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Melcavuk

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Blog Comments posted by Melcavuk

  1. 22 minutes ago, Gorthor21 said:

    After play testing what are the next models you plan on building?  Are three more of those awesome looking Weld Phalanx in the works?

    Next up is a second Ironsworn Templar this time with the shield option. I’m trying to go more creepy ornate on this one for an affluent but jaded noble. Then will come more cogstriders followed by 20 more Phalanx to Bolter the defensive line

  2. 4 hours ago, Zor said:

    This is absolutely brilliant. Any chance of a collated PDF for easy reference in game?

     

    3 hours ago, khadgar567 said:

    small request please make the pictures bigger as I can read the unit abilities in any of them

    Added PDF of just game mechanics link at top of post now to solve both issues

    Though picture size is over 3000 pixels so I'm not sure if its the site itself limiting your viewing size.

     

  3.  @khadgar567 @S133arcanite if you guys want to help out writing an Ironweld Battletome I'd be more than grateful for the help, mixed viewpoints will do well to ensure the theme is conveyed through rather than my own personal perceptions filtering how things are viewed. Would be nice to get some collaboration going as the Suneaters on my own was a fair amount of work and still fell short of where i feel it could have reached.

  4. I tried to avoid using Skitarii specifically as the base models (I do really want their rifles though) as they are entirely too metal for my tastes. The crude prosethetics on the Cawdor, the bandaged and patched clothing, the occasional shoe missing etc to means far more of a labourers life than a smooth coated Skitarii Vanguard. For the officers weirdly Eisenhorn makes the best base model (turn that coat mustard, change the head to something more Sigmaresque) and I have forgeworld heads from the Nuln Ironsider kit to replace his head with.

    For the confusion around the marines the harness (thrice the height of a man), and the prosthetics (literally a more industrial version of the modern equivalent) are the two enhancements I had angled for, the first is literally a mechanical version of a monster with a butchered noble piloting it (Here I can see comparisons to the Knights but smaller, less armoured, less advanced, exposed pilot and a big ass sword) and the second is... a replacement limb. No steroid induced, indoctrinated, 8 foot marines walking around (unless you count stormcast and thats a whole other debate)

    The reasoning behind using 40k kits is simple, they have human kits that were made this century. Unless you're looking for barrel chested chaos dudes Sigmar is currently light on base models for a human conversion, as much as the Empire troopers were good in their day they really havent ages well (to my mind) and whislt I do love the forgeworld variant even I cant afford to run full forgeworld on every conversion project (yet, one day...)

    I understand how Factory Cities might lend to the concept of Forge World Equivalents, but since their outposts are Cog Fort, I tried to scale upwards and simply changed the name from "Factory Complex" in the lore to "Factory City" to make it self governing as a faction. On the plus side rereading the malignportents story has informed me they have "Cog Haulers" about the same size as alarilles beetle, whether this is a new name for the old steam tanks or something entirely new any lore tidbit that can lend ideas is always a most welcome concept.

  5. 1 minute ago, khadgar567 said:

    are we talking ironweld arsenal or age of waagmar edition of Adeptus mechanicus with a dash of Astartes thrown in as side flavoring as most of your army generally contains skitari troops converted to the age of Sigmar with occasional space marine thrown in as a heavy hitter with devastator marines and imperial knights acting as siege/ behemoth units.

    Thats an interesting point of view, not entirely unfounded but what we have seen so far of Ironweld Arsenal, beyond the limited range of models imported from Warhammer Fantasy is in the malign portents stories. I have built on brief descriptions and then extropolated outwards.

    "The Master of Shot met him at the top of the stairs. Henraus Malliver was a stocky, barrel-chested man of middling years, his skin permanently marred by soot and valchemite burn" Clearly indicating a life of hard labour, wounds where practicality matters more than vanity.

    "Loerson frowned, and turned to look at the towering tangle of steam-pipes and roaring bellows that was the pumphouse, built into the iron hide of the cog-fort’s larboard wall. Great copper tubes descended a dozen meters into the swamp, greedily devouring the silt and slime underneath the surface. Below, surveyors in hook-nosed masks strode through the murk upon mechanical striders, directing the labourers in their work." Labourers, mechanical striders, massive industrial pipes and steam belching machinery. Not shocking to the man indicating common place in the Weld

    "Greycaps were lined along the walls of the cog-fort, their rifles placed in firing channels set along the ramparts of Saint Sverova. At their officers’ command, they cracked off a storm of lead and spun behind the parapet. The second rank stepped up to fire, while the first reloaded their wheel-lock muskets."  Riflemen, commonplace

    As for your space marine/devastator comments? Where exactly are we seeing that? You've labelled the clockwork harness as imperial knight so I'm struggling to see what you mean as space marines/devastators? Or is that any model with a rifle like say... empire had in fantasy.

    If you have constructive critisism I'm more than open to it, however from the lore we have had I have simply extropolated what I could

  6. Rather than a new blog post I figured i would share what i have so far of the lexicology for the Ironweld here:

    Weld - Overarching term to cover all of the factory cities and their resources. commoner reference to the Ironweld Arsenal as an empire.

    Ironsworn - Nobility who have taken to battle, carrying with them the best that the industrial empire of the Weld can produce, though service is compulsary for all heirs to the noble houses to be inducted into the Ironsworn is still a great honour

    Labourer - Commoners who serve the interests of the Weld, whilst the majority of their number might well never see the field of battle all are trained in the use and maintenance of the artillery they produce, should the factory cities come under attack each and every labourer is trained in their defense.

    Weld Guard - Labourers who have been tasked with accompanying the Arsenal to battle, for many this is a brief endevour however the Weld know the value of human life and have found themselves to have excess. The Weld Guard exist purely to defend the Arsenal.

    The Arsenal - War is industry to the forces of the Ironweld, the Arsenal is as much a reflection of commerce as it is of military might. When the Weld march to war it is to advertise their mastery of it, and to sell arms to those who wish to purchase. The Arsenal as a term of reference is used to signify unmanned artillery, but is also a unit of measurement for the wealth of the Noble Houses.

    (Note: it is said that the name Ironweld Arsenal comes from the three pillars of their society. The Ironsworn Nobles, The Weld Guard and the Arsenal that gives them wealth)

    The Noble Houses - At one time there were only four of the noble houses, one Duardin made up of the first pupils of Grimnir, three from the engineering schools of the largest Freecities. Each represents a particular aspect of the craft of war, with the Duardin mastery of runecrafting beyond compare, the house of Oran are master armourers, others perfect explosives, riflings etc. Each house takes a turn leading the interests of the Weld with the passing seasons though there is often fierce debate as to who should ascend next. In recent days a fifth noble house has risen up, new technologies have elevated commoners to the houses of nobles yet there is clear disdain from all but the Duardin house in their presence.

    Anyone else wanting to throw out some terms of cultural tidbits feel free!

  7. 6 hours ago, TheR00zle said:

    how are you going to model the swords? and how many templars in a unit?

    Still working on the concept for I’m not entirely sure on how the final model will look, I have the idea of how they look in lore but as I can’t sketch it’s hard to convey. Aiming for four max in a unit, points per single model, logic here is I imagine it to be a two model kit that either makes two Templar’s or one and a paladin

  8. 1 hour ago, S133arcanite said:

    Nice, you could use Armiger Knights as the base of the conversion.

    Yeah they are the best base model, trying to work out a small malign portents narrative to describe the Templars but finding the right voice is challenging.

    The vibe for the Templars is important to the lore, to the uneducated masses they are inspiring heroes, towering testaments to the might of the weld wielding flaming swords to slay monsters. But to the Engineers the thought of being interred in the Templar armour is horrific, it is a life of constant agony that burns through the wearer in short order, a last chance at glory for a maimed heir to a noble house. The cost alone is so exorbitant that the sight of a Templar harness being hosed down for reallocation after its wearer has expired is a tragically common thing in the factory cities. 

    Its important that the lore establishes these arent Stormcast, no shining knights who get infinite tries, it is a tragic final act of a wounded soul.

  9. 48 minutes ago, TheR00zle said:

    interesting, but are they Order or Death?

    also what models do you plan to use for conversion fodder?

    I've got two potential avenues I could take it in and currently being at the crossroads is a headache:

    Order(Ish)
    Base faction: Kharadron Overlords
    Origin: The Menders Conformation true origins lay within Duardin of Ghyran, they came to turn their talents to mining life, the most precious material in any part of any known realm. Their picks have long since been dicarded instead replaced by duardin axes to cleave limb from body, their engineers as skilled in taking part and reassembling a living creature as they are at tending to the massive spiderlike machines that carry them to war. These menders have taken up residence in "The Under" a void of darkness and cold, living beneath the realmplate far from the light of Hyish, such a place is beyond the knowledge of mortal men and lesser Duardin, to have tunneled beyond rock and dirt and emerged into the madness beyond. Here they have long since warded their mighty cities against the gnaw of skaven seeking to use the Under to tunnel beneath the cities above.

    The Menders profit from the sale of Organs on the blackmarket, plying their trades of longevity and healing in order to keep their holds filled with currencies of the realms.

    Here I can use the decent varieties of the Kharadron heroes to produce various Physicians, Alchemists, Diviners and Warriors. And with the Variety of ships on offer and create a number of unique looking Mecha-Spiders to carry them to war.

    Models: Solar Auxilia torso and arms with Arkanaut grand company legs.

    Chaos(ish)
    Base Faction: Nurgle
    Origin: High in the peaks of Ghyran the Menders of old were left defenseless to the encroachment of nurgle upon the land, with all the ravages of chaos pillaging below none sought to look high above the clouds to the secretive creatures that called the peaks their home. For centuries the envoys of the Menders grew silent, and then seemingly without ever having missed a beat resumed their macabre visits to the field of battle to revive those on the bring of death and harvest those who had fallen. They infiltrated the cities of men as healers, wisemen and sages always hidden behind sinsiter marks as they plied their trade. As they march to war however the true nature of these Nurgle ridden Menders in unveiled, tattered robes giving way to plague ridden flesh, vast vats of pestilent decay suspended in glass orbs to spread contagion on the field of battle.

    These Menders seek only to ensure life flourishes, by whatever means, cultivating the plagues of their god to spread life beyond reason through the realms.

    Here I can use Skaven weird sciences along with the plethora of Nurgle scrolls to create tough, unique looking models.

    Base Models: Necromunda Cawdor for marauders and marauder horsement, Genestealer Aberants for Blight Lord, weird science machines to flesh out Chaos Warshrine and monsters.

  10. Cheers guys, 

     

    I’m far better at doing small focused conversion projects than full gaming armies. Thus far the Fire Aelves and Suneaters have been my more long running projects in terms of complete armies. Though I’m beginning to get the modelling wanderlust again and something about the idoneth just isn’t clicking with me right now

  11. 23 minutes ago, Necroshadow said:

    The migration rules look brilliant, make for some interesting forces. I feel the ur-gores would really hate the fyreslayer centric free city I’ve been working on, civilisation and ur-gold combined. 

    Cheers, I wanted to show atleast narrative, probably with models eventually that the Suneaters can be more than just fire and Ogors, with each taking a very different route to get the ultimate destruction objectives. From the hideously afluent Ur-gores literally clad in rippling gold to the spooky and macabre Dead Heads.

    And you're right the Ur-gores are big spiteful brutes, they'd try to burn the city for the Suneater but bathe in the gold just to make sure nobody else got to have it :P 

    • Like 1
  12. 49 minutes ago, Gecktron said:

    Great work! I love subfactions. They add a lot of flavor to an army, in my opinion. 

    The Chamon and Ulgu migrations are my favorites, very thematic. 

    Another thing, you assigned each migration a home realm. Are planning on connecting them with the realm artifacts from Malign Sorcery? Like: "If you play a game using the realm rules you have to designate your army as coming from the realm connected to your chosen Migration"?

    Cheers,

    Had to readjust, Ur-Gores are Aqshy, the Pyremaws are Ghyran. Entirely forgot that the Fyreslayers that Ur-gores war with were Aqshy centric. The tome has been fixed accordingly but for now these photos will stay up.

    The small blurb on the first photo (grey box) was the guidelines that whilst they have suggested home realms as they are migrations you can pick whatever realm best suits your army theme (as migrations move around they can justify being from anywhere really).

    My personal favourite are the Dead Heads but every model I've made so far is Burning Klaw since they are the most generic and the original tribe, got alot of conversions in mind using things from the new Nighthaunt range and the Ogors to combine into Dead Heads.

  13. The little Gothi blurb was to clarify that Gothi priests are afforded respect due to their affinity with the Suneater. Whilst Ogors will heed a Gothi Priest command it’s the Suneaters will (admittedly interpreted by the priests) they obey. An Ogor would sooner sit on a Gothi than admit it was incharge but the Priests exist outside of the chain of command, as advisors to the Elite they can have a degree of reflected status (after all is the order coming from the priest, or is he relating it for his Prophet). The more power the prophet the more reflected status so those keepers of the Exalted are protected through fear of their masters

    17 minutes ago, Gecktron said:

    Thank you for this comprehensive overview over the Suneater Tribes. I only have one question. You wrote that the Gothi are below the ogors but you also wrote situations were a high ranking Gothi was ordering a bunch of Ogors around. So I assume that most Gothi are below the Ogors but some can rise above the lower ranked ones? 

     

    • Like 1
  14. If you want Alarielle Centric:

    Scions of the Everqueen

    Order of the Eternal Goddess

     

    Or make up a season related aspect, Alarielle forests do after all follow the seasons so in spring shes likely revered as a Fertility Goddess, in Summer when all is warm and bouyant life she might even be revered as the goddess of Ale and Festivities. In autumn goddess of the Harvest etc. They might even have a winter festival where they give thanks to her for the year of good life, and so on

  15. Current Tiers of power go:

    The First (Also known as First Prophet, Forsworn of Vulcatrix, Exalted of the Suneater, Surt'Ar) - Founder of the Suneaters, Demi God, Ruler Over All
    The Exalted Volsungr (Each has their own name, Tu'Gor Incinerator of the Barrenhold, Qu'tek Seer of the Scorched Path etc) - Founders of the Great Tribes of the Migrations, the first Disciples of the Suneater, Ancient Warriors of Legend. Some second founding tribes have had their Volsungr ascend with age but the Exalted Volsungr of note are all the first Founders (So 5 major warriors of legend thus far)
    Volsungr - Leaders of the Tribes, Prophets of the Suneater, each tribe has one Volsungr who holds dominance over it and shapes it to his will, he guides their migration and is a Barbarian King by Divine Selection. Tactically more accute than the Exalted and living leader of the tribes he holds sway but the Exalted are warriors of Legendary destructive force revered as the living incarnation of battle, it is unlikely a Volsungr would try to contest if an Exalted ever chose to give an order (though it hasnt been tested)
    Beserkr - Disciples of the modern Volsungr, wizards and aspirants but kept in their place. 

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