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The Age of the Bristling Beard!


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3 hours ago, WathLab said:

Ahahah. I love series indeed. Fortunately, each new custom warband takes quite a lot of time to make, and needs a bit of play test before I share, so everything will be quite for a while...

Wait.

Is the 1st version of all the Ancestors' cards already finished ?

Damn it !

I must be wizard, with such power of future sight 😜

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15 minutes ago, TheR00zle said:

Just make sure you post pictures of said army when you’re done!

Pretty sure I plan on going for a Space Wolf Blue(Grey?) color scheme accented with white. White fur cloaks, maybe Silver or Gold trim, and just like cool light colors, whites, light blues, silvers, golds, etc. Polar bears for the Bear Cannons and Bears pulling the Celestial Hurricanum. I'm replacing the human wizards with Dwarf looking wizard/runepriests.

The only GW model for Dwarves is the Cogsmith, and that's cuz I got him in Hammerhal Warhammer Quest. :P 

The only non-dwarf is the Lord-Ordinator. 

It will take some time to paint 50 Dwarves, plus about 6 leadership models plus the carriage and 6 bears...

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3 minutes ago, Ravinsild said:

Pretty sure I plan on going for a Space Wolf Blue(Grey?) color scheme accented with white. White fur cloaks, maybe Silver or Gold trim, and just like cool light colors, whites, light blues, silvers, golds, etc. Polar bears for the Bear Cannons and Bears pulling the Celestial Hurricanum. I'm replacing the human wizards with Dwarf looking wizard/runepriests.

The only GW model for Dwarves is the Cogsmith, and that's cuz I got him in Hammerhal Warhammer Quest. :P 

The only non-dwarf is the Lord-Ordinator. 

It will take some time to paint 50 Dwarves, plus about 6 leadership models plus the carriage and 6 bears...

Sounds ambitious, cannot wait to see it finished!

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38 minutes ago, TheR00zle said:

But what about Grimnir my Ancestor/Father/Uncle?

MY MISGUIDED SON, I AM AFRAID THAT HE IS DEAD, VANQUISHED BY VULCATRIX, AND HIS USERNAME HAS BEEN CLAIMED BY NAGASH FOR ALL OF ETERNITY. HASHUT, IS STILL OUT THERE , HOWEVER LIKEWISE HIS NAME HAS BEEN CLAIMED BY CHAOS. ONLY I REMAIN OF THOSE FREED BY SIGMAR, HOWEVER YOU MUST REMAIN EVER LOYAL IN THE ABSENCE OF ONE WHO WOULD GUIDE, HOWEVER MISPLACED THAT TRUST MAY BE.

FOR THOSE WONDERING I DO INDEED LIKE THE WORD HOWEVER AND THOSE LOYAL TO ME SHOULD FILL THEIR WORDS WITH THEM, AS THE KHARADRON ALREADY HAVE IN THEIR DEVIOUS CONTRACTS.

Edited by Grungni
HOWEVER
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5 hours ago, Grungni said:

MY MISGUIDED SON, I AM AFRAID THAT HE IS DEAD, VANQUISHED BY VULCATRIX, AND HIS USERNAME HAS BEEN CLAIMED BY NAGASH FOR ALL OF ETERNITY. HASHUT, IS STILL OUT THERE , HOWEVER LIKEWISE HIS NAME HAS BEEN CLAIMED BY CHAOS. ONLY I REMAIN OF THOSE FREED BY SIGMAR, HOWEVER YOU MUST REMAIN EVER LOYAL IN THE ABSENCE OF ONE WHO WOULD GUIDE, HOWEVER MISPLACED THAT TRUST MAY BE.

FOR THOSE WONDERING I DO INDEED LIKE THE WORD HOWEVER AND THOSE LOYAL TO ME SHOULD FILL THEIR WORDS WITH THEM, AS THE KHARADRON ALREADY HAVE IN THEIR DEVIOUS CONTRACTS.

Grugni, father of the mine and the smithy, may we inquire about the situation of your wife, Valaya? Many of miss the mother of clan, runes and beer, and if we could return her to the Mortal Realms, we are ready to lay our lives down to the cause.

Edited by zilberfrid
A bit more reverence
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Hi everyone ! A few days ago, I posted here a short preview...
 
 
Now is the time.
 

Here come the CITADEL DWARVEN ANCESTORS CLUB !

https://www.reddit.com/r/WarhammerUnderworlds/comments/g7r41b/here_come_the_citadel_dwarven_ancestors_club_see/

 

Go find this new set of 5 +32 cards ! All you need is a printer and 5 sheets of paper.

 

CDAC_Présentation.jpg

By Grimnir, have a nice week-end  !

Edited by WathLab
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First draft of Duardin allegiance abilities, let me hear your feedback! Should I make a separate thread for it?

Duardin War Throng (best I could come up with, anyone have something better?)

A Duardin War Throng army can include any unit with the Duardin keyword. These units gain the War Throng keyword.

By Grudge and Whisker: All Duardin respect the quest to settle a grudge, and perhaps more so an impressive beard. When gathered together on the battlefield differences of method fall aside in face of need and authority. Command abilities used by War Throng models that normally affect Dispossessed, Ironweld Arsenal, Fyreslayers, or Skyfarers can affect any unit(s) with the War Throng keyword instead. Additionally, the Old Grumblers ability from the Longbeards warscroll may affect any unit(s) with the War Throng keyword as well.

Contracted Transport: While a War Throng may travel by conventional means, even those unpracticed in airborne combat can appreciate the efficiency of skyvessel transport. Skyvessels may transport Dispossessed, Ironweld Asenal, and Fyreslayers units as if they the Marine keyword. However, the range of abilities and command abilities used by such units are reduced by 6" (to a minimum of 1"). This rule does not apply to Monsters or War Machines.

Palpable Disregard: Duardin disdain for spellcraft is legendary, to the point for spells cast against a War Throng may be overcome by sheer obstinacy. Once per enemy hero phase, any War Throng unit may attempt to unbind a spell as if it were a Wizard. This rule ceases to function if there is a friendly Wizard on the battlefield.

Exchange of Brew: Rare is the union of Duardin forces from different stripes that does not involve an exchange of alcohol. Indeed, so much time and effort goes into perfecting recipes to impress and outshine rivals that the competition even extends to the battlefield! After territories have been chosen but before the first unit is deployed, choose a set of brews to have been imbibed (in the name of friendly competition, of course). All War Throng units receive the indicated benefit for the duration of the battle.

Potent Browraisers: You may re-roll battleshock checks for this unit, if the second result is lower than the first the check is automatically passed and no models flee.

Steambroth Gutwarmers: If this unit runs and the result of the dice roll is a 1, 2, or 3 change that result to 4 before applying any modifiers.

Numbskin Headthrobbers: Roll a dice each time you allocate a wound or mortal wound to this unit, on a 6+ that wound is negated. This rule does not apply if the unit already benefits from a similar ability (for example, the Duty Unto Death ability of Hearthguard Berzerkers).

 

Command Traits:

1 - Spirit of the Ancestors: Add 2 to the bravery characteristic of War Throng units wholly within 24" of this general.

2 - Stubborn Toughness: Add 2 to the wounds characteristic of this general.

3 - Greatbeard: This general can use the Old Grumblers ability from the Longbeards warscroll.

 

Runic Arms (Dispossessed, Ironweld Arsenal, or Fyreslayer models only)

1 - Rune of Might: Choose one of the bearer's weapons to possess a Rune of Might. Add 1 to wound rolls made with that weapon.

2 -  Rune of Fury: Choose one of the bearer's weapons to possess a Rune of Fury. Add 1 to the attacks characteristic of that weapon.

3 - Rune of Cleaving: Choose one of the bearer's weapons to possess a Rune of Cleaving. Improve the rend characteristic of that weapon by 1 (rend - becomes -1, etc).

 

Mastercraft Armour (Dispossessed, Ironweld Arsenal,  or Kharadron Overlords models only)

1 - Enduring Plate: You may re-roll save rolls of 1 for the bearer. The first time the bearer would be slain, he is instead set to 1 wound remaining and any wounds or mortal wounds yet to be allocated to him are negated.

2 - Spellbreaker Gauntlet: Roll a dice each time the bearer would be affected by a spell or endless spell, on a 5+ ignore the effects of that spell or endless spell on this model. Additionally, if the result of the roll was a 6+ and made against an endless spell within 3" it is immediately dispelled (after resolving its effects on any other units).

3 - Longstep Legguards: Add 3" to the bearer's move characteristic. This bonus does not apply if the bearer makes a run move. 

 

Auxiliary Contracts (Fyreslayers or Kharadron Overlords models only)

1 - Behemocide Bounty: After deployment but before turn order is determined, pick one enemy Monster on the battlefield. You may re-roll hit rolls of 1 for the bearer against that unit or any other unit which shares its warscroll.

2 - Glintspotter Survey: After deployment but before turn order is determined, choose one terrain feature on the battlefield. Once per round, if this model is within 1" of that terrain feature it may use a command ability on its warscroll without spending a command point.

3 - Relentless Headhunt: After deployment but before turn order is determined, pick one enemy Hero on the battlefield. You may re-roll hit rolls for the bearer against that unit if he is within 3".
 

 

Allies: Stormcast Eternals, Ironweld Arsenal.

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21 hours ago, NinthMusketeer said:

First draft of Duardin allegiance abilities, let me hear your feedback! Should I make a separate thread for it?

Duardin War Throng (best I could come up with, anyone have something better?)

A Duardin War Throng army can include any unit with the Duardin keyword. These units gain the War Throng keyword.

By Grudge and Whisker: All Duardin respect the quest to settle a grudge, and perhaps more so an impressive beard. When gathered together on the battlefield differences of method fall aside in face of need and authority. Command abilities used by War Throng models that normally affect Dispossessed, Ironweld Arsenal, Fyreslayers, or Skyfarers can affect any unit(s) with the War Throng keyword instead. Additionally, the Old Grumblers ability from the Longbeards warscroll may affect any unit(s) with the War Throng keyword as well.

Contracted Transport: While a War Throng may travel by conventional means, even those unpracticed in airborne combat can appreciate the efficiency of skyvessel transport. Skyvessels may transport Dispossessed, Ironweld Asenal, and Fyreslayers units as if they the Marine keyword. However, the range of abilities and command abilities used by such units are reduced by 6" (to a minimum of 1"). This rule does not apply to Monsters or War Machines.

Palpable Disregard: Duardin disdain for spellcraft is legendary, to the point for spells cast against a War Throng may be overcome by sheer obstinacy. Once per enemy hero phase, any War Throng unit may attempt to unbind a spell as if it were a Wizard. This rule ceases to function if there is a friendly Wizard on the battlefield.

Exchange of Brew: Rare is the union of Duardin forces from different stripes that does not involve an exchange of alcohol. Indeed, so much time and effort goes into perfecting recipes to impress and outshine rivals that the competition even extends to the battlefield! After territories have been chosen but before the first unit is deployed, choose a set of brews to have been imbibed (in the name of friendly competition, of course). All War Throng units receive the indicated benefit for the duration of the battle.

Potent Browraisers: You may re-roll battleshock checks for this unit, if the second result is lower than the first the check is automatically passed and no models flee.

Steambroth Gutwarmers: If this unit runs and the result of the dice roll is a 1, 2, or 3 change that result to 4 before applying any modifiers.

Numbskin Headthrobbers: Roll a dice each time you allocate a wound or mortal wound to this unit, on a 6+ that wound is negated. This rule does not apply if the unit already benefits from a similar ability (for example, the Duty Unto Death ability of Hearthguard Berzerkers).

 

Command Traits:

1 - Spirit of the Ancestors: Add 2 to the bravery characteristic of War Throng units wholly within 24" of this general.

2 - Stubborn Toughness: Add 2 to the wounds characteristic of this general.

3 - Greatbeard: This general can use the Old Grumblers ability from the Longbeards warscroll.

 

Runic Arms (Dispossessed, Ironweld Arsenal, or Fyreslayer models only)

1 - Rune of Might: Choose one of the bearer's weapons to possess a Rune of Might. Add 1 to wound rolls made with that weapon.

2 -  Rune of Fury: Choose one of the bearer's weapons to possess a Rune of Fury. Add 1 to the attacks characteristic of that weapon.

3 - Rune of Cleaving: Choose one of the bearer's weapons to possess a Rune of Cleaving. Improve the rend characteristic of that weapon by 1 (rend - becomes -1, etc).

 

Mastercraft Armour (Dispossessed, Ironweld Arsenal,  or Kharadron Overlords models only)

1 - Enduring Plate: You may re-roll save rolls of 1 for the bearer. The first time the bearer would be slain, he is instead set to 1 wound remaining and any wounds or mortal wounds yet to be allocated to him are negated.

2 - Spellbreaker Gauntlet: Roll a dice each time the bearer would be affected by a spell or endless spell, on a 5+ ignore the effects of that spell or endless spell on this model. Additionally, if the result of the roll was a 6+ and made against an endless spell within 3" it is immediately dispelled (after resolving its effects on any other units).

3 - Longstep Legguards: Add 3" to the bearer's move characteristic. This bonus does not apply if the bearer makes a run move. 

 

Auxiliary Contracts (Fyreslayers or Kharadron Overlords models only)

1 - Behemocide Bounty: After deployment but before turn order is determined, pick one enemy Monster on the battlefield. You may re-roll hit rolls of 1 for the bearer against that unit or any other unit which shares its warscroll.

2 - Glintspotter Survey: After deployment but before turn order is determined, choose one terrain feature on the battlefield. Once per round, if this model is within 1" of that terrain feature it may use a command ability on its warscroll without spending a command point.

3 - Relentless Headhunt: After deployment but before turn order is determined, pick one enemy Hero on the battlefield. You may re-roll hit rolls for the bearer against that unit if he is within 3".
 

 

Allies: Stormcast Eternals, Ironweld Arsenal.

That is quite a lot, I have a few changes I could recommend. I would say that the brews are once per battle, and that for artifacts/endrinworks you can give them to the unit that shares their keyword, so that the navigator can take his nice artifact, and the skyvessels can still have their endrinworks. Also I think a Dwarf Battle Coalition sounds a bit better, but it also sounds a bit Elgi* so I dunno. I also think that the endrinriggers should be able to heal all machines, and the Khemist maybe can adapt his buff to buff anyone's missile weapon. The last one may be already done. The main problem is that the battletomes command traits and abilities are better, and I dunno if it is possible to like add each one to each contingent of dwarves? I think it looks great so far though!

 

*Is Sounds Elgi just the new Sounds ******?

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This allegiance should (and needs to) be worse than the ones from the corresponding battletomes to compensate for being able to freely mix & match from triple the unit roster.

The cogmaster already repairs war machines and I do not see a particular need for role redundancy in that area. I am not totally set against it, but I feel like it would be rules bloat without an impact for most games.

I strongly considered allowing the taking of artifacts from battletome lists, but decided it was not the best course. There is no rule precedent for taking an artifact from a different allegiance, and even the recent mixed daemon allegiance does not allow for them to take the daemon artifacts from their respective battletomes. It also becomes a case where it is exploited to take overly strong artifacts or not used. Both of these are bad for getting opponents on board. And finally there is a practicality matter of now needing three battletomes to access all of the content available to the army, verses as it stands where one only needs the above allegiance (the warscrolls being free). Being self contained also ties into getting opponents to go with it; when the whole thing fits on one page and there is no potential for a hidden exploit from some artifact in some battletome it becomes dramatically less menacing for someone on the other end.

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1 minute ago, NinthMusketeer said:

This allegiance should (and needs to) be worse than the ones from the corresponding battletomes to compensate for being able to freely mix & match from triple the unit roster.

The cogmaster already repairs war machines and I do not see a particular need for role redundancy in that area. I am not totally set against it, but I feel like it would be rules bloat without an impact for most games.

I strongly considered allowing the taking of artifacts from battletome lists, but decided it was not the best course. There is no rule precedent for taking an artifact from a different allegiance, and even the recent mixed daemon allegiance does not allow for them to take the daemon artifacts from their respective battletomes. It also becomes a case where it is exploited to take overly strong artifacts or not used. Both of these are bad for getting opponents on board. And finally there is a practicality matter of now needing three battletomes to access all of the content available to the army, verses as it stands where one only needs the above allegiance (the warscrolls being free). Being self contained also ties into getting opponents to go with it; when the whole thing fits on one page and there is no potential for a hidden exploit from some artifact in some battletome it becomes dramatically less menacing for someone on the other end.

Fair points all around.

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I mentioned it earlier in the thread... Here's the third (and probably last) custom dwarven warband I'll make for Warhammer Underworlds :

 

GR_Annonce.jpg

 

For the time being, I'll only say that here, we'll combine the great 6th / 7 th / 8th editions artworks and Runic power mechanics...

By Grimnir !

 

More to come soon !

Edited by WathLab
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