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 VC Rumours *Bloodlines, Magic Items 12.18*

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Marc
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Marc


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PostSubject: VC Rumours *Bloodlines, Magic Items 12.18*   VC Rumours *Bloodlines, Magic Items 12.18* EmptyWed Jan 09, 2008 8:54 am

Courtesy of Fred Scuttle over on Warseer:

"Hello All.

Take these as they are folks - to be trusted.

• The entire army benefits and suffers from all the special rules for the Undead.

• Vampires are more than just a character choice. Blood Knights, Black Coaches and the Varghulf are all Vampires and allow
Undead within 6” to March move, reinforcing the sense of the Vampire Counts army.

Corpse Cart:

• All friendly units within 6” can benefit from the Always Strike First rule

• Can be upgraded to incur a -1 casting penalty on enemy Wizards within 24”, or to add 1 to the number of wounds healed by an Invocation of Nehek spell on a unit within 6”.

• Corpse Carts are a Core unit.

Blood Knights:

• Ultimate shock heavy cavalry that will give Khorne Chosen Knights a run for their money: frenzied Vampire knights with three Strength 7 attacks each on the charge

• Vampire special rule allows units within 6” to March.

Varghulf:

• Bestial vampiric lone monster – impressive profile with Regeneration, causes Terror and subject to Hatred of everything!

• Vampire special rule allows units within 6” to March

Mannfred von Carstein:

• At his most powerful, Mannfred knows all the Necromantic spells and all
those from the Lore of Death

• Mounted on a Nightmare, can be used to represent Mannfred the Acolyte or Mannfred Count of Sylvania

Vlad von Carstein:

• Powerful warrior and wizard, and almost unkillable with the Carstein Ring
(4+ Ward save and returned to life after death on a 2+)

• Will go berserk if Isabella von Carstein is killed

Konrad von Carstein:

• Most powerful Hero level warrior-Vampire in the army list

• Hates everything, and stands a chance of succumbing to either Frenzy or Stupidity each turn.


Last edited by on Fri Jan 18, 2008 12:11 pm; edited 1 time in total
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Marc
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Marc


Posts : 2428
Join date : 2007-08-20
Location : Milford

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PostSubject: Re: VC Rumours *Bloodlines, Magic Items 12.18*   VC Rumours *Bloodlines, Magic Items 12.18* EmptyWed Jan 09, 2008 8:57 am

Also...

The Corpse Cart has a bound spell (power 3) that will allow friendly units withi 6" to strike first in the next combat, in other words it's a watered down Hellish Vigor which the VC have had for a while now, so...

The Corpse Cart is 75 points, doesn't count towards core requirements, 5+ armor save, Regeneration, 2d6 attacks, S2, T4, 3W, M4.

Ghouls are exactly the same as before, stat line the same, except they don't skirmish and they're undead now. No musicians and no standards is going to suck. They cost 8 points.

Zombies cost 4 points.

Cairn Wraiths are the skirmishing ethereal troops. 50 points per model, minimum unit size is 3, cause terror, M6, 2 wounds, 2 attacks. One model can be upgraded to a Banshee, in which case they lose an attack and gain the Banshee scream.

No skeletal horsemen, but the Black Knights are still around as specials.

Black Coaches are rares, 200 points, no 0-1 requirement.

Ethereal rules remain the same, except they now include an immunity to spells that hinder movement.

KotBK have 1 wound instead of the rumored 2.

Skeletons cost 8 points, but come with shield and light armor. They may be upgraded to have spears.
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CJ
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PostSubject: Re: VC Rumours *Bloodlines, Magic Items 12.18*   VC Rumours *Bloodlines, Magic Items 12.18* EmptyWed Jan 09, 2008 10:17 am

shoot me now....
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Crobar
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PostSubject: Re: VC Rumours *Bloodlines, Magic Items 12.18*   VC Rumours *Bloodlines, Magic Items 12.18* EmptyWed Jan 09, 2008 4:00 pm

I have a friend who plays VC, he has been looking for some changes since the new rules came out.
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Matt
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PostSubject: Re: VC Rumours *Bloodlines, Magic Items 12.18*   VC Rumours *Bloodlines, Magic Items 12.18* EmptyWed Jan 09, 2008 5:58 pm

Damn, reinforced my choice to play these guys.

Now I just need a way to convert the knights, no god damn way I'm paying 75 dollars for 5 of them Wink
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Crobar
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PostSubject: Re: VC Rumours *Bloodlines, Magic Items 12.18*   VC Rumours *Bloodlines, Magic Items 12.18* EmptyThu Jan 10, 2008 4:49 am

I can understand that, The High Elf Dragon Princes are $12.00 a fig. Thank god Silver Helms are still cheap Smile
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Evil Bob
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PostSubject: Re: VC Rumours *Bloodlines, Magic Items 12.18*   VC Rumours *Bloodlines, Magic Items 12.18* EmptySun Jan 13, 2008 12:09 am

Oh Lordy, actually I have no clue at to the current crunchiness of the armies. But it sounds like those Blood Knights could actually fight off the bigger tree-crunchies of the Wood Elves.

One thing that I do like about newer books was that they started to give other armies a chance against Skaven again.

A little surprised at the discount on the zombies. Then again the Wood Elf Dryads got a point discount so long as all the armies are getting that in good cores then it should be alright.

Most of all I am really curious how they will handle Necromancy in this book. That spell list has gone through some interesting twists.
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Marc
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PostSubject: Re: VC Rumours *Bloodlines, Magic Items 12.18*   VC Rumours *Bloodlines, Magic Items 12.18* EmptyFri Jan 18, 2008 12:09 pm

...via Warseer

Bloodline Powers

Ok, the bloodline powers.
Paraphrasing for brevity.

The Severed
Spectral Horror: Ethereal, can take no magic items. 50pts
Ghoulkin: if joining a unit of ghouls the vampire and the ghoul unit can make a march move before the game starts. 25pts
Supernatural Terror: Cause Terror. 25pts

The Arcane
Master of the dark arts: two extra power dice every phase. 50pts
Forbidden Lore: Know all spells from vampire lore or any other lore except life. 35pts
Dark Acolyte: gain magic level. 30pts

The Bestial
Flying Horror: Fly. 50pts
infinite Hatred: Re-roll all missed To hit rolls. 25 pts
Hunter in the Dark: Gain scout. 25pts

The Martial
Red Fury: each wound dealt generates an extra attack, these extra attacks cannot generate extra attacks. cannot be combined with great weapon. (lances ok though!) 50pts
Avatar of Death: Gain Heavy Armor and your choice of GW, HW shield or Double HW. 20pts
Dread Knight: Gain lance heavy armor shield, barded nightmare 25pts

The Courtly
Aura of Dark Majesty: -1 enemy leadership in 6" (cumulative) 50pts
Walking Death: +1 combat res 25pts
Beguile: select one model, may re-roll wounds against chosen model unless it passes Ld -3 roll. 25pts

The Master (affect invocation of nehek)
Lord of the dead: Raise skeltons beyond their starting number gain +1 on number raised. 15pts
Summon Creatures of the NIght: Raise Dire wolves, Batswarms And fell bats beyond starting size, gain +1 raised. 15pts
Summon Ghouls: Raise ghouls beyond starting size, gain +1 raised. 15 pts

-------------------------------

Magic Items

Magic Weapons
Frost Blade 100pts
Any model taking a wound is slain outright.

Dreadlance 60pts
Lance, attacks automatically hit.

Black Axe of Krell 50pts
Wight king only, greatweapon causes d3 wounds, any model not slain must pas a toughness test each round or suffer another wound.

Blooddrinker 40pts
Vampire Only, each unsaved wound heals a wound to the wielder or the unit he is in.

Skabscrath 30pts
bearer causes terror

Sword of Kings 25pts
gains killing blow, wightkings gain killing blow on 5+

Tomb Blade 25pts
If in unit of skeleton warriors each wound creates a new skeleton.

Balefire Spike 10pts
Lance, attacks are flaming.

Talismans

Carstein Ring 75pts
revive from slain once on a roll of 2+, if returned to life place model in the front rank of any friendly unit on the table. If there is no unit, the vampire is removed as a casualty.

Crown of the damned 35pts
4+ ward save bear subject to stupidity.

Wristbands of Black Gold 30pts
3+ ward save against all ranged attacks. magic missles, templates etc.

Gem of Blood 25pts one use only
first wound suffer in CC, roll die, on 1, take wound and an extra wound, on 2+ the wound is rebounded onto the model that caused it with no armor save.

Arcane Items

Skullstaff 65 pts
+1 to casting and dispelling rolls.

Staff of damnation 40pts
Bound 3, all friendly undead with in 12" make a single attack. roll a die each time it is used, breaks on a 1.

Book of Arkhan 35pts
Bound 3, casts Vanhel's Danse Macarbre, roll a die each time it is used, breaks on a 1.

Sceptre de Noirot 25pts
bearer raises d3+9 zombies with raise dead.

Crimson Gem of Lahmia 20pts
Vampires only, at anytime during the magic pahse the bearer may expend one wound to gain a power die.

Black Periapt 15 pts
Allows bear to keep one unused power die or one unused dispel die and the end of the phase and add it to his side's power or dispel pool in the next phase.

Magic Armor

Walach's Bloody Hauberk 45 pts
gain 4+ save that can be combined with other stuff, also 5+ ward.

Accursed Armor 25pts
Heavy Armor -3 WS, -3I +1T.

Flayed Hauberk 25pts
2+ save that cannot be improved.

Armor of Night 25pts
On foot only, Heavy Armor if wearer is on his own he at -2 to be shot at.

Nightshroud 20pts
Can be taken by Necromancers
Light Armor, attacker lose charging bonus, lose ASF, and have their I reduced to 1.

Cadaverous Cuirass 15pts
Vampires only, Heavy Armor, killing blow and poison have no effect.

Enchanted Items

The hand of dust 50 pts
Bound 3 inflicts 2d6 str 5 hits to one unit in contact with bearer as shooting. roll a die, on a 1 it breaks.

Rod of Flaming death 40pt
Bound 3 magic missile d6 str 4, 18" units suffing a casualty take panic check. roll a die, on a 1 it breaks.

Helm of Commandment 30pts
If wearer is not in combat one friendlt unit with in 12" may use bearer weapon skill.

The Cursed Book 20pts One Use Only
For one round all attacks against bearer are WS 1.

Talisman of the Lycni 10pts
Vampire only. Vampire gains move 9.


Magic Banners
Quote:

I'm paraphasing here...
Drakenhof banner 125
unit gains regeneration

Flag of Blood keep 75
4+ ward save vs any kind of shooting.

Banner of Barrows 45
GG, BK and Wightkings in the unit gain +1 to hit.

Screaming Banner 40
Roll extra die on fear checks made against unit discard lowest.

Royal Banner of Strigos 35
Unit hates all enemies

Icon of vengance 25
Unit does not crumble when general dies

Banner of the dead Legion 25
Unit counts as having twice as many models as it actually does

Cursed Pendant 25
Unit claiming banner after killing your unit take d6 st4 hits. If they hold onto the banner they take d3 str4 hits every turn. No saves. The banner may be dropped (losing victory points) to avoid the second effect.

Banner of Endless Nightmare 25
the unit may claim up to +4 combat res from ranks if they have the models.

Standard of Hellish Vigor 25
unit can always march.

Standard of everlasting death 15
suffer one fewer casualty from crumble on a 4+

Banner of Hellfire 10
unit has magical flaming attacks.
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Matt
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PostSubject: Re: VC Rumours *Bloodlines, Magic Items 12.18*   VC Rumours *Bloodlines, Magic Items 12.18* EmptyFri Jan 18, 2008 12:53 pm

Ugh, I want to do an army so bad. The money commitment is just too steep right now though. Perhaps in the summer.
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CJ
Captain
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PostSubject: Re: VC Rumours *Bloodlines, Magic Items 12.18*   VC Rumours *Bloodlines, Magic Items 12.18* EmptyFri Jan 18, 2008 1:04 pm

My High Elves are now revolting against me and don't want to be finished due to them being a bunch of pussies....lol
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