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Made in au
Sinewy Scourge




Downunder


Throne of The Damned and Corpse Golem

Requires a Vampire Lord, 1 Special slot, 2 Rare slots; Total is 1 Lord, 1 Special, 2 Rares.

650 points (not including the cost of the Vampire Lord and his equipment/bloodline powers)

M 10
WS 3
BS 2
S 8
T 6
I 1
W 10
A 3
Ld 4
Save 4+ (Ward Save)

Special Rules: Undead, Terror, Regenerate

Throne of the Damned
: This baleful artifact powers the golem and helps to protect its wretched mount with a magical barrier. The Corpse Golem has a 4+ Ward save. The spell Invocation of Nehek treats the Corpse Golem as unit and returns D6 Wounds, up to its starting strength

Very Large Target: It is hard to avoid the sight of this monstrosity on the battlefield. All ranged attacks against the target gain +2 “To Hit”, additionally the model is always in line of sight of enemy models unless obscured by any model with the Large Target or Very Large Target special rules

Death throes of the Fallen: The tangled mass of limbs of the bodies that form this abhorrent gestalt thrash with horrible unlife. For each attack on its profile, roll 1D6 instead when the Corpse Golem attacks, if the Attacks are reduced, then roll a number of D6 equal to the new statistic, Vice Versa applies to bonuses to attack (charging etc). This means it gets 4D6 attacks on the turn it charges.

Tide of the Dead: This great abomination moves at steady gait. With great strides it slowly but surely moves forward, inevitable as the tide. The Corpse Golem does not double its movement when charging, it may not march move; 10” is the maximum distance it can move without outside assistance. When it charges it does not get to strike first. It will always strike in initiative order.

Master of the Damned legions: The Corpse Golem is never raised without the aid of a rare and legendary artifact, the Throne of the Damned. Only the greatest masters of the black arts of necromancy are able to harness the dark power of this black stone throne. The Vampire Lord riding atop the Corpse Golem always knows the following spells from the Lore of Vampires: Raise Dead, and Summon Undead Horde. Additionally when any spell that raises a unit of undead, or raises its number above its starting strength, after determining the total for the normal rules of the spell, the player may choose to add another 2D6 Wounds/Models to the unit. This bonus also benefits all castings of the following spells within 18” of the Throne of the Damned: Invocation of Nehek, Raise Dead and Summon Undead Horde.

The Fall of the Living: Those who fight this must be constantly aware of the limbs stretched out to grasp the living to fill and strengthen this unholy terror. If the Corpse golem has dealt at least 6 Wounds in close combat it may regain D3 Wounds at the end of the turn. It may not exceed 10 Wounds.

Rain of Corpses: The Golem made of Corpses may sacrifice its own make up to hurl at enemies. After recovering from this unexpected attack at range, they are often filled with terror as the bodies once used to crush them like a boulder arise and attack them again as zombies. The Corpse Golem may sacrifice D3 Wounds to attack in the shooting phase like a stone thrower. The attack is worked out like a Stone-thrower however all results of a misfire are treated as hits. This is due to the latent necromantic power within the glob of flesh and bone. Wherever the template lands, after resolving any wounds caused, place a unit of 3D6+2 zombies as close to the centre of the template as possible. If the centre of the template is within an enemy unit, place the zombies on the closest flank, or the rear. But not at the front of the unit. The zombies are considered to have charged the unit and said unit is now engaged in combat with the zombies. The zombies gain all the benefits for charging. This attack maybe used in close combat, but it must target the unit(s) engaging the golem. Wounds caused by this attack do not count towards the Combat Resolution Score.

The profile for the attack is:
Range 12"-48" Strength 4(8) Damage D6 Special: 5" Template, see notes



So what you guys think?
Not sure about whether it should be 1:2 for Special:Rare, or 2:1. Also I know it should be a fair few points, but as it has the obligatory Vampire lord so I'm a little unsure if 650 is overpricing or underpricing it.

EDIT: just fixed some minor typos and changed the Zombie unit in the Rain of Corpses rule to be 3D6+2 as all other zombie summonings raise at least 5 so I should be consistent.

This message was edited 8 times. Last update was at 2010/04/04 16:44:05


Also littlenibbler Orks aren't about armour saves.
Orks are about having too many models on the table, and wasting the other guy's time with your movement phase.
Orks are about having the toughest units on the table.
Orks are about not caring about how many bodies are left in a long winding trail until the squad is down to less than a third its starting strength.
Orks are about rolling more dice then you can count without the aid of a calculator or a pen and paper.
Orks are about having totally fething insane characters tearing gak down like Doc Grotsnik, Ghazghkull or Snikrot.
Orks are about being too fething awesome to die...
Lets settle this in the arena http://pantsformer.mybrute.com 
   
Made in us
Deadly Tomb Guard




South Carolina

Ouch, I love it dude!!

 
   
Made in au
Sinewy Scourge




Downunder

Thank you

Also littlenibbler Orks aren't about armour saves.
Orks are about having too many models on the table, and wasting the other guy's time with your movement phase.
Orks are about having the toughest units on the table.
Orks are about not caring about how many bodies are left in a long winding trail until the squad is down to less than a third its starting strength.
Orks are about rolling more dice then you can count without the aid of a calculator or a pen and paper.
Orks are about having totally fething insane characters tearing gak down like Doc Grotsnik, Ghazghkull or Snikrot.
Orks are about being too fething awesome to die...
Lets settle this in the arena http://pantsformer.mybrute.com 
   
Made in us
[DCM]
Dankhold Troggoth






Shadeglass Maze

Wow, I think this is one of the most creative "legendaries" yet . I love the idea! I'm not too familiar with vamps (I've played against them twice) but you're right when you posted elsewhere that zombies are not very good! So that's a cool ability, but won't be overpowering.

How is going to deal 6 wounds in combat (to recover d3 of his own) when he only has 3 attacks? I must've missed something when reading through it.

The slots for these things taking up has been a question for all of us... I've got the one I'm working on as taking 2 lord slots, but this looks good, too. Hard to know, really, but if you're playing at 5k, you'll have lots of slots available, anyway
   
Made in au
Sinewy Scourge




Downunder

For each attack on his stat he rolls for D6 Attacks. Its to represent the all the limbs of the bodies flailing, sort of like that abyss of lost souls in The Mummy Returns how it just seems like a tunnel through a pile of corpses.

At his base form, he has 3D6 attacks a turn. If something knocks his A stat to 1 he only gets D6. If he gets frenzy or something it becomes 4D6 attacks.

I'm working on rewording the text to make it clearer and to smooth over issues that might arise.

This message was edited 1 time. Last update was at 2010/04/05 16:11:36


Also littlenibbler Orks aren't about armour saves.
Orks are about having too many models on the table, and wasting the other guy's time with your movement phase.
Orks are about having the toughest units on the table.
Orks are about not caring about how many bodies are left in a long winding trail until the squad is down to less than a third its starting strength.
Orks are about rolling more dice then you can count without the aid of a calculator or a pen and paper.
Orks are about having totally fething insane characters tearing gak down like Doc Grotsnik, Ghazghkull or Snikrot.
Orks are about being too fething awesome to die...
Lets settle this in the arena http://pantsformer.mybrute.com 
   
Made in us
[DCM]
Dankhold Troggoth






Shadeglass Maze

Ah, I get that now. Makes a lot more sense! I think 3D6 attacks are appropriate, unless you just wanted to have his attacks cause multiple wounds (but since a lot of the rules being posted exempt legendary creatures from multi-wound items, additional attacks are probably better ).
   
 
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