Source: Warhammer Fantasy: 6th Edition

Von Carstein
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Von Carsten 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(Ability)65 points

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) or 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.

Call Winds(Ability)55 points

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.

Spectral Attendants(Ability)35 points

This Vampire is accompanied by countless ghostly followers, an immortal remnant of innumerable 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.

Army of Sylvania only. One per army. 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.

Walking Death(Ability)35 points

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 Carsten Vampires with this power in a combat adds +1 to their side's combat resolution.

Aura of Dark Majesty(Ability)25 points

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".

Summon Wolves(Ability)25 points

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.

Wolf Form(Ability)20 points

The Vampire can change his shape to that of a wolf.

The Movement of the Vampire is increased to 9 as long as he is moving on foot.

Earthbind(Ability)10 points

In Sylvania, the land and its masters have become inextricably bound together, giving some von Carsteins a measure of protection against hostile magics.

Wolf Lord(Ability)10 points

Upon his home soil this Vampire has an almost unparalleled mastery of the Dark Arts, able to reanimate Dire Wolves with but a thought.

Army of Sylvania only. 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.

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