RED ELF
BLOOD DRAGON
  • +2 to their Weapon Skill.
  • Lords and Counts automatically wear full plate armour (4+ armour save) and can cast spells whilst wearing armour, but they generate one less Power dice than their Magic level in their own Magic phase. They generate Dispel dice as normal.
  • The Blood Dragon with the highest Leadership in a unit always issue challenges and must always accept enemy challenges if possible.ounts have +1 Attack, are affected by Hatred (even being Immune to Psychology) and have a 5+ Ward save due to their great resilience.

RED FURY
30 points

The Vampire enters the melee as he has always done in centuries past with a savage and unstoppable bloodlust. He won't stop until all his enemies lie dead on the ground.

The Vampire has +1 Attack.

BLADEMASTER
30 points

Trained by the best swordsmen of different periods and cultures, a Blood Dragon Vampire can easily deflect the blows from his puny enemies.

The Vampire can choose one model in base contact with him at the beginning of the Close Combat phase. The chosen model will lose one of his Attacks, chosen by the Vampire if he has different kinds of attack (for example, from a riding beast, bite attacks, etc).

HEART PIERCING
25 points

Using a combination of great strength and amazing speed, it is easy for the Vampire to create a gap in his opponent's guard.

The Vampire can re-roll missed close combat attacks in the first round of every combat.

MASTER STRIKE
25 points

So strong is the lord of the night, that a well-placed blow from his sword can sever a limb or decapitate the toughest opponents.

The Vampire has the Killing Blow special rule.

STRENGTH OF STEEL
15 points

Such is the Vampire's martial prowess that he is able to strike at the precise moment when it will cause the most carnage.

The Vampire has +1 Strength the turn he charges.

HONOUR OR DEATH
10 points

Many mortal champions regret their rash pride after the valiant challenge they issued is accepted by a creature whose eyes are the eyes of death itself.

At the start of a challenge, the enemy character selected to take on the Vampire must take a Leadership test before any blows are struck (a character Immune to Psychology is also immune to this effect). If the test is failed, the enemy character will change his mind and hide in the rear ranks, refusing to fight the Vampire (see 'Refusing a Challenge' on page 99 of the Warhammer rulebook). Then the combat will proceed as normal, with no challenges fought that turn and the Vampire will be free to fight against any models he is in contact with.