Here is a list i made for the Blood Dragon Vampires. Let me know what you all think
Choice of Warriors:
A Blood Dragon warband must include a minimum of three models. You have 500 gold crowns to recruit your warband. The maximum number of warriors in the warband may never exceed 15.
Blood Knight: Each Blood Dragon warband must have one Blood Knight: no more, no less!
Blood Errant: Your warband may include up to two Blood Errants.
Skeletons: Your warband may include any number of Skeletons.
Grave Guard: Your warband may include up to five Grave Guards.
Special Rules:
Only the worthy: The Blood Knights only recruit those who prove themselves worthy in combat. A Blood Knight will give those a chance to become an immortal warrior. After winning a game, check for all enemy heroes who are taken out of action. If any of those models are killed or captured and during the game they took at least one model out of action have the hero take a leadership test. The vampire offers the hero a chance to become immortal and avoid his current fate. If the model passes the test then the hero will die as normal or follow the captured rules as normal. A hero that is dying will take a leadership test at -2 as he is more inclined to take the offer of life rather than dying. If the hero fails he has succumbed to the Vampire’s offer and will join the ranks of the Blood Dragons as a thrall. The newly formed thrall will start with no experience and will lose all equipment and skills. He will choose his skills from the same tables as the Blood Errant. Its stat line will also change be as follows.
M WS BS S T W I A Ld
6 4 3 3 4 1 4 1 6
Note: You may recruit one hero a game like this but multiply heroes can be tested if they fit the criteria.
Walking Death: One Vampire is a force of destruction but multiple vampires are force nigh unstoppable. As such once a hero gains a total of 36 experience he will add a further 20 to the warband rating (so a total of 20 +exp).
Honor by Combat: Honor is the foundation of a Blood Dragons warband and as such if a hero ever has a higher leadership then the warband leader they will duel each other for control of the warband. Roll a die and the highest counts as charging. Conduct the fight till one model is out of action. If the Leader wins the combat he will remain the leader and the losing hero will take a permanent -2 to his leadership. If the leader loses, he will leave the warband as he is now without honor in the eyes of his warriors. The winning hero will become the new leader of the warband gain the leader skill and the respect of his fellow warriors.
They are few: You may never re-buy a Blood Knight. Once he is gone from the warband he may not be replaced. If the Blood Knight dies the hero with the next highest leadership will gain the leader skill. If there is a tie for the highest leadership then the hero with the highest WS between the tying heroes will be the leader. If there is still a tie then models tying will conduct a duel and the victor has earned the right to become leader. The loser will not take penalties for losing this duel as it is not a challenge as much as a way of choosing who is best to lead the band in the absence of a leader. Look above in Honor by combat for rules on a duel.
There is no Honor in this: The Blood Dragons are always looking to better themselves in combat and to keep their honor. As such if they ever fight a battle where their warband rating is 100 above their opponent they will have a -1 to all route test as they feel they gain nothing from fighting such a weak enemy.
Starting Experience:
The Blood Knight starts with 20 experience.
Blood Errants start with 8 experience.
Henchmen start with 0 experience.
Blood Dragon’s Skill Tables
Blood Knight may choose from the Combat, Academic, Strength, Speed or Special.
Blood Errant may choose from the Combat, Strength, Speed, or Special.
Blood Dragons' Equipment List
Heroes
Hand-to-Hand Weapons
Dagger 1st free/ 2 gc
Sword 10 gc
Double handed Weapon 15 gc
Spear 10 gc
Halberd 10 gc
Lance 40gc
Armor Armor
Light Armor 20 gc
Heavy Armor 50 gc
Shield 5 gc
Helmet 10 gc
Henchmen
Hand-to-Hand Weapons
Dagger 1st free/ 2 gc
Sword 10 gc
Spear 10 gc
Halberd 10 gc
Wight Blade* 25 gc
Armor
Light Armor 20 gc
Shield 5 gc
Helmet 10 gc
Miscellaneous
Warhorse** 80g
Barding** 40g
*Only Grave Guard may take these items.
**Only Heroes may take these items.
Heroes
1 Blood Knight; 110 gold crowns to hire
Blood Knights lead their retinue into the city of Mordheim and the surround areas in search for worthy opponents to test their skills. Although but pale shadows when compared to the dread Vampire Lords, these immortal warriors are still some of the most powerful creatures who fight in Mordheim. Honor and the tests of battle are the goals of a true Blood Knight.
M WS BS S T W I A Ld
6 4 4 4 4 2 5 2 8
Weapons/Armor: A Blood Knight may be equipped with weapons and armor chosen from the HeroEquipment list.
Special Rules:
Cause Fear: Blood Knights are terrifying Undead creatures and therefore cause fear.
Immune to Psychology: Blood Knights are not affected by psychology and never leaves combat.
Immune to Poison: Blood Knights are not affected by poison.
No Pain: Blood Knights treat Stunned results as Knocked Down instead.
Leader: Any warrior within 6" of the Blood Knight may use his Leadership characteristic when taking Leadership tests.
0-2 Blood Errant; 65 gold crowns to hire
While not as powerful as their leader the Blood Knight, Blood Errants are a force to reckon with. Blood Errants are focused on one goal. To become the greatest warrior they can become and in some cases over throw their Blood Knight leader and become a leader themselves.
M WS BS S T W I A Ld
6 4 3 3 4 1 4 1 7
Weapons/Armor: Blood Errant may be equipped with weapons and armor chosen from the Hero Equipment list.
Cause Fear: Blood Errants are terrifying Undead creatures and therefore cause fear.
Immune to Psychology: Blood Errants are not affected by psychology and never leaves combat.
Immune to Poison: Blood Errants are not affected by poison.
No Pain: Blood Errants treat Stunned results as Knocked Down instead.
________________________________________
Henchmen (In groups of 1-5)
0+Skeletons; 15 gold crowns to hire
Shifting and cracking bones of the dead, skeletons are re-animated corpses of dead warriors. As Mordheim is filled with the dead and dying it is the prime location to summon these abominations back from the darkness.
M WS BS S T W I A Ld
4 2 0 3 3 1 1 1 5
Weapons/Armor: Skeletons may be equipped with weapons and armor chosen from the Henchmen Equipment list.
Cause Fear: Skeletons are terrifying Undead creatures and therefore cause fear.
Immune to Psychology: Skeletons are not affected by psychology and never leaves combat.
Immune to Poison: Skeletons are not affected by poison.
No Pain: Skeletons treat Stunned results as Knocked Down instead.
Brain Dead: Skeletons are dead creatures hence they gain no experience.
May not run: Skeletons are slow Undead creatures and may not run (but may charge normally).
0-5 Grave Guard; 30 gold crowns to hire
Grave Guard were once dead champions of men and beasts. When brought back to the living they retained part of their memories yet these are normally just basic memories such as how to fight and speak. The magic that animates them is the same magic that cause their deadly Wight blades to suck the life from the living.
M WS BS S T W I A Ld
4 3 0 3 3 1 3 1 5
Weapons/Armor: Grave Guard may be equipped with weapons and armor chosen from the Henchmen Equipment list.
Cause Fear: Grave Guard are terrifying Undead creatures and therefore cause fear.
Immune to Psychology: Grave Guard are not affected by psychology and never leaves combat.
Immune to Poison: Grave Guard are not affected by poison.
No Pain: The Grave Guard treat Stunned results as Knocked Down instead.
Brain Dead: The Grave Guard are dead creatures hence they gain no experience.
May not run: Grave Guard are slow Undead creatures and may not run (but may charge normally).
Blood Dragon Special Equipment
Wight Blades (Grave Guard Only)
30 Gold Crowns
Availability: Common
Range: Close Combat
Special Rules
Killing Blow: A warrior with a Wight Blade will wound its target automatically if you roll a 6 to hit.
Note that you can still roll a dice for every wound inflicted in this way. If you roll a 6, you will inflict a critical hit with that roll. If you do not roll a 6, you will cause a normal wound. Take armor saves as normal.
Special Skills
Uncontrollable Thirst: The Vampire’s thirst is overwhelming and the sight of blood will cloud his judgment and he will rush to drink. If an enemy model loses a wound within 4” of the vampire the vampire must take a Ld test at -2. If fails the vampire will immediately charge the model who was wounded. If the vampire is already in a combat count him as having failed a leadership test for trying to leave combat.
Red Fury: The Vampire moves with such speed that he is able to defend himself and attack simultaneously. If a vampire parries successfully he rolls a d6 and adds his Initiative. The attacker does the same. If the vampires score is higher than his attacker he may make an immediate attack against the attacking target.
Honor above all: Honor is not won from range combat but from meeting your opponent face to face. Anything else is just cowardice. Such is the Blood Dragon’s distaste for ranged combat is that they hate any model carrying a missile weapon.
Honor bound: This skill can only be taken by the leader. Such is the Blood Dragons honor that they will fight to the last man (or vampire). The leader can re-roll his first fail route test of the game. They also can never voluntarily route.