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About this blog

Conversions, Musings, Paintjobs and some custom factional builds in the Age of Sigmar. For anyone interested in exploring custom factions and the expansive lore capabilities of the setting within the confines of the Age of Sigmar realms along with a repository of my previous works that lend into the creations. Welcoming all feedback and creative musings from the community in helping me progress the project (and many more in future!)

Entries in this blog

 

Ironweld Arsenal - Version 1.0 Battletome Mechanics (Narrative pending)

For anyone whose been keeping an eye on the Ironweld Arsenal fantome project, or avid fans of big guns in the Age of Sigmar we've put together the version one allegiance abilities, warscrolls, batallion and playtesting points lists for the Ironweld Arsenal. Below are our initial outlays and abilities for the faction that we'd love feedback and critique on aswell as any ideas that fresh eyes can bring to the concepts. These are the gameplay mechanics of the Ironweld, though feel free to check out thread in the main forum for the Narrative elements or my twitter feed @rlrsmith88  If anyone has the models to playtest/proxy out games I've love to see photos and know the results, what needs tweaking or refining aswell as what works particularly well on the field of battle. Collated PDF: IronweldmechanicsV1.0.pdf So here we have Allegiance Abilities: Warscrolls -  HEROES BATTLELINE OTHER BEHEMOTH ARTILLERY BATTALIONS POINTS COSTS

Melcavuk

Melcavuk

 

Ironweld Arsenal, Finding a theme for the infantry

Trying to pick a base model for my next Sigmar conversion. When looking at models to use as the basis for my Weld Guard (5up save infantry with either rifle or pike) I have three options for base models all of which speak to me for different reasons and I need help deciding:   The classic Ironsides, a nostalgic empire I look but unfortunately this could make them easily confused with Freeguild. A natural fantasy choice but nothing intrinsically Ironweld about their look     The long coat, to me these would look like career soldiers. Formal in their guild colours but distinguished from the militia. Always been a fan of long coats. Needs a weapon swap and would have Empire Outrider heads.     or the Steam Punk, correlates nicely with the steam engines and Templar armour but even with a head and weapon swap they’re very tech. Stylistically probably the most Ironweld but I’m already getting flakk that the Ironsworn is too 40k

Melcavuk

Melcavuk

 

Redesigning the Weld - Model Design Musings

Since I'm still playing around with Warscrolls the concept of building the models is playing on my mind a little bit, I'm pretty happy with my concept for the labourer centric units so have moved on to considering the Phalanx and Ironsworn Units. Below are my current ideas on units and their composite parts: Weld Arbalesters/Riflemen - 
Bodies/Legs - Necromunda Cawdor
Heads - Human, Bare (currently looking at Van Saar head upgrade kit)
Weapons - Crossbows from the Empire Crossbowmen kit, Rifles from the same kit of the Skitarii Range Rifles.
Additionals - Power/Shot pouches made from greenstuff, more ornate heads for the Quartermaster and Master of Shot (thinking forgeworld Ironsiders heads) Weld Phalanx/Other - 
Bodies/Legs - Militarum Tempestus Scions (if considering armoured look, Cawdor if focusing on the more Labourer aspect)
Heads - Nuln Ironsiders
Weapons - 1.5mm brass rod cut to 7cm lengths as pikes, the Van Saar energy shields with the hole replaced with a duardin icon and painted to become a far more primitive shield instead.
Additionals - Open to suggestions. Ironsworn Templars - 
Chassis - Starting with the Forgeworld Ironcircle model as a base, bore a column vertically down the front of the model to craft an alcove for the pilot, removing the neckpiece in the process. Within this cavity mount the pilot (Captain from empire Steam Tank kit), using greenstuff to sculpt the crude leather straps of a harness.
Pilots arms should stick out horizontally, disappearing into the chassis frame to control the suits arms with legs strapped and supported by metallic pedals below.
Power source - Do not add the top armour to the chassis, instead utilising the steam engine from the Empire Steamtank kit, cut the barrel in half and mount over the top of the chassis forming a rudimentary top piece.
Armour - Leaving the shield and shoulder pads off of the Ironcircle, take the rear wheel frames from the Steamtank, cutting each in half until you have 4 semi circles of banded wood. Attach two of these to each of the shoulder frame mounts to make crude wooden armour panelling over the shoulder.
Weaponry - Angling the hammer to be held in two hands (as the shield will not be attached), replace the hammer head with a suitably Age of Sigmar weapon of your choice. Alternative weaponry build takes the Steam Cannon from the Steam Tank Turret, mounting it on the haft of the Ironcircle hammer and running hoses (made from greenstuff) to the steam engine on the armours back, this gives the suit a short range steam belcher.

Melcavuk

Melcavuk

 

Redesigning the Weld - Starting Out...

Approaching the redesign of a faction is a challenging concept, typically GW do the models first and that allows the rules designers to know the constraints of the faction and can build the battletome around a set list of models that are coming soon. This allows a structure that when approaching rules first can... lack, where anything is possible it mistakenly leads to the idea that EVERYTHING is possible, so breaking down the unit options as follows here is what I currently see us as having: Duardin Engineer (Existing Model)
Gunmaster (Existing Model)
HERO A (Monsterous, built as secondary option to a different kit)
HERO B (Cavalry or flier)

BATTLELINE
Riflemen/Arbalesters (Dual Kit, Battleline if Ironweld) - Working in well with the Gunmasters,
Phalanx/Something (Dual Kit) - Here I'm considering factoring in the Cog soldier aspect, potentially functioning better when in the presence of an engineer essentially having the Duardin Engineer acting as a buff hero for the Cog aspects of the army. It would rob the labourer aspect of a second unit to benefit from faction specific buffs. OTHER
Ironsworn Templar (Also Builds Paladins Hero) - Non-Monster heavy hitter unit, monsterous infantry.
Ironsworn Fusiliers/Lancers - Fast Moving Cavalry
Gyrocopter/Bomber (Existing Kit) ARTILLERY
Helstom/Helblaster (Existing Kit)
Duardin Cannon (Existing Kit) BEHEMOTH
Steamtank (Needs a new kit, likely a dual kit. My theory was an Iron Dragon rocket spitting tank, Steel behemoth labourer carrier) Taking that as a base it means that new kits wise it would be:
Weld Riflemen (Dual Kit)
Weld Phalanx (Dual Kit)
Ironsworn Templar (Dual Kits)
Ironsworn Fusiliers (Dual Kit)
Hero B Clam Pack
Monster/Tank something kit. Now thats already something thats rivalling the bigger releases, so I'd say at this stage to add a unit we'd need to remove one of my unit suggestions at each time (barring hero B which I have left spare currently). I think the best plan is add a unit, remove a unit policy (unless anyone can make a convincing counter arguement there
  When approaching unit design I would go with the following criteria:
Does it fit the theme? 
Does it fill a tactical void in the army? (Not every army needs to fill every void but the army should be competitive based on its own roster)
Does it bring synergy (Part of why I strive to add the Labourer keyword to Weld guard is to have interplay between them and the artillery in the faction, it gives a synergistic link. And just as artillery benefits from them, they benefit from Ironsworn nearby to inspire them. The benefits cascade down from having a mixed list.
Is it needed? (As above, not every faction needs to fill every niche, not everyone needs a monster or magic etc unless it forms a cohesive part of the army, theme and roster)
Is it something better provided by allies? (pretty self explanatory) So what is the theme?
My suggestion is below, but this is simply my suggestion, it is entirely possible that my own interpretation is wrong or needs refining but here's where collaborative debate can help really hammer down the heart of the question "Who are the Ironweld?"
Industry Driven Humans and Duardin surviving a magical world through innovation and strength of arms.

Melcavuk

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Ironweld Nobility - The Ironsworn Templars

Looking for idea on the development of the Ironsworn Templars (aiming to make a unit version (Templars) and a character version (Paladin) with the latter able to buff the former Significantly, and both able to inspire the Labourers) War beyond the walls of Azyr, to the little people far below the gaze of the Gods and Titans that seek to claim the realm of their own, is a bloody and often short lived affair. Those who have not earned the favour of the God King are not spared the bloody butchery that make up the myriad of battlefields the realms over, from the tortured wastelands of the Great Parch to the body strewn marshes on the approach to the Black Pyramid of Shyish. To the nobility of the Ironweld, whose souls are far from the perfection sought by Sigmar to make up his great hosts, the disfavour they have been shown is insult unanswered, perhaps they have spent far too long in the company of the Duardin Artisans but such nobilty know all too well how to hold a grudge. Denied the preservation of eternal service in the hosts of the Stormcast the Ironweld have sought new ways of prolonging their lives, replacing limbs lost in battle with finely tuned prosthetics, some even go so far as to say that the Matriachs of the noble houses have found ways to live far beyond the years of mortal men and women. It is this very determination to endure inspite of the arrogance of gods that drives the true heart of the Ironweld onwards, their cannonades become the roar of their choir celestial, their steel behemoths are the wings upon which their empire soars, and on the backs of their labourers they will be raised aloft that they might stand amongst Gods and Titans to claim their place within the Realms. Yet in truth all of this would not be possible without the aid of a God, Grimnir the Master Smith has long since been the benefactor of the hosts of the Ironweld, teaching his craft first to the Duardin artisans of Azyr, and through them the heart of the Ironweld has spread to man and dwarf alike. The greatest pupils of the Duardin artisans became the first families of the noble houses, the five pillars of the Ironweld Arsenals combining their family estates into the first factory city of the Ironweld, and through the generations it is these families who have been responsible for the myriad of weaponry that marks the Ironweld Arsenal as the true heart of the empire.   The Ironsworn Templars -  Even the true heroes of the Ironweld, the children of the noble houses are not spares the miseries of the Battlefield. War is the very heart of commerce for the Ironweld Arsenal, any child expected to rise through the ranks that they might one day steer the fate of the factory empires must understand the visceral nature of War in a manner that only those who have served the host could. Should these young nobles be wounded in battle no expense is spared to restore them to fighting fit, eschewing medicine for masterwork engineering it is far quicker to sever a damaged limb and replace with a metallic replacement to return them to the front lines instead of waiting for healing to eventually take hold. Yet there are those whose injuries could baffle even the artisan engineers of the Weld, and it is these souls who qualify for the growing ranks of Ironsworn Templars. New, innovative and brutally effective the Templars have only recently marched forth from the crawling factory city of Oran, heavy lumbering suits of armour thrice the height of any soldier in the weld. The beaten steel plating built around a harness augmented with newest hydraulic innovations, they are the  glorious knights of the new generations of Weld Nobility. They carry with them enormous zweihander blades augmented with oil belching hoses that they might be ignited in the midsts of battle, able to cleave into even the most monsterous or magical of foes with disturbing potency. Those soldiers whose injuries have moved them beyond the fields of battle can still serve the Weld from within the Ironsworn Templar armour, burning metal rivets driven through broken limbs to adhere them to the beaten steel harness. Torn wounds cauterised by the searing heat of the suits furnace that they might never tear open again, the very internment is a life of constant agony and yet they are revered amongst the armies of the Weld, a living embodiment of sacrafice in the name of the Ironweld. For the labourers to see such icons of war marching alongside them sparks inspiration beyond measure, that the nobility might bleed amongst commoners is a unity beyond measure. Monsterous Infantry (6 wounds, 3+ save, slow movement) Special Rules -  Icons of War - Friendly LABOURER units may reroll failed Battleshock tests whilst they can draw line of sight to any IRONSWORN units from your army.  Incendiary Arsenal - able to deal mortal wounds but risk taking mortal wounds themselves each time the blades are ignited.   C&C welcome as always

Melcavuk

Melcavuk

 

Ironweld Arsenal - Bringing the Firepower

Frankly Ironweld would not be Ironweld without artillery pieces, it is the very heart of their faction and sadly of late their artllery has been left to rot due to the ability to shoot the crew out from behind the warmachine leaving players with simply useless cannons unable to be crewed on the battlefield. There was no need to tweak the lore behind these warmachines as each is a defined and well known part of the arsenal and thus my aim was merely to bring them more in line with modern War Machine scrolls and answer that age old question "Why dont other soldiers crew them when the crew die?" Well now they do, every labourer in the Ironweld has basic experience of manning the guns, it is the very heart of their existance, they help to manufacturer, maintain and fire these devastating machines of war and understand that the cost of the artillery far outweighs the cost of a labourer. As such the artillery pieces can now "heal" using labourers from units nearby, who drop their current weaponry to frantically maintain the artillery when ordered to do so. This is simply the first interplay with the LABOURER keyword added to the Weld Guard, they form the backbone of the force so that the Nobility can fullfill their own agendas. Having a good number of Labourers in your force not only lends weight of numbers and attacks but ensures that your heavy hitters are kept in the battle for longer.

Melcavuk

Melcavuk

 

Exploring the Weld - Ironweld Arsenal

Like many others since the inception of Age of Sigmar I have been waiting to see how the normal men and women of the Realms come to be represented, from the citizens of Azyr to the settlers who go on to form Freecities and the refugees trailing in a never ending stream back towards the Golden city as the tides of chaos, death and destruction ravage the Realmscape around them. As I wasnt a fantasy player before Age of Sigmar became a thing i had no pre-existing loyalties to the factions of old, no fond memories of Empire and Brettonians to niggle at the back of my mind when imagining the shapings of the armies of Man to come in the later Age of Sigmar lore. One of the most interesting elements to me was the seperation of the Ironweld Arsenal, a faction comprised of the heavy artillery and siege engines of old accompanies by engineers and the potential this could open up in terms of how the faction would grow, expand and become a unique force on the battlefields of Sigmar. The concept of soot drenched, smoke belching armies chewing their way through the battlefield, a vertiable force of the industry of man that held little reverance to the will of Gods and Daemons, who trusted in the strength of their own steel and heat of the flames of the furnace.  So the theme: To my mind the Gunnery Schools of the Ironweld are an empire unto themselves, their vast factory complexes as much cities in their own right seperated into the Nobility of the schools of Engineers down to the peasantry of the labourers. The noble houses each vying for status as the lead with an ever expanding array of contraptions and staggering arsenal of weaponry defining which holds the seat of power and becomes the Guild Patriarch, in this way the constant competition drives them ever onwards, never once allowing themselves to simply sit idle whilst others seize power around them. The Weld revere Grimnir not as a god but as the peak of Artisans of his craft, a true genius in the refinement of the very art of war. It is his very skill in ever labour that the Duardin and Men of the Weld have come to revere, seeking ever to improve their craft that they might create a weapon worthy of the Duardian Mastersmiths attentions. The peasants are a dour class, functional clothing long since having been stained a shadowed black by the coal that has become a key pillar of their daily existance, the volatile nature of the machinery often claiming the lives of dozens in the name of progress. Those who are not killed are often maimed, their severed limbs replaced with crude beaten metal replicas strictly functional and given none of the workmanship of the Weld's true arsenal. In times of war these peasantry march alongside the armies of the weld, wielding roughly forged metal bucklers alongside black power or bladed weapons to protect the Guilds arsenals. The Nobility are a breed apart, each marches to war with their own personal armoury from their families artificer forges. From smog belching metal steeds and ornate battle tanks to the lumbering battle armour of the Ironsworn Templars the very act of war is as much a way of advertising their own Guilds wares to would be buyers from both sides of the battle. Those unfortunate enough to be injured are often adorned with complex and beautifully refined enhancements to further embellish the legends of their own noble house. Battleline Concepts:

Weld Arbalesters 
Though lacking the status and wealth to carry true weapons of the Weld, the Arbalesters march to war equipped with blackpowder laced bolts and heavy crossbows, able to launch volleys of devastating explosives down the field. Lacking in the accuracy and refinement of the Nobilities weapons these soldiers exist as much to sow panic in an enemies ranks. Weld Riflemen
The simplest of black powder weaponry are common place in the mighty forge cities of the Ironweld, those tasked with guarding the vast complexes carry with them longrifles to pick out targets at range. Though simple in design they are suitably devastating in a volley to deter would be thieves and spies from their charge. Weld Phalanx
Marching to war with heavy plated metal shields and long lances the ranks of the Weld Phalanx form a bulwark of expendable labourers to deter would be chargers against the lines of the Ironweld. A wall of men and metal form a thorny barricade to protect the true wealth of the Ironwelds Armies.

Melcavuk

Melcavuk

The first Gargant of the Host and a Challenge...

Working out a 1000 point list to test out the battletome when built, also looking for anyone willing to do games at Warhammer World to help test and shape the Battletome as it develops. Stormtitan Venomtongue Shaman (Infamy: The Red Mist) - Stumpstave.
The Redmist infamy (-1 to hit in shooting phase) helps offset his origin flaw (enemies reroll 1's to hit when shooting him), this gives me the chance to make a more noble stormy looking Gargant and combine it with bits from the Archanok kit to make a spiderlike shaman to reflect the fact he is venomtongue. His ability allows friendly gargants to use their least wounded profile  Bogdrinker Battleborn (Infamy: Of Ghyran) - Drakecleaver and Gargant Buckler
By running Bogdrinkers as battleline the pair can cover a larger distance with their Bravery debuff, and with the Infamy of Ghyran this gargant will keep healing until he is put down fully. By using a Gargant buckler he is more resilient in close combat (able to save even the most rending of blows).  Bogdrinker Battleborn - Massive Club
Since friendly non-bogdrinker models suffer the bravery debuff from this marshladen Gargants it made sense for both battleborn to be Bogdrinkers, taking the massive club for this one means that when the Venomtongue casts his spell I have the highest chance of triggering those mortal wounds with 3D6 attacks from this model.! Rockhewn Longarm - Gargant Bombard
Slow but resilient (Halving enemy damage characteristics) the Rockhewn made the most sense to become the Longarm of my host, the range of the cannon offsets his slow movement well and he can sit on an objective long enough to deter enemies. Ikar Bezerker Longstrider - Gargant Impaler
Hitting like a steamtrain and outflanking this Gargant should harass the enemy Monsters, combining his native tusked Ikar origins every 6 to hit with the massive spear generates another attack offsetting is low attack numbers (4 damage a piece though!), and the ability to come on from any table edge means he has a degree of tactical flexibility   So as to the challenge, once the 5 Gargants in this list are built I'd appreciate anyone willing to bring a balanced 1k list to Warhammer world to help clash with the gargants and balance out the fledgling battle tome!

Melcavuk

Melcavuk

 

The Titan Host Gargants - Name Generator

What good would an army of unique giants each carving out their own legend be if they had no personality, not unique tales to tell. So when fielding an army of Titans using the battletome I felt it was important every unit be treated like a character, with a name befitting the legend they would be known for, as these are Giants however the names would be incomprehensible for mortal kind whose small ears could not hope to comprehend a Gargant name, and their tiny mouths incapable of producing the noises needed to prounounce it anyway, So the Gargant name generator allows you to produce the names that mortal men know each Gargant by, defined by their Origins and Specialities to produce personalised names.  

Melcavuk

Melcavuk

 

Titanhost Gargants: Break my Gargant Maker

OK, with the three provisional scrolls done for the army what I am in desperate need of now is some players to go through the various combinations on the warscrolls to see if there is any broken, over or underpowered, obvious or useless choices i have included in order to be refined. There are a number of typos I have spotted which i can go through an edit but I tend to find players have the best insight into what might result in broken combinations. So you might be thinking that with just 3 warscrolls the faction cannot have that many combinations to assess, but as I'm a weird one we now have 135 possible combinations of Warscroll, Origin, Speciality and Weapons. Now that is army variety So if anyone has a chance to read my Gargant builder, build you ideal Gargant with what is on show and see if there is any broken combinations I would be immensely greatful. We have the Overlord (Hero), Shaman (Wizard), and Gargant (everything else) scrolls, along with clarification of what each Origin and Speciality means for the warscroll. Thanks to anyone and everyone who reads this and moreso for those willing to give it a go!  

Melcavuk

Melcavuk

 

The Titan Host Gargants - Battletome Conception

As of late I have been working on a Gargant centric army list Battletome, something that brings not only a low model count to the table but the ability to convert unique characterful models for every entry in the list. To do this I have taken the unique approach of multi stage customisation on each warscroll however in order to make sure it is understandable I'd appreciate if people could read through a feedback on what I have so far (This is the basic Gargant scroll, there will be different ones for characters. I havent worked out the ranged weapon list yet)  

Melcavuk

Melcavuk

 

The Menders Conformation (Duardin Background)

When allies fled left Chaos to roam,
and evil pillages farm and home.
When cries of aid met deafened ears,
our people suffered dire years. 'Twas then when our need was most,
when hounded by the endless host.
Our forebears sought to hide below,
Through paths they could not truly know. 'Neath darkest hold and hidden forts,
through halls of stone that came to naught.
Past seams of golds and jewels of wonder,
lies the darkness of the Under. Vast halls echo empty across the Realms, a mere relic of times long since passed where stories are still told of vast carriages of gold that left the mountains to flourishing civilisations of Man and Aelf. The oldest still remember the days of the Duardin might across every realm, vast bastions of strength and wealth that formed the bulwark against the tides of Chaos in the early days of invasion that Sigmar might pull back all those unable to defend themselves behind the walls of Azyr. These mighty halls became islands of civilisation in a sea of chaos and death, and for a time their great stone walls repelled all who sought to pillage those that lay within. Yet as months dragged on to years the duardin within began to realise their part in Sigmars great plan, with his gates now sealed they had simply been discarded, a neccessary loss in a war that was only in its opening days.  In Ghyran the besieged Duardin of the Mender Conformation turned to their ancient crafts to tunnel beyond their isolation, with chaos on all sides they began to dig deep through the realmplate. So dire was their need that vast seams of gold and jewels were ignored, every man woman and child wielding pick for every moment of their waking life. As supplies began to run low, the hope of ever emerging from the great work began to dwindle, yet seemingly failure encroached on their task the mountains rewarded the perseverance. The Menders emerged in the darkness beneath the realmplate, a vast and empty madness that even the stars dare not stare upon shielded from the light of Hysh by the vast realm of Ghyran above this desolate landscape stretched seemingly endlessly onwards as little reward for a lifetime of labour. The only life that flourished in this deep and unrelenting emptiness came at the Hub, a massive mountainous spire jutting down from the Realmplate above, here seems of the Realm stones that invigorated the lands above allowed some small trace of green and life by way of a nourishing fungus to perservere even in the Under. The Menders set to task building their new home here hidden from the realm above, the Hub becoming a network of vast new holds as they sought to cultivate the fungus to feed what remained of their populace and for a time they were sated. In time the Menders sought to revisit the vast network that has lead them from their holds above, finding that years spent staring into the vast emptiness of the Under has robbed them of any joys the gold and jewels once bestowed. Yet deep within their heart the Duardin greed still lingered, hungering for something they could as of yet not truly understand, they turned their hands to task and made the seams of metal into a vast array of tunnelling machinery to widen the chasms through which they had made their escape. It was only as they emerged, the searing sun now offensive to their very eyes and bleached skin, turning their gaze to the changed world around them that they truly understood that which they craved. In a world where wealth was in an abundance it had lost all value, the only thing of true value was life itself, it was a currency without comparison and valued beyond even the rarest of jewels. The Menders looked upon the realms abandoned by Sigmar, upon those who had been felled on the field of battle and tried to save the wounded that were not beyond their talents. Those who could not be saved on the field of battle were instead taken to the vast depths below that they might be worked on hidden from the eyes of the Hosts of Chaos.   Key Characteristics:
Pressure Suits
Sunshield visors
Medical Gear
Axes for amputation instead of Mining Picks
Mechanical Arachnid mining constructs
 

Melcavuk

Melcavuk

 

The Menders Conformation (Faction Concept)

"We tended to you when no God heeded your call nor sought your bended knee, we lifted your wounded high above the clouds that they might look upon heaven eternally, It was we who waged war on death long before any of you had looked upon his face. We elevated you then, and we do so now."
Mender Envoy   Since I currently lack the funds to build or convert I spend my downtime musing on factional concepts for the Age of Sigmar, some good some... probably best not to dwell on  Anyway for the last few days the latest concept rattling around in my head is the Menders Conformation, a strange and sinister looking faction that cares for life above all else (though what form that life takes is of little consequence). The Menders have been around since time long forgotten, before gods set to seizing up souls like jealous children seizing away their toys, before the tide of chaos began to swarm across the realms, in times of dire need whilst never sought or called for the Menders descended from the Peaks of Ghyran with their unsettling machinery, setting to task over the fallen soldiers of the field. Those who could be repaired on the field suffer the attentions of the Mender attendants (also known as stitchers), their wounds sewn up crudely, broken or wounded limbs cleaved from flesh, damaged organs ripped from flesh and replaced by unknowable concoctions before being sealed over by crude leather stitching. The fatally wounded were instead gathered up by the mechanical harvesters, dropped into glass sphereical biospheres amidsts a bubbling concoction to preserve them before disappearing once more to the peaks of Ghyran, those who have been taken are never seen from again.   "By the decree of the High Marshall the conclave of the Menders are hence for barred from the boundries of Hammerhal under the crimes of interference with the divine plan of Sigmar, interference with the burial rituals of the Cult of Azyr, Kidnapping, Necromancy and refusing the summons of the Azyrian High Courts."
Hammerhal Herald   Who are they:
Menders are humanoid looking creatures clad in tattered robes and sinister masks that hide their true nature, many believe them to be men and women who escaped high to the peaks of Ghyran and found new purpose in the Realm of Life Abundant. The Menders are philisophically opposed to Death in all forms, they have been known to mutilate those injured on the field of battle beyond recognition if it means depriving nagash of a single soul or body to raise. Unusually for those native to Ghyran they have escaped Alarielles opposition to technology by residing high up in the peaks of the floating mountains beyond her gaze, descending upon bizarre arachnic looking metal constructs to harvest upon the field of battle and employ their perculiar talents. Why do they fight:
Menders are seemingly harvesting to a plan, the swathes of wounded they take back to the peaks has raised dramatically in the modern age, whats more they have begun to reap even healthy organs from the wounded on the field of battle so long as doing so doesnt damage the host beyond repair. This all lends credence to the belief that they are picking to a very specific order, building beyond the sight of even gods in the peaks of Ghyran, if true what horrors could await are as of yet unknown, How do they fight:
Menders employ crude hordes of "Repaired" soliders to reap upon the field of battle as Stitchers alongside rapidly striking cavalry and crude mechanical constructs, whilst many of the outriders move beyond the bulk of the host they are slow encroaching force that reaps from their enemies to restore their numbers. Their attendants seek out the wounded in order to bolster their own abilities

Melcavuk

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Its a converters life - Creating and Converting in the Age of Sigmar

As some of you may know I've been at this for a fairly long time now, converting and making news things is the main lure of the hobby for me and I'll fit games in around that. However there are times that I get stuck in the void between projects where I am starved of inspiration and desperately need something to spark off a chain of ideas that can form the basis for my themes. To do this I often start trawling around various blogs and websites in search of something that clicks into place, or wander the exhibit hall at warhammer world searching for a model, component or bit of scenery that I can build my own ideas around. I'm glad to say that this works 99% of the time, and since I have for years been an inspiration leech off of others works I figured its about time to pay some of that back into the community. Below are most of my conversions for the last two years, I've left off the Suneaters as they can be found in the rest of this blog, and the latest Idoneth because I have a live thread in the painting and modelling section for them. This isnt me saying "I'm so good at this, you must learn from me", its my way of paying back all those who have inspired me throughout the years that hopefully anyone searching for a glimmer of inspiration can see some of my old works and make a newer, better and more cohesive idea based off of them. I have explored maaaaaany army in the last two years, in part due to the rich tapestry that is the potential of age of sigmar and in part because my partner is overly supportive of my hobbies, I tend to avoid chaos as I like it more as a taint on an otherwise differently inclined faction rather than a thing as a whole but otherwise have explored most races (barring dwarves, cant get behind converting them for some reason). So thanks for reading, and feel free to browse what is a massive photo dump to follow, feel free to ask any questions and I hope if you're seeking inspiration there's something there to spark it.

Melcavuk

Melcavuk

 

Suneaters Battletome - Maps and A5 Warscrolls

Here's the first map to be put into the Suneaters Battletome, now two Ages out of date but here is one region of Ghur during an Order occupation of previously Ogor territory designed to be displayed over a two page spread in the Battletome. In the centre we see the first tendrils of the Firestorm that accompanied the Suneaters rebirth along with the blasted deserts from which he emerged.  I will also be printing myself some warscroll cards this evening so here is the warscroll for every Suneater unit reduced to A5 size for handy use in games!  

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Suneaters Battletome - A Brief History

Fleshed out the two timeline pages within the Battletome with a brief history of major moments in the legend that is the Suneaters. Various parts of the tome will examine major and minor events in more details but for now this charts the way from first inception all the way through to them becoming a major force ready to burn every city that falls within the path of their migrations.  

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An Army of many shapes... - Suneater Batallions

A little work done on revising the Suneater batallions, I feel I could do with two more in order to fully fill out the quota within the tome as 2 of the current ones are mixed destruction Batallions with a central theme of Suneaters.   Currently thinking of the following thematic compositions for one of the last two but in terms of rules to fill them out I'm open to suggestions: TRUE SONS OF THE SUNEATER
There are Ogors, especially amongst the older members of the tribes that grow to resent the power the Gothi have garnered through their manipulations of the Suneaters blessings, these embittered beings go to excessive lengths to prove their devotion to a god that would sooner heed the word of a Gothi priest than the prayer of true Ogor Kin. In battle they are visceral, savage beyond compare as they swear to carve their name into the very legends of their kind or die before kneeling to the grots of the migrations. Exalted Volsungr
2 x Fyreborn Slayer Units
0-4 OGOR units    

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Suneaters Battletome: The Migrations

I've spent alot of time going back and forth as to whether introducing Subfactions to the Suneaters would fit my theme or not, as each of the migrations tailors to their Volsungr its entirely possible for them to change modus operandi as soon as they change leadership. However I eventually resolved that those within said migration would likely fall into similar patterns of behaviour (its what they were raised with after all) which allowed me to create the key, most reknowned and named migrations of the Suneaters. What I havent done however is key it to paint scheme, there is even a disclaimer when picking your Migration that you can paint however you want:    

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Suneater Tribes: The Warscrolls

Here's the current quota of Warscrolls from the Suneaters battletome, I keep deivising new unit concepts but that this point feel I have hit capacity on number of scrolls in a reasonable faction in AOS. If anything I may end up dropping scrolls to replace them with new ones if any are found to lack the right feel for the army  

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Suneaters Battletome: First Look

So here's a first look at what is the basis for a sleek and more refined looking Suneater Tribes battletome. Latest revisions include the newly refined Allegiance abilities for the Faction along with revised prayer and a newlook warscroll layout for 2.0   Along with a handful of screenshots I have enclosed a PDF for everything i have written thus far if anyone wants to do some playtesting for me with proxy models or give feedback.   Download the current WIP tome here: Tribesinprogress.pdf

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Designing Faction Abilities - Revisions

Alot of the time when I design a unit or faction ability I get alot of questions as to how I can tell what is "Fair" on the battlefield, mostly I like to think i have a good eye for what makes for a fun, thematic but balanced faction and unit within the factions but there are times at which I can get it wrong. Through copious playtesting the Suneaters one thing came to mind as an oversight on my part, the GOTHI became an autoinclude as they very faction abilities meant to come by selecting the faction are keyed to their prayers, so you could never benefit from allegiance without having to spend copious points on the priests. After playtest number 4 or so I've revised a way of keeping the Pyres thematic and limited whilst allowing for list diversity, here is the new Allegiance abilities:   BATTLE TRAITS
An army with the SUNEATER TRIBE allegiance gains the FEEDING THE FLAME and CREEPING DEATH special rules   CREEPING DEATH: The Suneaters do not simply bombard a foe with rocks and arrows like lesser races, every attack sends great gouts of flame, burning oils or incendiary devices down the field as much waging war on the very lands around them as they do the foe. Enemy Models may not benefit from COVER against a Suneater Tribes ranged attack, every would be shelter soon descending into a fire drenched tomb.   FEEDING THE FLAME: Before either army deploys on the battlefield select one piece of TERRAIN and place a single INFERNO MARKER, it is possible for other INFERNO MARKERS to be placed throughout the game through abilities or artefacts, when placing an INFERNO MARKER, it must be placed wholly within a terrain feature and not within 6 inches of another INFERNO MARKER. Each turn you may enact the below rule in your hero phase:

In each of your HERO PHASE any SUNEATER HEROES within 6 inches of a terrain feature may attempt to call forth a Pyre. Roll a D6, on a 4 or more you may place an INFERNO MARKER on that terrain piece.   PYRES OF THE SUNEATER In your hero phase count the number of INFERNO MARKERS currently on the battlefield and select an army wide ability from the chat below. You may select one ability to enact until your next hero phase up to the number of pyres you have (you may select a lower number ability if you wish) to channel the favour of the Suneater. Only one such Pyre Ability may be in force at any one time. Once an ability has been enacted roll a D6, on a roll of 1 you must remove 1 INFERNO MARKER from the battlefield as it is drained of its energies.   INFERNO MARKERS ABILITY 1 Choking Smoke – With the smoke from the Pyre hanging low over the battlefield the Suneaters can conceal themselves with ease. Until your next Hero Phase, subtract 1 from any attacks targeting a SUNEATER TRIBES unit in the shooting phase 2 The Leaping Flame – Until your next Hero Phase SUNEATER TRIBE models may re-roll failed charge rolls this turn, in addition any successful charge that rolls a 9+ immediately inflicts 1 mortal wound on an enemy unit within 3 inches. 3 The Roaring Blaze – SUNEATER TRIBE units may run and shoot, or run and charge for the duration of this turn. A unit may not elect to do both however. 4 Undying Embers – SUNEATER TRIBE HEROES immediately heal D3 wounds, additionally increase the attack characteristics of their weapons by 1 until your next hero phase. 5 or more Shimmering Heat – Until your next hero phase SUNEATER TRIBE units that suffer a wound or mortal wound may ignore them on a D6 roll of 5+ this turn as the heat of the blaze warps away otherwise mortal blows.   GOTHI PRIESTS Now ofcourse this meant that the Gothis prayer on their scroll needed changing, once more it should be keyed to the Pyres that they attend to for their god but since they intuitively can summon pyres through factional allegiance it should be something new. I actually took Prayer 6 off of the original prayer list and tweaked it allowing them to weaponise summoned pyres instead of making new ones by praying:   All Gothi Fyri  know the Spark of Destruction prayer and may additionally select another from the Suneater tribe prayer list. They may attempt each prayer they know during each of their HERO PHASE. SPARK OF DESTRUCTION: In your HERO PHASE select an INFERNO MARKER within 15 inches of this model and roll a D6. On a roll of 4 or more that INFERNO MARKER erupts in a glorious explosion, any enemy units within 6 inches of the marker immediately suffer D3 Mortal Wounds    Which means the new replacement Prayer 6 makes sense in the times of magic that are now ravaging the realms giving even a Volsungrless Suneater list the potential to consume spells. PRAYER LIST 1)       Wrath of the Blackened Wyrm – A priest channels his will into the thick black smoke billowing from the pyres, coiling it like a serpent to obscure the Suneaters from their foes. Pick one TERRAIN feature within 15 inches of this priest and roll a D6, on a roll of 4 or more enemy models may no longer draw line of sight through or over that terrain feature until the beginning of your next hero phase.

2)       Judgement of the Suneater – The best blades are formed in the hottest of flames, pick a friendly unit within 12 inches and roll a D6, on a 4 or more that unit immediately heals D3 wounds. On a roll of 1 however they are found unworthy and instead the target unit suffers D3 mortal wounds.

3)       Volcanic Blows – Pick a friendly unit within 3 inches and roll a D6, on a 5 or more that units weapons are charged with the force of a volcanic eruption. Until your next hero phase whenever your target unit rolls of a 6 or more to hit increase their rend by 2.
  4)       Under the heel of Gork – Select an enemy unit within 18 inches and roll a D6, on a roll of 5 or more that unit counts its SAVE as its movement value until your next hero phase (A unit with a save of 3+ now has a move of 3) as they feel the weight of Gorks mighty foot pushing down upon them.

5)       Burning Blood – Select a friendly unit within 3 inches and roll a D6, on a roll of 4 or more that unit is enchanted. Until your next hero phase, if at the end of any combat phase that unit has lost wounds in close combat their attacker suffers D3 mortal wounds as their foes blood burns at their skin.

6)       Spell Eater – Roll a D6, on a 3 or more the PRIEST channels the flames hunger for the arcane magicks permeating the realm. Until your next HERO PHASE this model may attempt to dispel 1 spell each turn as though he were a WIZARD.

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A Spark to the Powder Keg

If the Aelves thought themselves fortunate to stunt but a single tendril of the great Migrations they were mere fools, they had not been the target of the migrations long march across the realmscape, nor had they faced the true might of the Migrations warriors, instead to revel in the joy of their ambush showed the arrogance of all of Sigmars pets. Their greatest mistake however was to put thorn to the great beast and then flee without expecting retribution, even as their fleetfooted kin retreated higher out of the valley and into the forests the drums of war began to reverberate, seemingly coming from the mountains themselves. Those animals of higher instinct knew what was to come, great flocks of birds taking to the skies in search of less volatile grounds to make their nests, whole herds of antelopes racing in a crazed stampede through the valleys to find pastures and refuge far from these fields. Aelven scouts, hidden high in their perches to watch for signs of the enemies witnessed the arrival the main body of the migration into their secluded valley, vast plumes of smoke rising high up into the skies as every tree seemingly erupted into a rapturous applause of flame in the very presence of such military might, every blade of grass withering to form a carpet of Ash that the divine migrations might not walk upon unworthy ground. Worse still a word carried on the wind, riding the beat of every drum and etching its way into the hearts of those who heard it... "Surt'ar....." Leaping deftly from their lofty perches the Aelven scouts made all haste toward the refuge of their kin "Surt'ar...." The very air around the scouts seemingly became thicker with every passing moment, a wave of blistering heat crashing down upon them, the sun long since having retreated behind the clouds of smoke from the migrations Pyres. "Surt'ar...." One by one the scouts dropped lifeless, their bodies already shadowed in ash as they slumped face first into the dry and cracked earth, the very air in their lungs blistering and burning as they choked out their last few breaths before giving way to the sweet release of death. He was awake.... So game 2 of the narrative series is tomorrow, I get to test out Surt'ar in his post-prison state as a rage fuelled fanatic hell bent on vengeance, where better to start than with a migration that has been assaulted by pesky Aelves. Here's the 2k list I'm looking at:   Surt’Ar – The First - GENERAL
Gothi Priest - Judgement of the Suneater Prayer (healing)
Gothi Priest - Volcanic Blows Prayer (Increases rend)

Aldin Draken x 2 - Battleline because Surt'Ar has the Volsungr Keyword
Aldin Draken x 2
Gullveig Ogors x 6 - Battleline, large unit to maximise the benefit of command ability and prayer
Ashen Grots x 20 (Bows) - Harassment battleline

Bal Kasta x 2

Slatr Warbeast
Burnin Bomb Catapult x 1
Pyre Belcher   It gives me a decent mix of units and a chance to see how the revised scrolls on the Pyrebelcher and Aldin drakken play out.
 
 

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Tribal Hierarchy - Suneater Migrations

At any one time it is hard to gauge exactly how many migrations of Suneaters roam the realms, with no overarching hierarchy or chain of command to unit the migrations it is only when the Gothi hear their gods divine summons to war the the migrations will unite once more to form a tide of flame and destruction that can drown whole realms. There are however Migrations who have carved out the disctinction of "Clear and Present Threat to Civilization" within the whispered halls of Azyr, those whose threat encroaches ever closer to the cities of order, those who have raised villages and butchered populace far too long to be dismissed as mere raiders. These infamous migrations are slowly becomining whispered legend across the cities of men, the glow of their pyres tainting even the glow of dawn that it might be an army on the march, and they are named as follows: The Burnin Klaws (Ghur)
The Pyre Maws (Aqshy)
The Ur-Gores (Chamon)
The De'd Heads (Shyish)
The Ash Walkers (Ulgu) Whilst each tribe is different, formed in the image of their Barbarian Overlords the Volsungr Prophets they tend to share similar hierarchy, mimicking that of the very first tribe to depart Ghur on their rampage of destruction. CHOSEN CHAMPIONS
Those born of Suneater Lineage, the leaders and elite of the tribes most favoured
VOLSUNGR (Prophet and King by Divine Law)
BESERKR (Apostles and Disciples of the Volsungr)
ALDIN DRAKEN (Elite Guard, Answerable to the Volsungr Only)
FYREBORN FANATICS (Divine Soldiers, Marshalled by the Beserkr) CONQUERED TRIBES
Conscripts or trophies of conquered Ogor tribes allowed to serve the almighty Suneater
GULLVEIG (Conquered Ogors, the strongest survivors joining the growing Suneaters Armies)
BAL KASTA (Children of defeated Tyrants, Soldiers consumed by the Flame and used as Shock troops) GOTHI 
Grots serving the Suneater, considered second class citizens though the Gothi Priests are afforded respect for their affinity with the Suneater
GOTHI HERALD (Lead Gothi Priest, interpreter of Divine will second to the Volsungr)
GOTHI PRIESTS (Cunning, backstabbing priests leveraging favour with their god for position in the tribes)
ASHEN GROTS (Fanatical Grot cultists serving in the hopes of ascending to Gothi Status)
GOTHI ARTILLERY (Pyre Belchers, Burning Bomb Catapults, Salamander Herders)
WAAGHKART (A totem to the Suneater, Grots clamour to serve on the Kart that their god might takes notice)

BEASTS OF THE TRIBES
Beasts forming the Migration, these heavy beasts are as useful in Siege warfare for their resilience and brute force as they are at surviving the long marches on little food
MAGMA DRAKES
SLATR WARBEASTS
CARRION DRAKES

HEROES OF LEGEND
(In Recent Days heroes who had long since departed the Migration, either thought lost in battle or awaiting their gods final assault upon the realms, have begun to awake and return to the Great Migration, these legendary warriors exist outside of the Migrations Hierarchy, those to march to war alongside one is to be in the presence of the Favoured)
EXALTED VOLSUNGR (More mountain than Ogor these ancient Volsungr carry so many blessings of their God it is hard to recognise them)
THE FIRST (Legend has it the very first Volsungr of the Tribes has returned, though what savagery lies within his heart is yet unknown)

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Painting Surt'Ar - Progess Shots

So at the end of day one of painting Surt'ar the progress is going well, for anyone who hasnt seen my progress thread in the painting forum he started the day looking something like this after in my impatience I balanced him on still curing greenstuff lower limbs and propped him up with a Doritos dip jar (other dips are available):   After alot of airbrushing, some glazes and the usual fire glow treatment I've gotten onto doing the detail work including his "packed lunch" of capture Azyrites in the back pouch:   Also given me a chance to think on some more of his background and state of being, rather than going full mortal or full daemon of destruction I'm leaning toward The First being somewhat inbetween. he is sustained by the worship of his god much like daemons are, growing more potent in the presence of Pyre shrines to the Suneater and able to withstand wounds that would feel mortals. Similarly when eventually slain he is seemingly rendered down to the inert magma that was sculpted into his current existance with armour panels simply clanging to the dirt, how long it takes him to recover seemingly varies though some claim it is simply the sulking of a creature licking their wounds that delays him. When the time comes to return to the battlefield he is birthed once more in the heart of a volcano, his form rippling back into existance with a force that can render even the dormant volcanoes of the realm active once more. Also working on how he "Feeds", current concept is literally grabbing a mortal up in his hand, channelling the heart of his form into that grasp to burn his victim alive. As the flames spread and blood boils, flesh sloughing away into nothingness eventually even the bones crumble into little more than ash. Those who have observed this happening say a flameborne shadow of his victim remains, as though a faint flickering echo of their soul that one deep drag of his massive nostrils seems to be absorbed into the Prophets form. Such feeding is the only way a creature so old can sustain themselves, the souls no longer finding afterlife and robbed from Sigmars salvation it is destroyed entirely in the process, some claiming this is the perfection in the Suneaters plan, he does not feed the forces of Sigmar, Nagash or Chaos, instead the dead are simply snuffed out of existance. When Gorkamorka kills you, he kills you right the first time.  

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Unit Focus: Surt'ar the First

Known Names:
The First (Also known as First Prophet) - Surt'ar is often referred to both as The First and The First Prophet, in terms of the Suneaters both are equally true. When he climbed back through the mighty Jaws of the Suneater he was born again as the very first member of the Suneater tribes, he was also gifted a sliver of the divine power that he pulled from the god that rebirthed him becoming the first ever Volsungr of the tribes
Forsworn of Vulcatrix - In part Surt’ar owes his unnatural longevity and might to the powers instilled in the life’s blood of Vulcatrix. When the great godbeast was shattered by the puny Duardin god little regard was given to where shards of her form fell. In each of these craters great volcanos blossomed to life pulsing with the scorching heat of every drop of her blood. Robbed of the fight Gorkamorka was not one to turn down a free meal, scouring the realms he found the still beating heart of the great salamander, in one mighty gulp he swallowed it whole. Legend says this heart still lurks within the gods stomach, pulsing undeterred, and from this the First Prophet drank deep of the blood of a Godbeast to sustain him in his long stay in his gods gullet.
Exalted of the Suneater - Every Volsungr to follow in the Great Prophets footsteps is at best a poor imitation of his power, whilst each stands taller and stronger than any other Ogors they cannot match the sheer potency that came with the First. In this way he is considered the Exalted of their God, the first of his kind and without comparison.
Surt’ar - The Last Chief of the Iron Klaw clan, and founder of the Burning Klaws this once mortal creature answered to the name Surt'ar before his ascension.
Ruler Over All - Suneaters despise the cities of order encroaching upon their lands, none more so than Surt'ar whose tribe was butchered by this relentless invasion of order upon the realms. By divine law Surt'ar asserts dominion over all that the light of the Sun touches, by right of his gods power.   Description: 
His once mundane Ogor form has long since given way to the unrelenting heat of the Suneater, the very blood in his veins boiled his skin until it sloughed away from a mighty molten form. With age and mastery of the winds of Aqshy Surt'ar has resculpted himself a form, sinews shaped from living flows of magma, the pulsing heart of the volcano fuelling his power and every footstep rendering dirt to glass beneath his feet. In this way he stands at over twice the height of any Ogor, more gargant now than his flesh and blood kin, but he has never entered the long sleep of the Exalted, never had his flesh given way to the stone that slows the muscles and brains of his most favoured disciples. In many Ogor tribes his smaller stature than the Exalted would render him secondary to them in the chain of command, yet none contest his rule over all of the tribes, within his heart pulses the very power of their god, his every word revered as divine law, on the field of battle none match his sheer destructive force, his unrelenting will and fury beyond ages. In battle he wields two relics of his power (though some contest these had previously been stolen from other tribes):
Pok'Gar - The Tongue of Vulcatrix is a whip wrought from the living flames of Aqshy, whilst unlikely to have been formed out of the literal tongue of the godbeast (as such a thing would dwarf even the great drakes of the realms) it is an exquisite weapon of destruction, coursing with a life of its own feeding on the very winds of flame that surge throughout the realms.  Savar - This heavy magma drenched mace is said to have been formed from crowns taken from conquered kingdoms, each king is said to have burnt alive with all his finery, the great Gothi priests sculpting the bone meal and precious metals with the spark of divine power of their forges into the weapon Savar, butcher of Kingdoms. Destroyer of Civilizations: Had Surt’ars rampage not been cut short in the Age of Myth there is no telling the damage he could have dealt to the growing expanse of order, indeed the Suneater claim that they would have better held the tide of chaos than any Order alliance had their Prophet been at the head of the Migration. Yet imprisoned he was, for an Age he was alone, cursed with his rage and the burning fury of his god, subject to the unrelenting torrents of the great Falls of Ghyran in a prison of water and arcane sorcery. All that time did nothing to lessen his hatred for the Aelves and their kind, the constant torment honing his blunt anger into a weapon of precise destruction. Now freed unwittingly by Nagash and his Necroquake this titan of destruction has clawed his way out of the pit for the second time in his life, ready to seek out his kin and see what has become of his legacy. Once more at the head of the great Migrations of the tribe it will not be long until he steers it into the very heart of Sigmars cities, that true destruction might reign in the realms once more.   On the Battlefield: Surt’ar is one of the few mid-sized heroes within the Suneater tribes, where as his lesser Volsungr seek out the power of the Magmadrake to lend to their own in the heat of battle, and the mighty Exalted are entombed in the volcanic rock that an Age of rest has rendered upon their forms Surt’ar represents the ideal his kin strive for. This makes him unique in the alliance, whilst large he is not fully considered a monster, toeing the fine line between monstrous infantry and the larger beasts in your army. Surt’ar is at his very heart a combat berserker, designed to charge into the very heart of your enemies forces and carve down their heroes, yet with his smaller stature he lacks the resilience of some of your larger heroes and for this reason is ideally supported by Gothi Priests who will further enhance his combat potential either with vital healing prayers to keep him in the fight longer, lending Volcanic blows to enhance his weapons to sunder even the toughest armour into dust or choking his victims in ash so that they might not fight back. Utilising Surt’ar alongside the powers from Pyres allegiance ability will be a furious assault upon your opponents defences, coupling his ability to increase the attacks characteristic of a nearby unit along with the Pyres ability to run and charge in the same turn can turn a unit of Fyreborn Fanatics into a blender of flame and beaten steel. Unlike most named characters Surt’ar does not show affinity to any particular Tribe within the Suneaters, each of them has been birthed from his own Burning Klaws and it is his energy the powers the Volsungr in every migration. With rumours of his return spreading throughout the tribes Gothi priests can be heard wailing into the mighty Volcanoes of the realms, that he might hear their cry and emerge from the roiling molten rock to lead their tribe into war.   Model Inspiration: I had a few concepts in mind for when modelling Surt’ar and in my eagerness I explained each in turn to my partner, whilst perfect at humouring my creativity she can often see things in the design stages that escape my notice due to enthusiasm. In this case it was simple “So its another big monster?”, yes… yes it was, every model I have made for this faction so far has been the constant strive to go bigger, go tougher, but The First isn’t about size its about power and rage, adding another monstrous miniature to the battlefield would make the force unwieldy, whats more it does little to differentiate what makes him different from the rest of his kind. For this reason, we’ve actually opted to go SMALLER (ironic that’s in bigger text, right?), currently Surt’ar stands only at twice the height of an Ogor, indeed even with his own trophies adding to height he is smaller than both the Volsungr on Magma Drake and stands just over half the height of the Exalted Volsungr. This is nice for a couple of reasons, firstly he stands it in an army of “bigger” by being unique and midsized, secondly it means I can lop off the behemoth requirement for him and am considering removing the monster keyword too.   MODEL UNVEILING TOMORROW!

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