Aeloran Nomads - Wanderers Evolution for Age of Sigmar
So having worked on my Suneaters for a long time my partner has been working on her Nature Aelves to fight against them, one thing we have noticed is that the old Aelven scrolls are lacking... something, in splitting them down between so many factions and without recent updates they struggle to stand up to the more modern scrolls in efficiency or character. For this reason she asked me to look into allegiance abilities and more modern scrolls for a Wanderer evolution to fit the growing themes of Age of Sigmar for when Soul Wars hits.
So heres where I am right now:
AELORAN NOMADS
When the Realms fell to chao those Wanderers who found themselves abandoned by their volatile and spiteful goddess fled across the realms, the tide of chaos ever biting at their heels as they sought a place to call their own. Yet godless and without allies every door became closed to them, even the mighty gates of Azyr were found sealed by the time their beleaguered populace came unto it. It was then that they were driven onwards, ever further out from their cities in the heart of Ghur towards the volatile and unknowable forests at worlds edge that they might endure the elements longer that they could the blades of their foes. Their hidden refuge at realms edge has, for the longest time kept the nomads hidden from the wars that ravaged the Realms, but the very magics that have shielded them have taken a heavy toll upon their bodies and souls. An intelligent and deeply invasive bestial wind called the Wyld at the edge of Ghur has seeped into the very fibres of every muscle, the primal drum beat that forms the very pulse of the realm now resides within the souls of every Aelf in their ranks threatening to overwhelm reason or logic with every beat of the endless rhythm.
As the Wyld seeks to claim their souls the desperate Nomads sought ways to stave off their final bestial forms, that they might retain their Aelven grace and nobility for few millenia longer. Through many trials that claimed more and more of their population with every passing year eventually a symbiosis was found, the strongest souls within their ranks could merge their souls with the savage beasts of the realm, burying their own soul within that of the mighty beasts to hide it from the Wyld that sought to snuff them out. Such an act would preserve the Aelven soul but the toll it took on their partnered beast was heavy, no such beast could endure more than a few years of the merge before the Wyld claimed it entirely.
It has then come to pass that the eldest amongst the Aeloran populace have formed such a bond with hundreds of beasts, each becoming inclined to merge with a beast that matches their personality beyond all others. At first such pairings seemed solely matched by personality, the most vigilant paired with the mighty raptors that claimed the skies of world edge, the fleet of foot would pair with the mighty stags that leapt deftly through the forest and the greatest hunters would merge with packs of the savage wolves that hunters in the darkest corners of their realm. As the years have worn on however the Aelorans features have begun to shift and alter to match that of the beasts whose souls have touched their own, the Birdkind develop accute vision, their bone structure lightening as though able to drift on the wind instead of falling. The Doekind develop extraordinary muscle structures allowing them to dance across the very tree tops with every deft leap, and the Wolfkin become hunters beyond compare.
The Aeloran carry with the Wyld wherever they travel, it has become a disease that spread like wildfire throughout their populace and even the blending of souls can only delay it so long. They have become blighted, never able to settle for long lest the carnivorous plants of the Wyld itself spawn in their very footprints, beset at all times by the predators within and without they lead nomadic lives, ever in pursuit of the great hunt that they might find a beast able to endure the blend long enough to hold their degradation entirely.
ALLEGIANCE ABILITIES -
The Hunters Heart – To survive the Wyld is to understands ones place within the food chain, the Hunter must consume the prey, and the prey must be consumed. Roll a dice for every enemy model that flees due to battleshock whilst their unit is within 3 inches of an AELORAN unit, for every roll of a 4 more more the AELORAN unit regains a wound, if there are no wounded models in that unit you may instead restore a number of models to the unit lost earlier in the battle with a number of wounds upto the wounds restored.
Wyldform – The eldest of the Aeloran populace have begun their final descent into the Wyldform, every drop of their blood carrying the changing taint from world edge with them into battl. Should a precious drop of this blood hit the ground it bears the spores of the predatory plants of Ghur, erupting forth to reclaim the lands. At the end of any turn in which an AELORAN NOBLE is wounded but not slain, roll a D6 for every AELORAN NOBLE that was wounded adding the number of wounds lost. You may add one base of WYLDSHARD BRAMBLES within 3 inches of that model for every roll of a 4 or more.
WARSCROLLS:
Many of these are still WIP and yet to be tested, as you'll see below I have pointed out scrolls that I havent yet published as I work out the details however the faction is split into 3 racial keywords (Aeloran for those still mostly Aelf, Centaurid for Aelven Centaurs and then Avari for the more Avian Aelves).
Aeloran Reavers take the Reaver (Previously Ellyrian Reavers) warscroll with Keywords changed to match Aeloran Allegiance
Aeloran Chargers are currently just a retooled Pallador scroll because of fondness for the Gryphchargers, they'll become more distinct soon whilst maintaining mount specific characteristics
PITCHED BATTLE PROFILES
The table below provides points, minimum and maximum unit sizes and battlefield roles for the Warscroll and Warscroll battalions in this book, for use in Pitched Battles. Used alongside the rules for Pitched Battles in the Generals Handbook, this provides you with everything you need to field your army of Aeloran Nomads against any opponent
AELORAN NOMADS |
UNIT SIZE |
POINTS |
BATTLEFIELD ROLE |
NOTES |
|
UNIT |
MIN |
MAX |
|||
Aeloran Noble on Wyldrunner Chariot |
1 |
1 |
220 |
LEADER |
|
Aeloran Wyldshaper on Griffin |
1 |
1 |
260 |
LEADER, BEHEMOTH |
|
Aeloran Lord on Wyldmare |
1 |
1 |
220 |
LEADER |
|
Aeloran Gladeshards |
10 |
30 |
160/420 |
- |
BATTLELINE if AELORAN NOMAD Allegiance and your general is an AELORAN NOBLE |
Aeloran Reavers |
5 |
20 |
140/500 |
BATTLELINE |
|
Aeloran Forest Shades |
10 |
30 |
160 |
BATTLELINE |
|
Aeloran Chargers |
3 |
12 |
200 |
- |
|
Centaurid Huntresses |
5 |
15 |
180 |
- |
BATTLELINE if AELORAN NOMAD Allegiance and your general is a CENTAURID |
Centaurid Stargazer |
1 |
1 |
100 |
LEADER |
|
Centaurid Gladiatori |
5 |
15 |
180 |
- |
|
Avari Sunrakers |
3 |
6 |
200 |
- |
|
Avari Starcaster |
1 |
1 |
100 |
LEADER |
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