Sunday 5 April 2020

Vampire Counts 9th Ed 1.2 out now!

Updated to 1.22:
  • Necrofex Colossus' Impale Attack: Select one model in base contact; that model, and all models in the same file, must pass an Initiative test or suffer a Strength 7 Hit with the Multiple Wounds (D6) special rule.

Updated to 1.21:
  • Von Carstein Lords costs 260 pts.
  • Necrarch Lords costs 260 pts.
  • Lahmian Vampire Lady costs 245 pts.
  • Blood Dragon Vampire Lord costs 260 pts.
  • Strigoi Vampire Lord costs 240 pts.
  • Vlad von Carstein costs 465 pts.
  • Mannfred von Carstein costs 560 pts.
  • Neferata costs 530 pts.
  • Melkhior costs 530 pts.
  • Zacharias costs 755 pts.
  • Walach Harkon costs 490 pts.
  • The Red Duke costs 385 pts.
  • Gashnag costs 325 pts.
  • Isabella von Carstein costs 110 pts.
  • Konrad von Carstein costs 180 pts.
  • Von Carstein Vampire costs 80 pts.
  • Sethep costs 190 pts.
  • Necrarch Vampire costs 95 pts.
  • Lahmian Vampire costs 70 pts.
  • Blood Dragon Vampire costs 110 pts.
  • Strigoi Vampire costs 105 pts.
  • Necrofex Colossus' Impale Attack: If there are no models with more than 1 Wound in base contact, re-roll on the table until you get a different result.
  • Added Wight Blades to Wight Kings, Grave Guard and Black Knights. Models with this special rule have the Killing Blow and Magical Attacks special rules.
  • Walach Harkon's Beheaded result causes a Heroic Killing Blow.
  • Wind of Death: Any model passed over by the template takes a Strength 3 hit which Ignores Armour Saves.
  • Call Winds: Call Winds affects all units within 24" of the Vampire. Until the start of caster's next Magic phase, all missile attacks from fired within or at a target within this distance suffer -1 To Hit.

This update changes the following:
  • The Red Thirst does not work on Forest Spirits.
  • Clarified Resurrecting Fallen Warriors.
  • Wight King has W3, cost 85 pts.
  • Liche Lord cost 275 pts.
  • Zombies do not have Fight in extra Ranks.
  • Sylvanian Militia are Expendable.
  • Fell Bats are Undead.
  • Dire Wolves, Fell Bats and Bat Swarms count towards minimum core units like normal expendable units.
  • Spirit Host and Bat Swarms are unit size 2-10.
  • Necrofex Colossus has I1.
  • Clarified the number of Steeds pulling the Barrow Chariot.
  • Mourngul has Ice Attacks.
  • Tomb Banshee have Hover, cost 80 pts.
  • Enemies in base contact with a Zombie Dragon suffer -1 to their Weapon Skill.
  • Vlad von Carstein cost 475 pts.
  • Mannfred von Carstein costs 580 pts.
  • Neferata costs 540 pts.
  • Melkhior costs 540 pts.
  • Walach Harkon costs 495 pts.
  • The Red Duke costs 390 pts.
  • Gashnag costs 330 pts.
  • Konrad von Carstein costs 195 pts.
  • Isabella von Carstein costs 125 pts.
  • Sethep costs 205 pts.
  • Dieter Helsnicht has the Rod of Flaming Death from the magic items section instead of the Staff of Flaming Death (since these are supposed to be the same item).
  • Vampiric Powers and Magic items have a total limit of 50/100 pts for heroes/lords, rather than 100/200. However, nearly all powers has seen a points drop.
  • Walking Death: Any unit in base contact with the Vampire must re-roll successful Leadership tests. This has no effect on models with Immunity (Psychology). Costs 20 pts.
  • Quickblood: The Vampire gains the Dodge (5+) special rule. Costs 20 pts.
  • Red Fury is now limited to +5 Attack. Costs 35 pts.
  • Dark Acolyte costs 20 pts. The model adds +D3 to the number of Wounds healed whenever it successfully casts Invocation of Nehek.
  • Strength of Steel: The Vampire has the Devastating Charge and Strength Bonus (1) special rule. Costs 10 pts.
  • Fear Incarnate costs 20 pts.
  • Supernatural Horror cost 20 pts.
  • Flying Horror costs 20 pts.
  • Transfix costs 15 pts.
  • Unbending Willpower costs 10 pts.
  • Aura of Dark Majesty costs 20 pts.
  • Wolf Form costs 10 pts.
  • Call Winds costs 10 pts.
  • Wolf Lord costs 10 pts.
  • Master of the Black Art costs 55 pts.
  • Spectral Form costs 40 pts.
  • Forbidden Lore costs 20 pts.
  • Unholy Cynosure costs 10 pts.
  • Doomrider costs 25 pts.
  • Heart Piercing 20 pts.
  • Might of Arms 20 pts.
  • Master Strike costs 20 pts.
  • Dread Knight costs 20 pts.
  • Massive Monstrosity costs 15 pts.
  • Iron Sinews costs 15 pts.
  • Hunter in the Dark costs 15 pts.
  • Ghoulkin costs 10 pts.
  • Infinite Hatred costs 10 pts.
  • Seduction costs 25 pts.
  • Lightning Reflexes costs 25 pts.
  • Night Creature costs 20 pts.
  • Innocence Lost costs 20 pts.

4 comments:

  1. -The last sentence explaining the Undead rule is redundant. Just cut out the "in which case they may march as usual."
    -There's a grammar issue in the Red Thirst rule. The last sentence should say: "This does not work against models with the Animated Construct, Daemonic or Forest Spirit special rules."
    -I still think that Sylvanian troops would be better served being what little ranged component the Vampire Counts can muster, being equipped with bows, crossbows or handguns like in Total War Warhammer. The Vampire Counts already have plenty of better tarpits. Also, ranged options should be removed from Skeleton Warriors since the fluff says that the Undead created by Vampire Counts lack the intelligence to use ranged weapons. I would also give them WS3 and BS3.
    -If Tomb Kings now have Tomb Blades for their elite infantry that grants Killing Blow and Magical Attacks then maybe the same should replace Killing Blow on Grave Guard, Wight Kings and Black Knights.
    -Maybe a roll of 6 with Walach Harkon's Crimson Blade should be a Heroic Killing Blow instead so that rolling a 4 or 5 is not preferable against certain targets.
    -I think that Vanhel's Danse Macabre and Hellish Vigour should also be able to affect Vampiric units. While Vampires can't be ressurrected quickly with an easy spell, I see no reason why they can't be empowered by Dark Magic since they are still a type of Undead.
    -Wind of Death is odd, with most Vortex spells, the Vortex inflicts a single hit for each model it moves over yet Wind of Death functions differently, it might hit less models than it passes over or it might hit more. Maybe make it function like most Vortexes and just have it inflict a Strength 3 (or 4) hit for every model it touches. Less rolling that way.
    -The Call Winds power could be worded better. I'd word it this way: "Call Winds is a both a hex and augment spell that affects all units within 24" of the Vampire. All missile attacks fired at or that are made by an affected unit suffer a -1 penalty To Hit. Multiples of this are not cumulative (such as a unit under the effect of this spell firing at another unit affected by this spell). If a unit moves out of the 24" distance from the Vampire, they are no longer affected by the spell."

    ReplyDelete
    Replies
    1. One more thing. In the table of Contents, the Necrofex Colossus comes before the Terrogheist and Zombie Dragon despite it's page coming after. Also, the Table of Contents should list Undead Mounts as starting on page 210 instead of 208.

      Delete
  2. Hello ,
    congratulations for the job.

    I disagree on one point, the fact that vampire strigos can have magical armor.
    the first objection that can be made to me is that being unable to wear basic armor he cannot take them, but the magic helmets and the NIGHTSHROUD are beyond this restriction if I am not mistaken.

    ReplyDelete
    Replies
    1. They can not take any magical armour in 9th ed, this is restricted in the main rulebook. In order to be allowed to pick any magical armour, you must first be allowed to pick normal armour.

      Delete

Note: only a member of this blog may post a comment.