Vladimir Tzepesci, the Dark Champion

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Khador Warcaster

After nearly dying in battle against Cryx in the Thornwood, Vladmir Tzepesci, the Dark Prince, was rescued and nursed back to health by the Old Witch over many months. When he awoke from his slumber he found the Old Witch had restored his body and taught him much through his dreams about the power of kings and how to command the wind and sky. Before leaving the Witch's lair, he was commanded to reforge his ruined weapons into a blade as powerful as those wielded in the time of the true kings. The greatsword Dominion is the result of Vladmir's toils to meet this command. He emerged from the Old Witch's lair a true champion of Khador. He stands ready to aid the Old Witch when he is most needed to protect the motherland from the dangers few mortal men realize imperil their lives.

Basic Info[edit]

SPD Average
MAT High
DEF High
ARM Average
FOCUS Average
Relative HP Average
WJP Average

Weapons and Attacks[edit]

  • Dominion - Long reach, above average P+S melee weapon.

Special Abilities[edit]

  • Warcaster - This model comes with a bunch of special rules, most notably being really awesome at everything.
  • Great Power - This model can upkeep one spell each turn for free.
  • Might of Kings - Vladimir gains bonus STR & ARM while damaged. If he is ever damaged by a friendly model, he loses Might of Kings for the rest of the game.
  • Righteous Vengeance - If a friendly Faction model dies near this model, next turn this model gets a free small move and melee attack during the maintenance phase.

Feat : Blood Legacy[edit]

Choose d3 + 3 Faction non-warcaster warrior models. They gain a bonus to SPD, STR, MAT, RAT, DEF and ARM for one round.


  • Arcane Might - Upkeep spell that allows friendly faction warrior models to spend focus currently on the caster to boost melee attack or damage rolls.
  • Assail - Upkeep spell that lets a warjack charge, slam, or trample for free and with increased range. Also, models are slammed further.
  • Hand of Fate - Upkeep spell which lets a Faction model/unit roll an extra die on all attack and damage rolls, then discard the lowest.
  • Martial Paragon - Upkeep spell which gives Vladimir an extra die on melee attack rolls and Parry. (Parry - This model cannot be targeted by free strikes.)
  • Razor Wind - Low cost, long range offensive spell with average POW.
  • Wind Blast - Place a large AOE anywhere in the caster's CTRL. It immediately removes clouds it touches, and models can't make ranged attacks while standing in it.

Thoughts on Vladimir Tzepesci, the Dark Champion[edit]

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Note to Editors
If you're looking for inspiration for content to add to this page, you can always copy-paste (& update as necessary) info from the old mk2 entry:
Mk2 Battle College: Vladimir Tzepesci, the Dark Champion .

Comparison to Mk2[edit]


Vladimir Tzepesci, the Dark Champion in a nutshell[edit]


Thoughts on when & how to best use his feat and spells[edit]


Typical Army & Strategy[edit]

Having good solos are a good idea with this variant of Vlad. Kayazy eliminators are exceptional models for his feat. A Man-O-War Drakhun or Kovnik can also unleash a catastrophe if positioned correctly.

Drawbacks, Downsides, & Bad Match-Ups[edit]


Tricks & Tips[edit]




Theme Forces this is a member of[edit]

  • None yet

Other faction models[edit]

Khador - Faction models (Edit)

Warcasters etc.
Warcasters Butcher1 - Butcher2 - Butcher3 - Harkevich - Irusk1 - Irusk2 - Karchev - Malakov2 - Old Witch - Sorscha1 - Sorscha2 - Strakhov - Vlad1 - Vlad2 - Vlad3 - Zerkova1 - Zerkova2 - Kozlov
Warcaster attachments War Dog (Khador) - Madelyn Corbeau (Mercenary) - Reinholdt (Mercenary) - Wyshnalyrr (Mercenary)
Other Controllers Malakov1 (BGC) - Man-o-War Kovnik (Marshal)
Heavy warjacks Berserker - Decimator - Destroyer - Grolar - Juggernaut - Kodiak - Marauder - Mad Dog - Rager - Spriggan - Devastator - Demolisher
Beast-09 - Behemoth - Black Ivan - Drago - Ruin - Torch
Colossal Conquest - Victor
Units, Solos, & Battle Engines
Units Assault Kommandos - Battle Mechaniks - Black Dragons - Doom Reaver Swordsmen - Greylord Outriders - Greylord Ternion - Iron Fang Pikemen - Iron Fang Uhlans - Kayazy Assassins - Kayazy Eliminators - Kossite Woodsmen - Bombardiers - Demolition Corps - Shocktroopers - Widowmaker Scouts - Field Gun - Winter Guard Infantry - Mortar Crew - Rifle Corps
Great Bears of the Gallowswood
Ranking Officer CA : Koldun Kapitan Valachev
Solos Iron Fang Kovnik - Koldun Lord - Drakhun - Man-o-War Kovnik - Manhunter - War Dog - Widowmaker Marksman - Artillery Kapitan
Fenris - Malakov1 - Jozef - Markov - Yuri
Battle Engines Gun Carriage
Khador - Mercenary models (Edit)
Merc khador.jpg

Mercenary Warcasters etc.
Warcasters Bartolo - Damiano - MacBain - Durgen - Fiona - Ossrum - Gorten - Magnus1 - Magnus2

Requires a 2+ caster game

Other Controllers Mini-casters Brun Cragback & Lug - Rorsh & Brine
Marshals Colbie Sterling - Dirty Meg - Raluk Moorclaw - Rutger Shaw - Thor Steinhammer
Warjacks & Warbeasts The mercenary battlegroup members you can include in a Khador army depends entirely on which mercenary is commanding them. There are too many permutations to list here, please refer to one of the model entries above for full details of what it can take.
Mercenary Units, Solos, & Battle Engines
Units High Shields - Press Gangers - Sea Dog Deck Gun - Sea Dog Pirates - Steelhead Halberdiers - Steelhead Cavalry - Steelhead Riflemen - Tactical Arcanist Corps
Alexia1 - Croe's Cutthroats - Nyss Hunters - Blythe & Bull - Boomhowlers - Herne & Jonne - Aiyana & Holt - Lynus & Edrea
Solos Gobber Tinker - Ogrun Bokur
Alexia2 - Alten Ashley - Bradigan - Grogspar - Brun Cragback & Lug - Colbie Sterling - Dirty Meg - Doc Killingsworth - Eiryss1 - Eiryss2 - Hawk - Gorman - Gudran - Harlan - Hutchuk - Bailoch - Rockbottom - Dougal - Orin - Ragman - Raluk - Rorsh & Brine - Rutger - Saxon - Sergeant Nicolas - Stannis - Thor
Battle Engines Hammerfall Siege Crawler
Warcaster attachments Madelyn Corbeau - Reinholdt - Wyshnalyrr

Rules Clarifications[edit]

Rules Clarification : Magical Damage      (Edit)

  • The "Damage Type: Magical" is not inherited by "secondary" damage from a weapon such as arcs (Electro Leap) or hazards (Scather). (Infernal Ruling)
  • All spells have "Damage Type: Magical" (refer latest errata).
    • This is inherited by "immediate" secondary damage (such as Eruption of Spines) ... [Verification needed]
    • ... but not by "lingering" secondary damage (such as the cloud left by Breath of Corruption). [Verification needed]
  • If a weapon/spell includes Magic Damage and another kind of elemental damage it can still damage Incorporeal models. They're not affected by the rule "if an attack does multiple types of damage and a model is immune to at least one it is immune to the entire attack.
    The phrase "immune to non-magical damage" should be intrepreted as "immune to damage that doesn't include Damage Type: Magical" (not as "has immunity to Corrosion and Electricity and Cold and etc.")

Rules Clarification : Thresher and/or Flashing Blade and/or Cyclone     (Edit)

  • Refer to the Thresher page - the list got too long to repeat here.

Rules Clarification : Warcaster or Warlock     (Edit)

  • Please refer to the Warcasters & Warlocks page for a recap of the warcaster rules, and the very few associated rules clarifications.

Rules Clarification : Great Power - None yet. (Edit)

Rules Clarification : Might of Kings      (Edit)

  • If an enemy takes control of one of your models and attacks Vlad, it will not make MoK expire. Because for the duration of the control it is considered an enemy model.
  • Collateral damage does not cause Vlad to lose MoK. It's considered 'neutral', neither friendly or enemy.
  • Damage from continuous effects does not cause Vlad to lose MoK. It's considered 'neutral', neither friendly or enemy.

Rules Clarification : Vengeance and/or Righteous Vengeance and/or Retaliation     (Edit)

  • Vengeance moves do not have to be towards an enemy model.
  • You can choose to not move, but still get the attack. One is not conditional on the other.
  • When resolving Vengeance, move all models in the unit before making any attacks. (Infernal Ruling)
    • If you have more than one unit with Vengeance, move all of unit A then complete all of unit A's attacks, before starting to move unit B.
  • Vengeance is not an activation. It does not prevent the unit from activating and acting normally later in the turn.
  • Stationary and knocked down models may not perform Vengeance moves nor attacks.
  • Only enemy attacks trigger Vengeance. There are plenty of ways enemies can damage you without attacking you (such as Electro Leap) and these will not trigger Vengeance.

Rules Clarification : Arcane Might      (Edit)

  • Arcane Might can't be used on charge damage rolls, simply because they're already boosted.
  • It can be used on CMA.

Rules Clarification : Assail      (Edit)

  • If you're planning on casting this spell often, you should probably check out the Trample and Slam clarifications.

Rules Clarification : Hand of Fate      (Edit)

  • The lowest dice must be discarded - you can't keep it even if you want it for a critical hit.
    • For instance, if you need 6+ to hit and roll a 3, 3, and a 4 then you must discard one of the 3s, and you'll end up with a non-critical hit with the 3 + 4.

Rules Clarification : Martial Paragon      (Edit)
Rules Clarification : Parry - None yet. (Edit)

Rules Clarification : Razor Wind      (Edit)

  • The text description has no in-game effect. It's just for flavour.

Rules Clarification : Wind Blast - None yet. (Edit)