The Embrace |
The Vampire is powerful enough to sire progeny;
that is to say make Lesser Vampires. The
Vampire may turn any and all Dregs in his
force into Lesser Vampires. These Lesser
Vampires keep their current statistic profiles
and abilities, but gain the following new
attributes:
- 6" Move
- Vampire Profile Maximum
- Cause Fear
- Immune to Stunning
- Access to the Vampiric Skill List
- Are True Undead (and are no longer living
creatures)
If any of the Lesser Vampires Leadership
values ever equal that of the Master Vampire
(the Vampire possessing this skill), the
Master Vampire and the Lesser Vampire will
fight one another for control of the warband.
It is assumed that one or the other succeeds;
the Undead player must choose one of the
Vampires to keep and remove all others with
an equivalent Leadership value from their
roster; they may keep any Equipment the
slain Vampires possessed and redistribute
it among other members of the Warband.
Alternately
the Lesser Vampire can leave the warband
and form a new Undead warband, keeping any
Equipment they have but counting against
the 500gp starting gold of the new warband
(and taking the place of the normal Vampire
Leader, obviously). |
Mist Form |
The Vampire may choose to disperse himself
into a misty non-corporeal form during his
own Recovery phase. While in Mist Form the
Vampire is immune to non-magical attacks,
may leave any HtH combats he is engaged
in without being struck, and can ignore
terrain and height. However, he can not
run or charge, use any other abilities that
affect corporeal models, or use any equipment
that he might be carrying.
Additionally,
no other models may use his Leadership Value.
He may stay in this Mist Form for a maximum
of 2 of his own Turns at a time. The Vampire
resumes his normal form in the Recovery
Phase at will or after the time limit has
expired. |
Mantle of Shadows |
The Vampire can mystically cloak himself
in shadows and darkness. The Vampire gains
the Infiltrate Special ability. Further,
all foes targeting the Vampire using their
BS suffer an additional -1 penalty in addition
to any other penalties that apply. |
Lure |
The Vampire is able to exert his will over
his foes. If any foes taken out of action
by the Undead force recieve the Captured
result the Undead have an additional option
beyond those printed: The captured Hero
may be Lured into service by the Vampire,
filling a roster slot as if they were a
Dreg. The vicitm keeps all of their abilities
and skill access options EXCEPT the learning
and casting of Spells, as the Vampire's
control of their mind inhibits their Spellcasting
ability. Sisters of Sigmar and Warrior Priests
loose any Special Skills and access to their
Prayers, and may no longer use Sigmarite
Warhammers or Holy Relics.
Normal limitations
on the number of Dregs in the band apply. |
Hypnotic Gaze |
At the begining of every HtH Combat Turn
before charges are resolved the Vampire
may attempt to transfix a single foe already
in HtH with the Vampire with his Hypnotic
Gaze. The target must make a Leadership
roll or freeze, captured by the Vampires
will. Hypnotized models may not fight in
the ensuing phase of HtH combat and all
HtH attacks against them automatically hit.
They recover from being hypnotized at the
end of the HtH phase. |
Eerie Presence |
The Vampire exudes such an unnerving aura
that all foes fighting with him in HtH must
make All Alone tests every single turn even
if they are not actually fighting alone.
This does not work versus foes that are
Immune to Psychology, All Alone Tests, or
Fear. |
Bloodsucker |
If the Vampire puts a foe Out of Action
by any means in HtH combat and is more than
2" away from any other enemy then he
sucks the foes blood and thereby gains a
Wound in addition to taking the foe Out
of Action. This power can take the Vampire
over his normal Wounds limit for the duration
of the battle.
|
Blood Magic |
The Vampire may choose to use any one of
the Strength or Speed Skills that he does
not already possess for the remainder of
the game, but looses a Wound for each skill
he uses. The Vampire must currently have
2 or more wounds to use this ability. |