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Showing content with the highest reputation since 08/24/2018 in Blog Entries

  1. 14 points
    The Protectors of the Candle "We protect the light in the darkness." — motto of the Protectors of the Candle. Like any other major city of Order, Port Stellis is governed by a Conclave composed of representatives of the various factions, guilds and corporations of the city: the aelf corsairs, the miners' syndicate, the knights of the Order Serpentis, the astromancy guild, etc. Each of these groups seeks above all to protect and develop their own interests. As a result, there are often rivalries and tensions between them. However, there are two factions that do not participate in this game of political influence because they exist primarily to fulfill a duty: the Stellar Champions and the Protectors of the Candle. The first are stormcast eternals stationed in a fortress on the edge of the city and they live to accomplish the mission that the God King has given them. They are not involved in Port Stellis' internal affairs and will only intervene in cases of war or chaotic corruption. The latter are none other than the city watch who ensures security inside Port Stellis. They are men and women who have chosen to enlist, wear uniforms, enforce laws and maintain public order. While it should be prestigious role, it is rather an ungrateful and dangerous job. Soldiers with several years of service are generally considered particularly tough and stubborn. The budget allocated to the city watch is very limited, so the hierarchy is forced to be cheeseparing over every expenses. For example, the uniforms are all the same size, each soldier having to sew it up if necessary. In addition, the city watch is lacking men, especially for a city the size of Port Stellis, which makes the work considerably more difficult. And as if that wasn't enough, the soldiers' pay is rather poor... Nevertheless, the inhabitants of Port Stellis must admit that without the Protectors of the Candle, the city would quickly fall into anarchy. Isilde Brumehaut "We're not giving up ground! Hold your positions! And remember: we protect the light in the darkness! Let's show them what we've got! For Port Stellis! For Sigmar!" — Isilde Brumehaut The Commander of the Candle is Isilde Brumehaut, an upright soldier descended from a noble lineage of azyrite origin. Not only does she command her soldiers and supervise the security of the city, but she also serves as a member of the Conclave. While she never falters in her task and never loses her seriousness, the days spent arguing in endless debates in the Conclave and mediating conflicts between guilds make her regret not being on the field as a normal soldier any more. Her desk is invaded by staggering piles of administrative paperwork that seems to renew themselves every day and her drawer is filled with migraine medication... But sometimes, when the city is in danger, she can gladly abandon her administrative duties and lead her soldiers into the action along with the champions of Sigmar.
  2. 5 points
    "My colleagues want to see concrete results before we can decide whether or not to renew our support to your enterprise. So you know what you have to do, your Lordship Somberheart..." — Moryelle, Loremistress and Eminent Emissary of the Eldritch Council of Azyrheim This aelf, who came directly to Port Stellis from Azyrheim, plays an important role in the city as an emissary of the Eldritch Council (she is at the moment the only member present in the free city). Although she is not a member the Conclave of Port Stellis, she attends their meetings as an esteemed consultant on magic and all things supernatural. A role that sometimes puts her in competition with the Astromancers' Guild and its Grand Master, Caius Lorentius. In addition to her role as emissary, Moryelle also works for the dreadlord Sicath Somberheart, commander of the Order Serpentis army currently stationed in Port Stellis. She officially assists him as an advisor and provides him with magical support. But what everyone (except Sicath) doesn't know is that Moryelle is a double agent. Although she is a member of the Eldritch Council of Azyrheim, her allegiance goes first to the Darkling Covens. She acts as the liaison agent between Sicath Somberheart and the sorcerers of the Covens. Her mission is to help Sicath and his knights of the Order Serpentis to regain their lost fiefdom in the north but also to monitor them and send reports to the Covens who are closely observing the situation. If Sicath succeeds in taking back his domain which is currently occupied by slaaneshi, then the Lord-sorcerers and the Queen-sorceresses of the Darkling Covens will begin a large-scale military campaign, with the help of the Order Serpentis, to reclaim all their lost territories in the realm of Ulgu.
  3. 5 points
    This morning I managed to finish up Drycha, I'm pretty happy with the result! I'm not a grat painter and I'm under no illusion I'll ever contest a best painted army but my main focus is that I paint models that are pleasing on my eyes to make the game better for me and the opponent. I think? I've done it
  4. 5 points
    The noble spirits have heard the spiritsong. The Gnarlroot Wargrove marches to war That's the first unit of Tree Revenants done! 5 more to go
  5. 4 points
    It's done! I'm a very average painter but I'm happy with the level I've got my Sylvaneth to and this evening I got my last 5 Tree Revenants done for my Gnarlroot Wargrove to be ready for the christmas Bravery one British open
  6. 3 points
    Battleplan: Knife to the Heart Armies: Beasclaw vs Ironjaws Points: 2000 Ironjaws 1 Megaboss on Maw-Krusha (Ethereal Amulet) 1 Megaboss 1 Grot Shaman 10 Brutes 5 Brutes 3 Gore Gruntas 10 Ardboys 10 Ardboys +Redtooth and Brutefist or something battalions and Maw endless spell Beastclaw Raiders: Allegiance: Beastclaw Raiders (Shyish) Frostlord on Stonehorn (420) - Artefact: Ethereal Amulet Huskard on Thundertusk (360) - General - Trait: Everwinter's Master - Pelt of Charngar 4 x Mournfang Pack (320) - Gargant Hackers 2 x Mournfang Pack (160) - Gargant Hackers 3 x Orruk Gore Gruntas (140) 3 x Orruk Gore Gruntas (140) 2 x Mournfang Pack (160) 2 x Frost Sabres (40) Braggoth's Beast Hammer (230) Total: 1970 / 2000 Pre-battle strategy: Opponent left 20xArdboys and 5 Brutes to his objective and other units to the right. Seeing I had no chance to break through that 55 wound Save 4+ wall even with ALL my army attacking it, I went for minor victory. Put 2 non-battalion mournfangs to the left to bait the Brutes to charge and then counter charge and attack from the wings. 1st ROUND Beastclaw: had to go first. Did not do much, just moved some inches and used Huskard's bird. Ironjaws: Shaman Mystic Shielded Brutes and moved to the right with Gruntas, Brutes and both Megabosses. Others just huddled around the objective. 2nd ROUND Ironjaws: I won the initiative roll, but Beastclaw is too slow to get to charge range, so I gave initiative to orruks. Brutes, Gruntas and Megabosses moved forward, Brutes and Gruntas were close enough to make the charges. Brutes charged my two non-battalion Mournfang and blocked the from Gruntas. Brutes attacked, two guys with special weapons killed both Mournfang with ease. Brutes reroll all misses against Beastclaw. Beastclaw: Didn't get to re-roll wounds, moved 3" instead. Used a bird against Maw-Krusha, Huskard iced 1 Grunta - actually I wanted to kill Brutes, but just said the wrong unit name... Moved Frostsabres to block Grunta move to objective, 2 Mournfangs and 3 Beastclaw Gruntas charged Brutes, Frostlord charged Maw-Krusha, did 5 mortal wounds. Frostlord attacked, could not kill Maw-Krusha, regardless of +1 to hit and re-rolling 1s to wound. But finally killed him thanks to battalion one time power to attack once more. Brutes killed Mournfangs and wounded Gruntas. Megabosses attacked Frostlord, almost killed him due to my rolling seven 1s and two 2s. Great... My Gruntas kill two Brutes. 3rd ROUND Ironjaws: Didn't win priority. Ironjaws killed one Grunta with Maw endless spell, which left a hole for Brutes, who retreated to my objective and had more models than me around it, so MAJOR LOSS for Beastclaw. SUMMARY: Cannot really see how to win that battle plan with Beastclaw. Just not enough bodies and not enough damage output. Maybe just stay arounf my own objective and hope for kill points. My clear mistake was leaveng the hole for Brutes to retreat. Even 1 model would have blocked it, but my Huskard was just a bit too far away. Also half of my army was too far away and could not keep pace with Ironjaws - I know it sounds weird, but Beastclaw is not really fast army. 9 inch move is nice, but no boosting whatsoever, Ironjaws clearly outpaced them and in last game the Breyherd did the same. I think next time I might try to exchange Huskard and cats against second Frostlord. Or Troggoth Hag.
  7. 3 points
    During the Age of Might the Kingdom of Odentia in the Realm Of Death was a quiet fiefdom far removed from the main population clusters of the Realm. The political power in the Kingdom centered around the Order Of The Bended Knee, a loose association of knights who controlled the local countryside from their scattered feudal holdings. The Order’s political power was buttressed by their role in the religious ancestor worship/veneration that dominated the cultural landscape of the kingdom. The populace held deep respect for their ancestral dead, raising the most honored of these deceased up to the devotional level of Saints, who were prayed to for guidance and spiritual intercession. The knights of the Order depicted themselves as temporal stewards of the Saints, carrying out their spiritual will and taking over the Saints’ martial protection of the kingdom. The most popular Saint in the devotional hierarchy was Saint Simeon, patron saint of penance. In the early history of the kingdom, Odentia was decimated by plague. As the community began to fall apart due to the impact of the epidemic, a young monk by the name of Simeon led a spiritual resurgence that focused on personal penance as the whole community looked to the saints for forgiveness from whatever sins had brought the great plague down upon them. By leading communal ceremonies of confession and penance Simeon brought the fractured community together and helped them cope with the devastation that the disease was reeking throughout Odentia. As the plague eventually subsided Simeon was revered as a savior and quickly entered the canon of Saints when he died a few decades later. In the wake of Simeon’s death and canonization, the Order adopted him as their patron saint and linked his popularity to their political power. They took on the new role of spiritual guardians of the kingdom, as stewards of public penance and enforcers of communal worship. This was the state of the Kingdom of Odentia when the forces of Chaos surged into the Realm during the Age Of Chaos. As it was not one of the central kingdoms of the Realm, Odentia was not pivotal in the War Of Bones that saw Archaon invade the Realm Of Death and defeat Nagash. However, the tide of Chaos finally reached Odentia and the kingdom was besieged by the forces of the Dark Gods. The armies of the Everchosen overwhelmed the castles of the Order and ravaged the saintly monasteries that dotted the countryside of Odentia. The Order fought gallantly to protect their charges but in the face of the Chaos legions they were decimated and the entire kingdom was set ablaze. Refugees from the settlements of old Odentia struggled for survival, scavenging for whatever food and resources they could find. Slowly their humanity slipped away as they were forced to do unthinkable acts for mere subsistence. It began with stealing from each other and the consumption of domesticated animals like dogs and cats, but quickly escalated into grotesque scenes of cannabalism, It was this depravity that drew the Carrion King to Odentia. Unwittingly freed from his prison by the legions of Archaon, the King came into Odentia and rallied its people against the forces of Chaos. Gathering the remnants of the Order Of The Bended Knee and the rest of the kingdom’s refugees the King feed them his flesh and corrupting blood and the Kingdom of Odentia was reborn. The derangement of the King swept through the minds of the Odentia refugees and forever altered their reality. The refugees came to see the King as Saint Simeon reborn, come to them in their hour of need. They had sinned and brought down a great punishment upon themselves but through Saint Simeon and the path of penance they could be atoned. The Saint forgave them and through a holy communion with him gave them the spiritual strength to free their kingdom. With a renewed Order and the Saint at the lead the forces of Odentia fought back the wave of Chaos and began reestablishing their homeland. The Atonement War was long and bitter but with the power the Saint provided the forces of Chaos were expelled and Odentia was rechristened. In wake of the Atonement War Saint Simeon proclaimed that his work was done and that he was needed elsewhere. He anointed the Knights Of The Order Of The Bended Knee as his spiritual successors and they drank deeply from his cup and were filled with his holy power. He claimed that through them he would watch over Odentia and when they needed him most he would return and ensure the prosperity of the kingdom. Throughout the Age of Chaos the Order and their penitent knights keep the forces of Chaos at bay and carried on the legacy of the Saint. As the Age of Sigmar dawned Odentia was awash in optimism. As the forces of Chaos receded, for the first time Odentia was not besieged on all sides. The Order took it as a providential sign from Saint Simeon that a time of renewal was at hand. They were being rewarded for their devotion and were the chosen, destined to lead all into the new glorious dawn. Thus Lord Belisarius, Grand Master Of The Order Of The Bended Knee has called a Grand Penitent Crusade. All the forces of Odentia, the military orders, the penitent flagellants and the devoted monks rally ready to spill forth from the boarders of Odentia and bring the truth and prosperity of Saint Simeon’s path to all those in the Realm of Death. Welcome to my FEC work in progress. Since AOS 2 hit I have decided to finally finish my FEC army. Above is my fluff and here is what I have completely painted so far. Here is Lord Alexius the Steady, Field Commander of the Order Of The Bended Knee. He is one of my Varghulfs Courtiers that I converted from the GW giant kit.
  8. 3 points
    This army project came about by my wish to have a Death faction that wasn’t enslaved to the will of Nagash, and that could be the “good guys”. The idea I came up with is a mixed force from the Age of Myth that have been fighting Chaos for thousands of years. Much changed from their original incarnation as mortal soldiers, they have fought and died in all the realms. Evading Nagash along with the forces of Chaos, fighting battles on every front. It’s great for conversions and thinking outside the box where it comes to what I can play with. I’ll be uploading the first few conversions. First of all is the General, Stephanie Von Richter. She was sworn to Sigmar in life, but when he abandoned the realms she became disillusioned. Her mortal body could only last so long, so she eventually accepted the gift of the kiss of immortality from Neferata, the Mortarch of Blood, who wanted to use the general in her machinations against Nagash. She is a Vampire Lord on foot, with the Chalice of Blood (and bone.). I’ve yet to decide what weapon to give her.
  9. 3 points
    First unit of evocators done! Mix between Soul Wars and regular box. Unfortunately, these guys are indistinguisahable from my Knight Incantor from a distance, so I'll have to think up a colour to add to the robes of the knight-incantor. Blue maybe?? Or some white lines?
  10. 2 points
    We decided to play the variant of the ritual battleplan that was played out a couple of times in White Dwarf this year, where the Aelves are stealing souls from one of Nagash’s Soul Siphon’s. Unfortunately I don’t have a game board like the one they used at Warhammer World so instead I used the ‘chained stones’ objective thing from the recent objectives set and placed it on top of a hill. The IDK started and the Leviadon headed for the centre of the board with the Soulscryer and 2 Tidecasters using him as cover. With the potential threat of units that had been set up in reserve popping up behind the Aelven battle lines, Volturnous and a unit of 6 Morsarr stayed behind. On the right flank a unit of 30 thralls and an Allopex advanced towards the opposing black coach. Nighhaunt began their turn by casting the Purple Sun and Quicksilver Swords and they headed down the centre of the battlefield. Lady Olynder and the chainrasp entered the fray and the ghostly horde descended upon the Idoneth. The ethereals decided to go first in battle round 2 and had to endure the Purple Sun crashing in to the Chainrasp horde who were locked in combat with some Namarti Reavers after a very lucky charge roll. This didn’t prevent the Aelves being wiped out in the preceding combat though. Olynder, Reiknor and the Black Coach went out wide to the left and after magic and yet another high charge roll easily wiped out the Shark. In their turn the Aelves responded with charges of their own despite it being so close to high tide. The Morsarr demolished the chainrasp whilst on the other flank the Thralls formed a meat shield for the soulscryer who was about to start his ritual. Magic had seen the unbinding of the dreaded Purple Sun as well as the death of the final Glaivewraith who had dared to charge the Leviadon. This left the giant turtle open to charge in to a tomb banshee and form another barrier to allow the ritual to take place. The Aelves won initiative in round 3 and opted to go first, everywhere the quicksilver swords went the emerald lifeswarm followed ensuring the Soulscryers’ safety. The ritual began and immediately 7 souls were stolen. The ensuing combat saw the Idoneth go first and again do a lot of damage as several units were wiped out. Another 7 souls were stolen at the beginning of the Nighthaunt’s turn and things were looking bleak for them as they had been decimated. However there was still hope on the left flank where Olynder, the Grimhailer and a black coach were still lurking – plus a gap had opened up where the Thralls had been gradually whittled away. It was now or never as the Black Coach hurtled towards the exposed Scryer. Yet again a 10 was rolled and this meant he could fight in the charge phase where a double 6 saw him defeat the Aelven priest and win the game.
  11. 2 points
    Painting the Celesta Ballista easy to build kit now. Going to have two of these including the one from the Soul Wars box- they're slightly different designs so should look good sitting next to each other on the table!
  12. 2 points
    As the Kastellan drew closer his witch sight began to make out the arcane warding that pervaded the place, and had sealed the ancient tomb shut. There was the symbol of rest. There the glyph of containment. Nine runes of binding glowed faintly around the dais that the tomb rested upon. Senechal Konstantine reached out to the traces of magic, seeking to discover their creator. The weaving of magic was subtle, but had an unmistakable flair. Their author was not a humble spell weaver, no there was power there. There was confidence, pride. The vampire drew his conscious back with a start. Neferata, Queen of Lies and Mortarch of Blood. Whatever lay at rest in this box, the Tyrant of Nulahmia herself had sealed away. The Kastellan proceeded up the onyx steps of the dais with caution, his muscles taunt in expectation. Finally he stood over the Iron-Bound coffin. What could have been so terrible that Neferata herself had seen fit to seal it away? Why would Arkhan want it released? Konstitine shook his head, it did not matter. Arkhan had commanded Konstintine would obey. The Kastellan gathered himself, and set to work unbinding the myriad spells. The vampire's brow furrowed, he felt his mind strain to the breaking point at the extreme difficulty in unweaving such a masterful tapestry of magic. Finally he could take no more, Konstintine stumbled and caught himself on the edge of the tomb. A chill jolted up his arm, Konstintine tried to recoil and found himself stuck in place. The air in the crypt began to move, slowly at first but soon whipped into a fierce gale. The howling wind sounded like the screams of damned souls. The seals Konstintine had been working so hard to dispel flared in strain and the tomb beneath him began to shudder. The Vampire pulled back with all of his unnatural might in a desperate attempt to free himself from whatever trap he had fallen into but he could not. Pain erupted up his arm as a shock of black lightning ripped up his trapped limb, burning the flesh away. Beneath Konstintine the tomb exploded in a blast of magical energy, flinging the wounded vampire across across the barrow. The Kastellan crashed against the rough stone wall with a groan, weakly raising his head to gaze upon the terror he had unleashed. Gazing down back at him, framed in the unnatural glow of wraith fire was a towing wight clad in tarnished baroque maroon and gold plate armor emblazoned with the symbols of death. Upon the wight's skull sat a massive horned helm with a bristling red plume. I am Krell. Lord of Undeath and Mortarch of Despair. The skull of this Krell did not move yet his commanding voice echoed throughout the barrow mound, originating from nowhere and seemingly sounding from every corner of existence. Konstintine scrambled to his feet, and simply stood, mouth agape at the thing in front of him. Krell. He had never heard of any Krell. Then again, he had never paid much attention at all to the hundreds of thousands of deathrattle empires that the wight kings rule over. And yet this Krell had named himself a Mortarch, no mere petty potentate, an equal to Konstintine's master, and to his jailer Queen Neferata herself. Such a thing seemed impossible. That this Krell could be amongst the vaunted Deathlords and for a right hand of Arkhan the most foremost of their number to know nothing of him... It made no sense. Finally sense returned to the bewildered vampire. Konstintine was wounded, exhausted and in no shape to duel with this Krell who may or may have been a mortarch, but whose aura of immense power was palpable in the air. With this in mind, the vampire knelt in the dirt before the massive skeleton. “Hail Krell,” he addressed the wight “Allow me to introduce myself, your lordship. I am Konstintine of House Tervyrn, Kastellan of the Knightly Order of the Blood Wolf. I am here on the orders of his holiness Arkhan, the Mortarch of the Sacrament.” I care little for you name. What is your purpose in releasing me? Speak. “I am afraid I do not know, your lordship. I know only that my master asked me to.” Take me to him, leech. “Pardon me?” Konstintine responded in surprise. Temporarily losing his veneer of polite obedience he stood definitely and sneered “One does not simply demand an audience with my master, wight.” The Kastellan realized his mistake immediately. The wind in the chamber began to howl again, wraith light blazed in Krell's eyes, black lightning cracked through the air blasting holes into the stone. The wight lifted a massive black bladed ax in one hand and began to walk towards Konstintine at a deathly slow pace. I am Krell the Lord of Undeath, and Mortarch of despair. I will be obeyed. Take me to Arkhan or I will destroy you and seek him out myself. “My apologies, your lordship. Please allow me to redeem myself.” Konstintine fell back to his knees “I can lead you to my master, your lordship. Please.” Krell's pace never faltered, the heavy clank of his antique plate heralded each deliberate step. “Your lordship, I swear to you, I will take you to Arkhan directly. Only I know of his location with any certainty, I beseech you, listen to me.” Krell continued his march all the way past the trembling Vampire and into the tunnel leading into the starless night. Come, miserable leech, lead me to Arkhan the Black. Konstintine sucked his teeth. Hate burned through every fiber of his being. Krell was too strong for him to duel outright, but perhaps he could lead the wight into ruin. Thus he is most the master when playing the slave. Yes. This is what he was doing. And it was a brave thing, surely, to plot and attempt the betrayal of such a mighty being. Yes. He was brave, and he was in control of the situation.
  13. 2 points
    With my eyes on a Gnarlroot Wargrove list for the christmas BOBO coming up, I've started work on my Tree Revenants. I've got the basecoat down and I'm confident once the bark has had work done on it the models are going to really pop, I'll keeep you all updated!
  14. 2 points
    So today I finally put together a fun little mortis engine / coven throne / blood palanquin for my death army in the theme of the wraith fleet! Pretty happy with how it came out and is a nice extra step in my little conversion project. Hopefully will get more stuff done and painted soon
  15. 2 points
    I'm one of the few that kept the stormcast from the soul wars box and sold the nighthaunt. I've decided to go with Anvils of the Heldenhammer as I like the black and gold and I tested out the colour schemes on some easy-to-build liberators. Here's the first finished model- the force will be entirely Sacrosanct chamber!
  16. 1 point
    Here are my ideas for rules to a Krell/Mortarch Kit conversion I'm thinking of. What do you guys think? OP? or Okay?
  17. 1 point
    The special weapons that the grund grundcorps are famous for costs a heafty price. Even due previous successfull jobs by the Rereksfjiord company, they can only afford to equip a small force with mortars, decksweepers and cannons, and as by the skyports tradition wearing ancient chain mail and shoulder pads for protection.
  18. 1 point
    Managed to get my admiral and her doppleganger cloak painted up as well as a good start on some of my arkanaut company. Happy with my paint scheme though.
  19. 1 point
    A lot of greenstuff and perseverance went into making this. I'm happy with it, can't wait to get it painted. Might not be the best artifact for her but looks damn cool!
  20. 1 point
    So decided to make a test model for my shadow pirate project I'm planning. Aka a mixed race pirate force counting as Kharadrons and being from the realm of shadow! Anyway here's wonderwall... I mean the admiral.
  21. 1 point
    "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
  22. 1 point
    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
  23. 1 point
    Welcome to Age of Sigmar second edition people. Lets kick off the first blog post for this edition with how mixed skaven measures up thanks to the chages to Grand Alliance: Chaos rules. Allegiance Ability The GA: Chaos allegiance ability is nothing too overpowered, par the course for the Grand Alliances. "Unbridled Malice" is a slight rework of the old ability they had, in this edition you roll a dice for a unit when you select it to fight in the combat phase if that unit is within 12 inches of your general or 3 inches of a hero, and on the roll of a 6 they add one to all their hit rolls. I like this one (on the event anyone remembers to actually roll for it) because Skaven field a lot of heroes and a lot of units that really benefit from +1 to hit like Clanrats, Plague Monks and Gutter Runners, and I'll be adding this to my reminder sheet. Command Traits Dark Avenger - This grants +1 to hit against order units for the general. Not great really. Spiteful Duelist - Reroll one wound roll per combat for the general. Somehow worse than the above. Cunning Deciever - Roll a dice at the start of your turn, with a 5+ netting you a free command point. This is pretty cool to be honest, great for a pasive long range force like a heavy Skryre or a Moulder force that needs all the command points it can get. Lord of War - Pick a unit within 3 inches and roll a dice, on a 4+ it gets +1 to hit. Definitely neat, this one will usually not ever be a waste especially considering Unbridled Malice as a rule. Terrifying Pressence - Enemies within 3 inches of the general suffer -1 to bravery. Not awful, definitely not better than Lord of War or Cunning Deciever. Malicious Conqueror - Add 1 to all Unbridled Malice rolls made within 12 inches of the general. I like this one, and in my army that runs a heavy amount of minimum size Plague Monk units i'll be taking this every time. Artifacts I literally have no interest in covering 5 out of the 6 artifacts in this list because they're absolutely worthless. However one of them is a classic from the last two editions of the GHB, and it got one HELL of a remake. The Crown of Conquest - Friendly CHAOS units within 6 inches of the bearer don't need to test for battleshock. I'm sorry, what? How on earth did this get past the design team? Did they think the new coherence rule somehow would make this not completely broken? I'm switching from Pestilens Allegiance for this. That's how big a deal this is. This takes Strength in Numbers and kicks it out the door. This thing on a Plaguesmog Congregation Plague Furnace pushed by clanrats for the Look Out Sir rule? Totally broken. This is now a 12 wound model with -2 to hit it providing a 6 inch bubble of NO BATTLESHOCK. This is stupid. I basically wrote this entire blog post to cover this ridiculous artifact.
  24. 1 point
    So I finally finished up the remaining cards: the Realms of Battle. These card packs include the rules from the Core Book and the additional spells from Malign Sorcery. So you never have to flip through 2 books again while playing. Oh, and these are the first cards with the new and improved layout! I hope you like them. Have fun.
  25. 1 point
    So, for my current project I plan to customise my sylvaneth and wanderer army. And what is an army without some awesome big bad boys...or ladies Drycha is one of these awesome models. And I always wanted to have a celestant prime in my army. But since the style of the original model doesn't fit so well with sylvaneth (at least thats my point of view), I started to build my own one in sylvaneth style The base of the model is build from the Drycha set. I rearranged the leg and arm parts for a more epic pose. I exchanged the torso and head with some leftover bits from Morathi. The weapon is supposed to be a big hammer, but I'm not quite happy yet. The basing should resemble the celestant prime pose - some magic lifting her in the air. I used the whirlwind parts from the Yncarne (40k), which I will pimp with some leaves to look like a autumn storm InShot_20180527_222204552.mp4 I plan to build a modular base, so I can use both the oval base for Drycha or a treelord/lady and the big circular base for the prime. More updates will follow soon
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