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Miskaevna, the Eternal Khan-Queen (445 points for tournament legal version, or 520 with special rules)

M- 6
WS - 7
BS - 5
S -5
T- 5
W - 3
I - 7
A - 4
Ld - 10

Bloodline Powers- Forbidden Lore, Dark Acolyte, Beguile.

Magic Items- Frostblade

Mount- same options as a standard Vampire Lord

Special Rules- Mistress of Frost, Defender of the Northern Steppes, Tzar-kin, Hates Chaos (all varieties)

Defender of the Northern Steppes
The dead available Necromancers of the Far North are a more varied lot than those found in the barrows of Sylvania. Over the millenia, the depredations of Chaos have slain countless thousand of brave Ungols, and they hunger for vengeance.
An army led by Miskaevna may field Skeletal Light Horsemen. See the Tomb Kings army book for points cost and rules. This unit does not fulfill the minimum Core requirements.

Mistress of Frost
No less accomplished in her ancestral magic than the current khan-queen (and kinswoman) Katerina, Miskaevna forsakes the advanced powers of undeath for mastery over the elements of her homeland. Her creation, the Frostblade, represents the pinnacle of her chill art.
Miskaevna is a level 4 caster, and knows all spells from the Lore of Ice (and Invocation of Nehek). In addition, her mastery of the Frostblade's supernatural chill grants her the combined effects of the Nightshroud and the Hand of Dust

Tzar-Kin
Miskaevna is, as her name suggests, a daughter of Kislev's very founder. Despite the remoteness of her frozen fortress, she has carefully maintained her alliance with her living kin. Her condition is overlooked, for in the face of a Chaos Incursion, no ally may be discounted.
An army led by Miskaevna may take an allied contingent of (living) Kislevites, counting as friendly allies.

Strengths: Balanced warrior-caster; provides a variety of additional army list options.

Weakness: No saves; "jack of all trades, master of none" at least compared with other special character Lords.
 
Yaga the Crone (430 points for legal version, 590 with special rules)

M- 6
WS - 7
BS - 5
S -5
T- 5
W - 3
I - 7
A - 4
Ld - 10

Bloodline Powers- Summon Creatures of the Night, Dark Acolyte, Master of the Black Arts.

Magic Items- Skull Staff, Crown of the Damned

Mount- Flying Cauldron (counts as Hellsteed) +30, or Chicken-Legged Hut (see below) +200

Special Rules- Chicken-Legged Hut, Grandmother of Kislev, Eats Children

Chicken-Legged Hut
Perhaps the most peculiar facet of the Crone's legend is her mobile lair... a small house that dances about on gigantic chicken legs. Although it may sound comical, the bizarre creation is disturbingly effective on the battlefield.
An army that includes Yaga the Crone may include one Chicken-Legged Hut as a rare choice. The Chicken legged hut is a Black Coach with 2 attacks, but no Wraith or Nightmares (nevertheless retaining its Move value of 8). It may be taken as a mount for Yaga, in which case it replaces her Hellsteed.

Grandmother of Kislev
Despite, or perhaps as a result of, her crankiness and brutality, Yaga the Crone has come to symbolize Kislev's vast wilderness. Indeed, over the centuries the link has become more than symbolic, as she now derives substantial power from the inhospitable land. Even if she is destroyed, the black earth of Kislev will revivify her, sooner or later
After rolling for spells, Yaga may choose to replace up to two spells with their numbered equivalent in the Lore of Beasts. Furthermore, if she is within 6" of any non-artificial terrain piece (e.g. hills, but not houses), she generates an additional dispel dice. If at least one of the terrain pieces is a forest, the number of dispel dice increases to 2. Finally, she counts as being equipped with the Carstein Ring.

Eats Children
Although the folktales always seem to be about the children who outwit the Crone, in reality the vast majority of children she captures have no such luck. Interestingly, despite her cannibalism, Yaga has no special connection with ghouls. She claims to find them disgusting, perhaps since they don't cook their food.
All humans (including chaos-worshipers), Elves (excluding dark elves), and Dwarves hate Yaga the Crone, but also suffer from Terror when facing her.

Strengths- Strong and versatile caster, especially on defense (where the vampire list lacks); unique mount option
Weakness- No particular close-combat aptitude
 
One more for good measure

Koscheyin the Deathless (415 points for tournament legal version, or 550 with special rules)

M- 6
WS - 7
BS - 5
S -5
T- 5
W - 3
I - 7
A - 4
Ld - 10

Bloodline Powers- Supernatural Horror, Infinite Hatred, Aura of Dark Majesty

Magic Items- Sword of Might, Walach's Hauberk, Book of Arkhan

Mount- nightmare

Special Rules- The Heartless One, Jade, Slayer of Princes

The Heartless One
Paranoid even beyond the measure of the living dead, Koscheyin has embraced the most obscure magics to assure himself of immortality. His heart, enchanted to remain the source of his longevity, now resides far from his current location.
Koscheyin is immune to Killing Blow and Poison.

Jade
Koscheyin rides a magnificent nightmare named Jade. This fell creature is as swift as any flying beast, and more intelligent than most men. Its supernatural senses allow it to evade bolts and cannonballs with ease.
Koscheyin's mount has M 10, and grants its rider a 3+ ward save against ranged weapons.

Slayer of Princes
The rages of Koscheyin are the stuff of legend, and none draw his ire more than would-be heroes and meddling wizards.
Koscheyin recieves +1 strength and attack for every enemy character within 12". He also gains the killing blow special ability.
 
kislevite, is "yagga the crone" based of a kids show? I think I reconise the whole house on chicken legs idea.
anywho, here's my "others" army vamps (this is still cool, even if you didn't read the George R. R. Martin books, clash of kings, storm of swords, ect.).
OTHER: vamp, a frost blade, spectral horror, supernatural terror, aura of dark majesty.
Special rules: piss in your briches: any model (with the exeption of large targets and fear/terror causing units) within 6" is at -2 leadership.
Army of the others: others may only take wraiths, black knights, zombies, and "wights" (aka wight lords and grave gaurd,) Wights can only be harmed by flaming and magical attacks, a free special rule inclueded in the cost of an "other", and all units cause terror (even the zombies!).
Stand alone: others may not join units, and always win in combat resolution, unless wounded by a magical weapon.
Will 'o the wisps: all units, with the exeption of the zombies are imediatly removed as casaulties if the "other" dies.
Where is it?: An other is impervious to missile fire (i.e. arrow proof)
COST: 750 pts (is this reasonable?, 'Cause I'm not sure.)
 
illusions said:
kislevite, is "yagga the crone" based of a kids show? I think I reconise the whole house on chicken legs idea.

It's from Baba Yaga, a recurring character in Russian folk-lore. I would not be surprised if the character had appeared on some children's show at some point, she's very much a typical "nursery bogey."
 
I've noticed that Vampire Counts player seem to all be obsessed with HUGE things that can deal pointy death and magic the absolute c**p out of any opponent.

To steer clear away from this, my character doesn't fit into the 500+ pts bracket :| i know, shock right?


Here we go then, a zombie special character, in all his rotting glory!


Eric, the Zombie King

In the city of Mordheim, pit fighting was big business.
Eric was one such pit fighter, the champion of the Griffon Gate pit fight - he took on all comers, and bested them all.
One day a travelling band of mercenaries arrived at the city's gates, with them they had a huge ogre, their 'strongman'. This ogre was rumoured to be able to best any man in single combat. For once, the rumours were right.

Eric's corpse was left to rot at the base of the city's walls.

A scholar with his eye on the world.
The lure of the necromantic arts had been too strong, and the once pile of corpses was now almost all standing on the street behind him, just one more to raise....

Eric killed the necromancer who had raised him, and the zombies proclaimed him as their 'king' on the spot with much cheering ("BRAAAAAINS")

Eric's final act of retribution was to steal the magic sceptre from the necromancer that raised him and now, on his 'chariot', he roams the old world, looking for fresh victims...


..............................M WS BS S T W I A Ld
Eric, the Zombie King..4 3 0 3 3 2 3 2 5
Zombie Chariot..........- - - 4 3 3 - - -
Zombie.....................4 1 - 2 - - 1 1 -

Eric takes up a hero choice

Points: 90?
Weapons and Armour: Eric has rusty punch spikes, wears the Crown of Kings and carries the Scepter of Sluggishness

Special Rules:
Undead

Zombie King: Eric may join zombie units and counts as a model with a unit strength of one for purposes of targeting while he is in a zombie unit. Eric may not join any non-zombie units.

Rusty Punch Spikes: Eric lost his right hand in a pit fight, and so instead has a rusty metal spike grafted to his wrist. Undeath has caused this to go rusty and the possibilty of disease this offers means that all of Eric's attacks count as poisoned.

Crown of Kings: A zombie unit which contains Eric gets a +1 bonus to comabt resolution.

Sceptre of Sluggishness: This magical staff was used by the necromancer that raised Eric to control his creations. At the beginning of the controlling player's close comabt phase, Eric may use the effects of the Sceptre of Sluggishness on one model (friend or foe) within 12 inches. Until the beginning of the controling player's next close comabat phase, that unit has the special rule 'Always Strikes Second'. :grin:


Zombie Chariot Rules
The zombies pulling the chariot follow all the normal rules for zombies as well as all the normal rules for chariots. The chariot MAY march when zombies are normally allowed to, but follows the normal zombie rules in regards to persuit.

The Zombie Chariot has a 6+ armour save, but due to its (somewhat) magical nature, it, the zombies pulling it and Eric recieve a 6+ ward save.

The Zombie Chariot has scythed wheels.


Unit Strength: 3 (4 including Eric)



(I am in the process of building a model to represent Eric, check out my painting log for updates on this at https://www.vampirecounts.net/showthread.php?tid=2309)


- Vulf
 
Valamir, the Butcher of Courronne, the Eternal Scourge

Once a proud noble of Bretonnia, Valamir had set out on his path as a Questing Knight to find the lady of the Lake and to sup from her grail. However, his path came to an end when he encountered the infamous Red Duke. The two met in a challenge, the one Valamir thought would be his final step to his goal. Fate will not prove so that night as he fell to the superior fighter. The Red Duke found Valamir to be a formidable foe in combat and used some of his essence to turn him. And from that day on, he served as the Captain of the Duke' army and ravaged many Brettonian towns. Swayed by his master' words, he has grown to detest his Brettonnian heritage and swears to prove that he is stronger now than he wouldve been if he had met the Lady and her grail!

400 points

Uses one Lord Choice
M6 Ws8 Bs4 S5 T5 W3 I9 A5 Ld9

Equipment: Armour of Disdain, Blade of Endless Fury

Options: May ride a Barded Nightmare for +25 points

Valamir is a level 1 Wizard and knows only the Invocation of Nehek spell

Special Rules:
Hates Bretonnians (even though Immune to Psychology)
Bloodline Powers:
Red Fury

Equipment:
Blade of Endless Fury-Possessed by the essence of life-draining magic, the touch of this blade will sap the mortality out of any human it touchs
The blade has the Killing Blow ability and will restore one wound for every successful killing blow made. However, both rules only affect living things, so Undead, Daemons, Forest Spirits, etc. are not affected.

Armour of Disdain-Strange bindings of magic within this suit of armor make the bearer survive the most grievous of wounds and battle on as if nothing happened
Counts as heavy armour. In addition, the armour has the Regeneration special rule
 
I've actually created a the below option for Necromancers for use in Legendary battle games.

A Necromancer who is particularily skilled at raising and controlling Zombies will sometimes surround himself in Zombies before heading onto the field of battle. A Necromancer may become a "Master of Puppets" for 10 points.

A Necromancer "Master of Puppets" may select one of the following two upgrades, and gains the rule "Master of Puppets":
> 15 points. Lash of Servitude (Bound power 3): May only be cast if the Necromancer is in a unit of Zombies. The unit becomes Frenzied until the beginning of the players next magic phase. The unit will not how ever Pursue fleeing enemies.
> 15 points. Rod of Unlife (Bound power 3): Rod of Unlife: The Necromancer wields a cursed rod, the souls of bodies touched by this rod are unable to escape undeath. The unit gains regen.

Master of Puppets: The Necromancer is capable of controlling Zombies with great skill and so may safely move among them, even on the field of battle. The Necromancer may join Zombie units and may be placed anywhere in the unit, the may also move within the unit freely as long as they themselves are not engaged in combat at the beginning of the movement phase.

- - -
The point costs were pretty rough, and as the advantage is small I can't see it being an issue.
 
Corvon von Carstein, Lord of Templehof

Corvon was a lesser bretonnian noble called to protect his people and prove his worth to the lady by slaying the creature of night that tormented his lands.... Vashanesh. He went into the woods to fight the beast and he returned. But when he returned he was pale as an elf and an aura of darkness surrounded him. His people backed away from him as he started slaying the peasants. He then went to his fathers castle and slew every single man, woman and child in it, his hatred for all living things overcoming his knightly vows to protect.

Ws Bs S T W I A Ld
8 6 5 5 4 8 4(6) 10

lvl 3

He wears the cadaverous cuirass and carries Soul Fury. he also wears the cloak of everlasting and the ring of warnings

Soul Fury:
Said to contain the souls of his father, wife and 2 sons this unholy sword fills the bearer with the fury of the trapped souls within.
+2 Attacks and gives the armour piercing special rule.

The Cloak of Everlasting:
When created, this magical cloak had 1 soul bound to it for every thread it was made from. But these were no ordinary threads, they were threads created from a dargons flesh and scales. This cloak not only protects the wearer heavily from harm by treating it like a second armour, it's also said to protect the wearer from harm by the souls bound within.
Gives a 4+ ward save. In addition, the wearer gains a +1 save and a +2 save against shooting attacks.

The ring of warnings:
This ring gifted to him by his master vashanesh is an invaluable defence against missiles. Enabling him to dodge every thing that comes his way.
Magical missiles and regular missiles cannot be targeted against the bearer if he's on his own. If he's in a unit and a cannonball, stone thrower, bolt thrower etc... targets him then the shot automatically fails. Hochland long rifles and the like cannot use their special abilities on him.

Power:
Inf Hatred, Red Fury, Walking Death.
 
Aurelius von Carstein/The Dark Apprentice

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

Forbidden Lore
Walking Death
Beguile
Summon creatures of the night

The Flayed Hauberk
Rod of Flaming Death
Gem of Blood
Black Periapt

Aurelius is a level three wizard and utilises the Lore of Fire.

Special Rules
Sword of Rhuin
Aurelius always knows flaming sword of Rhuin in addition to his three fire spells and Invocation of Nehek as it is his only weapon in battle. When he uses it it cannot be dispelled by ordinary means and though it prevents him from using other fire spells he can always use Invocation.
 
Lucius von Carstein

M WS BS S T W I A LD
6 6 4 5 5 2 6 4 7

Lucius carries A sword and a branding iron.

Supernatural Horror
Avatar of Death

Lucius is a level 1 wizard who utilises the Lore of Vampires

The Cadaverous Cuirass
The Cursed Book

Special rules
Branding Iron
Lucius is an expert torturer and is adept at causing pain with his branding iron. Lucius gains an extra attack and if he successfully wounds then his enemy will suffer a strength two wound each turn until they die with a minus two modifier to their armour save. (This only counts for the 1 extra attack)

Ghoulkin
Lucius is a loner amongst his kind and is always surrounded by ghouls who are attracted to him by his cruelty.
Lucius can only go in a ghoul regiment and because he inspires fear any ghoul regiment he is in always strikes first. In addition he has the summon ghouls ability

Poisoned Blade

Lucius often uses poisons in his torture and also uses them as effective weapons.
Lucius's three normal attacks count as poison attacks.
 
Marius von Carstein

M WS BS S T W I A LD
6 6 4 5 6 2 6 3 7

Marius carries a great War Hammer

Infinite Hatred
Avatar of Death

Gem of Blood
Dispell Scroll

Marius is a level 1 wizard and utilises the Lore of Vampires

Special Rule
Built like a Bear Marius has +1 toughness


Maximillian von Carstein

M WS BS S T W I A LD
9 6 4 5 5 2 6 3 7

Maximillian carries a Sword and Shield

Hunter in the Dark
Avatar of Death

Biting Blade
Armour of Night
Talisman of Lynci

Maxmillian is a level 1 wizard who utilises the Lore of The Vampires

Special Rules
Unholy Speed
Maximillian always strikes first

Nar-Zuul/The Angel of Death

M WS BS S T W I A LD
6 6 0 3 4 3 5 3 7

An ancient being of unknown origin Nar-Zuul was first observed serving Vashanesh during Nagash's war against Nehekhara. He then turned up in Sylvania serving Vlad and now currently serves Vashanesh's grandson Simon.

Nar-Zuul is a level 3 wizard he knows the three Necromancy spells as well as Three spells from the Lore of Death.

Special rules
Nar-Zuul is ethereal and can only be hurt by magical attacks or weapons.

Touch of Death
Nar-Zuul has killing blow.

Angelic Wings
Nar-Zuul unlike other Wraiths has a pair of ruined angelic wings it is not known why. Nar-Zuul can fly

Fear of Death
Nar-Zuul causes terror in all but also causes fear in beings normally immune to Psychology.
 
Hadrian Bloodsong - Interim Preceptor of the Blood Keep

Hadrian Bloodsong was one of the few prodigal students of the mighty Walach Harkon. Hadrian was an upstart and often neglected to resist the urge to sate his thirst on human blood. Though an excellent student and masterful in all aspects of war he was soon banished from the Blood Keep for his dishonourable habits. However, after the fall of the Blood Keep and the scattering of the Blood Knights the Blood Keep has been at it’s weakest. In this harrowing time for the Blood Knights Hadrian has realized the error of his ways and has slowly been reassembling the once mighty host of the Blood Keep. He is sorrowful for the loss of the only being that ever gained his respect and will stop at nothing to restore Walach to full power.

Profile:
Movement:
6
Weapon Skill:
8
Ballistic Skill:
6
Strength:
6
Toughness:
6
Wounds:
4
Initiative:
8
Attacks:
5
Leadership:
10

Equipment:
Life-Taker Runesword:
This Runesword was originally crafted by the dwarfs with the ability and intent to perfectly hone the skills of the bearer but after having fallen into the hands of Hadrian Bloodsong the sword has become something more. The sword has been inscribed by Hadrian with rune of his own design, the Blood Rune. It is sustained by channeling Hadrian’s overwhelming innate magical energy and in turn replenishes his life force with the blood of his enemies.

This sword grants Hadrian the combined abilities of the Blood Drinker, Sword of Battle, Sword of Might and Sword of Striking. If it is destroyed Hadrian is counted as a level 3 wizard but may not cast any spells. His power and dispel dice are instead added to the pool of the army and may be used by other wizards.

Walls of the Blood Keep:
To mistake the ceremonial armour of the Preceptor of the Blood Keep as something without true function would be folly. No single blow could ever fell one protected by its awesome power.

The Walls of the Blood Keep grant the user the use of the most meticulously crafted shield and full plate armour. The combined effect confers; a 3+ Armour Save, 4+ Ward Save, and immunity to Killing Blow and Poison.

Mount:
Shadowsong
Shadowsong is highly regarded as the most vicious and powerful Nightmare known to the world. As blood thirsty as its rider and infused with the magic of necromancy it has the ability to compel itself and the Nightmares at its side into a frenzied rush into the unsuspecting enemies of its master.

Shadowsong is a Barded Nightmare but with the ability to cause the unit it is in to move as though under the effects of Van Hel’s Danse Macabre. The spell will work as normal but should the unit have Line of Sight and be within 8” of an enemy they will be forced to charge as per the Frenzy special rule but do not receive the bonus attack. This counts as a bound spell and is level 3.

Special Rules:
Interim Preceptor of the Blood Keep:
Hadrian has been named Interim Preceptor of the Blood Keep in anticipation of the return of Walach.

Hadrian must be joined by a Blood Knight unit with full command bearing the Flag of the Blood Keep. He may not leave this unit unless it is destroyed. This unit still fills a rare slot.

Solace through Bloodshed:
Hadrian is driven by hatred for the loss of the Lord of the Blood Keep any who dare defy his quest for solace through bloodshed will surely perish.

Hadrian gains the Infinite Hatred Vampiric Power.

Martial Honour:
Hadrian is honour bound to face the opposing army leaders in a formal challenge to the death.

Hadrian must issue and accept challenges. Any challenge he is involved in will last until one of the participants is dead. This means that a challenge can last more than one round.

The Master Duelist:
Hadrian is so well renowned for his prowess in combat it is not unheard of for even the mightiest of foes to cower when faced by him in single combat.

Hadrian will automatically cause the enemy to make a leadership test at -3 as per the Beguile Vampiric Power. This ability is only applicable when Hadrian is participating in a challenge. This test is made once in a challenge and the result will last throughout the remainder of that challenge.

Blood Lust:
Hadrian is a vicious and lustful killer the sight of blood fuels this rage until there is no more blood to shed. He lusts after this blood so much so that the stature or standing of the foe he faces is of no consequence and he will seek to sate himself on their deaths regardless the danger posed to him.

Hadrian gains Frenzy and the Red Fury Vampiric Power.

Undead

Vampire


Points Cost:
305 points for base model

Life-Taker Runesword:
15 (SoB) + 15 (SoM) + 15 (SoS) + 40 (Blood Drinker) + 50 (To account for level 3 Wizard)
=135

Walls of the Blood Keep:
45 (Walachs Bloody Hauberk) + 15 (shield) + 35 (ward save)
=95

Shadowsong
30 (Barded Nightmare) + 35 (Book of Arkhan)
=65

Special Rules:
Infinite Hatred, Beguile, Red Fury = 100

Total = 700pts
 
After a few playtests I'm starting to revisit Vekarin's rules:

M6 - WS10 - BS6 - S6 - T5 - W4 - I8 - A6 - Ld10

Takes up two Lord Choices and costs 650 points.

Special Rules:
Vampire, Red Fury, Infinite Hatred, Must be Army General, Must Accept Challenges
Beloved of the Queen: If Victarias should die, Vekarin gains a Frenzy that he will never lose and all of his attacks against the unit or hero that killed here will never miss.

Armor and Weapons:
Plate of Kekarsarun: Bestows 3+ Armor and Ward saves.
Dark Blade: Any Model struck by the Dark Blade must take a Toughness test or lose all remaining wounds and die.
Fromach: Fromach is an Abbyssal Terror with the Flaming Attacks Special Rule.
 
I think I will give this a stab.

Corious the Fallen
M WS BS S T W I A Ld
6 7 3 5 5 3 5 3 10

Wizard Level 4
Takes a lord slot.

Vampire Powers; Dark Acolyte, Master of the Black Arts, Walking Death

Specail Rules;
Vampire, Undead, Unholy Reign, Sigmarite

Weapons and Armor;
Karaz-Katzon, Unholy Crown, Kanak-Kazar


Unholy Reign; The mere presence of Corious the Fallen stepping foot upon the field of battle amounst his Undead warriors is so immense a ripple of power can be seen and felt within them.
The range of Coriuos the Fallen's Leadership and Aura as General for marching is increased from 12" to 18". However, should Corious Fall in battle, all Zombie and Skeleton units, even if in combat, crumble and all points for the units are lost. In the case of Summoned units, no points are gained or lost.

Sigmarite; Once a mighty Templar Knight of Sigmar, Corious the Fallen leads a specailized army of those dedicated to him in life. Corious prides himself to be the leader of his unholy crusade in his effort to find repentence and will not step down for any man.
As such, Corious will always be the General of the army and will not allow for any character that must be the General to be in his army. The army Corious leads is also made up of his devote followers from life and none that would have fallen to corruption willingly, as such no Ghouls or Necromancers may be in Corious the Fallen's army.
Corious and his champions lead a crusade against the taint of Chaos and as such all characters in his army have Hatred toward Chaos, Daemons, Beasts, Skaven and Chaos Dwaves.

Karaz-Katzon; The name of this Great Sword meaning Slayer of Kings and Slaves in the tongue of the Chaos Dwarves that forged it. This blade was specaily forged in exchange for a vast supply of Ghoul slaves. The forgers later tasted the power of their own creation.
Counts as a Great Weapon while also providing a +1 to cast and dispel and all attacks made with the sword ignore Armor saves.

Unholy Crown; Also Forged by the Chaos Dwarves, this crown provides one with more protection than any standard helm as well as bulstering the forces one commands. The relic was looted after the take over of a lesser Chaos Dwarf Hold.
The Unholy Crown provides the wearer a 6+ Ward Save as well as allowing all friendly units within 12" to use the wearer Weapon Skill in combat so long as the wearer is not in combat himself.

Kanak-Kazar; Named The Armor of Bloodied Light by the same Chaos Dwarves to forge Karaz-Katzon, this suit of armor is the reforging of Imperial Templar Full Plate and Chaos Armor. The result is deadly.
This suit of armor counts as Full Plate that provides the wearer a 2+ Armor save.

What do you think?
-Shadoweyed
 
I've also felt like writing up some custom rules for my envisioned general, so here it is... her backstory is still in production, but you can find some of it in the fluff forum. I also can't come up with a decided points cost for her, so please give me some input on it if you would like to.

Edit: I'll give you a brief rundown of who she is, just for clarity. She's a ghost of a vampire. She lived her un-life in Bretonnia, hiding from the attention of the establishment while watching the outside world through her spies and arcane items. After repelling a wave of Orcs bent on destruction, her presence was found out by the landlords and she was destroyed by a combined force of peasants, knights and witch hunters. Through some inexplainable means, the mansion in which she had resided simply faded back into existance some time after her passing with Helena inside it once more, though now in a ghostly state of being. Turning her attentions to the outside world she discovered the true horrors of Chaos and devoted herself to be an agent against it. Using her powerful necromantic abilities gained during her centuries as a vampire she summons a vast army of restless spirits and vengeful spectres to aid her in her battle against the Ruinous Powers.

Lady Helena, the Ghost Princess, Mistress of the Spirit Host.

M-6
WS-3
BS-3
S-3
T-3
W-3
I-3
A-0
Ld-10

Lord Choice.

Equipment: The Seat of Solitude.

Magic: Helena is a level 3 wizard and know the spells Invocation of Nehek, Vanhel's Danse Macabre, Gaze of Nagash and Wind of Undeath.

Vampiric Powers: Spectral Form*, Flying Horror and Lord of the Dead.

Special Rules: Vampire, Beacon of Spirits, Mistress of the Spirit Host, Eyes of Chill.

*Helena may still join any non-ethereal unit.

The Seat of Solitude
Before her transformation into her current ghostly state, this ancient wooden chair became to Helena what a coffin was to the typical vampire. As such it is the most powerful link for her undying spirit to operate from and whenever the Spirit Host marches to battle the vile forces of Chaos, Helena is carried atop her minions seated in this artefact.

The Seat is carried by a quartet of grave guard bodyguards, together with Helena forming a single model with a Unit Strength of 3 mounted on a 25x50 cavalry base. The Seat can also never be destroyed or nullified by items and spells that would allow the user to do just that. The powerful magical energies seething about the chair provides the model with a 3+ ward save. In addition to this, Helena is granted a +1 bonus to her dice rolls whenever she casts a spell.

Beacon of Spirits
Her will and arcane power being the very platform from which the Spirit Host acts, the very presence of the Mistress strengthens the bond between the deathly apparitions and reality.

As long as Helena is still on the tabletop, any friendly undead unit may deduct 1 from the total number of suffered wounds due to being defeated in combat, just as with a battle standard but with an infinite range. However, this ability is cumulative with a potential battle standard. Also, Helena counts as having the Unholy Lodestone ability. In addition to this, Helena receives another +1 to her dice rolls when she attempts to cast the Wind of Undeath spell. This is cumulative with her other bonuses, giving her a total of +2 to cast when casting this spell.

Mistress of the Spirit Host
Acting as the focus for her ghostly forces, the winds of magic holding the host together would rapidly scatter should the Mistress ever be vacant. In a matter of minutes, the opposing force would be looking out across a field littered by nothing else than the corpses of their own, with no proof of that the foe ever even existed.

Should Helena be destroyed, every friendly undead unit in the controlling player's army will be subject to the crumbling caused by the death of the general, even models with the Vampire special rule and characters. In addition, no unit will be able to use the leadership of an attached or riding character, they must use their own base leadership for the tests. In these cases, test separately for the character and the unit or mount.

Eyes of Chill
Opponents looking upon the visage of the Mistress will be decieved by her harmless appearance as she sits atop her throne, her features expressing no emotion. However, bravery turns into panic when the Ghost Princess fixates her piercing stare at the opposing foe, glowing yellow eyes penetrating deep into the inner essence of the target to wrest the very soul out of it's casket, mortal and immortal alike.

Helena may use the Ghostly Howl ability of the Tomb Banshee, with a few modifications. She will need a line of sight to her target in order to use the attack and any enemy unit that is not immune to psychology is forced to take a panic test if this attack is aimed towards them, regardless if it causes any damage or not. In addition to this, when used against any unit from the Daemons of Chaos armybook, the Ghostly Howl will also negate any ward save along with the usual armour save.
-----------
So she's a survivor wizard with some abilities to passively support the army. Passive in physical actions but still capable of dealing some straight up damage.
 
A really good set of rules there MasterSpark - she would work well in a an ethereal army coupled with my character Milosh (See his rules earlier in this thread)
 
Hmmm... I looks like everyone's special characters are vampires. I guess there's a first time for everything. So, without further ado, a wight king:

Oderic: King of the Godriks

Centuries before the birth of Sigmar, there was a mighty tribe of men known as the Godriks. Although all but their name has faded from history, there stilll exists vague legends of their king, Oderic.

Oderic was, perhaps among the greatest men to have every lived, possibly even rivaling Sigmar. His people conquered relatively vast tracts of land in the northeasterrn border of modern-day Estalia. He was a harsh king, but fair. He believed strongly that his people's law was the highest power. He had one fatal flaw, however. His pride and hubris were well known throughout the tribes, and had on several occasions led his poeple into needless wars, and his neighbors were always careful not to sllight him.

It was after one such war that he recovered an artefact from the keep of one of his rivals keeps. A strange puzzle-box, fashined from a strange black iron, and adorned with strange patterns which one could not quite focus on.

A change was seen in Oderic after that. He became a cold (or, rather, colder than he already was), brooding figure. He often retreated to his inner chambers alone, to meditate over the strange object. his guards claimed they heard whispers coming from his chambers. Finally, after several weeks of this, Oderic emerged from his room one day clad armor that burned like a torch, wielding a sword that shone like a thousand suns. On his back was a cloak which seemed to show the night sky sky through it; some claimed that they felt a cold wind blow through it, or heard whispers from another age.

THe change was in more than just raiments, Oderic had returned to his people, but was full of newfound vigor. He spoke to them of the great things he would do. They would forge one nation out of the disparate tribes. Through them they would become gods among men, immortal, powerful. Buoyed up by his words, his people believed, unaware of how ironic his promises would become. For Oderic failed to mention the price, for everything had a price which one day must be paid.

His empire spread exponentially through the next few years. He even began to push through the grey mountains into what is now the Empire. At the hieght of his power, however, he fell. How this exactly happened has been lost to history.

Regardless, he failed, he and his people were killed, wiped away by their former "allies", men who coveted his kingdom. But that was not the full price. The Godriks now exist in a terrible unlife, and Oderic still walks the earth, his spirit driven half-mad with visions of what could have been.

Of his weapons and armor, it is said that his armor has burned out, and looks more like a dying ember than a raging fire. His sword too no longer shines with blinding light, but is now dark and dead. Of his cloak, no one knows, for it has been long-lost even to its former owner. Like his possessions, he has taken on the slow movements of a dying fire.

Some legends say that there is a way the old fires might be reignited

And if so, perhaps that is why Oderic still walks the world, refusing his own soul, and the souls of those who believed in his idea their rest.

Whatever the reason, if this legend is true, then the old world will tremble should he ever regain what he lost.

Oderic, Wight King of the Godriks: 320pts

M Ws Bs S T W I A Ld
4 5 0 5 6 4 3 4 9

Oderic counts as one Lord Choice.

Equipment: Sword of dead suns, Armor of dying coals, shield.

Sword of Dead suns:
The great heat that once eminated from this mighty sword is long gone. In its place is a cold eternal darkness that it's very presence saps the heat of life from those around it.
hand weapon, killing blow, before combat, any enemy regiment in base contact must take a toughness test or fight at initiative 1 for that round. If there are models with varying toughness in the regiment, use the majority toughness. For monsters and their riders, roll seperately. a roll of 6 always fails.

Armor of Dying Coals:
This armor is a dead black. Yet, in its crevesses one can see a dull red glow, proof that the fire is not entirely gone. Further proof is given to those who strike at it, as a brief but deadly backlash of flames strike them
Heavy armor. Bestows upon the bearer a 5+ ward save. In addition, every time an enemy model successfully hits the wielder in close combat with a die roll of a 5 or 6, they take an immediate strength 4 hit, distributed as shooting, that counts as a flaming attack.

Special Rules: Undead

King of bones:
Oderic's pride demands that he have full authority.
Oderic must be the army's general, even if there is a vampire or a model with a higher leadership present. There need not be any vampire present in the army if Oderic is taken.

Death's knights.
The godriks were reknowned for how well-trained their fighters were. Those skills were not lost in dead
One regiment of grave guard OR black knights may be fielded as a core choice per 1,000pts in your army (i.e. at 2,000 points a regiment of black knights and grave guard could be core OR two regiments of grave guard OR two regiments of black knights).

Elite bodyguard:
Oderic always went into battle with a circle of his best men. They continue to fight with him beyond the grave
One regiment of Grave guard OR black knights must be chosen to be Oderic's bodyguard. For +3pts/model, each gains +1WS, and may carry a magic standard up to 75pts instead of the usual 50. Oderic must begin the game inside this regiment. If black knights are chosen, then Oderic must pay for a skeletal steed.

Eternal Jealosy:
One of oderic's greatest faults, and one which grew particularly pronounced after the discovery of the puzzle-box, was an innate
fear of someone usurping his power. Indeed, he often charged recklessly at the enemy if he felt that he was being shown up

Whenever another model in the army wins a challenge, Oderic (and only Oderic, not the regiment he is with) immediately gains the effects of frenzy he loses this frenzy if he wins a challenge, but may still become frenzied again if another challenge is won.

It should have been me!
Oderic fully realizes that it could have been him who forged the first great human empire, rather than Sigmar. He takes his anger out on Sigmar's heirs
Oderic and any regiment he is with Hates anything from the Empire army list

Options:
Skeletal Steed: 15pts
Barded: 5pts


I'm not sure if he costs enough points though...
 
This is just a quick little redux of my character Helena's house rules. There's been some changes, mainly nerfings, such as her ward save. A 3+ ward save on an ethereal flying model is nasty! Hence it has been turned into a 5+ along with other little fixes on the side.

Lady Helena, The Ghost Princess, Mistress of the Spirit Host

M-4
WS-3
BS-3
S-4
T-3
W-3
I-3
A-2
Ld-10

Lord Choice.

Equipment: The Seat of Solitude, Hand Weapon.

Magic: Helena is a level 3 wizard and know the spells Invocation of Nehek, Raise Dead, Vanhel's Danse Macabre and Wind of Undeath.

Vampiric Powers: Spectral Form* and Flying Horror.

Armour Save: 5+

*Helena may still join any non-ethereal unit.

Special Rules: Undead, Vampire, Beacon of Spirits, Mistress of the Spirit Host, Eyes of Chill, Wight Blades

The Seat of Solitude
Before her transformation into her current ghostly state, this finely crafted wooden chair became to Helena what a coffin was to the typical vampire. It is the most powerful link for her undying spirit to operate from and whenever the Spirit Host marches to battle, Helena is seated upon it, carried aloft by her spectral minions.

The Seat is carried by a small group of grave guard bodyguards, together with Helena forming a single model with a Unit Strength of 3 mounted on a 25x50 cavalry base. The Seat can also never be destroyed or nullified by items and spells that would allow the user to do just that. The powerful magical energies seething about the chair provides the model with a 5+ ward save. In addition to this, Helena is granted a +1 bonus to her dice rolls whenever she casts a spell.

Beacon of Spirits
Her will and arcane power being the very platform from which the Spirit Host acts, the very presence of the Mistress strengthens the bond between the deathly apparitions and reality.

As long as Helena is still on the tabletop, any friendly undead unit may deduct 1 from the total number of suffered wounds due to being defeated in combat, just as with a battle standard but with an infinite range. However, this ability is cumulative with a potential battle standard. Also, Helena counts as having the Unholy Lodestone ability. In addition to this, Helena receives another +1 to her dice rolls when she attempts to cast the Wind of Undeath spell. This is cumulative with her other bonuses, giving her a total of +2 to cast when casting this spell. Finally, Helena will never suffer the effects of a miscast when attempting to cast the Wind of Undeath spell. If the spell is miscast it will automatically fail without any further effects.

Mistress of the Spirit Host
Acting as the focus for her ghostly forces, the winds of magic holding the host together would rapidly scatter should the Mistress ever be vacant. In a matter of minutes, the opposing force would be looking out across a field littered by nothing else than the corpses of their own, with no proof of that the foe ever even existed.

Should Helena be destroyed, every friendly undead unit in the controlling player's army will be subject to the crumbling caused by the death of the general, even models with the Vampire special rule and characters. In addition, no unit will be able to use the leadership of an attached or riding character, they must use their own base leadership for the tests. In these cases, test separately for the character and the unit or mount.

Eyes of Chill
Opponents looking upon the visage of the Mistress will be deceived by her harmless appearance as she sits atop her throne, her features expressing no emotion. However, bravery turns into panic when the Ghost Princess fixates her piercing stare at the opposing foe, glowing yellow eyes penetrating deep into the inner essence of the target to wrest the very soul from its casket, mortal and immortal alike.

Helena may use the Ghostly Howl ability of the Tomb Banshee. She will need a line of sight to her target in order to use this attack.
 
Calard de Comiloux 545pts (?)

Stats---Calard.jpg


Weapons and Equipment
Swords of Nemesis Armour of the Wolf Lord and Shield.

Mount
Calard rides a barded Nightmare as per the normal rules for Dread Knight. However the nightmare ignores any movement penalties caused by the barding.

Magic
Calard is a level 2 Wizard and knows spells from the lore of the Vampires.

Vampiric Powers
Calard has Red Fury, Walking Death and Dread Knight.
----------------------------------------------------------------------------------
Magic Items

Swords of Nemesis
The Swords of Nemesis are a pair of potent, magical blades. These Twin Blades were forged for Gilles le Breton himself, but something went terribly wrong during the ritual of binding, and both swords were accidentally given the will and power to destroy it’s brother. Both blades, the Wyrm and the Wolf, were quickly separated to avoid the catastrophes that were to be unleashed at the moment these fabled blades clash. Together these blades could rule the world, and many have tried. But only the strongest may keep their treacherous nature in check.
The Wyrm
The Wyrm is wreathed in bright flames, like those of a dragon.
When Calard wields the Wyrm he may re-roll any failed rolls to wound. He also has flaming attacks.

The Wolf
This sword shimmers with the pale light of the moon. Whenever the owner grabs the weapon, he is filled with the spirit of the wolf.
When Calard wields the Wolf he counts as having +1 strength and the Always Strike First rule.

The swords in combat
As long as Calard only uses one of the Swords of Nemesis he is safe. He may switch sword on the beginning of any turn, declaring that he does so. However once per battle he may draw both blades. In doing so, he also takes a great risk. Once both blades are out, he may not sheath any of them until the end of the battle. On the turn he wields both blades roll a D6. On a roll of 4-6 nothing happens. On a roll of 1-3, place the 5” template with Calard at the centre. Any model that lies completely under the template automatically takes a single strength 5 hit, no armour saves are allowed against these wounds, while models whose bases lie partially under the template are hit at a roll of 4 +. Calard takes D3 hits at double strength. This continues in every subsequent turn until Calard is slain. While using both swords Calard counts as having + 1 attack as well as the other bonuses the swords bestows upon him. He may not use his shield while wielding both swords.

Armour of the Wolf Lord
The Armour of the Wolf Lord has been in the possession of Calard since his time in the northern realms. Inside this suit of plate armour the Daemon Warghar is trapped. It sustains him with the durability of the wolf god.
Heavy Armour. The wearer gains + 1 wound. The Armour of the Wolf Lord also confers a 4+ ward save.
----------------------------------------------------------------------------------
Special Rules

Undead, Vampire

The Grey Wolf
Being the pack leader of the Blood Wolves, Calard’s rule is unquestioned. He rules with the wise mind of a king, and none dares oppose him.
Calard is the Leader of the Blood Wolf sect, and must always be the army general.

The Wolf’s Fangs
Where ever Calard goes, so does his elite bodyguard. Battle hardened warriors, the Wolf’s Fangs are amongst the finest knights the world has ever seen.
Calard’s army must include at least one unit of Blood Knights to act as Calard’s retainers. He must start the battle inside this unit, but is free to leave it at any point during the battle.

Martial Honour
Calard never gave up the virtues he had in life, and thus follows the martial codex of the proud knights of Bretonnia.
Calard must always issue a challenge when possible, and must answer any challenge issued by the enemy. At the start of a challenge, the enemy character selected to take on Calard must take a leadership test before any blows are struck (a character immune to psychology is also immune to this effect). If the test is failed, the enemy character will change his mind and hide in the rear ranks, refusing to fight Calard. Then the combat proceed as normal, with no challenges fought that turn and Calard will be free to fight against any models he is in contact with.
 
Nice rules the Dark Sheep - those swords though. They remind of the blades out of Soul Calibre, the one that is evil and the one that is good - they're not based on them are they?
 
I ported over Geralt of Rivia from The Witcher into TVC but the thread I created regarding rules for him got completely ignored so I'm gonna post this here and see if anyone has anything at all to say

M5 WS6 BS6 S4 T4 W3 A3(4) I6 LD8

Geralt of Rivia may be taken in any army except Skaven or Chaos(of any variety). If taken Geralt of Rivia occupies both a Hero and a Rare slot

Points cost(tentative): 350

Equipment: Heavy armor, Swallow, Moonblade, Mahamakan Rune Sihill

Master Witcher: Geralt of Rivia has a 4+ Ward save, Magic Resistance(1) and gains +1A for two hand weapons despite him using two different magical weapons. In addition he may freely switch between his two magic weapons at the start of any close combat phase even if already engaged. This does not allow him to split attacks between the Moonblade and the Rune Sihill in one given close combat phase or claim the benefits of both, however.

Lone Hunter: Before deployment, the player controlling Geralt may choose to either deploy as a model with the Scout rule or as an assassin(see Dark Elf army book), except that he does not gain Always Strikes First on the turn he is revealed, and instead counts as charging(even if the unit he is in did not charge).

Swallow: This item may only be used once per game. At the start of any of your turns you may declare Geralt will drink the potion. Geralt of Rivia gains Regeneration until the beginning of your next turn.

Combat Styles: At the start of any player's close combat phase, declare which of the following styles Geralt is going to use:

-Group Style: Geralt gaints +2A, in addition any unit in base contact with Geralt can only claim a maximum rank bonus of +1. This does not work if Geralt is fighting any enemies to the flank or rear or is fighting in a challenge, although he will still have the bonus attacks
-Fast Style: Geralt gains the Always Strikes First rule and may re-roll up to two failed rolls to hit
-Strong Style: Geralt gains +2S and the Armor Piercing rule but cannot claim the additional attack for two hand weapons

Moonblade: Geralt gains +1 on the to hit roll, may re-roll to wound, and ignores Ward saves and Regeneration saves.

Mahamakan Rune Sihill: The Rune Sihill ignores armor saves and allow Geralt to re-roll to wound.
 
You're talking about the Moonblade right? Um, I intentionally prevented stacking of both swords' effects, you get +1A for two weapons even though both are magic swords but you must still choose one to benefit from, so you either use the Moonblade or the Rune Sihill but not both, unlike Crone Hellebron and her two magic weapons. The Moonblade packs quite a punch with Strong Style but you only get 3 attacks in that case with no rerolls to hit.
 

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