This thread is for voting on the Necromancer Optional Army List.
Please note: This is not to vote whether it fits in with the theme etc. That is what the discussion in the threads is for.
It is to check and ensure we have created fair rules and choices that are not unbalancing, or there is not something grossly wrong that has been over looked.
Please note: Due to time constraints this will close on Thursday 10/12/09
Characters
Master Necromancer
~see stat changes for options and standard mounts
~May choose the Master's Corpse Cart as a mount choice - see below for details
Necromancer
~see stat changes for options and mounts
Wight King - 67pts
~BSB option for 20pts
~Limit of 1 per 1000pts
Core
Zombies - 3pts per model
Skeletons - 7pts per model
Crypt Ghoul - 7pts per model
Corpse Cart - 67pts
~Upgrades - 20pts each
Special
Grave Guard - 10pts per model
~0-1 per Wight King
Spirit Hosts - 55pts per base
Dire Wolves - 7pts per model
Rare
Black Knights - 21pts per model
Cairn Wraiths - 45pts per model
0-1 Zombie Giant - 200pts
~See below for details
New Unit
Master's Corpse Cart - 175pts
M 4 / WS 3 / BS 0 / S 4 / T 5 / W 3 / I 1 / A 2D6+2 / Ld 7
Equipment
Grasping Hands
Armour Save
4+
Special Rules
Undead
Regeneration
Miasma of Deathly Vigour
The Power of the Master
The most powerful of Necromancers can create contraptions of immense power that eclipse those of their brethren. Fuelled with the power of the dead, it invigorates those nearby whilst providing more than ample protection to its owner.
The Master's Corpse Cart automatically comes with both the Balefire and Unholy Lodestone upgrades. In addition it confers its Regeneration special rule on its rider.
Zombie Giant
M 6 / WS 2 / BS 0 / S 5 / T 5 / W 6 / I 1 / A 5 / Ld 2
Equipment
Hands and Feet
Special Rules
Undead
Terror
Large Target
Move (as per normal Giant rules)
Fall Over (as per normal Giant rules, with the exception that that the Zombie Giant falls over on a roll of 1-2)
Resilient
The pure size of the zombie giant means the power to resurrect such a creature must be all the more stronger. In battle this makes it all the more resilient, fighting on against insurmountable odds to carry out its master's bidding.
If the ZG loses combat it will only ever suffer a single crumble wound, regardless of the actual CR
Zombie Giant Special Attacks
A Zombie Giant may choose to forgo it's normal attacks in any combat phase and instead choose one of the following attacks:
Vomit - One Use Per Game
The ZG vomits a disgusting combination of long rotten flesh, stagnant bile and other unwholesome products on its foe. The ZG nor its foe may attack for that turn unless they have already done so. The ZG gains +3CR for this turn when working out combat results. In addition, for the remainder of the combat all enemy units hit by this attack suffer a -1 to hit and wound as they slip and struggle in the mess.
Braaaiiinnnnssss.......
Can only be used against Ogre sized creatures or larger. The ZG grasps hold of his opponents head, trying to eat the grey goodness inside. Your opponent must take an Initiative test on 1D6, a 6 is always a failure. If failed the model suffers D6 S5 hits. Any wounds inflicted heal an equal amount of number on the ZG, but they cannot take him over his original number of wounds.
Splat!
Can only be used against models Unit strength 2 or below. The Zombie Giant picks out one juicy morsel and attempts to turn him to mush with his fist. Pick one model in BtB contact. The Zombie Giant may make one attack, rolling to hit using his normal weaponskill. If successful the model suffers an automatic wound. If a 5+ is rolled to hit, the blow counts as having the KB special rule.
Please note: This is not to vote whether it fits in with the theme etc. That is what the discussion in the threads is for.
It is to check and ensure we have created fair rules and choices that are not unbalancing, or there is not something grossly wrong that has been over looked.
Please note: Due to time constraints this will close on Thursday 10/12/09
Characters
Master Necromancer
~see stat changes for options and standard mounts
~May choose the Master's Corpse Cart as a mount choice - see below for details
Necromancer
~see stat changes for options and mounts
Wight King - 67pts
~BSB option for 20pts
~Limit of 1 per 1000pts
Core
Zombies - 3pts per model
Skeletons - 7pts per model
Crypt Ghoul - 7pts per model
Corpse Cart - 67pts
~Upgrades - 20pts each
Special
Grave Guard - 10pts per model
~0-1 per Wight King
Spirit Hosts - 55pts per base
Dire Wolves - 7pts per model
Rare
Black Knights - 21pts per model
Cairn Wraiths - 45pts per model
0-1 Zombie Giant - 200pts
~See below for details
New Unit
Master's Corpse Cart - 175pts
M 4 / WS 3 / BS 0 / S 4 / T 5 / W 3 / I 1 / A 2D6+2 / Ld 7
Equipment
Grasping Hands
Armour Save
4+
Special Rules
Undead
Regeneration
Miasma of Deathly Vigour
The Power of the Master
The most powerful of Necromancers can create contraptions of immense power that eclipse those of their brethren. Fuelled with the power of the dead, it invigorates those nearby whilst providing more than ample protection to its owner.
The Master's Corpse Cart automatically comes with both the Balefire and Unholy Lodestone upgrades. In addition it confers its Regeneration special rule on its rider.
Zombie Giant
M 6 / WS 2 / BS 0 / S 5 / T 5 / W 6 / I 1 / A 5 / Ld 2
Equipment
Hands and Feet
Special Rules
Undead
Terror
Large Target
Move (as per normal Giant rules)
Fall Over (as per normal Giant rules, with the exception that that the Zombie Giant falls over on a roll of 1-2)
Resilient
The pure size of the zombie giant means the power to resurrect such a creature must be all the more stronger. In battle this makes it all the more resilient, fighting on against insurmountable odds to carry out its master's bidding.
If the ZG loses combat it will only ever suffer a single crumble wound, regardless of the actual CR
Zombie Giant Special Attacks
A Zombie Giant may choose to forgo it's normal attacks in any combat phase and instead choose one of the following attacks:
Vomit - One Use Per Game
The ZG vomits a disgusting combination of long rotten flesh, stagnant bile and other unwholesome products on its foe. The ZG nor its foe may attack for that turn unless they have already done so. The ZG gains +3CR for this turn when working out combat results. In addition, for the remainder of the combat all enemy units hit by this attack suffer a -1 to hit and wound as they slip and struggle in the mess.
Braaaiiinnnnssss.......
Can only be used against Ogre sized creatures or larger. The ZG grasps hold of his opponents head, trying to eat the grey goodness inside. Your opponent must take an Initiative test on 1D6, a 6 is always a failure. If failed the model suffers D6 S5 hits. Any wounds inflicted heal an equal amount of number on the ZG, but they cannot take him over his original number of wounds.
Splat!
Can only be used against models Unit strength 2 or below. The Zombie Giant picks out one juicy morsel and attempts to turn him to mush with his fist. Pick one model in BtB contact. The Zombie Giant may make one attack, rolling to hit using his normal weaponskill. If successful the model suffers an automatic wound. If a 5+ is rolled to hit, the blow counts as having the KB special rule.