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Melcavuk

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Posts posted by Melcavuk

  1. Some more work on fledgling rules, feedback welcome as always.

    Allegiance abilities:

    Eternity to Plunder
    No mere blade can sever the bonds of eternity that tie a crewman to the mast, able to deflect would be lethal blows with ease to continue their plunder of the realms. Every accursed soul that makes up the motley crew has wagered gold and spoils against the weight of their soul to escape the underworld, oft able to coerce the ferryman another day to secure their fortunes and freedom once more.
    If a friendly ABYSSAL CREW model suffers a wound or mortal would whilst within 9 inches of a friendly ACCURSED VESSEL roll a D6, on a roll of a 6 that wound (or mortal wound) is ignored.

    Infamy
    The crews of the Abyssal Fleet barter on legend and infamy, those who can accrue a reputation of fear are assured the respect of lesser.
    Heroes within an army with the Abyssal Fleet keyword each forge a legend of their own on the field of battle. At the beginning of the battle every Abyssal Fleet Hero begins at Infamy 0, and may gain infamy through a number of preset actions representing their pillaging, butchering or gaining repute through other nefarious means.

    Each Warscroll will indicate how a Hero changes with these progressions, with the benefits gained being cumulative as their legend is forged. Below are the ways in which a Hero may gain Infamy, a model only ever gains bonus Infamy for being the general once and this occurs at the beginning of the battle. All other Infamy gains happen as soon as the trigger as met.

    - The Hero is your General.
    - The Hero dealt the final wound to a slain enemy Hero or Monster
    - The Hero secured (or was part of securing) an objective previously held by an opponent.

     

    Sworn to the Fleet
    Though there are many a soul, cowardly and corrupt that has been cast to wander the Realms for eternity. The Abyssal Fleet is comprised of those sworn to the mast for eternity. A pirate without a ship is merely a thief with dress sense.
    Every ACCURSED VESSEL in the fleet allows the controlling player to setup the nominated ABYSSAL CREW unit specified on their Warscroll,  make a note of the parent vessel for every unit setup in this manner as it becomes their SOUL ANCHOR for the duration of the battle.

    Models with the ABYSSAL CREW keyword are unable to be deployed in the normal manner. Instead each unit must deploy within their ACCURSED VESSEL, or may be set up in the Depths. Units in the depths may be setup on the table at the end of any of their players movement phases, anywhere on the battlefield as long as they are more than 9 inches from any enemy models.

    Units deployed in the Deep that are not setup on the table by the end of turn three are counted as destroyed.

    Soul Anchor
    The souls of the Accursed are forever sentenced to toil before the mast of the Fleet, they are never free from its siren call able to be pulled vast distances to be drawn back to the hold of their eternal prisons, should their vessel fall however those corrupt and damaged souls are unable to resist the lure of Nagash to return to their watery graves.
    In your Hero Phase you may declare a friendly ABYSSAL CREW unit is being pulled back to the ACCURSED VESSEL nominated as their soul anchor. This unit is removed from the battlefield and is instead embarked within their ACCURSED VESSEL. Units setup in this manner are unable to disembark in the following movement phase.
    If an ABYSSAL CREW unit is still on the battlefield after their SOUL ANCHOR is destroyed they suffer D3 mortal wounds at the beginning of every subsequent battle round.

    COMMAND ABILITY
    Over the Sides Lads!

    Though defenders might seek to repel the creaking hulls of the Abyssal Fleet bearing down upon them it is sadly all too often the case that their mutineer and cutthroat crews swing from the long lines past the garrison to vulnerable populace beyond.
    You can use this ability after a friendly ACCURSED VESSEL has successfully made a charge move in the Charge Phase and is wholly within 12 inches of an Abyssal Fleet Hero, or 18 inches of an Abyssal Fleet Hero that is your General. If you do so any friendly units embarked upon that Vessel may immediately make a charge move, for the duration of that move those units are considered to by Flying

     Warscrolls
     

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    • Like 3
  2. Whilst I wait to see the impact that the new Cities of Sigmar book has on my custom Ironweld Battletome I wanted to try my hand at converting and writing rules for a fan favourite project the Undead Pirates (Vampire Coast for those WFB and Total War fans).

    Undead pirates have oft been brought up as a fan favourite for a faction to explore, and since I havent made any custom rules for a death alliance army previously I wanted to play around with some ideas and how they might be implemented on the field of battle.

    The Idea - Work in Progress name of ABYSSAL FLEET though I'm sure there are better name ideas out there. A Pirate Fleet made up of motley crews, of mixed races all succumb to death (all races, but in various stages of death)

    The Emphasis - The Ships, what I want to avoid here is the Kharadron problem where the ships are one of the least used aspects of the army list. I have an idea to counter this where players purchase ships and accessory units with points, but their infantry are baked into the points cost of each ship and each nominates an infantry unit it lets you set up. This way the emphasis is always on the fleet and not on making max sized hordes.

    The interplay between ships and crew should also be important, the Death after save for this faction is generated by the ships, if a crews ship goes down their tether is gone and they begin to get drawn back to the depths, but a crew can be pulled across the board back into their vessel.

    Currently allegiance ideas (wording might need tightening but hopefully the idea is there) are designed to promote interplay between the massive focus points and characterful set pieces of the ships of the fleet, and the characterful motley crews that they bear to battle. Each is meant to rely on the other to balance behemoth with battleline, infantry with monster.

    Eternity to Plunder—No mere blade can sever the bonds of eternity that tie a crewman to the mast, able to deflect would be lethal blows with ease to continue their plunder of the realms. Every accursed soul that makes up the motley crew has wagered gold and spoils against the weight of their soul to escape the underworld, oft able to coerce the ferryman another day to secure their fortunes and freedom once more.

    If a friendly ABYSSAL CREW model suffers a wound or mortal would whilst within 9 inches of a friendly ACCURSED VESSEL roll a D6, on a roll of a 6 that wound (or mortal wound) is ignored.

    Sworn to the Fleet—Though there are many a soul, cowardly and corrupt that has been cast to wander the Realms for eternity. The Abyssal Fleet is comprised of those sworn to the mast for eternity. A pirate without a ship is merely a thief with dress sense.

    Every ACCURSED VESSEL in the fleet allows the controlling player to setup the nominated ABYSSAL CREW unit specified on their Warscroll,  make a note of the parent vessel for every unit setup in this manner as it becomes their SOUL ANCHOR for the duration of the battle.

    Models with the ABYSSAL CREW keyword are unable to be deployed in the normal manner. Instead each unit must deploy within their ACCURSED VESSEL, or may be set up in the Depths. Units in the depths may be setup on the table at the end of any of their players movement phases, anywhere on the battlefield as long as they are more than 9 inches from any enemy models.

    Soul AnchorThe souls of the Accursed are forever sentenced to toil before the mast of the Fleet, they are never free from its siren call able to be pulled vast distances to be drawn back to the hold of their eternal prisons, should their vessel fall however those corrupt and damaged souls are unable to resist the lure of Nagash to return to their watery graves.

    In your Hero Phase you may declare a friendly ABYSSAL CREW unit is being pulled back to the ACCURSED VESSEL nominated as their soul anchor. This unit is removed from the battlefield and is instead embarked within their ACCURSED VESSEL. Units setup in this manner are unable to disembark in the following movement phase.

    If an ABYSSAL CREW unit is still on the battlefield after their SOUL ANCHOR is destroyed they suffer D3 mortal wounds at the beginning of every subsequent battle round.

     And here are the V1 test scrolls for the Countess Isabella ship of the fleet and her Cutthroat Mutineer Crew

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    • Like 2
  3. So with the concept of Pirate Coast for AoS here's test model number one, not an overly ambitious conversion but hopefully the end result says "Undead Pirate" or atleast something close 
    Upto 5 members of the motley crew, hopefully disparate enough to look like a crew of misfits whilst unified enough to be to theme 
     
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    Whilst I wait on the release of Cities of Sigmar to see its impact on my Ironweld Arsenal force and subsequent battletome I've been toying with various creative ideas to explore as another fan project.
    Undead pirates have oft been brought up as a fan favourite for a faction to explore, and since I havent made any custom rules for a death alliance army previously I wanted to play around with some ideas and how they might be implemented on the field of battle.
    The Idea - Work in Progress name of ABYSSAL FLEET though I'm sure there are better name ideas out there. A Pirate Fleet made up of motley crews, of mixed races all succumb to death (all races, but in various stages of death)
    The Emphasis - The Ships, what I want to avoid here is thed Kharadron problem where the ships are one of the least used aspects of the army list. I have an idea to counter this where players purchase ships and accessory units with points, but their infantry are baked into the points cost of each ship and each nominates an infantry unit it lets you set up. This way the emphasis is always on the fleet and not on making max sized hordes.
    The interplay between ships and crew should also be important, the Death after save for this faction is generated by the ships, if a crews ship goes down their tether is gone and they begin to get drawn back to the depths, but a crew can be pulled across the board back into their vessel.
    Currently allegiance ideas (wording might need tightening but hopefully the idea is there)

    Eternity to Plunder—No mere blade can sever the bonds of eternity that tie a crewman to the mast, able to deflect would be lethal blows with ease to continue their plunder of the realms. Every accursed soul that makes up the motley crew has wagered gold and spoils against the weight of their soul to escape the underworld, oft able to coerce the ferryman another day to secure their fortunes and freedom once more.
    If a friendly ABYSSAL CREW model suffers a wound or mortal would whilst within 9 inches of a friendly ACCURSED VESSEL roll a D6, on a roll of a 6 that wound (or mortal wound) is ignored.
    Sworn to the Fleet—Though there are many a soul, cowardly and corrupt that has been cast to wander the Realms for eternity. The Abyssal Fleet is comprised of those sworn to the mast for eternity. A pirate without a ship is merely a thief with dress sense.
    Every ACCURSED VESSEL in the fleet allows the controlling player to setup the nominated ABYSSAL CREW unit specified on their Warscroll, make a note of the parent vessel for every unit setup in this manner as it becomes their SOUL ANCHOR for the duration of the battle.
    Models with the ABYSSAL CREW keyword are unable to be deployed in the normal manner. Instead each unit must deploy within their ACCURSED VESSEL, or may be set up in the Depths. Units in the depths may be setup on the table at the end of any of their players movement phases, more than 9 inches from any enemy models.
    Soul AnchorThe souls of the Accursed are forever sentenced to toil before the mast of the Fleet, they are never free from its siren call able to be pulled vast distances to be drawn back to the hold of their eternal prisons, should their vessel fall however those corrupt and damaged souls are unable to resist the lure of Nagash to return to their watery graves.
    In your Hero Phase you may declare a friendly ACCURSED CREW unit is being pulled back to the ACCURSED VESSEL nominated as their soul anchor. This unit is removed from the battlefield and is instead embarked within their ACCURSED VESSEL. Units setup in this manner are unable to disembark in the following movement phase.
    If an ABYSSAL CREW unit is still on the battlefield after their SOUL ANCHOR is destroyed they suffer D3 mortal wounds at the beginning of every subsequent battle round.
    • Like 9
  4. Its worth mentioning most in store tournaments arent "Official Events" in that its literally the manager driving footfall into the shops, and as such all requirements, planning and specification for said tournament are entirely down to that Stores manager. They are able to, entitled to and often will assign whatever requirements they want for the tournament in the hopes of it boosting footfall and sales, as ultimately they are judged on sales and atv (average transaction value) as opposed to running events that fit each individuals style.

    For this reason painted is almost always a requirement, as it sells paint. It also provides better advertising to sell models when players face a fully painted, fully assembled army. Essentially your role as a participant is a somewhat mobile mannequin for their product lines, yes you get a great day of tournament out of it but the stores benefit is from selling more.

    Official events, such as those at Warhammer World, or the Citadel, all require fully painted, correctly based models, with all conversions or variation requiring prior approval from the events team. 

  5. Now I know this is a premature departure from the teaser models but whilst I adore the videos and the lore behind the Bonereapers many of the models simply do not tickle me in the right way, it’s purely a personal preference thing.

    Meanwhile the idea of an army of constructs is very much a concept I like, so taking inspiration from the classic Jason and the Argonauts movie, along with the plethora of Greek themed models in the existing range in set to build and army of bronze/brass finery statues encasing the tithed bones in a faceless legion, theming everything to a metallic Greek vibe.

    heres the test models, including two painted, and a converted caster/priest 

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    • Like 6
  6. Nearly finished on my design to run alongside my Cities of Sigmar. Instead of running units of Stormcast, by running each as a Hero scroll it really reflects the difference between mortals and these herculean heroes. Usually I try to make my models more grounded, but here I want to explore how mortals see Stormcast. These are titans, who arrive on lighning, with raw power coursing in their veins, armour crafted by gods. Nigh immortal warriors of legend.

    I wanted to integrate little cultural bits, the barbarian crown to signify a life before, or perhaps a culture formed around him. The armour sculpted as fire beneath the drake head shoulder as though it still belows in death. The basilisk tooth spear as trophy of conquest.

    Size comparison for reference, display base seperate for now

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    • Like 2
    • LOVE IT! 2
  7. Havent we also had hanging heads rumour engines that look like they'd match the hook spiked heads on his back?

    Either way this looks really cool, and a nice insight into how Nagashes legions recruit their number whilst not rendering shyishian settlements extinct.

  8. With the pending release of the Cities of Sigmar, I thought it would be fun to get together a word based map of the City you have designed for your Freepeople, and some details around it. I will update the post with each excerpt so we can catalogue the many varied cities of the realms that are coming together. My aim is to collate detailed information on fan made cities, from their colour scheme and heraldry to inspire other players through to background and lore to inspire those wishing to play battles, or RPGs set within the rich setting provided. 
     
    Below are the cities I have had information from fans for so far, but I'm looking to gather far more information on each, I have also attached an example (though hard to read due to site limitations) of how extensive I'd like the initial layouts to be for each city by way of my own Midnight City pages.
     
    So anyone working on designing a city add your details below:
    City Name
    Region
    Realm
    Outpost/Village/Town/City/Metropolis
    Defining Characteristic
    Populace (Races, Factions)
    A bit of background

    First update:
    ULGU
    The Midnight City
    Located on the plateau at the head of the Mirrored Valley a region trecharous to all save those who know the path, its many mirrored walls concealing countless pitfalls.
    Ulgu
    Sunken Metropolis, outer streets in ruin
    Ironweld Factory city long since thought abandoned, though for centuries progress has continued in the many workshops beneath the surface. Since unveiling their survival the city has become the functional operating hub for the Argent Order of Witch Hunters, their hidden temple presumably located nearby.
    Populated by Humans, Automata, and a small number of Duardin elders who marshall the workshops

    GHYRAN
    Hallowforge
    The Thorn Peninsula
    Ghyran
    Metropolis
    Situated on the facade of a mountain that splits the skies and it’s always raining......
    Aelf, Human And Stormcast mainly with a few Duardin.
    Korrigan
    The Realmswirl gate
    Ghyran
    City
    Located on a small plateau overlooking a realm gate and multiple large open areas, which are then surrounded by tress.
    Mostly humans and duardin, some elves, virtually no stormcast.
    Originally a small town a few days north of the Living City, after the Season of War, the Orchid Guard (a famed regiment of the Living City) was ordered to station there and make Korrigan a northern bulwark against future attacks against the Living city. Under the wise rulership of General Leif, Korrigan quickly grew in size as trade deals were made and pacts of friendship written. Now, the Orchid Guard are entwined with Korrigan's populace.

    The nearby Realmgate once travelled between several realms, rotating its end destination every few weeks, but with the necroquake's effects, it has become much more erratic, its flow barely predictable by the prognostications of the Collegiate wizards of Korrigan's school.
    Spire Vanis
    Thrall Point peninsula
    Ghyran
    City
    The city is named for its many towers, most of which rise from fortified holdings that are home to powerful Sorceresses or Warlords and their retinues. Narrow bridges arch between the towers joining many of them in a network of pathways high above the narrow streets below, such that looking down on the city from above it appears to lie beneath a massive web.
    Mostly Aelves and Humans, with some Duardin, but it is undisputably the Aelves that rule here, a conclave of the cities most powerful Sorceresses and Captains form the government.
    The city was overrun and ruined by the forces of Archaon during the Age of Chaos, since reclaiming their homeland the people of the city have fought a near ceaseless war against the nearby tribes of Ogors, Troggoths and also the Skaven.
    Silverfall
    Everdawn Mountains
    Ghyran
    City
    Located at the feet of the Everdawn Mountains, its inhabitants are humans and aelves came from Azyr. The economy of the city is focused on the production of invigorating potions created with the pure waters of the Aetherlight Cascades situated not far from the settlement.
    Silverfall presents the stormkeep of the Lyonshields, strike chamber of the Hammers of Sigmar that took back the city from the forces of Nurgle during the assault at a near realmgate.
    With the necroquake and the consequent soul wars the sacrosanct chamber of the Starstrikes has been added to protect the region.
    AQSHY
    Silverport
    Black Iron isles of the Searing Sea
    Aqshy
    City
    Inhabited by Aelves of all kinds and Human mages.
    A Human/Aelven college of magic -dedicated to the study and recovery of the Agloraxi wonders-, floats above the city, chained to nearby mountains.
    Volantis
    Aqshy
    City that still is growing
    A mountain region with a realmgate to the realm of death.
    Once protected by aelves human and duardin but completely destroyed by khorne in the time of chaos. Acadian Stormborn freed it with help of descendends of the city and now they are rebuilding their lost heritage under the protection and guidance of the watchful eye of some Stormcast
    GHUR
    Farheart
    Bottom of a mountain that is surrounded by deep forest
    Ghur
    Town
    Only elves, a few sylvaneth, very isolated
    A refuge found when a large Orruk Ironjawz incursion forced the local Aelves fro their homes. An ancient forest dragon that made its home beneath the boughs gave them the support they needed to make a stand, and in time a home.
    Iron Lion City
    Amethyst mountains
    Ghur
    City with 3 small towns nearby
    Realm gate called the lions maw at the city centre.
    Free guild companies (Iron legion) stormcast (rotating storm hosts) kharadron overlords
    Bal’lahast
    Spitewood
    Ghur
    City
    Stern, Stout and comparatively Short Human/Duardin Populace
    The city stands on an open grassy plane, surrounded by five concentric rings of moats. There are no walls in Bal’lahast, only the stake laden pits of water that keep the great beasts of Ghur at bay. Only a single bridge crosses each section of the moat, and one would have to circle around having just crossed the first in order to reach the second and so on. This makes Bal’lahast a nightmare to siege without the use of flying beasts, and so the city has never fallen.
    The armies of Bal’lahast go to war dressed in copper-alloy armor and burgundy cloth. The region of Ghur in which the city resides is poor in metals bar copper, and so they craft most of their armor from a synthesized alloy of the metal, produced by the city’s Collegiate Arcane.
    SHYISH
    Pharankos
    South of the Mountain Phraon, east of Saint Martha's Vale (forest.)
    Shyish
    City.
    Predominantly humans, some Aelves, Duardin.
    Known for their advance embalming techniques, the Gravedigger's Guild inadvertantly filled the city with well preserved bodies, which would prove costly in the wake of the Necroquake.

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    • Like 6
    • LOVE IT! 1
  9. Working on converting a more AoS General on Griffon, my Marshall of the Vigilant, master orator generals capable of rousing the locals into a blood thirsty rabble to seek out witches, and monsters in their midsts. Will be converting the Tauralon to be his griffon

    I've tried to integrate icons from the various populations of the freecities as tokens of loyalty ascrbied from craftsmen within the city, buying favour with the Argent Orders witch hunters that they might find safety from the monstrocities of the realms, and from the accusations of the Argent Order

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    • Like 2
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