Jump to content
  • entries
    47
  • comments
    104
  • views
    4,525

Aeloran Nomads - Wanderers Evolution for Age of Sigmar


Melcavuk

1,974 views

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

 

484880265_aeloran-wyldshaper-on-griffon(1).jpg.41bfcc6829aaf1113d5fc70f5ca2c0d4.jpg

aeloran-noble-on-wyldrunner-chariot.jpg.ceb3167e41a022f3dbedc80ef4392b19.jpg

aeloran-lord-on-wyldmare.jpg.3b6299d7fdc35bca3384603c89f158b8.jpg

aeloran-gladeshards.jpg.ba90f5a88c972b3109138b886b1e18fe.jpg

aeloran-forest-shades.jpg.2c90f12f85c8cb9bade6db77afb15cd5.jpg

 

aeloran-centaurid-huntresses.jpg.744789d584c4507f0dca7344fd5eb9d9.jpg

aeloran-chargers.jpg.b3eed79f687f7c3c491abd6a2743be9f.jpg

 

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

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

  • Like 4

22 Comments


Recommended Comments

Cool ideas and warscrolls.

Have you made any of the models table-ready yet? I'd be keen to see them progress.

Keep up the creative work, and  keep posting :)

Link to comment

Quite interesting warscrolls. So I'm not the only one, who considers to harness deers in front of a chariot.

Didn't checked anything, but I'm a little wondering about some things:

For some reason, the Skinners Knife of the of the Gladeshards seems a little strong. A knife/dagger that wounds better than a sword. I mean, we have Sisters of the Watch and Shadow Warriors at the high end of Archers but non of them are wounding on 3+.

In case of the chargers I think there is something wrong with shortbow and javelin (and why do they need both? Shooting 3 shots in the shooting phase with 2 weapons. How about the shortbow for shooting and a spear for close combat?

Link to comment
51 minutes ago, EMMachine said:

Quite interesting warscrolls. So I'm not the only one, who considers to harness deers in front of a chariot.

Didn't checked anything, but I'm a little wondering about some things:

For some reason, the Skinners Knife of the of the Gladeshards seems a little strong. A knife/dagger that wounds better than a sword. I mean, we have Sisters of the Watch and Shadow Warriors at the high end of Archers but non of them are wounding on 3+.

In case of the chargers I think there is something wrong with shortbow and javelin (and why do they need both? Shooting 3 shots in the shooting phase with 2 weapons. How about the shortbow for shooting and a spear for close combat?

 

Cheers, a few of these things lingered on my mind as I wrote them, hence the need for feedback

For the Chargers its literally the clone of Stormcast Pallador scrolls at the moment, the boltstorm pistol has merely been renamed to a short bow since I wasnt fond of boltstorm for an Aelf. When I alter the scrolls it'll become more unique arrow types for the bow and a short range stabby spear instead (The palladors do indeed get 3 shooting attacks with different weapons)

I was trying to find a decent name for the blades for the gladeshards, you're right the skinners knife sounds wrong but bsically looking at a short sword designed to pierce the the toughest hide and cleave the heart from mighty beasts.

For the To Wound stat on gladeshards I looked at current decent archer battleline (Judicators at this point) in terms of hitting and wounding, then made them a little worse (armour, no fancy bow on sergeant etc). Having played with and against shadow warriors they tend to feel lacklustre in terms of output for "elites" compared to the Judicators as troops.

Link to comment
2 hours ago, Gwill_of_the_Woods said:

Cool ideas and warscrolls.

Have you made any of the models table-ready yet? I'd be keen to see them progress.

Keep up the creative work, and  keep posting :)

Currently the Wyldmare conversions, Glade Shards,  The reavers and the Chargers have been converted. Once I've gotten a few painted I'll put up some shots of them but for now they look like below:
 

009.JPG

005.JPG

001.JPG

004.JPG

  • Like 5
Link to comment

The model concept for the Wyldrunner chariot is to take a slaaneshy chariot and weave the flexible creeping vines around it to make it look like an organically grown elegant tool of death. Will tend attach flowers to the vines once fully painted and have it pulled by the stags to round it out with the Noble on the back

Link to comment
1 hour ago, Melcavuk said:

 

Cheers, a few of these things lingered on my mind as I wrote them, hence the need for feedback

For the Chargers its literally the clone of Stormcast Pallador scrolls at the moment, the boltstorm pistol has merely been renamed to a short bow since I wasnt fond of boltstorm for an Aelf. When I alter the scrolls it'll become more unique arrow types for the bow and a short range stabby spear instead (The palladors do indeed get 3 shooting attacks with different weapons)

I was trying to find a decent name for the blades for the gladeshards, you're right the skinners knife sounds wrong but bsically looking at a short sword designed to pierce the the toughest hide and cleave the heart from mighty beasts.

For the To Wound stat on gladeshards I looked at current decent archer battleline (Judicators at this point) in terms of hitting and wounding, then made them a little worse (armour, no fancy bow on sergeant etc). Having played with and against shadow warriors they tend to feel lacklustre in terms of output for "elites" compared to the Judicators as troops.

Hm, the Problem with the gladeshards is, you compared them with units of the size of Kurnoth Hunters or Blood Stalkers (these are the units Judicators with there 40mm Base could be compared at best). Monstrous Infantry stat normally has 3-5 Models for the cost.

The right comparisson are Shadow Warriors, Sisters of the Watch, Gladeguard, Namarti Reavers( these are quite similar to Shadow Warriors). To Wound on 3+ you often need something like a Grandsword/Grandhammer/Grandaxe etc. I have seen many profiles for aelfs and most of the time 3+/4+ is the best you get if you don't have a Grandweapon (in that case it's often 3+/3+/-1)

In case of the Chargers. A short bow with 9" doesn't fit. That the range of a Repeater Handbow of the Black arc Corsairs (and those have 5+/4+ as rolls.)

There are two points with the Javelins. Stormcast Eternals are some sort of "Supersoldier". They are the only units that can throw a Javelin 18". Every other unit I know has 9" (Sisters of the Thorn, Chaos Marauder Horsemen or  a Icebrow Hunter throws his Throwing Spear for example) or at best 12" in case of the Khinerai Heartrenders. It's looks like your guys are a little on steroids.

Another thing is the plausibility. A shockbolt pistole is some sort of Repeater crossbow. This thing could be fired with one hand, while Throwing the Javelin with the other one (even it is also not the best design in case of the Palladors). Your "shortbows" that normally should be some sort of bow, like the other units in your army have does need both hands (1 holding the Bow and 1 holding the arrow). Do they really have the time to throw a Javelin in between.

Edited by EMMachine
Link to comment
1 hour ago, EMMachine said:

Hm, the Problem with the gladeshards is, you compared them with units of the size of Kurnoth Hunters or Blood Stalkers (these are the units Judicators with there 40mm Base could be compared at best). Monstrous Infantry stat normally has 3-5 Models for the cost.

The right comparisson are Shadow Warriors, Sisters of the Watch, Gladeguard, Namarti Reavers( these are quite similar to Shadow Warriors). To Wound on 3+ you often need something like a Grandsword/Grandhammer/Grandaxe etc. I have seen many profiles for aelfs and most of the time 3+/4+ is the best you get if you don't have a Grandweapon (in that case it's often 3+/3+/-1)

In case of the Chargers. A short bow with 9" doesn't fit. That the range of a Repeater Handbow of the Black arc Corsairs (and those have 5+/4+ as rolls.)

There are two points with the Javelins. Stormcast Eternals are some sort of "Supersoldier". They are the only units that can throw a Javelin 18". Every other unit I know has 9" (Sisters of the Thorn, Chaos Marauder Horsemen or  a Icebrow Hunter throws his Throwing Spear for example) or at best 12" in case of the Khinerai Heartrenders. It's looks like your guys are a little on steroids.

Another thing is the plausibility. A shockbolt pistole is some sort of Repeater crossbow. This thing could be fired with one hand, while Throwing the Javelin with the other one (even it is also not the best design in case of the Palladors). Your "shortbows" that normally should be some sort of bow, like the other units in your army have does need both hands (1 holding the Bow and 1 holding the arrow). Do they really have the time to throw a Javelin in between.

As stated in the initial post the charger is literally a cloned Pallador scroll so my partner can use her army whilst I work on revising the scroll for the unit just with wording changed. The mechanics is an exact copy paste of the scroll (along with points cost, base size, core model) in terms of fluff the two wont align until after I change anything. The rules as is is a pallador scroll with wording change, thus the mechanics remain.

Namarati reavers are at best a disappointing unit with some decent shots are short range, in terms of decent archers they are... lacking, in terms of short range support they do OK.  the aim with the glade shards is to essentially make the Namarati Thralls of the archery world (the reavers lack this), so looking at that scroll as a baseline, (3+, 3+, rend 1, damage 1) but halving the number of attacks and making it harder to hit (range), but keeping the high to wound (toxin laced arrowed hewn from ironbark) and converting it over into a bow makes a useful ranged unit that doesnt hit as well as Stormcast nor have their resilience but becomes a functionally unique unit. The melee weapon can easily drop down to a 4+, 4+ but then that leaves them with fewer attacks and flat worse than the namarati reavers in melee. The aim for the unit is to provide quality of shots over weight of fire provided by a Namarati reaver.

10 Namarati Reaver bow
3 shots each, 9 inch range, 4+. 4+. no rend
7.5 dmg vs - save
6.25 dmg vs 6+ save
5 dmg vs 5+ Save



10 Gladeshard Bow at its best
1 shot, 18 inch range, 3+, 3+ -1 rend. (only against units of 11 or more models at this stage)
4.3 dmg vs - save
4.3 dmg vs 6+ save
3.63 dmg vs 5+ Save

 

So whilst being functional at peak at double the range, it is only getting that 3+ against units with more models and still provides statistically worse damage against every save until you reach a 3 or more, lowering the melee to be lower and worse too would mean the newest equivalency unit (Namarati Reavers) whilst functioning at shorter range would be mathematically better when both are in their ideal situation (short range vs horde)

Also Namarati Reavers are 20 points cheaper. Same base size, similar roles. (both potentially battleline, archers, same save)

Bearing in mind with the release of the Idoneth Battletome Namarati Reavers were considered disappointing for their role within the codex.

Edited by Melcavuk
Link to comment

The Centaurid Huntresses have become Centaurid Hunters (the bits in the conversion unfortunately were incompatible so the revised conversion is definitively male)
 

013.JPG

  • Like 1
Link to comment
1 hour ago, TheR00zle said:

I like these guys so far, a bit more unusual when looking at your previous work, but still.

I think unusual is relative, one of my Ogor is literally a massive volcanic rock fueled by a gods energy and with a grot priest chilling out on his shoulder :P compared to that a centaur is logical.

Link to comment
11 minutes ago, Melcavuk said:

I think unusual is relative, one of my Ogor is literally a massive volcanic rock fueled by a gods energy and with a grot priest chilling out on his shoulder :P compared to that a centaur is logical.

I meant you doing anything involving Order. I honestly thought that these dudes were destruction aelves, then I saw the Warscroll

Link to comment

I absolutely love those models! :D

Nice kit-bashing! Have those Wildrider archer dudes got ungulate legs? are they part beastman kit?

 

I've always loved the Wolf-Kin idea! I tried to integrate fenrisian wolves into a 10-15 model unit of Wild Riders in 8th.

I may bring them back out for a 10 man 240point unit.

Link to comment
1 hour ago, Gwill_of_the_Woods said:

I absolutely love those models! :D

Nice kit-bashing! Have those Wildrider archer dudes got ungulate legs? are they part beastman kit?

 

I've always loved the Wolf-Kin idea! I tried to integrate fenrisian wolves into a 10-15 model unit of Wild Riders in 8th.

I may bring them back out for a 10 man 240point unit.

Do you mean the infantry? Sorry half the archers in the army are atleast part wildrider models :P The infantry are pure aelf at this stage, one of the bloodlines thats has been preserved either through varied blends or just strength of soul to resist the deterioration, they seem to have gained the benefits of the blend through the enhanced muscle strength and antelope leaping but have atleast visually resisted a change in their physical forms.

Wolves are the third tier of the list to be looked for me, the centaurs are up first, then the avian aelves after which I'll go into the wolfkin just because my partner wants fast and archers as the key theme to begin.

  • Like 1
Link to comment

Test scheme for the first of my Gladeshards, the aim here is to get a scheme my partner can easily replicate without feeling overly pressured due to less experience in basing. Whilst it isnt to my usual level of heavy detailing I've limited it to basic techniques executed to provide a nice colour contrast, something that will provide good looking table top standard army.

IMG_3761.JPG

IMG_3762.JPG

IMG_3763.JPG

  • Like 3
Link to comment

Bit o' Background:

Some call them Wanderers, Nomads, Forest Aelves, it is said within the borders of Ghyran their name has been struck from every record in that woodland realm. Those that call them wanderers know little of the reason why, of the darkness that took root in the very souls of these forgotten Aelves in times long since past, over the disease of the Wyld that now lurks in every drop of blood coursing through their every changing forms. It is said that these Nomads travel ever onward not because they wish to, but because they must, every footprint seeds the nightmarish plants of the Wyld land, a curse that travels with them wherever they go.

Born once long ago to the Goddess Alarielle when all of her Aelven kin sought to take their share from the gullet of Slaanesh, they her loyal huntsmen within Ghyran. Born children of Kurnoth and Alarielle both these Woodland Aelves found the forests of Ghyran their sanctuary, stalking beasts that upset the natural order of their home and enforcing the will of their Goddess upon all who strayed within her sacred borders. Their lives were full, peaceful and safe in the knowledge that their Goddesses powers within the walls of the forest were absolute, it was this knowledge that led them to rebuke Sigmars offer of sanctuary when the tides of Chaos first began to encroach upon the realms. It is said that these Wanderkin stood as Alarielles sentinels on the very edge of her forest kingdom, keeping watchful gaze across the horizons for any sign of the tide of chaos. Few know what shook the faith of these Aelven hunters, perhaps the sanctuary they had become accustomed to had softened them, perhaps they knew not the true savageries of war, whatever their reason when their faith was tested it was found wanting. In the dead of night these Nomads abandoned their posts at the edge of the forest, fleeing with all speed from the tide of darkness that had drowned the horizon and blotted out the stars themselves. The wrath of their Goddess would send tremors throughout every root within the Realm, every tree shook with her rage, her children had forsaken her.

These accursed Wanderers fled, the tide of chaos ever at their heel as the forests they once knew as sanctuary became drowned in an onslaught of flame and axe. Finding all gates to Azyr sealed to them they took the only route that had been left open, travelling through the Primal Gates of Ghur they fled beyond the very edges of the mapped world, into the swirling madness of the Maelstrome at realms edge. Here, amidts the shifting Wyld winds that ravage the very distant corners of Ghur they found sanctuary… for a time.

  • Like 3
Link to comment
2 hours ago, Melcavuk said:

Bit o' Background:

Some call them Wanderers, Nomads, Forest Aelves, it is said within the borders of Ghyran their name has been struck from every record in that woodland realm. Those that call them wanderers know little of the reason why, of the darkness that took root in the very souls of these forgotten Aelves in times long since past, over the disease of the Wyld that now lurks in every drop of blood coursing through their every changing forms. It is said that these Nomads travel ever onward not because they wish to, but because they must, every footprint seeds the nightmarish plants of the Wyld land, a curse that travels with them wherever they go.

Born once long ago to the Goddess Alarielle when all of her Aelven kin sought to take their share from the gullet of Slaanesh, they her loyal huntsmen within Ghyran. Born children of Kurnoth and Alarielle both these Woodland Aelves found the forests of Ghyran their sanctuary, stalking beasts that upset the natural order of their home and enforcing the will of their Goddess upon all who strayed within her sacred borders. Their lives were full, peaceful and safe in the knowledge that their Goddesses powers within the walls of the forest were absolute, it was this knowledge that led them to rebuke Sigmars offer of sanctuary when the tides of Chaos first began to encroach upon the realms. It is said that these Wanderkin stood as Alarielles sentinels on the very edge of her forest kingdom, keeping watchful gaze across the horizons for any sign of the tide of chaos. Few know what shook the faith of these Aelven hunters, perhaps the sanctuary they had become accustomed to had softened them, perhaps they knew not the true savageries of war, whatever their reason when their faith was tested it was found wanting. In the dead of night these Nomads abandoned their posts at the edge of the forest, fleeing with all speed from the tide of darkness that had drowned the horizon and blotted out the stars themselves. The wrath of their Goddess would send tremors throughout every root within the Realm, every tree shook with her rage, her children had forsaken her.

These accursed Wanderers fled, the tide of chaos ever at their heel as the forests they once knew as sanctuary became drowned in an onslaught of flame and axe. Finding all gates to Azyr sealed to them they took the only route that had been left open, travelling through the Primal Gates of Ghur they fled beyond the very edges of the mapped world, into the swirling madness of the Maelstrome at realms edge. Here, amidts the shifting Wyld winds that ravage the very distant corners of Ghur they found sanctuary… for a time.

Are you an author IRL? If so please send me links to your books!

Link to comment

So within the lore of the aeloran nomads, are they a splinter of the traditional wanderers armies or are they what the majority of wanderers became? Could you have an army of wanderers with aeloran nomad allies or vice versa?

Link to comment
1 minute ago, Necroshadow said:

So within the lore of the aeloran nomads, are they a splinter of the traditional wanderers armies or are they what the majority of wanderers became? Could you have an army of wanderers with aeloran nomad allies or vice versa?

By current fluff (from my recollection) the faction dubbed the Wanderers are those that actually entered Azyrheim in the age of chaos, since the opening of the gates they have since well... wandered. The Nomads are those who believed in Alarielle enough that they chose not to flee at first, but when their faith came to be tested they were found wanting and disappeared too late to escape the Azyrheim (gates sealed). 

The two factions (Nomads vs Wanderers) are two halves of the same coin, each abandoned alarielle at different stages and each are likely burdened with that guilt, for that reason they are natural allies and would likely work together more often than apart. Though such alliances will likely be short lived and somewhat cold, the Nomads curse of the wyld runs rampant through their kind and Wanderers would likely fear contamination from too long spent in proximity, whats more Nomads would likely only tolerate the burden of their cousins pity for so long before their paths diverged.

 

To summarise: Same Origin, Different factions, Would Ally, but awkward family reunion.

  • Like 2
Link to comment
Guest
Add a comment...

×   Pasted as rich text.   Paste as plain text instead

  Only 75 emoji are allowed.

×   Your link has been automatically embedded.   Display as a link instead

×   Your previous content has been restored.   Clear editor

×   You cannot paste images directly. Upload or insert images from URL.

×
×
  • Create New...