Note: Vampiric Powers for a Zombie Pirates of the Vampire Coast army ignore Bloodline restrictions.
In this section you will find powers that can be bought for your Vampires. You cannot buy multiples of the same power for a single Vampire, but different Vampires in the same army can have the same powers if you wish.
Blood Dragon or Strigoi only. For each unsaved Wound caused by the model in close combat, it can immediately make an additional Attack (to a maximum of +3 Attacks). These additional Attacks do not benefit from Red Fury.
Necrarch or Strigoi only. The model gains the Regeneration (4+) special rule.
Necrarch or Strigoi only. The model has a Ward Save (3+) when they have a single Wound remaining (if the model suffers multiple Wounds in a single turn, it is reduced to 1 Wound and may then attempt to take this Ward save).
Von Carstein, Necrarch, Blood Dragon or Strigoi only. All enemy units in base contact with the model must pass a Leadership test at the start of each round of close combat or suffer -1 To Hit this round.
Von Carstein, Necrarch, Strigoi or Lahmia only. Model on foot only. Thе model gains the Fly (10) special rule and may join units of Fell Bats.
Von Carstein, Necrarch or Strigoi only. The model gains the Terror special rule.
Von Carstein or Lahmian only. At the beginning of the Close Combat phase, select one model in base contact with the Vampire. The victim must pass a Leadership test or be unable to attack in that Close Combat phase and all attacks directed against the victim will hit automatically.
Von Carstein or Necrarch only. Units of Undead within 6" of one or more models with this power suffer one less Wound than they normally would due to the Unstable special rule or following the death of the army's General. Note that this is not cumulative with the Battle Standard.
Von Carstein or Blood Dragon only. 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. If failed, the enemy model will fight with Weapon Skill 1 for the remainder of the turn.