any failed Leadership test. In addition, friendly units within the Battle Standard Bearer’s Command range reduce the number of Wounds lost due to the Unstable special rule by D3. Note that this is not cumulative with the Indomitable (X) special rule. If a unit is affected by both, use the highest value.