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Your Character's Rules

Disciple of Nagash

The Perverted One
Staff member
Joined
Feb 12, 2008
Messages
27,912
#1
With the various home-made characters that have come about especially with the start of the vampire council I thought it would be interesting for people to make up rules if they was to use them in a game.

Of course the characters need to be sensible so the following should be remembered:

No character is invulnerable, they all should have some weakness or area they are not good in. To use Mistress Lesa as an example she has not amour or ward save and so needs to be used very carefully/

Remember to put them in context with existing characters and there should be an explanation for extreme abilities in thier fluff - again Lesa has studied magic for over 2500 years and so is on par with Mannfred.

When creating new rules think about how they will interact or clash with other rules, example: always hits on 2+, what happens if this faces the Annoyance of Netlings?

If you can create a points cost great, if not I'm sure people here will provide suggestions.

If you can also post a picture of the model you are using / going to use to represent the character all the better!

Have fun!

So without further ado I present Mistress Lesa

See Lesa's background here: https://www.vampirecounts.net/showthread.php?tid=1260

This is the model I am going to use painted a little differently though:
http://www.coolminiornot.com/112646

Uses up one Lord slot

M6 - WS6 - BS6 - S5(6) - T5 - W4 - I9 - A4(5) - Ld10

Weapons and Equipment
The Master Sword (See Below)
Attendant Daemon (See Below)

Magic Weapon
The Master Sword
Created many years ago at the founding of colleges of magic this was a gift to the colleges from a master dwarf runesmith, the first of its kind it combined the abilities of all the lesser swords. However not long after it was stolen and its creator slain, the secret of its creation lost with him.
Hand weapon.Has the combined abilities of the Swords of Striking, Battle, Might and Biting Blade (+1 to hit, +1A, +1S, -1 armour save).

Arcane Item
Attendant Daemon
Lesa discovered the sealed prison of this daemon during one of her trips to the chaos wastes searching for magic artifacts. Binding it to her will the daemons warnings and advice enhance her already powerful magic abilities as well as saving her unlife on more than one occasion.
Grants Lesa immunity to Killing Blow and Poison Attacks. In addition Lesa also gains +1 to cast or dispel enemy magic. If Lesa suffers a miscast the daemon will bear the brunt of the blow, no roll is made on the miscast table, the cast is failed however the strain on the daemon means Lesa loses the above immunities and casting benefits until the end of her turn. If a second miscast happens in the same turn the daemon will again control the miscast however the magic phase will end, dispel any spells left in play on the board and also drain any stored power or dispelled dice.

Magic
Lesa is level 4 wizard. She automatically knows the 3 necromancy spells and in addition may roll for another 6 spells from any of the 8 lores in the warhammer rule book and / or the vampire Lore with the exception of life. She may do this is the following ways:
May choose to automatically know the remaining vampire lore spells and roll on the other tables for the remaining spells.
May choose to know all the spells from one lore.
May choose to randomly generate spells form the above lores using the normal rules i.e. may choose the first spell, may not have duplicate spells.(If duplicates are rolled you must re-roll for another)
Such Lesa's skill in magic that she may maintain Remain in Play spells whilst casting still casting other spells including other Remain in Play spells though she may not cast the same spell whilst it is still in play, also she may recast any spell inthe same magic phase remaining dice to do so.

Vampiric Powers
Master of the Black Arts, Aura of Dark Majesty, Beguile, Lord of the Dead.

Special Rules
Undead, Vampire

Stunning Beauty: Enemy models in base contact regardless of whether they are attacking her or not lose all charging bonuses (this includes impact hits), ASF (if they have it) and have thier Initiative reduced to 1. This power takes precedence over all other special rules, magic items or abilities and cannot be stopped or negated in anyway. In addition any model wishing to target Lesa directly will suffer a -1 to hit.

Raw Power: Lesa's magical abilties have vastly increased since she was ressurected by her husband. Lesa may add one dice to all casting and dispel attempt for free which may cause irresistable force or miscast, this is a free dice and is not drawn form the dice pool(s)

Soul Mate: If Milosh is killed Lesa will lose control and attempt to kill the Milosh's attackers. Lesa gains Hatred against the character or unit that killed Milosh. In the movement phase she must move as fast as possible towards the attacker and charge if possible. In the magic phase she will cast all offense spells first and direct them against the attacker, if the attacker is in a unit the spells will follow the normal targeting rules as Lesa will kill as many as possible to get to her target. Once in combat Lesa will automatically be placed in BSB contact if the attacker was a specific character and will accept a challenge of this attacker if issued, if any other models issue a challenge Lesa may choose to ignore this and still attack her target without any negative effects. If Lesa manages to kill her target she reverts to her normal rules.
 
Joined
Apr 6, 2008
Messages
90
#2
Tazmek, Empire General of Undeath

M6 - WS8 - BS6 - S5 - T5 - W3 - I8 - A4 - Ld10

Weapons and Armour:
Heavy armour, shield, Lance, Barded Nightmare. (2+ armour save)

Magic:
Level 3, due to being a 2nd generation vampire.(given the kiss by Abhorash)

Special Rules:
Blood Drinker: every wound caused gains +1 to his wounds up to 4 wounds, every other wound after that generates a Blood Counter. each blood counter can be used as a 5+ ward save ONCE.
Red Fury, Infinite hatred, Walking Death, Aura of Dark Majesty.
Grandmaster: May choose a Black knight unit as core and if joined by him may re-roll failed to hits in the first round of combat.
Rivalry: if used as general all wight/vampire units hate knightly orders(including Blood knight) the army also may not include blood Knights.
 

Trevy the Great

Vampire Progenitor
True Blood
Joined
Mar 2, 2008
Messages
8,386
#3
Vekarin the Dark Bladed
M6 - WS9 - BS6 - S6 - T5 - W4 - I7 - A5 - LD10

Weapons and Armor
The Banespike
The Dark Blade
The Plate of Kekarsarun
Steed of Apocalypse

The Banespike: The Banespike is an ancient weapon of Brettonia captured by the Dark Blade in Battle. All attacks by Vekarin hit automatically. In addition, the Banespike follows all the normal rules for Lances.

The Dark Blade: The Dark blade is an extremely powerful weapon magical weapon that Vekarin gets his infamous name from. Taken from the great Daemon Belsarund, Vekarin beleives he should only unleash it's power on those worthy.
The Dark Blade is a magical weapon that bestows the wearer +1 Attack. Any model wounded by the Dark Blade must take a toughness test or immediately lose all remaining wounds. In addition, any mundane weapon carries by a model wounded by the Dark Blade is immediately destroyed. However, Vekarin will only use the Dark Blade if he is in a challenge with a Lord level character or his Steed of Apocalypse is dead.

The Armor of Kekarsarun: Kekarsarun was a Chaos Lord of Tzeentch that proclaimed himself the 'Herald of Tzeentch.' He was remarkably powerful, but a cowardly fighter that would not face Vekarin in single combat. Instead, Vekarin had to slaughter the Chaos Lord's entire retinue of Chosen to get to the cowardly man. The Armor of Kekarsarun bestows a 3+ Armor save and a 3+ Ward Save.

Steed of Apocalypse: The Steed of Apocalypse is a powerful magical creature created for Vekarin by a cabal of his most powerful Necromancers. The Steed of Apocalypse is an Abyssal Terror with the Ethereal and Flaming Attacks special rules and has a Move of 8.

Bloodline Powers:
Red Fury, Walking Death

Magic:
Vekarin is a Lvl. 1 Wizard and knows Invocation of Nehek and one spell from the Lore of Vampires.

Special Rules:
Lord of the Scarred Rose: Vekarin must be the Army General.
Battle Honor: Vekarin was taught by Abhorash the Great and believes strongly in the honor of meeting his enemy face to face on the battlefeild. Vekarin must always challange is possible and must accept any challenges made to his unit.

Strengths: Powerful Close Combat Fighter, Good Lord Killer
Weaknesses: Very Little Magic, Must Challenge, Can only use the Dark Blade on some occasions.
 

Simon von Carstein

The Poetic Fiend
True Blood
Joined
Feb 25, 2008
Messages
2,825
#5
Simon von Carstein the Scourge of Morr and The Poetic Fiend
M WS BS S T W I A LD
6 8 6 5 5 3 7 4 10

Weapons,Armour and magic items
Animessor(Sword of Kings)
Simon's Bloody Hauberk(Walachs Bloody Hauberk)
Sceptre of Ikaana(Sceptre de Noirot)

Animessor was especially made for the vampire hunter Dieter von Kronos who used it to kill over thirty vampires before he was finally eliminated by Simon the sword is capable of killing any creature with a lot of life force. (see the Scourge of Morr summarised by the Order Morr chapter three in the story writhing section.)
Simon gains killing blow on a 5+ if fighting Demons or undead or 6+ against anything else.

Simons Bloody Hauberk once very likely belonged to Walach Harkon or one of his gets it was found by Simon close to Grim Moor shortly after Konrad's death. The wearer is protected by spirits and the armour is light as a feather enabling easy movement.
Heavy armour Simon gains a 4+ armour save and a 4+ ward save and his movement is not impeded.

The Sceptre of Ikaana was discovered by Simon in the ancient underground city of Ikaana below Nexeternus in the black mountains it is capable of enhancing the raise dead and invocation of Nehek spells.
Simon can raise D3 + 9 zombies with the raise dead spell or gain D6 +2 models with the Invocation of Nehek.

Bloodline powers.
Red Fury
Dark Accolyte
Lord of the Dead

Simon is a level 4 wizard and utilises the lore of the vampires
Simon has studied Necromancy for a long time and has created some variations of the original spells.
Grasp of Dust - Simon's killing spell. By grasping someones shoulder or indeed any part of them Simon can make them age until they turn to dust. This spell is cast once per magic phase and reduces Simon's attacks to 1 but if he successfully hits anything then he automatically kills them gaining one wound per kill this can take his wounds over his original number. cast on a 6+

Bolt of Undeath - By pointing two fingers at his intended victim Simon can kill them with an invisible bolt which will kill them instantly it can only be used on one victim at a time anyone who dies from it joins Simon's spectral attendants. Simon gains a free dispel dice for every victim he kills with the bolt of undeath on that turn. The bolt is a magic missile with a range of 18. Cast on a 5+

Special rules
Undying Love
If Sariah von Carstein is killed Simon is subject to Hatred and Frenzy

Spectral Attendants
Any enemy wizard within 24 inches suffers -1 to cast. Simon has magic resistance 1

Cloak and Dagger
Simon is an expert at cloak and dagger fighting and receives +1 to his armour save as long as he is on foot this is not effected by modifiers.

Hatred of Morr
Warrior priests, Raven knights and Witchhunters and Flagellants all hate Simon with a vengence.

DareDevil
Daredevil has been Simon's steed for many centuries he is descended from Simon's original horse and later Nightmare who was destroyed by a cannon ball during the retreat from Altdorf. Years later Simon captured a young foal from his ancestral lands and raised it himself naming it Daredevil he trained him to get used to his undead form and Daredevil served him well finally dying of old age after many years of service but his service didn't end there and he continues to serve his master.

M WS BS S T W I A LD
8 4 0 4 4 2 2 3 10

Whilst Simon is riding Daredevil he causes terror
 

Disciple of Nagash

The Perverted One
Staff member
Joined
Feb 12, 2008
Messages
27,912
#6
Milosh Cromwell

You can find his fluff here:
https://www.vampirecounts.net/showthread.php?tid=1277&page=1

M6 - WS8 - BS5 - S5(6) - T5 - W4 - I7 - A4 - Ld10

Weapons and Equipment
The Blade of Banishment

Magic Weapon
The Blade of Banishment
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. After Simon von Carstein killed its owner he gifted this blade Milosh
Has the following runes enscribed 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 Toughness 5 or more
Rune of Cleaving - +1 Strength (included in above profile)

Magic
Milosh is a level 4 wizard and chooses spells form the Lore of vampires.

Vampiric Powers
Spectral Horror
Aura of Dark Majesty
Walking Death

Special Rules
Undead, Vampire, Ethereal

Spirit Master: Being ethereal himself Milosh has an innate understanding of Spirits. He gains +2 to his roll when casting IoN of any units with the ethereal rule and heals D3 wounds instead of 1, this also includes when casting IoN on himself. In addition if the enemy has any ethereal units the enemy general must take a Ld test per unit at the start of each player turn, for each test he fails Milosh gains control of that unit for the remainder of that turn and may use it exactlys if it was his own.

Wraith Bodyguard: Milosh must always be fielded in a unit of 5+ wraiths, the appropriate points must be paid however they do not use up a rare slot. He cannot leave this unit at anytime however whilst in this unit he cannot be individually be picked out by any means, this overrides any items that would normally allow to do this, Milosh will also automatically pass his Lookout Sir! rule If a challenge is issued in combat and a champion is not present a normal wraith may answer the challenge if the player chooses to instead of Milosh. All the above including the Lookout Sir! rule remains in effect as long as one Wraith exists. One wraith may be upgraded to a banshee as per the normal costs.

Soul Mate: If Lesa is killed Milosh will lose control and attempt to kill the Lesa's attackers. Milosh gains Hatred against the character or unit that killed Lesa. In the movement phase he must move as fast as possible towards the attacker and charge if possible. In the magic phase he will cast all offense spells first and direct them against the attacker, if the attacker is in a unit the spells will follow the normal targeting rules as Milosh will kill as many as possible to get to his target. Once in combat Milosh will automatically be placed in BSB contact if the attacker was a specific character and will accept a challenge of this attacker if issued, if any other models issue a challenge Milosh may choose to ignore this and still attack his target without any negative effects. If Milosh manages to kill his target he reverts to his normal rules.

Pro's: Excellent in an army with many ethereal troops and good close combat abilities.
Con's:Expensive when combined with costs of wraiths, no armour or ward save.
 
Joined
Mar 22, 2008
Messages
232
#7
For a bit of fun, i came up with this character that cropped up in my head :)

Hrothgar, Lord of Winter 450pts?

Upon ghastly moors rides the deadly lord of winter. He hunts down any that cross his path, though what he seeks is unknown. Little is known about him but many legends tell of his appearance.
A large man, cloaked in white fur and with armour like ice, his sword made seemingly of ice and frost. He eyes are by the far the worst, deep red pits of blazing hate. He rides upon a huge frost-white wolf, horrific and bestial also with eyes like burning fires. No one knows why rides eternally or why he hates the living so much, but none that have crossed his path, live to tell the tale.

Hrothgar, Lord of Winter is a Lord Choice and a Rare Choice.

M WS BS S T W I A LD
Hrothgar 5 7 0 5 5 4 4 3 10
Frost Fang 10 4 0 4 4 2 3 3 10

Weapons and Equipment

Hrothgar has a Frostblade, Shield and The Frozen Armour. He rides Frost Fang, the great Wolf.

Special Rules

Undead, Ethereal, Hatred (Hrothgar only), Terror

Maelstrom of Frost: Hrothgar is constantly surrounded by a blinding snowstorm that freezes all nearby. At the start of the turn all models within 6” suffer a STR 2 hit. In addition all ranged attacks are at an additional –1 to hit.
Lord of Winter: Hrothgar is a master of ice and snow, living in it like no other creature could. He is immune to all frost based spells and damage (Yhetee attacks, Lore of Ice Spells etc). All flaming attacks can harm him despite him being ethereal.
Frost Fang: This monstrous wolf has claws like steel and skin as tough as armour. Frost Fang has a 4+ armour save and is immune to poisoned attacks.
The Lone Rider: Hrothgar rides alone, seeking something only he knows of. Hrothgar must always accept challenges and may never be the army general. He may always march, is immune to damage from the death of the general.
The Frozen Armour: This armour is freezing to the touch and wards away most damage. Counts as heavy armour, and also has a 5+ ward save. In addition any model that hits Hrothgar in close combat suffers a STR 2 hit.

Strengths: Close Combat Fighter, Terror, Fast Moving, Hard to hurt
Weaknesses: No magic, weak to fire

So what do you think? too powerful?
 
Joined
Feb 23, 2008
Messages
898
#9
Magneqrox the Infernal, Herald of the Draconids

This is basically a humanoid dragon without wings. He's not as big though (obviously, or I'd have to use him as a DoW giant), but he's still big.

M - 5
WS - 7
BS - 0
S - 6
T - 5
W - 5
A - 5
I - 4
LD - 10

Lvl 3 Wizard - knows all spells (except Flaming Sword of Rhuin) from the Lore of Fire.

Magneqrox takes up a Lord choice and 635 points.
Magic Items

Tomb Wrappings

After entering the Dragon's Pearl, Magneqrox emerged with these wrappings. Glowing glyphs and runes are carved onto its self-repairing surface. The golden wrappings covers his whole body like an extremely long bandage, hanging down at some places.

The protective seals of the Tomb Wrappings grant Magneqrox a 4+ Ward Save and, if Igor is in the same unit, Regeneration. It also confers Stupidity, because it was not meant to be worn by Magneqrox and periodically forces him to grasp his head and cower, due to it showing visions of Finelle starving. This counts as armour, but does not confer an armour save.


Phantasmagoria

Magneqrox forged this weapon in the smithy of his former citadel, which lies in Naggaroth. This sword is very long, thick and broad and ends in a crescent shape, making it resemble an anchor. Its hilt has a pair of wings on it, and the blade glows with a blue flame which both drips off it in liquid and disperses into the air. The blade has hundreds of small spikes on it,

Magic Weapon. Takes two hands. Flaming Attacks. Remains in Play. Cast on Self. Phantasmagoria must be summoned (and can be re-summoned incase, for example the Law of Gold renders it useless) on a casting value of 5+. Any miscast due to summoning the Phantasmagoria is disregarded, but the spell still fails to cast. The Phantasmagoria grants +2 Strength, +1 Attack and makes you hit on 2+. However, this 2+ To Hit can still be modified. The Phantasmagoria's magic is so powerful that it requires a Dispel Scroll to dispel it.


Crown of Eyes

This crown is highly ornamented. It has many eyes gazing outwards, constantly spying for information for Magneqrox. However, the eyes are for the most part merely spying, and not sending any information.

For each attack directed against Magneqrox, roll a D6. Each 1 and 6 rolled subtracts 2 from a chosen attack's To Hit score.

Hand of Dust (the torrent of purple magma and flames he can unleash from his mouth)


Special Rules & Bloodline Powers

Red Fury - as in the book.

Forbidden Lore; Lore of Fire - as in the book, except Magneqrox doesn't know Flaming Sword of Rhuin.

Supernatural Horror.

Smoldering Grip - Flaming attack. Breath Weapon, can be used in Close Combat. A torrent of purple fire and lava gushes forth from Magneqrox's mouth. Any model hit (resolve individually for each model hit), except Finelle, suffers a wound unless they can pass a Leadership test. If this wound is not saved, then they must pass a Leadership test on -2 or suffer D6 wounds.

Herald of the Draconids.

Magneqrox believes that failure in serving the Dragons is not acceptable. Therefor, whenever his side loses a combat, Magneqrox takes an additional automatic wound.


Unrelenting Bond.

Magneqrox loves and feeds Finelle, the Dark Elf Vampire ''Queen'' of Citadel Mizomsyl, Magneqrox's Citadel in Sylvania. Magneqrox must be brought to battle with Finelle, but they do not need to be in the same unit. If Finelle dies (that is, until a Black Coach resurrects her!), Magneqrox gains Hatred and Frenzy for the rest of the battle but does not gain the +1 attack nor re-roll missed rolls.



He's pretty generic, I know... but that'll have to do.
 
Joined
Apr 4, 2008
Messages
36
#10
These are pretty cool. I'd like to post my character(s) even though I'm not in the Vampire Council.

Etherius

And now here he stood, one of the great masters of undeath, a Vampire. Worshipped as a living god by some of the local sub-human tribes, and with an army of undeath serving his will, Etherius had come to be known as the Nightbringer by some of the locals he 'experimented' on. The Necrarch now tapped into his Spirit Sight, his ability to focus on the world of the dead, and found a suitable cluster of long-dead for his next incantation. With a few words and a wave of his hand, a dozen more Skeletons clawed their way from beneath the soil to join ranks with their fellows. Etherius had decided to begin raising his army a good distance from his own tower - he wanted to have minions buried nearby if he were discovered. He had gathered the dead from all the charnel houses, barrows, battlefields and graveyards within 20 miles of his tower, and deemed it time to unleash his hatred of life upon all the local villages in the desolate corner of Kislev he had settled in. As there was no blood flowing through the ancient Necrarch to warm his body, he did not particularly mind the cold climate - in fact, it did wonders to keep would-be Witch Hunters away, and the few who braved the cold to find him often arrived weakened, frost-bitten and emaciated due to a lack of food present in any of the nearby towns, hardly the condition to kill a Vampire in.

Etherius, Bringer of the Night, Terror of Kislev, Great Bonedancer

Etherius counts as 1 Lord choice and 1 Hero choice and costs 850 points

M - 6
Ws - 4
Bs - 5
S - 5
T - 5
W - 3
I - 6
A - 3
Ld - 10

Equipment: Etherius wears the Robes of the Crypt and carries the Staff of the Deadite, Hood of Shades, Tomb Scrolls, and the Tome of Unlife

Robes of the Crypt: These robes were the mundane trappings of Etherius when he was interred in his crypt, though later enchanted by Etherius to become nearly impermeable and reflect almost all normal attacks

The Robes of the Crypt grant Etherius a 2+ save, which cannot be reduced to worse than a 4+ by any means. This means that Etherius will always have a 4+ armor save, regardless of any rules which would worsen his armor.

Staff of the Deadite: This exquisitely carved staff is infused with a Daemonic soul, allowing it to appear and disappear at the owner's whim, and can be infused with Dark Magic to be unleashed whenever the user requires

The Staff of the Deadite is a one-use-only item that casts Summon Undead Horde. No roll to cast is required - all the power necessary is supplied by the staff itself. In addition, the attempt cannot be dispelled by any means - the awesome power of the Daemon trapped in the staff is too much for any mage in the known world to stop without major preparation. Additionally, it follows the same rules as the Skull Staff regardless of whether its other ability has been used or not.

Hood of Shades: This jet-black hood was created by Etherius to hide his identity after he was turned by W'Soran. After centuries the beautiful form it once cast has been replaced by a terrifying visage, and few mortals can stand to be near it as dread fills their hearts, and their instincts command them to flee.

The wearer of the Hood of Shades causes Terror.

Tomb Scrolls: These scrolls are products of Etherius' free time - each contains a powerful enchantment which is sensitive to the winds of Magic - when a spell threatens their master, their power serves to block the spells power entirely

The Tomb Scrolls confer Magic Resistance (2) to Etherius. In addition, Etherius counts as carrying 2 Dispel Scrolls.

Tome of Unlife: The Tome of Unlife is a book of ancient, dark power. While the origin of the book is unknown, its power is well documented. The dark-hued, bone-bound book grants the reader total control over the Undead

The Tome of Unlife allows its bearer to roll an extra die every time he attempts to cast a Necromancy spell. This is, in esscence, a 'free die', and can cause a miscast or irresistable force as normal. However, the book has a second power - when casting a Necromancy spell, the bearer may ignore any miscast he suffers. The spell still fails, but no other ill effects are applied.

Special Rules
Undead, Second Generation Vampire

Second Generation Vampire: W'Soran himself turned Etherius thousands of years ago. Before the coming of the Vampires, Etherius was a Priest of the land of Nehekhara. After Etherius had learned of his master W'Soran's true nature, Etherius realized that he owed his alliegience to W'Soran, and not to the Priesthood, and was granted the Blood Kiss after decades of service to his Dark Lord.

Etherius is a level 4 Vampire and knows all the spells from the Lore of the Vampires, the Lore of Death, and the Lore of Shadows. He also generates one more power die than normal, such is his raw arcane ability.

Vampire Powers
Master of the Black Arts, Lord of the Dead

So, we have a Vampire weak in combat, but with the ability to cast roughly on par with Kroak. He generates nine power dice, and raises undead like no other. I know this is stronger than I actually made him fluff-wise, but I can't help it. He is a Second-Generation Vampire after all! The points are hard to eyeball, but I figure it's better to be safe than sorry as far as points go.
 

Trevy the Great

Vampire Progenitor
True Blood
Joined
Mar 2, 2008
Messages
8,386
#11
Zosz the Forsaken
M4 - WS6 - BS5 - S4 - T5 - W4 - I4 - A3 - Ld10

Equipment: Zosz carries Spitefang and the Staff of Darkbane. In addition he has the Pendant of Black Crystal.

Spitefang
Spitefang is Zosz' sacred sword, given him be his master thousands of years ago before his banishment. This sword is said to scream like a banshee and burn with blue fire when it draws blood.
All attacks with Spitefang are Magical and Flaming. Spitefang also ignores all armor saves.

The Staff of Darkbane
Another item given Zosz by his master, the Staff of Darkbane increases Zosz already formidable magical powers.
The Staff of Darkbane gives Zosz +2 to cast and Dispell.

The Pendant of Black Crystal
This powerful ward protects Zosz' fragile form from enemy blows.
The Pendant of Black Crystal confers a 5+ Ward Save.

Special Rules:
Master Necromancer: Zosz is a Level 4 Wizard, Vampire and knows all the spells from the Lore of Vampires and the Lore of Fire (except Flaming Sword of Rhuin).

'Bloodline Powers'
Master of the Black Arts, Lord of the Dead


Strengths: Zosz is a formidable close combat opponent against weak troops and heroes, due to his sword, but cannot compare with other Lord level fighters. His true strength lies in his ability to cast obscene amounts of magic.
Weaknesses: Zosz poor save and relatively poor combat stats mean that Zosz can easily be dispatched in close combat.
 

Sweeney Todd

Master Vampire
True Blood
Joined
Mar 9, 2008
Messages
4,036
#12
Looks fun. Don't mind if I join in.



Sweeney Todd, the Vampire Barber of Fleet Street

Sweeney Todd counts as a Lord choice and costs 575 points

M6(9) WS9 BS5 S5 T5 W4 I9 A5(6) LD10

Weapons & Equipment: Heavy armor, Talisman of Lycni(bonus included in profile), Todd's Crimson Caress

Magic: Sweeney Todd is a Level 2 wizard and knows Invocation of Nehek and two spells from the Lore of Vampires

Vampiric Powers: Red Fury, Walking Death

Todd's Crimson Caress: Benjamin Barker's most valued set of silver razors have slit countless throats and drunk their blood during his centuries-long reign of terror. Sweeney Todd combines his vampiric strength and speed with the honed skill of an artist and effortlessly slashes out the necks of those within reach as though he were born to become a bloody whirlwind.

This is a magic weapon that also counts as two hand weapons(bonus included in profile) and allows Sweeney Todd to reroll any failed rolls to wound. In addition any 6s on the To Hit roll cause an automatic Killing Blow wound

Vengeance Above All: Benjamin Barker sold his mortality and his soul for undying power with which to get his revenge. Now the entirety of his unlife is dedicated to the sole purpose of vengeance upon Judge Turpin

Sweeney Todd has the Vampiric Power Infinite Hatred. In addition, on any turn in which Sweeney Todd charges he gains +2S and Always Strikes First for the following combat phase

Fell Reputation: The tale of Sweeney Todd's centuries-long killing spree has become known throughout the Old World. Few are those who cannot recognize the man of whom the bards sing, and fewer still are those who would dare to stand their ground in his presence

Sweeney Todd causes Terror rather than Fear against Brettonian and Empire models, and inflicts a -1 LD penalty against any Brettonian or Empire unit within 6''.




Strengths: Mobile killing machine. Destroys virtually anything in his path.

Weaknesses: Not much magic, only a 5+ armor save. Relies on killing everything before it can touch him and/or making them run away.
 

Simon von Carstein

The Poetic Fiend
True Blood
Joined
Feb 25, 2008
Messages
2,825
#13
Sariah von Carstein The Dark Duchess/Duchess of Doom
M WS BS S T W I A LD
6 7 5 5 5 3 7 4 9

Weapons,Armour and magic items
Sword of Striking
Nightshroud
Tiara of Ikaana (Crown of the Damned/Helm of Commandment)

The Tiara of Ikaana is an ancient artifact that draws revitalising energy and enables Sariah to force her will on undead automatons unfortunately it has played a part in her insanity as well. Grants Sariah a 4+ ward save and enables her to give her weapon skill to an undead regiment as long as she isn't in combat but also causes stupidity.

Bloodline powers
Master of the Black Arts
Beguile
Walking Death

Sariah is a level 3 wizard who utilises the lore of the vampires

Special rules
Undying Love
If Simon is killed Sariah is subject to Hatred and Frenzy

Precognition
Sariah always strikes first in combat plus any enemy models in base contact lose an attack. This cannot be changed or affected by anything else.

Hypnotism
Any character that in base contact must take a toughness test if they fail then Sariah will hypnotise them. For that turn the enemy character will be under her control and will attack himself.
 

Simon von Carstein

The Poetic Fiend
True Blood
Joined
Feb 25, 2008
Messages
2,825
#14
Simon von Carstein at his most powerful. This version of Simon is for fun or a really big battle.

M WS BS S T W I A LD
6 9 6 5 5 4 8 5 10

Weapons,Armour and magic items
Animessor(Sword of Kings)
Simon's Bloody Hauberk(Walachs Bloody Hauberk)
Sceptre of Ikaana(Sceptre de Noirot)

Animessor was especially made for the vampire hunter Dieter von Kronos who used it to kill over thirty vampires before he was finally eliminated by Simon the sword is capable of killing any creature with a lot of life force. (see the Scourge of Morr summarised by the Order Morr chapter three in the story writhing section.)
Simon gains killing blow on a 5+ if fighting Demons or undead or 6+ against anything else.

Simons Bloody Hauberk once very likely belonged to Walach Harkon or one of his gets it was found by Simon close to Grim Moor shortly after Konrad's death. The wearer is protected by spirits and the armour is light as a feather enabling easy movement.
Heavy armour Simon gains a 4+ armour save and a 4+ ward save. This does not impede hs movement.

The Sceptre of Ikaana was discovered by Simon in the ancient underground city of Ikaana below Nexeternus in the black mountains it is capable of enhancing the raise dead and invocation of Nehek spells.
Simon can raise D3 + 9 zombies with the raise dead spell or gain D6 +2 models with the Invocation of Nehek or gain an extra D6 models when summoning an undead horde.

Rides a zombie dragon.

Bloodline powers.
Red Fury
Dark Accolyte
Lord of the Dead

Simon is a level 4 wizard and utilises the lore of the vampires

Special rules
Undying Love
If Sariah von Carstein is killed Simon is subject to Hatred and Frenzy

Spectral attendants
any enemy wizard within 24 inches suffers -1 to cast. Simon has magic resistance 1

Cloak and Dagger
Simon is an expert at cloak and dagger fighting and receives +1 to his armour save as long as he is on foot this is not effected by modifiers.

Hatred of Morr
Warrior priests, Raven knights and Witchhunters and Flagellents all hate Simon with a vengence.
 

Trevy the Great

Vampire Progenitor
True Blood
Joined
Mar 2, 2008
Messages
8,386
#16
Victarias Banespike, Queen of the Violet Rose
M6 - WS9 - BS5 - S5 - T4 - W3 - I9 - A5 - LD10

Equipment
Blades of the Night
Heavy Armor

Blades of the Night: These swords were crafted in Lahmia at the hight of Vampiric power there. They count as two hand weapons that bestow +2 attacks instead of +1.

Magic: Victarias is a Lvl. 2 Wizard and knows Invocation of Nehek and two spells from the Lore of the Vampires

Bloodline Powers
Red Fury
Infinite Hatred

Special Rules
Beloved of Vekarin
Blade Mistress

Beloved of Vekarin: If Victarias and Vekarin are in the same army and one is killed, the other will be subject to the Frenzy and Hatred rules.
Blade Mistress: Such is Victarias' skill with a blade that she gets a 5+ Ward Save. She also has the Always Strikes First rule.

Strengths: Extreme close combat fighter, can kill troops wholesale.
Weaknesses: Weak magic, not a very high armor save (for a Vampire Lord).
 

Gree

Master Vampire
True Blood
Joined
Dec 11, 2007
Messages
4,953
#17
Voivode Mircea von Carstein: 640pts

M6 – WS8 - BS5 - S5 - T4 - W3 – I8 – A5 - LD10
Equipment
Vlad’s Sword (Blood Drinker)
Myotis Armor
Power Stone

Special Rules
Regeneration
Master General

Magic
Mircea is a level 4 caster

Bloodline Powers
Mircea has the Red Fury, Infinite Hatred, Walking Death, Flying Horror, and Beguile


Myotis Armor
An enchanted suit of armor that with the souls of the dead
The Myotis armor gives Mircea a 3+ armor save and a 4+ ward save

Master General
Mircea can redeploy one unit after both sides have deployed.

Pro’s: Great fighter and caster
Cons’s, expensive, suffers against high armor enemies.
 

Disciple of Nagash

The Perverted One
Staff member
Joined
Feb 12, 2008
Messages
27,912
#20
Really? Lesa's a lot less than I thought considering she has 9 spells, 6PD plus an extra one for every spell and can recast any spell as well plus her immunitie Killing Blow and Poison not to mentioned an extra wound. At those points I really wish I could take her!
 

Gree

Master Vampire
True Blood
Joined
Dec 11, 2007
Messages
4,953
#21
Well then boost her us to 700pts, she sounds like she is level with Kroak.
 

Gree

Master Vampire
True Blood
Joined
Dec 11, 2007
Messages
4,953
#23
Vekarin the Dark Bladed said:
Kroak is somewhere around 1,100 Points alone and he has no attacks!
Yeah but he is a giant space frog. Whic automaticly has to mean something.
 
Joined
Feb 23, 2008
Messages
898
#24
Finelle the Glutton - 435 Points, Rare Choice

M - 4
WS - 4
BS - 0
S - 5
T - 6
W - 5
I - 2
A - 3
LD - 9

Magic Items

Crown of Indulgence

Finelle received this gift from Slaanesh. The more pleasure the wearer gains from self-indulgence, the more the Crown will augment that pleasure.
Each unsaved wound caused by Finelle in Close Combat will restore one lost wound. This can take the wound total above what its normal limit.

Terror's Dress

Slaanesh changed her clothing as well, to fit and adapt to her size automatically when she grows. It has an aura around it which inspires a fear of being slowly eaten alive by Finelle.
Finelle causes Terror. In addition, for each missed attack in Close Combat against Finelle, the enemy must pass an Initiative test or lose a wound as Finelle chomps off something and gobbles it down. This doesn't have an additional effect beyond Terror against models that aren't in any way palatable.


Vampiric Powers & Special Rules

Aura of Dark Majesty. This is the same as usual, except that it confers -2 LD instead of -1 due to the unusual horror posed by Finelle's appearance.

Walking Death.

Indulge

Choose a model within base-to-base contact. If the model is in any way palatable, then the model must pass a Leadership test to avoid being completely devoured by Finelle. There are no saves against this. You can only use it once per game against characters, but any number of times against RnF troops. If devoured, the full VP is scored and the model is removed from the table, counting as slain.

May only be used once per turn, at the end of the Close Combat phase.
 

Voltaire

Master Necromancer
True Blood
Joined
Aug 15, 2007
Messages
2,763
#25
Lord Valda Points Cost: 455

M- 5
WS - 8
BS - 2
S -5
T- 5
W - 3
I - 8
A - 5
Ld - 10

Equipment:

The Blood Blade of Schwarzberg
A gift from the a different time, this weapon was forged originally for the followers of Khaine and ended up in the possession of Lord Valda as a parting gift from the Cult of Khaine known only as the Supreme. The name of this blade is elvish is actually 'Blood Martyr'
Confers the Vampire Power Red Fury to the Bearer as well as the effects of the Blood Drinker magical weapon.


The Armour of the Black Mountain
Another Elven item, this armour was created for Valda during his tenure as a student in Naggarond. The armour was originally designed with the intention of saving Valda from harm should he keep it well fed. The only problem is that the armour seeks blood more than he does so it speaks to him when it is being fed blood. When it is fed though, barely any harm will come to the person wearing the armour.
Combines the effects of the Flayed Hauberk and the Crown of the Damned. This means he has a 2+ armour save, a 4+ Ward save and is subject to stupidity.


The Claw of Doom
A perfect copy of the Claw of Nagash, this little trinket bestows an unshakeable hatred of life into its bearer as well as giving its wearer an uncanny sense of authority. This claw is the pinnacle of Necromantic and Chaos energies combined.
Confers the Infinite Hatred Bloodline power and the Walking Death Bloodline power to its wearer.

Magical Ability
Valda is a Level 3 Wizard and always use Necromantic spells

Mount Options:
Valda may ride a Zombie Dragon or Abyssal Terror for the points costs indicated in the Vampire Counts army book.
What I love is that Valda is completely game legal and uses the existing items and rules to his advantage.
 
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