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Found 121 results

  1. Hey Guys! I'm trying to find any fluff or writings or ANYTHING where the Kharadron Overlords interact with a Clan of Fyreslayers or vice versa. I'm a big Dwarf fan myself (currently collecting KO, Dispossessed, and LoA) and I love to see the interactions between the factions. I'm about halfway through Overlords of the Iron Dragon and listened to Realmslayer in it's entirety, so along with any interactions between the dwarven factions, any newer dwarven fluff-stuff would be appreciated as well.
  2. Time to start a thread of all my AOS efforts. I have been focusing mostly on Dwarves, Greenskins and Ogors, with random others mixed in for style. I'll try and add little excerpts from the games i play as well as some WIP of my new projects. Now most of my stuff is most of time at about 85% of being fully done. I always forget little details and notice them later on. My Kharadron army is the closest I've ever been in so many years of hobby of having a finished coherent army. Which is quite a good feeling i must say. The rest isn't as unified. Still a lot of stuff to show, my inspiration was military looks from the early 20th century. Do tell me if the photos of the units are too small, I'll upload larger ones. Comments appreciated!
  3. Hey all. In my first blog post, I want to concentrate on 'faction release' ideas, so I'll be talking about lore as it pertains to new models and story direction for the faction. Ruminating on how to fix the mess that is the state of the Duardin disunion, I came up with an idea for two releases to bring them into line. Based on Skaven and FEC, it seems future AoS releases will comprise of at least a book, terrain and endless spells. Below are my ideas for revitalizing the factions with as little new things as possible (trying to keep my hopes grounded). It’s primarily a lore-focused post though coming up with new models means discussing mechanics too, but I won’t get into the nitty-gritty of allegiance abilities. I'll be discussing two separate releases: KO and a combined Dispossessed/Fyreslayers one. I'll start with KO, not because I think it'll happen sooner (Fyreslaters/Dispossessed are more due), but because it's the shorter pitch. Kharadron Overlords Of the three Duardin subfactions, the Kharadron seem to be the most popular and are also the most aesthetically distinct and most separated from the others in the lore (literally ascending the holds and no longer venerating the ancestor gods). An updated Kharadron Battletome should keep them separate; fix the imbalances of the skyports and their underpowered Thunderers and Gunhaulers. To go along with this release, it would be great to see more aerial vehicles (perhaps a specialized mining tugboat?), but they don’t necessarily NEED new units. Then there’s the fact of Endless Spells and Terrain, which is usually a slam dunk but in the case of KO we have a problem: they live in the sky and they don’t cast magic. However, I do think they could utilize the cheaper resources of the terrain/spell development team… First, there’s the obvious ‘floating vein of ethergold’ terrain piece, which would obviously function as a buff piece, perhaps also as cover for nearby skyships and one other function that we’ll get to shortly. The only issue is that, if I remember correctly, ethergold is often invisible and hidden in the clouds, so a bit of creative license is in order. The other less likely but (IMO) more exciting option is to use the slot normally reserved for endless spells as a ‘sky bestiary’. There are many evocative passages describing beasts that are drawn toward ethergold, so the presence of an ethergold terrain piece could presumably lure them to the battlefield. The fact that they’re feral beasts from the open sky means they could have similar mechanics to endless spells. They’d be point-costed units (though not counting to your behemoth limit) which ‘descend’ (similar to Stormcast 'zapping' down) within range of the ethergold terrain. The controlling player then gets to move them, and from that moment their movement follows the rules of predatory endless spells. They have a normal 'wounds and attack profile' (they have to killed, not unbound). They only move normally and can’t charge, but if they’re within 3 inches of a unit in the combat phase the players roll off and the winner must pile in with the beast and attack a unit of their choice (they can’t choose not to attack, so if the only thing in range is theirs, tough). I think all of that would make for a fun variation on the risky predatory spells mechanic, and with clever positioning by the KO player it could really pay off. In terms of WHAT the beasties could be, I defer to the format of an endless spells box (let’s say 1 centrepiece, 1 medium sized model and unit of 3 small things): A baby Megalofin. Much smaller than an adult leviathan, this shark-whale would still be on a 120mm oval and is of comparable bulk to a Frigate. This would be your 100pt monster. A Sky Serpent, as depicted in the above picture. On a 90mm oval, this is a fast, brittle, budget alternative to the Megalofin. The cheapest beastie. Three Lovecraftian jellyfish (inspired by the look of the Harkraken). They float together on 32mm rounds, and, while lacking raw CC power, could spew poisonous debuffs which paralyse their victims. The fact that all of these creatures lack riders or intricate adornment means that the lower quality plastic of endless spells could nonetheless do the model justice. The mass of these creatures means it would probably £5 – 10 more expensive than a normal Endless Spell box, but that’s a small sacrifice to get some truly impressive creatures (which I’m sure would be popular with non-Kharadon hobbyists too). TL;DR Release Size: Minimal New Battletome (with improved rules, better tacticians than me have suggested stuff) Ethergold Stratus (cloud terrain piece) Sky Bestiary (instead of the endless spells) Now, onto the rest of the Duardin… Battletome: Ancestral Holds I think there’s a case to be made for combining Fyreslayers and the Dispossessed as, unlike the KO, they share an allegiance to the ancestor gods. Please don’t put me in *the book* for this comparison, but I see parallels with how the Gloomspite Gitz tied in three distinct factions (Moonclan, Spiderfang and Troggoths) under the Bad Moon, but worship it in distinct permutations. Likewise, a proper Duardin release could incorporate the three ancestor gods: the Fyreslayers follow their shattered god Grimnir, the Dispossessed could be tied into Grungi’s domain by consolidating their Ironweld Arsenal contraptions and, to round it out, I advocate the return of presumed dead goddess Valaya as a third mini-faction. Let’s start with Fyreslayers. On their own, they lack a little in terms of unit diversity, but there’s plenty enough to them as the ‘Grimnir third’ of a mega-faction. Their current lore is interesting, and can only get more so if their independence is encroached upon by Grungni’s offer of alliance. Duardin pride and devotion to see the return of Grimnir would have them accept, but it invites an interesting angle of resentment between the followers of the two brothers, each more readily accepting the return of Valaya (once their wife, but in rebirth she becomes a more sovereign figure). So, anyway, Fyreslayers don’t need extra models, just rerelease the hero from Silver Tower and you’re golden. But if you were to release one new model, I hear that Ol' Gotrek is snocking around the lodge these days... Next up are the Dispossessed or, as I think they should be reimagined, Grungni's Folk. These traditionalist Duardin who have been driven from their ancestral lands embrace the grand return of their smith god, and venerate his old customs. their pre-AoS models are some of the best out around. To complement the regiments of heavily armoured Duardin warriors and war machines, I would suggest two additions: Grungi, The Smith (as seen on this novel cover). This is the flagship model, a literal god of craft. He’s made frequent appearances in the fiction, and he clearly feels conflicted about retreating from Duardin life to work with Sigmar so his return creates an interesting ‘redemption’ dyamic. Perhaps the sons of Grimnir are less forgiving of his absence. He has established size-changing powers, and so he could be a troll-sized figure atop a mobile foundry throwing mystical augmentations to his allies like it ain’t no thang. Runic Golems. The long-rumoured mechanical automatons would certainly fit with Grungi’s return. I’m thinking hard-as-nails machines the size of Kurnoth Hunters, fulfilling an elite bruiser role which the otherwise Duardin lack. This could very easily fit with the steam-punkaestheticc of the Gyrocopters or the Cogsmith. Finally, we have The Cult of Valaya. Valaya was implied to have been devoured by Nagash during the End Times, but if you can’t think of a story excuse for her essence to escape Shyish and return to her people then you aren’t trying :P. Valaya is the god of healing and home, and she would be embraced by despondent Duardin searching to reclaim their ancestral sense of home and safety. Valaya’s devotees would wear religious garments instead of the Gromril of Grungni’s folk or the, erm, loincloths of Fyreslayers. Also, it’s an underrated fact that she was the god of alcohol, a rare angle for a female-coded god and something worth exploring. The slightest of the three factions, these are your ‘gap-fillers’: focused on buffs, healing abilities and providing attacks with rend. Oh, and we finally get female Duardin (not exclusively, but we follow the trend of mixed-gender units set by Deepkin or new Stormcast). Priestess of Valaya. She’s a powerful practitioner of Valaya’s prayers, the closest thing to magic Duardin get alongside Fyreslayer runes. Battle Surgeon. A more hands-on healer, this model is close-combat/support hybrid. Shrine of Valaya. This mobile platform pulls double duty: part holy clinic, part repository for fine alcohol. This could be a Magmadroth-like kit, where you get options for heroes that you can also assemble as infantry. Otherwise, you could make it a Cauldron of Blood style multi-kit, providing Grungni/Grimnir themed builds. Hearth Pilgrims. A mixed gender unit of pious monks, these are your alternative battleline slot. Faster than Grungni’s armoured folk, they provide valuable rend in their blessed maces, as well as the obligatory healing abilities. Though we don’t need ANOTHER infantry unit, there’s the option to have the pilgrims a dual kit for Ancestral Masons. These function in society as construction workers, but on the battlefield have a more direct combat role and perhaps the situational utility of being able to ‘demolish’ board terrain. Like the Gitz, I think the key is to imbue the three subfactions with a distinct identity (in aesthetics, theme and playstyle) while giving them a reason to be fielded together. Currently, the Fyreslayers excel at CC punch, and a new book would do well to give them movement abilities so that they are the 'fastest' of the Duardin armies. Grungni's Folk (the Dispossessed) should be the shooting mainstays, with high armour values to go along with it. The Cult of Shallaya, meanwhile, should dominate the field in terms of buffing auras and healing, exhibiting an 'anti-death army' playstyle which befits a god who has spent millennia enslaved by Nagash. Lastly, you have the same problem as the KO: they don’t mess with magic. Perhaps, then, the best way of making use of that development team is by releasing not one but three terrain pieces, thus reinforcing the tripartite theming of the factions: a ruined cache of Ur-Gold for Fyreslayers, an ancient forge for Grungi’s Folk and a Duardin tomb for the Cult of Valaya (each bestowing their faction with particular buffs). It’s also an opportunity to emphasise slight tension between the Grimnir and Grungni: perhaps you cannot give Fyreslayer characters artefacts if you’ve deployed an Ancestral Forge. TL;DR Release size: Medium Battletome Ancestral Holds (combining Fyreslayers, Dispossessed/Grungi’s Folk and adding The Cult of Valaya) 2 new kits for Grungi’s Folk (Grungni, Golems) 4 kits for the new faction The Cult of Valaya ( Priestess, Surgeon, Shrine and Pilgrims) 3 bits of Terrain themed around the factions, possibly in one pack If you’ve read all that I’m flattered. Anyway, that’s how I’d approach ‘fixing’ the Duardin in AoS. I believe that, providing the quality of the release is good, Duardin fans would generally prefer a fix sooner than later and I think this wishlist/prediction is realistic in terms of scope and not an unreasonable direction for GW to take in terms of lore. Agree? Disagree?
  4. The Art of Caesura

    Brokk Grungsson

    Barak Mhornar Brokk (Controversial!) For about a million more pics of this dandy: http://the-art-of-caesura.blogspot.com/
  5. The Art of Caesura

    Brokk Grungsson

    Barak Mhornar Brokk (Controversial!) For about a million more pics of this dandy: http://the-art-of-caesura.blogspot.com/
  6. The Art of Caesura

    Brokk Grungsson

    Barak Mhornar Brokk (Controversial!) For about a million more pics of this dandy: http://the-art-of-caesura.blogspot.com/
  7. The Art of Caesura

    Brokk Grungsson

    Barak Mhornar Brokk (Controversial!) For about a million more pics of this dandy: http://the-art-of-caesura.blogspot.com/
  8. The Art of Caesura

    Brokk Grungsson

    Barak Mhornar Brokk (Controversial!) For about a million more pics of this dandy: http://the-art-of-caesura.blogspot.com/
  9. In Chamon, The Cloudsplitter brothers, Dolgrim and Dagrim lead the expedition for aether gold. They are accompanied by the Brilliant King(ironclad), Proven Ambition(frigate) and the Gunwolf(gunhauler) and their ever present guard of Arkanaughts, Thunderers and Endrinriggers. Hope you enjoy, I look forward to any feedback. I'm pretty chuffed with how it turned out.
  10. I have a question I hope someone can clarify soon, as I have a game tomorrow. I will be bringing my Kharadron Overlords with an Ironclad and I have a question about starting units embarked on the Ironclad. If I start the game with 23 models aboard (20 Arkanauts and 3 heroes) can I attatch 6 Endrinriggers as their special rules says they do not count toward the maximum allowance? Or is the 25 maximum for embarking on the Ironclad a hard cap?
  11. Hi everyone, I've been playing and painting Khorne units for over a month now that I feel the need of painting something a bit more colourful than red/black/brass/silver - I love red but I think I got too much of it. So when Kharadron Overlords came out I was excited to paint it, and so I started assembling the Arkanaut Company on the 16th of May, at the time I wasn't really sure which Sky Port I wanted so that took me a while to think about - I'm really glad that the Battletome comes with a painting guide to help identifying with colours to use where - I'm not sure, but I believe this is the first time it happens, if it is, I hope to see more of this in future battletomes (not referring to colour rules or such - just purely a colour scheme guide). Unfortunately it doesn't go into such detail on the flying boats, but that's a good start for me. From the 16th of May it took me until Sunday the 21st to actually decide to go for Barak Urbaz and so that's when I've first painted their clothes in screamer pink - I must say I felt quite a joy for not being painting Khorne Red once again. At this time I realised that I've made yet another mistake, I shouldn't have assembled the weapons that are in front of the model - but now there's no going back because I also glued it with plastic glue and I'm afraid my hobby skills are not anywhere close to cut an assembled model. Also the models are so tiny that I feel that using a magnifier glass helps me a lot to paint it as close of perfection as I can. So far I have painted 3 colours (screamer pink, leadbelcher and mournfang brown last night - 23rd may) I feel like I'm going slow, I'm not sure if that's because they are tiny or because I'm trying to make them look perfect - or maybe is both things. I'll leave you a few photos of the progress so far. By the end, I expect to have painted: 30 Arkanaut Company 1 Aether-Khemist 1 Aetheric Navigator 1 Endrinmaster 1 Brokk Grungsson, Lord Magnate of Barak Nar (I know, Barak Nar, but he's funding my Barak Urbaz army) 12 Endrinriggers 1 Ironclad Thanks for reading, I'll be updating this topic as I progress on the unit.
  12. I’ve finally started painting them, and here’s my results so far! But since taking these photos, I’ve drybrushed the armour again and touched up the eyes. It’s all very experimental though, and I hope I’m not mucking it up.
  13. This could easily be titled 'A tale of one (split personality) painter'. I love this hobby and pretty much every army and model. I have painted up a number of warhammer armies over the last few years and hope to continue adding to each grand alliance with this plog. Im also finally starting to play a couple of games at my local store in a path to glory with ironjawz being my first project. However I couldn't help but pick this guy up last Saturday. I havent got any of the new tzeentch stuff yet but may do once I have the ironjawz done.
  14. ...He who strives on the waves... For more pics and WIPs come on in: http://the-art-of-caesura.blogspot.com/
  15. The Art of Caesura

    Arkanaut Company

    The Company Complete! For more pics and WIPs come on in: http://the-art-of-caesura.blogspot.com/
  16. Version 4.00.00

    218 downloads

    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
  17. When the Nighthaunt legions rises from the graves to wage thier war of souls, the need of protection has risen as well. And where there's need the Kharadron overlords are fast to meet that demand, taking advantage of even these troubled times. To complement the arkanaut companies of Rereksfjiord, gunnery sergant Askgrem Boltbinder and his unit of thunderers has been hired together with a gunhauler.
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