- Vargot a écrit:
- Alala ça me refait penser à toutes ces heures passées à chasser du mort-vivant dans mes bouquin dont on est le héros...
Aaaah se "tombeau du vampire"
Bref, l'armée de morts est extra, par contre le vampire
Qu'il est moche le vampire ... Le reste est top mais franchement, je me demande ce qu'il avait bu avant de faire la cape de Vlad.
Sinon on a ca comme nouveauté (source d'un forum CV)
Beau tir groupé de news from Warseer :
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A lot. 8 magic weapons, 6 armors, 5 enchanted, 4 talismans, 6 arcane, 12 standards.
18 powers divided into 6 groups. The groups are theme-y but not exclusive, you can mix and match.
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Bat swarms are undead, but otherwise i believe thay are the same.
Invocation of Nehek can heal units d6 or 1 wound if they have the vampire or ethereal special rule or are not infantry. This spell also raised d6+4 zombies but does not create a new unit. zombies can be raised past their starting number. Skeletons, Ghouls, dire wolves, batswarms and fell bats can be increased past their starting size if the vampire has a particular power.
The spell raise dead can raise a new unit of d3+4 zombies
The spell summon undead horde summons a new unit of 5d6 zombies, or heals 3d6 wounds distributed as you see fit to any units or characters.
Necromancers are lvl1 wizards. That's it. NO upgrades. They only know one spell (your pick) from the following list, but can but access the others for 15pts each: Invocation of Nehek, Raise Dead or Danse Macabre. These are collectively known as the Necromancy Spells. These spells can be cast by the same caster more than once per phase and may affect the same unit more than once per phase. The other spells in what is now known as the Lore of the Vampires are not Necromancy spells are are subject to the same rules as regular magic.
And their spells aren't random. Oh and you can mount them in a corpse cart, which is kinda funny.
There are no vampire thralls. There are Vampire Lords, Vampires, Necromancers and Wight Kings. Everything else is a named character.
Vampire lords are lvl2 wizards (upgradable to 3), Vampires are lvl 1 (no upgrade). You can use a vampiric power to gain a magic level. The other two arcane bloodline powers are: Gain access to all spells from the lore of vampires or all spells from ANY OTHER lore in the book (but not Life). And the other one: gain two additional power dice.
I haven't had time to mess around with the stuff yet, when i do, I'll let you know.
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A few things about standards and units
The most expensive standard gives the unit a 4+ regeneration save.
There also is a 4+ ward save against shooting.
Blood knights can indeed have up to 75 pts magic standards.
If you combine the two standards on a Blood Knight unit,
BSB take generation, unit take 4+ ward, you get a unit that can take
alot of shooting without any serious damage.
4+ , 4+ save agains a cannon/boltthrower. 4+,4+,4+ against handgunners.
2+,4+,4+ against strenght 3 arrows.
And if you want to take it one step futher there is a sword that for every
wound it causes the character may heal one one for himself or the unit he is with.
Put that on a vampire count together with the bloodline power that allows him to reroll all missed attacks.
But the unit will cost more then an arm and a leg. More then half your
points at 2250. And it´s a freenzied unit that most armys easily can bait away.
Sur les objets magiques ! (via le Warfo ce coup-ci) :
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Magic Items.
Already posted the standards earlier. Here they are. Paraphrased as per usual.
Magic Weapons
Frost Blade
Any model taking an unsaved wound is slain outright.
Dreadlance
Lance, attacks automatically hit.
Black Axe of Krell
Wight king only, greatweapon causes d3 wounds, any model not slain must pas a toughness test each round or suffer another wound.
Blooddrinker
Vampire Only, each unsaved wound heals a wound to the wielder or the unit he is in.
Skabscrath
bearer causes terror
Sword of Kings
gains killing blow, wightkings gain killing blow on 5+
Tomb Blade
If in unit of skeleton warriors each wound creates a new skeleton.
Balefire Spike
Lance, attacks are flaming.
Talismans
Carstein Ring
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
4+ ward save bear subject to stupidity.
Wristbands of Black Gold
3+ ward save against all ranged attacks. magic missles, templates etc.
Gem of Blood 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
+1 to casting and dispelling rolls.
Staff of damnation
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
Bound 3, casts Vanhel's Danse Macarbre, roll a die each time it is used, breaks on a 1.
Sceptre de Noirot
bearer raises d3+9 zombies with raise dead.
Crimson Gem of Lahmia
Vampires only, at anytime during the magic pahse the bearer may expend one wound to gain a power die.
Black Periapt
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
gain 4+ save that can be combined with other stuff, also 5+ ward.
Accursed Armor
Heavy Armor -3 WS, -3I +1T.
Flayed Hauberk
2+ save that cannot be improved.
Armor of Night
On foot only, Heavy Armor if wearer is on his own he at -2 to be shot at.
Nightshroud
Can be taken by Necromancers
Light Armor, attacker lose charging bonus, lose ASF, and have their I reduced to 1.
Cadaverous Cuirass
Vampires only, Heavy Armor, killing blow and poison have no effect.
Enchanted Items
The hand of dust
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
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
If wearer is not in combat one friendlt unit with in 12" may use bearer weapon skill.
The Cursed Book, One Use Only
For one round all attacks against bearer are WS 1.
Talisman of the Lycni
Vampire only. Vampire gains move 9.
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Drakenhof banner
unit gains regeneration
Flag of Blood keep
4+ ward save vs any kind of shooting.
Banner of Barrows
GG, BK and Wightkings in the unit gain +1 to hit.
Screaming Banner
Roll extra die on fear checks made against unit discard lowest.
Royal Banner of Strigos
Unit hates all enemies
Icon of vengance
Unit does not crumble when general dies
Banner of the dead Legion
Unit counts as having twice as many models as it actually does
Cursed Pendant
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
the unit may claim up to +4 combat res from ranks if they have the models.
Standard of Hellish Vigor
unit can always march.
Standard of everlasting death
suffer one fewer casualty from crumble on a 4+
Banner of Hellfire
unit has magical flaming attacks.
Et enfin sur les Bloodlines :
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The Severed
Spectral Horror: Ethereal, can take no magic items
Ghoulkin: if joining a unit of ghouls the vampire and the ghoul unit can make a march move before the game starts.
Supernatural Terror: Cause Terror.
The Arcane
Master of the dark arts: two extra power dice every phase
Forbidden Lore: Know all spells from vampire lore or any other lore except life.
Dark Acolyte: gain magic level.
The Bestial
Flying Horror: Fly.
infinite Hatred: Re-roll all missed To hit rolls
Hunter in the Dark: Gain scout
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!)
Avatar of Death: Gain Heavy Armor and your choice of GW, HW shield or Double HW.
Dread Knight: Gain lance heavy armor shield, barded nightmare
The Courtly
Aura of Dark Majesty: -1 enemy leadership in 6" (cumulative)
Walking Death: +1 combat res
Beguile: select one model, may re-roll wounds against chosen model unless it passes Ld -3 roll
The Master (affect invocation of nehek)
Lord of the dead: Raise skeltons beyond their starting number gain +1 on on the casting roll
Summon Creatures of the NIght: Raise Dire wolves, Batswarms And fell bats beyond starting size, +1 on on the casting roll
Summon Ghouls: Raise ghouls beyond starting size, +1 on on the casting roll