Jump to content
Search In
  • More options...
Find results that contain...
Find results in...

Search the Community

Showing results for tags 'homebrew'.



More search options

  • Search By Tags

    Type tags separated by commas.
  • Search By Author

Content Type


Forums

  • TGA Community Rules and Announcements
    • New Member Welcome
    • Site Rules and Announcements
    • Feedback
  • The Grand Alliance Community
    • Age of Sigmar Discussions
    • Rules Questions
    • Narrative and Open Play
    • Underworlds
    • Warcry
    • Warhammer Quest
    • International AoS Communities
    • Age of Sigmar Champions
  • Organised Play
    • Events
    • Gaming Clubs
    • Age of Sigmar Rankings
  • Choose your Alliance
    • Order
    • Chaos
    • Death
    • Destruction
  • The Painting Table
    • Painting and Modelling
    • Gallery
  • Age of Sigmar Online
    • Podcasts
    • YouTube
    • Age of Sigmar Forums
    • Blogs
    • Facebook
    • Twitch
  • Market
  • Devizes & District AoS's General Discussion
  • Devizes & District AoS's Painting & Modelling

Product Groups

  • Dice
  • T-Shirts
  • Bad Dice TGA Events

Blogs

There are no results to display.

There are no results to display.

Calendars

  • Community Calendar
  • Events UK
  • Events Poland
  • Events USA
  • Events New Zealand
  • Events Canada
  • Events Australia
  • Events Singapore
  • Events The Netherlands
  • Events Sweden
  • Events Germany
  • Events Belgium
  • Devizes & District AoS's Calendar

Find results in...

Find results that contain...


Date Created

  • Start

    End


Last Updated

  • Start

    End


Filter by number of...

Joined

  • Start

    End


Group


About Me

Found 47 results

  1. Happy Sigmarisnacht Everyone! Sigmarisnacht is that special time of year when all the good lords and ladies of the mortal realms battle for the divine presents of Sigmar. Twelve Days of Sigmarisnacht is a holiday themed Global Narrative Event that will be going on from December 1 - 12 this year. Participation is easy, just play the battleplan below (you'll probably want to be prepared with a gift for your opponent), and report your results at this link. You can share your pictures and stories in this thread, or at the Sigmarisnacht Facebook page. Your battles will determine the outcome of this first Sigmarisnacht event and also lay the groundwork for next year's. Lord-Celestant Coregos stepped out into the icy morning air. The scent of sulfur wafted on the breeze, and he could hear the distinct clash of battle in the arena. In the sky he could see a fresh wave of gifts hurtling down from Azyr. He stepped forward and nearly tripped over the package at his feet. It read (written in something that looked suspiciously like blood) “To: Coregos… From: A Secret Benefactor”. I guess I need to get them a present too, he thought, so he hefted his mighty warhammer and headed to the arena. …Who is Coregos’ secret benefactor? Will he defeat them in single combat? Play to find out! Your battles will determine what happens next! Sigmarisnacht 2019.pdf How does your army celebrate Sigmarisnacht?
  2. The full pdf is in the link. Same deal as my Ogor Mawtribes and Kharadron Overlords – but no background table, campaign, or allies this time, just the raw warband. Enjoy, and please give me any feedback you might have! Warcry–OssiarchBonereapers.pdf
  3. Following my shot at the Kharadron Overlords, I've had a go at a much more sensibly-sized warband – the Ogor Mawtribes! As well as fighter cards and an ability sheet, this includes a Background table. No Allies or Campaign as of yet, but all feedback is 100% welcome! Let me know if there's anything you think might need a second look. Warcry-OgorMawtribes-SMALL.pdf
  4. One of my sons is into Seraphon so I made some WarCry rules for fun and thought I'd share. Thanks to https://waywalkerstudios.com/ for runemarks and blank fighter cards. Also, thanks to Games Workshop for the decades of awesome. Disclaimer: I haven't actually played WarCry yet, let alone battle tested this warband so it is definitely in ALPHA status. Please feel free to provide feedback and ask questions. I'm keen to turn this into a fun, balanced, playable warband. WarCry - Seraphon - vALPHA.pdf
  5. I was sad my chonky boys didn't get rules for warcry so I decided to make my own. I present my Gutbusters rules for warcry. Still in the process of testing them but thought I'd let them loose on the world. Would appreciate any constructive criticism especially RE the model costs and the abilities. The idea is that they are a very hard hitting force but with low numbers that need to use the very low powered grots to delay the enemy and set them up for the ogor's charges. Once I've got these guys sorted I'm planning to make some mercenaries for them (butcher, tyrant, maneater). Few samples below Gutbusters Warcry.pdf
  6. I've done a few homebrew Warbands that I'm pretty happy with at this point, and given feedback on a bunch more – and while costs and characteristics can be tweaked, it's the Warband abilities that often seem to trip people up on a fundamental level. With that in mind, I've put together some thoughts, comments, and guidelines for Warcry Abilities that readers might find useful. Let me know if you think I've missed anything, or got the wrong end of the stick!! Number of Abilities Ability Timing Universal Abilities Ability Duration Bonus Actions Ability Restrictions Value vs Flat Ability Costs and Guidelines Number of Abilities Aside from universal abilities, everyone gets six warband-specific abilities. The divide is normally 3x [Double], 2x [Triple], 1x [Quad], though some warbands trade a [Double] for another [Triple]. This ensures you'll always have a decent spread of abilities available to you, and each ability dice fills a different role. [Doubles] cover abilities that you should basically always have as an option – either because it's a universal ability that's core to your warband's tactics, or because it's part of the expected role for a specific fighter. [Triples] are for powerful, usually fighter-specific abilities that you might need wild dice to reliably trigger. [Quads] cover awesome, explosive abilities that most fighters can use and that will be useful at pretty much any point, because it's hard to control when you'll actually get them. Ability Timing To recap some oft-forgotten basics – fighters use abilities during their activation, once per activation, either before or after any action. Think of it like a special bonus action. This means you can't use an ability "during" another action – there are no abilities that you use mid-attack. It also means you can't use an ability if it's not your activation – there are no abilities that you use in response to an opponent's actions. If you want a defensive ability, it has to be used on your activation – i.e. before you get hit, in anticipation, or after you get hit, to heal. Universal Abilities Check out the universal abilities, first thing you do. Rush is +1M for your activation on a [Double], Onslaught is +1A (in melee) for your activation on a [Double], Respite heals (value) damage points if you're not within 1" of an enemy on a [Triple], Inspiring Presence lets you skip to another friendly fighter's activation on a [Triple], and Rampage lets you make a bonus move and a bonus attack on a [Quad]. These are your absolute baseline, available to everyone – if an ability is worse than this, there's no point to it. On the other hand, most warband-specific abilities aren't straightforwardly better than this, either. The majority of warband-specific abilities can framed as upgraded versions of these abilities, which offer an extra buff under certain conditions – for example, Daughters of Khaine, Legions of Nagash, Nighthaunt, and Gloomspite Gitz all have [Double] abilities that amount to "Onslaught, but you get +1S under certain circumstances". Those circumstances – the situations in which a warband is better than the baseline – shape how they play. Ability Duration Most abilities are buffs of one kind or another, so it's important to understand the key differences between the duration of each. Buffs that last for one action (e.g. one attack action, one move action) are good for a single explosive burst. Buffs that last for one activation can enhance both your actions in that activation, so they're best if you want to do that one specific action twice. Buffs that last for a whole battle round are mostly the same as the activation buff, so they're used for abilities that buff other fighters – but if you have some way of giving bonus attacks to the buffed fighter after its initial activation, a battle round buff will remain in place, too. Note that a longer duration isn't necessarily better. Let's use The Untamed Beasts as an example – their basic [Double] ability, Savage Fury, adds 1 to your Move characteristic for your next move and 1 to your Attacks characteristic for your next attack. Clearly, this is worse than Onslaught or Rush, both of which last for your whole activation, right? Well, no – Rush gives you +1M for your whole activation, so that's potentially +2" of movement across two move actions. Onslaught gives you +1A for your whole activation, so that's potentially +2A across two attack actions. But if you need to move in and then attack, that second action is "wasted" – it doesn't get the buff. Untamed Beasts can bypass that problem, thanks to Savage Fury. Let's make a direct comparison using a Preytaker with Fanged Axe. He has M4 and A3, so... Preytaker moves twice: 8" move, 0 attacks. 10" with Rush, or 9" with Savage Fury. Preytaker attacks twice: 0" move, 6 attacks. 8 attacks with Onslaught, or 7 with Savage Fury. Preytaker moves once and attacks once: 4" move, 3 attacks. 5" move, 3 attacks with Rush, or 4" move, 4 attacks with Onslaught, or 5" move, 4 attacks with Savage Fury. What's the result? Untamed Beasts have an ability that specifically makes them better than anyone else at charging in and attacking on the same activation (or killing a weak enemy and moving on). Let's take that Rush comparison further. Rush gives you +1M for an activation, which means you get +1M total if you move once or +2M total if you move twice. Untamed Beasts' Savage Fury gives you +1M for an action, which means it's just as good as Rush if you only move once – but it also comes with an entirely separate benefit, which means it's actually better than Rush if you only move once. Stormcast Eternals have Tireless Hunters, which gives you +(value/2)M for an action. That's a flat +1-3M total regardless of how many move actions you make – which means it's better than Rush if you're making only one move action, because you're cramming that extra movement into a single action, leaving you with another free to attack. That's the explosive power of a single-action buff. Bonus Actions Legions of Nagash have a very similar ability to Stormcast, called Shambling Horde – it also gives you an extra (value/2) burst of movement, but it comes with an additional restriction – it requires that your Leader be within 6". This is because it's not a buff to your move action, it's a bonus move action. This makes it more flexible, because it doesn't use up one of your standard actions. A skeleton who uses Shambling Horde and then takes one or two move actions is getting the same "extra" movement as a Stormcast who uses Tireless Hunters and then takes one or two move actions – but the skeleton doesn't have to take a move action. It can move and attack twice, or attack twice and move, or disengage then move into range of another enemy and attack once. Or if you're planning to move twice anyway and you don't have a (value) of 3+, you can just use Rush and lose nothing. This is what makes bonus actions so powerful, and is why they're normally gated behind [Triples], Runemarks, and other restrictions – they open up your options tremendously. A M4 fighter with a bonus move action can move 12", move into range to make two attacks against an enemy within 5", or move twice and then attack. An ability that gives +3A to a 3A fighter's next attack might seem identical to a bonus attack – they both give +3A, right? Except the bonus attack can be used even if you need to spend two move actions getting into range, or if you want to kill a weak enemy and then refocus on another target, or if you want to attack twice and then disengage. The bonus attack also benefits from other buffs – if you've got a Leader generating a +1A or +1S aura, such as through the Gloomspite Gitz Stab 'Em Good ability, that bonus attack isn't +3A – it's +4A. Ability Restrictions As we've just seen, the majority of abilities come with restrictions on their use – or on their optimal use. Some of these are indirect – for example, an AOE ability gets more powerful the more valid targets are in range, while an activation-long attack buff gets more powerful if you started your activation within 1" of an enemy. Others are more explicit, such as the ability of Gloomspite Gitz to get extra Strength only if they gang up on enemy model. These are important to designers because they guide the play style for each warband. If a player's abilities are at their best (or only usable at all) in specific situations, they'll learn to play in a way that creates those situations. For example, imagine a Chaos Warrior warband with an ability that gives +1A, but also gives +1S if there are no friendly models within 6". Immediately, the player knows that they'll have an easier time of things if they spread their models out, each of them a lone warrior looking to win glory on their own – which is the play style you wanted to encourage. It also creates an interesting dilemma for players – do I go for that +1S buff, or do I keep these guys together just in case they need support? A narrower but stronger ability is usually a better fit for Warcry than a more "generic" and somewhat weaker ability, just because the former does more to guide play. Runemarks also fall under this banner, albeit at the roster-building level rather than immediate play. They tie an ability directly to a specific set of characteristics and capabilities, and can therefore make a weaker model worthwhile, or make two powerful-but-identical models play very differently. A Leader ability is always going to be available to a warband, for example, but can only ever be used by one model in that warband. That makes it a good spot for buff auras, or more powerful abilities than you'd normally see elsewhere. It's worth pointing out that there are two ways to use Runemarks to restrict ability use. The first is to slap the Runemark on the ability – the second is to say that the ability can only be used within X" of another model with that Runemark. The difference lies in who you want to use the ability, and when you want it to be used. For example, Shambling Horde is a "universal" ability that nevertheless relies on the Leader runemark being nearby – it could just be a Leader ability, but then you'd be limited to using it once per battle round, during your Leader's activation. Conversely, the Beastmaster ability has the Agile runemark, and lets you affect a Beast fighter within 4" – it could be a Beast runemark ability that only works within 4" of an Agile fighter, but then it would occupy the Beast's activation, so it wouldn't be able to use Onslaught or Pounce on the same turn. A note for homebrewers – the only purpose for Runemarks is to restrict abilities. If you don't want/need to do that, don't use a Runemark. Sure, Ironguts are "elites", but unless you've got an Irongut-specific Ability in mind for your Ogor warband, don't bother giving them the Elite Runemark. Similarly, Troggoths are definitely "brutes", but if your entire Troggoth warband is made up of "brutes" you can just ditch the Runemark entirely. Value vs Flat One item worth considering – (value) based abilities vs flat bonuses. You always know what the (value) of an ability is before you use it, but there's no way to modify that value once you have it, even by spending Wild Dice. Therefore, you ideally want a decent mix of flat/value abilities, to avoid crippling a warband when it rolls a [Triple] 1 and a [Triple] 2. Use the average value (2 for half/value, 3.5 for value) as a guideline, and be aware that players can just "skip" using a value-based ability on a low roll. It's not such a problem for a Value 1 ability to be worse than a generic equivalent, because the player can just use the generic equivalent – and the fact that it could potentially be worse isn't a reason to make it significantly more powerful, because the players will just use it when it's powerful and skip it when it's not. Ability Costs and Guidelines This is the big one – thanks for sticking with us this far. Finally, let's lay down the guidelines for what various levels of ability can do for your warband, in general terms. Note that these are context sensitive, and depend at least in part on the capabilities of your warband. For example, part of the reason Nighthaunt underperform is because their abilities don't work very well with their actual fighters – their core defensive ability is to slap a -1 Strength penalty on an enemy model, but most of their fighters are already Toughness 5, so Aura of Dread simply won't have an effect on anyone but the strongest enemy fighters in the game. Here we go: [Double] – +1A total with an extra benefit, +2A total with an extra benefit and a restriction, +3A total with a restriction. Examples: Onslaught gives +1-2A total, but requires a second attack action to reach +2A. Untamed Savagery gives +1A total, but also gives +1A total. Backstabbing Mob, Chilling Horde, Bathe in Blood, and Chosen Champion give +1-2A total and +1S, but require a second attack action to reach +2A and a second circumstance (friend within 1", Minion within 3", enemy already damaged, within 6" of your Leader) to get +1S. Duff Up Da Big Thing and Chosen of the King give +2-4A total, but only for a specific expensive elite fighter, and come with an additional restriction (only within 6" of the Leader, only against W15+ models). Poisoned Weapon isn't a direct example, but fits best here for comparison's sake – since your fighters are S3-S4, against T4+ opponents it'll take you from hitting on 4s or 5s to hitting on 3s, which is a +33-100% increase in non-crit damage. That "non-crit" caveat is important – basically, it's worse than or equal to Onslaught on anyone except a fighter with D2/4 who'd otherwise be wounding on 5s. Then it's better. Aelf Venombloods, eat your heart out. Note that Warcry (mostly) values long-ranged attacks much more heavily than close-range attacks. Onslaught doesn't work on ranged attacks (i.e. more than 3"), so Idoneth get +1-2A total on ranged attacks with Storm Fire. [Double] – +1M total with an extra benefit, +2M total with an extra benefit and a restriction, +3M total with a restriction. Examples: Rush gives +1-2M total, but requires a second move action to reach +2M. Untamed Savagery is +1M total, but also gives +1A total. Tireless Hunters is +2M total and only requires a single move action, but relies on (value). Shambling Horde is +1-3M total and is a bonus action, but relies on (value) and a nearby Leader. Charge is +3-4M total and is a bonus action, but requires that you are within 6" of an enemy fighter. Low Tide is +1-6M total and is a bonus action, but relies on (value) and only works on the first battle round. Swift Climb is +XM total, where X = the distance you climb vertically. Acrobatic Leap gives you +XM total, where X is the distance you save by flying over enemy models and onto raised platforms. [Double] – Prevent an enemy model at short range from disengaging/moving, with a minor restriction or odds of failure. Examples: Harrying Raven prevents an enemy model within 20" from disengaging, but cannot affect movement and is specific to one, relatively weak fighter. Ensnaring Net prevents an enemy model within 3" from disengaging or moving, but is specific to your Leader. Nightmarish Visage prevents move/disengage actions out to 3" and is universal, but works only on a 3+. Barbed Net prevents move/disengage actions out to 3" and is universal, but works only on a 3+ and is specific to one, relatively weak model. Skewering Strike prevents an enemy within 1" from disengaging/moving, and also adds +1S to your next attack – but it's specific to an expensive kind of fighter, requires an attack action, and only works on a critical hit with that attack (the same or better odds as 3+, really – FEC have a lot of relatively quite powerful abilities). [Double] – Allocate roughly 1.5-2 average damage points, depending on value, to an enemy model at short range, ignoring Toughness. Examples: Fanged Buckler and Toof Shiv are 1.5 average (0.66-2.33, depending on value) within 1". Raven Dart is weaker, but longer range and universal. Turned to Crystal is stronger (1-2.66 average, depending on value) with a longer range, but is restricted to an expensive model. Throwing Stars and Chakrams and Throw Bolas are both unrestricted versions of Turned to Crystal, but in warbands with no ranged options (and slow Move, for Iron Golems). Chain Garotte is slightly weaker than Turned to Crystal... and is in a warband with no ranged options, sasuga Unmade. Shield Bash does by far the least damage of any example of this ability in the game, is restricted to a specific model, and comes with an additional, major restriction (you need to move into 1" on your turn) – I have genuinely no idea why it exists, and there is no reason to ever use it. Cursed Weapon is a weird one – it doesn't trigger off value, and does rely partly on Toughness, but it ultimately fits here – it should average 1-2.66 extra damage at 1" range, in exchange for needing an attack action. [Double] – Allocate roughly 0.5-1 average damage points, depending on value, to all enemy fighters within 2", ignoring Toughness. Examples: Sweeping Blow and Low Sweeping Blow. Pretty straightforward. Worse than the single-target examples against 1 model, comparable against 2 models, better against 3 models. Helpfully, these warbands are fast enough to make it work. [Double] – Add +1T to friendly fighters within 6". Examples: Righteous Aura does this as a Leader ability in a warband that's almost entirely T5 – useful against Ironjawz and Gloomspite, I suppose? Beast Spirit Ju-Ju is much more useful, since all your guys are T3-T4, so you're getting that precious -25-33% non-crit damage against almost every model in the game. Aura of Dread is effectively this, but only affects a single enemy model, has a 1-6" range, and is also in a warband that's almost entirely T5. It is very bad, as a result. Stand Defiant is this, but a [Triple], in a warband of T4-T5 models. It's just awful. [Double] – Do something like a [Triple], but with a major restriction, or a [Quad] with a major restriction and only on a Leader. Examples: Feeding Frenzy is just Respite, but it requires that you kill an enemy model on that activation. Lead With Strength and All-Out Attack are just Rampage, but only on a Leader and require that you kill an enemy model on that activation. Vessel of Torment is identical to Lead With Strength and All-Out Attack, but is also a [Triple] because a) the Unmade Leader is stronger than the Iron Golems or Untamed Leaders, b) the Unmade just don't deserve nice things. [Triple] – Add +1A or +(value)M to all friendly fighters within 6" – must be on a Leader, to avoid multi-stacking and keep its range limited. Examples: Grisly Trophy and Stab 'Em Good both add +1A. High Tide adds +1A and +1S, but only functions on the third battle round. Sacrifice to Khaine adds +1A, but requires a kill in that activation first, which is unusual but hardly a deal-breaker. Waaagh! and Bringer of Death adds +(value)M. Shattered Gloom Globe is just the debuff evil twin of +1A. Note the math on "auras" depends on your placement – if there's no-one within range, they're just a pricier Onslaught/Rush. If there's one extra model in range, they're twice as good. Two models, three times as good, etc. Note also that the +1A aura is constant – if you're within 6" and you attack, you get +1A. That means it's good if you're surrounded by targets, even if your friends are currently out of range. The +M aura, on the other hand, triggers when activated – you can (but must) use it to buff your friends before you move away from them. [Triple] – Revive a deceased fighter with (value) damage points removed. Leader-only. Examples: Summon Undead and Spectral Summon. Fairly straightforward – think of it as Respite that works even if they're dead and lets you bring them within 6" of your Leader, but it eats your Leader's ability use. [Triple] – Do something like a [Double], but 2-3 times as good and with one or more extra restrictions. Examples: Flaying Frenzy is the [Double] AOE, but twice as good, and limited to a single specific elite fighter. Death Scream is the [Double] AOE, but with twice the range, and limited to a single specific elite fighter. Boing! Boing! Boing!, Pounce, and Living Battering Ram are the [Double] single-target damage allocation, but three times as good (on average), and require you move within 1" of your target in your activation. Heartseekers is the [Double] single-target damage alloction, but with a 20" range. Snake Charmer is the [Double] Attack boost, but three times as good (+5 bonus instead of +2), and requires a specific expensive fighter to be within 4" of a specific other model that is within 1" of an enemy. Da Grab an' Bash is the [Double] move/disengage prevention, but also allows a bonus attack on a roll of 6 (not the best, but the principle is there). Rapid Fire is the [Double] Attack boost, but 2-3 times as good if you're already using one action to move or disengage. [Triple] – A bonus move and bonus attack (or other [Quad]-equivalent), but with a major restriction. Examples: Swooping Attack is just Rampage, but on a specific, expensive model, and requires that you move down 3" to get the bonus attack (and eat fall damage). Harpoon Snag is just Rampage, but on a specific, expensive model, and makes your opponent move toward you instead of letting you move wherever you like. Darting Attack is just Rampage, but on a specific fighter, requires that you start within 1", and gives you a disengage instead of a move. Relentless Killer gives you a bonus attack if you kill someone, which is iffy. It's basically a [Double] ability with no Leader restriction – fair enough – tied a different specific fighter – still fine – and no bonus move – not great. It's solid if you're within 1" of two or more enemies at the start of your turn, but that's more situational than you'd want. In general, [Triple] is where you get bonus actions – they're much more rare or limited at [Doubles], and even at [Triples] mostly come as package deals tied to a specific model and situation. [Quad] – Make a bonus move and a bonus attack, with a minor boost to one of those actions based on circumstances. Examples: Rampage is the baseline. Death from Above is Rampage, but adds +1S if you moved 3" vertically down. Death on the Wind is Rampage, but adds +1S if you moved 6" in any direction. Royal Hunt is Rampage, but adds +1A if you're within 1" of a friendly (+1A is better than +1S, and the restriction is pretty simple too – that makes it strong). Spinning Somersault Strike is Rampage, but it lets you fly. Sneaky Stab is Rampage, but adds +(value) damage to the total damage of the bonus attack (not to each hit, I swear to god this needs commentary) if you're making a melee attack. Gift of Agony would be too strong as a [Triple], but it's a pretty lacklustre [Quad]. It's better than Rampage if you're already damaged and you started your turn within 1" of an enemy model and you didn't kill that enemy model with your regular attack actions. Pretty narrow. Otherwise, pass. Unleash the Beast is in the same boat. It's a [Quad], but it's basically just Onslaught x2-3 with a Strength buff. When Rampage is giving you the flexibility of two bonus actions, +2-6A and a Strength boost just doesn't cut it. It's better than Rampage if I start within 1" of an enemy, and my target is T4 or T5, and the ability has a value of 3-6. In any other situation, Rampage is equal or better. [Quad] – A [Triple], but 2-3 times better and/or lacking any restrictions. Examples: Aimed Strike is just [Triple] Heartseekers, but 2-3 times more likely to trigger. Reaped Like Corn, Biovoltaic Blast and Whirlwind of Death are just the [Triple] AOE damage allocation, but guaranteed to trigger in full and therefore about 3 times better on average. Vanhel's Danse Macabre is just all the [Triple] stuff that gives a single bonus move or attack, but with no restrictions, more flexibility, and targeting (value) friendlies within 6". [Quad] – Roughly a [Triple] plus roughly [Double]. Important, since you can't otherwise use two distinct abilities at once. Examples: Paralysing Venom is a [Triple] Heartseekers with a half-as-good [Double] move/disengage prevention baked in, and though it's limited to melee it's also universal and applies to twice as many attack actions. Rampaging Destroyer is a [Double] Onslaught, plus the various [Triple] bonus move abilities... but also requires a model taken down for each move, and is therefore on the weaker end. Miscellaneous Weirdness: Slaughter's Strength adds +(value) Strength to your attacks, making it a [Triple] that's weaker than basic [Doubles]. Spine-Crushing Blow is a [Double] that does the same thing, but is limited to one attack, and is therefore even more awful. In general, if an ability seems overly specific or limited, I try to look for the situation where it shines and let that guide the playstyle – but these just don't have one. They feel like leftovers from a draft where Strength worked differently – I advise you to ignore them for balance purposes. Poisoned Weapon is much more acceptable, at least in a warband with multiple D2+ attackers. Beastmaster is a [Double] that's identical to the [Triple] Snake Charmer. I guess the logic is that the Rocktusk is three times as expensive as the Serpents (albeit three times tougher, and notably faster and more damaging) while the Beast Speaker is less formidable than the Serpent Caller, but it's still a potent difference. God knows Serpents don't need to be made any better, but it's not like the Untamed Beasts were in need of help. I have no idea what Go Dat Way is for. It's +4M total as a bonus action, and requires a specific (otherwise useless) fighter to be within 4" of another specific fighter. It'd rate as a slightly-too-strong [Double], normally. Granted, Squigs are hilariously good, but you could get a Squig Hopper for 15pts more than a Squig + Herder and it'd be significantly faster even without spending a [Triple] on this.
  7. Back in May, I ran a small local event featuring homemade rules for playing naval battles in AoS. I received a lot of encouragement from the Narrative Play forum here, and eventually (after some tweaking from the original event) compiled my original rules with some additional naval homebrew content and photos from the event to make this book! In addition to the basic rules for playing naval battles, I've added rules for weather, naval command abilities, and specialty munitions. If you have any questions or feedback about it, please don't hesitate to leave me a comment, I will be using these rules again for future events, so the more finely tuned they are, the better those events will be. Enjoy!
  8. I've been working on some naval battles rules for an upcoming event I'm running and figured folks on here might get some enjoyment out of them. Also, I'm curious as to what sorts of rules other folks use (or would use) for naval battles. Mine revolve around keeping it simple, and have worked well in my test battles so far, but I'm sure there are a lot of different ideas out there. Bonus: My mini-armada of scratch-built ships making a beach landing!
  9. As I'm a fan of the Kharadron Overlords, I've taken a crack at giving them a warband for Warcry! As well as fighter cards and an ability sheet, this includes a full Campaign, a Background table, and Allies. All feedback is 100% welcome! Let me know what you think might need a second look. (if I ever do something like this again, rest assured I'm going to pick something with fewer weapon options – Warcry's simple attack resolution is not hugely friendly to representing different-but-equal gear like the Grundstok guns...) Warcry-KharadronOverlords-SMALL.pdf
  10. I was a little disappointed by the updated skirmish rules and I've been enjoying Warcry but wish I could use more models. So, I threw together this and was hoping to get some CaC on it to improve it later on. Also, which allegiances would you want me to work on first? Age of Sigmar_ Frontiers_V1.pdf
  11. Version 1.0.0

    23 downloads

    The armies of Efengie have been drawn into a war between the neighboring nation-states of Kytos and Lamellia; a war fought on both land and sea! This book includes a 2-player Narrative Linked-battles Campaign, 3 custom Allegiance abilities to represent the nation-states of Kytos, Lamellia, and Efengie, 5 Narrative Battleplans, 6 Legendary Artefacts of Efengie, and 1 rules expansion to add naval warfare to your Age of Sigmar battles. Plus, lots of fiction and pictures chronicling five months of narrative events! This is the fifth book in this series, you don't need the others (in fact, there's a fluff recap page at the beginning of this one), but if you enjoy this one, you may also enjoy the rest. Book 1 Book 2 Book 3 Book 4
  12. I decided as a thought experiment to design better rules for Daemon Princes. These guys should be awesome, I mean they proved themselves to be the BEST mortal champions ever and are given one of the rarest blessings from the gods. Yet as many point out (and I had a topic on this a month ago) Princes are "meh"-tier distraction carnifex outside of making a budget bloodthirster with artifacts or something. So I changed that by a few ways. Main points are All Daemon Princes are separate warscrolls. This allows matched play point differentiation rather than try to balance 5 versions with one point level. I haven't pinned down though where a good point level would be for them. Probably hovering around Dragon Ogor Shaggoth territory give or take 10pts. They lose Monster and Behemoth. This removes a few Monster interactions, allows for Look Out Sir, and lets more behemoths be taken (though thats usually pretty rare for chaos anyways). Up to wounds to 10 and gained a "6" ward save. Cursed Soul Eater becomes Standard. All attacks hit on a 3+. Weapon Choices are now based on damage. Risk a D3 roll or do a flat 2. All are wizards except for Khorne. Their unique spell Chaos Warp Blast gives them some mortal wound punch. Is the double 6 roll too much? I made it mostly for fluff purposes (8 pointed star of chaos). If you do not opt for Wings, you have a 3+ Save instead. Undivided helps with Battleshock. Probably too basic? But he can be the cheapest. Nurgle is tougher with better "ward save" as standard for nurgle daemons and heals more. Tzeentch casts and unbinds 2 spells and can access Lore of Fate (but I didn't want it to access mortal/arcanite items/traits). Slaanesh can pile in farther and is faster when running/charging. Maybe I should keep the "always strikes first" thing? I dunno how Hosts of Slaanesh will change stuff. Maybe he's too fast? Khorne hits more accurately, can dish out mortals wounds, and can flat out ignore spell effects (not just damage). What do you think?
  13. With Greenskinz most likely getting squatted (or somehow getting a hidden rebox....yea probably not likely) I just thought of some (probably) imbalanced ways to give them a proper orcy allegiance (well it's more like IJ revamp with normal greenskinz being the cheap chaff, but chaff that can pack a punch!). Basically boils down to massive point cuts, buffed bravery, revamped artefacts and traits, magic and prayers. It's not too well thought out, I basically replaced IRONJAW keywords with ORRUK for example. It is probably way more OP than I think it is but this was more of a thought experiment. In memorium of the OG Orcs, I mean come on how can you look at this art and not feel bad the old orcs are going the way of the old gobbos! The Orruk Waaagh’s of Gorkamorka (Faction Keyword: Orruk Waaagh) Made up of Greenskinz and Ironjawz Allegiance Abilities Command Traits Orruk Traits (so both greenskinz and ironjawz) Ironjaw Traits Orruk Artefacts Shaman Artefacts (Wizards only) Ironjaw Artefacts Lore of the Big Waaagh! Prayers of the Waaagh! (All Prayers last until the start of your next HERO Phase) Points Misc Rules Terrain Haven't really thought of endless spells yet. I guess the Foot of Gork can become a proper ES.
  14. Version 1.0.0

    42 downloads

    This is a one-stop-shop Narrative battleplan. It is designed using storytelling game concepts to play into the idea of gaming as conversation. I designed it for narrative/open play pickup games for when players don't have some great idea for a story; they can instead let the story flow over them with this battleplan. It uses a system of Objectives and Motivations to create thematic scenarios. It includes generic Objectives and Motivations along with Objectives and Motivations to accompany most battletomes.
  15. Just a heads-up, nothing in this list had been statted out; it's more of a list of concepts. I want to do this with Spiderfang Grots, as I think they have untapped potential. I also wanted to make up a few Endless Spells for the Bonesplitterz, but I've remembered this a bit too late. Aim: Increase the Bonesplitterz’ overall magical potential and what they can do with it. New Units: Great Beast Skull: Some massive monster’s skull being held aloft by a troop of 6 boys wielding simple choppas. They attack with their choppas in melee. As a natural effect, they are a super-banner; battleshock tests rolled for units close to them get -3. In addition, during your hero phase, you can say that one of the Bonesplitterz’ unmounted heroes may climb aboard the Great Beast Skull (which is molded to have enough space to actually let you do this!). If the model is your general and has an innate command ability, they can use that command ability without paying a command point. If the model is a wizard, then you give him +1 to all casting and unbinding rolls as he soaks up the great beast’s power. As a trade-off, the model on-board gets this units’ move characteristic, and they count as the same unit for purposes of running and charging. Weirdhedz: Elite Troops: Big orruks crackling and shifting with too much Waagh energy; they’re actually former Warbosses who’ve survived long enough to become these things. They attack with slams and headbutts, which is just one weapon profile, with their leader, a Weirdboss, gaining one more attack. If a friendly Orruk wizard is close to them when that wizard attempts to cast a spell, the unit can take d3 mortal wounds to give +1 to the spell’s casting attempt. Avatar of Gork: Behemoth Monster: A giant orruky monster made out of concentrated Waagh! Energy, and is very chaotic. Da Smashy One. Attacks with Mighy Slams and an echoing ‘Eadbutt. When the ‘Eadbutt hits, energy arcs to the closest enemy unit and deals d3 mortal wounds to them. Cannot begin the game on the field, and instead must be summoned by your wizards! Summoning an avatar counts as a spell, and the casting value is quite high. In addition, gives every wizard in the army access to two new spells while he’s out on the field. One spell heals the Avatar of Gork, while the other spell makes a friendly Bonesplitterz unit immediately pile in and attack in the Hero Phase. Avatar of Mork: Behemoth Monster: A giant orruky monster made out of concentrated Waagh! Energy, and is very chaotic. Da Cunnin’ One. Attacks with mighty slams and Waagh! Lightning. Waagh! Lightning has a better chance to hit against Heroes. Cannot begin the game on the field, and instead must be summoned by your wizards! Summoning an avatar counts as a spell, and the casting value is quite high. In addition, gives every wizard in the army access to two new spells while he’s out on the field. One spell heals the Avatar of Mork, while the other spell teleports a unit to somewhere at least 9 inches away from an enemy. Avatar of GorkaMorka: Behemoth Monster: A giant two-headed orruky monster made out of concentrated Waagh! Energy that gets summoned if you blow past the Casting Roll while attempting to summon an Avatar of Gork or Mork. In addition to more Hitpoints, can Slam many times in melee and ‘Eadbutts like the Avatar of Gork AND shoots Waagh! Lightning like the Avatar of Mork. Can’t begin the game normally, like the weaker avatars. Either you can try and go really high, higher than possible on two dice, on the casting roll for the weaker avatars, which does not need for you to have the Avatar of GorkaMorka as points spent in your army, or you can try to summon him like the weaker avatars, albeit with a higher casting roll. This second option requires that you have spent points on the Avatar of Gorkamorka. In addition, he gives all Bonesplitterz Orruk Wizards in the battle access to 3 spells while he’s in the battle: One spell heals the Avatar of Gork, the second makes a friendly Bonesplitterz unit immediately pile in and attack in the Hero Phase, the third spell teleports a unit to somewhere at least 9 inches away from an enemy. Bonus Battle Trait: A new battle trait that you gain in addition to your old ones: Morpaint: At the start of battle, choose 1 unit for every wizard in your army to gain the effects of a type of Morpaint (More warpaint) below: Red: Da speedy paint: When this unit runs, it always counts as 6 inches, and when it charges, you only roll 1 die and add 6 to it. Blue: Da luckiest paint: Any unit with this warpaint gets to reroll any 1 die once per turn for any reason, but must accept the new roll. Yellow: Da richest paint: Any hero unit with this warpaint gets to choose an additional Artefacts of Power item from the list. Any non-hero unit with this warpaint gets +1 to hit from unusually high-quality weapons. Purple: Da sneakiest paint: Any unit equipped with this warpaint can start the game off the board. During your first hero phase (an orruk can’t stay quiet for longer), you must set them up wholly more than 9 inches away from an enemy unit. Black: Da goffest paint: Any unit with this warpaint always passes their battleshock tests Green: Da best paint: Any unit equipped with this warpaint adds 1 to the attack characteristics of all their weapons.
  16. Hello all! If you've been paying attention to total war news like I have, then you know about the vampire coast dlc coming out. The lore for the faction was amazing, and I figured that they would fit into AOS pretty well with some changes, So thats what I plan on doing!
  17. Version 1.0.0

    23 downloads

    The sages of Efengie have interpreted malign portents ahead. Follow the Efengie campaign through Malign Portents, Coalescence: the Desolation of Eristrat, and the rise of a horrible new daemonic queen! This book contains 5 narrative battleplans with a linked battles campaign framework, Regions of War rules for battling in the Vale of Efengie, and lots of pictures and stories from the past year of Age of Sigmar Game Days. This is book 4. Books 1-3 aren't necessary to enjoy the battleplans or storyline, but if you like this, you might like these others too! Book 1 Book 2 Book 3
  18. Hey! Home - brew rules folks, Is there some sort of formula you are using when converting new adversaries or heroes into your games of Warhammer Quest? I know there is something for converting units into single units for Skirmish is there some thing similar out there for Quest? Thanks for any help.
  19. So, I've heard some grumbling that the Beastclaw Raiders aren't exactly in the best of spots right now, is that right? Well, I'm here to 'fix' the issue, and when I say fix, I mean post up some concepts I've had to expand the Beastclaw Raiders faction and make it more playable. This isn't actually complete, mind you. It introduces a wizard for the faction, but it doesn't have a 'Lore of the Everwinter' for even more spells, nor does it have new battalion concepts. So have at, and maybe I'll work on it more (unlike my gargants faction...) New Units Everwinter Witch: Everwinter Witches are those women of the Beastclaw Raiders who have communed with the Everwinter itself, learning the deepest secrets of the accursed storm and also learning about magic. Theirs is a simplistic, shamanistic type of magic, reliant on the fickle and wild winds of the Everwinter and barely controlling it at the best of times, but their powers are undeniable. They can read the future by interpreting how dead leaves dance on the wind, or lend their own shrieking cry to drive the Everwinter harder. An Everwinter Witch is a female ogor on foot equipped with a stone knife and staff, both of which she uses in combat. She is a hero, a leader and a wizard. All attacks, be they shooting or melee, targeting her must contend with the winter winds, and suffer -1 To-Hit. Being a wizard, she can cast and unbind one spell a turn, and knows Mystic Shield and Arcane Bolt, in addition to her own innate spell. Her innate spell targets a friendly unit, and for the rest of the turn, when that unit charges, it rolls 3 dice and drops the lowest. If that charge is rerolled, all 3 dice are still rolled for that reroll. Everwinter Witch on Stonehorn: An Everwinter Witch is a figure of immense respect in a Beastclaw Raider tribe. While the Frostlord commands a tribe to the last Ogor, he would be a fool to ignore an Everwinter Witch, particularly one who has tamed a Stonehorn. An Everwinter Witch is a female ogor riding a Stonehorn equipped with a stone knife and a staff. She is a hero, leader, moster, behemoth, and wizard. The Stonehorn keeps its attacks and abilities, and the Everwinter Witch adds in her staff and knife attacks. In addition, the Everwinter Witch gives a free command point during your hero phase so long as your general is a Frostlord on Stonehorn. Being a wizard, the Everwinter Witch can cast and unbind one spell. She knows Mystic Shield, Arcane Bolt, and her own innate spell. Her innate spell lets a unit immediately retreat and lets that unit charge again later in the turn. Everwinter Witch on Thundertusk: An Everwinter Witch is connected to everything that the Beastclaw Raiders embody, particularly their creatures and animals. Riding atop a mighty Thundertusk, an Everwinter Witch can tap into the power over ice and cold that the Thundertusk has and use it for her own ends. An Everwinter Witch is a female ogor riding a Thundertusk equipped with a stone knife and a staff. She is a hero, leader, monster, behemoth, and wizard. The Thundertusk keeps its attacks and abilities, and the Everwinter Witch adds in her staff and knife attacks. Being a wizard, the Everwinter Witch can cast and unbind one spell. However, she gains +1 to her casting and unbinding for every other Thundertusk close by. She knows Mystic Shield, Arcane Bolt, and her own innate spell. Her innate spell targets an enemy unit and, upon a successful cast, deals d3 Mortal wounds to them, plus an addition d3 for every 10 models in that unit as hail comes down upon them. D3 if 5 models, 2d3 if 11, for example. Ogor Scouts: In the harsh Beastclaw Raider society, it is a right to ride a creature into battle, and that right must be earned. Ogor Scouts, young and untested, hope to prove their worth through battle and providing the rest of the tribe with food. Ogor Scouts are a battleline unit of tribal Ogors equipped with Spears. They can throw those spears for shooting, and use them in melee. Thrown spears gain extra range if the Ogor Scouts ran during movement. They have no other special abilities. Ogor Trackers: When a Beastclaw Ogor proves themselves worthy of a mount, a few choose otherwise. Oftentimes lonesome figures who are called by the wild, Ogor Trackers instead take upon themselves the path of the Hunter. Dedicating themselves to tracking both monsters and armies on the march, Ogor Trackers are part of the vanguard of a Beastclaw army and live the hardest life. Those who survive will become full-fledged Hunters. Ogor Trackers are a unit of tribal ogors equipped with Spears and a Club. They throw the Spears in shooting and attack with the Club in combat. Thrown spears gain extra range if the Ogor Trackers ran during movement. In addition, a unit of Ogor Trackers doesn’t need to be within 1 inch of each other to be in formation, instead being within 3 inches instead. They also have the ability to Track; allied units attacking an enemy unit that an Ogor Tracker is within 6 inches of can rerolled failed to-hit rolls on a charge attack. Great Yhetee: Though the Yhetee are the most loyal of the Beastclaw Raiders’ allies, that isn’t to say they are without mystery. Strange Yhetee driven off by the rest of the pack disappear into the Everwinter, assumed to be lost to the cold chiller than death. Some of them return, but changed into towering, howling behemoths that leap incredible distances. Such terrible monsters are fearsome to have as either enemies or allies, and few Beastclaw Raiders willing work with them. A Great Yhetee is a single model. It is a monster, but not a behemoth and has no Damage Grid. It is a much larger Yhetee covered in frost and ice, and attacks with its claws and teeth. In addition to the Yhetee’s Combat Debuff, 6-inch Pile-in Range and ‘Invigorated By The Blizzard, the Great Yhetee heals d3 wounds in a round that it killed an enemy model and has a universal -1 Bravery radius that affects even its allies. Kits: Everwinter Witch is 1 kit. Contains adaption pieces to let her sit upon a Stonehorn or Thundertusk. Ogor Scouts and Ogor Trackers are 1 kit that lets you build 3 of them. The Great Yhetee is 1 kit, but it’s just 1 model.
  20. Version 1.0.0

    85 downloads

    This campaign book includes 5 battleplans, Artefacts, Spells, Prayers, and more to help bring your Warhammer Skirmish battles into the Dark Age of Sigmar. Explore a ruined city with Rewards of Battle tables that tell the story of warbands exploring a ruined city. Follow the Shepherds of Rot as they traverse the Ruins of Hammerstadt in Ghyran. Also, the book includes three Quests for your warband to pursue as they battle and explore.
  21. Here are my ideas for rules to a Krell/Mortarch Kit conversion I'm thinking of. What do you guys think? OP? or Okay?
  22. I always liked the modeling versatility of the Empire/Collegiate Arcane wizards and was thinking of all the fancy stuff they carry other than their staff, like the flaming sword or that deathly potion. Why not give that a game effect! Note: Yea I know these ideas are half baked and probably not at all balanced with each other, nor do I have any idea how Matched Play point values fit in with this "free" wargear. And yea WYSIWYG can be a pain, especially if you like one thing look wise but want another game wise.☠️ Anywho this is what I came up with, which can all be represented with the various bitz from the battle mage kit...except the Familiar (which is an animal/creature of some variety). What do you think? Battle Mage Wargear In addition to their Wizard Staff, a Battlemage may be equipped with one of the following personal items. · Elemental Weapon: The Battle Mage gains the following additional weapon Melee Weapons Range Attacks To Hit To Wound Rend Damage Elemental Weapon 1” 2 4+ 4+ -1 2 · Volatile Potion: Once per game in your Shooting Phase, the Battle Mage may choose to throw a volatile potion of alchemy and magic at the enemy. Pick an enemy unit within 6” and in Line of Sight of the Battle Mage, then roll a dice. On a 2+, that unit suffers D3 Mortal Wounds. On a 1, the Battle Mage missed and the potion is wasted. · Item of Power: The Battle Mage may declare to use the Item of Power at the beginning of your HERO phase. If they do, the Battle Mage may reroll casting results of 1, but they lose 2” to their movement for the rest of the turn. · Item of Warding: The Battle Mage may declare to use the Item of Warding at the beginning of the enemy's HERO phase. If they do, the Battle Mage may reroll unbinding results of 1, but they lose 2” to their movement for the rest of the next turn. · Magical Familiar: Enemy shooting attacks made against the Battle Mage suffer an additional -1 To Hit. (Maybe each time the wizard is wounded, he may also lose the Familiar on a 4+ or something)
×
×
  • Create New...