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HiddenElephant

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  1. HiddenElephant

    Faction Expansion Concept: Beastclaw Raiders

    I did actually have a brief glimmer of an idea for a sled-pulled unit, but I decided against it. I went with scouts as footsloggers to give the army more fluff. Like, I've got a few questions. Is the army the entire Beastclaw Raiders Tribe? Are there non-combatants hanging out somewhere? How does an Ogor get to sit on a Mournfang or a Stonehorn/Thundertusk? Or become a hunter? The Scouts and Trackers were created to answer those questions. But I did also have another idea that I didn't put up; namely, the core of a Beastclaw Tribe is actually a series of giant sleds being pulled along by Stonehorns or Thundertusks. The army portion of the Beastclaw Raiders acts as a kind of snowplow or dragnet, facing down anything the entire tribe might come across and crush it before it gets behind them. It's flavorful, tasty, and a ruined Tribe-Sled could make for some impressive terrain.
  2. HiddenElephant

    Faction Expansion Concept: Beastclaw Raiders

    I have thought about it a little bit, that's why I wrote up as much as I did. When it comes to a mounted Witch, though, a lot's already built for you. If you take off all the huskard-related stuff on a Mounted Huskard, you could easily staple on the new rules. As for the footslogger Witch, you could probably base that off of the Hunter's statline (health, move, Bravery, save), but give her the new rules and abilities. It'd actually be pretty simple.
  3. So, I've heard some grumbling that the Beastclaw Raiders aren't exactly in the best of spots right now, is that right? Well, I'm here to 'fix' the issue, and when I say fix, I mean post up some concepts I've had to expand the Beastclaw Raiders faction and make it more playable. This isn't actually complete, mind you. It introduces a wizard for the faction, but it doesn't have a 'Lore of the Everwinter' for even more spells, nor does it have new battalion concepts. So have at, and maybe I'll work on it more (unlike my gargants faction...) New Units Everwinter Witch: Everwinter Witches are those women of the Beastclaw Raiders who have communed with the Everwinter itself, learning the deepest secrets of the accursed storm and also learning about magic. Theirs is a simplistic, shamanistic type of magic, reliant on the fickle and wild winds of the Everwinter and barely controlling it at the best of times, but their powers are undeniable. They can read the future by interpreting how dead leaves dance on the wind, or lend their own shrieking cry to drive the Everwinter harder. An Everwinter Witch is a female ogor on foot equipped with a stone knife and staff, both of which she uses in combat. She is a hero, a leader and a wizard. All attacks, be they shooting or melee, targeting her must contend with the winter winds, and suffer -1 To-Hit. Being a wizard, she can cast and unbind one spell a turn, and knows Mystic Shield and Arcane Bolt, in addition to her own innate spell. Her innate spell targets a friendly unit, and for the rest of the turn, when that unit charges, it rolls 3 dice and drops the lowest. If that charge is rerolled, all 3 dice are still rolled for that reroll. Everwinter Witch on Stonehorn: An Everwinter Witch is a figure of immense respect in a Beastclaw Raider tribe. While the Frostlord commands a tribe to the last Ogor, he would be a fool to ignore an Everwinter Witch, particularly one who has tamed a Stonehorn. An Everwinter Witch is a female ogor riding a Stonehorn equipped with a stone knife and a staff. She is a hero, leader, moster, behemoth, and wizard. The Stonehorn keeps its attacks and abilities, and the Everwinter Witch adds in her staff and knife attacks. In addition, the Everwinter Witch gives a free command point during your hero phase so long as your general is a Frostlord on Stonehorn. Being a wizard, the Everwinter Witch can cast and unbind one spell. She knows Mystic Shield, Arcane Bolt, and her own innate spell. Her innate spell lets a unit immediately retreat and lets that unit charge again later in the turn. Everwinter Witch on Thundertusk: An Everwinter Witch is connected to everything that the Beastclaw Raiders embody, particularly their creatures and animals. Riding atop a mighty Thundertusk, an Everwinter Witch can tap into the power over ice and cold that the Thundertusk has and use it for her own ends. An Everwinter Witch is a female ogor riding a Thundertusk equipped with a stone knife and a staff. She is a hero, leader, monster, behemoth, and wizard. The Thundertusk keeps its attacks and abilities, and the Everwinter Witch adds in her staff and knife attacks. Being a wizard, the Everwinter Witch can cast and unbind one spell. However, she gains +1 to her casting and unbinding for every other Thundertusk close by. She knows Mystic Shield, Arcane Bolt, and her own innate spell. Her innate spell targets an enemy unit and, upon a successful cast, deals d3 Mortal wounds to them, plus an addition d3 for every 10 models in that unit as hail comes down upon them. D3 if 5 models, 2d3 if 11, for example. Ogor Scouts: In the harsh Beastclaw Raider society, it is a right to ride a creature into battle, and that right must be earned. Ogor Scouts, young and untested, hope to prove their worth through battle and providing the rest of the tribe with food. Ogor Scouts are a battleline unit of tribal Ogors equipped with Spears. They can throw those spears for shooting, and use them in melee. Thrown spears gain extra range if the Ogor Scouts ran during movement. They have no other special abilities. Ogor Trackers: When a Beastclaw Ogor proves themselves worthy of a mount, a few choose otherwise. Oftentimes lonesome figures who are called by the wild, Ogor Trackers instead take upon themselves the path of the Hunter. Dedicating themselves to tracking both monsters and armies on the march, Ogor Trackers are part of the vanguard of a Beastclaw army and live the hardest life. Those who survive will become full-fledged Hunters. Ogor Trackers are a unit of tribal ogors equipped with Spears and a Club. They throw the Spears in shooting and attack with the Club in combat. Thrown spears gain extra range if the Ogor Trackers ran during movement. In addition, a unit of Ogor Trackers doesn’t need to be within 1 inch of each other to be in formation, instead being within 3 inches instead. They also have the ability to Track; allied units attacking an enemy unit that an Ogor Tracker is within 6 inches of can rerolled failed to-hit rolls on a charge attack. Great Yhetee: Though the Yhetee are the most loyal of the Beastclaw Raiders’ allies, that isn’t to say they are without mystery. Strange Yhetee driven off by the rest of the pack disappear into the Everwinter, assumed to be lost to the cold chiller than death. Some of them return, but changed into towering, howling behemoths that leap incredible distances. Such terrible monsters are fearsome to have as either enemies or allies, and few Beastclaw Raiders willing work with them. A Great Yhetee is a single model. It is a monster, but not a behemoth and has no Damage Grid. It is a much larger Yhetee covered in frost and ice, and attacks with its claws and teeth. In addition to the Yhetee’s Combat Debuff, 6-inch Pile-in Range and ‘Invigorated By The Blizzard, the Great Yhetee heals d3 wounds in a round that it killed an enemy model and has a universal -1 Bravery radius that affects even its allies. Kits: Everwinter Witch is 1 kit. Contains adaption pieces to let her sit upon a Stonehorn or Thundertusk. Ogor Scouts and Ogor Trackers are 1 kit that lets you build 3 of them. The Great Yhetee is 1 kit, but it’s just 1 model.
  4. Or, heck, they could be nearly mindless. Keeping in with the rest of Destruction being really, really dumb, this faction could just be expansionism simplified. They go anywhere and everywhere to build their nests, obliterating whatever was before them. They don't have reason to them, they just go ahead and do it. They can't be swayed to Chaos, they can't cooperate with Order, they ignore the overwhelming certainty of Death, so the only place for them to be is in Destruction. I toyed around with this concept with a conceived Robot/Golem faction that explicitly ignored or destroyed magic. Haven't followed up on that all, btw.
  5. HiddenElephant

    Custom Faction Concept: Citycrusher Gargants

    Nah. I actually don't like the Aleguzzler Kit. I know it's practically the Carnifex of Fantasy/AoS, but I find it unpleasant to look at. Long, gangly limbs support a big round body like some kind of spider. A massive gut, and not to mention the gargant's loincloth. I did not want to be aware of that, thank you very much. No, i was thinking more of an athletic or muscular build. Still tall and lanky, but without the massive gut, kind of like more traditional, non-alchoholic giants. Maybe with nice beards for the men. The point is the Citycrushers are non-degenerate Gargants. They've got a Gargant Pride to them that makes them despise the cities of the littler people.
  6. HiddenElephant

    "Outside the box" factions

    Actually, somebody else in another thread mentioned 'Ancestral Duardin', and I thought that this had a lot of promise. Imagine this: The Age of Chaos is coming, and everything's going south. Some duardin cities are taking to the skies, others are heading into Azyr, still others seemingly all become Unforged. But there's some cities left, holding up deep deep underground. Chaos can't get to them, but they can't get out to get things they need to survive. Desperate, they do something they would normally never do, just to preserve the old ways; they put their souls in stone statues. Once the Age of Chaos finally ends with the arrival of the Stormcast, these ancient Dwarven Cities are excavated, and they are grumpy and as old as heck. The Duardin Ancestors are living stone statues. Well, quasi-living, at any rate. I did have this concept that it was a Duardin Death Faction; Souls entombed inside Stone Statues could be the Dwarvish concept of Undead. They could either work for Nagash, in some strange, tenuous way, or if they weren't a Death Faction, they could be another thorn in his side. I also had an idea for the Duardin Descendents, living duardin who loyally follow the Ancestral Duardin and maintain their stoneworks as well as provide some fleeter soldiers. In a nutshell: Duardin Tomb Kings.
  7. HiddenElephant

    Custom Faction Concept: Citycrusher Gargants

    Quick update: I've fiddled around with the preliminary army list. Instead of the Earthshaker being a unit concept, it's now a hero and a wizard. It comes in a box that makes another type of wizard. Here's the summary write-ups. Earthshaker: Wizard Hero, Kit C Model. A Gargant covered in anklets made of bones, armor, rocks, wood, and whatever else they can scavenge. Attacks with slams and stomps. He is a wizard who can cast and unbind one spell per turn. After he charges, he deals mortal wounds to whatever unit he charged. His innate spell gives a unit a movement boost on moves, runs, and charges. Cobblegrinder Shaman: Wizard Hero, Kit C Model. A Gargant equipped with a short hammer and shamanistic decorations. Attacks with the hammer and with stomps. If the spell he is casting specifically targets 1 unit that is a war machine, then he gets a bonus to casting the spell. His innate spell adds one to the attack characteristics of a chosen unit’s chosen weapon. So, yeah, 2 more wizards. That gives this faction 3 total wizards, 4 counting the character. Honestly, though I like the Earthshaker Wizard concept, I'm not sold on the Cobblegrinder. I may fiddle with this some more. Swap the Cobblegrinder for the Ruinstone Bearer in Kit C, and remove the Cobblegrinder to make something else, maybe a 'Pulverizer Hero Model'. I'm not sure, this is just rethinking at this moment. I've also written up more 'rules-y' versions of the faction ability. Check them out below and comment if you've got any suggestions or questions. Army of Giants: For the purposes of capturing objectives, all GARGANT units in this faction count as 5 models. Furthermore, GARGANT models part of a multi-model unit count as being in formation if they are within 3” of another model of the unit instead of 1”. Devastators of the Realms: During your Combat Phase, your models may attack and destroy Terrain. In order to do so, declare that you are using a unit to attack a Terrain feature for that unit’s attack for this round. Roll a die, and add 1 for every GARGANT within 5” of the terrain piece. If you roll above a 7, the Terrain feature is destroyed. Remove if from the table and gain a Devastation Point. Invigorated by Ruination: This faction has access to Devastation Points. During your Hero Phase, you may spend any number of Devastation Points. For each Devastation Point spent, you may choose a MONSTER unit in this faction and, until the end of the turn, you may treat that unit as if it was one row higher on its damage table, up to its top row. You may choose the same unit multiple times if you spend multiple Devastation Points.
  8. HiddenElephant

    Custom Faction Concept: Citycrusher Gargants

    My concept with the Citycrusher Gigants was that they had a 'Gaia's Children' approach, and/or like the original giants of Norse Mythology. Both sets of giants embody the natural world untainted by man, so the process of pulverizing everything that the other grand allegiances do would fit into that quite easily. Other thoughts were that the Gargants were jealous of the smaller races because they built and maintained cities, while it was too hard for the Gargants to do so. The only real lore surrounding the Aleguzzlers is that they all get stinking drunk to avoid feeling miserable about the fact that their race is degenerating. Citycrusher Gargants are basically Aleguzzlers without the alchoholism and a big chip on their shoulder. Also, while I've tried to put more work into this faction, I either get side-tracked by more important projects or find myself with a lack of energy to do anything. I'll mention a few desires. The basic box, Pulverizers and Avalanchers, would be a 50 USD box with 1 figure in it that, in game, is about 150 points, a lot like the regular Aleguzzler. They'd both be 10-health monsters. Health would scale up depending on the giant's position. The small heroes, the Ruinstone Bearer and the Stoneroarer, would be 12 health models, the elite units of Catastrophics and Mountain Guard would be 14 health, and so would be the Beast Mistress, the Stone Maiden, and the War Mother. Meanwhile, the named character would have 16 health, because she's kind of a big deal. Speaking of which, that big character box would be a hundred bucks, or maybe over. It'd be a big deal. The two beast sets would really kind of be points filler, but from a logical perspective there would be no reason not to take Mountain Hawks for harassing whoever is in the back lines. I do want to fiddle with the army composition. I'm not happy with the Earthshaker concept. I'm not sure why, but I think that it would do better as a small hero option in the Ruinstone/Stoneroarer box. I'd also like to add some more units to the mix. This is just from a unit number perspective, but unfortunately, I've kind of done all I can think of. To crunch some numbers, the most recent force of the Idoneth Deepkin have 14 different units released in a ratio of 8 heroes and 6 units. Daughters of Khaine have 8 heroes and 6 units again, if I'm recalling it correctly. Ironjawz, an early faction, have 5 heroes and 3 unit options A lot of these factions are slated towards heroes. Right now, the Citycrusher Gargants have 6 heroes and 7 unit options, or 7 heroes and 6 unit options if the Earthshaker becomes a small hero. That's 13 different options, including a named character, which IS pretty good.... but I feel like I need just... one.... more. Any suggestions?
  9. HiddenElephant

    Your Faction Ideas?

    More Spiderfang Grot ideas (not to necro this thread too much....) Artillery-mounted Spider (think like the Allopex) that can shoot poisoned spears, baskets full of spiders, or web netting onto the enemy. Basic grots that can be armed with Grappling Hook and Spear, Shield and Spear, or Shield and Poison Blowdart Gun. More Shaman and Warboss options (on foot, on riding spider, on Arachnok spider....) For a faction allegiance ability, how's about terrain blessed by the Spider God, as well as an ability for the faction's wizards to bless terrain features to make it good for the Spiderfang Grots and bad for their enemies.
  10. HiddenElephant

    Custom Faction Concept: Weirdhedz Orruks

    As I said, i did this in under two hours, I was boreing my brains out with music, and I was gleefully in love with the idea. I was in love with the concept of orcs made out of Waagh Energy, and easily ran too far with it. I'm not planning on doing anything else with this; if I work on any faction, it's going to be the Citycrusher Gargants. I did have the idea of many of the spells being quite difficult to cast, with summoning the Avatars in particular being over 12 - more than you can naturally roll. But again, I don't think I'm continuing the idea.
  11. HiddenElephant

    Custom Faction Concept: Weirdhedz Orruks

    I legitimately have more ideas than is healthy. I've spent the last two hours tossing this together. I had to put this faction sheet out there, because it's out there. Basically, it's a faction of 'Ork Elementals', as in, these Orruks are pushing the possibilities of the Waagh to the limit, and each one is a crackling, shifting mass of pure raw Orkyness. Why Play Da Weirdhedz? Because orruks overflowing with Waagh! Energy sounds like a great idea. Because you want to make the enemy go boom. Ork Wizards sound hilarious. Weirdhedz General Outline: Magic-Heavy Orruks - like Tzeentch mixed with Greenskinz. Horde-Styled army full of bonuses for each other. Orruks primal and chaotic in a way not even the Bonesplitterz can match. They often wear torn pants or just a loincloth, eschewing armor or decoration - or being too chaotic to even put such things on. They’re prone to shifting bodily proportions in battle, and their weapons often look like scavenged weaponry that has been… pulled into a new shape. Lightning and energy crackles and fires off of them randomly, and sometimes parts of their bodies turn into energy. The Weidhedz are orruks pushed to the edges of the realms, where the land itself is fragile but dangerous. These orruks have mutated over time due to the presence of such fragile reality, resulting in erratic orruks even wilder than normal that spit magic like a dragon with fire. Indeed, the innate powers of the orruk Waagh! Have expanded and almost completely enveloped these orruks. With them, anything is possible, but their limited minds and short attention spans typically turn it into ‘Smash’. Faction Allegiance Abilities: Rampage Incarnate: You get to reroll all failed charges for this faction, and if you have to reroll in order for the charge to be successful, every orruk in that unit gets +1 to hit. Storm of Da WAAAAAAAGH!: The more turns the battle rages on, the more Waagh! Energy builds up. Gain the effect of turn number, plus the bonuses of previous turns. Turn 1: All units gain +2 to Move. Turn 2: All units gain +1 to hit. Turn 3: Your wizards gain +1 to their casting rolls. Turn 4: Your wizards gain +2 to their casting rolls. Turn 5: All spells you attempt to cast are automatically successful, but the wizard that casts them takes a mortal wound. Unit Concepts: Weirdhedz Warboss: Hero Leader: Kit A Model: A large Orruk Warboss who attacks with his Big Choppa or dual Choppas. Has a table attached to him that gives him stacking bonuses depending on how many Weirdhedz Orruks are within a certain radius of him, generally boosting To-Wound and Damage of his weapons, but also boosting his move. His innate command ability lets a wizard in the army cast another spell, even if they’ve already cast all the spells they can for the turn. Big Storm Shaman: Wizard Hero Leader: Kit B Model: A large orruk shaman crackling with energy and attacks with his Oddcrusha in melee. The Oddcrusha deals random amounts of damage with each hit. He can cast and unbind 2 spells on his turn. His innate spell selects several different enemy units and zaps them with Waagh! Lightning for mortal wounds. Wildspark Shaman: Wizard Hero: Kit C Model: An orruk shaman who attacks with his Oddstik in melee. He can cast one spell a turn, but can’t unbind. What spell this unit casts is completely random; you assign a number (1 through 6) to each spell this hero knows and roll a die before casting. If he somehow knows 7 or more spells, you get to choose which spells get a number. The number you roll is the spell this hero will cast, regardless of if you’ve cast it this turn already or not. He knows the two basic spells, but does not have a unique spell of his own. Luck-Seer: Wizard Hero: Kit D Model: A shaman that attacks with his Oddstick and Slicer in melee. He can cast and unbind one spell per turn. Once per hero phase, you can have any 1 die be rerolled while you have at least 1 Luck-Seer in your army. His innate spell is ‘Da Foocher’; It has no casting cost, so your roll only needs to be beaten by your enemy to unbind it. After you cast it, you choose one of the dice you rolled and set its result aside. During that turn, you can spend that die’s result once to act as any roll for any 1 die, and it goes away at the end of the turn if you don’t spend. Waagh-Raiser: Totem Hero: Kit E Model: An Orruk armed with Clubbin’ Stikks and a big drum. He attacks with his Clubbin’ Stikks in melee. He greatly raises Bravery around him, and can ‘add’ another 10 orruks to a nearby unit for the purpose of model-count dependent abilities. Zottchoppa Boys: Battleline Troops: Kit F Model: Orruk Boys armed with Zottchoppas that crackle with energy. The Zottchoppas deal D2 damage each. They give +1 to the casting rolls of Wizards within a certain distance of the unit’s leader for every ten orruks in the unit, but if the wizard rolls doubles, then the unit takes d3 mortal wounds from WAAAGH energy feedback. You can only have 1 unit Zottchoppa Boys contributing in this way. Comes in swarms of 10 to 50, and the leader gets an extra attack along with being the focal points for the unit’s abilities. Zottbow Boys: Ranged Troops: Kit F Model: Orruk Boys armed with bows n’ arrers. Wizards close to the unit’s leader gains +2 inches to the ranges of their spells for every 10 Zottbow Boys in the unit, but again, if that wizard rolls doubles, the unit takes d3 mortal wounds. You can only have 1 unit of Zottbow Boys contribute in this way. Comes in swarms of 10 to 50, and the leader has more attacks in addition to being the focal point of the unit’s ability. Zquig Chargers: Battleline Cavalry Troops: Kit G Model: Orruk Boys riding mutant wolf-like squigs that crackle with energy. They attack with the Boys’ Zottspears and the Zquigs’ Shocking Teeth and Claws, both d2 damage. After charging successfully, roll to see if the unit they charged suffers d3 mortal wounds. They are very, very fast, and come in mobs of 5 to 20, of which the leader gets an additional attack. Shockboys: Elite Troops: Kit H Model: Big Orruks that are completely crazy; they’re actually former Warbosses that got too much of that Waaagh Energy! Their movement is random, and they count as wizards. They can cast and unbind one spell a turn, but only know the two basic spells. Interestingly, if they roll doubles on casting a spell, the unit closest to them suffers D3 Mortal Wounds from excess Waagh Energy. They attack in melee with Energy-Infused Slams, which deal mortal wounds on a to-wound of 6+. Comes in angry mobs of 3 to 9, of which the leader gets an additional attack. Avatar of Gork: Behemoth Monster: Kit I Model: A giant orruky monster made out of concentrated Waagh! Energy, and is very chaotic. Da Smashy One. Attacks with Mighy Slams and an echoing ‘Eadbutt. When the ‘Eadbutt hits, energy arcs to the closest enemy unit and deals d3 mortal wounds to them. Cannot begin the game on the field, and instead must be summoned by your wizards! Summoning an avatar counts as a spell, and you get +1 for every wizard in your army plus an addition +1 for every 10 non-Wizardy Orruks in your army. In addition, gives every wizard in the army access to two new spells while he’s out on the field. One spell heals the Avatar of Gork, while the other spell makes a friendly Weirdhedz unit immediately pile in and attack in the Hero Phase. Avatar of Mork: Behemoth Monster: Kit I Model: A giant orruky monster made out of concentrated Waagh! Energy, and is very chaotic. Da Cunnin’ One. Attacks with mighty slams and Waagh! Lightning. Waagh! Lightning has a better chance to hit against Heroes. Cannot begin the game on the field, and instead must be summoned by your wizards! Summoning an avatar counts as a spell, and you get +1 for every wizard in your army plus an addition +1 for every 10 non-Wizardy Orruks in your army. In addition, gives every wizard in the army access to two new spells while he’s out on the field. One spell heals the Avatar of Gork, while the other spell teleports a unit to somewhere at least 9 inches away from an enemy. Avatar of GorkaMorka: Behemoth Monster: Kit I Model: A giant two-headed orruky monster made out of concentrated Waagh! Energy that gets summoned if you blow past the Casting Roll while attempting to summon an Avatar of Gork or Mork. In addition to more Hitpoints, can Slam many times in melee and ‘Eadbutts like the Avatar of Gork AND shoots Waagh! Lightning like the Avatar of Mork. Can’t begin the game normally, like the weaker avatars. Either you can try and blow past the casting roll for the weaker avatars, which does not need for you to have the Avatar of GorkaMorka as points spent in your army, or you can try to summon ‘im like the weaker avatars, albeit with a higher casting roll. This second option requires that you have spent points on the Avatar of Gorkamorka. In addition, he gives all Weirdhedz Orruk Wizards in the battle access to four spells while he’s in the battle: One spell heals the Avatar of Gork, the second makes a friendly Weirdhedz unit immediately pile in and attack in the Hero Phase, the third spell teleports a unit to somewhere at least 9 inches away from an enemy, and fourth spell adds 2d6 wounds worth of Orruks to a unit of your choice. Kind of a big deal. Command Traits: Your commander gets one of these: Commander gains the ability to heal d3 wounds a turn. Commander adds 5 to a nearby unit for the purposes of any model-count based abilities. Commander, if a wizard, gets to choose an additional spell from ‘Even Moar Spellz’ (see below. If the Commander destroys any unit completely, they get to pile in and attack again. Any wizard close to the Commander gets +1 to cast a spell. When the Commander rolls a 6 on the to-Wound roll, he gets to roll a die to see if the closest enemy unit gets a free mortal wound, courtesy of the Waagh! Energies. Shiny Gubbinz (Artifacts): 1 hero, +1 for every battalion, gets one of these. Strange Choppas: One of this hero’s weapons gets to deal d2 more damage. Someone Else’s Skull: Once per game, when this hero would be reduced to 0 wounds, ignore the wounds from the attacks of the unit that would have done this. Annuver Me (Magic Mirror): Allows the hero to teleport up to 6 inches away after moving (but can’t teleport closer than 9 inches to the enemy unit). Explody Crystals: Once per game, can be tossed for mortal wounds against an enemy unit a certain distance away. Anti-Arrow Amulet: Ranged attacks targeting this hero get -1 to hit. Totem of Directin’: This hero can voluntarily give up his attacks for the round to give another unit the ability to reroll ‘1’s on melee attacks for their attacks. Even Moar Spellz: For one of your wizards, +1 for every battalion. Da Stompin’ Of Gork: The wizard casting this moves his full movement plus a bonus from a die. He can move through enemy units while doing so, and any enemy units he moves over will take some mortal wounds. Da Plannin’ Of Mork: Your next roll to disband a spell automatically succeeds, but it still takes up a dispanding slot. Crushinator: Deals mortal wounds to an enemy unit. Roll a die, on a 6, do it again. Rinse and repeat. When Zquigs Fly: Give a friendly unit flight and a bonus to move. Da Best Spell: Select one target friendly unit; it gains a bonus to movement and +1 to wound for the rest of the game. Raw Magick: Select any spell known by any wizard on the battle and immediately attempt to cast it (this spell has no normal casting value). Alternatively, you get to activate a Predatory Spell now. Battalions: Waagh! Band: 1 Waagh-Raiser + 2-6 units of Zottchoppa Boys: Every unit part of this battalion within a radius of the Waagh-raiser get a +1 to hit. Winds of Waagh!: 1 Wildspark Shaman + 2-6 units of Zottchoppa Boys: You may reroll the die roll for the Wildspark Shaman’s casting once. Yer Basic Waagh!: 1 Weirdhedz Warboss + 2-6 units of Zottchoppa Bous + 1-4 units of Zottbow Boys + 0-4 units of Zquig Chargers: Units that are part of this battalion get to reroll ‘1’s on the ‘to-wound’ roll. Circle of Power: 1 Big Storm Shaman + 1-3 Wildspark Shaman + 1 Luck-Seer: Spells cast from units part of this battalion do not count against what kinds of spells you’ve already cast this turn. Portals to Power: 1 Avatar of Gork OR 1 Avatar of Mork OR 1 Avatar of Gorkamorka + 1 - 3 units of Shockboys: For the purpose of summoning the Avatar (whichever one it is), every 3 Shockboys who are part of this battalion give +1 to the casting roll, but do not contribute to the model count for non-Wizard Weirdhedz Orruks. Original Document: https://docs.google.com/document/d/1NQaEOfJOkND3BZMaibEx2MwTuUqa1u_Viv1NqEWTaoQ/edit?usp=sharing
  12. HiddenElephant

    Your Faction Ideas?

    Hmm, for Spideyfang Grots? How's about... Grots with grappling hooks and rope that can tie up people and bind them down. Spidey Swarms, along with Shamans specializing in summoning and controlling these swarms. Grots that wield poisoned weapons made from the Spideys. New Spidey Rider kits, with an option to build Jumping Spider Riders.
  13. HiddenElephant

    Custom Faction Concept: Citycrusher Gargants

    Thanks for the feedback! I've updated this faction a little bit just because I was pokin' about on the forums and saw what other people wanted. I added in two new unnamed units. One wields a great club and is armor, and would be one of the hardest-hitting units in all of existence. The other, from the same kit, wields a tower shield and can go plowing through enemies. I've also given the faction a named character, who is an amalgamation of the primary melee hero and the wizard hero, and can cast more spells. I suspect that she'd be 500 points, if not more.
  14. HiddenElephant

    Your Faction Ideas?

    Just yesterday I was actually working on the concept sheets of the 'Crystal Duardin' and the 'Zkyriggerz'! I may post them if I fully complete them. But I actually have a bit of a big problem. The Crystal Dwarves, as I wrote them, are a bit like the Kharadron Overlords. They're both factions more advanced than other factions, albeit in different aspects, with a designed 'Armor Galore' look. Though I did base the Crystal Dwarves off of an element, I'd say the more important thing when making a Custom Faction is its race. Namely, how is it different and unique from other factions of the same race? Right now, Fyreslayers are based off of the Slayers and Martial Prowess that the Dwarves had - they feel like Dwarvish versions of Barbarian Archetypes. Kharadron Overlords, meanwhile, convey that technological aspect of the Dwarves. But the Crystal Dwarves do the same thing, so I don't see much reason to continue them further. I do like the 'Ancestral Dispossed' ideas, as it's directly based off of concepts of Dwarven Ancestry and Epic Stonework. That's some basics we all know about the Dwarves, and it makes for a good faction basis. Meanwhile, I've... actually had a similar problem with my 'Zkyriggerz'. They're those Grot Sky Pirates everyone is in love with. What's their deal? Well, they're sky pirates, and they ride around on giant vespoids, with different variations doing different roles. They also have a good number of War Machines, including a few small ones whose sole purpose is to explode. But those wasps, while I love the concept, is very similar to the Spiderfang Grots, especially seeing how both have a poisoned attack that could deal mortal wounds. It's not the whole faction, thank goodness, because there's interplay with the War Machines and the faction's other units, but it still cuts a bit too much from the same cloth.
  15. HiddenElephant

    Your Faction Ideas?

    I forgot to mention this (and I have no idea how to edit posts on this forum), but I actually had two more ideas. The first was Extra-Magical Orruks. Like as if you had an entire faction of Weirdboys. Crazy, insane, with a good chance of your troopers spontaneously combust and plenty of lightning going around for anyone, it's one of those truly absurd ideas. The second was Unbound Elementals for Destruction. Originally conceived as beings of raw energy and entropy from the very fringes of the Mortal Realms, who sought to destroy them to create an ideal habitat for themselves. Not going forth with this one; it's basically those new Eternal Spells given an army book.
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