Bardzo śmieszne. Sądzę, że ktoś prędzej czy później spróbuje. Ale jak trafisz na lore of metal+book of hoeth....Maciek Paraszczak pisze:Szmajson mi podsunał pomysł..
20 Blood Knights full wypas za 1230 pkt
Zapowiedzi, plotki - co nowego w Vampirkach cz. 2
Moderator: misha
- Barbarossa
- Mniejsze zło
- Posty: 5612
- Barbarossa
- Mniejsze zło
- Posty: 5612
Po trzech czarach już nie. Ale to chyba idealne kombo na EURO i inne drużynówki jako points denial:
1000 w Blood knightach
1000 w bohaterach, poza lordem szmata z regenką i caddy.
3 oddziały po 20 zombie.
1000 w Blood knightach
1000 w bohaterach, poza lordem szmata z regenką i caddy.
3 oddziały po 20 zombie.
ehhh niedlugo przy tym wszystkim trzeba bedzie zmienic rozmiar turniejow na jakies +1k puntkow - orkow mniej elfow mniej wampirow mniej imperium tylko jakos sie tak ostalo
dzis staralem sie zrobic rozpe piechotna ale nie wyszlo - moze na 2999 bym sie zmiescil z tym co chce wystawic
dzis staralem sie zrobic rozpe piechotna ale nie wyszlo - moze na 2999 bym sie zmiescil z tym co chce wystawic
czy ja wiem moimi WE w standardowej rozpie mam 60-70 modeli na 1500 - od razu mowie ze nie sa to same driady [ tych jest tylko 16-24 ]
zawsze mozna mowic - nie bierz tyle wampirow, albo nie bierz lorda
ale nie tedy droga - 2250 bylo wprowadzone bo na 2k malo kto sie miesci moze czas rozszerzyc to o 250 ptk wtedy np dla mnie oznaczaloby to wziecie wiekszej ilosci piechoty i dodatkowe obciecie herosow troszke - bo juz nie musialbym wskrzeszac swojej armi za wszelka cene
ale z tego co widze to dalej najbardziej popularne punkty to ponizej 2 k
zawsze mozna mowic - nie bierz tyle wampirow, albo nie bierz lorda
ale nie tedy droga - 2250 bylo wprowadzone bo na 2k malo kto sie miesci moze czas rozszerzyc to o 250 ptk wtedy np dla mnie oznaczaloby to wziecie wiekszej ilosci piechoty i dodatkowe obciecie herosow troszke - bo juz nie musialbym wskrzeszac swojej armi za wszelka cene
ale z tego co widze to dalej najbardziej popularne punkty to ponizej 2 k
ale patrz z drugiej strony " mam 3 super oddzialy " dostalem kolejne punkty - czy jest sens pakowac je dalej w moje super oddzialy za duza liczbe punktow czy moze rozbic jeden na 2 mniejsze srednie a moze na 3-4 zwykle bez bajerkow,
nawet jak dojda tylko 2 kolejne 5tki jazdy lub 3 skirmishe to zawsze cos [ moze juz nasi herosi nie beda kosztowac prawie 50 % armi tylko juz prawie 40 % ]
owszem niektorzy dopakuja te ptk w istniejace juz jednostki albo jeszcze bardziej dopakuja herosow ale osbiscie wpakowalbym je w piechote + dokupienie z jeszcze tak po 1 modelu to oddzialu ktory tego naprawde potrzebuje
ogolnie to chodzi o to ze modele drozeja a my gramy na coraz mniejsze ptk, jak zaczynalem w to grac to gralismy na 2k pozniej na 2250 a pozniej ktos stwierdzil ze male jest piekne no i mamy 1500, 1200 o zgrozo moja, 1650 gdzie wg mnie te formaty sa dopiero 0-1 wszsytkie ST, haile brak wystarczajacej ilosci magicznych atakow, kontr na rozpiski
co bym zmienil w mojej rozpie ze storny wczesniejszej gdybym mial 250 ptk to dokupil po 1 BK do oddzialu zwiekszyl ghoule do 20 [ 160 ptk ] kupil bym 40 zombich wywalil caddiego wampira a za to wstawil cadiego necrosa bo juz nie potrzebny mi wampir ktory musi wskrzesic armie na ktora nie starczylo mi ptk
i tym oto sposobem zwiekszylem dwukrotnie liczebosc armi majac jedynie do dyspozycji 250 ptk wiecej
nawet jak dojda tylko 2 kolejne 5tki jazdy lub 3 skirmishe to zawsze cos [ moze juz nasi herosi nie beda kosztowac prawie 50 % armi tylko juz prawie 40 % ]
owszem niektorzy dopakuja te ptk w istniejace juz jednostki albo jeszcze bardziej dopakuja herosow ale osbiscie wpakowalbym je w piechote + dokupienie z jeszcze tak po 1 modelu to oddzialu ktory tego naprawde potrzebuje
ogolnie to chodzi o to ze modele drozeja a my gramy na coraz mniejsze ptk, jak zaczynalem w to grac to gralismy na 2k pozniej na 2250 a pozniej ktos stwierdzil ze male jest piekne no i mamy 1500, 1200 o zgrozo moja, 1650 gdzie wg mnie te formaty sa dopiero 0-1 wszsytkie ST, haile brak wystarczajacej ilosci magicznych atakow, kontr na rozpiski
co bym zmienil w mojej rozpie ze storny wczesniejszej gdybym mial 250 ptk to dokupil po 1 BK do oddzialu zwiekszyl ghoule do 20 [ 160 ptk ] kupil bym 40 zombich wywalil caddiego wampira a za to wstawil cadiego necrosa bo juz nie potrzebny mi wampir ktory musi wskrzesic armie na ktora nie starczylo mi ptk
i tym oto sposobem zwiekszylem dwukrotnie liczebosc armi majac jedynie do dyspozycji 250 ptk wiecej
kilka osób prosiło o zebranie dotychczasowych informacji, a że mi też się takie coś przyda, to uzupełniłem to, co jest na Warseerze o informacje, które znalazłem.
Teraz robota dla Was- znajdźcie błędy, które tu porobiłem (a porobiłem na pewno ), brakuje też paru rzeczy, głównie zmian w LD i reszcie statystyk, także kilku kosztów jednostek (aha, nie wiem, czy w ogóle wypada podawać ich koszty, więc w razie czego nie krępujcie się, wycinajcie).
I jeszcze jedno: W pewnym momencie zaczęliście pisać o możliwości przerzucania czaru, a nie znalazłem nigdzie potwierdzenia dla tego. Nie wzięło się to czasem z błędnej interpretacji przez kogoś fragmentu pozwalającego rzucać te 3 czary dowolną ilość razy? Jeśli nie, to czy jakaś dobra dusza mogłaby mi wskazać źródło tej informacji, a najlepiej jakby Szaman potwierdził/zaprzeczył
Także to, co zebrałem:
Special rules
Undead
- Applies to all units, including those not technically dead (probably to keep things simple).
- Ward saves and regeneration may be taken against wounds suffered from crumbling
- Units within 6" of ANY Vampire may march, not just general (includes Blood Knights, Black Coach and Varghulf)
- Possibly restriction that general must be a Vampire (similar to Tomb Kings where the general must be a Mummy)
- Units may not generally be healed beyond their initial number of models, with the exception of zombies.
Certain vampire powers will also let you raise other units (wolves, bats and ghouls) beyond their initial number of models
Ethereal
-stays as it is, except they now include an immunity to spells that hinder movement, and unit may not be affected by special rules, spells etc that will reduce their movement.
Magic
Necromancy
- Invocation of Nehek, Raise Dead and Vanhel’s Danse Macabre are Necromancy spells. A wizard can cast a Necromancy spell more
than once in aMagic phase, and may even cast it several times
upon the same unit.
#0 Invocation of Nehek (4+)
- Every caster has it
- Heals any undead unit (d6+4 zombies, d6 of any other infantry unit, 1 wound for non-infantry or any kind of vampire/ethereal unit)
- Range 12"
- If a unit is increased above its original size then destroyed, it is still only worth the original number of vp's.
#1 Raise Death (5+)
- Summons d6 +4 zombies within 12" from the caster and min 1" from enemy units.
- Unit is worth 50 VP no matter how big it is.
#2 Vanhel's Danse Macabre (7+)
- Range 12"
- Lets you move a unit that is not in combat, as before
- For a unit that is already in combat, the effect is as for the old Hellish Vigour
#3 Gaze of Nagash (8+)
- Unchanged
#4 Curse of Years (8+)
- Range changed to 18"
#5 Wind of Undeath (12+)
- Every enemy unit on the board takes one wound on a D6 roll of 4+ (no armour save)
- Wounds caused lets you create a new Spirit Host within 12" away from the caster and min 1" from enemy units with that number of wounds
#6 Summon Zombie Horde (12+)
- Can be used to create a new unit of 5d6 zombies within 12" from the caster, or heals 3d6 wounds, spread across the army as you wish,
subject to the normal limitations (i.e. max 1 wound on vampires, etc.)
Lords
Vampire Count (205 pts)
- Can get 100 pts of items plus 100 pts of vampire powers
- Starts as a level 2 wizard, may be upgraded to level 3 (+50 pts)
- May ride a Zombie Dragon (WS6, S6?, T5, A5), Abyssal Terror ("Winged Nightmare"), Hellsteed (Nightmare with fly rule)
or an unbarded Nightmare. May also ride a barded Nightmare with the appropriate vampire power
- May explicitly always buy a magic weapon and wear magic armour, regardless of which vampire powers they buy
Heroes
Vampire (100 pts)
- New name for Thralls
- Start as level 1 wizard, may be upgraded with the appropriate Vampire Power to level 2
- Can get 50 pts of items plus 50 pts of vampire powers
- May ride a Hellsteed or unbarded Nightmare. May also ride a barded Nightmare with the appropriate vampire power
- May explicitly always buy a magic weapon and wear magic armour, regardless of which vampire powers they buy
- May be BSB for +25 pts
Necromancers (55 pts)
- Start off knowing Invocation of Nehekh and can buy the other two Necromantic Spells for 15 pts each.
- level 1 wizards, may not be upgraded
- May be mounted in Corpse Carts
Wight Kings (new name for Wight Lords)
- T5, W3
Core units
Skeletons (8pts)
- Come with hand weapons, shield and light armour (following trend of reducing armour upgrade options for units)
- May have magic banner up to 25 pts
Zombies (4pts)
- Cheaper
- WS1, Strength 2, Toughness 2, I1
- No longer strike last
- Can not be joined by characters
- Can never pursue ( If a zombie unit wins combat they do not chase. Instead the unit takes d6 str2 hits per 5 zombies left in the winning unit(s) max 5d6 hits)
- Only new unit you can raise
- Unit size 20+
- Command options for standards and musicians
Crypt Ghouls (8pts)
- Stats as now
- Unit size 10+
- Count as Undead
- No longer skirmish
- Only command upgrade is a champion
Dire Wolves
- No longer S4 on charge
- Do not count towards your minimum number of Core units
Bat Swarm (35pts)
- Count as Undead
- Lower Leadership
- Do not count towards your minimum number of Core units
Corpse Cart (75pts)
- Has a bound spell (power 3) that will allow friendly units withi 6" to strike first in the next combat
- Do not count towards the minimum number of Core units in the army
- Has Regeneration
- Do not count towards your minimum number of Core units
- 5+ armor save, Regeneration, 2d6 attacks, S2, T4, 3W, M4.
- The cart can takes either the balefire upgrade or this stone for 25pts. Balefire causes enemy
spellcasters within 24" to suffer -1 casting (cumulative). The stone means any units within
6" gain +1 to thier involcation of nehek wounds. so if you rolled 5 wounds you would get 6.
Special units
Grave Guard (12pts)
- Come with shields
- May have great weapons instead of shield (1pt/model)
- LD6
Black Knights (24 pts)
- Barding for +4pts/model
- Command group as now
- Nightmares may move through terrain/obstacles without penalty, in the same manner as Ethereals can (not otherwise Ethereal)
- LD6
Fell Bats (20 pts)
Spirit Host
- No longer swarm
- WS4
- Unit size 3-10
Rare units
Black Coach (200pts)
- US 4, no longer Large Target
- W4, horses have S4
- No more 0-1
- 3+ armour save, 4+ ward save
- At the start of every magic phase, both yours and the opponents, roll
- all Power dices in the general pool. And also all personal power dices of
any wizard within 6 of the coach. The coach takes all dices that comes up "6".
This gives it powers from a list, starting with small things and
then rising. Any dice it takes is gone for that magic phase.
Even if you get all the powers it continues to steal dices.
There is no option about doing it, both players MUST roll their power dices.
If you got several coaches you still only roll the dices once and then you randomice who gets them
(order: 1) Scythes, 2) Hatred, 3) Magic Resistance 3, 4) Killing Blow, 5) Ethereal, 6) Fly)
- Wraith driver gets one more attack than before
- Count as a vampire for the purposes of marching nearby and healing
Knights of Blood Keep (55 pts)
- Unit size 3+
- WS5, S5, T4, W1, i4, A2, LD7 frenzy
- Expensive (more than 50 pts each)
- Lance, heavy armour, shield, barded Greater Nightmares (with S4 but not the terrain-crossing abilities Black Knights get)
- May have a magic banner (up to 75 pts), champion (Kastellan) may have magic weapon (up to 25 pts?)
- Count as vampires for the purposes of marching nearby and healing
Varghulf (175 pts)
- M8 Ws5, S5, T5, W4, I5, A5
- Regeneration
- Terror
- Hatred of everything
- Count as a vampire for the purposes of marching nearby and healing
- US 4
- has no flank and rear
Cairn Wraiths (50pts)
- Unit size 3-10
- Skirmishing unit
- Statwise much the same as currently, though obviously may not have magic items
- Wraiths have one attack more than previously
- One wraith can be upgraded to banshee for additional 25 pts (whose scream now works on all enemy units, including those ItP,
and can be used as a stand and shoot charge reaction)
Magic items:
- SoM 15 pts
- PS 20 pts
- DS 20 pts
Magic Weapons
Frost Blade
Any model taking a wound is slain outright.
Dreadlance
Lance, attacks automatically hit.
Black Axe of Krell
Wight king only, greatweapon causes d3 wounds, any model not slain must pas a toughness test each round or suffer another wound.
Blooddrinker
Vampire Only, each unsaved wound heals a wound to the wielder or the unit he is in.
Skabscrath
bearer causes terror
Sword of Kings
gains killing blow, wightkings gain killing blow on 5+
Tomb Blade
If in unit of skeleton warriors each wound creates a new skeleton.
Balefire Spike
Lance, attacks are flaming.
Talismans
Carstein Ring
revive from slain once on a roll of 2+, if returned to life place model in the front rank of any friendly unit on the table. If there is no unit, the vampire is removed as a casualty.
Crown of the damned
4+ ward save bear subject to stupidity.
Wristbands of Black Gold
3+ ward save against all ranged attacks. magic missles, templates etc.
Gem of Blood one use only
first wound suffer in CC, roll die, on 1, take wound and an extra wound, on 2+ the wound is rebounded onto the model that caused it with no armor save.
Arcane Items
Skullstaff
+1 to casting and dispelling rolls.
Staff of damnation
Bound 3, all friendly undead with in 12" make a single attack. roll a die each time it is used, breaks on a 1.
Book of Arkhan
Bound 3, casts Vanhel's Danse Macarbre, roll a die each time it is used, breaks on a 1.
Sceptre de Noirot
bearer raises d3+9 zombies with raise dead.
Crimson Gem of Lahmia
Vampires only, at anytime during the magic pahse the bearer may expend one wound to gain a power die.
Black Periapt
Allows bear to keep one unused power die or one unused dispel die and the end of the phase and add it to his side's power or dispel pool in the next phase.
Magic Armor
Walach's Bloody Hauberk
gain 4+ save that can be combined with other stuff, also 5+ ward.
Accursed Armor
Heavy Armor -3 WS, -3I +1T.
Flayed Hauberk
2+ save that cannot be improved.
Armor of Night
On foot only, Heavy Armor if wearer is on his own he at -2 to be shot at.
Nightshroud
Can be taken by Necromancers
Light Armor, attacker lose charging bonus, lose ASF, and have their I reduced to 1.
Cadaverous Cuirass
Vampires only, Heavy Armor, killing blow and poison have no effect.
Enchanted Items
The hand of dust
Bound 3 inflicts 2d6 str 5 hits to one unit in contact with bearer as shooting. roll a die, on a 1 it breaks.
Rod of Flaming death
Bound 3 magic missile d6 str 4, 18" units suffing a casualty take panic check. roll a die, on a 1 it breaks.
Helm of Commandment
If wearer is not in combat one friendlt unit with in 12" may use bearer weapon skill.
The Cursed Book One Use Only
For one round all attacks against bearer are WS 1.
Talisman of the Lycni
Vampire only. Vampire gains move 9.
Banners
Drakenhof banner
unit gains regeneration
Flag of Blood keep
4+ ward save vs any kind of shooting.
Banner of Barrows
GG, BK and Wight kings in the unit gain +1 to hit.
Screaming Banner
Roll extra die on fear checks made against unit discard lowest.
Royal Banner of Strigos
Unit hates all enemies
Icon of vengance
Unit does not crumble when general dies
Banner of the dead Legion
Unit counts as having twice as many models as it actually does
Cursed Pendant
Unit claiming banner after killing your unit take d6 st4 hits. If they hold onto the banner they take d3 str4 hits every turn. No saves. The banner may be dropped (losing victory points) to avoid the second effect.
Banner of Endless Nightmare
the unit may claim up to +4 combat res from ranks if they have the models.
Standard of Hellish Vigor
unit can always march.
Standard of everlasting death
suffer one fewer casualty from crumble on a 4+
Banner of Hellfire
unit has magical flaming attacks.
Bloodline powers
Ok, the bloodline powers.
Paraphrasing for brevity.
The Severed
Spectral Horror: Ethereal, can take no magic items.
Ghoulkin: if joining a unit of ghouls the vampire and the ghoul unit can make a march move before the game starts.
Supernatural Terror: Cause Terror.
The Arcane
Master of the dark arts: two extra power dice every phase.
Forbidden Lore: Know all spells from vampire lore or any other lore except life.
Dark Acolyte: gain magic level.
The Bestial
Flying Horror: Fly.
infinite Hatred: Re-roll all missed To hit rolls.
Hunter in the Dark: Gain scout.
The Martial
Red Fury: each wound dealt generates an extra attack, these extra attacks cannot generate extra attacks. cannot be combined with great weapon. (lances ok though!).
Avatar of Death: Gain Heavy Armor and your choice of GW, HW shield or Double HW.
Dread Knight: Gain lance heavy armor shield, barded nightmare.
The Courtly
Aura of Dark Majesty: -1 enemy leadership in 6" (cumulative).
Walking Death: +1 combat results.
Beguile: select one model, may re-roll wounds against chosen model unless it passes Ld -3 roll.
The Master (affect invocation of nehek)
Lord of the dead: Raise skeltons beyond their starting number gain +1 to cast.
Summon Creatures of the NIght: Raise Dire wolves, Batswarms And fell bats beyond starting size, gain +1 to cast.
Summon Ghouls: Raise ghouls beyond starting size, gain +1 to cast.
PS. Angielski w moich wpisach może pozostawiać dużo do życzenia, ale na to nic nie poradzę
Teraz robota dla Was- znajdźcie błędy, które tu porobiłem (a porobiłem na pewno ), brakuje też paru rzeczy, głównie zmian w LD i reszcie statystyk, także kilku kosztów jednostek (aha, nie wiem, czy w ogóle wypada podawać ich koszty, więc w razie czego nie krępujcie się, wycinajcie).
I jeszcze jedno: W pewnym momencie zaczęliście pisać o możliwości przerzucania czaru, a nie znalazłem nigdzie potwierdzenia dla tego. Nie wzięło się to czasem z błędnej interpretacji przez kogoś fragmentu pozwalającego rzucać te 3 czary dowolną ilość razy? Jeśli nie, to czy jakaś dobra dusza mogłaby mi wskazać źródło tej informacji, a najlepiej jakby Szaman potwierdził/zaprzeczył
Także to, co zebrałem:
Special rules
Undead
- Applies to all units, including those not technically dead (probably to keep things simple).
- Ward saves and regeneration may be taken against wounds suffered from crumbling
- Units within 6" of ANY Vampire may march, not just general (includes Blood Knights, Black Coach and Varghulf)
- Possibly restriction that general must be a Vampire (similar to Tomb Kings where the general must be a Mummy)
- Units may not generally be healed beyond their initial number of models, with the exception of zombies.
Certain vampire powers will also let you raise other units (wolves, bats and ghouls) beyond their initial number of models
Ethereal
-stays as it is, except they now include an immunity to spells that hinder movement, and unit may not be affected by special rules, spells etc that will reduce their movement.
Magic
Necromancy
- Invocation of Nehek, Raise Dead and Vanhel’s Danse Macabre are Necromancy spells. A wizard can cast a Necromancy spell more
than once in aMagic phase, and may even cast it several times
upon the same unit.
#0 Invocation of Nehek (4+)
- Every caster has it
- Heals any undead unit (d6+4 zombies, d6 of any other infantry unit, 1 wound for non-infantry or any kind of vampire/ethereal unit)
- Range 12"
- If a unit is increased above its original size then destroyed, it is still only worth the original number of vp's.
#1 Raise Death (5+)
- Summons d6 +4 zombies within 12" from the caster and min 1" from enemy units.
- Unit is worth 50 VP no matter how big it is.
#2 Vanhel's Danse Macabre (7+)
- Range 12"
- Lets you move a unit that is not in combat, as before
- For a unit that is already in combat, the effect is as for the old Hellish Vigour
#3 Gaze of Nagash (8+)
- Unchanged
#4 Curse of Years (8+)
- Range changed to 18"
#5 Wind of Undeath (12+)
- Every enemy unit on the board takes one wound on a D6 roll of 4+ (no armour save)
- Wounds caused lets you create a new Spirit Host within 12" away from the caster and min 1" from enemy units with that number of wounds
#6 Summon Zombie Horde (12+)
- Can be used to create a new unit of 5d6 zombies within 12" from the caster, or heals 3d6 wounds, spread across the army as you wish,
subject to the normal limitations (i.e. max 1 wound on vampires, etc.)
Lords
Vampire Count (205 pts)
- Can get 100 pts of items plus 100 pts of vampire powers
- Starts as a level 2 wizard, may be upgraded to level 3 (+50 pts)
- May ride a Zombie Dragon (WS6, S6?, T5, A5), Abyssal Terror ("Winged Nightmare"), Hellsteed (Nightmare with fly rule)
or an unbarded Nightmare. May also ride a barded Nightmare with the appropriate vampire power
- May explicitly always buy a magic weapon and wear magic armour, regardless of which vampire powers they buy
Heroes
Vampire (100 pts)
- New name for Thralls
- Start as level 1 wizard, may be upgraded with the appropriate Vampire Power to level 2
- Can get 50 pts of items plus 50 pts of vampire powers
- May ride a Hellsteed or unbarded Nightmare. May also ride a barded Nightmare with the appropriate vampire power
- May explicitly always buy a magic weapon and wear magic armour, regardless of which vampire powers they buy
- May be BSB for +25 pts
Necromancers (55 pts)
- Start off knowing Invocation of Nehekh and can buy the other two Necromantic Spells for 15 pts each.
- level 1 wizards, may not be upgraded
- May be mounted in Corpse Carts
Wight Kings (new name for Wight Lords)
- T5, W3
Core units
Skeletons (8pts)
- Come with hand weapons, shield and light armour (following trend of reducing armour upgrade options for units)
- May have magic banner up to 25 pts
Zombies (4pts)
- Cheaper
- WS1, Strength 2, Toughness 2, I1
- No longer strike last
- Can not be joined by characters
- Can never pursue ( If a zombie unit wins combat they do not chase. Instead the unit takes d6 str2 hits per 5 zombies left in the winning unit(s) max 5d6 hits)
- Only new unit you can raise
- Unit size 20+
- Command options for standards and musicians
Crypt Ghouls (8pts)
- Stats as now
- Unit size 10+
- Count as Undead
- No longer skirmish
- Only command upgrade is a champion
Dire Wolves
- No longer S4 on charge
- Do not count towards your minimum number of Core units
Bat Swarm (35pts)
- Count as Undead
- Lower Leadership
- Do not count towards your minimum number of Core units
Corpse Cart (75pts)
- Has a bound spell (power 3) that will allow friendly units withi 6" to strike first in the next combat
- Do not count towards the minimum number of Core units in the army
- Has Regeneration
- Do not count towards your minimum number of Core units
- 5+ armor save, Regeneration, 2d6 attacks, S2, T4, 3W, M4.
- The cart can takes either the balefire upgrade or this stone for 25pts. Balefire causes enemy
spellcasters within 24" to suffer -1 casting (cumulative). The stone means any units within
6" gain +1 to thier involcation of nehek wounds. so if you rolled 5 wounds you would get 6.
Special units
Grave Guard (12pts)
- Come with shields
- May have great weapons instead of shield (1pt/model)
- LD6
Black Knights (24 pts)
- Barding for +4pts/model
- Command group as now
- Nightmares may move through terrain/obstacles without penalty, in the same manner as Ethereals can (not otherwise Ethereal)
- LD6
Fell Bats (20 pts)
Spirit Host
- No longer swarm
- WS4
- Unit size 3-10
Rare units
Black Coach (200pts)
- US 4, no longer Large Target
- W4, horses have S4
- No more 0-1
- 3+ armour save, 4+ ward save
- At the start of every magic phase, both yours and the opponents, roll
- all Power dices in the general pool. And also all personal power dices of
any wizard within 6 of the coach. The coach takes all dices that comes up "6".
This gives it powers from a list, starting with small things and
then rising. Any dice it takes is gone for that magic phase.
Even if you get all the powers it continues to steal dices.
There is no option about doing it, both players MUST roll their power dices.
If you got several coaches you still only roll the dices once and then you randomice who gets them
(order: 1) Scythes, 2) Hatred, 3) Magic Resistance 3, 4) Killing Blow, 5) Ethereal, 6) Fly)
- Wraith driver gets one more attack than before
- Count as a vampire for the purposes of marching nearby and healing
Knights of Blood Keep (55 pts)
- Unit size 3+
- WS5, S5, T4, W1, i4, A2, LD7 frenzy
- Expensive (more than 50 pts each)
- Lance, heavy armour, shield, barded Greater Nightmares (with S4 but not the terrain-crossing abilities Black Knights get)
- May have a magic banner (up to 75 pts), champion (Kastellan) may have magic weapon (up to 25 pts?)
- Count as vampires for the purposes of marching nearby and healing
Varghulf (175 pts)
- M8 Ws5, S5, T5, W4, I5, A5
- Regeneration
- Terror
- Hatred of everything
- Count as a vampire for the purposes of marching nearby and healing
- US 4
- has no flank and rear
Cairn Wraiths (50pts)
- Unit size 3-10
- Skirmishing unit
- Statwise much the same as currently, though obviously may not have magic items
- Wraiths have one attack more than previously
- One wraith can be upgraded to banshee for additional 25 pts (whose scream now works on all enemy units, including those ItP,
and can be used as a stand and shoot charge reaction)
Magic items:
- SoM 15 pts
- PS 20 pts
- DS 20 pts
Magic Weapons
Frost Blade
Any model taking a wound is slain outright.
Dreadlance
Lance, attacks automatically hit.
Black Axe of Krell
Wight king only, greatweapon causes d3 wounds, any model not slain must pas a toughness test each round or suffer another wound.
Blooddrinker
Vampire Only, each unsaved wound heals a wound to the wielder or the unit he is in.
Skabscrath
bearer causes terror
Sword of Kings
gains killing blow, wightkings gain killing blow on 5+
Tomb Blade
If in unit of skeleton warriors each wound creates a new skeleton.
Balefire Spike
Lance, attacks are flaming.
Talismans
Carstein Ring
revive from slain once on a roll of 2+, if returned to life place model in the front rank of any friendly unit on the table. If there is no unit, the vampire is removed as a casualty.
Crown of the damned
4+ ward save bear subject to stupidity.
Wristbands of Black Gold
3+ ward save against all ranged attacks. magic missles, templates etc.
Gem of Blood one use only
first wound suffer in CC, roll die, on 1, take wound and an extra wound, on 2+ the wound is rebounded onto the model that caused it with no armor save.
Arcane Items
Skullstaff
+1 to casting and dispelling rolls.
Staff of damnation
Bound 3, all friendly undead with in 12" make a single attack. roll a die each time it is used, breaks on a 1.
Book of Arkhan
Bound 3, casts Vanhel's Danse Macarbre, roll a die each time it is used, breaks on a 1.
Sceptre de Noirot
bearer raises d3+9 zombies with raise dead.
Crimson Gem of Lahmia
Vampires only, at anytime during the magic pahse the bearer may expend one wound to gain a power die.
Black Periapt
Allows bear to keep one unused power die or one unused dispel die and the end of the phase and add it to his side's power or dispel pool in the next phase.
Magic Armor
Walach's Bloody Hauberk
gain 4+ save that can be combined with other stuff, also 5+ ward.
Accursed Armor
Heavy Armor -3 WS, -3I +1T.
Flayed Hauberk
2+ save that cannot be improved.
Armor of Night
On foot only, Heavy Armor if wearer is on his own he at -2 to be shot at.
Nightshroud
Can be taken by Necromancers
Light Armor, attacker lose charging bonus, lose ASF, and have their I reduced to 1.
Cadaverous Cuirass
Vampires only, Heavy Armor, killing blow and poison have no effect.
Enchanted Items
The hand of dust
Bound 3 inflicts 2d6 str 5 hits to one unit in contact with bearer as shooting. roll a die, on a 1 it breaks.
Rod of Flaming death
Bound 3 magic missile d6 str 4, 18" units suffing a casualty take panic check. roll a die, on a 1 it breaks.
Helm of Commandment
If wearer is not in combat one friendlt unit with in 12" may use bearer weapon skill.
The Cursed Book One Use Only
For one round all attacks against bearer are WS 1.
Talisman of the Lycni
Vampire only. Vampire gains move 9.
Banners
Drakenhof banner
unit gains regeneration
Flag of Blood keep
4+ ward save vs any kind of shooting.
Banner of Barrows
GG, BK and Wight kings in the unit gain +1 to hit.
Screaming Banner
Roll extra die on fear checks made against unit discard lowest.
Royal Banner of Strigos
Unit hates all enemies
Icon of vengance
Unit does not crumble when general dies
Banner of the dead Legion
Unit counts as having twice as many models as it actually does
Cursed Pendant
Unit claiming banner after killing your unit take d6 st4 hits. If they hold onto the banner they take d3 str4 hits every turn. No saves. The banner may be dropped (losing victory points) to avoid the second effect.
Banner of Endless Nightmare
the unit may claim up to +4 combat res from ranks if they have the models.
Standard of Hellish Vigor
unit can always march.
Standard of everlasting death
suffer one fewer casualty from crumble on a 4+
Banner of Hellfire
unit has magical flaming attacks.
Bloodline powers
Ok, the bloodline powers.
Paraphrasing for brevity.
The Severed
Spectral Horror: Ethereal, can take no magic items.
Ghoulkin: if joining a unit of ghouls the vampire and the ghoul unit can make a march move before the game starts.
Supernatural Terror: Cause Terror.
The Arcane
Master of the dark arts: two extra power dice every phase.
Forbidden Lore: Know all spells from vampire lore or any other lore except life.
Dark Acolyte: gain magic level.
The Bestial
Flying Horror: Fly.
infinite Hatred: Re-roll all missed To hit rolls.
Hunter in the Dark: Gain scout.
The Martial
Red Fury: each wound dealt generates an extra attack, these extra attacks cannot generate extra attacks. cannot be combined with great weapon. (lances ok though!).
Avatar of Death: Gain Heavy Armor and your choice of GW, HW shield or Double HW.
Dread Knight: Gain lance heavy armor shield, barded nightmare.
The Courtly
Aura of Dark Majesty: -1 enemy leadership in 6" (cumulative).
Walking Death: +1 combat results.
Beguile: select one model, may re-roll wounds against chosen model unless it passes Ld -3 roll.
The Master (affect invocation of nehek)
Lord of the dead: Raise skeltons beyond their starting number gain +1 to cast.
Summon Creatures of the NIght: Raise Dire wolves, Batswarms And fell bats beyond starting size, gain +1 to cast.
Summon Ghouls: Raise ghouls beyond starting size, gain +1 to cast.
PS. Angielski w moich wpisach może pozostawiać dużo do życzenia, ale na to nic nie poradzę
Ostatnio zmieniony 5 lut 2008, o 11:38 przez Cibi, łącznie zmieniany 1 raz.
Vargufl M8 nie 9, tak gdzieś pisał Szaman
nic takiego nie mialo miejsca - pisalismy o RECASTOWANIU, a nie o REROLLOWANIU czarow. a to spora roznicaCibi pisze:I jeszcze jedno: W pewnym momencie zaczęliście pisać o możliwości przerzucania czaru, a nie znalazłem nigdzie potwierdzenia dla tego. Nie wzięło się to czasem z błędnej interpretacji przez kogoś fragmentu pozwalającego rzucać te 3 czary dowolną ilość razy? Jeśli nie, to czy jakaś dobra dusza mogłaby mi wskazać źródło tej informacji, a najlepiej jakby Szaman potwierdził/zaprzeczył
"I fart in your general direction"
Powiem szczerze, że w bitwach powyżej 3K ta armia staje się prawdziwym walcem drogowym... Już nie mogę się doczekać bitwy z Nilgarem i jego HE na ponad 6K.. Chodź właśnie HE będą w stanie zneutralizować całkowicie magię Wampirów...
- Barbarossa
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Jak ktoś pisał na warseerze - corpse cart to monster, więc pewnie można nekrusa na wozie wsadzić do regimentu. Ponadto chyba nikt żadnych bonusów nie ma, tj. corpse cart sobie, a necros sobie.war2bone pisze:8 tylko ? to po co mu te skrzydla \
no i DS 20 ptk ciekawe ciekawe
jest blad z banshee- nie dolacza za 25 ptk tylko jest upgradem jednego wrighta
no i ciekawe jest to umieszczenie necrosa w wozie miesa - ciekawe czy daje to jakies bonusy
Hmm...dalej zastanawiam się nad sensem wystawiania tego comba.Barbarossa pisze:Jak ktoś pisał na warseerze - corpse cart to monster, więc pewnie można nekrusa na wozie wsadzić do regimentu. Ponadto chyba nikt żadnych bonusów nie ma, tj. corpse cart sobie, a necros sobie.
Zakladając nawet, że mamy Necrosa na Corpse Carcie z DS i Power Stonem, dodatkowym czarem i upgardem -1 to cast, i kosztuje to ok 215 pkt, to dalej wydaje mi się, że Wampir za te 200 pkt będzie lepszy.
Ale jako choice klimaciarski, jest fajny.
Chociaż, w sumie... Lord IV lvl, BSB II lvl i dwóch takich Necrosów na Corpse Carcie (z -1 to cast), w klocku np. szkieletów to będzie baaardzo nieprzyjemna opcja dla np. Szczurów (-2 to cast w 24" sprawia, że im Lightingi wychodza na 11+, a nie mają jak wyjąć tych Corpse Cartów, bo Necros ma look-out sir) oraz dla....Wampirów (wskrzeszanie na 5+/6+ zamiast na 3+/4+ oraz Van Hels na 9+ robi duuużą różnice )
No tak, Corpse Cart z Nekromantą ma tą przewage nad gołym, że można go schować do piechoty i ciężko go zabić z działa/latarki a jak obok będzie champion, to tez ciężko szarżować jakimś monsterem.
- Barbarossa
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Szczerze to ja już bym wolał +1 do wskrzeszania w takim układzie. Niech se rzuca warp lightningi jak wskrzeszam 3xBK na turę. Sądzę, że prędzej mu elektrycy poschodzą od jedynek niż mi zdejmie pół oddziału z błyskawic.
No co wy takie rzeczy opowiadacie. Zakładając, że mamy 1000 pkt w bohaterach (full magia) to na luzie mieści nam się:Szaman pisze:ja mam to samo zarowno z Imperium, jak i z wampiramiwar2bone pisze:dzis staralem sie zrobic rozpe piechotna ale nie wyszlo - moze na 2999 bym sie zmiescil z tym co chce wystawic
10 szkieletów (war banner) 125 pkt
10 szkieletów (+4 za ranki) 125 pkt
10 ghuli 80 pkt
10 ghuli 80 pkt
20 grave guard (+ 2xUS) 295 pkt
12 grave guard (hellfire, dwuraki) 196 pkt
Varghulf 175
Varghulf 175
razem ok 1251
czyli idealnie 2250, z 6 klocami piechoty. I Panowie, dajcie 2 małym wampirom "Summon Ghuls", Lordowi "Lord of the Dead" a w 2 turze będziecie mieli gigantyczne kloce ghuli i szkieletów. Do tego jakaś nowa kosteczka zombie i mamy 7 klocków z supportem wampirów i Varghuli.
I to wcale nie słaba rozpiska. Z wampirami w stylu "uber-regeneracja" by sobie chyba poradziła.
- Murmandamus
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wobec liczby regeneracji w armii to lore of fire nabiera znaczenia gdy gra sie przeciw.