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Showing content with the highest reputation since 04/23/2019 in Blog Entries

  1. 8 points
    Just a quick update today: I finished my Alarielle-based Slaaneshi Daemon princess conversion, and now just need to paint it. It'll be cool to have another similar scale Daemon princess alongside Sylle'Esske to lead my Hedonites (and now I'm going to have to find a different name for my mortals since GW used mine lol).
  2. 7 points
    We played with 1 realm rule, all spells and CA's in effect. 2 1\2 hour time limit. My list for this Tournament: Game 1: BoC - Blood and Glory in Ulgu: Their List: T1 He finishes deployment and goes first, casting cogs and deepstriking 30 Gors and 30 Bestigors into my right and left respectively. Casualties on the Clanrats are actually not too terrible considering how hard these things hit on the charge. Not much happened as everything was within range of the Bell\had 8-10 Bravery for tests. My turn has the bell get off a MUCH needed -1 to hit bubble which greatly hurts him. WLV gets off and is thrown in the back to try to get rid of his summoning via the Shaman or the sacrificial ungors, which it does the latter while putting some wounds on the Gors, Beastlord and a Chaos Spawn. I placed poorly and couldn't give my Acolytes any buffs, so I opted to MMMWP and Vigordust the Jezzails. That paid off pretty well in the end after sparking them to do 12 damage to the Bestigors and 15 to the Bullgors in the back, battleshocking them off the board later on once he remembered to take the BS test for them. Unbuffed Acolytes do 17 damage to 30 unit of Gors. T2 He wins the roll off and dispells the WLV. He manages to summon a chariot with what summoning points he had before I murdered all his sacrificial lambs and charges a chariot into my Warpseer while getting a 30 unit of Gors into my left side Clanrat unit and tagging some Jezzails, killing 2 1/2 of them... ..and then over to my turn where 3 die from 6 MW's due to expiring buffs. I get lucky on the Bell and get another -1 to hit aura. I recast the WLV and it finishes off the Beastlord and Chaos Spawn. Again the unbuffed Acolytes manage to do 22 damage to the right side Gors, battleshocking the rest off the board while the remaning 4 Jezzails finish off the Gors along with some good combat phase from the Clanrats while the Warpseer finished the Bestigors. He calls the game there with nearly nothing left and me having only lost 5 Jezzails and maybe ~20-30 Clanrats I think. Major Victory + Secondary Objective. Overall Thoughts I think I played it pretty well to be honest. Against an army like this, I believe I was in the right to turtle and use shooting to my advantage and do as much damage as possible so I could run and cap the 4 objectives late game, which is exactly what happened. I won't lie though, getting the -1 to hit aura twice from the Bell really helped dull his combat ability which is why so many Clanrats managed to survive. I wasn't too upset with my choice of buffing the Jezzails in the end as it brutalized the left side which is where most of the action was happening. ____________________________________________________________________________________________________________________________________________________________________________________________ Game 2: DoT - Three Places of Power in Shyish: Their List (I can't recall their spells\traits\artifacts, only his units) T1 I let him go first, keeping everything out of spell range so he mostly just generates Fate Points. He gets his Herald On Disk onto the left objective for 1 VP... ...and then get's promptly blasted off it from a 6 MW cast of Dreaded Warpgale. This was actually his secondary objective, which is why he threw him so close. I manage to get off WLV and I throw it into his back 2 units of pinks, a unit of Acolytes, Scribes and LoC taking wounds off each in the hero + movement phase. I deployed a Gnawhole up the right side to get Jezzails in range and he didn't manage to deny the teleporting, so I fully buffed the Jezzails and sent them on their way where 5 were in range of the LoC and did ~10 wounds to it to finish it off while the remaining 4 picked off the Scribes. Oh, also I was an idiot and left my Bell on it's own so it didn't get to move up and cap the middle objective.. but at least the Warpseer got left side. T2 I get the double and it's all pretty uneventful.. I go back for the Bell and get it within range of the objective and the Arch-Warlock starts moving right to get the final objective. Shooting whittles down some Pinks, but I couldn't see the Vortex Beast thanks to the trees and the Acolytes weren't in range to do anything. I really messed up here and should've walked the Jezzails backwards and let the Acolytes take the incoming Vortex charge.. but ah well. His turn sees Tzeentchs Treachery kill 8 Clanrats on the right and he manages 2 wounds on the Warpseer who was going to be an immovable objective on that objective the rest of the game. Vortex Beast does exactly what I was afraid off, kills 4 Jezzails and I roll my trademark 6's for Battleshock. Still, I'm in the lead 4-1. T3 He gets the double dispells the WLV and kills off the right side Clanrats since my unbinds were absolute trash today. Vortex Beasts kills off half the Acolytes but they're just in range for IP from the AW. I recast the WLV and throw it down on the right, bringing the Vortex Beast down to 1 combined with the Acolytes shooting. The AW runs onto the right objective, ending my turn in the lead 10-1. T4 He wins the roll off and kills off the AW and left side Clanrats, but he decides to call it there as the score would be 17-1 at the end of my turn. Overall Thoughts I wasn't sure how I was going to play this at first, but I just kept everything back and hoped to get the double. I kept back the Jezzails so they could teleport to either Gnawhole and be in range of wizards, preferably the LoC.. I'm telling you, that 30" range pays off compared to a WLC's 24".. and also tends to do far more damage, even unbuffed. He played pretty defensively and couldn't really recover from all of the long range shooting taking out his heroes. Speaking of which, I really took a risk knowing the Vortex Beast would charge the Jezzails, but I think it was worth it killing the LoC and Scribes right out of the gate. I had a lot of fun today and I hope my opponents did to. I definitely still have a good amount to learn when it comes to movement, deployment, pre-measuring, etc. but I think I'm well on my way towards feeling comfortable playing at some bigger tournaments.
  3. 4 points
    "What ze hell are ya doin' here?! Ze fog is coming and if ya don't hide quick, ze gray gnashers will come and devour ya. Ya won't run to ze city fast enough. Better run zat way, zere's an old tower very close. Hide in it and wait for ze fog to pass. Me gonna stay here and beat the hell out of the gnashers. Will be fun!" — Voredd, shouting at a careless traveller on the road to Port Stellis No one knows why Voredd, the imposing Ogor mercenary, has been banished from his tribe and no one had the courage to ask him. He came out of nowhere one day, walking the mists of the Ulgulands and introduced himself to the guards posted outside the gates of Port Stellis. "Me name is Voredd and I been kicked out of my tribe. Been wandering around fer a long long long time in ze mist and ze dark. Had to fight all ze time against nasty beasts in the fog y'know? But today I'm real hungry and tired and bored of being attacked all ze damn time. If you gimme something to eat and let me sleep in ya town, ya know what? I will work for you." Of course the city guards were completely caught off guard by this strange request. In normal times, monsters are obviously not allowed in the city, but Voredd was able to speak intelligibly (albeit with a rustic accent). And his intimidating physique frightened the guards, who could hardly find within themselves the courage to chase him away with spikes. So they chickened out and passed the situation on to their superiors, secretly hoping that their leader would call the stormcast warriors to rid them of this unwanted ogor. In the end, commander Isilde Brumehaut made the decision to let Voredd in and temporarily offer him shelter and food, despite the protests from some soldiers. And it proved to be a good choice because Voredd kept his word: he started working for Isilde, becoming a major asset for her. Unsurprisingly, after the word had spread in the city, the Commander of the Candle was treated with much more respect at the next Conclave meetings. To add with that, the number of citizens filing administrative complaints decreased significantly because rare were the ones who dared enter the Candle headquarters while the ogor was in there. For the first time in years, Isilde felt like she was on vacation. However the situation could not last forever. Voredd was getting frustrated like a lion in a cage because he was unsuited for civilized life. His skills were better used by sending him on missions outside the city. So the terms of his work were redefined: from now on Voredd would patrol outside the city, keep an eye on the wilderness around Port Stellis, look for possible threats, track down the most ferocious beats, help travellers coming from the misty moors to Port Stellis and return regularly to the city to make reports and stock up in supplies. Everyone, Voredd included, approved those changes. Nowadays the ogor spends most of its time in the countryside around the free city. He is actually very competent in his new job: having spent many years wandering in the Ulgulands, he knows many tricks and is an expert on how to face the dangers in Ulgu. If you plan to venture in the Ulgulands, you'd better ask him some advices before...
  4. 4 points
    * * * * * The Citadel of the Starry Firmament is a magical building whose construction dates back to the Age of Myths, before the Free Peoples took refuge in Azyrheim, before Sigmar's first stormcast were forged. This citadel built in the dark lands of the Shadow Realm stretches toward the sky, like a vertiginous peak that rises above the mists. It is also called the Blinking Tower because it never stays in the same place for long. It frequently disappears and reappears at another site, usually miles away. It is somehow a nomadic building that migrates through the Coast of Fleeting Hopes. It goes without saying that its "movements" often startle travellers who pass nearby and many choose not to approach it (which is quite wise). Given its starry appearance and its magical nature, it is assumed that this tower was built long ago by a celestial archmage. But there is no concrete evidence to support this theory and so far there is no sign that the tower still belongs to anyone... As is often the case with enchanted buildings, rumours suggest there is a fabulous magical treasure hidden inside. Of course, many adventurers have tried to unravel this secret. Some have never been able to reach the tower because of its untimely teleportations, while others have managed to enter it. Most of those who came out simply found nothing interesting and left empty-handed, while the others have inexplicably lost their sanity in the tower... But despite these obstacles, people are still trying to discover the secret of this mysterious citadel. Among them, the Grand Master Astromancer of Port Stellis, Caius Lorentius, believes that the movements of the tower must correspond to constellations. He pays people in exchange of informations about the last movements of the citadel. But to date, his theory has not yet been proven and the mystery remains whole... * * * * *
  5. 4 points
    Well, it's been a long road completing my unit of Chaos Warriors (my course has gotten busy, so hobby time is scarce), and this blog has been pretty dormant. I am back to trying to finish my group of 10 warriors, but I've at least got 5 ready to show off. Hobby productivity has been generally so low that while the lack of mortals in the upcoming hedonites release is a huge disappointment (I could rant about this for hours, but let's leave it at that), that I feel almost like I deserve it: paint up the WiPs before tackling new shinies. Here's a WiP banner bearer: I did, however, do a 'for-fun' project in between the Slaanesh slow-grow, and that was repainting an old Ogor Maneater conversion. I actually got back into the hobby a few years ago with a sculpting project of making Maneaters for my old WFB Ogre Kingdom Army. I spent a while on this conversion, but the original paintjob was... less than stellar: Anyway, re-doing the chivalric chonker gave me a nice metric for how much I've improved. Here are some more details: I've got a Dark Elf one which I never painted, decided to base it. Maybe I shouldn't pick up more projects, though...
  6. 3 points
    Please see the article kindly published on AoS Shorts: https://aosshorts.com/nicolab-sequencing-warhammer-age-of-sigmar/
  7. 2 points
    Here are my Vanguard-Hunters of the Stellar Champions Stormhost stationed in Ulgu. They tirelessly explore the wilderness of the Coast of Fleeting Hopes, in a radius of several leagues around the city of Port Stellis. Their mission has multiple objectives. First, they have to fight and eliminate the fiercest monsters who sometimes prowl a little too close to the city. They are sometimes helped by motleys of aelf privateers who are always interested in capturing these creatures or butchering them for commercial purposes (whether whole or in pieces, these monsters can always be sold to interested customers). Second, Vanguard-Hunters must regularly update the maps of the region, as it changes with the passing of illusions and fog. In Ulgu, the topography of a place can be as ephemeral as a fleeting hope or a fallow light... What seemed to be a mountain can ultimately turn out to be a shadowy and murderous abyss. Third, the Hunters keep check on creatures known as mist wights who are frail but ferocious. Sigmar's warriors regularly hunt them down and slaughter them before they become too numerous and dangerous. But it seems impossible to kill them all because they always come back, as if they were born out of the fog. Therefore the Vanguard-Hunters kill sufficient numbers of mist wights from time to time in order to prevent them from proliferating. They are sometimes helped in this task by Voredd the Ogor warrior who always enjoys fighting and smashing opponents. (you can click on the pictures to display them in full size if you wish)
  8. 2 points
    I'm starting work on some musically-themed Slaanesh, having been struck by how similar the Daemon Prince's pose looks to how my old conductor used to stand right before a piece started, combined of course with the fact that Slaanesh has the Infernal Enrapturess. So I built the Daemon Prince a podium and stand (pictures are before priming, will upload part 2 once I've painted) as well as a booklet with his score (unfortunately I don't have enough fine control to paint the scores onto the page, but we can imagine that for now). I also "improved" a base with toothpicks for the Infernal Enrapturessess, making her look like she's on some sort of stage (I hope?). Camera quality is terrible because I'm using a cheap phone. I'll borrow a friend's the next time I bring this army out, hopefully for a good picture of the complete army. CC welcome for anything other than the camera. Unfortunately, I don't have any ideas on how to theme any other units beyond these two, so any suggestions and/or feedback on that front would be greatly appreciated.
  9. 2 points
    Hello! I've finally decided to start a Patreon page! There I'll upload STL files to Models, Units, Monsters, Bits and Terrain so you can print them at home (or directly at printing Service)! All my Shapeways bits will also be uploaded there in due time. On Patreon you can participate in the creation process and you have a voice to vote for the next Model(s) to be made! So if you are interested please become a patreon and share this link: https://www.patreon.com/MadCake Cheers Jack
  10. 2 points
    Every army needs a leader right so what better way to start things off than with my Loonboss on Giant Squig. Now I wasn't too keen on some of the bits the finecast version comes with (that said I'm not too keen on finecast in general) so I decided to use some leftover Boingrot Bounderz bits to try to make it look a bit closer to the Loonboss on foot, I'm pretty happy with how it turned out and it's helped establish a colour scheme for the grots going forward, one thing I might do differently is add some patterning to the hoods of unit leaders just to add a little more colour in there but I didn't think it was really necessary for this one since the face is painted yellow. Next up I'll be painting Zarbag which I'll be using as a Madcap Shaman and I might as well paint the rest of his gitz while I'm at it.
  11. 2 points
    I cannot say how often i will post... but still.. attention is attention... Older stormfiends pack. DOOOOMWEEEL. Cannon. Thanquoll. Verminlord. Bell\Furnace.
  12. 2 points
    Hi there! This is my first (and hopefully not last) entry! Huzzah! After several years of humming and hawing about converting my square-based models to circles and going full Dukes of Hazzard on Age of Sigmar, I've finally done it. I have played Warhammer Fantasy since Grade 6, and can finally almost afford it as a hobby. While I've got a few armies to convert over and tool up, (Goblins, Dark Elves, Lizardmen) I've decided to start with my Skaven, as I have the largest amount of them started. Intro: Operation Slimecrime My skaven army was previously based with a dark mud, battlefield trenches kind of theme. Not particularly exciting, though quick to do, and the dark colours complimented the brighter paint on some of the models. I've decided to continue this basing theme, but now with more SEWERS and more SLIME. I've daydreamed up a bit of lore for this army. Basically, the highest ranking Plague Priest, who runs a large outer-Undercity sewer maintenance and defense squadron, comes under the sway of a mysterious, enigmatic, (non-rat!?) stranger. This stranger, eager to test out the resilient rats as the subject of their experiments, has supplied the Plague Priest's army with strange magic and technology, but at what price?!? The Centerpiece: THE PLAGUE FURNACE The main attraction of my previous army, the Plague Furnace needed some serious upgrades to really impress in 2019. Have you seen these gold-armoured Sigmarite goons? You gotta bring the big guns these days. This would simply not do: I wanted to keep the bulk of the original conversion, as I was still happy with how I had tried to represent an actual furnace , (or boiler?!) rather than, uh, a swinging stinky battering ram. Which is still cool, but not what I had pictured when I read about the ol' P-Furnace. Nevertheless, it was time for some upgrades! CUE- REBUILD TIME. ENGINE SWAP. DRIVETRAIN SWAP. NEW PAINT. HOT N' FRESH. TANK TREADS- For enhanced traction. NASTY GIANT CRYSTAL- For extra potent fumes. RAT OGOR CRONIE- For that lil' extra security. TROUBLE LIGHT- You gotta work at night, sometimes! SLIME VAT- How many days since the last Health and Safety incident? We can't count past 13! Bruno, well, he loves his job. He get's to travel a lot, but still has time to see his family back home. A couple of shots of the base. Smells like putrid sewer waste! Up next: Hnnnnnngh. This model is not technically finished. The 'enigmatic stranger' I tropishly and nerdily hinted at earlier, well, this is his mount. It's an older metal model, one I've been holding on to since my yout'. Painting him up separately, I will be posting some work in progress photos, and expanding on the lore of this BAD DUDE next time, on.....Oooooooperation: Sliiiiiiiiiiiimecrime. P.s. Yeeessss, the title of this blog is a shameless Queensryche reference. Good job.
  13. 1 point
    I've really been into Blood Bowl and played/painted AOS much less, so here are my teams so far (2 on them commission, not based). If the upcoming Wood Elves team is nice, that's my next project. And finally a shot from little Street Bowl league with StreetBowl Cup:
  14. 1 point
    This is the base for the second terrorgheist. I really like how aggressive the terrorgheist pose is, sort of wedge shape with it's head near the ground roaring. I made this base to exaggerate this to an extreme- it now sits on a steep wedge itself, angled down almost vertically, to accentuate that aggressive pose. Around the back there'll be a Cairn Wraith escaping the crypt. Base coat was done with an airbrush, then used some AK enamel earth effects, washes and drybrushing.
  15. 1 point
    I am finally getting around to posting some progress in here. It took me over a month to do it but I got through the slug of painting a bunch of starter set stormcasts which though was fun replication my original method for hallowed knights on so many at once made even the smaller steps take hours. The majority of them look really good for my standard of painting but that graph-charger looks hideous. Once I get around to painting what’s left the second stromstrike box my wife got me out of the blue I will go and fix him up. With the nighthaunts from the second stromstrike and lady Olynder I have finally completed one of my projects by getting an army up to 2000 points. They were done in a similar fashion to the other nighthaunts I already have though I may have rushed through the purples to get them done. This was a really easy and enjoyable army to paint and I am glad to see it through. With the redaction of the Orruks from the online store I decided to go a different route with the destruction army when my wife surprised me yet again with a set of squig hoppers, a set of boingrot boulders and a squig herd a few weeks ago and some how I ended up with a goobapalooza and some vulkite berserkers as well. I decided to go with the squigalanche and bought a few more things this past week which brought me up to quite a backlog of things to paint. I think for this time around I am going to go down to the GW and buy a few new washes to make painting so man Squigs easier. With this Looncurse box on the horizon I think I will have 3 completed armies by the end of the autumn which will put me in a good place to finish the Tzeentch army that set all this madness off in the first place. Let’s hope I don’t get distracted from my course with some new shiny hahaha.
  16. 1 point
    The first piece of my new idoneth project is coming along very nicely! Still not finished as i need to add more washes, highlights and then do my base. The idea is they're from outer realms of chamon and so the transmuting magics have begun to affect them, causing metal to seep into their bodies, replacing limbs and the like. Almost like a metallic infection.
  17. 1 point
    Although the Protectors of the Candle are responsible for maintaining order and security in Port Stellis, it hasn't always been their only duty. When the town was still young, the Protectors of the Candle operated both inside and outside the city walls. Groups of soldiers patrolled the wild land around the Port Stellis and had to hunt down the marauding beasts they found in their path. But the task quickly turned out to be complicated: Ulgu's mists and illusions misled several patrols, some of which disappeared forever, while the wandering creatures were sometimes far too formidable to be killed by a simple group of patrollers. Since that time, the Protectors of the Candle have stopped making patrolling rounds outside, focusing on security and order inside the city. There are still some lone hunters and loose members of the Candle, who roam in the wilderness. Most of them of them are antisocial and reject the comfort of the city. Apart from those, the Stormcast Eternals are now the ones in charge of patrolling outside the city and slaying the mist monsters. However, the watchtowers built by the Protectors of the Candle are still there. There are a dozen of them, usually located at one or two leagues away from the city. Some are still in good condition while others are dilapidated due to lack of maintenance. Nowadays they are mainly used by hunters and travellers who seek temporary shelter. And lastly, an amusing anecdote: although the Protectors of the Candle no longer patrol beyond the walls, they have never officially given up on this mission. This means that the city watch can at any time order soldiers to patrol the hostile wilderness of Ulgu. In fact, Commander Isilde Brumehaut sometimes uses this excuse to punish troublemakers in her ranks: unruly soldiers are ordered to go up in one of the watchtowers outside the city, under the pretext of strange activities in the area in question. This is obviously a false reason because strange things happen all the time in the Shadow Realm. That said, the prospect of spending an entire week, shivering in the cold and hearing strange whispers, inside a solitary tower surrounded by thick haunted fog is usually enough to discipline any hard-headed soldier.
  18. 1 point
  19. 1 point
  20. 1 point
    Skaventide Warscroll Changes All Clans Covered Ladies and Gentlemen, boys and girls. Presented here for you, by popular demand, is a total recap of the changed to all the Skaven scrolls laid out by Games Workshop. To the regular readers you will notice the Pestilens scrolls are in here despite already having been covered in a separate article. This is so anyone seeking a total guide doesn’t have to jump between the two. If you’re Pestilens supremacist or an enterprising Nurgle Maggotkin player perusing new options, go check out the separate article if you like. Now on to the meat of things. Masterclan Seeing a few significant changes to the head honchos, and most if not all of them good. Let’s get stuck in with the rulers of the Rat-Race. Grey Seer – increased to 120pts from 100 · Unique spell replaced with Wither, a powerful short range debuff. · Warpstone mechanic reworked to be more risk/reward. · Can cast 2 spells now. · Command ability has been removed. Finally the Grey Seer actually behaves like the erratic uber-caster he is meant to be. 2 spells is a great buff considering the Lore specifically for Grey Seers and the Warpstone mechanic is neat and thematic. Screaming Bell – Remained at 200pts · Confers battleshock immunity to nearby units. · Can’t move without being pushed now. · Same 2 spell buff as the Grey Seer on foot. · Peal of Doom reworked slightly. · Cracks Call range shortened. · Now has a 5+ ward save I was sold from the first point and this thing just gets better as you go down. Everything about the bell is neat and it’s thematic and most importantly, powerful. Verminlord Warpseer – Remained at 260pts · Doom Glaive damage is d3 instead of 3 but attacks 6 times instead of 4. · Now has a 5+ ward save. · Has the ability to accrue extra Command Points. · Command Ability now confers Battleshock Immunity. · Unique spell does d6 damage to target, rather than d3 or 3 to a flyer. · Received the new Verminlord bravery debuff effect. Another big winner, the Warpseer will find himself in a similar position to the Fungoid Cave Shaman, a powerful utility character that can farm command points and therefore get allied to everything that can take him ideally. Lord Skreech Vermining – Remained at 300pts · Same Doom Glaive change as Warpseer. · Thirteen Headed One mechanic reworked so all options are viable. · Now can cast 2 spells instead of one. · Verminlord bravery debuff effect added. · Thirteenth Dreaded Spell unchanged. My favorite Skaven character, Verminking received only a handful of changes specific to himself but they’re highly impactful. His access to 2 spells instead of 1 works well with his Knowledge of the Arcane rule to let him really lay the magical pain. Otherwise Skreech remains a reasonable option for Mixed Skaven, and a bit outclassed by the Warpseer for ally potential. Thanquol and Boneripper – Remained at 400pts · Warpflame mechanic changed to anti-horde focus. · Can mix and match whichever weapon options he wants per arm. · Command ability changed. · Received the Monster keyword. · Unique spell changed to anti-hero spell. · Arkhan the Black level casting buff from Staff of the Horned Rat. The cockroach of the Skaven clans, no amount of stepping on this little monster will ever keep him down. Thanquol emerges in the new book as one of the strongest named characters in the game with a swathe of devastating abilities that keep him strong in all phases of the game. Looking good, Prophet of the Horned One. Masterclan Verdict The Masterclan are looking fantastic after their changes. Im definitely convinced these guys are the undisputed masters of Blight City. There are two big Skaven players in NZ, myself and Mr Mitch Harty (twitter handle is bitch_party), and he’s always been a Thanquol man while I’ve been an adherent of Skreech Verminking. We both came out well from this but Mitch is definitely laughing his way to the bank. The Clans Verminus The soldiery of the rat clans, Verminus bring cheap chaff infantry and heavy hitting elites supported by small affordable leaders and the dread Verminlord Warbringer. Let’s dig in. Verminlord Warbringer – Decreased from 280pts to 260pts · Standard Doom Glaive change. · Verminlord bravery debuff added. · 5+ ward save added. · Punch Dagger has the chance to massively increase damage on a 6 to wound. · Receives combat bonuses for nearby rats rather than for charging. · Command ability is now wholly within. · Can now cast 2 spells. · Death Frenzy spell upgraded to target d3 units instead of just one. This guy saunters in and single-handedly makes Verminus Allegiance viable. We don’t even have the full picture and I can safely, SAFELY say this is a thing and this guy will lead it. Fantastic changes across the board that turn this lad from a brutal close combat sledgehammer to a powerful leader and support character… and a brutal close combat sledgehammer. Clawlord – Remains at 100pts (Renamed from Skaven Warlord) · Scurry Away mechanic replaces original retreat after fighting ability. · May only take the Warpforged weapon option now. · Command ability unchanged. Losing the other weapon options isn’t exactly a big deal as no one ran them anyway. Scurry Away isn’t as good as the old ability where he would fight then have a chance to run immediately after, but at least Scurry Away isn’t on a dice roll. In Verminus armies this guy can take a command trait along with every other Clawlord, so that should be quite interesting. Clanrats – Remains at 120/200pts · No longer receives combat buffs for being a large unit. · Shields now work against any damage rather than turning off against damage higher than 1. Changes to these guys are more in the Allegiance Abilities for the army than on their scroll. They still retreat and charge which is all anyone ever wanted from them anyway. Stay golden pony boy. Stormvermin – Remains at 140/500pts · Exact same shield change as Clanrats. · No longer get buffs for outnumbering their opponents. The changes to these are more in line with the fact that they are receiving so much else from the rest of the army with battleshock immunity, buffs to hit and wound and rerolls being thrown around hard and fast. Stormvermin are an expensive unit that require support to be good, but when they are supported there won’t be much this deadly utility unit can’t do. Clan Verminus Verdict A solid, well rounded series of warscrolls that are now believable as their own real, tactical force rather than just that time I took 1600pts of Clanrats and Warlords with 2 Screaming Bells allied to cheese a local store event. I look forward to seeing people crying on twitter as they realize how much detail their 89th Stormvermin actually has on the model. The Clans Pestilens My once and future army. My hard-cover Pestilens battletome was bought a week after their release, and it’s no secret my desire to play and win the army borders on the fanatical and unhealthy. I’ve annoyed many a person with constant deranged rants about why its fair the Plague Monk warscroll has more words than the Old Testament and I feel not just qualified but entitled to review and break down this section of the clans. Verminlord Corruptor – Increased to 260pts from 220pts · Unique Spell changed so that it does more damage, but no longer spreads. · Plaguereapers don’t reroll all their hits anymore but inflict mortal wounds on unmodified 6s to hit. · Plaguemaster now does AoE mortals around the Verminlord rather than tick off creatures that have already been hurt by it. · Received a 5+ ward save. · Received a passive bravery debuff to nearby enemies. · Command ability now grants rerolls rather than additional attacks. Big Cheese himself came out looking pretty good. Can’t help but feel that Plaguereaper change will have an FAQ saying he can’t take the Sword of Judgement on top of that ability so goodbye to that. His prior weaknesses (no rend, terrible survivability) have been fixed, and his strengths (two casts, high attack volume) made it through unscathed. Good changes, though I will miss his old unique spell even if it wasn’t exactly good. Plague Furnace – Remained at 180pts · Altar of the Horned Rat now just makes anything wholly within 13 inches ignore Battleshock. · The wrecking ball does far more damage but is a single target instead of AoE now. · The Plague Monk crew actually have attacks now. · It has the same ward save as the Verminlord Corruptor. · It has keywords that prevent it from receiving Look Out Sir now. Good lord GW the Plague Furnace didn’t actually need to be stronger. Yeah it can’t benefit from look out sir anymore, but they give it mini Crown of Conquest and a ward save? Like what? This thing only got better. Thank the Horned Rat I have 4. Plague Priest (Both Variants) – Remained at 80pts · Tumbled into one warscroll. · Gained the attack profiles of both original priests. · The Plague Tome once per game activation is gone. · Pestilent Prayers are all reworked (addressed at the bottom of the post) This was always going to happen. Plague Tome + Wither was one of the strongest combos in the Chaos grand alliance, and people were starting to wake up to it. A shame that they had to change him, but it makes sense why they did. A small price to pay for the rest of the changes, as Iskandar Khayon said in Black Legion, a sacrifice is only a sacrifice if it diminishes the giver. Plague Monks – Remained at 70/240pts · All once per game effects removed from command options. · Improved Rend on 6s and rats doing damage when they die left untouched. · Banner now causes 6s to wound to do double damage. · Doom Gong now boosts running and charge rolls. · Rerolls for two swords is still here, as is +1 attack for charging. The meat and bones of the army. This one was always going to get changed due to it being a troop unit with more rules than Kairos Fateweaver. But the changes are for the good… or so it seems. All the changes are really strong and benefit the unit. HOWEVER the warscroll specifies 1 in 20 for it’s command options, which likely means the minimum unit size has been upped to 20. Squashes a few of my tactics and will mean some changes. I will however roll with these changes and no doubt actually be better off with them (ideally). Plague Censer Bearers – Remained at 60pts · Aura of damage effect is slightly better. · They receive bonuses for being near monks at a slightly larger range now. I expected nothing and wasn’t disappointed. I was terrified these guys would be the recipient of random buffing that meant I would need to convert another 20 ****** Stormvermin into these, thanks for actually having my back there GW. Plagueclaw Catapult – Remains at 160pts · Receives artillery bonuses if there is 10 or more models in the unit, instead of more than 10. · Does a bravery debuff to victims. I was afraid this thing would get worse not because I use it (I have 3 fully panted to a high standard and they sit in a drawer somewhere) but because I’ve already ragged on it so hard, I wasn’t sure how I would somehow step that up. Pleased to say… that won’t be necessary. It’s slightly better. Changes to Pestilent Prayers and Noxious Prayers The original prayers on the warscrolls of the Plague Priest and Plague Furnace are now gone. They’ve been replaced with new effects that are fundamentally different with bizarre names. · Disease-Disease! (Formerly Wither): So instead of making it easier to wound the victim ala Wither, this is ow the Gaunt Summoner unique spell on a 6. Boo hiss. · Pestilence-Pestilence! (Formerly Plague Breath): It’s the same as before but the bubble is 3” not 2”. It also doesn’t affect Pestilens units, rather than Nurgle units. Neat. · Filth-Filth (Formerly Bless with Filth): Thank Christ it’s still the same. No changes here, and what a boon that is. · Rabid-Rabid! (Formerly Rabid Fever): Add 1 to the attacks of something nearby. So this is where they shoved the Verminlord command ability. I’ll forever miss the old one of this, my monks fighting after death is a MASSIVE part of my army’s reputation in NZ due to me taking 2 Furnaces and making sure it was always active. Pouring one out for you my lad. Clan Pestilens Verdict With widespread buffs to everything in the army and very few points increases, none of which could be called unjustified, Clan Pestilens is shaping up as the big winner of the clans so far. Saddle up lads, I will be your captain for this journey and the destination is, indeed, the podium. The Clans Skryre Blegh, really wanted to not do this one because of the sheer amount of reading and writing involved. I’ll save you some reading if you’re just here for Stormfiends: Yes, they got nerfed and no, nobody has any sympathy. Arch Warlock – Increased to 160pts from 140pts · Warpflame Gauntlet hits on a 2+ rather than being auto hit. · Can increase the damage of his melee weapon and spell at a risk. This could have gone a lot worse for Skryre players given the popularity of this lad. He’s still an excellent caster and his ability to take risk death to churn more damage is purely optional so really he plays the same as he did before. Also Skryre have their own whole table of spells for this guy to reap. 20pts isn’t much of an increase considering that. Warlock Engineer – Remained at 100pts · Slight rework to risk/reward spell mechanic. Almost entirely the same guy. As ever the devil is in the details and the devil here is Skryre’s new warp lore table. It will be interesting to see if other clans take him purely for that given his affordability. Stormfiends – Decreased from 290pts to 260pts · Can now only take squads of mixed weapons, what the box provides. · Warpflame reworked, see Thanquol and Boneripper. · 6+ triggers are now Unmodified 6 triggers. Damn Games Workshop, I’m not even sure if this was necessary. You could have just changed how warpflame works so a unit of only warpflame wouldn’t be hilariously devastating but sadly, new warpflame on a whole unit of these would be blatantly unfair. I’m hoping this leads to greater variety and interaction with Clan Skryre, but it will be a shame if people hang up their fiends for other options. Skryre Acolytes · Can run and shoot now. · Can’t shoot things they can’t see anymore. You were worthless cheap Skryre battleline before Acolytes and that is EXACTLY where you will remain unless the Skryre Battalion brings you fresh spice. No one would take these in mixed Skaven over Gutter Runners, and no one would play Skryre just to have these as battleline. Hopefully you catch this hard pass better than you throw globes. The Weapon Teams (Doomflayer 60pts, Warpgrinder 80pts, Warpflame 70pts, Ratling Gun 80pts) · All overload mechanics guarantee the death of the unit after its attacks are resolved now. · The drill comes up whenever you want but can inflict mortal wounds on the units tunnelling up. · Warpflamer changed to be in line with other warpflame weapons. The only one of these that will see any use outside of being mandatory for battalions is the drill, which now is a lot better given the risk of my 500pt unit of Stormvermin simply never surfacing isn’t a thing anymore. Warp Lightning Cannon – Remains at 180pts · Can double the dice for shooting at the risk of blowing the weapon up. · Now has 8 wounds instead of 6. Being able to choose to double the dice to fire the cannon is pretty awesome, even with the risk it entails. Just remember you have to choose to do it before rolling the power dice… pray you don’t roll a 6. Doomwheel – Increased from 120pts to 160pts · Can double it’s shooting attack at a risk. · Hurts every unit it roams over rather than just one. · Still a chance the enemy can move it instead of you. Look GW you made it better but you didn’t make it 40pts better. I was sold till I saw it can still run over and kill my own things on a bad dice roll and no matter how Skaven that may be, it gets a pass. Warplock Jezzails – Remained at 140pts · 6+ is now Unmodified 6 to hit. No real changes. Convert some up and drop them out a Gnawhole into shooting range. Not much else to say, they’re still good and they will see use. Clans Skryre Verdict Wow Skryre, you are tonight’s biggest loser. All I see here is a faction better suited to being allied than ran by itself. Acolytes are trash, Stormfiends require (shudder) actual skill now rather than just a silly battalion and some dice rolls and the weapon teams will just straight up disappear with one turn of bad luck. The only thing that can salvage this is a solid Allegiance ability and their spell lore to be really good. It’s thematic, but don’t expect pure Skryre on the top tables anymore. The Clans Moulder Ah Moulder, I’ve been looking forward to this. Every Skaven player (and every Skaven player reading this knows this to be true) wants Moulder to be good. And wit an Allegiance ability of their own and a new Battalion, this may not be far from the truth. Let’s see how they fare. Master Moulder – 100pts (New Warscroll) · Whole new unit. · Has the Packmaster whip ability. · Has a command ability that summons destroyed Moulder units to the table. · Powerful range of attacks. Games Workshop you magnificent ******. This with the Packmaster change is exactly what Moulder needed. A powerful support hero that can hold his own with a command ability tailored the clan he belongs to. 10/10, great work. Packmasters – Remained at 60pts, now per Packmaster due to being a unit. · Can now be taken in groups of up to 3. · Same whip effect as the Master Moulder. · Lost a few weapon options. Packmasters now come in… packs? Neat and fun, I like it. A neat and expendable option to roam the table following Ogors and Abominations while the Master Moulder does Master Moulder things. Rat Ogors – Remained at 100pts · 6+ changed to unmodified 6 to hit. · Attacks generate additional hits rather than additional attacks. Nothing significant changed, just rules tweaks for consistency. Hopefully see more use with buffs and their own allegiance rules. If I catch anyone taking these because they have a shooting attack their house is getting shot with a Plagueclaw. Giant Rats – Remained at 60/200pts · Horde bonus now increases weapon range rather than attack bonus. This change makes sense and it’s thematic, and I suppose it’s a good thing that we won’t be seeing Moulder armies with nothing but Giant Rats. That being said, they were always a quiet favourite of mine though I rarely if ever ran them. I see them still seeing a lot of use as an annoying battleshock immune objective camper. Rat Swarms – Decreased to 60pts from 110pts · Rules updated to be similar to restoring dead models to a unit. Was cutting the cost of this unit so dramatically potentially a disaster that will see Moulder players catapulting to the top tables as they drown us in 40mm bases covered in plastic rats they bought from their local Pestilens player? God I hope so. Hell-Pit Abomination – Remained at 220pts · Avalanche of Flesh attack similar to Slaanesh Chariots impact but has a 3” range over their 1” · Warpstone Spikes enable the model to have a chance to straight up ignore magic. Solid changes to a severely underutilized unit. A powerful centrepiece of any Moulder army, I will be shocked if there isn’t at least one in all the Moulder lists to come. Clans Moudler Verdict Damn Moudler, they tweak a few of your scrolls and give you one character and suddenly you’re a real army that poses a real threat. We haven’t even seen their allegiance abilities yet. We will watch your career with great interest, Moulder players. The Clans Eshin The sneakiest come last as ever, but no one will call them the least of the lot once they’ve read these changes. Verminlord Deceiver – Remained at 300pts · 5+ ward save added. · Verminlord bravery debuff added. · Can cast 2 spells instead of 1. · Skitterleap is no longer a global teleport and can’t target models with more than 12 wounds. Necessary changes. Deceiver enthusiasts should just be grateful they came out without a point increase. Further increased survivability ensures that this master assassin continues to do what he does best, assassinate. Deathmaster – Remained at 100pts (Renamed from Skaven Assassin) · Throwing stars pop into multiple hits on 6s. · Has a LOT more attacks with Fighting Claws. Largely the same old boy by a different name. He does his job a little better now and with so many attacks with his Fighting Claws, the smart Eshin player will close this guide and start digging through the Realm Artefacts. I recommend starting with Ulgu… Gutter Runners – Remained at 60/200pts · Throwing stars pop into multiple hits on 6s. They remain the once and future premium ally choice as far as Skaven units go. No changes made, no changes necessary. Stay awesome. Night Runners – Decreased from 100pts to 80/280pts · Throwing stars pop into multiple hits on 6s. · They make a 2d6 move now after deployment rather than just a free move. Same as Gutter Runners, the only change necessary was to stop them moving 20+ inches turn one. Otherwise they’re still what they were before, a niche option but a good one. Clans Eshin Verdict Without knowing the Allegiance Abilities of Clan Eshin I’d call these the least stand-alone army with no specific spell lore. They’re niche, but I may yet be proven wrong when the rules are shown. Jesus that was a lot of typing. Tell me your thoughts, yell at me, whine that Acolytes aren’t that bad (they are that bad, shut up). All feedback is welcome as always.
  21. 1 point
    Made a map using an awesome tool. Now first is to put the realms in general into context, this is a realm sphere of ashqy and the little circle is the map GW gave us for part of the realm. Now here is the great parch. So now we have context here is the map of Gathilee. (Which is in Chamon to clarify)
  22. 1 point
    Act 1 Gerhard stood in front of the desk of his Freeguild general. His office was replete with trophies of war, from orruk skulls to large beasts. There are even commendations from the Grand Conclave of Haven. The largest city within the lands of Gathilee. Yet he was not here for a commendation or a mission, he was here to be chewed out. Stefan Goldstrike sat back on his chair, he looked tense there were bags around his eyes and his brown hair held threads of grey, most likely from stress. Gerhard waited, he wondered how he will be shouted down. Stefan rose from his chair and walked around to the front of his desk, his golden armour rattling with the movement. Once he was standing at the front of his desk, he leaned back on it. “Do you have any idea what you have done?” Stefan said flatly. Gerhard saluted and gulped. “Yes sir, bu-” “but nothing, you are aware what could happen if your message is picked up by the wrong people?” At the mention of people he obviously thought of the Grand Conclave, they fund this Freeguild to protect the town of Strahafen for it produces and exports the gildweed of Chamon. The root was said to have medicinal purposes and helps in spell casting. So it’s highly valuable. Gerhard’s lips felt dry thinking on the trade of the root, their Freeguild has a lot of responsibility and if they failed in their duties they could lose funding. “T-The Grand Conclave c-could revoke our funding, that would mean we would be out of the job...sir.” His words stammered out of his mouth, but Stefan shook his head. “It’s not the Grand Conclave you should be worried about boy, but the White Angels are the ones you should fear. The Conclave fears them and that...is what we should be worried about.” At the mention of the White Angels he knew them to be the stormcasts that stand vigil over the city of Haven. They respond to threats throughout the lands of Gathilee, but he did not think that Sigmar’s holy warriors would respond to such an issue, he didn’t think it would warrant it. “Sir, shipments have good missing, patrols have been found dead...I don’t think Stormcasts would get involved. I-I just thought…” “You thought that we couldn’t handle it, these sorts of problems should be dealt with in house.” “S-Sir no one has been listening to me, I even tried to organise a meeting with you but I get stonewalled every time.” “Maybe because your issues does not warrant my attention? Perhaps the other officers are dealing with this issue in house as I said.” He had to admit he didn’t think of that. He looked down slightly“Sir..please don’t eject me the Golden Lions...I-I…” “You need the money, like all reclaimed am I right?” Gerhard simply nodded. “Yes sir...I send the money back to Haven sir…” Stefan was about to say something, but a knock on the door interrupted him. “Go away!” Stefan shouted. The knock came one more time, the general growled in annoyance. “If you kno-” The door suddenly buckled and burst into a thousand splinters, when Gerhard turned back a white light washed over him. The smell of clean rainwater started to fill his nostrils, as the light slowly ebbed away he could pick up the sound of heavy footsteps. Slowly his vision cleared and standing over him was a white giant, covered in bones and icons of Sigmar. A skull was leering down at him and through the eye sockets he spotted a soft blue glow. Gerhard simply fell to his bottom, he was shaking with fear. He looked around to see the white giant had two others standing behind him. They held massive hammers and blue shields. Gerhard’s eyes darted to Stefan who was sweating rivers. “G-Greetings my lords.” the general stammered. The giant with the skull looked around the office, his eyes then fell upon his general. “You are in charge of the Freeguild known as the Golden Lions?” the giant’s voice held the rumble of thunder. The general simply nodded to the question. The giant returned the nod and said “I am Lord-Relictor Atticus Soulflayer of the Knights Excelsior. I am here to tell you that this town will be purged and all officers will be incarcerated at the Black Fortress for further questioning.” At the mention of purge that was when the screams started, Gerhard even spotted a soldier flying across the door. The sounds of carnage began reverberating through the room. Stefan eyes went wide. “You can’t do this! H-How dare you! What of the Grand Conclave!?” Atticus cocked his head. “The Grand Conclave have no control over the Stormcasts. At least in Haven they don’t, wherever heresy and chaos gods go we the holy destroyers follow.” Atticus raised his hand and summoned forth chains of white light that shot towards them like a snake slithering snake. Gerhard didn’t even struggle as the chains wrapped around him, his general screamed in agony as the chains touched him. He fell to the floor with a thud. Atticus then hefted him to his feet with the chains. “Do not resist general, if you do that will further prove your guilt.” Gerhard shook his head. “Y-You’re stormcasts…” Atticus eyes drifted to him. “Yes we are.” “T-Then why are you doing this?” The Lord Relictor chuckled but there was no mirth in his voice. “If you have to ask then you do not understand us.” That was when one of the stormcasts behind Atticus came over and hefted him up with the chains as well. He was lead out of the office with his general. When he got outside the garrison itself was a charnel house, men and women were strewn across the floor. One was still alive and was crawling back screaming for his life, but the stormcast ignored their pleas as she bought her hammer down upon the soldier’s head without hesitation. Now he understood what his general meant, now he understood the gravity of what he has done. Act 2 Gerhard was lead through Haven with the other officers, the trip took several hours and they had to walk without any breaks. He could feel his feet throbbing in pain, but despite the pain what was shocking him was when men and women were running to their houses. Children were dragged from roads and stalls were abandoned as the Knight’s Excelsior marched them through the city. Despite all of this happening he noticed one thing that stood out, it’s been years since he has last been home but every single house and stall was covered in religious icons and parchment. His eyes drifted to the stormcasts that escorted them, he knew they had something to do with it. “Look at what you’ve done.” Stefan hissed. The general was walking next to him, despite being surrounded by the white giants they are not stopping him from speaking. “I told you reporting the situation to the city would catch the attention of the wrong people!” He was not shouting, he was speaking in whispered tones. “As the years went by the Stormcasts grip on the city turned more firm, the Grand Conclave’s hands are tied you fool!” The general kept ranting, his heart was sinking but it collapsed completely once they reached the dreaded Black Fortress. Gerhard has heard stories of stormkeeps, they were meant to be grand and beautiful bastions where the warriors of sigmar lived and watched over them. But beyond the bridge all he saw was a dark fort of black metal being manned by white giants, it seems in this area the light of Hysh was dead. Storm clouds covered this area in its entirety and it didn’t help either that it was raining despite the fact the rest of the city was enjoying summer. They were then lead down the bridge and he noticed the stone bridge held statues of grim warriors both mortal and stormcast, he didn’t understand the significance of them. His mind was mainly still reeling at the thought of the Stormkeep. Once they reached the spiked gates Atticus raised head upwards and called out. “Open the gates!” His voice cut through the wind and rain. The gates made a clunking sound and slowly they rose upwards. They were escorted into the courtyard and the sight of it filled his mind and heart with despair. Oubliettes dotted the field, stormcasts were throwing people into them and worst of all were the executions. Priests in white robes and Stormcasts were calling down lightning upon those who were tied to posts. The screams were too much, worst of all were the wails that erupted from the great building at the other side of the court. He dreaded to think of what was happening inside. Atticus turned them to and shouted. “Those who forsake the light of Sigmar will find no reprieve here! Unburden your heart so the blessed storm can take you sooner! If not...you will know the tears of Sigmar forever…” As he finished speaking the stormcasts divided them and dragged them to oubliettes, they were stripped of armour and clothes. Gerhard shuddered in fear as the female who crushed his fellow soldier’s head opened the gate of an oubliette. “****** this! I haven’t done anything wrong!” Gerhard looked back to see another sergeant was trying to run for it, but a stormcast on the battlements who wielded a bow simply aimed and fired. As the arrow traveled through the air it turned into a lightning bolt and crashed into the fleeing sergeant. His screams were added to those on the wind as his blackened corpse fell onto the grass. Gerhard eyes came back to the oubliette and that was when the stormcast escorting him started tearing off his gear. It only took her moments and once she was done she shoved him in. Gerhard fell onto the hard floor, as he staggered to his feet he looked up and he watched the gates close. That was when he started wailing he tried to reach up and the gate was several centimetres out of his reach. He even tried to jump and he still couldn’t reach it. He began panicking while looking around but he was only met with cold stone. “Help me!” he cried out out. Rainwater poured down onto him through the gate, it was cold the biting kind but he kept screaming. “I didn’t do anything wrong!” He kept screaming, but deep down he knew his voice was just one more scream added to the wails of those incarcerated here. Act 3 He didn’t know how long he has been here for, he hugged himself while sitting on the ground, he was trying to push back the cold that gripped his body. He should be dead due to the temperature and rain but something or someone was keeping him alive. He had that intrinsic feeling that was the case and he cursed the person who was doing it. He sneezed and looked over to the small sack, it was full of soggy bread. He had several of them which were empty he hoped to use them to cover himself but it didn’t help keep out the cold. His stomach then growled but he forced it back, he knew the timeframes for when they were fed was random, there was no set time. Sometimes he would go through days of a sack not being dropped down to his prison. It got to the point that he prayed all of this to end, but his survival instinct would kick in and he would stuff his food into his mouth. Gerhard then remembered what Atticus said, to unburden his heart then the torment would end. So he reflected, he thought back to when he was sixteen winters when his parents couldn’t find a job. Their status as reclaimed kept them from most jobs by the ayzerites who founded the city. That was when he was approached by other youths who ran the street gangs, they were all reclaimed as well which fed into the vicious cycle that they could not be trusted. They told him if he ran with them his parents would live comfortable lives. All he had to was deliver gildweed to the black market and fight with them. Most wouldn’t refuse considering the conditions most non-azyrites live in. Yet he chose otherwise, he decided to enlist in a Freeguild, he was refused many times but he didn’t give up and eventually he was taken in by the Golden Lions. It was tough working with them considering his status but he bared it and made it to sergeant, he used that money to make sure his parents could see a ripe old age. He wondered what would they think once news travels that the Golden lions have been decimated by Sigmar’s chosen? He dwelled on his parents until he heard metal grating. Gerhard staggered up, gazing to the skies he could see the door to his oubliette has been opened. He would be happy but a stormcast was standing there, the giant reached down and grabbed him by the neck. Right away Gerhard clawed at the gauntlet but the giant pulled him up with ease. He then threw him to the grass, looking up he saw it was the Lord-Relictor. “Get him up.” Atticus said flatly. He was surrounded by what looked to be humans in white robes. They hefted up by the arms and that was when the Lord Relictor turned from him and began walking to the main building. The humans followed after the Stormcast, Gerhard didn’t have the strength to walk but those in the white robes simply dragged him along. When they entered the building the warmth crashed into him, the screams on the wind were silenced. He started crying but that was short lived until his gaze fell upon a set of stairs, one was heading up and the other was heading downwards. Atticus walked to the stairs heading down and that was where he was dragged to, going down he picked up the sounds of more screams. His tears turned to ones of despair as he realised his torment was not going to end. When they reached the bottom of the steps he could see they were in a corridor, the walls were covered by great metal doors. The screams were coming from there, his heart shuddered as he was taken to one, he watched Atticus turn the handle of the door and opened it. He gestured into the room. The white robed humans nodded and dragged him into the room. Gerhard spotted a large table and bench, there was also another white robed human standing in the corner. They were holding a large book, but what rattled his soul was her face was covered with tattoos. Her bald head held the sigil of the Knight’s Excelsior, the great sun with a crescent moon on top of it. She also had black lightning bolts tattooed over her eyes as well. The ones dragging him set him down on the other side of the table and stood behind him. That was when Atticus came into the chamber and closed the door, he sat down across from him. That was when the female set the large book in front of the stormcast who opened it up. The leering skull and the blue eyes from Atticus caused Gerhard’s to wince in fear, he wanted to voice something to speak out against his treatment but no words would come. One look from the stormcast made him cease the attempt. “Do you know why you are here?” asked Atticus. Gerhard shook his head. “Let me tell you then.” the stormcast said flatly. “The Golden Lions are guilty of trading Gildweed to a cult belonging to the ruinous powers.” At the mention of cult his eyes went wide. “W-What?” Gerhard stammered. The Lord Relictor simply turned the page of his tome. “General Stefan Goldstrike and the upper echelons have all been profiteering from this trade. Also I would like to add each had a grand amount of debt so the deal enticed them. This cult was stationed in the town of Strahafen.” Gerhard shook his head “I-I d-don’t understand. I never knew about this.” “That’s the surprising thing.” Atticus declared. “I suspect it has to do with your status as one of the reclaimed, but how ironic the group that is prone to corruption avoided it...Let me tell you why.” Gerhard rubbed his arms, it was far more warmer in this room but he could still feel the stinging cold somewhat. “I am not all that different from anyone else…” “But you are.” said the Lord-Relictor. He turned the page of the tome. “Let not the soul waver in the face of grey, it’s a tenant from the Shining Lord, the greatest among us in the Knights Excelsior. Do you know what that means?” Gerhard simply shook his head. “I don’t.” “It means that the soul wavers when it sees grey. We make excuses for why we do evil and trying to see grey leads to your soul being enshrouded with the blackness of heresy.” “Then...what of the people you killed? I am sure not all of them knew of what was going on in Strahafen.” Gerhard felt a measure of anger as he preached at him. Here the stormcast was speaking of morality when they butchered a whole town. Atticus chuckled, it was most likely he was seeing his anger. “It’s quite simple.” said Atticus. “They were all guilty, we have been investigating this town for quite some time. All knew of the missing patrols, murders and trade issues but none thought to do anything about it. They made excuses, I am too scared to get involved, I don’t want to ruin my position, I have a family to take care of.” “There were children, did you kill them as well?” Gerhard said firmly. Silence reigned the chamber, the Lord-Relictor simply turned the page of his tome. “Evil succeeds when good men and women do nothing. It’s that simple, that’s why we kill everyone.” Atticus declared. “Such people shouldn’t raise the young, the parents habits are imprinted into the children. Even so there was one white soul in the town. It was you.” “Me?” “Yes you, the plan to purge the city was in place for weeks but when I received your report our Lord-Veritant suggested that we shouldn’t kill you. I decided to take a look into your background and it further proved your soul is white, you don’t see grey. When you could’ve taken the easy road you didn’t. When you were enticed by crime you chose service. When you saw something was wrong you didn’t choose the dark powers you chose Sigmar.” The Lord Relictor closed the tome. “So now you must make another choice.” Gerhard knew what this meant. He looked slightly back to those in white robes and then back to Atticus. “You want me to work here, don’t you?” he said flatly. The Lord-Relictor said nothing. The silence confirmed it, Gerhard looked down to his pale skin. “I will be helping you torture people…” “You will be torturing heretics.” “Isn’t that still wrong?” “Not against them mortal, for their souls are black.” Gerhard clenched his hands, who was he to gain say the chosen of sigmar? He hoped that maybe, just maybe there was a proper reason for their actions. “Fine...I will help you.” The Lord Relictor turned his head to the female. “Agatha get Gerhard a white robe. Have him cleansed and brought to the courtyard.” The woman simply nodded. “Yes lord.” Gerhard watched the stormcast rise and walk over to the door, once he left his mind started to race with questions, he wondered what he meant by cleansed? Act 4 Gerhard stood in the courtyard with his brothers and sisters. His hair has been shaved, he was almost drowned by a lector through a sacred cleansing and now he earned his white robe. Underneath it he wore a small amount of armour and a sword was attached to his belt. Yet what he found strange was the rain wasn’t cold anymore. When Agatha explained what he was now a part of it didn’t sound that bad. Essentially they were an auxiliary Freeguild attached to the Knights Excelsior called the White Templars. Agatha said this specific stormhost has the greatest trouble finding mortals to fight with them, very few meet their standards. Thinking on the bar required to serve them Gerhard didn’t think it was that high. He just wanted to help his family and be productive, that’s it. He focused on Stefan who was now emaciated. When their eyes met the general started shouting at him. “Traitor! Siding with murderers!” Gerhard winced, Stefan continued to spit venom at him but that was silenced as Atticus came forward. He was holding a great staff with a skeleton embedded into it, he told him that it used to be a battle companion who fought to the bitter end to help found this city. But his name was forgotten, nobles have torn down his statues and replaced them with statues of their own likeness. Agatha placed her hand on his shoulder. “Ignore the infidel, he seeks to push his sins upon you.” “He is making excuses to why he is now here.” Gerhard said flatly. “Indeed he is, now watch. Lord Atticus will summon the storm to tear him asunder.” Gerhard gulped, he was not sure if he was ready to see this. The Lord-Relictor raised his staff and shouted to the heavens. “Know that you bought forth Sigmar’s fury. He placed his trust in you to serve his grand dream! Yet you chose to work with those who would unravel that sacred task! Feel his fury made manifest!” Lightning began to thread the clouds, and line of lightning shot down towards Atticus’ stave. The blue light almost blinded Gerhard, at least it felt like it. Still he could see Atticus clearly the smell of clean rainwater intensified and at the same time his skin tingled as lightning arced around them. None of it touched them but within the crackling it was like a presence was there. He could feel that someone out there was angry and also sad. Gerhard did not get much of a chance to explore this since Stefan started to scream. Stefan howled and wailed and the smell of burnt flesh forced its way into his nostrils. Once his screams faded so did the blue light, Atticus stepped aside and all that was left of his general was a blackened corpse. Gerhard clutched his white robe, part of him wanted to think he didn’t deserve such a fate but in the end he traded with their enemies for coin. Who knows what the cult could of done with the gildweed? What bothered him most of all was why would anyone trade with followers of the ruinous powers? Questions upon questions railed his mind until the Lord-Relictor approached. “Even in the end he sought to blame someone else, not even once did he reflect upon what he has done. Now he is fodder for the dark masters he aided.” Atticus said flatly. “You will seek to find answer but it’s simple. He was a greedy and evil man who put his vices ahead of Sigmar’s dream. A dream where the realms are free of chaos. If you desire that dream...look upon him with scorn and hatred. His blackened husk is the same colour of his soul...remember that Gerhard.” The Lord-Relictor walked past him, attending to the next execution with the others. Gerhard dwelled on what the stormcast told him. Deep down he had to admit he was right, Stefan was respected and achieved a position of trust. He squandered that. He then quickly made the sign of the hammer and turned to follow after everyone.
  23. 1 point
    "Commander, we found a dead body on the docks during our patrol. A duardin miner. Someone slit his throat." Isilde Brumehaut looked up with weariness at the subordinate who came to deliver his morning report in her office. Another concern that added to the pile of problems she had to solve. If the victim had been murdered at the docks, the territory of the aelf privateers, then it was probably a settling of scores... "I can already hear the countless recriminations of the miners' syndicate," said the commander with a sigh. Do you have any leads on who did this? - I don't think the duardins will make any noise this time, ma'am. The murder was signed. With a card marked with the symbol of a dagger. - A card? The same as the others? - Yes, ma'am. It was Nocturne. Again. - What about the corpse? - We have checked. Like the other stiffs, he had a black mark on his chest. The eight-pointed star." Isilde fell back into her chair with a slight relief. Not only had a chaos cultist been killed, but representatives of the miners' syndicate would keep a low profile at the next Conclave meeting, embarrassed by the fact that a member of their race could have given in to the promises of the dark gods. All in all, this day was off to a pretty good start. ——————————————————————————————————————— Between the strange climate of the realm of Ulgu and the bay with its sea air, the free city of Port Stellis is regularly wrapped by fog. A blurry shadow creeps through the misty streets, invisible to everyone. And when the mists recede, revealing the starry sky, a camouflaged silhouette walks on the rooftops of the city, furtive and intangible, before passing through a wall and disappearing like a ghost... This shadow, which all the inhabitants know from stories and legends, is known as Nocturne. No one knows who this character is or what his or her real name is. Nocturne has been roaming the alleys of Port Stellis for years and no one has ever been able to see it. Even its existence is questionable. But one thing is certain: people die, murdered by Nocturne, who always leaves a card marked with the symbol of the Shadowblades beside each body. And each of the victims, from the first to the last, regardless of gender, age or race, had a dark secret: they worshipped the chaos gods. An unholy tattoo or a strange mutation was always hidden under the clothes. It did not take long for the authorities in Port Stellis to understand that the city was blessed with a kind of guardian angel who was protecting it from chaotic corruption with remarkable efficiency. The rumour spread quickly and soon everyone knew that the Shadowblades of Azyrheim (or at least one of them) were watching the citizens of Port Stellis. Any chaotic deviance would be punishable by death. And no secret can resist a ghost killer who is able to blend into Ulgu's mists, change appearances as if they were only illusory masks and penetrate walls as if they didn't exist.... So today, here is another personality from Port Stellis: an Aelf assassin from the Shadowblades faction. In order to convert a tad the assassin's mini, I replaced his hooded head with a warhammer 40K eldar harlequin head (didn't need to buy an eldar kit, I just bought the head from a bits seller on the internet). I think the mask is more fitting for an Order assassin. And while I was at it, I slightly repositioned his left arm so it wouldn't hide his mask. Now that I finished painting this masked killer, he will join his comrades in future battles. Because Nocturne doesn't just wander around the city in batman mode, looking for chaos worshippers. Sometimes, the soldiers of Port Stellis who fight to defend their city against monsters think they see an elusive shadow sneaking from one enemy to another, as if it were dancing, leaving dead bodies in its trail, all stabbed with surgical precision...
  24. 1 point
    Daankop, has not been the leader of the Da Big Blue Fist clan for long. Always gifted in the shamanistic ways of the tribe, he had served the previous Prophet as a Wardokk for many years. A few years ago the simple nomadic existence of the tribe had been interrupted by the appearance of strange warriors from the heavens. Wrapped in gold and bathed in blue lightning these warriors descended from the sky and waged war across the plane of Ghur. Da Big Blue Fist met them on the field of battle and were impressed by their martial prowess and stoic resolve. When Daan first saw the warriors from the sky he immediately thought back to his clan’s myths about the hammer of power that fell from the sky in a storm of blue fire. During the battle Daankop struck down one of the heavenly warriors but as he died his form returned to the heavens in a stroke of blue lightning. The blue bolt struck Daankop as it surged skyward and threw him backward, unconscious and tumbling away from the battle. Daankop awoke hours later surrounded by his fellow Fists. They had won the battle but they were not celebrating as normal. Instead a group of Morboys were huddled around him starring in awe. As he looked down at his hands the reason for their fascination became apparent, a soft blue fire was emanating from the blue warpaint on his fists, wrapping him in a pale blue haze. Unsure what was happening Daankop stood there just as transfixed as the crowd grew around him. The stunned silence was broken by the approach of the the Prophet, Kurkuk. Waving his staff at Daankop, the Prophet screamed, “Dat one as been spoilt by da magik of da sky, git him.’ The assembled Fists hesitated. They had all heard tales of the past power of the clan that fell from the sky and they now looked puzzling from Daankop to the blue warpaint that covered their own bodies. Seeing their confusion and overcome by a burning fire inside him Daankop reached forth his hand and let out a great scream. From his hand a stream of blue flame surged forth enveloping Kurkuk. In a matter of seconds Kurkuk was reduced to a pile of ash and the Orruks of Da Big Blue Fist clan were kneeling at Daankop’s feet. They had accepted their new Prophet. In the days that followed Daankop has led the Fists on successful hunt after successful hunt, nothing able to stand against the power of his blue flame and the fervor it inspires in the Fists. In his dreams Daankop sees a vision of himself bathed in blue fire leading the Fists in a great battle against a massive army full of strange and grotesque monsters. Daankop can feel the fire inside him leading him toward this battle and he pushes the Fists ever forward, hunting this prophetic scene. DaanKop’s lead Wardokk is Furkup. An Orruk of unusual intelligence, Furkup had always been fascinated by the tales of the Fists' past glory. This obsession led him down the path of the Wardokk and made him one of Daankop’s first and fiercest followers. For his fervent devotion Daankop rewarded him with a warmask touched with Daan’s blue flame, capable of unleashing the blue fire from its carved eyes. Here are my finished Prophet, his Bale Wind Vortex and my Wardokk. Hope you guys enjoy the fluff, will get some battle reports up soon.
  25. 1 point
    Well...a mate of said if I want to enjoy newer armies I have to upgrade my hobby and invest in hobby materials, like storage etc. Which I did so...I decided to do kharadron. Always said I wanted to do an army of em, which I am now doing. So...yeah hope people like this. Chapter 1 The air was murky as always, it was slightly dense and thick in the sense that it causes you to breath more harshly. Even if you are wearing a helm, the eternal dusk and night of the twilight plains makes journeys difficult as well. But such challenges are meant to be taken head on, defeating challenges while making money is the only way to earn mehret. Ulfar turned the wheel of the ironclad, he looked up to the look out he shouted at the old Aethric-Navigator and his friend Thungi Khazadson. His silver armour glinted despite the darkness, wind currents swept around his form as he clutched his Zephyrscope. “Thungi! How close are we to Daleshire!?” The Aethric-Navigator looked down to him, he removed his helm displaying his aged countenance, his brown beard also holds grey hairs. “No need to shout. I am just several metres above you.” Ulfar shrugged, normally he has to shout because he has no idea whether he is praying or not, his form of praying is listening to the currents seeking out the voice of Grungni. Such a practice has been long forgotten by the Kharadron save those of Barak-Thryng, they venerate the ancestor gods to this day. It’s partly why Thungi is serving on his ship, no one wants him due to him being so old fashioned. But he liked that, he prefers to work with those who will honour their word and seek profit without tarnishing their duardin spirit. Their skyport Barak-Dum are far more pragmatic compared to others, some call them cutthroats and even Barak-Mhornar turn their noses up at them. He personally hated it but it had to be this way since they live in Ulgu. A land of shadows, half truths and unknown horrors. It does not help either that they have a trade deal with Morathi the Shadow Queen. He had to admit it’s a lucrative deal, but there are costs to shaking hands with an aelf, an aelf that worships a god of war and blood. He frowned “Well at least you are not praying, we have to be focused.” Thungi placed his helm back on, he left the look out and walked down the steps. Now that he was with him at the helm the old duardin shook his head. “We are only doing this because Barangor desires to seek out more lucrative tasks. This is a distraction.” “Aye, but what we are doing is important. Daleshire harvests gloomsweed, the medicinal properties of the root works wonders on injuries and having a great amount of it is useful for long voyages. They stopped trading with us recently and Barangor wants to know why.” Ulfar then heard the clanging of magnetised boots, the ironclad’s Aether-Khemit Mordin Logansson strode up to him, he shook his head. “We could seek some aether-gold on the side. I can smell a stream a few miles away.” Ulfar sighed “No Mordin.” he said firmly. Mordin cocked his head slightly, the gesture looked strange with his helm. The long tubes used to aid in sniffing out aether-gold always caused him to shiver slightly. He stared the Aether-Khemist in the eye “Honour is everything.” he lived by that tenet, breathed it. “The task comes first, we won’t wander off the beaten road. The Admiral placed his trust in us.” Thungi nodded in agreement “despite my issues with the Admiral, Ulfar is correct. Honour the work before us, honour the agreement. If Daleshire stopped trading with us due to outside sources then there will be grudges to settle.” Ulfar grinned, that was another thing he liked about Thungi. He also enjoyed settling grievances, Ulfar even has his own personal grudge log strapped to his belt. Then came another voice “I just want this to be done so we can return to the fleet.” A endrinrigger floated towards them. His aether-endrin strapped to his back gave off a soft hum. Ulfar grimaced, he was lucky that he was wearing his helmet so the Mizzenmaster could not see what expression he was making. As captain his rule is absolute, but Durak Hergarsson questions him all the time even when a course of action is agreed to. The troublesome endrinrigger is only on his ship for one reason alone. He is a black sheep among other captains of Barak-Dum, Durak’s endrinriggers were the only ones of the Endrineers Guild who had the desire to join his crew. But it was clearly obvious to him that Durak is Barangor’s eyes, for he had to admit he has not bought in much profit since becoming captain. That was one fact he wanted to change quickly. “We should not do anything hasty when we arrive. I say we get a gauge of the situation and report back to the admiral.” Ulfar snorted “It seems you would like to lead Durak.” The Mizzenmaster’s red eye lenses fell upon him. “It’s just a suggestion captain.” “I heard your suggestion, now get back to what you were doing before.” Durak shook his head “fine, I will go back to doing check ups.” He flew back over the edge, Ulfar could hear his rivet gun firing, he nodded in satisfaction. Thugni sighed “he is the problem with our sky-port.” “Nothing will change Thungi.” Ulfar said in slight annoyance. They had this discussion several times, he personally did not place much stock in gods they were never there when they are needed. He always believed at the end of the day you had to rely on oneself over other people fixing things for you. The old Aetheric-Navigator clutched his staff. “I know, but don’t you think Grungni is sad looking at us? What have we thrown away for the sake of shares? Barak-Dum doesn’t even follow the code properly either.” Ulfar narrowed his eyes, he had to agree with him there. The Admiral council use the code only when it suits them, but all know they are focused on lining their pockets. Saying such a thing out loud would ensure you would never walk on another air-ship again. You would be reduced to a dock worker which is more or a less a death sentence for any of the Kharadron within Barak-Dum. The life of the dock worker is hard, you struggle to get by. He knows this, he had to watch his father waste away because he failed the musterpress three times. His sky-port worked his father to death. Which is an an eternal Dammaz for him. It’s why he could never respect the admirals, the councils or the guilds. It’s clear also he gets stuck with all the poor jobs since he has a feeling that his Admiral desires wans him to fail. Modrin shook his head “stop thinking about it.” “I know Mordin.” Ulfar said dryly. Thugni chuckled “Calm your nerves captain, Grungni will give us a chance one day, I know it.” Ulfar wished he could believe, but a mix of pragmatism and being realistic he knew that his prospects would not change while being a part of Barak-Dum. An Arkanaut at the aftcastle shouted and pointed to the distance “Captain we are here!” Thungi rushed up to the look out. With the aid of his Zephyrscope and spy-glass he nodded. “Aye! We are are few miles from Daleshire!” Ulfar clutched the wheel of the ironclad. “Now let us see what the problem is…” Ulfar stood before the town Mayor, the houses were damaged like they have been under attack and all the people were hiding away in their homes. Only the Mayor has decided to meet them in the plaza, Mordin sniffed around. “Magic is in the air captain.” Thungni nodded in agreement “Aye, I can feel the currents have been pulled and bended.” Ulfar shook his head, “So tell me Mayor Balvor, what has exactly happened to your town?” Durak flew down, to him. “I think we should get to the point captain…” “Be quiet. I am talking to the Mayor.” The mixenmasster looked away slightly “very well.” Balvor looked frail, his fair skin was ashen. “It was….shadows. Shadows came and took our people away.” “Shadows?” Ulfar was confused. He knew of the shadow-daemons that lurk in the dark places of Ulgu, but they never attack towns unless someone directs them. “We have no one to farm the gloomsweed. The shadows keep coming and snatching our people away. M-Maybe...we angered Malerion somehow?” He snorted as he said that. “Doubt it, gods tend to move when it only interests them. This smells like someone interfering with our trade deal. Know this Balvor, I will get your people back.” The Mayor looked at him in surprise. “W-Why?” “Honour is everything that’s why. The one is attacking you is harming both of us, we need the gloomsweed and you need your people. Your livelihood is being attacked, our livelihood is being attacked.” The manling started to cry, he wiped his face. “I never expected you to help us...I thought…” “That we would abandon you?” Ulfar spat on the ground. “Others would, but not me. I protect our trade partners.” Ulfar removed his grudge log from his belt, he opened the small cylinder container holding his quill. He flicked through to a fresh page, he then wrote. Let it be known that I Ulfar Grumsson will hereby avenge the attack upon Daleshire, these “shadows” attacked the Kharadron, attacked Barak-Dum. Punishment shall be meted out. Mordin gave a small chuckle “you are taking this seriously if you are writing a dammaz.” “I am. Our fellow duardin underestimate the need for gloomsweed but I am damn sure they will remember it when their crew is bleeding out after an attack.” Ulfar closed his personal log, he returned the quill to the cylinder and attached the log to his belt. “I swear to you Balvor, I will end the people attacking you, if I can we will rescue those still alive. ” The mayor nodded slowly. Ulfar accepted that, he placed his helmet back on. “Let’s go, we will follow their magic. The attack looks recent.” Durak looked like he wanted to say something, but one look the endrinrigger held back his complaint. The parameters of this job has changed, they will end the shadows for trade can’t be restored otherwise. At the moment they are sailing to the south, Thungi can sense a great amount of shadow magic sweeping through the currents. They sailed under fields of gloomsweed and according to arkanuats looking down from the rails the roots were covered in blood. Thungi then called out “camp in the distance!” Ulfar removed his spy-glass from his pocket, while keeping a grip on the wheel. He would have a first mate to take over so he could use the spy-glass properly but considering his position he does not even have that. But he could see the camp, it was full of female aleves wearing gold and red gear, their hair was white while also baring red streaks. But what shocked him even more is that he spotted mutants among them. Aelves who slithered around like a snake, they did not have normal legs. If he was not wearing his helmet he would spit on the ground with disgust. He removed the spy-glass from his eye. “So these are the shadows….” Durak came flying down. “We should report to Admiral Barangor, those are aelves of Hagg Nar.” “No we are pressing on. I am taking us to firing range.” “Do you know what it means to attack them!?” “Of course I damn well know what it means! Our sky-port is trading with an aelf who allies herself with mutants!” The mixenmaster removed his helm “in times of war, allies must be aided unless to so would prove pointless. Waste no duardin blood on unguz throlt.” Ulfar fumed with rage, he shouted at the endrinrigger. “Artycle 4, point 5 of the code! You think I am wasting our blood!?” The mixenmasster, looked young. His blonde beard was not all that long either, he flinched at his outburst. “Be silent child! Our sky-port wastes our blood allying with a back-stabbing aelf that works with mutants!” Ulfar brought up spy-glass again, they should be approaching firing range. The humans they were coming to save are dead, their hearts torn out, their bodies hanging hooks from macabre statues belonging to their pitiful god. “Honour is everything…” he hissed. “It seems you have forgotten that Durak. They attacked our trade partners, they are our enemy. My rule is absolute on this ship...unless...” he removed the spy-glass from his eye he swept his gaze over the rest of the arkanauts. “All of you feel otherwise?” They said nothing, those not wearing their helmets looked grim. He could tell they agreed with him. Thungi then shouted “we are in firing range!” Durak shook his head “there will be consequences!” “Then let them come, I will take the fall. Open fire!” The the aether weapons sounded, the rattling of carbines the whoosh of torpedoes. Durak did not stop looking at him even as the sounds of shrill aelf screams greeted both their ears. Ulfar looked Durak in the eyes. “The Dammaz has been settled.” -------------------------------------------------------- Dammaz - Means Grudge. Mehret - a combination of success, profit and experience. Unguz throlt - a lost cause; lit “undrinkable batch.” When a error occurs brewing of alcohol and good ingredients are lost, it is regarded as a tragedy among duardin. Musterpress - Captains arrive to observe the drills, and they may choose to recruit new crew members by purchasing contracts, often to fill the places that have become available through death or injury. Those selected join the Arkanaut companies will endure any number of rites and rituals sacred to their new fleet, ship or both. Those passed over after three musterpresses must instead settle for lesser positions, often on mining or fishing vessels, or as dockworkers.
  26. 1 point
    There’s been a lot of skirmish going on in my area lately. There are actually 2 separate campaigns going on, and I’ve used my overlords for both. One campaign is just the Shadespire campaign from the skirmish book, but the other is narrative and gives players rewards for writing background for their warbands and updating it as the games progress. I started out with: · 1 Endrinmaster · 3 Arkanauts (Captain, Skypike, and Skyhook) · 1 Endrinrigger Bjorn Stonegear spent a career rising up through the ranks of the Endrineers Guild in the fleets of Barak Zylphin before hanging up his hammer and founding Stonegear’s Discount Ship Repair and Odd Jobs. Things went well for a while, but Bjorn isn’t made for the quiet life. He dreams of one day earning enough to start his own skyfleet, so Bjorn started taking doing much more than just patching up damaged vessels. Now he never turns down a job as long as the price is right (and truth be told, he still likes the excitement). He and his associates sail all over the mortal realms for whoever will pay them, hunting for lost treasure and forgotten holds. I played and beat Skaven and Khorne in the first month, claiming the treasure from Fallen Star Mountain. Bjorn Stonegear hurried in through the back alley that lead to the rear entrance to Stonegear’s Discount Ship Repair and Odd Jobs, followed closely by his son Bork and brother Berulf who lugged a large wooden chest between them. As Bjorn flipped the sign hanging in the front window from “Open” to “Away for a Pint”, his companions kicked away random Atheric-instruments and half repaired Enderin-parts and dropped the chest on the ground, its massive padlock clanking loudly. A quick cut from Bork’s Aethermatic Saw and the rusted padlock fell away. Bjorn lifted the lid and a grin split his craggy face. Piles of silver and gold coins and sparkling jewels filled the chest. “With profits like this from adventuring, we hardly need the shop anymore!” exclaimed Bork. “Aye, but there are worse things out there than what we saw,” grumbled Bjorn. “If we mean to stay alive and pulling in contracts, we need more crew. Take out your shares. It’s time to make another investment.” Their foray to the Mountain of the Fallen Star had been a success but it was not without cost. Arkanauts Toki and Topi were both still in the medical bay of Durin’s Thunder, their hired frigate. One concussed by the blow from a daemonic Khorne blade and the other nursing a gangrenous arm courtesy of a mob of plague monks. Both would recover, but Bjorn knew they might not be so lucky next time. The next day Bjorn sat at a table in the corner of his favorite bar, a tankard of ale in his hand. An equally long bearded dwarf slid into the stool next to him. The newcomer wore a chain with an insignia identifying him as a Custodian of the Skywarden’s guild. “Custodian Farin” Bjorn nodded at his new drinking partner. “I hear you have a contract for me and my lads” “I do,” responded Bjorn, pulling a long scroll of parchment from his jacket and sliding it across the table. Farin spent several long minutes reading over the details of the document. He read every word before finally looking up and saying, “Payment up front”.
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