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Melcavuk

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Melcavuk last won the day on January 6

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About Melcavuk

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  1. Melcavuk

    Exploring and Expanding the Ironweld Arsenal

    Brief blurb on the Ironsworn "They call them the Ironsworn, if you'd believe that. Highfalutin blue bloods of the Guilds, got themselves all the gold in the Realms to spend on fancy armour and toys and think that makes them heroes. Them Nobles got the pick of the Ironweld, the biggest arsenal of deady gizmos and trinkets this side of the Red Road, strapping themselves into some lumbering armour standing two horse' high or riding their damn Cog walkers around with no regard for any'un elses plans. Still, least they're the ones fightin', takin up the blade along with us commoners. Prefer them to the Guilded, sitting on their thrones tallyin lives like it's nothin more than profits to be made, Ironsworn know battle.... them that last beyond their first charge ofcourse, They've bled alongside us and when you're in the mud aint much different between red an' blue bloods. Might be Noble birth, all that learnin' taught em nothing of manners to those below em' in the Guilds, but I've seen em' do things I'd never thought possible for mortal men. Them Templars standing face to face with Monsters that'd have you cleaved skin from bones, not just slow'in them but taking the first back, pushing THEM back in the dirt for once, moving the battlelines back inch by inch, taking back all that was lost to us... all that was stolen from us. They call them the Ironsworn, like it or not, they're out best chance of coming out the otherside of this thing"
  2. Melcavuk

    Exploring and Expanding the Ironweld Arsenal

    Sounds good, its important to get the right tonal message for the lore in order to keep it unified. To my mind there is a specific mortality to the way the Ironweld work, this isnt some faction of gods and monsters, its men and women who live and die to keep the Weld secure, its of sacrafice, grim realisation that the place of mankind is far from secure in a world of monsters. That isnt to say they are joyless, but practical, there is a beauty to some of their innovations, a pride in it. For the nobility it is important to capture the concept of inspiring, knightlike attitudes from a mechanical aspect. Some houses march their templars and striders to war adorned with guild heraldry in much the way knights of the old world would of. And for cities look beyond the basic realm aspects into the deeper concepts, also bear in mind that we know many are integrated into freeguild cities, in which case how do they fit in? Where to they stand politically etc Core concepts: Its important to remember these arent the guard or skiratii of 40k, they arent disposals to the point where individual loss is meaningless and arent knowably detached. They are painfully human (and duardin) at their core, the Labourers have workers comaraderie, even the Nobles will give their all for the Weld. They also arent the Freeguild, the Ironweld stand alongside but truly apart, it is through engineering and innovating that their true strength lies. War is industry for the Weld, it is their very lifes blood and through their war innovations they can lend that expertise to improving the realms around them. Current concept for the Engineer on Cog Strider, renamed to a Tinkerer mostly so that the Engineer keywork and Engineer name dont get duplicated too much
  3. Melcavuk

    Exploring and Expanding the Ironweld Arsenal

    Updating here and in first post As I try to get a little more organised I figured I'd go through the subsets of stuff I'd like to eventually have sorted for the battletome, some I will weigh in on myself, others would be fantastic to collaborate on, other things people could take on independantly in order to get different perspectives. If anyone wants to help out with a specific section it'd be grand, at which point we can all give feedback, critique and help hone it into something great I will say dont be afraid of critique and feedback, the warscrolls I have done are now on version 5 or so as I try and hammer out the difference between where I want them narratively and where they need to be for game balance, and even then no points have been assigned to them as the army as a whole will help define what they are worth. So to what needs doing: NARRATIVE FACTION INTRODUCTION A BRIEF HISTORY NOTABLE EVENTS (TIMELINE) NOTABLE CITIES OUTLOOK ON THE REALMS INTERACTIONS WITH OTHER FACTIONS SUBFACTIONS, CONFLICTS WITHIN THE FACTION NARRATIVE SHORT STORIES FOR FLAVOUR (MALIGN PORTENTS STYLE) GAMEPLAY ALLEGIANCE ABILITIES (Engineer relic table, Ironsworn Relic Table, Artificer Cogworks (mount traits) table) WARSCROLLS (GW does these by looking at the models and working from there, so here I have put down my own ideas for how the model will look in order for anyone who wants to do a scroll to shape up and submit) Duardin Engineer (Existing Model) (ENGINEER) - Rework existing scroll Gunmaster (Existing Model, variation for the mounted engineer to be rebranded Gunmaster on mechanical steed, command trait for WELD GUARD) (IRONSWORN) - Redone by R SMITH Gunmaster in Coghauler (HERO Steamtank, tanks of legend, command trait for nearby COGHAULERS) (IRONSWORN, COGWORK) - NEW UNIT, NEEDS SCROLL Ironsworn Paladin (Monsterous, built as secondary option to a different kit, Command trait for IRONSWORN) (IRONSWORN, COGWORK)) - NEW UNIT, NEEDS SCROLL BUILT OUT OF THE IRONSWORN TEMPLAR SCROLL HERO B (Mounted Engineer) NEW UNIT, NEEDS SCROLL BATTLELINE Weld Militia (Battleline) (WELD GUARD, LABOURER) - COMPLETED BY RSMITH PENDING FEEDBACK Riflemen/Phalanx (Dual Kit, Battleline if Ironweld) - Working in well with the Gunmasters on foot (WELD GUARD) - NEW UNIT, NEEDS SCROLL OTHER Ironsworn Templar (Also Builds Paladins Hero) - Non-Monster heavy hitter single model unit, monsterous infantry. (IRONSWORN, COGWORK)) - COMPLETED BY RSMITH PENDING FEEDBACK Ironsworn Fusiliers/Lancers - Elite Fast Moving Cavalry (IRONSWORN, COGWORK) - NEW UNIT, NEEDS SCROLL Gyrocopter/Bomber (Existing Kit) (COGWORK) - REWORK EXISTING SCROLL Ironweld Arbalesters/Engineers Corps (Experimental Weapons Unit, Arbalesters boosted by Gunmaster on foot, Corps boosted by Engineers) (WELD GUARD) NEW UNIT, NEEDS SCROLL ARTILLERY Helstom/Helblaster (Existing Kit) (ARSENAL, WARMACHINE) - REWORKED BY RSMITH PENDING FEEDBACK Duardin Cannon/Organ Gun (Existing Kit) (ARSENAL, WARMACHINE) - REWORKED BY RSMITH PENDING FEEDBACK BEHEMOTH Cog Hauler (Steam Tank kit, expansion kit add on for Cog Hauler Bombard (Rocket Variant), Cog Hauler Behemoth (Transport Variant)) (COGWORK, WARMACHINE) - NEEDS NEW EXPANDED WARSCROLL BASED ON STEAMTANK FINALLY ONCE THOSE ARE DONE IT'LL BE TIME TO LOOK AT BATALLIONS
  4. Runebrush made an awesome warscroll designer that’s fantastic for bringing a concept more cohesively together. https://runebrush.pa-sy.com/warscroll/ when done save it as a jpg and add to a relevant post as a picture attachment. In the narrative sub forum here you can then flesh out your concept where those of a more narrative mindset would give feedback (I keep one eye on any custom faction threads as to my mind they’re one of the most exciting parts of the open lore of Sigmar)
  5. Melcavuk

    Redesigning the Ironweld Arsenal

    Ten Weld Militia now sorted and the basing of the Templar finished.
  6. Melcavuk

    Exploring and Expanding the Ironweld Arsenal

    Working on the warscrolls for the Weld Militia I have also been developing the Master of Shot warscroll (Renamed Gunmaster). Looking at previous Freeguild scrolls for inspiration in terms of command ability I have weakened the Freeguild generals command ability (only works in the shooting phase as it made no sense for a Gunmaster to be benefitting units in the combat phase) and moved that across. As the warscrolls grow and change I want to make sure it feels important to keep a good heart of LABOURERS and WELD GUARD in the army as alot of the synergies will be centred around them. V1 Master of Shot V1.1 Weld Militia (Revised Officers armament) V1.4 Ironsworn, altered Heraldry special rule, altered Stoke the Furnace.
  7. Melcavuk

    Redesigning the Ironweld Arsenal

    Working on an Ironweld Gunmaster conversions along with the first two of the Weld Militia. Moving away from the Freeguild empire aesthetic to a more grim and tattered look for the militia.
  8. Melcavuk

    Exploring and Expanding the Ironweld Arsenal

    After some feedback and a little bit of model design on my part here is what we're looking like currently in terms of a unit roster: Duardin Engineer (Existing Model) (ENGINEER) Gunmaster (Existing Model, variation for the mounted engineer to be rebranded Gunmaster on mechanical steed, command trait for WELD GUARD) (IRONSWORN) Gunmaster in Coghauler (HERO Steamtank, tanks of legend, command trait for nearby COGHAULERS) (IRONSWORN, COGWORK) Ironsworn Paladin (Monsterous, built as secondary option to a different kit, Command trait for IRONSWORN) (IRONSWORN, COGWORK)) HERO B (Mounted Engineer) BATTLELINE Weld Militia (Battleline) (WELD GUARD, LABOURER) Riflemen/Phalanx (Dual Kit, Battleline if Ironweld) - Working in well with the Gunmasters on foot (WELD GUARD) OTHER Ironsworn Templar (Also Builds Paladins Hero) - Non-Monster heavy hitter single model unit, monsterous infantry. (IRONSWORN, COGWORK)) Ironsworn Fusiliers/Lancers - Elite Fast Moving Cavalry (IRONSWORN, COGWORK) Gyrocopter/Bomber (Existing Kit) (COGWORK) Ironweld Arbalesters/Engineers Corps (Experimental Weapons Unit, Arbalesters boosted by Gunmaster on foot, Corps boosted by Engineers) (WELD GUARD) ARTILLERY Helstom/Helblaster (Existing Kit) (ARSENAL, WARMACHINE) Duardin Cannon/Organ Gun (Existing Kit) (ARSENAL, WARMACHINE) BEHEMOTH Cog Hauler (Steam Tank kit, expansion kit add on for Cog Hauler Bombard (Rocket Variant), Cog Hauler Behemoth (Transport Variant)) (COGWORK, WARMACHINE) TERRAIN Cog Fort KEYWORD BREAKDOWN - WELD GUARD - Foot Mounted Infantry, potentially boosted by Gunmasters. LABOURER - Commoners, can repair ARSENAL units, are inspired by IRONSWORN IRONSWORN - Nobles, inspire Labourers with Guild Heraldry ARSENAL - Non-Cogwork, crewed Artillery Pieces, can be replenished using labourers. Benefit from ENGINEER presence. COGWORK - Mechanical units, can be repaired by ENGINEER models. COGWORK HEROES can gain ARTIFICER COGWORK relics in a similar manner to Stormcast Mouts Traits.
  9. Melcavuk

    Exploring and Expanding the Ironweld Arsenal

    The Pavaise concept is alongside the concept of the Pikemen I had, perhaps for a unit to have mixed shield or pike options to become a mobile wall for the approaching Arsenal. Currently playing with the Weld Militia scroll and a revised Ironsworn after some... critical feedback.
  10. Melcavuk

    Exploring and Expanding the Ironweld Arsenal

    Nice, all very impressive but I like the elite officers in particular, they convey a certain gravitas, the cogfort is monsterously intimidating. Working slowly on more lexicology and trying to cross over the story terms with units. Rebranding: Steamtank is now Cog Hauler Variants on Cog Hauler have their own personal designations ontop of that for example (Cog Hauler Behemoth, Cog Hauler Bombard etc) Concept rework: Stripping core Labourers back to a Weld Militia unit, a combination of repeater guns, pistols and combat weapons. A mixed weapon unit with some degree of potency but emphasising numbers over potency, the main numbers of the force but not the main potency, an ideal chaff unit to block chargers or to hold objectives. These may well be my next conversion project (Cawdor base models combined with outrider/pistolier weaponry)
  11. Melcavuk

    Templar.jpg

  12. Melcavuk

    Redesigning the Ironweld Arsenal

    And some better photos
  13. Melcavuk

    Redesigning the Ironweld Arsenal

    Applied a little paint and here's a better idea of how he'll look
  14. Melcavuk

    Exploring and Expanding the Ironweld Arsenal

    @TheR00zle Thats my own template I use in publisher, Just stole the header from a new warscroll.
  15. Melcavuk

    Exploring and Expanding the Ironweld Arsenal

    UNIT BREAKDOWN: Ironsworn Templars Unit Type - Slotless Keyworks - ORDER, IRONWELD ARSENAL, COGWORK, IRONSWORN, TEMPLAR, HERO Weaponry - Valve Lance - Some Templars mount vats of heated oil below their steel hewn lances that they might at the peak of battle drown impaled foes in the boiling liquid. If in the combat phase this model wounds but does not kill an enemy model with its Valve Lance you may open the vats, roll a D6 subtracting one if this ability has already been used this battle. On a roll of a 3 or more that model immediately takes D3 mortal wounds as they are doused in burning oil. Cogwork Trampling - (D3 attacks where the Templar kicks things) Abilities - Signal Lantern - Models in this unit may be equipped with a Signal Lantern, marking targets of priority to the heavy guns down field. You may reroll hit rolls of a 1 for friendly IRONWELD WAR MACHINES in the Shooting Phase when they target an enemy unit within 6 inches of a model with this special rule Weld Heraldry - Models in this unit may be adorned with Weld Heraldry, a reminder to all in the field that the Nobles shed blood alongside their subjects. You may reroll failed Battleshock tests for LABOURER units when they can draw line of sight to atleast one model with this special rule. Special Rules - Stoke the Furnace - In each of your Hero Phases this unit may select a single Cogwork Labour, they gain the corresponding abilities until your next hero phase. You may elect to overheat the furnaces to drive the Cogwork construct on to feats of greater potency, if you do so roll a D6, on a 3 or more you may select a second Cogwork Labour ability to take effect until your next hero phase. On a roll of a 1 this model immediately suffers a mortal wound. You may reroll failed attempts if there is a friendly ENGINEER within 3 inches of this model. Cogwork Labours - Piston Overdrive - Double this models move characteristic until your next HERO PHASE. Iron Stampede - Until your next HERO PHASE, after this model has completed a Charge Move roll a D6 for every enemy model within 1 inch, on a roll of a 5 or more that unit immediately suffers a Mortal Wound. Titanic Swing - Add D3 to the attack characteristics of this models Valve Lance until your next HERO PHASE. NOTES: This unit has the HERO keywork but is not a LEADER, this is to reflect the fact that whilst piloted by a Noble these are not your generals but questing knights of the Ironweld. This permits them to take Weld Relics or Artificer Cogwork upgrades to their armour but do not count toward your LEADER limitation. I have included alot of interplay between the various units in the faction with this scroll, it can boost the effectiveness of Labourers and Warmachines but is itself boosted by Engineers. It will have a respectable 7 inch move naturally but can Piston Overdrive to get where it is needed in the first few turns, having to select whether to focus on mobility, getting to combat or combat potency means each turn there is a tangible effect to the choices you make with Cogwork Labours. Work in progress Warscroll:
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