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Winnaar van Conquest 2011: 'Vampire Counts' van Lars Meeussen

Rangschikking Winnende Lijst

Unit Name ## Mv WS BS St To Wo In At Ld Sv WSv Cp Dp US Cost
* Vampire Lord 1 6 7 5 5 5 3 7 4 10 2+ 2 450.0
Usage Conflict; General; Units w/in 12" may march.; Magic Level 3; Necromancy; Lance; Shield
  Blood Drinker Every model killed, Vampire or unit regenerates 1 Wo. [40.0]
  Crimson Gem of Lahmia At anytime during the magic phase the bearer may expend one wound to gain a power die. May be done multiple times in a phase and no saves of any kind are allowed. Count towards maximum. [20.0]
  The Other Tricksters Shard All models in base contact (friend and foe) need to re-roll successful Ward saves. [15.0]
  Cadaverous Cuirass Heavy armour, immune to KB and Poison. [15.0]
  Dragonbane Gem Bearer gains 2+ ward save against fire attacks [5.0]
  The Martialle: Red Fury Each unsaved wound dealt generates an extra attack, these extra attacks cannot generate extra attacks. Cannot be combined with great weapon. [50.0]
  The Bestialle: Infinite Hatred Hates all enemies and can re-roll all failed to hit rolls every round of CC. [25.0]
  The Martialle: Dread Knight Gain Lance, Heavy Armour, Shield. Rides a Barded Nightmare. Armour or Shield may be replaced by magic items of the same type [25.0]
    Barded Nightmare 1 8/7 3 4 4 1 2 1 3 [0.0]
Barded Nightmare
Wight King 1 4 4 3 4 5 3 4 3 9 2+ 2 245.0
Battle Standard Bearer; Units w/in 12" lose one less Wo in CR.; Barding; Heavy armour; Shield; Wight Blades
  The Drakenhof Banner Unit gains regeneration [125.0]
  Skeletal steed 1 8/7 2 3 3 1 2 1 3 [0.0]
Insubstantial Steeds: For movement, treated as Ethereal
Vampire 1 6 6 4 5 4 2 6 3 7 1 160.0
Magic Level 1; Has 1 spell.; Lore of Shadow; Smoke & Mirrors: After the Wizard has successfully cast a spell from the Lore of Shadow he may switch places with another friendly character of the same type within 18".
  The Arkayne: Forbidden Lore Know all spells from vampire lore or any other lore except life. [35.0]
  Dispel Scroll One use only; Automatically dispels one spell cast that turn only. [25.0]
Necromancer 1 4 3 3 3 3 2 3 1 7 1 70.0
Magic Level 1; Has 1 spell.; Necromancy; Knows 1 Necro Spell
  2: Vanhel's Danse Macabre 7+ to cast. Rng 12". If Target Unit unengaged in CC it can make a normal move of up to 8" and may charge, whell or reform. Charged unit gets normal charge responses and tests. If in CC all models in unit recieve the Always Strikes First special rule and may re-roll misses to hit [0.0]
  Sceptre of Stability Only one use; After rolling to dispel one spell, you can roll an additional d6 to add to your dispel attempt. [15.0]
Crypt Ghouls 29 4 3 3 4 1 3 2 5 1 248.0
Poisoned Attacks
  Ghast 1 4 3 3 4 1 3 3 5 1 [8.0]
Crypt Ghouls 29 4 3 3 4 1 3 2 5 1 248.0
Poisoned Attacks
  Ghast 1 4 3 3 4 1 3 3 5 1 [8.0]
Black Knights 7 4 3 4 4 1 3 1 6 2+ 2 274.0
Barding; Lance; +2S on charge; Heavy Armour; Max 1+ save; Shield; Standard; +1CR; Musician; +1CR if tied; +1 Ld in rally attempts.; Wight Blades
  Banner of Hellfire Unit has magical flaming attacks. [10.0]
  Hell Knight 1 4 3 4 4 1 3 2 6 2+ 2 [16.0]
  Skeletal steed 8 8/7 2 3 3 1 2 1 3 [0.0]
Insubstantial Steeds: For movement, treated as Ethereal
Black Coach 1 5 6 4 D6 3+ 4+ 4 200.0
Vampire, Undead, Chariot, 4+ Ward, 3+ Armour Save, Causes Terror
  #Evocation of Death In every magic phase, roll all power dice belonging to the pool. On a roll of a 6 it is absorbed and permentantly increases it's ability as described on the chart. [0.0]
  Wraith 1 3 3/5 2 3 5 [0.0]
Magical Attacks; Great Weapon; +2S, Always strikes last in combat, Two-handed
  Nightmare 2 8 3 4 4 1 2 1 3 [0.0]
Total Army Cost: 1895.0 Pts.

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