Von Carstein Vampires are the archetypal Vampires of the Old World. Vampires' characteristics, and options in the army list are based on them, so they don't get any additional special Bloodline rules. SUMMON BATS The Vampire produces a bestial howl that awakens dark creatures and beckons them to his aid. Once per game the Vampire can use this power at the start of one of his turns. He can choose to summon either a Bat Swarm (one base) of D3+1 Fell Bats. Immediately calculate the Victory points value of the new unit. The unit can enter from any table edge in the same way as a unit that had pursued an enemy off the field (see page 76 of the Warhammer rulebook). CALL WINDS The anger of a von Carstein is so powerful that even the sky reflects it. At the beginning of each of his turns the Vampire can decide not to move in that Movement phase and attempt to call winds. Roll a dice: on a result of 1 nothing happens, on a 2 to 6 the Vampire summons a wild storm that will last until the beginning of his next turn. If he is engaged in close combat, wounded or killed, the storm ends immediately. The storm affects the entire battlefield. All shooting is at -1 to hit. All flying movement is impossible and flying creatures have to use their ground Movement value. WALKING DEATH So powerful is the unholy presence of the Vampire that mere mortals are forced to flee in terror. The presence of one or more von Carstein Vampires with this power in a combat adds +1 to their side's combat resolution. SUMMON WOLVES These beasts are slaves to the implacable will of the von Carstein blood. Once per game, the Vampire can use this power at the start of one of his turns to summon D3 Dire Wolves. Immediately calculate the Victory points value of the new unit. The unit can enter from any table edge in the same way as a unit that has pursued an enemy off the field (see page 76 of the Warhammer rulebook). AURA OF DARK MAJESTY The von Carsteins are the most authoritative of the Vampires, the best generals among their kind. If the Vampire is the army's General, the normal range of 12" for his troops to be able to march and use his Leadership is extended to 18".
|