- werekin wrote:
- All I'm seeing is a blank screen for the document!
I'll just paste it here (I'll even add my own swords as dividers to make it easier between bloodlines:)):
Von Carstein
Vampires of the von Carstein bloodline are the original aristocracy of the night. These monsters are the
most prevalent Vampires within the borders of the Empire. Most Vampires of this bloodline can be found
in the dark County of Sylvania where it is reputed the Elector Count himself is their ancient and inhuman
leader. Vampires of the von Carstein line are renowned as haughty, foppish even, with expensive tastes and
impeccable manners but they are utterly ruthless predator nonetheless. Von Carsteins occasionally have
dealings with the Vampires of other clans; the Necrarchs whose knowledge in the dark arts they covert and
Blood Dragons whose martial skills they admire. They are deeply suspicious of the sisterhood of Lahmians
and hold the Strigoi with deep contempt and will hunt them down if they are found within the borders of their
lands.
• These use the standard Undead warband in the Mordheim rulebook
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Blood Dragon
The Blood Dragon Vampires are reputedly descended from the great warrior of old, Abhorash, Lord of Blood.
Above all Vampires these are by far the most honourable and perhaps the most in touch with their human
past. They are renowned as exceptional warriors and fight with astonishing bravery and chivalry. Blood Dragon
Vampires are rare in the Empire with most of their number hailing from Bretonnia and the near mythical
Blood Keep, said to be located somewhere in the Grey Mountains. Blood Dragons have very little to do with
the Vampires of other clans as they remain disinterested in their political squabblings and power games.
• Martial Prowess: Blood Dragon Vampires start with +2 Weapon Skill.
• Eternally Brave: Blood Dragon Vampires may re-roll the first failed Rout test (if the Vampire is not out of
action).
• Honour: Blood Dragon Vampires may not attempt to break away from combat or Voluntarily Rout (if the
Vampire is not out of action).
• Warrior Code: Blood Dragon Vampires cannot use Magic (even with the Book of the Dead from TC
#11).
• Men-at-arms: Dregs start with +1 Weapon Skill.
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Necrarch
The dreaded Necrarchs are twisted and evil and more so than any other Vampires they resemble the dead with
an emaciated, cadaverous appearance. Necrarchs are incomprehensible even to their own Undead brethren and
most seem utterly insane. Their madness is tempered by their undeniable genius and mastery of necromantic
magic. Whereas the Vampires of other bloodlines seek dominion over the realms of men the Necrarchs aspire
to see the end of all living things such is their hatred for all. Necrarchs are by nature loners, and often live deep
underground or in isolated towers where they can practice their foul magics without interruption. Occasionally,
however, they emerge from their dark places in the world to gather new victims, lore and of course Wyrdstone
for their experiments. Necrarch vampires have a barely contained dislike for their kin of the other clans but will
deal with them on occasion when it is to their benefit to do so.
• Poor warrior: Necrarch Vampires start with -2 Weapon Skill, may only be armed with a single-handed
dagger, sword, axe or mace and cannot take Strength Skills.
• Necromantic Lore: The Necrarch starts the game as a Wizard in exactly the same way as the Necromancer.
• Loathes the Living: May not hire any Hired Swords.
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Lahmia
Of all Vampires, the Lahmian sisterhood follows the culture and practice of the ancient days most closely. The
Lahmian Bloodline differs from the other Vampire clans in that it is made up of almost exclusively all females.
This sisterhood is renowned for choosing only the most beautiful of mortals to join their ranks. They are led by
the original queen of darkness herself, Neferata, of the Cult of Blood who dwells somewhere in the northern
reaches of the Worlds Edge Mountains in a place called the Silver Pinnacle. Stories of the palace of the Nights
Queen have been told for centuries, and can be found in the ballads of Bretonnia, the writings of the Empire
and the poems of Tilea. The Lahmians compete with the Von Carsteins in their plot to wrestle control of
the world of men although they are far subtler in their methods, preferring to infiltrate the upper echelons
of society than using force of arms. They have a great talent for art and statesmanship and their powerful
personalities hold an irresistible charm for mortals. The Lahmian sisterhood will always attempt to manipulate
Vampires of the other families to their own ends.
• Poor warrior: Lahmian Vampires start with -1 Weapon Skill and cannot wear Heavy armour, and may only
be armed with a single-handed dagger, sword, axe or mace.
• Enchanting Beauty: -1 to any living opponent’s Leadership while in base contact with Vampire (note: this
has no effect against the Undead or Daemons).
• Unnatural Speed: Lahmian Vampires start with +2 to Initiative.
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Strigoi
The Vampires of the Strigoi are known as the Cursed Ones and are generally reviled amongst their own
kind. Long ago in this bloodline’s history the father of these Vampires was cursed by the other Vampires and
since then an unending hatred has existed between them. Strigoi Vampires are little more than beasts – huge,
hulking, hate-filled monstrosities. Often these solitary creatures make graveyards and cemeteries their homes
where packs of flesh-eating Ghouls form grotesque courts around them. Most of them have to some degree
lost their minds but they still possess the innate powers of the vampire and can command the living dead. The
Strigoi sit and brood and contemplate a time when they overthrow the world of men and destroy their kin of
the other clans utterly.
• Bestial: Strigoi Vampires start with +1 Attack but cannot use any Items or Equipment.
• Hatred: Strigoi Vampires suffer Hatred of all living things.
• Ghoul King: Strigoi Vampires may hire up to one Ghast at 50 gc (counts as a Ghoul hero that starts with 0
exp.). Ghoul Henchmen cost 5 gc less to hire.
• Reviled: Strigoi Vampires hire Necromancers and Dregs at +10 gc to hire.
• Feared: Strigoi Vampires may not hire any Hired Swords.
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Von Carstein Bloodline Powers
Transfix
The Vampire can befuddle the weak-minded with just a stare of his piercing eyes.
Once each turn one enemy in base contact must make a Leadership test against his base Leadership
(cannot use the Leaders). If he fails he cannot attack and all attacks directed against him automatically
hit this turn. Does not affect those immune to psychology, the Undead or Daemons.
Aura of Majesty
The von Carsteins are the most authoritative of Vampires, the best generals among their kind.
The Vampire increases the range to use his Leadership by 6” and may re-roll the first failed Rout Test
(if he has not been taken out of action).
Summon Bats
The Vampire produces a bestial howl that awakens dark creatures and beckons them to his aid.
Once per game the Vampire can summon 1D3 Fell Bats, which are deployed with 6” of the Vampire.
Treat this power like a spell with a casting difficulty of Auto. Follow the special rules for Fell Bats
below.
Call Winds
The anger of a von Carstein is so powerful that even the sky reflects it.
Once per game at the beginning of his Shooting Phase, if he is not in close combat, the Vampire may
attempt to summon a storm. Treat this like a spell, thus the Vampire may not shoot during this phase.
Roll 1D6: on a 1 nothing happens but on a 2-6 he successfully summons a powerful storm that lasts
until the beginning of his next turn. All shooting is at -1 to hit and no model may fly (they must use
their ground movement). The Storm immediately ends if the Vampire takes a Wound, is Knocked Down
or taken Out of Action or if he is engaged in close combat.
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Blood Dragon Bloodline Powers
Red Fury
The Vampire enters battle with a savage and unstoppable bloodlust.
The Vampire has +1 Attack (this does not count toward his Maximum).
Blade Master
Superbly trained by some of the best swordsmen throughout history the Vampire can easily turn aside the blows of his
enemies.
The Vampire needs only to tie the roll ‘to hit’ in order to parry (this means he can parry a roll of 6). He
can also re-roll a failed parry (but cannot re-roll a re-roll, nor can he parry more than one attack).
Heart Piercing
Using a combination of strength and speed the Vampire can easily find a gap in his opponent’s defences.
The Vampire may re-roll missed attacks when charging.
Strength of Steel
Such is the Vampire’s martial prowess that he is able to strike at the precise moment when it will cause most damage.
The Vampire has +1 Strength (this does not count toward his maximum) in the turn he charges.
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Necrarch Bloodline Powers
Nehekhara’s Noble Blood
The Vampire has created such a stash of necromantic lore over the centuries that he is incredibly learned in the dark
arts.
The Vampire is a powerful Wizard and may choose an additional spell, and all his spells are at a +1 to
cast (which does add with the Sorcery skill).
Unholy Cynosure
The Necrarch can focus his power into a different plane to foresee the future and change the present.
Once per game the Vampire may re-roll one failed spell.
The Awakening
The Vampire can sense the remains of long-dead warriors and awaken them to bolster his unholy ranks.
The Vampire may cast the spell Re-Animation once per turn in addition to any other spell he uses, also
once per game (instead of casting any spells) he may summon D3 Zombies that appear within 6” of
him just as if he cast Re-Animation. The Zombies are lost after the game and do not count toward the
maximum number on the warband.
Master of the Black Arts
So ancient is this Vampire that he is a dark master of the necromantic arts.
The Vampire adds 6” to the range of spells that he casts. This Power only works on spells that have
range.
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Lahmia Bloodline Powers:
Beguile
The Lahmian is such an enchanting beauty that her foes find it difficult to raise a weapon against her.
Once each turn one enemy in base contact must make a Leadership test against his base Leadership
(cannot use the Leaders). If he fails he cannot attack the Vampire (but anyone else is fair game). Does
not affect those immune to psychology, the Undead or Daemons.
Transfix
The Vampire is so beautiful that a mortal’s will to fight immediately disappears before her.
Once each turn one enemy in base contact must make a Leadership test against his base Leadership
(cannot use the Leaders). If he fails he cannot attack and all attacks directed against him automatically
hit this turn. Does not affect those immune to psychology, the Undead or Daemons.
Seduction
How can a mortal resist the lure of a creature that has preyed on the warm blood of men for countless centuries?
On each of the Vampire’s turns one male enemy in base contact must make a Leadership test against
his base Leadership (cannot use the Leaders). If he fails, he immediately becomes controlled by the
Vampire (may move and attack etc.). Any attacks by the Vampire’s warband hit automatically but
control immediately returns to the original player. Make a Leadership test at the beginning of each
turn to see if the warrior regains control. The Vampire can only control one warrior at a time. Does
not affect those immune to psychology, the Undead, Daemons or warriors suffering form Stupidity.
Innocence Lost
These deceptive creatures look so innocent and vulnerable that enemies will lower their defences.
The Vampire always attacks first in close combat (even if standing up from a knocked down result or
attacking enemy armed with spears).
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Strigoi Bloodline Powers:
Curse of the Revenant
So strong is the creature’s desire for eternal life that it can survive even the most appalling wounds.
The Vampire has Regeneration ability. For any wound that is not saved the Vampire rolls 1D6, on a 4+
the wound is regenerated (negated). This power is ignored if the attack was caused by fire damage or
Blessed Water (or anything else applicable).
Massive Monstrosity
The Vampire is simply gigantic!
The Vampire has +1 Wound (this does not count toward his maximum).
Iron Sinews
The Vampire is a beast of pure muscular power.
The Vampire has +1 Strength (this does not count toward his maximum).
Infinite Hatred
The Strigoi know no love, shunned by all, they brood in their solitude vowing death upon all they meet.
The Vampire re-rolls all missed attacks (remember that you cannot re-roll a re-roll).
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Fell Bats
Also known as Vampire bats, the blood drinking bats of Sylvania grow to monstrous proportions. They are
nightmarish predators of the dark, silent and deadly. They exist solely on the blood of the living, that of men
being their favourite. Scholars of the Old World speculate that perhaps the ancestors of these beasts drank the
blood of a Vampire and thus became cursed.
These can only be obtained through the Bloodline Power Summon Bats.
Profile
Fell Bat
M
2
WS
3
BS
0
S
3
T
3
W
2
I
3
A
2
Ld
5
Fell Bats are Undead so all rules that apply to the Undead apply to Fell Bats.
Cause Fear, Immune to Psychology, May not Run, Immune to Poison.
Furthermore the following rules apply to Fell Bats:
Animal: Fell Bats are treated as animals and therefore cannot use, hold, or pick up any Items, Equipment,
Wyrdstone Counters etc.
Fly: Fell Bats fly, which means that they may move 20” in any direction ignoring terrain. They can fly into
or out of buildings and may only charge models they can see, however Fell Bats do not have to check for I
when moving up or down Buildings (however they cannot make a diving charge). Furthermore if the Fell Bats
lose their last wound it plummets to the ground and is easily finished off. Do not roll for injury, they are
automatically taken out of action, when they lose their last wound.
Bound Creature: Fell Bats are bound to the Vampire that called them. This means that if the Fell Bats end
any turn more than 6” away from the Vampire, and are not in close combat, they will leave play (this range
is extended to 12” if the Vampire has the Aura of Majesty Bloodline Power). This also means that if close
combat ends and the Fell Bats are outside this range they immediately leave. Furthermore if the Vampire is
taken out of action then the Fell Bats also leave play.