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Found 12 results

  1. Hello, I am new to this forum and was just wondering what I could do with my Reiksguard horseback knights in AoS. I have about 20 of them and am a very much dedicated Free Peoples player, but I am struggling to find a use or 'count-as' ruleset for them. Any advice since Cities Of Sigmar is just around the corner? To make things easier, this is what I currently own in CoS: General on Griffin General on foot 40 Freeguild guard 20 Handgunners 30 xbows Helstorm rocket battery 10 Greatswords 3 Demis Luminark of Hysh Battlemage Bunch of SCE (although I don't prefer mixing them too much) So.. How could I incorporate the knights here?
  2. "Leos von Liebwitz was the younger brother of Countess Emmanuelle von Liebwitz of Nuln, who died under mysterious circumstances." "Hans Leitdorf, brother of deceased Marius Leitdorf, was the Grand Master of Knights of Sigmar's Blood. Though he had a claim on the title of Elector Count of Averland, he decided his position in the Order to be of greater importance. Ten years before End Times, Hans Leitdorf along with witch hunter Tibalt Greer had led the Knights of Sigmar's Blood into Sylvania to destroy the Black Dame of Kervheist. Many good knights had died back then. When the End Times finally befell the world, Hans led his knights against the forces of Mannfred von Carstein. The Grand Master single handedly fought his way through a horde of Skeleton Warriors to reach the Vampire Lord, but was ultimately slain in their ensuing duel." The Freeguild General on Foot / Horse is an essential unit for a Freeguild army. Simply this guy makes your weaker units hit harder and more resilient. He is a great platform as he has so many options at his disposal. He's not much to look at, 5 wounds, 5" move, 4+ save and a Bravery of 7. But he get's better once you start loading him out with the panoply of war he has available. He has the same weapon's options as the Freeguild General on Griffon (which I will review in the future). Sigmarite Weapon - 1", 5 attacks, 3+, 4+, -1 rend and 1 damage each. Great Weapon - 1", 3 attacks, 3+, 3+, -2 rend, D3 damage each. Freeguild Lance - 2" range, 3+, 4+, -1 rend, 2 damage each. Pistol - 9" range, 1 attack, 3+, 3+, -1 rend, 1 damage. The most viable options are the Freeguild Lance or the Sigmarite Weapon because they can be taken with Freeguild Shield and the Stately War Banner (see below). Take the Pistol and lose the shield, take the Great Weapon and lose the Freeguild Shield and Stately War Banner. Warhorse - The warhorse increases the Generals movement to 12" and allows the Warhorses' Steel-shod hooves attack - 1" range, 2 attacks, 4+/4+, 1 damage each. Take this, the General costs the same. ABILITIES Stately War Banner - This is an optional upgrade for the Freeguild General that substantially improves the battle-shock immunity of your army. With this the Freeguild General gains TOTEM and all Free Peoples units at 24" test battleshock with two dice and choose the lower. By itselfs it's strong but along with the benefits of the Freeguild unit banners and Defiant Avengers (Order battle trait) At 24" all units roll battle-shock with two dices, re-rolling failures and all 1's are auto-success. Add the Freeguild Regiment Battalion and it's 1's and 2's are auto-successes. TAKE. THIS. EVERY. TIME! Charging Lance - Give this mustachioed gent a Lance and he can add 1 to his damage characteristic on the Freeguild Lance if he charged. Not bad, but not great. Freeguild Shield - Give's him a save of 3+. You can take a shield and banner, so like the banner TAKE. THIS. EVERY. TIME! COMMAND ABILITY Hold the Line! - If a Freeguild General uses this ability, pick up to three Free Peoples units within 15". These units cannot move or charge during your turn, but you can add 1 to all hit and wound rolls for them until your next hero phase. This is an excellent command ability. It supercharges all your units turning Crossbows, Handgunners and Greatswords into absolute monsters. Yes you can't charge or move, but you rarely charge, you want the enemy to charge you to activate those nasty Great Company supports and the feared Stand and Shoot. This will make your enemy think twice about charging you. Get your troops up the table with your General, plant your feet on that objective and unleash unholy volleys of gunfire, crossbow bolts and greatsword blows with +1 hit and +1 wound. The fact you can choose three units at 15" is great as it's not wholly within and you will rarely have your units outside arms length. Long live the Empire death-star! NOTE: If you have Hold the Line! on a Freeguild Guard and/or Freeguild Greatswords unit, you can still counter-charge in the enemy turn and not lose the ability. Positives Cheap - 100 points! Why not take two? Freeguild Shield - 3+ save. Stately War Banner - stacks with Defiant Avengers and the Freeguild Guard, Crossbows/Handgunners and Greatswords banners. Can take a Stately War Banner, Freeguild Shield and one of the weapons options. This guy doesn't skip arm day. 12" move on the Horse. Hold the Line! command ability is amazing, turns your basic b*tches into rabid killers. Negatives Screams "Kill Me!" to your opponent. This guy is a linchpin in your army. General on a Horse sits up high making him a tasty target for sniper/ranged units. 5 wounds. Mediocre in combat, but that isn't where you want him. Hot Takes Use cover! Run all day with this guy, who care's, you don't want him in combat and it doesn't turn off his abilities. Solid core hero and general for your army, load him up with Indomitable command trait (+1 save for Free Peoples units wholly within 12" in the combat phase and if they didn't charge). Battle-shock banner aids in making your army highly resilient to checks. Keep him with your Great Companies, he gets Look Out Sir! and is essential in buffing up your weaker units. Consider taking two for redundancy. Take the General on Foot to hide behind cover. Must have for a Free Peoples army - makes Free Peoples across the a more efficient and resilient force. ---------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- SAD NEWS: As of writing this the Freeguild General on Foot / Horse no longer exists on the GW webstore. He went last change to buy about a month ago. With the announcement of the Cities of Sigmar Battletome, finger's crossed we see him come back in a new model or repackaged as he is an essential part of the Free Peoples.
  3. "The herald of the Stormhosts, an avenging angel clutching a glittering starblade that can carve a swathe through the hardiest of foes, the Knight-Azyros wields another, far more potent weapon. He carries a celestial beacon, a lantern radiating the searing light of the heavens, a light that falls upon the forces of Chaos as a sea of torment far more painful than those twisted agonies the Dark Gods gleefully conceive. Wherever this light shines, so might Sigmar cast his divine bolts more easily - the Knight-Azyros is the tip of the spear, bringing glorious illumination to those places thought lost to infinite corruption" My Knight-Azyros is a little different. The Azyrocopter II was inspired by a game I had at Call to Glory 2019 (Cancon) against a fellow Free Peoples player and creator of the original Azyrocopter, Danny Carroll. Danny had a beautiful Freeguild army and I enjoyed the game so much that I wanted remember it by creating my own Azyrocopter to pay homage. I have also painted up the original model in the colours of the Hallowed Knights (my favourite Stormhost) so as to use in games where my opponent may not appreciate the Azyrocopter as a proxy. The Knight-Azyros This is a pretty solid support hero, 5 wounds (normal), 12" movement and fly (very nice), 3+ save (:O) and 9 Bravery, very solid stats. Not to bad on the attacks front, 1" range, 4 attacks, 3+/3+, -1 rend and 1 damage. Abilities This is where he shines (pun intended). Illuminator of the Lost - You can re-roll hit rolls of 1 for attacks made by friendly units that target enemy units while the enemy is within 10" of this model. This is where the Knight-Azyros is worth his weight in gold at 100 points. He makes all your basic Free Peoples better with the re-roll 1's - Greatswords, Handgunners, your Griffon's and even basic become so much more consistent in their attacks. Buff up some of these troops where they are 2+ hit re-rolling 1's and you get some nasty outcomes. Light of Sigmar - Once per battle, in your hero phase, this model can use it's celestial beacon. If it does so, each enemy unit within 8" of this model suffers D3 mortal wounds. Chaos units with 8" suffer D6 mortal wounds instead. Whilst only once per battle, this is a serious deterrent to enemies getting close to the Azyros, especially Chaos plebs. Keeping the Azyros next to a large unit or a General on Griffon and closing with this winged angel becomes and ominous proposition. Positives Cheap - 100 points! Resilient at a +3 save. Highly maneuverable with a 12" move and flying. Re-roll 1's within 10" of an enemy - ultimate pathfinder for making those Crossbow, Handgunner and Lumianrk of Hysh shots more consistent. D3 / D6 (Chaos) motal wounds for those peeps who get too close. Negatives Screams "Kill Me!" to your opponent. Tricky to maneuver without being put in a position that will lead to it's untimely death. 5 wounds. Easy line of sight on those large wings for shooting/sniping units. Misses out on all the Free Peoples buffs Hot Takes Use cover! He likes holding hands - Keep him with a Freeguild General on a Griffon as a deterrent or close to large units for Look Out Sir! REMEMBER! He has to only be within 10" of the enemy for re-rolling ones on any friendly units that target the enemy he is within 10" of. Run all day with this guy, who care's, you don't want him in combat and it doesn't turn off his abilities. Must have for a Free Peoples army - makes the attacks of all the things more consistent.
  4. "The Mountain Guard are the elite forces of Averland who guard Black Fire Pass. They are the cream of the Averland forces and include regular troops, Halflings, as well as a special unit of trappers and rangers. They are often the first forces to intercept invading armies and as such commonly take high casualties. They are successful at their job of patrolling the pass, although it is difficult to patrol such long piece of road" Do you want an unit full of German William Wallace's? The Freeguild Greatswords are the elite infantry of the Free Peoples, wielding giant Zweihanders into battle, they are staunch defenders of the realms of men and veterans of hundreds of battles. They aren't much to look at on paper, they have basic human stats, 1 wound each, 5" move, a slightly better save than the Freeguild Guard at +4 and a slightly better Bravery at 6. Their attack profile is pretty solid, 2 attacks, 4+ hit, 3+ wound, -1 rend and 1 damage each. Not bad really, it's something to work with in the realms of all the buffs the Free Peoples have access to. The Guild Champion (unit Sergeant) gets 3 attacks instead of 2. The Standard Bearer also makes an appearance in this unit. Whilst their save and Bravery is standard for humans. Rolls of a 1 for battle shock in this unit is an automatic pass. This is important as it stacks with the Order Battle Trait Defiant Avengers (allowing you to re-roll battleshock tests) and the Freeguild General on Horses banner (roll two dice for Freeguild units with 24" of the Freeguild General). In brief, ALWAYS keep these guys within range of the Freeguild General with Banner. The Hornblower - Like the Freeguild Guard this creative gentlemen allows your unit to counter-charge after your opponent has moved all of his charging units so long as no enemy models are within 3" of this unit. The counter-charge is a charge based on a D6. Not great, but you will be surprised by the amount of times you can actually get this off (as it overlaps with the Free Peoples Great Company support ability). Abilities Oathsworn Honour Guard - If a unit of Freeguild Greatswords is within 14" of a Free Peoples Hero from your army when they attack, you can add 1 to all of their hit rolls. Only one ability for these mustachio twirling gents. You will rarely move these guys outside of 14" of a Freeguild General (Foot, Horse or Griffon variant). These guys are bodyguards for your General, this ability merely confirms it. As long as you remain within range of your Freeguild General this will bring your guys to a nice to 3+/3+ on their attacks, pretty tasty. Positives Cheaper with GHB2019 - 300pts for 30 finely dressed, mustachioed pantaloons wearing murderers Consistent weight of attacks with rend; a unit of 30 (assuming you can get them all in) has 61 attacks. Standard Bearer has good synergy with the Defiant Avengers battle trait and the Freeguild General to make a highly battle shock resistant unit. They can be underestimated by your opponent - these guys love to get jacked off all the Free Peoples buffs. Perfect as a bodyguard for your General and as the core of your army. Negatives 4+ save - these guys are the hammer to the Freeguild Guards anvil. Bravery 6 - low, but we have have high battleshock resistance. 5" move - They are very slow, hence susceptible to the next point. Highly vulnerable to ranged attack. Very unwieldy in a 30 man unit. They require significant investment of buffs to be viable. Recommendations DON'T put them in threat range of nasty shooters, these are 1 wound +4 save basic dudes, they will get decimated. Keep them supported by Crossbows and Handgunners and within range of your Indomitable Freeguild General. They are great bodyguards for your Freeguild General who is vulnerable at only 5 wounds. Keep him nearby for the 24" battleshock banner, the Indomitable Command Trait (+1 save wholly with 12") and chuck the Hold the Line! command ability on these guys to make them 2+/2+, 3+ save, battleshock resisting monster men. Don't take them below 10 men, it's simply not worth it. A 20 man unit is a nice medium, they aren't to unwieldy to move around the table and you can get two ranks in on the 25mm bases. Good synergy with the Freeguild General on Griffon's Rousing Battle Cry ability. 1+ hit, +2 bravery and +1 to charge roles makes them significantly better. The Amber Battlemage is good to buff these guys with the Wildform spell. +1 wound in the combat phase, couple this with the Rousing Battle Cry command ability and your Greatswords won't be limited by the movement restriction of the Hold the Line! command ability and will have the same attack profile of 2+/2+. A Grey Battleamge is also good for keeping them alive, cast Mystifying Miasma to make the unit they are fighting -1 to hit. Put them in a Great Company, every unit in the Free Peoples needs SUPPORT! Knight-Azyros re-roll 1's just makes them even crazier.
  5. Welcome to the first entry for my Free Peoples blog. I have been working on this army since 2015. It's been a passion project of mine since first seeing the Empire army in the 8th Edition army book. I had always wanted to start an Empire army but never though I had the painting skills to do them justice. In 2015 my best friend James was painting up his Bretonnian army. We reconnected (we had deployed together in the military and became good friends) after a couple of years and we got talking about Warhammer again. I had picked up the 8th Edition Empire book whilst we were deployed. I read the whole thing front to back, immersing myself in the awesome lore. After speaking to James I picked up the Empire Battalion Box and started my journey. Unfortunately I was deployed again in mid 2015 to early 2016, missing out of the transition to Age of Sigmar. When I came back the Empire was still alive in the form of the warscrolls and was not yet referred to as the Free Peoples faction (except in the keywords on the Empire Warscrolls). I spent most of this time hobbying, including re-basing the few miniatures I had completed prior to deploying (a single unit of twenty Averland halberdiers). Over the next 3 years I built up my army to what it is today. I vowed not to play the army at an event until I had 2000 points of playable Free Peoples painted. Below is the photos of my army at Cancon 2019, the first time I had taken the fully painted army to an event. The point of this blog will be to keep track of my hobby and gaming progress with this army that I love so much. Thanks for reading and I hope you enjoy the content.
  6. Introduction One of the things I really like about the latest Warhammer 40,000 releases for 'The Gathering Storm' is the idea of a Triumvirate. This was a word I had not heard before and as well as sounding very cool I also liked the meaning behind it: I have also recently been thinking about backstory writing for my Age of Sigmar mixed Order army, and as I recently finished my third centre-piece model for the army (A Freeguild General on Griffon), it seemed the perfect chance to add my own "Triumvirate" into my army. The Roots of the Story: When Age of Sigmar first came out, I put together a backstory for my army called 'Siegfried's Desperados'. I had a blog on Dakkadakka which was quite popular at the time, perhaps because it was one of the safe havens away from the heat the game was getting from some disgruntled veterans (especially on Dakkadakka). You can check out the thread here if you are interested: https://www.dakkadakka.com/dakkaforum/posts/list/663727.page To summerise, the initial background I created for my army was that they were a mercenary outfit (called the 'Desperados') operating out of Azyrheim. I wanted to add a bit more grey and a bit more low fantasy into the backstory (as it was something Age of Sigmar didn't really have at the time), so I came up with some hooks and ideas of the dark side of aelven society in Azyrheim (lots of intrigue and assassinations among the nobles), the ideas of slums in the city, and that a mercenary outfit might employ a necromancer in their ranks. This was also an excuse to add in Aelves, Duardin and even Death into my army which was all a lot of fun to play with before the General's Handbook came out. But since the General's Handbook came out the narrative and story behind my army has taken the backseat. I have been focusing a lot more on Matched play and my narrative outlet has been with Hinterlands. As the recently finished Freeguild General on Griffon was meant to be Siegfried Stormhart once more, I thought it would be fun to update the story of the Desperados, and so the Triumvirate was born. The Triumvirate of Mistmire; Master Geppetto, Siegfried Stormhart and the alchemist, Massym Al-Izzar Creating a Triumvirate: I want to throw out the question to all of you, what cool Triumvirates could you add into your collection? All you would need are the following: 1. 3 Cool Models 2. A Cool Story that connects them For me, I had my 3 Centrepieces. The Griffon, the Steamtank and the Hurricanum. I wanted them to have some sort of purpose other than being in an army together, so I decided to bring back the old Necromancer I used to run in the Desperados pre-GHB. He goes by the name 'Cornacaprious'. I decided that he has since betrayed the Desperados, and has resurrected an ancient vampire (with the title of the "Blood Queen"). This gives me a reason to finally paint my Neferata model and also gives the triumvirate a goal to accomplish (they of course seek to kill both the Necromancer and the Blood Queen). So with the scene set, I put together a 4 pages as if they were from a campaign book and detailed my Triumvirate of Mistmire. I would love to hear what you think, but more importantly I hope this inspires you all to go off and create a Triumvirate for one of your armies too. My Triumvirate:
  7. Halflings are back after another three-month hiatus! It seems to be the trend for this blog. Anyway, a few days ago I was lucky to play my good friend Chuck Moore at local FLGS. He brought his Daughters of Khaine that he is taking to a Narrative Realms at War (RAW) event in England! Here's a link to his blog! (In case you guys didn't know Chuck has a blog). http://therealmgate.blogspot.com We played Blood and Glory scenario, which worked to my benefit since I could bunch up a lot of my key units in one corner, with them benefiting from one another. Long story short, I was able to outshoot his army and my Griffon was a total meatgrinder on his one charge, so by turn four there was not much left of the poor ladies. I will say that I'm definitely more of a competitive rather than a narrative player, so I had a tough time getting into a narrative playstyle. However, Chuck managed to keep the game very lighthearted and made it fun, letting me know when I was taking the game a bit too seriously. In the end, while neither army won major, Halfling snatched a minor victory! Another win for the small guys! Currently, I'm working on a unit of Halfling crossbowmen so expect some progress shots of those in the future. That's it for today! Hope you like what I've got, Until next time!
  8. Welcome back! Here's the newest addition to Halfling force! He is as swift and furious as a gryphhound, and makes up for his size with unparalleled bravery and cockiness! Meet Sparkles the rooster! Sparkles will be attending local Coalescence event, along with Halfling Free Peoples army and a Steam Tank. Expect coverage of that event soon after! That's it for today! Hope you like what I've got, Until next time!
  9. Halflings are back again!! This time the hobbit forces attended a doubles tournament in Ohio hosted by "Rend 4, Age of Sigmar War Gaming" club! An unlikely alliance was formed between the forces of the Moot and the bloody pillagers of Khorne. Here's a bit of fluff on that! Since I didn't attend a tourney for a while, I wanted to make this one special and make my first display board, and boy did it pay off! Event itself consisted of 16 teams and 32 players battling it off to see who was superior! Each player brought a 1000 point list, so in the end it was a 2000 point battle. There were three games, with each lasting three hours, which was more than plenty of time. Me and my teammate brought middle of the road lists and were just hoping to stay on mid tables, and man were we wrong. . Our first game was against double Slaves to Darkness list with lots of chaos knights, and Total Conquest scenario. The guys, Josh and Nick, were newer players, but knew their rules very well, and were great fun to play against! They decided to give us the first turn, and that was their biggest fault as both my teamamate and I got lucky on our run rolls and grabed the side objectives early on. From then on we just had to weather the knights' charge and stay put, as we had a large advantage in numbers! We got 30/30 points this game, scoring both our secondary objectives as well! Going into game two, we were slighlty fired up since we unexpectadly did so well our first game! This time, our opponents, Rob and Matt, combined the forces of Nurgle and Daughers of Khaine (They also might have had one of the best team names "Dirty Girls"). The scenario was Starstrike. The first objective fell right into the middle of the table and large unit of bloodletters quickly snatched it away. However what the game came down to was where the other two objectives were going to fall, and they dropped exactly where we wanted them to, which won us the game. However, by the end of the game there was only one brave halfling left on the table. This game we also scored 30/30 possibe points! Pressure was one! Doing way better than we thought we would, our last game was against the "Defending Champs", Michael and Roger, who also scored 60/60 possible points so far. While we were excited to be on table 1, we also knew that now we were playing against top players. Our opponents brough a Stormcast and a Fyreslayers alliance list (+ flamesphyre pheonix). The scenario was Scorched Earth, and quite honestly we got pretty schooled this game. Our opponents outplayed us every turn, and we lost a crucial priority roll in the middle of the game. I also did not use my griffon as effectively as I could've, which Roger pointed out in the end of the game. Overall, we got crushed, but managed to score 5 points (due to the kindness of our opponents). This game was defientely a learning experience and showed us that there is much room for growth! In the end of the tournament we finished 5th out of 16 teams. Not too bad considering we were hoping for mid-tables! What was the most exciting though is that we got both "Best Combined Alliance" and "Best Chaos Alliance"! On the side note, there was also a pianting competition and my halfling ranger ended up taking home "Best Painted Single Model" award! At the end of the day, this was an absolutely amazing event, with a great TO and community which loves their hobby! There is also talk of even bigger GT-type event in the future, which is very exciting! ****Here's a link to the "Rend 4, Age of Sigmar Wargaming Club". You guys should definetely check them out! It's a very active Age of Sigmar group in Ohio, with some amazing people running it!*** https://www.facebook.com/groups/Rend4/?fref=gs&dti=274472279563016&hc_location=group_dialog That's it this time! Hope you like what I've got, Until next time!
  10. Halflings are back!! My apologies for not posting for a while, but college got the best of me. Still, last weekend I was fortunate enough to attend an event in Ohio hosted by "Rend 4" Club with my good friend Chuck Moore. You can check out his coverage of the event right here Anyway, the day before the event came and more than half of my army wasn't painted so I had to hold a 6-hour painting session after school to get three colors minimum on all my models (I'm sure some of you know the struggle). However, the task was accomplished and the Halfling "Free Peoples" force was ready to go. Going into event, I was not expecting to do too well since I brought a mediocre list (Steamtank, archers, and demigryph knights are not particularly overpowered), but I planned to have fun anyway. My first opponent was Michael representing Pittsburgh "Steel City Sigmar" club, and from what I've heard he was quite a good player and indeed he was! We played "Duality of Death" and boy I got crushed! His stardrake held one of the obejctives the whole game, while he promptly shot off anything that I tried to hold the second objective with. I've got a major loss that game, but I did score a secondary objective and Mike was a great sport and it was great chatting with him throughout the game! Getting crushed the first game didn't particularly get my hopes up going firther into the tournament but I still was in quite high spirits and even managed to get second in the Painting Comp with my "Ice Queen". Moving on to the second game I ended up playing Chuck's Khorne in "Battle for the Pass" as we both ended up with pretty much the same scores. So far, my Halflings had an undefeated record against his Khorne, and maybe someday he will get that hobbit blood, but today was not that day! Getting initiative pretty much every turn, and rolling incredibly well with my shooting I managed to score a major victory and a secondary objective for that game. Going into the last game, I played Dave Roke who is a part of "Rend 4" club, and I'm just now realizing that I played against all three clubs represented at the event, including my own. The scenario was "Starstrike" and Dave used a Seraphon army with Celestant Prime as an ally. It was my first time playing Seraphon and they are quite a formidable force, especially with Slann casting three spells per turn and blocking all my spells. The absolute MVP of that game was definetely my General on a Griffon holding out on his own against Celestant Prime and Saurus Guard with 1 wound left, and rolling 12 succesful save rolls of 3+. In the end, it was an extremely close game up until the last second of the last turn, where if Dave managed to kill one more model he would've won the major! But that was not the case, as I managed to snatch a major victory from right under the Lizard's claws, which put me at 4th overall and surprisingly 1st in Order! In the end of tha day, I got to play some amazing games of Age of Sigmar and meet some fantastic people passionate about the hobby! The event was a success and the T.O. (Neil Larocca) did a great job putting it all together! That's it from me this time! See you in probably like another month or so. Hope you like what I've got, Until next time!
  11. Hey all! So I've been playing around with this allies system a bit with my SE, Empire and Nurgle forces. I lean heavily in favor of my Empire these days and I do like the idea of taking my hurricanum with my Stormcast. But... has allies taken away the ability for Empire to field artillery en mass? I mean, I have 5 Empire Great Cannons, 2 hellfire volley Gun, a mortar, a Rocket Battery and a Steam Tank but am I now only able to take 20% of my list as Iron weld arsenal? Can I still field my Empire Great Cannons as freeguild (as technically they are not the Iron weld arsenal ones) meaning they don't count towards my use of allies points? Not to mention I want to fit my Hurricanum into my list which is near impossible to do if your taking Iron weld arsenal gear. My fear is I have just stumbled across the one thing to come with GHB2017 that kills my love of the Empire after having so much AWESOME stuff in it Note: I am not hating on GHB2 at all, I love the book, love the whole thing, yes even allies! lol.
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