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cofaxest

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  1. Units (warmachine) Cannon 8w/4+save/4"move/7 bravery 2 attacks 30"/4+/2+/-2/3+d3 Or 10 attacks 12"/3+/3+/-1/2 Rune of forging - improve rend by 1(if overcharged cannonball shot have dmg 6, shrapnel shot have dmg 3) Organgun 8w/4+save/4"move/7 bravery 18 attacks 24"/4+/3+/-1/1 Rune of accuracy - each 6+ (5+ if overcharged) tohit deal mw equal to the dmg
  2. Units (infantry) Ironbreakers 1w/3+save/4"move/7 bravery 2 attacks 1"/3+/4+/-1/1 1 bomb for each 10 models - on 2+ deal d3 mw Gromril armour - lower rend by 1 Musician - add 1 to charge and run rolls Standard bearer - add 1 to bravery Rune of resistence on 5+ (on 4+ if rune is overcharged) ignore magic and ES effects. Irondakes 1w/4+save/4"move/7 bravery 2 attacks 12"/3+/3+/-1/1 -1 tohit if moves Gromril armour Musician - add 1 to charge and run rolls Standard bearer - add 1 to bravery Rune of range - add 6"(12" if overcharged) to missile weapon range Hammerers 1w/4+save/4"move/7 bravery 2 attacks 1"/3+/3+/-1/1 Kings guard - on 3+ can take wounds from general Musician - add 1 to charge and run rolls Standard bearer - add 1 to bravery Rune of shattering - 1mw on 6+ (5+ if overcharged) tohit on top of regular dmg Longbeards 1w/4+save/4"move/7 bravery 2 attacks 3+/4+/-1/1 Or 2 attacks 4+/3+/-1/1 Old grumblers - in your hero phase can choose one grumble - units within 12" ignore battleshock - units within 12" add 1 towound rolls - unit of longbeards can unbind and dispell Ancestor's shield - reroll 1s on saves. Musician - add 1 to charge and run rolls Standard bearer - add 1 to bravery Rune of stoicism - 6+(5+ if overcharged) ward save
  3. So after I was read Grombrindal novel and all short stories I have decide to speculate about Dispossessed rework allegiance ability Ancestral gruge After the deployment choose one the categories Enemy units within 6" from objective Enemy units that can fly Enemy monsters and heroes All models in your army can reroll 1s tohit and 1s towound against this categories Runes of magic Each unit have runes of magic. Once per phase any unit that is within Runic empowering range or within 6" of any priest unit can overcharge it's rune. After being overcharged rune is inactive until the end of the battle.
  4. As for the infantry Grundstock sharpshooters -145 pts 2w/4+save/4"move/7 bravery All rifles - serg with DB rifle 18" 2 shots (4 for serg) 3+/3+/-1/1 +1 towound rolls if enemy unit within 3". Fumigator - the same Drillbill - Add 3" to Unleash hell and Redeploy Icon gives them +1 share of aethergold Grundstock thunderers - 145 pts 2w/4+save/4"move/7 bravery All special weapon - serg gives +1 attack 12" 1 shot(2 for serg) 3+/3+/-1/2 If unit have all 3 types of special weapons rend is -2 +1 towound rolls if enemy within 3". Fumigator - the same Drillbill - Add 3" to Unleash hell and Redeploy Icon gives them +1 share of aethergold Arcanauts - 100 pts 1w/5+save/4"move/6 bravery Score while in the ships +1 tohit within 9" from objective In cover if within 3" of any skyvessel and can reroll battleshock Cutter - 2 attacks/4+/4+/-/1 Pike 2 attacks 2"/4+/3+/-1/d3 Serg melee weapon 1 attack 1"/4+/3+/-1/d3 Battleline Skywardens 6 models - 180 pts 2w/4+save/12"move/7 bravery up to 2 volleyguns and 2 other specials + grapnel can be taken for 6 models Pistols 2 shots 12"/3+/3+/-1/1 Volleygun 6 shots 18"/4+/4+/-1/1 Drill 1 shot 24"/4+/3+/-3/d3 if enemy unit have more then 10 models - reroll dmg. Skyhook 1 shot 24" 4+/3+/-2/d3 you can target terrain. For each hit you can move the unit upto d3" towards the target. Grapnel - For each grapnel 6 models count as 1 for hitched rule. Pike 2 attacks 2"/3+/3+/-1/d3 Skymines - if model dies from melee attack roll 2 dice on 5+ deal 1 mw(+1 to the roll if enemy unit can fly). Battleline in KO army Endrinriggers 6 models - 180 pts 2w/4+save/12"move/7 bravery up to 2 volleyguns and 2 other specials + grapnel can be taken for 6 models Pistols 3 shots 9"/4+/3+/-1/1 Volleygun 6 shots 18"/4+/4+/-1/1 Drill 1 shot 24"/4+/3+/-3/d3 if enemy unit have more then 10 models - reroll dmg. Skyhook 1 shot 24" 4+/3+/-2/d3 you can target terrain. For each hit you can move the unit upto d3" towards the target. Grapnel - For each grapnel 6 models count as 1 for hitched rule. Saw 2 attacks 1"/4+/2+/-2/d3 Repair - Roll 1 die for each model within 3" of the ship on 4+ restore 1 w.
  5. As for the heroes Navigator 5w/3+save/4"move/7bravery - 90 pts Weapon Pistol 15"/3 shots 3+/4+/-1/1 if hit, enemy unit doesn't get cover bonus in that shooting phase Have +1 to unbind and dispell if doesn't use aether storm ability. Khemist 5w/4+save/4"move/7 bravery - 100 pts Aethermatic augmentation improve rend by 1 Can have artefact that gives him an ability to unbind and/or dispell. Also he can dispell Endles spells with +2. After dispelling spell can be sucked in the "bottle" and plased in the next hero phase. If spell is in the bottle Khemist can't dispell and/or unbind. Endrinmaster on foot - 95 pts, Endrinmaster with baloon - 170 pts 6w/4+save/4"move/7 bravery, 7w/3+save/12"move/7 bravery Eye of Grungni just deal d3 mw on 3+ Unlocks Endrinriggers as Battleline Admiral - 125, Brokk - 200/Magnate - 180 6w/3+save/4"move/8 bravery, 8w/3+save/12"move/8 bravery +1 tohit vs monsters and heroes Once per turn can issue one command twice for 1 cp. Unlocks Thunderers/Sharpshooters as Battleline
  6. Just some ideas for our Ships after BCR battletome. 1 Gunhauler 10w/4+save/14" move/7 bravery - 170 pts Weapon Cannon - 18"/1 shot/3+/2+/-2/3+d3 Shrapnel - 12"/4 shots/3+/3+/-1/2 Drill - 30"/1 shot/3+/3+/-3/2d3 - if enemy unit have more then 10 models - reroll dmg. Carbain - 12"/2 shots/3+/3+/-1/2 Give 6+ ward save to other ships that can be stacked up to 5+ 3 types of bombs deal d3 MW can't take or issue command in combat phase can't make pile-in move 2 Frigate 14w/3+save/12" move/7 bravery - 320 pts Weapon Cannon - 24"/1 shot/3+/2+/-2/3+d3 Shrapnel - 18"/4 shots/3+/3+/-1/2 Skyhook - 30"/1 shot/3+/3+/-2/d6 - you can target terrain. If hit you can move the ship up to d6" towards the target. Carbain - 12"/4 shots/3+/3+/-1/2 3 types of bombs deal d3 MW can't take or issue command in combat phase can't make pile-in move Can take up to 20 models. If take more then 15 it can't flyhigh 3 Ironclad 18w/3+save/10"move/8 bravery - 540 pts Weapon Cannon - 30"/2 shots/3+/2+/-2/3+d3 Shrapnel - 24"/8 shots/3+/3+/-1/2 Skyhook - 30"/1 shot/3+/3+/-2/6 - you can target terrain. If hit you can move the ship up to 6" towards the target. Volleygun 18"/18 shots 3+/3+/-1/1 Torpedo 24"/4 shots 4+/3+/-1/d3 Carbain - 12"/8 shots/3+/3+/-1/2 Once per game can shoot special torpedo. Target a unit within 18", on a 2+ that unit can't make ward saves. 3 types of bombs deal d3 MW can't take or issue command in combat phase can't make pile-in move
  7. I can't believe that KO, FS and dispossessed will get wave 2 in the same edition. So I think that first new kits will be for dispossessed with 32mm scale models similar to StD (1-2 dual infantry kits, 1-2 single infantry kits and organ gun/cannon dualkit) with some kits that can be used in KO and FS army.(for example something like Firecannon/Magmamortar and Firequeen for FS and New(redesigned) gyrocopter/Gyrobomber and Logisticator for KO) And with that we will get Khazalid Empire book. And after that we could get actual new wave for KO and FS. That's my VERY optimistic thinking. As for the lore it depends on how you think about it. For me it's not "less lore for KO, FS and dispossessed" it's more like "more lore about united Duardin Empire" and "every aspect of duardin culture in one book". To be honest from first edition I can't say that GW did a very good job to expand KO, FS and dispossessed lore in battletomes so we still could get any interesting information(lorewise) in the novels and short stories from BL.
  8. I want to be honest too. I think that most of the faction will be souped up (6 tomes for Order and Chaos, 3 tomes for Death and Destruction). And there is a number or reasons for that. 1 GW could sell more models 2 Battletomes will be updated more often 3 GW could release more faction without needing to release new book 4 GW can update 1 faction from the soup and release 1 book for multiple factions Lore and certain faction specifics are not relevant as much if you choose between less lore for souped faction and no updates at all.
  9. This actually make me think about sleeping beauty (Valaya) and 7 dwarfs (7 guardian spirits - Valikraz)
  10. It's not really a Kharadron thing but I think that it would be interesting for anyone who likes Duardins) Some quotes from Nagash when he speaks with Grungni about Duardin underworld
  11. If we will get FS forge it could work something like: Aether forge: - Flying forge If skyvessel fully within 6" from the forge use it's flyhigh ability then after skyvessel finished it's move player can set up the forge fully within 6" of the skyvessel more then 9" from the enemy and more then 1" from other terrain. - Aether fog Enemy models within 12" suffer -1tohit At the start of KO hero phase Khemist can use his triumph to boost Aether fog range by 6" until the start of KO next hero phase or improve tohit penalty by 1.
  12. So just one more variant I come-up with for grundstock thunderers unit rework(small) 2 units Grundstock sharpshooters All rifles - serg with DB rifle 18" 2 shots (4 for serg) 3+/3+/-1/1 +1 towound rolls if enemy unit within 3". Grundstock thunderers All special weapon - serg gives +1 attack 12" 1 shot(2 for serg) 3+/3+/-1/2 If unit have all 3 types of special weapons rend is -2 +1 towound rolls if enemy within 3". Fumigator - the same Drillbill - the same
  13. 1) Runedaughter/Runemother - Female priest+ hero on palankine with 4 FS holding it. 2) Flame cannon/Magma mortar - warmachine artillery. Can be used in dispossessed army 3) Sparks - 1w unit with 1 rune in their body. Have runic armour and weapon to compinsate the lack of ur-gold. Can be taken as melee unit with throwing axes or more 50/50 unit with javelins. 4) Valykraz - flying female with 2 small kharadron spheres behind her. Can be armed with flamepikes. Can be used in Kharadron army 5) Gholems (3 types - 1 for each duardin army. Magma gholem for FS, Stone gholem for Dispossessed and Flying Iron gholem for KO.
  14. I believe that duardins and ealfs will be in new CoS but they will looks like Sigmar worshipers at first place and other gods of the pantheon at second. FS, KO and new Dispossessed will be presented as Khazalid Empire coalition units.
  15. I don't want to spoil anything. Just will say that it's totally possible that after the events of this book we could have first New Khazalid Empire city in AoS. It contain alot of detail for culture of FS, KO and Dispossessed, but nothing drastically new. Main focus is on how duardin culture look at each other and what difference and similarities between them. Ending is abit confusing tho.
  16. Book is very good IMO. Especially if you like the idea of reunification for duardins.
  17. To be fair Thryng, Urbaz and Zilfin are 100% into Khazalid Empire so I can't see why this makes no sence. Some Fyreslayers could follow Gotrek as avatar of Grimnir and some Warden Kings will go on board by default.
  18. If I understand it correctly Grombrindal - actually second name for Grungni because he don't want to influence dwarfs as god but guide them in times of need. And each time he returns to his forge he use his memories to craft Grombrindal from them. And I find it very funny that he have manage to save dwarven underworld from Nagash which could lead to Valaya returning)
  19. That's the reason why Grungni return Grombrindal. He knows that dwarves are too stubborn to forgive him so he hope that they will listen Grombrindal.
  20. I believe that Chaos Dwarves will show up at the end of edition and this would lead to Khazalid empire release.
  21. Sounds cool. Hope that duardins will get something eventually in 4th edition.
  22. Totally agree. KO will get even less scoring this season so I can't see our faction as tournament faction at all.
  23. So nothing still changed... As for Treachery I remember that chains was created by Grungni him self or Teclis.
  24. As a Dwarf player I curious to know if someone have any explicit information about: 1) Valaya status in AoS (is she dead, missed or even never existed?) 2) Why Grungni and Grimnir was tangled to the rock when Sigmar find them.
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