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  1. The kids and I tend to play WarCry narratively (tabletop RPG using WarCry for combat) and now the missus wants to join in with some Fyreslayers. As such, I have started creating Lore-Abiding Fyreslayers for her. Sharing here in case anyone else is interested. Lore-Abiding?? What the??: Lore-Abiding is what I call warbands where the fighters' movement, offence, defence, and abilities are relative to their AoS stats. I think this makes them match up better to Warhammer lore (fluff text). For example: Vulkite Berzerkers should be tougher and way more deadly in melee than your average Chaos Cultist; etc. Disclaimer: I haven't battle tested this warband yet so it is definitely in ALPHA status. Please feel free to provide feedback and ask questions. Warcry - LA Fyreslayers - Alpha-compressed.pdf
  2. Hi guys, I'm fairly new to Age of Sigmar (mostly play Star Wars: Legion and a bit of 40k and LOTR back in the day) been lurking on the forum for a while trying to decide which army to to start collecting. I finally decided on Fyreslayers but expect I'll try and get at least one army for each Grand Alliance eventually. Look forward to discussing with you all, Cheers
  3. Hello all, I have been a TGA member for quite a bit, loving the really healthy and supportive community, been watching and looking at various plogs, and decided to start my own now that I have gotten enough models to justify it. Starting off is a just a big WIP shot of my entire army that was hastily made, I don't have a lightbox yet, nor was the lighting good, forgive me. Not quite up to date, got some of the thunderers painted and shaded, however I am waiting for a paint to arrive to continue (new silver because the old one sucked). Also have Thundrik's warband but i just have to get them all primered and ready to go.
  4. Ok guys quick question. I do not own the Fyreslayers book so dont have access to this. If I have the lodge in a Khorne list (pay the -cp tax) with a runesmiter and hearthguard berserkers. Can I take a pray on the runesmiter? A) does it come from the Khorne prayers (azyr states this?!?) B) Can I take a fyreslayers prayer C) Can I take no prayer at all because of said wording in codex
  5. Hi all This is going to be my painting log for my different armies in AOS. I have quite a few armies partly because I've been collecting along time and at the same time I like swishing between different armies to keep painting interesting.Though I do tend to favour order and chaos armies though I do like ogors and orruks.
  6. Selling the remains of my Age of Sigmar Fyreslayer army in 2 parts Now on EBAy https://www.ebay.co.uk/itm/warhammer-age-of-sigmar-fyreslayers-army-core-army/254484220495?hash=item3b40710a4f%3Ag%3ARO4AAOSwjFleIaXX&LH_Auction=1 https://www.ebay.co.uk/itm/warhammer-age-of-sigmar-Fyreslayers-Command-models/254484239849?hash=item3b407155e9%3Ag%3AW2MAAOSw-LJeIawD&LH_Auction=1 UK Sale
  7. Listening to Realmslayer on my commute and it is fantastic. I went back and reread the gotrek model release info and it said that he will have rules to be playable. Would this mean he can be an ally to any dwarf faction, the posterdwarf for a new mixed order faction (legion of the slayer?) or even the first model from a metal dwarf race that Grungi is working on.
  8. Bit of a lore question. Potentially putting together a themed army based around the free city of Hallowheart. I your opinion would the Fyreslayers in the army come from a particular lodge based in the city or come from lodges from the surrounding area to bolster the cities defences? If from outside the city which lodge would be the most appropriate or if they are citizens of Hallowheart is there any info out there which suggests which lodge resides in the city? Thanks for any help.
  9. This is the thread to discuss about the new Allegiance which was added in the „Forbidden Power“ Addon.
  10. So one of the question and answers in the recent Fyreslayers Designer Commentary seemed to directly violate the RAW of prayers and have strong implications for prayers systems in both Blades of Khorne and Fyreslayers. I'll cover it below, bear in mind that the Designer's commentary is not an actual errata. Q: Is there a difference between knowing a prayer and being allowed to attempt it? For example, the Magmic Empowerment 'Ash-beard' says the general "knows" 2 prayers from the Zharrgrim Blessings table instead of 1. Contrast this wording with the artefact 'Volatile Brazier', which says the bearer can "attempt to summon" 2 magmic invocations in the same turn. Does Ash-beard just allow the Priest to know 2 prayers but still only attempt 1 of them in each hero phase? A: Yes My issue with this is that Zharrgrim Blessings have the rules for chanting a prayer written in them. The first sentence for every blessing is as follows: "At the start of your hero phase, 1 friendly model that knows this prayer can chant it." My understanding of this wording is that if a model knows the prayer they can attempt it. The only limitation is in the paragraph above the blessings table that states "Each Zharrgrim Blessing can only be changed once per turn, regardless of how many Priests know that prayer". Based on these wording I find it very clear that if a model knows two Zharrgrim Blessings they can attempt both of them provided they are different blessings and no other model has attempted one of them that turn. However, the designer's commentary says this is not the case as knowing a prayer is not the same as being able to attempt it. To my understanding this ignores the first sentence of each Zharrgrim Blessing. Is there something I'm missing or does this require an errata? My understanding is also that this could be used to prevent a Runesmiter or Runemaster from casting both their warscroll prayer and a Zharrgrim Blessing each turn. It effectively removes that first sentence from the Blessings as well as from the warscroll prayers and replaces them with a new universal rule that says a model can only attempt a prayer once. I feel like both the person asking the question and answering it are considering Magmic Invocations to be prayers though at no point due the rules refer to Magmic Invocations as such. The reason the Volatile Brazier uses that terminology is because the rules state "A Fyreslayers priest cannot attempt to summon more than one magmic Invocation in the same turn (even if they are different models)". What do you guys think?
  11. Hi all, With Magmadroths being one of the sweeter models in the range, and their recent buffs (wounds, mount traits), I'm wondering how viable running max units of them would be competitively. For instance, running Lofnir gives you 5 Magmadroths in a 2k battle (all with mount traits! ), letting you build something like: 1 Rune father on magmadroth (general) 4 Rune sons on magmadroth 1 Rune smiter 20 vulkite berserker (2 axes) 10 vulkite berserkers (pick/shield) 10 vulkite berserkers (pick/shield) =2000 points, 155 wounds The logic above would be pairs of rune sons running both flanks (they get rerolls if beside another son), the 20 vulkite deepstriking with smiter, and the rest going up the middle with rune father. Any thoughts on magmadroth viability? Or are they still garbage like in AoS1? Any magmadroth-heavy competitive army lists appreciated too! Thanks,
  12. Cards for the updated Battletome are here. If you're waiting for Slaanesh, they should be up in the next few days.
  13. Kamose

    Popkins Jr (2).jpg

    Fun Fact: Young magmadroths are too small to hunt and cannot breathe fire yet. They feed mainly on small chili peppers and a savory Tabasco sauce suckled from their mother's "Tabasco Gland".
  14. Kamose

    Popkins Jr (1).jpg

    Tagging along is Popkins Jr., son of Duchess and Popkins (magmadroth of the lodge's Runefather Frank-Grimnir).
  15. The Fyreslayers of Fyla' Delfya are a rarely seen but potent force in the Vale of Efengie. With the discovery of an ur-gold goblet in the near the Dark Forest, Runesmiter Country Mac and his magmadroth Duchess have emerged to lead the hunt!
  16. With the start of the new year, I figured it was time to formally introduce the world to my newest army and current project: The Kharadrong Raiders. No, I didn't spell their name wrong. This post will cover their conception as an army, the initial round of photography and finally the background lore I've whipped up for them. Putting the Pieces Together So, what are the Kharadrong Raiders? The Kharadrong Raiders are obviously my take on the Kharadon Overlords. When this army was first previewed last April, I was torn. A year prior I had been working on a Dispossessed force during the PMP's Budget of Sigmar Contest and I desperately shared my desire for a dwarven airship. Jokingly I said during a Warhammer Weekly: "Make it happen GW!" Little did I realize that we would have not only a Dwarven airship,but an entire faction a little over a year later. But as I said, I was torn. Despite wanting this army so badly, there was something to be desired with their aesthetic. Don't get me wrong, I like metal. I'm a dwarf player, of course I do. But I also like beards and a little bit of skin. I wanted a connection to more traditional dwarves and Barak Thryng seemed like such a rejection of this (given that is is like 1% of the total KO population). So I was on the fence and the Monopoly-man head of Brokk just pushed me over the edge with initially rejecting the army. Then I felt a little bit guilty, as one might anticipate given my prior intense desire for an army just like this. I mean, how often does GW deliver just what someone asks for?1 So, I sat down and tried to figure out how I could remedy this and make these guys work. I had also long been interested in a Fyreslayers project, and as I mused on what this could look like, Sigmar's inspiration struck! What if I reimagined what Long Drong's Slayers might look like if they were modernized and brought into the current AOS aesthetic. For those who don't know Long Drong's Slayers, Long Drong was a slayer pirate who captained his own ship and led a Dogs of War mercenary company in the Old World. I realized this project allowed all the pieces to fit together! I could do my Airship fleet of KO, have the hair I was looking for even with closed faced helms (because of the Slayer mohawks), and I could have definite ties/homages to the Old World while still being firmly seated in the Mortal Realms. I could even do a Aqysh-based force with orange glow effects (which I had been experimenting on with the Phoenix Temple models). The only challenge standing in the way of this project was cost. Fyreslayer mohawks are understandably in-demand on the secondary market, which meant that I was going to likely have to buy a whole host of Fyreslayer boxes. I lucked out when I found out that 14 mohawks came per box of 10 Vulkites. That said, to make a base 10 infantry troops for my army, we're talking about $105 MSRP retail. So I mused on it for a week or so. It was such an awesome concept that I realized I also couldn't not do it. So, I tightened my belt and got to work with an initial test model last May. Things came together better than I could have imagined. The mohawks weren't difficult to line up. Weapon conversions were pretty much snip and glue. The Bases weren't difficult to produce. And the color scheme popped! Thus I committed to the project and pulled the trigger my new army.... I've designed the project to come together in multiple flights and I use events to plan my projects. The first event on the docket was Holy Havok, the team event put on in Chicago at the beginning of November of each year. The Holy events, put on by @Holy Hammer Hern and the Holy Hammer club differ from standard tournaments in that they have a more narrative focus (not unlike RAW in the U.K.) and the Holy events are the premier Hobby events in the U.S. Steve's tables are lovingly assembled and customized to the various mortal realms. This event was a highly competitive hobby environment and the perfect place to premier the Kharadrong. My co-host @Vincent Venturella rose to the challenge and assembled his own force to pair with mine. I'll cover this event and the results of that event in a later post. Assembling A Sky Fleet So I set about finishing the first round of models. Here are the results of these first models: In the midst of this work, I experienced a setback. Literally days after I completed my second full unit, the GHB2017 dropped with the "adjustments" to Thunderers which made my unit (that I had converted to all have different poses) unplayable. It wasn't just that they got their power adjusted down; the unit I had painted was literally illegal under the new rules. The changes also threw into question the competitive viability of the whole project. To see this thing through, I would be hobbying on it for the entire year and there was a chance I would be taking a sub-par army to these events. The prospect was less than enticing and I considered scrapping the whole project. Luckily, I didn't. I loved the concept of this enough that I resolved to see it through, even if it was sub-optimal in competitive play. The silver lining was that Fyreslayers under the new system were highly competitive and their aesthetic was baked into my forces. The allies system dovetailed perfectly with the hybrid lists I was already considering. If the KO thing was a dud, I could always redirect my work to pure Fyreslayers. So I pushed through and here is what I came up with: Background Lore Now I needed a story to launch these pirate slayers into the AOS world. This is what I've initially come up with: Kharadrong’s Raiders are a mercenary band made up of the remnants of the Grimharaz Lodge, who’ve recently retaken their ancestral hold of Barak-Zharr. Their name is honorific of an ancient mythical hero, Long Drong, who similarly led a band of slayer mercenary pirates on sailing vessels to plunder and to victory. As a Dogs of War force, the Kharadrong’s Raiders have found common cause with Trapjaw’s Barnyard Busters in the mutual pursuit of gold and glory. The origin of the Kharadrong’s Raiders is a long and tragic story. Decades ago, the Grimharaz lodge came under assault by Tzeentch daemon hordes in what would later become known as the War of the Wyrdquartz. While many of the lodges held their ground, Grimharaz was at the heart of the conflict and sustained heavy losses. Despite the intervention of Kharadron Overlord fleets, the lodge’s hold of Barak-Zharr was lost under the press of daemon flesh. The remnants of Grimharaz, now homeless and hopeless, disseminated amongst the Baraks of the Kharadon Overlords and picked up work where they could find it while the Grimharaz’s Runefather, Zharrik, went into a self imposed exile. For years the remnants of the Grimharaz lodge toiled amongst the Overlords, and many served aboard Overlord vessels as mercenaries. Over time, the sons of Grimharaz adopted the means and methods of the Kharadron. They learned to sail the aethersphere under the skilled guidance of Zilfin navigators and distill the essence of aethergold from the Khemists of Urbaz. Despite their exile amongst the Overlords, the Runeson Thrundrik never forgot the halls of Barak-Zharr. Thrundrik and his trusted brother-in-arms Varag set about re-gathering the lodge with the goal of reclaiming Barak-Zharr. Even in these early stages of re-formation, Thrundrik saw that many of the younger generation had assimilated to the ways of the Overlords, while the older longbeards held strong to the ancient traditions of the lodge. To help bridge this division, Thrundrik sought out Runefather Zharrik and reunited the lodge under Zharrik, knowing full well that the tension between the new and the old could not be maintained indefinitely. But the unity held and the combined arms of young and old, aethermatics and ur-gold runes side by side, retook Barak-Zharr. Years have passed and the lodge persists amidst the tensions. New and old have found an odd peace in the firescorched halls of Barak-Zharr as ancient stoneworks have been restored and aethergold furnaces installed. The Grimharaz lodge has found unlikely allies with a neighboring Ironjawz warband led by Trapjaw but the take is good and the Orruks (or at least their lust for gold) is trustworthy enough. Recently, Thrundrik has caught wind of large remaining deposits of Wyrdquartz nearby and has sent a joint force led by his brother-in-arms Varag and Trapjaw to investigate. It was Tzeentch’s desire for Wyrdquartz that led to the loss of the Hold the last time around and Thrundrik refuses to let it happen again. He hopes that Varag and Trapjaw can get in front of this situation and maybe even make some profit while doing so. Final Descent With everything else in place and putting the final touches on my last couple units, I needed to finally bring the legendary Barak-Zharr to life. I spent most of the month of October hobbying away on my board for Holy Havok. Ultimately, I think things came together fairly well, but I'll let you judge. And the rest of the finished units in the first round of models: I hope you enjoyed this introduction to my current passion project. In future posts, I'll provide some behind the scenes glimpses while various stuff was WIP, as well as detailing Vince and I's Holy Havok 2017 experience, and I, of course, have new additions to this force I've completed in the meantime. I mean, Holy Wars 2018 is indeed coming next month! 1: In no way do I actually think that GW designed the KO for me or at my suggestion. The timing is simply humorous.
  17. Version 4.11.00

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    Age of Sigmar started out simple enough. But the first General's Handbook changed a lot of things. Suddenly you could personalise a few things for your army with command traits for your general and artefacts for your heroes. Then dropped the first battletomes which included allegiance abilities. And the amount grew rapidly. Because I don't like flipping back and forth in my books for every other ability, I created some cards to help keep the important rules right at the table, beside your models. All cards are available as print files with 3mm bleed and cutting marks, as a 'web' version (for viewing on smartphones/tablets), US letter and DIN A4 printing sheet. each set contains: cover / card backside, Battle Traits, Command Traits, Artefacts, cards for spell lores and faction specific skills card size is 63 x 88 mm (same as Pokemon, Magic, 40k Datacards, etc.) language: English I tried to keep the original wording, but sometimes I had to abbreviate it to fit on the card without scaling down the font size. The rule intentions should still be clear. 'Dice' was continuously replaced with D3 or D6, 'wound roll' with 'To-Wound roll' (same for hit), 'Mortal Wounds' sometimes with 'MW' each set can be stored in a faction specific card box, with contents listed on the back (instructions) If you find any errors or have suggestions, please let me know. I had fun creating these cards and hope people will find them useful and have fun using them in their games. All rules, artwork and the Age of Sigmar logo © Games Workshop PLC These cards are for personal use only and you should always keep your General's Handbook and/or Battletome nearby to solve any conflicts from bad wording on the cards. These cards are only a playing aid and never could nor should replace an official publication. Please let me know if I have used anything you would like to be removed. Overview and changes
  18. I made the little "fyre-spider" from Kurnoth hunter quiver bearers.
  19. Flowing lava from the back of the base, with "fyre-fly".
  20. I used melted wax to create a flowing lava effect.
  21. Folkvar looked down at the realmgate he had stepped through with the Black Wardens when he had first come to Aqshy. He watched as the fyreslayers changed guard with their brethren, allowing those that had stood sentinel over the portal to Shyish to take their respite for the night. The recently dismissed Auric Hearthguard eyed the foreign duardin suspiciously as the passed by with their magmapikes slung over their shoulders. 'They will never truly accept you.' Folkvar turned to see the Runemaster trudging down the stairs towards him. Ruadhar slung his staff over his shoulder in much the same way as his Aurics did. To him, it was a symbol of office and a weapon - he still carried himself with the vigour of a much younger duardin. 'Come to proselytise to me again, gnollengrom?' replied Folkvar with a weary grin. 'You are a warrior,' said Ruadhar as he sat himself down next to the young duardin. 'You have also led before. I see much of Grimnir within you, but I am zharrgrim. I see Grimnir where others do not.' 'You sound like you have the gold fever.' 'I'm being serious, flameling.' Folkvar bowed his head, embarrassed at his glib and disrespectful response to his elder. 'Forgive me.' Ruadhar waved his hand dismissively. 'They' - he said as he jabbed his staff at the fyreslayers guarding the realmgate - 'need a leader. You already have the undying loyalty of your Stormcast companions - who see you as some bloody prophet for all the sense they have. 'Our Runefather is dead. His sons - all two of them - are dead. Before long, the rest of us will scatter. Or that lunatic the Zangorm will harvest us all for ur-gold.' Folkvar snorted at the mention of the avaricious grimwrath of Ashenhold. 'Your coming here was foretold. I saw it in the flames, and I believe it. That same bitter refusal to die - to give up - brought you to this world. That same fury and stubbornness of Grimnir. So, if you really think about it, it is Grimnir that sent you here after all. 'Besides, what else are you going to do?' * Folkvar stood before the altar deep within the forge temple; Vulcatrix and Grimnir loomed above him, locked in an eternal struggle. Two Runesmiters stood at either side of him. He held up his arms and they stripped him of his armour and his garments, until he stood before the altar in naught but his loincloth, his bedraggled brown beard virtually all that was left to cover him. 'Who seeks the gift of Grimnir?' boomed the voice of Ruadhar. 'I do,' said Folkvar, his voice sounding weak and hoarse to himself. 'What is your name, lad?' 'I am Folkvar, son of Hroki of the Hrukvorn clan, called the Daemonbane and the Lord of Ashes.' 'Approach the anvil, Folkvar Hrokisson.' Folkvar slowly appraoched the anvil that Ruadhar was stood beside. To the Runemaster's left was an ancient stone table upon which lay various smithing tools. Behind him - directly below the likenesses of Grimnir and Vulcatrix - roared a great furnace. 'Kneel.' Folkvar knelt before the anvil. As he did so, the two Runesmiters approached and pressed his chest into the warm steel. Ruadhar drew a white-hot rune of ur-gold from the furnace with a pair of tongs, and took up a hammer from the stone table as he slowly made his way around until he stood behind Folkvar. 'Grimnir tests us with pain, and rewards us with fire,' boomed Ruadhar as he pressed the rune into Folkvar's back. Folkvar hissed and gritted his teeth, clutching at the anvil. 'Try to relax,' whispered one of the masked Runesmiters gripping his shoulders. 'Resisting makes the pain worse.' Folkvar's world span as Ruadhar's hammer struck, the pain intensifying ten times over. He gripped the anvil tighter, suddenly becoming aware of an agonising roar. The hammer struck again and again, heat surging through his entire body with every strike until he felt the heat and the pain suffuse with his very being. 'You will be reforged in the likeness of Grimnir,' intoned Ruadhar as he strode back over to the furnace, reaching in once more to pluck out another ur-gold rune. 'You will never be the same.'
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