The same as Legion of Nagash, we are going to review one Bloodline at a time.
Unlike the other thread we can change a little more than updating for the 8th edition, as we have some playtesting info.However we need to have good reason to change things, not just change for the hell of it.
So lets start.
Current Blood Dragon Stat Changes, Powers & Optional Army List
+2WS
Generates -1 spell (hero's will only know IoN)
Full Plate Armour plus one of the following:
HW & Shield
Greatweapon
2x HW
Lance & Shield if mounted.
Challenges: Blood Dragons must issue challenges / accept challenges wherever possible.
Mounts: Since Dreadknight is no longer an option, a BD Vampire may take one of the following options:
- Nightmare at +10pts
- Barded Nightmare at +15pts
Strength of Steel - 10pts
Such is the vampire's martial prowess that he is able too strike at the precise moment when it will cause the most carnage.
The Vampire has +1 strength the turn he charges.
Horse Master - 15pts
The bond between this knight and his steed is unbreakable. Such is his example that his fellow knights cannot but help follow him.
If riding a barded mount the model does not suffer the -1 restriction to their movement due to the barding. If in a unit of Knights the benefit is also conferred on the unit.
Honour or Death -20pts 25pts
Many have regretted accepting a challenge from a creature of death.
Any model who issues a challenge that is accepted by a vampire with the above power, or accepts a challenge must take a Ld test at -1, using it's own Ld characteristic. If failed they must act as if they refused a challenge as per the BRB. Does not affect units that are ItP.
Defender - 20pts
The warrior can create a wall of glittering steel that none but the most skilled can pass
One modelin BtB contact able to strike the vampire looses one attack, which may take the model down to zero attacks.
Master-strike -45pts 55pts
Such are the power of this vampires blows, one strike can tear his foe asunder
The vampire has the Heroic Killing Blow special rule and may re-roll any to wound rolls.
Red Fury - 50pts
As per the VC Book
Unliving Legend - 55pts
Such are the tales of this vampire, his follows obey his every word and would lay down their life for him
Any Blood Knight unit joined by this character are not forced to charge or pursue as per the normal rules for frenzy, though they still gain the additional attacks. They will automatically pass any restraint tests. In addition the Look Out Sir roll may be re-rolled if failed and works as long as there is 1 Blood Knight model remaining.
Unliving Legend - 45 pts
Such are the tales of this vampire, that his mere presence in combat can greatly sway its outcome.
One per army. Any wounds caused by this character will count as 2 wounds for combat resolution purposes. Any unit which loses combat vs. this character, or a unit containing this character, can not claim to be steadfast. (In a challenge the overkill bonus would be capped at 10).
Master of Blades - 100pts
This vampire has trained purely in combat for hundreds, if not thousands of years, and has unmatched in combat save for Abhorash himself. However such is his pride that he will not sully his skills by using magical weapons.
The vampire has WS10, I10 whilst in combat only, +2A, may re-roll misses in combat and also has the Killing Blow special rule. He knows one less spell than he normally would.The vampire has ASF and WS10. He also has I10 whilst in combat only. For every initial attack that causes an unsaved wound he may make TWO additional attacks. However the vampire can never take magical weapons.
New Options
The Blood Dragon General may take a retinue of Blood Knights or Black Knights. The unit costs exactly the same as per the VC book, but does not take up a special slot, and in the case of Blood Knights, do not count towards the 1 per 1000 limitation. If this option is taken, the General and unit cannot willing separate in battle, and if forced to do so must rejoin one another as soon as possible.
Any Blood Dragon Vampire may take a unit of Black Knights as his retinue. They follow the same rules / costs as normal however they are taken as a core choice (that doesn't count towards minimum core). If this option is chosen the vampire cannot willingly separate from them in battle, and if forced to do so must rejoin one another as soon as possible.
Core
Skeletons
Skeleton Veterans (see rules below)
~ Limitation: 1 unit may be taken per Skeleton unit.
Grave Guard
~Limitation: 1 unit may be taken per taken Skeleton unit, however it does notfill up a required core slot. count towards 25% minimum Core.
Dire Wolves
~Does notfill required core slot. count towards 25% minimum Core.
Special
Black Knights
Blood Knights
~Limitation:1 unit per 1000pts, excluding Generals retinue if applicable.
Batswarms
Fell Bats
0-1 Spirit Hosts
Rare
Wraiths
Blood Monks
New Units
Skeletal Veterans -10 pts/model
Stat line - M4 - WS3 - BS2 - S3 - T3 - I5 - A1 - Ld3
Unit Size – 10+
Options:
Normal Skeleton Warrior options as well as the following option:
Halberds +1pt per model
The number of Skeletal Veteran units can not exceed the number of Skeleton Warrior units.
Special Rules:
Undead
Hardened Warriors
Hardened Warriors:
<insert fluff>
Skeletal Veteran units gain double their normal rank bonus for purposes of determining if Steadfast applies.
Blood Monks - 70pts per model
M6 - WS5 - BS5 - S5 - T4 - I5 - A2 - Ld7
Unit size: 3-10
Weapons and Armour:
Hands and Feet and Fangs (hand weapon)
Dragon's Bite;
A deadly weapon used exclusively by the Blood Monk order. A heavy tipped spear with a short shaft, to the end of the shaft there is a strong rope which enables a quick retrieval. In the hands of a well trained monk this weapon is just as precise as it is deadly.
Range: 6" , Strength: As user, Quick to fire, Killing Blow.
In addition this weapon is used in combat where it counts as a hand weapon that confers the Killing Blow ability.
Special Rules:
Undead
Vampire
Skirmishers
"Mind your surroundings..."
Through meditation and hard training the monk's mind is so in-tuned with his surroundings it is virtually impossible to catch him off guard. The many years constant and relentless training ensures that Hand to hand combat comes as naturally as breathing
Has ASF. Additionally the monks have a 4+ ward save.
Leaping blood strike
The balance between animalistic feriocity and acrobatic grace of these undead warrior monks goes beyond the capabilities of any mortal.
Blood Monks have the Swiftstrider special rule. Additionally if they charge, all Monks that are in a position to strike make 1 impact hit at their basic strength.
Loyalty to the Clan
Whilst Blood Monks may fight for others they never truly trust them. They are a force apart and will allow only those of their clan to fight by their side
No characters may join Blood Monk units. Additionally Blood Monks may never use another characters leadership for any reason (such as the General) nor may the benefit from the Battle Standard Bearer
Options:
Upgrade one Blood Monk to Abbot for +25pts. The Abbot as +1I, +1A and his Dragon's bite (both ranged and close combat) benefits from the Heroic Killing Blow special rule.
Playtesting Comments
Main Comments:
Unlike the other thread we can change a little more than updating for the 8th edition, as we have some playtesting info.However we need to have good reason to change things, not just change for the hell of it.
So lets start.
Current Blood Dragon Stat Changes, Powers & Optional Army List
+2WS
Generates -1 spell (hero's will only know IoN)
Full Plate Armour plus one of the following:
HW & Shield
Greatweapon
2x HW
Lance & Shield if mounted.
Challenges: Blood Dragons must issue challenges / accept challenges wherever possible.
Mounts: Since Dreadknight is no longer an option, a BD Vampire may take one of the following options:
- Nightmare at +10pts
- Barded Nightmare at +15pts
Strength of Steel - 10pts
Such is the vampire's martial prowess that he is able too strike at the precise moment when it will cause the most carnage.
The Vampire has +1 strength the turn he charges.
Horse Master - 15pts
The bond between this knight and his steed is unbreakable. Such is his example that his fellow knights cannot but help follow him.
If riding a barded mount the model does not suffer the -1 restriction to their movement due to the barding. If in a unit of Knights the benefit is also conferred on the unit.
Honour or Death -
Many have regretted accepting a challenge from a creature of death.
Any model who issues a challenge that is accepted by a vampire with the above power, or accepts a challenge must take a Ld test at -1, using it's own Ld characteristic. If failed they must act as if they refused a challenge as per the BRB. Does not affect units that are ItP.
Defender - 20pts
The warrior can create a wall of glittering steel that none but the most skilled can pass
One model
Master-strike -
Such are the power of this vampires blows, one strike can tear his foe asunder
The vampire has the Heroic Killing Blow special rule and may re-roll any to wound rolls.
Red Fury - 50pts
As per the VC Book
Such are the tales of this vampire, his follows obey his every word and would lay down their life for him
Any Blood Knight unit joined by this character are not forced to charge or pursue as per the normal rules for frenzy, though they still gain the additional attacks. They will automatically pass any restraint tests. In addition the Look Out Sir roll may be re-rolled if failed and works as long as there is 1 Blood Knight model remaining.
Unliving Legend - 45 pts
Such are the tales of this vampire, that his mere presence in combat can greatly sway its outcome.
One per army. Any wounds caused by this character will count as 2 wounds for combat resolution purposes. Any unit which loses combat vs. this character, or a unit containing this character, can not claim to be steadfast. (In a challenge the overkill bonus would be capped at 10).
Master of Blades - 100pts
This vampire has trained purely in combat for hundreds, if not thousands of years, and has unmatched in combat save for Abhorash himself. However such is his pride that he will not sully his skills by using magical weapons.
New Options
The Blood Dragon General may take a retinue of Blood Knights or Black Knights. The unit costs exactly the same as per the VC book, but does not take up a special slot, and in the case of Blood Knights, do not count towards the 1 per 1000 limitation. If this option is taken, the General and unit cannot willing separate in battle, and if forced to do so must rejoin one another as soon as possible.
Any Blood Dragon Vampire may take a unit of Black Knights as his retinue. They follow the same rules / costs as normal however they are taken as a core choice (that doesn't count towards minimum core). If this option is chosen the vampire cannot willingly separate from them in battle, and if forced to do so must rejoin one another as soon as possible.
Core
Skeletons
Skeleton Veterans (see rules below)
~ Limitation: 1 unit may be taken per Skeleton unit.
Grave Guard
~Limitation: 1 unit may be taken per taken Skeleton unit, however it does not
Dire Wolves
~Does not
Special
Black Knights
Blood Knights
~Limitation:1 unit per 1000pts, excluding Generals retinue if applicable.
Batswarms
Fell Bats
0-1 Spirit Hosts
Rare
Wraiths
Blood Monks
New Units
Skeletal Veterans -10 pts/model
Stat line - M4 - WS3 - BS2 - S3 - T3 - I5 - A1 - Ld3
Unit Size – 10+
Options:
Normal Skeleton Warrior options as well as the following option:
Halberds +1pt per model
The number of Skeletal Veteran units can not exceed the number of Skeleton Warrior units.
Special Rules:
Undead
Hardened Warriors
Hardened Warriors:
<insert fluff>
Skeletal Veteran units gain double their normal rank bonus for purposes of determining if Steadfast applies.
Blood Monks - 70pts per model
M6 - WS5 - BS5 - S5 - T4 - I5 - A2 - Ld7
Unit size: 3-10
Weapons and Armour:
Hands and Feet and Fangs (hand weapon)
Dragon's Bite;
A deadly weapon used exclusively by the Blood Monk order. A heavy tipped spear with a short shaft, to the end of the shaft there is a strong rope which enables a quick retrieval. In the hands of a well trained monk this weapon is just as precise as it is deadly.
Range: 6" , Strength: As user, Quick to fire, Killing Blow.
In addition this weapon is used in combat where it counts as a hand weapon that confers the Killing Blow ability.
Special Rules:
Undead
Vampire
Skirmishers
"Mind your surroundings..."
Through meditation and hard training the monk's mind is so in-tuned with his surroundings it is virtually impossible to catch him off guard. The many years constant and relentless training ensures that Hand to hand combat comes as naturally as breathing
Has ASF. Additionally the monks have a 4+ ward save.
Leaping blood strike
The balance between animalistic feriocity and acrobatic grace of these undead warrior monks goes beyond the capabilities of any mortal.
Blood Monks have the Swiftstrider special rule. Additionally if they charge, all Monks that are in a position to strike make 1 impact hit at their basic strength.
Loyalty to the Clan
Whilst Blood Monks may fight for others they never truly trust them. They are a force apart and will allow only those of their clan to fight by their side
No characters may join Blood Monk units. Additionally Blood Monks may never use another characters leadership for any reason (such as the General) nor may the benefit from the Battle Standard Bearer
Options:
Upgrade one Blood Monk to Abbot for +25pts. The Abbot as +1I, +1A and his Dragon's bite (both ranged and close combat) benefits from the Heroic Killing Blow special rule.
Playtesting Comments
Main Comments:
- Does the ability to have a vampire Lord with such a high WS, combined with the armour really balance by just loosing one spell?
- Quicksilver combined with this Bloodline creates some very OP Heros, with the ability to have 5 attacks.
- Blood Dragons should be forced to issue and accept challenges.
- Is strength of steel combined with a lance or GW to make S8 over powered? Perhaps undercosted, or should not be combined with items such as GW?
- Horse Master – Possibly undercosted, as combined with a Lord in a unit of Blood Knights, makes them much more manoeuvrable for such little points.
- Unliving Legend seems OP. It means that Blood Knights have their one main weakness taken away, combined with Horse Master and some banners and it creates a very OP deathstar.
- The Blood Dragon army list is much more bland compared to the others. It has no new units, and means that most armies will be much the same. At least one unique unit needs creating.
- Error with weapon options – when vampire chooses Lance and Shield, he should also get barding for his mount