WARLORDS:
Vampires
Vampire Lord ................................ 375 points
Vampire Count ............................... 200 points
Vampire Countess ............................ 150 points
Profile M WS BS S T W I A Ld
Vamp. Lord 6 8 6 7 6 4 9 4 10
Vamp. Count 6 7 5 7 6 3 8 3 9
Vampire 6 6 4 7 6 2 7 2 8
Equipment: Sword
Weapons/Armour: Vampires may be armed with any combination of weapons/armour allowed by the Equipment List. Note that wearing armour would prevent the Vampire casting spells.
May Ride: The Vampire may ride a Skeleton Steed (+2 points), a monster, or he may ride in an Undead Chariot (+60 points with scythed wheels, +40 without).
Magic Items: Vampire Counts and Countess may carry three magic items and Vampire Lord four.
Magic Spells: Vampires may pick there spells from the Necromantic Magic Deck. A Vampire Count and Vampire Countess may have one spells and Vampire Lord two spells.
Special Rules:
Transfixing Glare: At the start of the hand-to-hand combat phase the Vampire may attempt to transfix the modle he is fighting. The modle must pass a Ld test to avoid the Vampires glare. If he fails he becomes transfixed, they are unable to fight and any blows struck aginst it by the Vampire will automatically hit.
Necromancers:
Necromancer .............................................. 68 points
Necromancer Champion ..................................... 163 points
Master Necromancer ....................................... 278 points
Necromancer Lord ......................................... 410 points
Profile M WS BS S T W I A Ld
Necromancer 4 4 4 4 3 1 3 2 8
Necro. Champ. 4 5 5 4 3 2 4 3 9
Master Necro. 4 6 6 5 4 3 5 4 9
Necro. Lord 4 7 7 5 4 4 6 5 10
Equipment: Sword
Weapons/Armour: The Necromancer may be armed with any combination of weapons/armour allowed by the Equipment List. Note that wearing armour would prevent the General casting spells. The Necromancer may ride a steed wearing barding, and this does not interfere with his spell casting ability.
May Ride: The Necromancer may ride a Skeleton Steed (+2 points), a monster, or he may ride in an Undead Chariot (+60 points with scythed wheels, +40 without).
Magic Items: Necromancers may carry one magic item, Necromancer Champions two magic items, Master Necromancers three magic items and Necromancer Lords four.
Magic Spells: Necromancers may pick there spells from the Necromantic Magic Deck. A Necromancer has one spell, Necromancer Champion two and so on.
Thrall Vampire Lord ........................ 65 points
Profile M WS BS S T W I A Ld
Thrall Vamp. 4 4 0 4 4 3 4 2 9
Magic Items: Thrall Vampire Lords may carry upto two magic items.
Special Rules:
Fear: Thrall Vampires cause fear.
Immune to Psychology: Thrall Vampires are not effected by psychology.
Break: If Thrall Vampires are beaten in combat and fail there break test they crumble to dust.
Trall Blades: Thall Vampires are armed with magical blades any blow from the Trall Blade causes not 1 but D3 wounds.
Banshee ..................................... 100 points
Profile M WS BS S T W I A Ld
Banshee 4 4 0 4 4 3 4 2 9
Magic Items: Banshee may carry a single magic item.
Special Rules:
Fear: Banshees cause fear.
Immune to Psychology: Banshees are not effected by psychology.
Break: If a Banshee is beaten in combat and fails its break test it fades away.
Banshee Scream: At the start of the Undead Magic Phase, all enemy within a 2d6" range must roll under their initiative or suffer one auto wound with no save.
Werewolves
Werewolf Lord ...................................... 185 pts
Werewolf Hero ................................... 135 pts
PROFILE M WS BS S T W I A Ld
Human Lord 4 6 6 4 4 3 6 4 10
Werewolf Lord 6 7 5 6 5 3 7 4 10
Human Hero 4 5 5 4 4 2 5 3 8
Werewolf Hero 9 6 0 4 4 2 5 3 9
Equipment: Any weapons may be chosen from the weapon list for the appropriate points cost. The Werewolf may not choose armour as it interferes with his shape change.
Save: None
Options: The Werewolf may use a shield at an additional cost of +1 point while in human form, but is dropped when shifting to wolf form.
Werewolf Abilities: The Lord may choose up to three Werewolf Abilities, a Hero may choose two. No Ability may be duplicated.
SPECIAL RULES:
Frenzy: Werewolves are vicious and filled with blood lust. Therefore all werewolves are subject to the rules for frenzy.
Fear: Werewolves are frightening creatures. Their transformations are unsettling to even the most stalwart of humans. Therefore all werewolves cause fear.
Skirmish: All Werewolf units may skirmish and are subject to all the rules as described in the Warhammer rulebook.
Movement: Werewolves are creatures of the forest. In any wolf form they suffer no penalty for movement through this kind of terrain.
Deploy in Human Form: All werewolves must deploy in human form (unless noted).
Transformation: Werewolves shift form quickly, but in battle some time is taken up. When werewolves shift form, they sacrifice their movement, being too busy with their shape shifting to advance upon the enemy.
Panic Tests for Horses: Horses have an overpowering fear of werewolves and are reluctant to approach them. When charging or charged by werewolves, cavalry units with horses must make a Leadership test to maintain control of their mounts or Panic and flee. This test MUST be taken regardless of the riders immunity to Panic, Psychology, etc. as it is the horses who are affected.
Lords: Werewolf Lords also casuse Terror as well as fear.