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Alexai Atshudetzae, the Lord of War.
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LordTobias
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Post: #1
Alexai Atshudetzae, the Lord of War.

I've always loved the concept of coming up with original characters. I think they are ultimately the most interesting way to play Warhammer for those who enjoy the background stories and "fluff" and what have you.

Here's one of mine (I'll be posting another very soon, too). I'd really like to see what you guys think. The lack of magic and the inability to be affected by "friendly" spells is an interesting angle, I think. It really limits his use purely to combat monster. I get that he's absolutely vicious in combat, but VC tend to rely HEAVILY on support magic. Without, who knows?!...

Alexai Atshudetzae, the Lord of War.

Alexai is an old, old vampire. As old as the eldest of the Blood Dragon. I have much yet to come up with for his backstory; it will be something akin to Abhorash, yet significantly less noble. This character is a violent butcher, yet he is one that still seeks to test himself against the blade and claw of any and all comers. Here's what I've come up with for his rules.


Points: 500. Obviously a Lord choice.
M-9 WS-9 BS-0 S-6 T-5 W-5 I-7 A-6 LD-10

Equipment:
Similar to Abhorash, Alexai refuses to use any weapon or armor that is magical in nature. He wears heavy army and carries a great sword made of Elven steel, therefore he attacks at his initiative instead of always last.

Special Rules/Abilities:
Distrusts Magic! Even though Alexai is an inherently magical creature, he refuses to partake in practice or study of magic. He therefore does not have any caster levels and may not channel or use power dice. Any characters that are also wizards may NOT use Alexai's inspiring presence for any reason; he allows them to fight by his side only to keep his armies marching. He inherently distrusts all magic users and so does not inspire them. He may also not benefit from any friendly spells cast upon him or his unit; they simply do not affect him. This means that using spells like VDM on any unit he may have joined does nothing. This does not include misfires from spells like Purple Sun; if it can hurt him, he is NOT immune to it.

Martial Pride. Due to Alexai's prideful -- almost arrogant -- nature, he must always issue and accept challenges where possible. Furthermore, Alexai must pass a leadership test or he must move toward the enemy general as directly as possible (during the movement phase, of course). Alexai is also not permitted to take ANY "Look out, Sir!" checks at all.

Battle Roar. On his first charge (this ability does not confer to charges after his first) of the game, Alexai automatically forces the unit he charges to take a terror test.

Heroic Killing Blow (6). Alexai is a master swordsman, able to behead all manner of man and monster. He has the ability as described in the rule book.

Uncanny Dodge. Alexai's speed is nearly unmatched. He is able to avoid mortal blows at the last possible second. He has a +4 Ward Save.

Secret of the Blood. At any point during any turn, Alexai may take one wound (with no saves of any kind possible) to increase one or more of his physical traits. The increase is 3 points, and the abilities he can increase are S, T, and I (to reflect, strength, toughness, and speed). The points last until his next turn, and he may place all 3 points in one of the mentioned traits or may spread them out. For example, he may place 3 points into S, or 2 points into 2 and one into T. He may only use this ability once per turn.

Feeding Frenzy. Any point at which Alexai slays a living creature, he may drink from it's remains. For each wound he has caused, roll a die. On a 4+ he regains one wound, up to the maximum on his profile. Note that this does not work on any creature not truly living. If Alexai uses this ability, he may make a maximum of half his attacks and is not able to use Red Fury.

Stability. Alexai does not suffer the effects of crumbling as other unstable creatures do. He loses this ability, however, if he joins a unit that is subject to instability/crumbling.

Red Fury, Infinite Hatred, and Beguile. All abilities as described in the rule book.


Other notes. As you can see, with his ability to heal himself in combat it really limits his ability to do tons of damage. The idea for Alexai is to deploy him on the board without a unit and charge him at units he can slaughter on his own. Obviously it's not a great, viable tactic and it makes him (in theory) relatively easy to kill. If you do put him in a unit it hampers the unit in a lot of ways.

What do you think?
(This post was last modified: 09-19-2011 05:25 AM by LordTobias.)
09-18-2011 06:42 AM
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Jacques Dauger De Cavoye
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Post: #2
RE: Alexai Atshudetzae, the Lord of War.

I love this guy as well. He has the ability to be really good at times, but there are plenty of drawbacks for you to play around. He could be the hero of the day, or a 500 point train-wreck. This character rewards you for being a cunning general. One thing you should note though. According to the dex, Red Fury cannot be used in conjunction with a great weapon, so you will have to change his weapon to a sword that gives +2 strength. IMO it could even be a hand weapon that boosts his strength, and then give him a shield too. He has enough drawbacks that +1 to armor isn't gonna tip the scales. I mean, you can't even VDM his unit. All in all, a good looking character.

"And, my good friend John, let me caution you. You deal with the madmen. All men are mad in some way or the other; and inasmuch as you you deal discreetly with your madmen, so deal with God's madmen, too - the rest of the world."

Professor Van Hellsing to John Seward - Bram Stoker's Dracula

09-18-2011 04:00 PM
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LordTobias
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Post: #3
RE: Alexai Atshudetzae, the Lord of War.

Ahh, I forgot that Red Fury cannot be used with a greatsword. No worries, though; easy fix! Thanks for the feedback.
09-18-2011 06:58 PM
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Uziel
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Post: #4
RE: Alexai Atshudetzae, the Lord of War.

No question that he is quite formiddable and needless to say, hard to put a balanced points value to. Personally, I'd like to see the background story for him, to get a more in-dept picture of him, and what you have besed his stats and special abilities on etc. I don't think you'd find that many opponents that eager to let you play with him though, as I can see him being incredibly unbalanced vs certain armies etc (Ogre Kingdoms comes first to mind)... Even the Necroshinx only has 1 strike with the Heroic Killing Blow ability, which I think shows you how rare it is supposed to be. The Heroic Killing blow is too much in my opinion, even without the 5+ heroic killing blow... I'm thinking he could take on Ogre Kingdoms armies all by himself the way he is now, and not even breathe heavy.

I hope you post the whole background story, as I'm a major fan of making rules to fit the story and background of characters/units, instead of the other way around...
09-18-2011 07:28 PM
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LordTobias
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Post: #5
RE: Alexai Atshudetzae, the Lord of War.

(09-18-2011 07:28 PM)Uziel Wrote:  No question that he is quite formiddable and needless to say, hard to put a balanced points value to. Personally, I'd like to see the background story for him, to get a more in-dept picture of him, and what you have besed his stats and special abilities on etc. I don't think you'd find that many opponents that eager to let you play with him though, as I can see him being incredibly unbalanced vs certain armies etc (Ogre Kingdoms comes first to mind)... Even the Necroshinx only has 1 strike with the Heroic Killing Blow ability, which I think shows you how rare it is supposed to be. The Heroic Killing blow is too much in my opinion, even without the 5+ heroic killing blow... I'm thinking he could take on Ogre Kingdoms armies all by himself the way he is now, and not even breathe heavy.

I hope you post the whole background story, as I'm a major fan of making rules to fit the story and background of characters/units, instead of the other way around...

All of my characters and rules have been designed around their story. I'll post his story when I have a little more time. After playing the Ogres today (not with this character, mind you) I realized how nasty heroic killing blow would be against them. I think it's still fair if it's only on 6. The 5+ is definitely too much, though.

Also keep in mind that this character is not meant to travel in a unit. If he does, he suffers from the effects of crumble. If he is out on his own, he's an easy target for magic casters and cannons.
(This post was last modified: 09-19-2011 05:27 AM by LordTobias.)
09-19-2011 05:25 AM
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Uziel
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Post: #6
RE: Alexai Atshudetzae, the Lord of War.

(09-19-2011 05:25 AM)LordTobias Wrote:  
(09-18-2011 07:28 PM)Uziel Wrote:  No question that he is quite formiddable and needless to say, hard to put a balanced points value to. Personally, I'd like to see the background story for him, to get a more in-dept picture of him, and what you have besed his stats and special abilities on etc. I don't think you'd find that many opponents that eager to let you play with him though, as I can see him being incredibly unbalanced vs certain armies etc (Ogre Kingdoms comes first to mind)... Even the Necroshinx only has 1 strike with the Heroic Killing Blow ability, which I think shows you how rare it is supposed to be. The Heroic Killing blow is too much in my opinion, even without the 5+ heroic killing blow... I'm thinking he could take on Ogre Kingdoms armies all by himself the way he is now, and not even breathe heavy.

I hope you post the whole background story, as I'm a major fan of making rules to fit the story and background of characters/units, instead of the other way around...

All of my characters and rules have been designed around their story. I'll post his story when I have a little more time. After playing the Ogres today (not with this character, mind you) I realized how nasty heroic killing blow would be against them. I think it's still fair if it's only on 6. The 5+ is definitely too much, though.

Also keep in mind that this character is not meant to travel in a unit. If he does, he suffers from the effects of crumble. If he is out on his own, he's an easy target for magic casters and cannons.

Don't misunderstand me, I quite love the idea of the lone swordsman idea that you are working on; but even with this weakness, I still think he is too good, and there are some special rules I find a bit odd on him; from what I imagine his background to be (although this may offcourse change once I get to read the whole story etc). Some points and conserns in the meanwhile however:

1. I would change his stats a bit. While I get the idea that he is supposed to be ancient, near the age of Aborash himself; I personally find this a bit at odds with the fluff and the Aborash character from what I've read. He came to Neferata's rescue at Lahmias fall, only because of his wows in life; he still hated her for the curse she put on him. I imagine he would be much slower than the other Bloodline "Masters" to sire any offspring, perhaps holding out for several milennia even.
His Movement (9), Strength (6), Wounds (5) and Attacks (6); are higher than the original vampires (at least the ones we have seen GW make stats for), which I can't really see any justification for. The attacks would be fine though, but paired up with heroic killing blow it becomes a bit much. I think he now has stats that would surpass or at least rival Aborash himself. I think reducing theese stats, and increasing WS and I to 10 would be more according to the Bloodline rules and fitting with the fluff.

2. He is not really that vulnerable to cannons and the like if you play him even half smart when you think about it. With his massive movement of 9, he can hide out in a core unit for the 2+ Look out Sir (unless the Martial Pride rule disalowws this, in which case he simply shouldn't be allowed to join a unit at all in my opinion; and he might as well have Stubborn), and when the enemy closes a bit, charge out alone and start fighting. Most armies will have few realistic ways to stop him, even Grimgor with 7 ASL S7 hits with Hatred will not stand much of a chance, as the 4+ dodge save and massive 5 wounds will keep him safe to fight 1-2 rounds, and even Grimgor won't be able to deal with that (barring some fantastic dice rolls offcourse). anyway, I digress a bit. With a 4+ Ward save, and 5 Wounds, even Cannons (which are not excactly "Common" among the 15 armies in the game) will struggle to kill him febefore it is too late.

3. Never been a personal fan of Infinate Hatred and Red Fury combination, especially not on a dedicated "martial artist" type as the Blood Dragons are suppoesd to portray. I'd rather like to see some other special rule on him to replace theese two to be honest. Not theese two combined. My opinion at least.

4. Beguile doesn''t seem to fit the "butcher" theme to me,not unless having a very good justification for it fluff-wise.

5.The Distrusts magic rule only really affects lone wizards if I am not mistaking, as any Unit within 12" may still use his LD; which severly limits this as a disability, as any lone wizard entering combat will nearly automatically be slain in any case (Unstable). I like the consept of him distrusting magic etc, but byond that he has no spells etc, it is not a huge disadvantage in reality; not something your opponent can make us of unless you foolishly allow him to do so.

6. The Martial Pride rule, should in my Opinion state that he is not allowed to join units. The not allowed to use a look out sir roll rule seems a bit wrong if he is actually allowed to "hide" within a unit in the first place. Also, the LD test to avoid having to move towards the enemy general is no longer a big disadvantage in 8 ed, as you get to re-roll all LD tests within 12" of the BS. If he is a uncontrollable burcher type, I'd consider granting him LD 9 or even 8, as he is not what seems to be a leader-type from what little I've gathered. Vampire Heroes are only LD 7 after all.

7. The Secrets of the Blood special rule, while I like the concept, it is open to some serious abuse. +3 any one of theose stats, with his already massive stat-line, makes him able to deal with ANY foe in single round of close combat, or to even protect himself against nearly all attacks (+3 Toughness). For a small sacrifice of just 1 wound (of which he already starts with 2 more than the current Vampire Counts), and which he may regain later through biting his foes... I like the concept, but this ability alone is worth in my eyes 100+ points on this character, if not more...

8. Stability: The fact that he doesn't crumble die to Unstable alone is fine by me. Never liked the idea of the lone Vampire turned to dust because he couldn't magically sustain himself, as it doesn't fit any vampire fluff I've ever come across. But to be honest, Im not sure it really needs to be here, as I can't imagine he'll ever loose any combat due to combat resolution in the first place, making it a bit unneccessary. If your opponent somehow manages to win, he almost deserves to see your face when he crumbles. :-P

I hope I don't come across as overly critical. I have always been a big fan of developing characters etc myself, and I know how difficult it can be to develop a somewhat balanced character, especially the more powerful ones. I am still looking forward to read the character' story etc. I do think however, that the character is too powerful, and that he will dominate any game he participates in to such a degree that you'll have a hard time finding opponents that will let you use him (at least twice). Not really that fun to play against someone if you have little ot no chance to tactically do something about your enemy after all, so that is understandable.

I am thinking that he is very much like what I would imagine Aborash himself to be (or even more dangerous in close combat). He is also the same lone swordsman type... Having a bit of a hard time seeing another Blood Dragon surpass his master to be honest.

Personally I would (if possible according to background story etc) consider redoing him, and making him an interesting and powerful hero choice for a Blood Dragon Bloodline army instead (along the lines of of Konrad), but that is just me.

I don't know how much you have gotten to play test him, but I imagine your opponents groan a bit or seems a bit hesistant when you ask to bring him along, which is a good indication that they don't hink he is that fun to play against (since thay can do little to stop him). Special characters that was nearly impossible to deal with (unlessy you opponent makes the same type of character) was the treadmark of "herohammer" (old versions of WHFB), and personally I am happy that the game has evolved so that the game is now about regiment tactics, and not whom can create the most awsome hero from their lists. There are offcoure people whom disagrees with this, and that is fine. To each his own. Just want to explain why I am perhaps overly critical of poeerful lord type characters in general. This does not mean that I don't like powerful characters though; just that one must be very carefull when designing them, so that they single-handedly don't dominate the game. I am more of a an of special characters being used to grant an army more tactical options, instead of pure close combat/magical abilities.

All this said; I see tha Lone swordsman idea that you have gone for as a cool idea for a Blood Dragon vampire, and I look foreward to reaing the background story. I might change some of my first impressions then. smile
09-19-2011 08:24 AM
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LordTobias
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Post: #7
RE: Alexai Atshudetzae, the Lord of War.

I'll do my best to respond to all of your points, Uziel. I need to leave for work momentarily, so I can't guarantee anything! (haha)

1-His stats are not much better than any other vampire. If I were to give him talisman of the lycni his movement would be the same for a paltry 10 points. You're forgetting he cannot use magic, as well. He cannot buff himself in any way, shape or form. His *slightly* increased stats are far lower than they could be if he buffed himself.

2-I've been playing Ogres quite a lot lately. They're T5 W5 Lords with a 4+ ward are very difficult to kill, PLUS they're almost always in a hard hitting unit. If I put my Lord in a unit, he will VERY quickly die due to crumbling. This is on par with them, but not better.

3-I like the two combined. It brings back the feel of the "Don't fuck with me or I'll cut you to ribbons" vampires. I prefer those over the relatively easy to kill we tend to have. Besides, it's a perfectly rule book legal combo.

4-Beguile means he re-rolls failed to wounds (unless you pass a LD check at -3). That is absolutely fitting with this character.

5-Not a huge disadvantage? Are you kidding me? A vampire lord without magic? A vampire lord that can NOT benefit from magic in any way?

6-I like the idea of him joining units having repurcussions. He doesn't get a look out sir, and the unit can NOT benefit from magic in any way. I will definitely consider dropping his leadership to 9. That probably makes way more sense, actually.

7-Yeah, I didn't think of the potential for this to be super ridiculous. I really like the power; I'll have to find some way to re-work it.

8-We more or less agree. haha

Sorry if anything seems defensive or what have you. Just general responses. I will play test this character by next Sunday, so I can give a thorough run down of how he works out.
09-19-2011 04:19 PM
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Uziel
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Post: #8
RE: Alexai Atshudetzae, the Lord of War.

(09-19-2011 04:19 PM)LordTobias Wrote:  I'll do my best to respond to all of your points, Uziel. I need to leave for work momentarily, so I can't guarantee anything! (haha)

1-His stats are not much better than any other vampire. If I were to give him talisman of the lycni his movement would be the same for a paltry 10 points. You're forgetting he cannot use magic, as well. He cannot buff himself in any way, shape or form. His *slightly* increased stats are far lower than they could be if he buffed himself.

2-I've been playing Ogres quite a lot lately. They're T5 W5 Lords with a 4+ ward are very difficult to kill, PLUS they're almost always in a hard hitting unit. If I put my Lord in a unit, he will VERY quickly die due to crumbling. This is on par with them, but not better.

3-I like the two combined. It brings back the feel of the "Don't fuck with me or I'll cut you to ribbons" vampires. I prefer those over the relatively easy to kill we tend to have. Besides, it's a perfectly rule book legal combo.

4-Beguile means he re-rolls failed to wounds (unless you pass a LD check at -3). That is absolutely fitting with this character.

5-Not a huge disadvantage? Are you kidding me? A vampire lord without magic? A vampire lord that can NOT benefit from magic in any way?

6-I like the idea of him joining units having repurcussions. He doesn't get a look out sir, and the unit can NOT benefit from magic in any way. I will definitely consider dropping his leadership to 9. That probably makes way more sense, actually.

7-Yeah, I didn't think of the potential for this to be super ridiculous. I really like the power; I'll have to find some way to re-work it.

8-We more or less agree. haha

Sorry if anything seems defensive or what have you. Just general responses. I will play test this character by next Sunday, so I can give a thorough run down of how he works out.

1. I don't mid having more powerful vampires, like we saw in 6 ed (the Lord), but I wouldn't want to go further than that stat-wise (including modifications for Bloodlines that existed then). He now has a total of 10 points more of stats than a regular Vampire Lord (I choose not to include the BS of 0, since that is never a stat that he would ever use anyhow).
10 points IS a lot in my book, but the one stat that I mostly don't like, is the 5 wounds (which equals Mannfred's, including his Armour of Tempelhof (+2 Wounds)). The Strength of 6 is also a bit questionable, but as I haven't read his histoy yet, and don't really know how much of a hybrid vampire he is (seems to be a Blood Dragon/Strigoi hybrid from stats and abilities in my opinion).

Personally I imagine the hybrid vampires presented in 7 ed to be historically "weaker" offspring of the original bloodlines (although with the option to pick and choose from what used to be the old bloodlines as one wishes, can offcourse make even more powerful ones game-wise) , and also Vampires which are not so ancient. This character is so uniquely powerful (even though very one dimensional), that it would be very strange that if he existed in the Old world, that he wouldn't have had a major impact on history at one or more times. I think one has to be a bit careful when making Lord level characters to fit the setting, as it is very easy to make the fluff fit the character's stats and abilities, instead of the other way around.

2. Not really sure what you are comparing here, but offcourse you will loose some CR with this guy in a unit (assuming you don't simply annihiliate the large Ogre unit in one go before they even get to strike). He has so many good/great special rules (which are typically fine seperatly, and relativly easy to put a point value to). I remember the Red Duke in the old days (when the Vampires were S7), whom had the +3 attack sword. 7 S 7 attacks. I think this cost 75 points at the time, but technically he got a whole lot more out of those points than a regular S 4 empire hero would get.
You character has 6 attacks at I 7(possible 10); at Strength 6( possibly 9);WITH great Weapon (+2S and no ASL on top of this); WITH Infinate Hatred; WITH Heroic Killing Blow; WITH the possibility to re-roll to wound if enemy fails LD test at -3; not to mention ReD Fury, to get the whole thing a second time over when you are done...
This combination should cost a staggering amount of points; especially on a M 9 delivery system, with 5 wounds, 4+ Ward Save and a Toughness of 6 (possibly 9). He can just about take on every special character ever made by GW, two-three at a time... That he HAS to challenge becomes somewhat meaningless as a disability...

3. I am a fan of the old bloodlines, so I don't like the hybrid vamps much personally. My opnions there stems much from that, I know those two powers, with a possible magic weapon to boot, makes Vampires very dangerous. I have absolutly no problem with it as far as the character having it because it is legal in the book, just so that is said. If you do like the hybrid vamps better, I see no problems with it at all, except that it is a bit booring as it seems to be used on most fighter vamps theese days.

4. I am imagining him as some sort of a Blood Dragon/Strigoi hybrid from his special abilities and stats, and thats why I don't think "Beguile" fits so well. Seems more of a Lahmia/social power, and not for the Hating Butcher type. But, since I haven't seen his story yet, I can see some possible loop-holes around this, the question is as far as I'm concerned; should there be?

5. Granted, that he is not a wizard is a drawback in most games, no question about it. But with his supernatural speed etc, you have the option of killing the enemy wizard lord or general (if you fail the LD test)in your turn 2 (taking their unit with you soon after), and there is precious little they can realistically do to stop you (I only see Ethereals being a major problem for him, but that's only one army in 15 if I am not mistaking)... I gues he is not a General, since he is not a wizard, which doesn't stop you from having a Hero lvl Vampire to remain behind as a General, safely hiding and watching the slaughter from a distance. If played correctly, it is almost an advantage that he is not your general, as you can still have lots of other wizards to do that job. As not being able to benefit from augment spells. Not really a problem, as he can use that burn 1 wound ability whenever he needs to, to adapt his stats to what's needed at the time, and this is an innate ability as well.

6. I simply wouldn't allow him to join units at all if he was my creation. Call it a pride thing. If he was so ancient, and so dangerous, he'd know they would nonly get in his way anohow (I assume he has a whole lot of combat experince if he is some sort of a butcher type fighter)...

7. I do like the concept of this rule, just think that it is too powerful (+3 to one stat, especially Toughness), much to flexible as to when it can be used, and it costs him too little with 5 starting wounds (which he can get back without magic).

I would still like to see his background story etc, and how you see him fit into the Old World and the history of the ampires etc, as I see this as being very important for special characters.

I hope I don't come off too critical, as I think special characters can add a lot to the game, and be for the enjoyment of all in friendly games. I think that one should keep in mind that home-made special characters can only be used with our opponents good will, and seing their 400+ Lord being slain as if pushed through a woodchipper, often leaves precious little good-will afterwards...

It is much easier to make lower level characters (heroes), as they by nature not so unbalancing, are easier to fit into the fluff and they will not so often be the key to victory/defeat, leaving you with much more good-will from your fellow players.

Finally, I think that with some fixes here and there, the character could definatly be more playable (and by that I mean less grubling from your opponents), and I see a lot of potential there (or otherwise I wouldn't bother writing all this in the first place).

I'll shut up now however, leaving others to comment for a while. Some comments from players that have a lot of 8 ed play experience would be good I think.
09-19-2011 07:13 PM
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Jacques Dauger De Cavoye
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Post: #9
RE: Alexai Atshudetzae, the Lord of War.

His heroic killing blow could be a special if he was to forfeit all but one attack.

Just looking over previous points, and I didn't really recognize it at the time. Heroic killing blow with that many attacks almost guarantees a six on one dice. I think it would be a cool idea if he had a coup-de-gras type move with heroice killing blow, but not with that many attacks.... and not in regular combat. As for his sacrificing a wound for +3 to a stat. A really cool idea, and I think it would work, just not with 5 wounds. If he had the regular 3 wounds it would be a lot different. Other than that, the fact that he can't cast, and doesn't get the benefits for being in a unit make him quite vulnerable to certain shooting. One question, is his 4+ dodge in cc or anytime? If at anytime, that changes things a bit. A 5+ save on three wounds out in the open with no invuln or magic or anything makes him justifiably balanced. Those are just my opinions. He should be very hard to keep alive when he's not in cc, but a total boss when he makes it there.

"And, my good friend John, let me caution you. You deal with the madmen. All men are mad in some way or the other; and inasmuch as you you deal discreetly with your madmen, so deal with God's madmen, too - the rest of the world."

Professor Van Hellsing to John Seward - Bram Stoker's Dracula

(This post was last modified: 09-20-2011 01:11 AM by Jacques Dauger De Cavoye.)
09-20-2011 12:13 AM
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Post: #10
RE: Alexai Atshudetzae, the Lord of War.

I'm not sure where the huge disagreement with his stats come from. You have apparently never played against an Ogre army's Lord in close combat. The idea was to have this mad butcher come in and slay the shit out of him, and that's basically it. I also tend to play against magic heavy and gun line armies; I guarantee this guy will go down pretty damn fast, regardless of a 4+ ward or not.

I did comment that while I love the idea of the +3 stat power, it IS broke as hell. I was running some mock challenges and combats; he'd statistically suffer a wound around 12% of the time, and of those he'd ward off the damage 50% of the time. Or he'd statistically cause wounds 88% of the time, etc etc.

Again, you're very much overlooking the rule book. I can build a FAR more viable "legal" character for less points. A character that is a phenom in combat AND has level 3 or 4 casting. When I say my hybrid lord has literally won me 3 games based on his sheer ability to murder, I mean it. It's sickening what happens what a combat/hybrid lord does when he's buffed with Vanhel's.

You are also forgetting a couple other MAJOR points, Uziel. It's obnoxiously easy for me to get out a few Lore of Beasts spells to augment my lord. Imagine that hybrid lord with red fury, infinite hatred, and under the effects of VDM suddenly getting +3 S (to a total of 10 S) and 7 attacks. I find my current character a much more legitimate trade off because he can NOT use magic. Period.

To specifically comment on each point, again:

1-How is it an issue for any vampire to have a strength of 6? Every bit of Warhammer history you've ever read speaks about how much more physically gifted they are than men. ALL vampire lords should have S6 in my book. The current vampire statline, however, gets trumped by almost everything.

You also seem to think my troupe cares about the "facts" of Warhammer. Is it that unreasonable that I have some character who could've been a major player? I'm making my own lord, after all. You're being extremely unreasonable in this regard. "Well, it's not in the history of Warhammer." Obviously it isn't. I didn't write the books.

2-Again, you're making a big deal out of the movement of 9. Once more, Talisman of the Lycni. 10 points, gives your vampire M9. Against the amount of Ogres I've been fighting, that's also not true. He'd kill 3 - 4 on average. If the guy I'm playing against is smart, he'll use his giant S10 cannons against this guy specifically. I've had my terrorgheist one turned by ONE of them in two separate games now. This guy will force him to make a move. And you know what STILL happens 50% of the time? He one turns this lord. It's only a 4+ ward, after all.

3-I HIGHLY dislike hybrid vamps. It's not true to the story at all, or true to any vampire lore of any kind. Very few vampires are good at both; all ARE physically gifted, but some far more so. I'm trying to go back to that, where the army is limited in some ways but excels in others.

4-I do not interpret beguile as a social power. However, I CAN and DO understand why it can be seen that way, given the group of powers it sits in with. Also, keep in mind this character typically wounds on a 2+. Given that, I'm definitely leaning toward dropping Beguile, actually. If I roll a 1 with this guy, I deserve it. (haha)

5-I actually meant to say that this character must be the general. Even if not a wizard, he is still an inherently magical creature, his will keeping the undead together. It would be stupid if he wasn't the general. I want it to be a gamble every time I play him. Again, the ability to augment his stats needs to be altered in some way. Maybe 1 wound per two points or per point. I think that's far more legitimate.

6-I don't disagree with this. It's kind of a weird mechanic to say he absolutely cannot join units, though. I've always felt weird about that. Ultimately, if he joins a unit he has fucked his own guys. So it's a fair trade off.

7-I do agree that this could easily be abused and needs to be changed. Keep in mind that if he tries to heal in combat it's not actually a guarantee it will work, AND he loses 3 attacks AND he loses Red Fury.

A brief look into his back story:

Mind you, I haven't completely decided what he's been doing for over two thousand years. He was one of the first vampires turned, and one of the first to go back to Nagash. He was as gifted with wizardry as he was the blade, and was a great champion and warlord of the Necromancer. When the lines of the vampires finally broke from the legions of Alcadizaar, Alexai was cursed and shamed by Nagash. He was stripped of his magical abilities and fled from the Great Necromancer himself, vowing one day to avenge this betrayal. He literally cannot feel the winds of magic; magic items and weapons to him are mundane items. Once where he was a noble, skilled warlord he is little more than a vicious butcher with little feeling, other than the desire to kill. Bear in mind his physical talents have been honed over the years as the absence of magic has left him little else. He trains/kills day in and day out for the day the Great Necromancer rises again from death so he can put him back into the grave.

Again, that's a brief look.

I think I need to re-word some of the rules. Pride and challenges should be more along the lines of a crazed butcher. Hate and spite drive Alexai, not pride. I should work to incorporate some rule that makes him more likely to attack wizards over anything else.

Here's some ideas:
Drop leadership to 9.
Cannot use the BSB if the army has one.
Reduce attacks to 5, but give him Frenzy. (Still 6 attacks, but he could lose it.) Incorporate into his potential random movement something like going after wizards or the general.
Double army crumble if he dies.



Thoughts?
(This post was last modified: 09-20-2011 05:29 AM by LordTobias.)
09-20-2011 05:23 AM
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Uziel
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Post: #11
RE: Alexai Atshudetzae, the Lord of War.

(09-20-2011 05:23 AM)LordTobias Wrote:  I'm not sure where the huge disagreement with his stats come from. You have apparently never played against an Ogre army's Lord in close combat. The idea was to have this mad butcher come in and slay the shit out of him, and that's basically it. I also tend to play against magic heavy and gun line armies; I guarantee this guy will go down pretty damn fast, regardless of a 4+ ward or not.

I did comment that while I love the idea of the +3 stat power, it IS broke as hell. I was running some mock challenges and combats; he'd statistically suffer a wound around 12% of the time, and of those he'd ward off the damage 50% of the time. Or he'd statistically cause wounds 88% of the time, etc etc.

Again, you're very much overlooking the rule book. I can build a FAR more viable "legal" character for less points. A character that is a phenom in combat AND has level 3 or 4 casting. When I say my hybrid lord has literally won me 3 games based on his sheer ability to murder, I mean it. It's sickening what happens what a combat/hybrid lord does when he's buffed with Vanhel's.

You are also forgetting a couple other MAJOR points, Uziel. It's obnoxiously easy for me to get out a few Lore of Beasts spells to augment my lord. Imagine that hybrid lord with red fury, infinite hatred, and under the effects of VDM suddenly getting +3 S (to a total of 10 S) and 7 attacks. I find my current character a much more legitimate trade off because he can NOT use magic. Period.

To specifically comment on each point, again:

1-How is it an issue for any vampire to have a strength of 6? Every bit of Warhammer history you've ever read speaks about how much more physically gifted they are than men. ALL vampire lords should have S6 in my book. The current vampire statline, however, gets trumped by almost everything.

You also seem to think my troupe cares about the "facts" of Warhammer. Is it that unreasonable that I have some character who could've been a major player? I'm making my own lord, after all. You're being extremely unreasonable in this regard. "Well, it's not in the history of Warhammer." Obviously it isn't. I didn't write the books.

2-Again, you're making a big deal out of the movement of 9. Once more, Talisman of the Lycni. 10 points, gives your vampire M9. Against the amount of Ogres I've been fighting, that's also not true. He'd kill 3 - 4 on average. If the guy I'm playing against is smart, he'll use his giant S10 cannons against this guy specifically. I've had my terrorgheist one turned by ONE of them in two separate games now. This guy will force him to make a move. And you know what STILL happens 50% of the time? He one turns this lord. It's only a 4+ ward, after all.

3-I HIGHLY dislike hybrid vamps. It's not true to the story at all, or true to any vampire lore of any kind. Very few vampires are good at both; all ARE physically gifted, but some far more so. I'm trying to go back to that, where the army is limited in some ways but excels in others.

4-I do not interpret beguile as a social power. However, I CAN and DO understand why it can be seen that way, given the group of powers it sits in with. Also, keep in mind this character typically wounds on a 2+. Given that, I'm definitely leaning toward dropping Beguile, actually. If I roll a 1 with this guy, I deserve it. (haha)

5-I actually meant to say that this character must be the general. Even if not a wizard, he is still an inherently magical creature, his will keeping the undead together. It would be stupid if he wasn't the general. I want it to be a gamble every time I play him. Again, the ability to augment his stats needs to be altered in some way. Maybe 1 wound per two points or per point. I think that's far more legitimate.

6-I don't disagree with this. It's kind of a weird mechanic to say he absolutely cannot join units, though. I've always felt weird about that. Ultimately, if he joins a unit he has fucked his own guys. So it's a fair trade off.

7-I do agree that this could easily be abused and needs to be changed. Keep in mind that if he tries to heal in combat it's not actually a guarantee it will work, AND he loses 3 attacks AND he loses Red Fury.

A brief look into his back story:

Mind you, I haven't completely decided what he's been doing for over two thousand years. He was one of the first vampires turned, and one of the first to go back to Nagash. He was as gifted with wizardry as he was the blade, and was a great champion and warlord of the Necromancer. When the lines of the vampires finally broke from the legions of Alcadizaar, Alexai was cursed and shamed by Nagash. He was stripped of his magical abilities and fled from the Great Necromancer himself, vowing one day to avenge this betrayal. He literally cannot feel the winds of magic; magic items and weapons to him are mundane items. Once where he was a noble, skilled warlord he is little more than a vicious butcher with little feeling, other than the desire to kill. Bear in mind his physical talents have been honed over the years as the absence of magic has left him little else. He trains/kills day in and day out for the day the Great Necromancer rises again from death so he can put him back into the grave.

Again, that's a brief look.

I think I need to re-word some of the rules. Pride and challenges should be more along the lines of a crazed butcher. Hate and spite drive Alexai, not pride. I should work to incorporate some rule that makes him more likely to attack wizards over anything else.

Here's some ideas:
Drop leadership to 9.
Cannot use the BSB if the army has one.
Reduce attacks to 5, but give him Frenzy. (Still 6 attacks, but he could lose it.) Incorporate into his potential random movement something like going after wizards or the general.
Double army crumble if he dies.



Thoughts?

First of, I get the fact that if you play against Empire gunlines, Dwarf Gunlines etc, they CAN actually do something about the character, before he gets into the middle of their lines, and causes mayhem. Your opponents should never feel helpless against the character, and as long as you play those armies that have cannons etc, this will mitigate this feeling a lot. There are however a lot or armies (a huge majority in fact) that don't have these options. Just something to keep in mind when creating a special character (which I assume is for general use). I'm not saying all his stats are broken, but compared to the likes of Vlad (which is the current first vampire of an original Bloodline); some definatly are.

1. Movement 9. You keep bringing the amulet of Lycni up. This is an item which I belive (with the name as a small giveaway, the bat/wolf theme of the book, and since wolves do havemovement 9)lest the vampire transform himself temporarily into his beastial wolf shape. If you're basing him on a Blood Dragon (as I got the impression was the idea), then I don't think it fits fluff-wise. Even Varghulf's only have 8. It 's easy to get a little coucht up in some vampire fiction, where you see tham described as moving lighning quick, almost to fast for the eye to follow etc; but if one gets to literal regarding this, Vampires should no have M6 in the first place, and even the FLY ability wouln't be adequate as far as speed goes. I have yet to see an Eagle move so fast that my vision gets blurred... Also, some armies have the option to take the Amulet of Lycni out of action, and can therefore counter it. Just saying.

2. 5 wounds. This is two more than the Vampire Counts of today, without any magical items etc, and also 1 more than a Varghulf (which is a literal monster). This I can see no justification for. I remember the Strigoi of old that had the Massive Bloodline Optional ability (at 50 points if I remember correctly), and they were probably described as much more beastial in nature (physically) than this special character (again assuming that you're going for an ancient Blood Dragon in the first place).

3. the Strength of 6. In Warhammer 8 ed, this seems to be reserved for monsters, and while ye, Vampires are described as incredibly strong in the fluff, so are Black Orc Warlords (thinkg Grimgor) that aer 8 feet + tall muscular beast, Chaos Lords that are empowered by their gods, etc.. Yes, Vampires are described as very strong according to the fluff, but they never tear down castle walls by hand etc. The excact strenght is hard to pin down, just as with a Orc Warboss/Chaos Lord, but GW has gone with 5 on theese characters, and to me that seems fine. To be honest, from the fluff, I think a Vampire Lord would lose a strength contest with the likes of Grimgor etc. Also, you even have a Great Weapon in him, which he negates the penalties for, which should be taken into consideration.

Regarding the +3 stat power, I would change it's versatility, so that it had to be used at the start of a turn (even your enemies), and I wouldn't allow it to increase toughness. If you went with a normal M6 Vampire Lord, this ability could be used to increase M, S and I by 2 instead. It would even make more sense from a fluff perspective, and still be damn good.

Regarding the Lore of Beast spell casting etc, bear in mind that those are CONDITIOAL benefits; i.e. something that your opponent can do something about. You also have to get the spells you want in the first place. Playing the likes of a High elves army with good wizards etc, you're not going to get those kinds of spells of that easily. Your opponent also have the option (on Remaining Play spells at least) to dispel them in his turn, using power dice. You also pay a lot of points to get those spells on your wizards, and to ensure that you can cast them on your cobat oriented magic lord.
Even if you CAN make a more dangerous Hybrid character pr. the VC book today (which are conditional of certain spells being successfully cast etc), I don't reall see this as any argument of WHY a special character has to equal or even exceed this.

1. already answered this above, but I think you have to keep in mind that even S 4 is well beyond most men's reach. There has never been a S 5 human in the game as far as I can remember. So s 5 is beyond ALL men already, even the strongest ones. Even the Chaos Marauders (which are in the fluff often described as over seven feet tall, muscular as hell etc, technically only have S 3 in the game). something to keep in mind as far as interpreting the fluff on Vampires.

2. Covered above.

3. Stat and abilityy-wise, he does (at least for players who are familiar with the old Bloodlines etc) seem to be a Blood Dragon/Strigoy (or perhaps Varghulf) combination, i.e a hybrid. Take a look at Kondrad, whom I think makes an excellent character to base your vampire on. He is also a blood mad butcherer, and he has Infinate Hatred AND REf Fury. To compensate for this, and I'm guessing to balance this out somewhat, he also has a LD of 6! and suffers from Stupidity to boot. Although you can according to the rules now take both without any reprecussions (which in my book should make someone highly unpredicatble), this is a "Hybrid" vampire (assuming he is not bat-shit crazy as Konrad, which has severe penalties to show it).

4. I understand from the current description why you choose not to see it as a social power. It is a bit vague, and more along with the classical Transfix power from the description. I do have some thoughts though, on why I find it hard to see this on a butcher type vampire:
-Beguile used to be a Lahmia exclusive power, in name at least.
-Vlad and Isabella have the power, but both were decribed as incredibly "charming" etc. Mannfred has also been described as such, but he lacks it. Konrad (whom I see being the closes resemblace to your special character), definatly don't have it.
-If he is a butcherer-type fighter, even if it was a power along the old "Transfix" idea, I just can't see him being calm and controlled enough to use it. If you read it as a social power, then with his Hatred and Red Fury, it becomes very hard to justify him having it from a psychological standpoint etc. Especially if you go with Frenzy s well... Khorne berserkers don't tend to be that charming, and you definatly won't be staring into their eyes a lot.

5. Ok. If he has to be the general, then I agree that it becomes a greater disability. If not, then it would be open to much more abuse as I said earlier.

6. I see where you are going, just keep in mind that it is also a somewhat weird mechanic that enemies can make him out clearly amongst a unit of similar sized troops. Mostly I have a problem with him NOT having a 2+ Look Out Sir roll when "hiding" amongst troops, because finding one man amongst thousands (which I imagine that the armies are supposed to represent, and not 1 model being one actual man etc). He'd have to light up like a christmas three somehow to be noticed by everyone behind a Cannon somewhere. I applaud you from not trying to make him safe from harm by hiding him in a bunker until he can charge out etc from a balance perspective; I just don't see it making any sense that he can so easily be spotted though (I imagine he is Infantry after all). That is why it becomes better to keep him outside of units in my opinion. Isn't there exaples of Characters that cannot join units of similar sized models in varyous army books? I don't think this would be something new. This would also let armies that don't have the likes of cannons, but that have other regular missile weapons, stand some chance of stopping him reachin their lines before it was to late.
How about extending his negative presence on nearby troops to be within 6" instead?

7. I see that. The ability in itself is not really a problem in itself by any means. I quite like the idea that Vampires my be ably to heal through drinking the blood of their enemies etc, as that is how they heal accoring to all the fluff ever written on them. I just think with 5 wounds (and previous possible toughness of 8) that it is much better than it looks initially. This can however be fixed, without doing anything about the ability itself. I quite like the fact that he can't use red fury when using it etc.

-LD 9 I definatly agree on. Look at Konrad (LD 6 and Stupidity) for what Infinate Hatred and Red Fury can do to a fragile mind. hehe But for an ancient (and hopefully at least slightly more sane) character, LD 9 is doable.

-Not a big fan of making "exception rules" to make things work, because they can be hard to justif., I agree that his disadvantage of having to go for the enemy General/Wizard becomes quite small if he starts near to the standard however. If he can reach the enemy general it is not a disadvantage anyway really, but if he fails to reach, then he becomes vulnerable to a round of missile fire (assuming the enemy has the weapons neededto harm him). I think perhaps reducing his movement will be enough instead, so that he can't so easily charge such vast distances. This would also occationally leave him out in the open by himself (and not in close combat), and you might even have to roll this test again (and you might not be in BSB rang the nex time).

-I agree with reducing attacks to 5, and giving him Frenzy. I would remove Beguile though, as well as give him regular killing blow, instead of Heroic. This would let opponents at least have the tactical ability of placing a monster between him and his General/wizard etc. A minster that might actually survive and be able to strike back. Heroic Killing Blow is VERY rare so far, and typically delivered by larger models (Necrosphinx, that Ogre Kingdoms Executioner Character), with far fewer attacks. Maybe substitute al his attacks for one heroic killing blow instead...

-Not sure about the double crumble if he dies. Like Konrad (in the fluff) need actul wizards to keep his army on its feet, I see him being in the same situation. He is not leading a mortal army, so there would have to be wizards since he can't cast spells, even if he hates their guts. I'd leave that be as normal, as it is already such a great disadvantage to begin with.

Some thoughts on his background:

-If he was one of Nagash's general, he would be closer to 4000 years old, than 2000.
-I must admit that I have a very hard time seeing him as an actual Blood Dragon decendant; the reason being that at the time W'soran and Arkan the Black led Nagash's armies towards Nehekhara, Aborshs still resented his condition very much, and I can't see him willingly making Vampires so early. It has been a while since I read the Blood Dragon fluff from the old army books though, but I do seem to remember that there was something about him holding out very long before creating new vampires.
-If I am not mistaking, there are hinted at other vamipire bloodlines in the old army books (can't remember, but it could have been a total of seven, leaving two unaccounted for). You'd have to check this though, as I'm not entirely sure. Could he possibly have been one of theese? He doesn't strike me as a "pure" Blood Dragon (as he has been developed with the 7.ed book, which is as far as I'm concerned a pure Von Carstein/hybrid list (even says it's a Von Carstein lit on p.33).

Looking forward to seeing v1.1 smile
09-20-2011 09:08 AM
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LordTobias
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Post: #12
RE: Alexai Atshudetzae, the Lord of War.

In response to you first, Uziel!

1a-Hmm...true, M9 might be a *little* too fast. I'll reduce it to 7 or 8. Probably 8, to keep pace with the Varghulf.

2a-As difficult as he may be to kill, I am going to keep him at 5 wounds. The idea is to have an actual threat outside of my Grave Guard or Blood Knights, but a threat that can be handily dealt with. Or not, should someone choose to ignore him. Keep in mind my aim is absolutely not to be a cheeseball. If I play against someone with limited shooting, I'm NOT whipping this guy out unless they have a character of equal measure. When I play my Ogre and Dwarf friends, though, they'll see Alexai on the field every time! (As long as they agree to it, of course!)

3a-I forgot to mention I planned on changing his weapon's rules around a bit. I'm keeping his Strength at 6, but reducing the additional damage from his sword. He will effectively attack at S7. This will enable him to fight monsters head on, but not ruthlessly slay someone's hyrdra or what have you.

1b/2b-Already responded to. haha

3-Konrad's stupidity is different. You roll a single D6 at the start of every turn, etc etc. I don't want this character to suffer from stupitidy. He's an angry butcher, not a batshit insane one. He's more likely to lose himself in a rage than stumble on the battlefield doing nothing.

4-Just looking at this from a balance standpoint, the three rules combined literally insure that he would kill every single thing he ecounters in a single round of combat. Duly noted. Beguile will be removed.

5-Yep, he most definitely has to be the general.

6-Hmm...true. Again, this was more for preference. It DOES make more sense for him to not be allowed to join units. I'll probably go with that.

7-He will have 5 wounds, but I'm going to tone the ability to boost stats down a bit.

You, sir, are clearly more knowledgeable of the Warhammer Vampire Counts history than I. I used to have the army books dating back to the 4th edition; I no longer have them, unfortunately. All I have access to currently is the 7th edition army book.

Originally this character was inspired by the Blood Dragon. I quite like the idea of him being his "own" bloodline and siring a line of violent, magic hating Khorne-like vampires.

I will post the revised character momentarily!
09-23-2011 03:59 AM
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LordTobias
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Post: #13
RE: Alexai Atshudetzae, the Lord of War.

Alexai Atshudetzae, Savage Warlord v1.1

470 Points.

M-7 WS-8 BS-0 S-6 T-5 W-5 I-7 A-5 LD-9

Equipment-
Given that Alexai has been cursed by Nagash himself, he is unable to wield any magic item. Magic items in his use are treated as mundane items.

Obsidian Greatblade
The origins of this sword are unknown; rumor has it that Alexai rended a volcano in half with his fury and all that remains is the blade he carries. While this is unlikely true, it yet remains that his sword is seemingly made of pure obsidian. It is the size of a greatsword, but far lighter. It confers +1 S to his attacks in close combat.
Alexai relies on his raw physical gifts to stave off and avoid damage; he does not wear protective equipment of any kind.

Special Rules/Abilities-

Cursed.
Because of his "misdeeds," the Great Necromancer forever laid a curse upon Alexai. He cannot use magic items or spells of any kind, nor can he benefit in any way from friendly spells. Nagash was not so kind, however, as to make Alexai immune to magic. He can be targeted by enemy spells, and can also be hurt as the result of a miscast.

Blood Rage.
Alexai cannot join units of any kind, nor can another character form a unit with him. He is a reckless killing machine; any friendly troops would be butchered in his killing fury.

Arrogance.
Even though Alexai is a nearly uncontrollable killing machine, he was once, long ago, a proud warrior. Some semblences of his old self are still present: he does not have to issue challenges, but he always accepts them.

Roar.
Alexai is a wild, nearly bestial vampire. He causes terror.

Uncanny Dodge.
Even though reckless, Alexai is not stupid. He relies heavily on his physical gifts to carry him through battle. His nearly unmatched speed makes him difficult indeed to kill. Alexai has a +4 Ward Save.

Secret of the Blood.
At the start of either his or his opponent's Movement Phase, Alexai may take one wound without any saves possible to confer one of the following abilities: +2 Movement and ASF or +1S and +1T. He may only use this ability once per round.

Immutability.
Alexai is an ancient creature and does not suffer from Instability. His still gains the benefits of ItP. He cannot, however, do anything other than stand and fight when charged.

Red Feast.
If Alexai is fighting an opponent that is not undead, he may drink from their remains during close combat. If he does so, the following conditions apply. He must outright slay the model. He may not gain extra attacks as per red fury, nor may he make any more than 3 attacks during that round of close combat. The player must state this ability is being used at the start of close combat. For each wound caused, roll a d6. On a 3+, Alexai regains a wound.

Red Fury, Infinite Hatred, and Frenzy, as described in the book.

Working more on his background. Definitely going with the once noble general that fought as one of Nagash's generals and was cursed by the Great Necromancer after the defeat of the vampires. Will post something more detailed on that soon. The idea of a noble swordsman is cool, but not what I'm going for.

Debating on dropping his LD to 8. Not sure yet. We'll see...
(This post was last modified: 09-23-2011 08:31 AM by LordTobias.)
09-23-2011 08:27 AM
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Uziel
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Post: #14
RE: Alexai Atshudetzae, the Lord of War.

(09-23-2011 08:27 AM)LordTobias Wrote:  Alexai Atshudetzae, Savage Warlord v1.1

470 Points.

M-7 WS-8 BS-0 S-6 T-5 W-5 I-7 A-5 LD-9

Equipment-
Given that Alexai has been cursed by Nagash himself, he is unable to wield any magic item. Magic items in his use are treated as mundane items.

Obsidian Greatblade
The origins of this sword are unknown; rumor has it that Alexai rended a volcano in half with his fury and all that remains is the blade he carries. While this is unlikely true, it yet remains that his sword is seemingly made of pure obsidian. It is the size of a greatsword, but far lighter. It confers +1 S to his attacks in close combat.
Alexai relies on his raw physical gifts to stave off and avoid damage; he does not wear protective equipment of any kind.

Special Rules/Abilities-

Cursed.
Because of his "misdeeds," the Great Necromancer forever laid a curse upon Alexai. He cannot use magic items or spells of any kind, nor can he benefit in any way from friendly spells. Nagash was not so kind, however, as to make Alexai immune to magic. He can be targeted by enemy spells, and can also be hurt as the result of a miscast.

Blood Rage.
Alexai cannot join units of any kind, nor can another character form a unit with him. He is a reckless killing machine; any friendly troops would be butchered in his killing fury.

Arrogance.
Even though Alexai is a nearly uncontrollable killing machine, he was once, long ago, a proud warrior. Some semblences of his old self are still present: he does not have to issue challenges, but he always accepts them.

Roar.
Alexai is a wild, nearly bestial vampire. He causes terror.

Uncanny Dodge.
Even though reckless, Alexai is not stupid. He relies heavily on his physical gifts to carry him through battle. His nearly unmatched speed makes him difficult indeed to kill. Alexai has a +4 Ward Save.

Secret of the Blood.
At the start of either his or his opponent's Movement Phase, Alexai may take one wound without any saves possible to confer one of the following abilities: +2 Movement and ASF or +1S and +1T. He may only use this ability once per round.

Immutability.
Alexai is an ancient creature and does not suffer from Instability. His still gains the benefits of ItP. He cannot, however, do anything other than stand and fight when charged.

Red Feast.
If Alexai is fighting an opponent that is not undead, he may drink from their remains during close combat. If he does so, the following conditions apply. He must outright slay the model. He may not gain extra attacks as per red fury, nor may he make any more than 3 attacks during that round of close combat. The player must state this ability is being used at the start of close combat. For each wound caused, roll a d6. On a 3+, Alexai regains a wound.

Red Fury, Infinite Hatred, and Frenzy, as described in the book.

Working more on his background. Definitely going with the once noble general that fought as one of Nagash's generals and was cursed by the Great Necromancer after the defeat of the vampires. Will post something more detailed on that soon. The idea of a noble swordsman is cool, but not what I'm going for.

Debating on dropping his LD to 8. Not sure yet. We'll see...

I'm liking a lot of the changes you have made LordTobias. He has gone from being an butcher of everything, to a much more balanced special character, even though he is still very dangerous in close combat (as he should be).

I have some comments though and suggestions though:

-Speciafy that he is not a wizard (lvl) 0, and not just that he doaesn't have any spells. Just to avoid any confusions regarding dispelling etc. A technicality I konow, but still.

-Have you removed that he must be the general?

-I see that he doesn't have to take any LD test to move towards any specific character etc any more. That might be for the best actually. While it is a cool idea, it can be a bit overly complicated, depending on terrain, other units getting in the way, etc..

-Quite liked his new sword, but I would leave it a +2 damage (ignoring ASL), and rather seeing the character having S5 himself. Doesn't mean much game-wise, but there is just no justification for having a Vampire Stronger than an Ogre Tyrant or equaling the strength of a Stegadon. You need a lot of weight behind you to apply tht great a strength, otherwise it becomes impossible. Remember, if Vampire were that strong, parrying an attack from them (by a human) would be next to impossible, and that doesn't fit the fluff at all. Many a vampire has been defeated by some hero (typically human or dwarf). Remember that from a human staindpoint, S5 is enormous (ref: Ogre tyrant).

- Why does he have BS 0? Not that it matters, but as long as he has a good eye and an arm with an opposable thumb, he is technically able to throw or shoot a weapon. That he choose not to is another matter entirely. I think BS should be 4-5, just for comparable purposes.

-Blood Rage, Arrogance, Uncanny dodge, Immutability and Roar all look fine to me. Liked the twist on arrogance that he doesn't have to issue challenges. Fiths a butcher type a little better. Good one.

-Secret of the Blood is much better now, and with the killing blow/heroic killing blow gone, the ASF can be justified as well, without it becomming too powerful.

-I see you removed Beguile and that "anti-magic area of effect". Think this is fitting, and more playable as well as more logical. Hard to justify him removing magical effects from your side, and not the enemy's, from a fluff standpoint. I think you did the right thing on both of those.

-As I've said earlier, 5 Wounds is a stretch, especially if you are going for a Blood Dragon, which I don't think fits story-wise at all, if he is to be a former general of Nagash. It is as far as I'm concerned, not so much a balance issue any longer (since the character has developed greatly), but compared to other characters/races, it becomes very hard to justify. He is after all (even though he is dead), just flesh and blood. 5 Wounds is equal to that of an Ogre Tyrant, a massive monster of flesh, bone and fat. Lots of fat... Being ancient is not in my opinion a justification for equaling this in any way. Even Settra only has 4 wounds, and Arkhan the Black has 3. Vlad himself (who was also a general of Nagash according to some sources) only has 3.
IF you're not going for an ancient Blood Dragon, rather a more monstrous Vampire (one of the lost bloodlines), then 4 wounds, and keeping the Movement of 7 can be justified and fitting.
IF you are going for a Blood Dragon however, I would urge you to make him much younger (still a lot of room to be ancient), let him have 3 wounds, reduce Movement to 6 (Blood Draons don't have that "wolfish" aspect of the Von Carsteins), and instead inrease WS and Initiative to 9-10.

-I'm reserving my opinions on his point cost until his story and his final draft is done, but the current edition doesn't strike me as having too low a cost, with his much better (more playable and balanced) set of rules. Just my first impression. Good job.

I forgot to say this earlier. Cool name you have found for him. has he been to Kislev for a period of his "life" perhaps, or is it his original name?
(This post was last modified: 09-23-2011 11:15 AM by Uziel.)
09-23-2011 11:13 AM
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