The Vampire Counts of Sylvania have long given thought to the defence of their realm. Rotten and ramshackle carts travel around Sylvania, feeding a slow and steady supply of corpses into the putrid mass graves that form a cornerstone of the land’s defence, while sleek and powerful wolves stalk the decaying countryside. At the start of the game, the army of Sylvania places Grave markers (each about the size of a coin) to represent the location of these burial sites. After table edges have been decided, but before units have been deployed, the Sylvanian player places two Grave markers, plus an additional Grave marker for each Vampire Count or Vampire Lord in the army according to the following rules:
When all the Grave markers have been placed, the Sylvanian player rolls a Scatter dice for each. If a Hit is rolled, the marker remains where it was placed. If the result is an arrow, the Grave marker moves 2D6" in the direction shown. Grave markers that scatter off the table are lost and have no further effect on the game. The Army of Sylvania player may cast From Death Awakened from each Grave marker during each of his own Magic phases. The army of Sylvania follows all of the Laws of Undeath as laid out in Warhammer Armies: Vampire Counts, unless stated elsewhere. The following Bloodlines powers may only be used by Vampires in an Army of Sylvania.
This Vampire is accompanied by countless ghostly followers, an immortal remnant of innummerable victims. Though too weak to directly affect the material world, their chill voices resonate through the winds of magic, preventing those attuned to the mystic arts from focusing their powers. While this Vampire is alive and on the tabletop, all enemy Wizards suffer a -1 penalty on their casting roll. Note that this has no effect if an Irresistible Force is rolled and cannot cause a Miscast.
Upon his home soil this Vampire has an almost unparalleled mastery of the Dark Arts, able to reanimate Dire Wolves with but a thought. This Vampire may use the spell Invocation of Nehek to add to and raise new units of Dire Wolves, in addition to Skeletons and Zombies, raising D3/2D3/3D3 Wolves according to the Power Level. Note that this does not apply to units raised from Grave markers.
In Sylvania, the land and its masters have become inextricably bound together, giving some von Carsteins a measure of protection against hostile magics. This Vampire has Magic Resistance (1). The following magic standard may only be bought for units in an Army of Sylvania.
Wherever the fell banner of the von Carsteins flies, so too do Dire Wolves prowl and Fell Bats swarm. This Banner grants Magic Resistance (2). In addition, any Vampire using either the Summon Bats or Summon Wolves Bloodline Power within 12" of this Banner will summon double the normal number of creatures (roll the dice and then double the score). The following troops count as characters, Core, Special or Rare units in the Army of Sylvania army list:
Cost: 10 points per model Unit Size: 10-30. Weapons & Armour: Light armour, shield, & spear, or halberd. Options:
Cost: 8 points per model. Unit Size: 10-40. Weapons & Armour: Light armour, shield, spear, or halberd. Options:
Braindead. Zombies are so slow that their opponents always get to anticipate their clumsy attacks. To represent this, Zombies always strike last in close combat (even when they charge, even after opponents armed with Great Weapons, and so on, always!). If Zombies are fighting other Zombies, roll a dice every turn to determine which unit attacks first. |