- Feb 12, 2008
- 27,732
I have been thinking and I'm not sold of some of the ideas of Dieter and the other special characters for the Legion. They just seem wrong and out of place.
So I was thinking that perhaps we should do rules for the nine Dreadlords of Nagash as special characters, and think of a new name for the current lord entry we call Dreadlords.
The other thing that made me think this is in the TVC we have created fluff etc for nine Dreadlords, so I was thinking we could perhaps use them?
Here is a brief overview of them
Arkhan the Black - Rules can be found here LINK
The Executioner
M 4 / WS 8 / BS 0 / S 6 / T 6 / W 5 / I 7 / A 5 / Ld 10
Magic
The Executioner knows all four Rituals and may cast one per turn
Equipment
Great Weapon
Full Plate Armour
Special Rules
Powerhouse
Strong beyond measure the Executioner wields his axe with unparalleled ease and his blows can are rip apart any foe
The Executioner does not strike last with his Great Weapon, but strikes in normal order as if it was a handweapon. He also has the Killing Blow rule that works on creatures of any size.
Immense Stamina
His body, already in peak condition and bolstered by the powers of Nagash, has attained such a great level of resilience so as to appear indestructible.
The Executioner is immune to Killing Blow and Poison. He also has the Regeneration special rule.
The Innocence
M 4 / WS 7 / BS 3 / S 5 (6) / T 5 / W 3 / I 6 / A 5 / Ld 10
Magic
The Innocence knows all four Rituals and may cast 2 per turn. He is also a level 3 caster and may choose from the Lore of Nagash or the Lore of Vampires. (this is explained in fluff) He will know the "free" spell of whichever lore he chooses.
Equipment
The Banishment Blade
This blade was forged many years ago by a dwarven master runesmith to combat the ever growing threat of daemons, after it was lost in battle it was recovered by a Knight of the Order of Morr and found to be as equally devastating to the forces of undead. Eventually it was taken from the vampire Milosh Cromwell when he was captured by Arkhan
Has the following runes inscribed on it:
Master Rune of Banishment - Creatures who are daemonic, have any marks of chaos, are undead or have the forest spirit rule suffer D3+1 wound per unsaved wounds.
Rune of Might - Double strength (max of 10) against enemies that are toughness 5 or more and are daemonic, have any marks of chaos, are undead or have the forest spirit.
Rune of Cleaving - +1 Strength (included in above profile)
Special Rules
Undead
Mist Form
The Innocence has the ability to change it to mist at will, enabling him to move at tremendous speeds and making him nearly impossible to attack
At the start of any turn you may nominate to use this form. Whilst in this form the Innocence has they Fly special rule and any and all attacks require a 6 to hit, this includes attacks that would not normally roll to hit such as a stone thrower. (The roll to his is made after all other adjustments and rolls). This power also negates auto or other magic items which increase the bearers toll to hit. The Innocence can also use this power to leave combat at the start of his turn, in which case he may move as normal.
However whilst in this form the Innocence may not charge, not may he attack in combat and may only cast one spell per turn in addition to his Rituals.
Typhoon
From his outstretched hands the Innocence can unleash a dark storm of power, whose winds can rip apart armour and bone with equal ease
This is classed as a shooting attack with an 18" range. Choose one unit within LOS of the Innocence. This unit is hit with D6+4 S5 armour piercing hits. The affected unit is also pushed away from the Innocence D6 inches. If this push would cause the unit to come into contact with another unit, impassable terrain or the board edge, the unit will stop 1" away from the said feature.
The Guilt (Hero Choice)
M 4 / WS 4 / BS 4 / S 4 / T 4 / W 2 / I 4 / A 3 / Ld 9
Magic
The Guilt knows all four Rituals and may cast 2 per turn. She is also a level 2 caster and uses the Lore of Nagash.
Equipment
Full Plate
Two Hand Weapons
Special Rules
Undead
Untouchable
Seemingly weak compared to the other Dreadlord's, the Guilt is a deadly foe as she is almost unstoppable. Every blow, attack or spell is rebounded at the attacker with doubled fury, ensuring that they are not alive to try again
Whenever the Guilt is hit (this includes instant death such as Pit of Shades, and spells which have an effect but do not cause damage) of any kind, roll a d6. On a roll of 1 the attack is resolved as normal. On a 2+, the Guilt suffers no effect. Instead, resolve the hit including any special rules (such as Killing Blow) against the attacking model. If the attack had a strength value it is doubled to a maximum of 10. If it is unclear who made the attack then it is distributed as shooting on that unit (e.g warmachines). This power cannot be used against Crumbling.
Transference
Though not a proficient fighter, the Guilt has other methods at her disposal. By grasping another any damage caused to her is transferred instantaneously to them, rendering normal protection useless.
The Guilt can choose to use this attack against one opponent in BtB contact instead of her normal attacks. The enemy model must roll under its I value or suffer one automatic wound as she grabs her opponent before stabbing herself. No armour saves are allowed against this wound.
The Sentence
Description:
A vampire of the Necrach line, extremely skilled in the art of Necromancy. He has the usual decayed look of that line, and wears tattered black robes. Prefers to use magic however does have a magical dagger for close combat
Pros:
Magically powerful, though doubtful he is the equal of Lesa. It seems he thinks he is more powerful than V’azrin but as of yet that is to be tested.
Has mastered the art of creating a magical barrier, thus rendering him quite difficult to hurt.
Cons:
Poor combat skills
The Verdict - (Hero Level)
M 4 / WS 6 / BS 0 / S 5 / T 4 / W 3 / I 6 / A 3 / Ld 10
Magic
The Verdict knows all 4 Rituals and may cast one per turn. He is also a level 2 wizard and knows all the spells in the Lore of Fire.
Equipment
Staff of the True Follower
This black staff burns bright when held in the hands of a true believer of Nagash. In the Verdicts hands it has turned into a potent weapon, fuelled by his fanatic loyalty to his master.
The staff has Flaming Attacks, and also grants the bearer an additional PD in each of their magic phases. In addition it can be used as either a Great Weapon or or two hand weapons. This must be chosen before the start of combat and cannot be changed until the Verdict has left combat. If the Verdict cast the Flaming Sword of Rhuin, the affects of the spell are combined with the Staff's special rules.
Special Rules
Undead
Fanatic
The Verdict believes in the Dark Lord like no other, and will stop at nothing to carry his master's command. Such is his force of will that he will not retreat, and woe betide any others who would seek to flee whilst he watches
The Verdict has the Frenzy special rule that can never be lost. Such is his belief that has the same rules as the army Standard Bearer (this can work cumulative with the normal Army Standard Bearer). If any Nagashi flees whilst within 6" of the Verdict they automatically suffer D6 wounds with no save of any kind allowed. If they should flee into the Verdict or the unit that contains the Verdict, they Nagashi unit is automatically destroyed as if they had been run down by an enemy unit. However the enemy does not gain the VP for the destroyed unit.
Pyromancer
The fires of his belief burns to strongly in the Verdict it manifests as actual flames. With eyes that burn like white hot coals he can control the winds of fire with ease, whilst the immense heat of his body can scorch enemies or burn arrows before they can harm him.
The Verdict has +1 to his casting roll when using spells from the Lore of fire, and may use one more dice than his level is normally permitted to when casting. He also has a 5+ ward save.
Mind Assault
The Verdict has the ability to assault the minds of others, hammering their thoughts with words and images until they can do nothing. As their thoughts and emotions are twisted they prove easy prey for the armies of Nagash.
The Verdict can choose one unit or character within 8" of him at the start of every turn. The unit must take Ld at their base value (they may not use a characters Ld unless they are in the unit). If failed the unit cannot move or shoot that turn, and if engaged in combat their WS is reduced to 1.
If a wizard is targeted for every spell they cast they must take a Ld test at their base Ld with no modifiers for magic items / rules etc. If passed they may cast as normal. If failed they automatically miscast.
The Judge
Description
Recently revealed to be Maatameses, a master vampire. Before her turning she was the judge of Lahmia, and still carries the air of intimidation and authority about her. She wears the same armour and robes of the other Dreadlords, but her head is uncovered. She has a cruel face with amber eyes that judge all before her.
Pros:
After Arkhan the most proficient all rounder. Very capable in both combat and magic.
Has the ability to work out an opponent’s strengths and weaknesses, to almost read their souls. More likely this is from years of experience than anything else.
Cons:
Only her thirst for vengeance for what happened to her beloved Lahmia.
The Jailer
Description:
An old, thin, inconspicuous man, who seems to be swallowed within the black robes he wears. He has watery blue eyes and has a rusted set of eyes tied to a roped round his waste. He carries a thin rapier at his side
Pros:
Yet to be revealed
Cons:
Yet to be revealed
The Scribe
Description:
Not much is known of this Dreadlord, other than he is working a secret plan for his master. Even most of the other Dreadlords have never met this illusive person, leaving many to wonder whether he actually exists.......
Pros:
Unknown
Cons:
Unknown
A lot of it is missing which we can flesh out, but at least this would be original.
Comments?
So I was thinking that perhaps we should do rules for the nine Dreadlords of Nagash as special characters, and think of a new name for the current lord entry we call Dreadlords.
The other thing that made me think this is in the TVC we have created fluff etc for nine Dreadlords, so I was thinking we could perhaps use them?
Here is a brief overview of them
Arkhan the Black - Rules can be found here LINK
The Executioner
M 4 / WS 8 / BS 0 / S 6 / T 6 / W 5 / I 7 / A 5 / Ld 10
Magic
The Executioner knows all four Rituals and may cast one per turn
Equipment
Great Weapon
Full Plate Armour
Special Rules
Powerhouse
Strong beyond measure the Executioner wields his axe with unparalleled ease and his blows can are rip apart any foe
The Executioner does not strike last with his Great Weapon, but strikes in normal order as if it was a handweapon. He also has the Killing Blow rule that works on creatures of any size.
Immense Stamina
His body, already in peak condition and bolstered by the powers of Nagash, has attained such a great level of resilience so as to appear indestructible.
The Executioner is immune to Killing Blow and Poison. He also has the Regeneration special rule.
The Innocence
M 4 / WS 7 / BS 3 / S 5 (6) / T 5 / W 3 / I 6 / A 5 / Ld 10
Magic
The Innocence knows all four Rituals and may cast 2 per turn. He is also a level 3 caster and may choose from the Lore of Nagash or the Lore of Vampires. (this is explained in fluff) He will know the "free" spell of whichever lore he chooses.
Equipment
The Banishment Blade
This blade was forged many years ago by a dwarven master runesmith to combat the ever growing threat of daemons, after it was lost in battle it was recovered by a Knight of the Order of Morr and found to be as equally devastating to the forces of undead. Eventually it was taken from the vampire Milosh Cromwell when he was captured by Arkhan
Has the following runes inscribed on it:
Master Rune of Banishment - Creatures who are daemonic, have any marks of chaos, are undead or have the forest spirit rule suffer D3+1 wound per unsaved wounds.
Rune of Might - Double strength (max of 10) against enemies that are toughness 5 or more and are daemonic, have any marks of chaos, are undead or have the forest spirit.
Rune of Cleaving - +1 Strength (included in above profile)
Special Rules
Undead
Mist Form
The Innocence has the ability to change it to mist at will, enabling him to move at tremendous speeds and making him nearly impossible to attack
At the start of any turn you may nominate to use this form. Whilst in this form the Innocence has they Fly special rule and any and all attacks require a 6 to hit, this includes attacks that would not normally roll to hit such as a stone thrower. (The roll to his is made after all other adjustments and rolls). This power also negates auto or other magic items which increase the bearers toll to hit. The Innocence can also use this power to leave combat at the start of his turn, in which case he may move as normal.
However whilst in this form the Innocence may not charge, not may he attack in combat and may only cast one spell per turn in addition to his Rituals.
Typhoon
From his outstretched hands the Innocence can unleash a dark storm of power, whose winds can rip apart armour and bone with equal ease
This is classed as a shooting attack with an 18" range. Choose one unit within LOS of the Innocence. This unit is hit with D6+4 S5 armour piercing hits. The affected unit is also pushed away from the Innocence D6 inches. If this push would cause the unit to come into contact with another unit, impassable terrain or the board edge, the unit will stop 1" away from the said feature.
The Guilt (Hero Choice)
M 4 / WS 4 / BS 4 / S 4 / T 4 / W 2 / I 4 / A 3 / Ld 9
Magic
The Guilt knows all four Rituals and may cast 2 per turn. She is also a level 2 caster and uses the Lore of Nagash.
Equipment
Full Plate
Two Hand Weapons
Special Rules
Undead
Untouchable
Seemingly weak compared to the other Dreadlord's, the Guilt is a deadly foe as she is almost unstoppable. Every blow, attack or spell is rebounded at the attacker with doubled fury, ensuring that they are not alive to try again
Whenever the Guilt is hit (this includes instant death such as Pit of Shades, and spells which have an effect but do not cause damage) of any kind, roll a d6. On a roll of 1 the attack is resolved as normal. On a 2+, the Guilt suffers no effect. Instead, resolve the hit including any special rules (such as Killing Blow) against the attacking model. If the attack had a strength value it is doubled to a maximum of 10. If it is unclear who made the attack then it is distributed as shooting on that unit (e.g warmachines). This power cannot be used against Crumbling.
Transference
Though not a proficient fighter, the Guilt has other methods at her disposal. By grasping another any damage caused to her is transferred instantaneously to them, rendering normal protection useless.
The Guilt can choose to use this attack against one opponent in BtB contact instead of her normal attacks. The enemy model must roll under its I value or suffer one automatic wound as she grabs her opponent before stabbing herself. No armour saves are allowed against this wound.
The Sentence
Description:
A vampire of the Necrach line, extremely skilled in the art of Necromancy. He has the usual decayed look of that line, and wears tattered black robes. Prefers to use magic however does have a magical dagger for close combat
Pros:
Magically powerful, though doubtful he is the equal of Lesa. It seems he thinks he is more powerful than V’azrin but as of yet that is to be tested.
Has mastered the art of creating a magical barrier, thus rendering him quite difficult to hurt.
Cons:
Poor combat skills
The Verdict - (Hero Level)
M 4 / WS 6 / BS 0 / S 5 / T 4 / W 3 / I 6 / A 3 / Ld 10
Magic
The Verdict knows all 4 Rituals and may cast one per turn. He is also a level 2 wizard and knows all the spells in the Lore of Fire.
Equipment
Staff of the True Follower
This black staff burns bright when held in the hands of a true believer of Nagash. In the Verdicts hands it has turned into a potent weapon, fuelled by his fanatic loyalty to his master.
The staff has Flaming Attacks, and also grants the bearer an additional PD in each of their magic phases. In addition it can be used as either a Great Weapon or or two hand weapons. This must be chosen before the start of combat and cannot be changed until the Verdict has left combat. If the Verdict cast the Flaming Sword of Rhuin, the affects of the spell are combined with the Staff's special rules.
Special Rules
Undead
Fanatic
The Verdict believes in the Dark Lord like no other, and will stop at nothing to carry his master's command. Such is his force of will that he will not retreat, and woe betide any others who would seek to flee whilst he watches
The Verdict has the Frenzy special rule that can never be lost. Such is his belief that has the same rules as the army Standard Bearer (this can work cumulative with the normal Army Standard Bearer). If any Nagashi flees whilst within 6" of the Verdict they automatically suffer D6 wounds with no save of any kind allowed. If they should flee into the Verdict or the unit that contains the Verdict, they Nagashi unit is automatically destroyed as if they had been run down by an enemy unit. However the enemy does not gain the VP for the destroyed unit.
Pyromancer
The fires of his belief burns to strongly in the Verdict it manifests as actual flames. With eyes that burn like white hot coals he can control the winds of fire with ease, whilst the immense heat of his body can scorch enemies or burn arrows before they can harm him.
The Verdict has +1 to his casting roll when using spells from the Lore of fire, and may use one more dice than his level is normally permitted to when casting. He also has a 5+ ward save.
Mind Assault
The Verdict has the ability to assault the minds of others, hammering their thoughts with words and images until they can do nothing. As their thoughts and emotions are twisted they prove easy prey for the armies of Nagash.
The Verdict can choose one unit or character within 8" of him at the start of every turn. The unit must take Ld at their base value (they may not use a characters Ld unless they are in the unit). If failed the unit cannot move or shoot that turn, and if engaged in combat their WS is reduced to 1.
If a wizard is targeted for every spell they cast they must take a Ld test at their base Ld with no modifiers for magic items / rules etc. If passed they may cast as normal. If failed they automatically miscast.
The Judge
Description
Recently revealed to be Maatameses, a master vampire. Before her turning she was the judge of Lahmia, and still carries the air of intimidation and authority about her. She wears the same armour and robes of the other Dreadlords, but her head is uncovered. She has a cruel face with amber eyes that judge all before her.
Pros:
After Arkhan the most proficient all rounder. Very capable in both combat and magic.
Has the ability to work out an opponent’s strengths and weaknesses, to almost read their souls. More likely this is from years of experience than anything else.
Cons:
Only her thirst for vengeance for what happened to her beloved Lahmia.
The Jailer
Description:
An old, thin, inconspicuous man, who seems to be swallowed within the black robes he wears. He has watery blue eyes and has a rusted set of eyes tied to a roped round his waste. He carries a thin rapier at his side
Pros:
Yet to be revealed
Cons:
Yet to be revealed
The Scribe
Description:
Not much is known of this Dreadlord, other than he is working a secret plan for his master. Even most of the other Dreadlords have never met this illusive person, leaving many to wonder whether he actually exists.......
Pros:
Unknown
Cons:
Unknown
A lot of it is missing which we can flesh out, but at least this would be original.
Comments?