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cofaxest

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Posts posted by cofaxest

  1. Terrain

    Runeforge

    Runic empowering

    Friendly units within 12" (add 6" for each runepriest or cogsmith) once per phase can overcharge it's rune.

    Runic overload

    Each time when friendly unit overcharging it's rune within Runic empowering range place a counter over forge.

    One per game Runeforge can be overloaded dealing dmg to all enemy model within Runic empowering range equal to number of counters. After that runeforge is inactive.

  2. 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 

  3. 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

     

    • LOVE IT! 1
  4. 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.

  5. 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.

  6. 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


     

  7. 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

  8. 12 hours ago, Beliman said:

     

    It's not about souped tome or no updates, it's about souped book or a 2d wave!!

    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. 

  9. 9 hours ago, Beliman said:

    I'm going to be totally honest, but I think it will not be good for us. Imo, mixing all duardins in one battletome is just about the rules as we already have seen with Orruk Warclans:

    • 0 new models for Bonnesplitterz or Ironjawz. Remember that they still don't have Endless Spells nor scenary, and they are from 2016!! 
    • Mix all three tomes in one book: less illustrations, less stories, etc.. overall, less things for one  faction.
    • The only thing that they won is one (or two) pages of battle traits to play with all 3 diferent armies. Imo, that's campaign books are all about (Lethis, Wrath of Everchosen, etc...), no need to mix them within a battletome without a proper plan.

    So, why would I want that for my Flying Duardins? I don't know, maybe with a proper plan with new models mixing all styles. But I don't want to see some of our main identity go away (that's what hooked me in 2017):

    • Our Lore: In a setting with gods and magic, KOs refuse to follow them and we create our own "magi-tech".
    • Our design: a bit of pirates, Steampunk, Aerial combat, a new take of victorian diver suits, strange and exotic weapons.... and of course, Dwarfs!
    • Our Rules: Mainly our transports. Anything else has become obsolete over time (The Code) or is a mechanic already used in other battletomes (Aether-gold and subfactions). /sadface

    I understand that the Lore can be changed to accomodate the models and/or rules, but the fans of the army need to believe it.

    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. 

  10. 17 hours ago, cofaxest said:

    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
     

      Hide contents

    N - Give me the keys to duardin underworlds, and with such tools will we remake Shyish into fortress of Order as will endure unto the end of things
    G - No
    N - I will find them if I must I will break them, and devour their guardian spirits and false-gods as I have others.
    G - No you won't, or you wouldn't have bothered to ask. 
    N - All things that are dead belong to me. Whether they come to me singly or in their trillions, they are mine, and I know when one is absent. You hope to hide something from me. I see through you.
     

     

    This actually make me think about sleeping beauty (Valaya) and 7 dwarfs (7 guardian spirits - Valikraz) 

  11. 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
     

    Spoiler

    N - Give me the keys to duardin underworlds, and with such tools will we remake Shyish into fortress of Order as will endure unto the end of things
    G - No
    N - I will find them if I must I will break them, and devour their guardian spirits and false-gods as I have others.
    G - No you won't, or you wouldn't have bothered to ask. 
    N - All things that are dead belong to me. Whether they come to me singly or in their trillions, they are mine, and I know when one is absent. You hope to hide something from me. I see through you.

     

    • Like 1
  12. 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. 

     

  13. 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

    • LOVE IT! 1
  14. 3 hours ago, RocketPropelledGrenade said:

    I think the right number of warscrolls is contextual to the faction and to the existing scrolls. Ironjawz are close to perfect in executing their faction concept, and there are very few things even possible to add that don't dilute that, IMO. Warboss on gore-grunta or similar mounted but non-monster hero is pretty much the only thing I've heard suggested that works for them without disrupting what they have going on (which is currently great, IMO). Ironjawz are the all gas, no brakes, throw your force into the jaws of the enemy and laugh as they drown in a tide of Green faction. It works.

    Fyreslayers technically have more scrolls, but I'd argue they have less variety. In IJ, every unit serves a distinct role and purpose, and mixing and matching allows you to fine tune in interesting ways (although this was better balanced before the errata gave pigs Rend -2 on the one weapon option). In FS, there's...Berserker Unit, Berserker Unit 2, Literally just Berserker Unit but Better, and then one other non-hero unit that isn't the exact same role as the other three ("elite" isn't a role, it's a cost). And then you have Combat Monster, Combat Monster 2, Combat Monster 3 but it's also a Priest so Slightly Different, and so on. At least Lofnir differentiates Runesons and Runefathers for Oops All Droths, but there's plenty of room within the Fyreslayers idiom for other concepts. Ranged units already exist for them, so something like a Magma Cannon as an artillery piece isn't far out of whack. Small minidroths but in a cav unit isn't outside their milieu. You could leverage these small bits of variety present into good amounts of variety without changing the faction identity--but you also could never get them to Stormcast levels of scrolls without breaking the faction, because not even Stormcast should have that many scrolls.

    Basically, I'd be fine with anywhere single digit warscroll numbers in a few cases to 30-40 in others, but it has to make sense for the faction and fit their design in gameplay, lore, and aesthetic. Some factions make sense with big rosters. Others don't, but could still benefit from a scroll or two sometimes.

    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.

    • Like 7
  15. On 9/23/2022 at 7:18 AM, Lord Krungharr said:

    I am sorely hoping that the short-legged folk don't get left behind...they build stuff!  Really really hoping, if Cities will still have cities, and new ones, that there's a full on Duardin city with Fyreslayers AND Kharadron coalition allies, and with the white bearded fellow at the end of Broken Realms providing some good technical knowhow.  And a Cogfort.

    But some longer-legged folk might find a welcome home on my shelves too.  Would be neat to make guisarmes and all kinds of polearms for them.  

    I bet there will be two types of Cities ways to play, like the Stormcast have the Stormkeeps, where the Dawnbringers get buffs or something against enemies near objectives as they build their new settlements.

    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. 

    • Like 1
  16. 9 hours ago, Beliman said:

    WOW, I'm still waiting for Element Games to send my book! Anything interesting? Did you fins interesting for the future of the duardins?

    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. 

    • LOVE IT! 1
  17. On 10/8/2022 at 7:20 PM, Beliman said:

    I'm with @Dogmantra, it should be completely legal to play.

     

    Btw, Arkanaut Oath have some fun inputs for KOs. Appart from worldbuilding like our main language (kharadrid), we have the first Akranaut Surgeon (some type of Apothecary maybe?). It's not something to take serious because it's just a Black Library book, but hey, at least it's something.

    Btw, we shoudl recieve another Black Library book this october too, I can't wait to read it!

    01.jpg.c7b7da2c5a270cd9c3dd6a8a8f3d80db.jpg

     

    Book is very good IMO. Especially if you like the idea of reunification for duardins. 

    • LOVE IT! 1
  18. On 10/10/2022 at 2:36 PM, Beliman said:

    Take in mind that not all Fyreslayers or KOs refuse to follow Grungni.

    In the background, the Duardrazhal already happened (a big reunion between all Duardin factions) and Fyresalyers already have a rule that represent the conclusion of what happenedt:

    We don't have a new KO battletome and we don't know what KOs are going to do with all this issue, but some new stories (mainly White Dwarfs, a few Broken Realms stories and Arkanaut Oath) have some hints in to what happened there and what's next. Some of our main cities are already refusing Grungni, even if his lawyer is Grombrindal (aka, Mhornar, Nar, etc...), but others seems to be a bit more flexible (Barak-Thryng).

    Only time will tell if Grombrindal can do something but IMO, another Duardrazhal seems to be a waste of time. Their themes are completely diferent, looking to merge them seems a bit forced.

    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. 

  19. 6 hours ago, Grungnisson said:

    The problem with Grombrindal is that he's supposed to be appearing in the times of dwarfs' greatest need, in which they currently... aren't?

    It's more Grungni, who's needy 😆

    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)

    • Like 1
  20. 1 hour ago, Neil Arthur Hotep said:

    I kinda think they will still get something this edition. They set up the return of Grungni in Broken Realms and are teasing Chaos Dwarves with the Hobgrots and Horns of Hashut. I would be surprised if the whole edition passes and nothing dwarf-related happens.

    I believe that Chaos Dwarves will show up at the end of edition and this would lead to Khazalid empire release. 

    • Like 1
  21. 12 hours ago, Jetlife said:

    My usual source has hinted that 2023 will be a big year for AOS. Not to expect a new army until later in the year, but expect the remaining Battletomes to get flushed out with some getting new hero and other getting a few units similar to Sylvaneth. 
     

    Seraphon will get more than a hero. Didn’t specify outside of rescuplts. I’d imagine Kroxigor and/or salamanders.

     

    OBR and Soulblight will both be getting new units not just a hero, sometime next year. 
     

    Khorne is getting a much needed hero rescuplt….I’ll assume Valkia whenever they drop that Battletome. 
     

    The perceived plan is to flesh out the rest of the armies and get everything up to date for 3.0. Then expand into other armies.  Similar to what 40k has been doing this year. 
     

    Sounds cool. Hope that duardins will get something eventually in 4th edition.

    • Like 2
  22. 1 hour ago, readercolin said:

    So the question is when does the Galletian Veterans keyword apply.

    The answer is that it always applies to Arkanaughts, and can sometimes apply to thunderers, and can sometimes apply to endrinriggers and skywardens.  However, all 4 of those do count as troops, but the bounty hunters battalion only affects melee in a mostly shooting based army.

    Overall, I see this as making arkanaughts weaker, as they are now always going to be at risk to the +damage battalion. The bounty hunter battalion isn't particularly useful either as the only things that are going to be effective with that would be skywardens/endrinriggers, but even then endrinriggers have a single attack and skywardens only 2.  And using that battalion would also mean giving up the one drop battalion, which is generally fairly important to competitive KO lists.

    I think in the end that the competitive KO lists are still going to need the 1 drop battalion to be able to dictate turn order.  Otherwise I don't see any other positive changes for KO from this update.

    Totally agree. KO will get even less scoring this season so I can't see our faction as tournament faction at all. 

  23. 10 hours ago, JReynolds said:

    1) Missing/unspecified, as of two years ago. That might have changed with the new Kharadron/Fyreslayers tomes, though. 

    2) Treachery. Whose treachery, and why it took that form, are as yet unknown. Again, as of two years ago. Might have changed since. My money is on Hashut, though. 

    So nothing still changed... 
    As for Treachery I remember that chains was created by Grungni him self or Teclis. 

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