WARHAMMER VAMPIRE COUNTS 8TH EDITION ARMY BOOK PDF

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Warhammer Vampire Counts 8th Edition Army Book Pdf

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Warhammer Armybook Vampire Counts Revised for 8th Edition - Free download as PDF File .pdf), Text File .txt) or read online for free. This is a fan made. Previous Editions: Alessio Cavatore, Bill King, jervis johnson, Space McQuirk, Tuomas Pirinen, Welcome to Warhammer: Vampire Counts, a gruesome grimoire that reveals the Warhammer army books are split into sections, each of which. Warhammer Fantasy - 5th - Army Book - Vampire Counts . Warhammer Dark Elves 8th Edition Army Book Download Pdf Do you searching for.

If the unit already has already has more than one rank, new models may only be added to the rear. Characters must be targeted separately to benefit from this spell.

If the character is riding a non-cavalry mount the player must nominate whether the rider or the mount benefits from this spell.

Alternatively this spell can be utilised to create a new unit of Zombies. The new unit must be at least 1 away from enemy units. Each unit must choose between one of the two effects below. If the target is not in close combat, it can immediately make a normal move as if it where in the Movement Phrase it can be a charge, wheel, or even reform.

A unit charged by means of Vanhels Danse Macabre can react to the charge as normal and must take any necessary Psychology tests.

A unit may only be affected by Vanhels Danse Macabre in this way once per Magic phase. Alternatively if the target is engaged in close combat, in the next Close Combat phase, all models in the unit benefit from the Always Strikes First special rule and may re-roll missed to hit rolls.

When cast, roll a D6 for each model in the unit a score of 6 causes a Wound. No armour saves are allowed against these wounds. Also, a new Spirit Host unit is crewated within 12 of the carter, at least 1 from the enemy, with a number of equal to the number of Wounds inflicted by the spell.

For example, if the Wind of Undeath inflicts 7 Wounds, the Spirit Host unit created consists of two bases, with a total of 7 Wounds. Once the template is placed, the player then nominates a direction in which the Vortex of Undeath will move. To determine how many inches the template moves, roll an artillery dice and multiply the result by 3. Any model touched by the template must pass a strength test or be slain outright with no saves of any kind allowed.

If the result on the artillery dice is a misfire, centre the template on the caster and roll a scatter dice and a D6. The template moves the number of inches equal to the result of the D, in the direction shown on the scatter dice if you roll a Hit! In the event, in subsequent turns, the Vortex of Undeath travels in a random direction and move a number of inches equal to the roll on an artillery dice. If a misfire is rolled in subsequent tuns, the Vortex of Undeath collapses in upon itself and is removed.

For every wound inflicted by agashs Vortex of Undeath the controlling player may chose an undead unit or character that has suffered a wound earlier in the battle and heal it in the same way as in Invocation of ehek. Hand Weapon Special Rules: Magic Items: Any, up to a total of.

Great weapon Additional hand weapon Lance if mounted 20 pts Long bow 8 pts Light armour 30 pts Heavy armour pts Shield pts Upgrade to level 4 wizard. Nightmare Barding Hellsteed Abyssal Terror.

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Great weapon Additional hand weapon 20 pts Lance if mounted 8 pts Long bow 30 pts Light armour pts Heavy armour Shield Upgrade to level 3 wizard. Special Rules: Undead Options: Wizard level 3 Death or Necromancy Upgrade to level 4 wizard Mount one choice only: Vampire Undead Mount one choice only: Nightmare Barding Hellsteed 8pts 4 pts 20 pts. Wizard level 1 Death or Necromancy Upgrade to level 2 wizard Mount one choice only: Nightmare Corps Cart.

Undead Wight Blade Mount one choice only: Lots of ranked corpses slowly marching toward your opponent as his terrified troops struggle to fire more bullets and arrows at the hordes in a vain hope of stopping the endless tide.

Shrieking spirits of the damned whirling about the battlefield consuming the warm flesh of living and adding their poor souls to their ranks. Nigh unstoppable undead beings with nightmares of feasting and world conquest, supernatural witches and tainted beings, and insane power mad mages commanding the powers of hell to do their bidding as they charge into the fray behind their minions.

Absolute independence from the Ruinous Powers. If this appeals to you, you are looking at the right army. Even in small games you will be fielding dozens of zombies and skeletons as well as some more exotic dead and undead creatures; few armies can field such numbers of fodder and only one other can field fodder that is so reluctant to stay dead. Get your brush hand ready and get comfortable as you are going to need a lot of models to field these hordes.

Any Wizard in the Lore of Vampires can take over as general from the next turn onwards or this continues until your army is just dust and bats.

Warhammer/Tactics/8th Edition/Vampire Counts

Unless they have the Vampiric rule. The signature spell, Invocation of Nehek, will in almost any list you make be cast every single turn due to the fact that it resurrects D6 Wounds to the unit of your choice with the exception of Vampiric, Ethereal, or Large Target which only get 1 Wound restored. If you pump more dice into it, you can make it into a bubble resurrecting a large chunk of your army. The most important thing to note however is that Necromancers in your army can take Master of Undead, and Vampires can take the Summon Creatures of the Night upgrade.

These two abilities allow them to bring MORE models into the army than you began with. What these three things means together is Lore of Vampires is good, and you do best with more casters in it.

It also means that when you don't have a Level 4, or more than one possible Lore of Vampires caster, you're gambling like a Tomb Kings player. Named Characters[ edit ] Note: Under the current edition, named characters tend to be overpriced; you can emulate most named characters from scratch and save yourself some points. That said, many named characters, and especially in Vampire Counts, have abilities and war gear combos unique to them so if you need to have them go ahead.

Just make sure you're really getting your points worth. Vlad von Carstein : The man that started it all, and one of the few special character who are completely justified in their points cost. You want to field him, but most people never will. Because he's points. As strong as he is, that is your entire Lord budget in an otherwise balanced point army, and below you most likely you don't have that kind of room for just one model.

He's fairly good but the price is what stops him from being great, but most players prefer a combo of a level 4 caster of some kind along with a damage option blender lord Strigoi Ghoul King or Master Vampire.

If you're taking him, you want to bring Isabella as well although unlike her he can be good on his own. This is the first, and is a Lord level character. This is the man you want fighting nothing but Goblins and Skaven Slaves if you can possible help it if you're facing Ogres, you're in for a world of hurt.

If you can manage to make kills then this guy will generally rule both magic phases, make sure to snipe enemy wizards early on with Spirit Leech. He's pricey as fuck though at points so you may not take him in games below points. He's worth it, but once again you're looking at your entire Lord allowance here. Unlike the other named characters in this army, you can have Mannfred ride a mount.

Of those choices, only the Barded Nightmare is of any value for the most part and only to put him in a unit of Black Knights or Blood Knights. The other two will make him even more of an artillery and shooting target than he already is. Heinrich Kemmler: Oh, you were never going to be playing this game in decent company anyway. Worth it. Mannfred the Acolyte : Much more fieldable than his older self and a solid choice since he provides Loremaster in Lore of Vampires, which is what you take him for.

He's much more flimsy and you MUST have him fighting puny hordes to make effective use of him. Since Magic is so important to a Vampire Counts army's success, it's important to note that this version of Mannfred is almost a must if you're planning on taking a fighty Lord but can't afford enough supporting casters to reliably get the spells you'll need out of Lore of the Vampires by rolling.

Still, if you CAN take multiple spellcasters he's probably not worth it. This time he should probably be left hiding in a unit unmounted unless you want to hide him in some Black Knights. Krell, Lord of Undeath: He's back!

Krell is a Wight King with a better statline who gets Heroic Killing Blow in challenges if in the same unit as Kemmler which obviously means he'll always be in the same unit as Kemmler.

He has regular Killing Blow otherwise, but the drawback is that he MUST issue a challenge whenever possible, Oh, and having a T5 W4 hero for his meager point cost not to mention his other rules is very very good. By the way, his model is fucking ace. Alternate take: Krell is significantly more expensive then a normal Wight King and only marginally better offensively, defensively he is inferior. A mundane Wight King will almost always be a better option over Krell because they can be kitted out specifically for your needs.

His model IS pretty amazing though. Konrad von Carstein : Nothing short of psychologically damaging if your opponent happens to bring Monstrous Infantry to him, not his models. That being said combat is all he really does well though he does it VERY well while being the uncle of all glass cannons.

His stats are on-par with am ordinary Hero level Vampire, and he only has Heavy Armor, so it's his special rules you want to take him for. He rings in at points. His insanity is reflected by a special rule called "One Bat Short of a Belfry" which has you roll for his current mental state.

At the start of the turn you roll a D6, with a result of granting him Stupidity and a result of giving him Frenzy.

So be wary of using him Isabella von Carstein : Now in 8th has the proper Vampire statline. As it stands, she's not a caster being only a level 1 Wizard in Lore of Vampires or a fighter being that she only has the vanilla Vampire stats and her only equipment is Heavy Armor and a Hand Weapon. The most she can do is support other vampires using the invocation of Nehek and the Blood Chalice to make sure they don't die. Of course, there's always the fact that if she kicks it, Vlad goes nuts, with Frenzy and Hatred and whatnot.

It's also possible that he'll die first not as likely and she will get Frenzy and Hatred, but as previously mentioned she's not really geared for fighting. She isn't worth it on her own, but put her with Vlad and they have great potential. Generic Characters[ edit ] Note: While named characters are judged against their generic counterparts, generic characters are examined based on their role in your army. Lords[ edit ] Vampire Lord: Brilliant stat line, a metric fuckton of upgrade options, and outside of the Chaos Lord is probably the most dangerous generic combat lord in the game he probably would have been the best since he can kill more models per round compare while the Chaos Lord is better at single combat, but there's the whole problem where your army starts crumbling if he dies unless you're at the point level to take more than one.

Naturally, characters are the first place points go in a Vampire Counts army, and this motherfucker will likely soak up as many points as you can give. Properly kitted out they can stand toe to toe with Lords and go on to rampage through Special units all while having excellent magical options. Remember, if your general dies very bad things happen to your army, so whatever you do, keep him in a unit at least until he is in combat: losing a game on turn one from a fucking cannonball is not fun.

Mounting these badasses up is not only an option, but depending on your goals may just be the point of taking him. Item selection and powers will be covered later. An important thing to remember that he doesn't come with jack shit for equipment standard, so browse through all the options when making your list or you'll wind up with an ancient immortal Vampire walking into ranked Halberdiers naked with his bare hands he'll still kick ass, but do you really want to picture it?

All of the choices though are just kind of Master Necromancer: Cheap level 3 Wizard which can be upgraded to a level 4 in either Lore of Death or Lore of Vampires NOT Shadow that can be used to support a a fighty Vampire Lord, or to be the main caster and general should you decide to bring a slew of ordinary Vampires.

If you are considering making him your general, that certainly frees points for the other great choices you have, but remember that your army will start crumbling as soon as he dies. If you assign the other Vampires to Lore of Vampires then at least one of them can take over as general although with such a weakened magic phase you better be planning on bringing the rape train quickly. The main point of putting him on a Corpse Cart is making a combo out of casting Invocation of Nehek on the Corpse Cart, which ensures that Vigor Mortis activates, giving all friendly Undead units within 6" the Always Strikes First special rule, but it's not a great idea - siege machines are already pointing at him to start with, and putting him on the cart makes him that much easier to shoot down.

Strigoi Ghoul King: A Strigoi may not look like much, having a slightly inferior statline to a Vampire Lord for points, not being able to take magical armor, being stuck as a level 1 caster in Lore of Vampires.

It can also be mounted on a Terrorgheist. Giving him a magic weapon isn't necessary seeing as he already has 5 Poisoned Attacks and S5 is not as much of a boon as you'd think. If you're paying to swap his poisoned attacks for extra attacks or strength as he loses those Poisoned Attacks as they do not apply to magic weapons, and it's stated in the core rulebook a character with a magic weapon MUST use it.

No matter how you're planning to use him, just make sure you have a plan for your casters since this guy is almost pure combat at mastery level 1. Heroes[ edit ] Leadership is almost meaningless to Vampires as they cannot be broken. If you have the points, adding a few basic heroes to your list to bump the leadership in a few key units can still be a worthwhile investment for the wounds they prevent when crumbling comes around.

Something that can take Lore of Vampires can also take over as general. Vampire: points. Cheaper Vampire Lord and almost identical other than having inferior stats, half the allowance of magic items and Vampire upgrades, and can be a maximum of level 2 Wizard in Death, Shadow, or Vampires. Like the Lord equivalent they don't come with any equipment standard, so if you put all your points in magic don't send them into combat or they're going to get slaughtered. Can be upgraded to BSB, and gets Vampire upgrades regardless of that fact.

The last option is great for supporting a killy Lord, or maybe even helping Mannfred get some kills. Wight King: 85 points. Pretty much the same statline as a Vampire, with the S and T swapped around and an extra Wound being the notable changes. Can be upgraded to BSB. Can mount up on a Skeletal Steed with barding as an option and take a lance if you want him with Black Knights, otherwise stick him in a unit of Grave Guard with the Banner of the Barrows for an incredibly cheesy unit that will melt all variety of faces.

Gets Killing Blow. Oh, and like Krell this guy has a fucking beautiful model. Taking this character over the Vampire makes you lose the Vampire Power options, despite this he's still 20 points cheaper and has 2 more points of Leadership, so if that downside doesn't matter then go for it, and at 9 LD he's very good at preventing crumbling in his unit.

Necromancer: As above, 8th makes Necromancers more viable 65 points for a level 1 Wizard in Lore of Vampires or Death that that can be bumped up to level 2 is good. Use them to keep your armies at good strength, but don't expect too much from them. You get what you paid for. Necro's are good for supporting large units of infantry with a little extra LD and some magical support if they end up away from the General, and if they're in LoV can take over as general if shit hits the fan. Mount options are Nightmare and Corpse Cart.

Cairn Wraith: 60 points. Ethereal, Terror, Undead. Has a special ability called Chill Grasp, allowing it to trade in it's 3 Attacks for one Attack that automatically wounds if it hits and ignores armour. Only S3 and great weapon, T3, and 2 Wounds with a low as fuck 2 Initiative. Can't be upgraded in any way. Sadly not a great choice. Both are also more resistant to magic by virtue of having more wounds.

Finally, Wight Kings are better at simply killing normal stuff by virtue of their Killing Blow and awesome for points stats. It's possible to use them to nail characters, but chances are good that whatever you're aiming to kill has a magic attack which renders the Cairn Wraith's only defense moot, and at 5 LD, don't expect him to prevent anything from crumbling in fact, he's more susceptible to it truth be told.

On the other hand, they are heroes, so as of the End Times Archaon you can make some truly game breaking lists with them. Tomb Banshee: 95 points. Ethereal , Terror, Undead. Crap stats and two Wounds. Can use Ghostly Howl, which targets an enemy unit and is used in the shooting phase and can be used in close combat. Generally not the best investment for points.

Any competitive army will have at least 9 Leadership in important units, most will have 10, so the hysterical woman is unlikely to earn her points back she will deal on average deal less than 0. She can take out a low LD unit very quickly however seeing 10 Skaven Slaves drop dead bleeding from the ears from one single attack can be fucking hilarious.

As a result, she's best used to wipe out ranks of anvils and let you wash over everything that was supposed to flank charge you, though thanks to the range of the scream she's not very good at that, and at LD 5 has the same problem as the Cairn Wraith.

Mounts[ edit ] Skeletal steed: The Black Knights basic mount, ignores terrain as they are treated as Ethereal for movement and does not get the -1M for barding if you take it. Think about that for a moment, you can charge units on the other side of buildings if you can see them.

Never take a dangerous terrain test with these guys again! Barded Nightmare: Simple undead horse, best in a squad of Blood Knights, and never put Black Knights unless there's no terrain, as they'll lose their Ethereal movement.

Ordinary in all regards. Hellsteed: A flying Barded Nightmare, and overall a better horse. Not too expensive and still a great investment if you like running with Fell Bats or other silliness. Still, if used right it can be a scary model that's great for picking off warmachines or other small units, since arrows don't tend to have the killing power needed for a Vampire.

Abyssal Terror: Not great by any standard of a monster. Can be given Poison Attacks or Armour Piercing, has Thunderstomp which doesn't get the upgrade abilities sadly. Fairly cheap and it flies so it's not exactly bad, but it's just beaten out by the next two usually.

Coven Throne: Hot motherfucking damn also damnably hot if you know what I mean , this thing has a good number of abilities. You subtract the enemy's LD from the Coven's and the result is the effect caused. A mixed bag honestly, absolutely fucking awful against any army with high leadership and siege weapons so mostly Dwarfs with their army wide LD 9 or Elves or usually just any army with a lot of cannons as they'll pass eventually.

The only thing worthwhile to put on it is a Vampire Lord, but then you're at points naked AND you just made your general a much bigger cannonball magnet which might lose you the game, and lesser vampires don't have a high enough leadership to consistently use The Battle of Wills effectively and it costs a shitload of points.

Zombie Dragon: Exactly what you think it is. It's got beefy stats, can be healed massively thanks to lore attribute plus Invocation, his Pestilential Breath attack causes -3 to armour as well as causing a S2 hit and it adds that extra "fuck you" to Ogres in the form of terror. Has Swarm of Flies ew! A great time if your Vampire has the same stat line as the mount its on. Can really wreck heavy cavalries day as well as rank and file, though it will die to cannons or Heroic Killing Blow.

Still a wonderful kick ass model and is our only dragon, but like most fun things, it's a magnet for artillery and mass shooting. Core Units[ edit ] Zombies: Zombies are pathetic. The lore goes to silly lengths to tell you how living opponents fear engaging zombies and being torn apart, and on the game they are a bloody joke.

They couldn't kill a sickly blind crippled mentally disabled orphaned Skaven Slave in a fair fight. It is literally so bad, that decreasing it's stats would only worsen it in the abstract.

So why in ever take them? Because they are only three points. In addition, the Vampire Counts magic phase is full of buffs, get yourself some rerolls and that Zombie unit can hold a bit longer.

Thanks to the The Newly Dead rule, they recover an extra D6 Wounds worth of models per casting of Invocation meaning 2D6 Zombies and can increase their unit size beyond what you started the game with; this means you can, with luck, turn a strong horde into a strong horde in just 2 turns of magic.

They can also make excellent Caster bunkers for your necromancers to hide in so they never get shot to death or challenged. Skeleton Warriors: More durable than Zombies,a pinch better at killing and less likely to crumble, they cost five points a model, and should only be taken in large units to maximize the usefulness of Invocation of Nehek.

That being said, Skeleton Warriors are by no means bad. Since skeletons still suck, they aren't going to hit much, not with weapon skill 2.

Generally Skeletons are a better carrier unit for your foot slogging killy Vampire Lord. Crypt Ghouls: The most expensive core option available at 10 points. Toughness of 4, exceeding both other options by one point. Highest still terrible Initiative of 3. Two Attacks per Ghoul, and the highest Leadership score of the core options at 5 meaning Ghouls have a low chance to crumble in comparison to Zombies which can all vanish off the board with their 2 LD.

Poison Attacks are default, but Ghouls cannot have a musician or standard bearer. Less likely to die like the skeletons, but much harder to get more of, and still a good bunker for a footslogging Vampire Lord. Dire Wolves: A very fast moving alternative to the other core choices.

They ring in at 8 points per model, with a cavalry-speed Movement of 9 compared to the M4 of the rest of the core. They have a LD of only 3, meaning they'll crumble as fast as Skeleton Warriors. They have one point higher WS and I so combat will have more kills, but otherwise share a stat line with Skeleton Warriors.

As a unit of the War Beast type, they also come with Swiftstride which allows them to roll a 3D6 and discard the lowest number than add the resulting sum to their M score while on the charge, while fleeing, or while pursuing. It has Regeneration, which may keep it alive for a pinch as long as nothing with Flaming Attacks goes after it. Far more important, it has Vigour Mortis; if any Lore of Vampires augment spell is used on it then all Undead units within 6" of the Corpse Cart including itself get ASF until the next Magic Phase, which is un-fucking believably awesome, AND the rulebook specifically states Zombies lose ASL and get ASF as so they can actually do more than just tarpit something all game if you horde them up.

Of the 2 upgrades Bale fire used to be the best as it stacked and could totally cripple enemy casters, now it is merely useful in that it makes dispels a bit easier. The load stone is a solid choice as it makes your summoning more consistent. Their statline is superior to weak skellies as well. With a toughness of four, and heavy armour.

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They are a lot more resilient then Skeletons and just as easy to raise. Stuff a Wight King into this unit and take them in hordes for a hard-hitting anvil force.

These skellies are a nightmare for any high T non-monstrous troops. Said Barding comes at 3 points per model, and for another 2 points they can take lances. Like their footplodding counterparts they can take a Magic Standard.

They are one of two heavy Cavalry units in the army. They are a DAMN good unit capable of moving over terrain like it wasn't even there and letting loose with a flurry of S4 or higher, depending on weapon choice Killing Blow attacks. Just don't put anybody in with them that doesn't have a spectral steed or they get much slower, and you want them to be constantly charging.

Hexwraiths: New option for 8th edition, they are 30 points each and have a statline like weaker Black Knights. They come with Great Weapons standard, and have a metric fuckload of special rules. One of these provides a very interesting advantage: they're Ethereal, as in all the time! They also have the Soulstriders special rule, which allows them to move through unengaged enemy Units both friendly and enemy during the "Remaining Moves" sub-phase although they can't end within 1" of a unit.

As a result they will attract a TON of magic during your opponents turn as he desperately tries to fry them before they reach him and they don't have any protection against that other than you trying to dispel, so beware. They have Fast Cavalry as well, which grant them Vanguard get to make a 12" Move before the game starts and a Free Reform unless it charges. You should leave the Hexes to do their thing alone. Vargheists: The first of three designated hammers, representing the jack of all trades which has the speed of the Terrorgheist without being as flimsy.

He observed the morticians as they prepared the dead for internment. He watched warriors wounded in battle fade and die, and resolved that he would never succumb to such a fate. It was Nagash's capture, and subsequent torture, of a small party of shipwrecked Dark Elves that led to his discovery of Dark Magic.

Nagash soon mastered the basics of necromancy, and the people of the city began to shun him. A natural and brilliant sorcerer, his experiments met with considerable success. Amongst the greatest of his macabre achievements was the distillation of an elixir from human blood that would grant everlasting life to its drinker.

Soon, Nagash had a loyal following of noblemen with whom he shared his discovery. In a bloody coup, Nagash seized control of Khemri and had his brother buried alive within their father's pyramid. As the years turned into decades and the decades turned to centuries, Nagash and his followers took to conducting their experiments and rituals hidden in the cool, dark places in the palatial tombs of the necropolis.

They began to shun the light altogether as they made plans for their dark ascension. Nagash supervised the building of a great Black Pyramid, one of the mightiest structures ever attempted by men. It cost a great many lives to build, but the blood, sweat and souls given to its construction only increased its potency, for the pyramid was designed to attract the foul winds of Dark Magic.

For the Priest Kings of the other cities, long disturbed by events in Khemri, this was the final blasphemy. They formed an alliance against Nagash and sent their armies into battle with him.

During the long war that followed, waves of dark power blasted the lands. Many of Nehekhara's oases were so saturated that they became as dismal and lifeless as the surrounding desert. Mter nearly a century of constant warfare, however, the armies of the Priest Kings succeeded in sacking Khemri. As Nagash fled from the burning city into the cold depths of his pyramid, the Great Necromancer swore to the Priest Kings that their cities would become as dust.

The Priest Kings laughed. One by one they found Nagash's disciples within the pyramid and dragged them out screaming to be burned and beheaded in the sunlight. All of the morbid statues and monuments to Nagash's glory were toppled into the sand.

The sanctums of the Necromancer's disciples were despoiled, and the practice of Dark Magic was outlawed on pain of death. Yet the agents of the Priest Kings could not find the renegade himself. Although his disciples claimed to have seen N agash enter his sarcophagus, the coffin itself was mysteriously empty.

The Damnation of Lahmia In defiance of the laws imposed by the Priest Kings, Neferata, the Queen of Lahmia stole the most potent of Nagash's books and pursued her own studies in the dark arts. She attempted to replicate the Elixir of Life, and eventually she had a small measure of success.

Neferata no longer seemed to age, but was possessed of a terrible thirst for blood. Over time, many of the court of N eferata also drank the elixir, and joined her as Vampire lords and ladies. Thus was the dynasty of the Lahmian Vampires born into the world. More cautious than N agash, they took pains to conceal their nature from the other Priest Kings.

The first Vampires reigned like gods over Lahmia, governed by their undying queen and hidden from the ire of the Priest Kings. Gradually, the Vampire covens of Lahmia began to grow in confidence, and their excesses increased. They would not submit to walk the earth like common soldiers, and insisted upon being borne upon ornate thrones at all times. Hundreds of slaves entered their palaces every day, and were never seen again.

These Vampires also learned that Nagash had not been destroyed, but was rebuilding his power in the citadel of Cripple Peak, which would become known as Nagashizzar.

Agents of the Priest Kings captured and interrogated some of these heralds, and the Vampires' existence was uncovered. Enraged beyond measure, the Priest Kings once more amassed their armies and made war. The fight for Lahmia was long and bloody, with the deadly Vampires using their strength and sorcerous skills to slay hundreds of the Priest Kings' warriors.

Yet the Priest Kings were not without magic of their own, and their armies numbered in the tens of thousands. Eventually, the Vampires lost the battle. The population of Lahmia was enslaved, the pyramids smashed, and the Vampires driven out.

Most fled northward, one-by-one arriving in Nagashizzar to be welcomed by the Great Necromancer. Nagash looked upon the corrupt immortals and was pleased. The Vampires were worthy champions for his armies, their damnation a tribute to his dark genius. War with the Priest Kings Nagash had not been idle and had learned much about the art of necromancy and animating the dead, conceiving of a mad and deadly master plan.

He vowed to turn the entire world into a necropolis filled only by the unquiet dead, where no action would be performed, no deed done save when he willed it. Nagash would be the lord over all of it.

Vampire counts 8e

The first step on Nagash's road to utter dominion was the elimination of his former homeland, for he wished a bitter vengeance upon the Priest Kings. At his command, the Vampires led his legions forth to war. On ships made of fused bone, the Undead horde made its way from the Sour Sea, down what future generations would know as the Straits of Nagash, to the Bitter Sea.

The Undead legions made landfall at the ruined port of Lahmia and surged forwards on their mortal foes, the exiled Vampires spearheading the attack. However, Nagash had seriously underestimated his former countrymen. Alcadizaar was the greatest general of his age and his empire was at the zenith of its power.

When the Undead came, they found themselves opposed by a unified, confident army. Moreover, the enchanters of the Great Kingdom had made progress in the arts of magic, particularly in the creation of animated war-constructs. No easy victory was possible against them. The ensuing wars stained the sands red for many years. The Vampires were mighty sorcerers and fell warriors, and they were determined to reclaim their kingdom. Wherever they appeared, terror and dread came upon the enemy, yet the Vampires were not invincible.

The war swayed backwards and forwards for a decade. At first, the legions of the Undead had the upper hand, then the armies of Alcadizaar struck back with displays of tactical genius. Battle after battle was fought until all ofNagash's legions were destroyed. The defeated Vampires fled across the desert to Nagashizzar to bring their dark master the report of their failure. Great was agash's rage. He cursed the vampiric captains that had failed him.

Ever afterward they would know constant pain and their howling cries would carry the knowledge of their misery to all men.

The remaining Vampires fled Nagashizzar by night, dispersing in all directions to confuse pursuit. Even after Nagash's death at the hands of Alcadizaar, the Vampires bore his curse.

Thus, the first Vampires disappeared across the world, each founding their own bloodthirsty dynasty that would endure and grow through the centuries, terrorising the living to the present day.

This land of bleak hills, blasted moorlands and mist-shrouded forests is shunned by all sensible travellers and is without doubt the most ill-famed region in the Empire. No sane man would venture forth after dark and no questing knight or weary pilgrim ever accepts shelter within the brooding, rotting castles that tower over the land.

By night, the brutish peasants of the squalid villages lock and bar their doors, and hang bundles of witchbane and daemon root over their shutters to ward against the evils of the night.

For as long as any man can remember, evil tales have been told of Sylvania. The odds are good that if ever a tavern bard is reciting a grisly ballad, or a court poet inscribing a story of horror, then the setting will be this dire place. Sylvania is indeed a land where unquiet spirits, thirsty Vampires and evil sorcerers still walk beneath the moons' pale light. The Winds of Magic blow strong in Sylvania, and the keeps of the nobility are all built over particularly ill-omened sites.

Even the notoriously violent and fearless Stirland tax collectors wear amulets blessed by Priests of Morr and Sigmar, and go about their business in fifty-strong companies whenever their Elector Count compels them to seek his due. It began on a storm-lashed night when Otto, last of the mad von Drak Counts, lay on his death bed in Castle Drakenhof, cursing the gods that he was without a male heir to continue his legacy.

Otto was a cruel man, fond of putting the heads of peasants on spikes at the slightest provocation, and when crazed with drink he was convinced he was Sigmar reincarnated. The nobles of his court had no respect for his authority, and paid no attention to his commands. Sylvania seethed with strife. The Arrival of Vlad The castle gate swung open on its hinges before any man-at-arms could touch it.

The visitor was revealed and, as one, the baying guard dogs ceased to howl and slunk away. The stranger was tall, darkly handsome, and of noble bearing and aspect. No-one stayed his entry as he marched directly to the count's chamber.

The newcomer's accent was foreign, perhaps from Kislev, or even further afield. He named himself as Vlad von Carstein, and recited his noble antecedents to the count. He then claimed the wide-eyed Isabella's hand in marriage. Looking into the stranger's cold, dead eyes, the count perhaps regretted his rash oath, but before he knew it, he had given his blessing nonetheless. The priest Guttman was revived from his swoon and brought to the chambers of Otto, where the marriage ceremony was performed before the dying count's bed.

Almost as soon as the last of the ritual words were spoken, Otto von Drak expired, leaving his daughter and his entire estate in the charge of Vlad von Carstein. The new count's first act was to hurl Isabella's uncle Leopold through the window of the highest tower of Castle Drakenhof Vlad seemed as eccentric as old Otto.

He never ate in the servants' presence. He never walked abroad by day. He dismissed the elderly Sigmarite priest and sent him from the town. No one ever saw Victor Guttman again. Soon, many of the old servants at the keep were dismissed and mysterious, swarthy strangers took their place. However, the new count seemed less oppressive than the old one, and so the folk of Sylvania got on with their daily business, ignoring the hooded and cloaked foreigners that often visited the castle.

Years of punitive von Drak rule had taught them not to question the deeds of their betters. All that concerned the lower classes was that at least the new count didn't order senseless executions or demand exorbitant taxes at a whim.

8th Edition Army books.

No one doubted the count's prowess in battle either. When the famed company of Bernhoff the Butcher rode into town and demanded tribute, Vlad cut the veteran mercenary down as if he were a stripling.

The count then proceeded to slaughter the entire mercenary band while his bodyguard watched, picking their teeth and making smug comments. The count's popularity was assured. Within his realm, the laws were kept, and the guilty were punished without mercy. As his family keenly awaited his final breath, Otto swore he would marry his daughter Isabella to a daemon rather than let his hated brother Leopold inherit. Otto had already refused his daughter's hand to every noble in Sylvania, for he despised them all.

No man of breeding from beyond the borders of von Drak's realm wanted to marry a Sylvanian heiress, and so it was that when Isabella von Drak knelt at Otto's death bed, she was still without a husband.

Outside, thunder rumbled and lightning split the storm black darkness. Victor Guttman, the aged priest of Sigmar who had been called to shrive the old count, fainted away. Then, from out of the storm came the sound of wheels and pounding hooves. A dark coach pulled by four mighty black steeds drew up outside the keep. A heavy hand smote the door a ringing blow, and a proud voice demanded entry. The Healing of Isabella Scant days later, word reached Drakenhof that Isabella had fallen sick with an incurable illness.

One of the physicians who tended her claimed her heart had stopped. The new count insisted this was not so. He dismissed the learned doctors, claiming he would care for her with his own hands. Three days later she appeared in front of her folk, saying she was fully recovered. She was ever afterwards pale and wan, however, and never left her chambers save by moonlight.

At first, none of the feuding nobles of Sylvania paid any heed to the commands of the new count. If this bothered Vlad, he gave no sign of it. The count cherished his tenants as a peasant family cherishes a beast they are fattening for the Midsummer feast. After decades of rule by mad Otto, this new order was welcomed by all save the most paranoid. Mter several months, however, dark things began to happen. Young men and women from the villages began to disappear.

The living dead gathered at the borders of each settlement in growing numbers. These were small forces at first, and they came after only those who disobeyed the count's authority. If any rebellious Sylvanians escaped the clutches of the Undead, then they quickly fell victim to strange accidents.Pts Forbidden Lore: Insubstantial Steed armybook page 45 Hellsteed: By stealth and trickery, Mann made his way to the heart of the Sylvanian camp. They bargain their skills and servitude in exchange for more knowledge, or in the hope of earning the Blood Kiss themselves.

Victory followed victory and. Tomb Kings. Behind it all towers the shadowy figure of Nagash.