tag:blogger.com,1999:blog-39230826105568540142024-03-19T00:56:40.002-07:00Adventurer's GuildPersonal Diary of Strom ColdsteelCoinjockhttp://www.blogger.com/profile/12286915109879865845noreply@blogger.comBlogger111125tag:blogger.com,1999:blog-3923082610556854014.post-81054385397069016632023-07-10T05:42:00.001-07:002023-07-10T05:42:54.669-07:00The InnThe path back to road was a different one than the way we traveled here. Otto and Dox were very happy to be travelling with me. I even found some tasty herbs for making a tea. <div><br></div><div>We were skirting a bog when shimmering, buzzing, stinging swarm lit on us. We later learned they were called Shimmer Flies. They lay eggs on a host the inhabit - but their shiny carapaces blind their targets. We scattered them and drove them off. </div><div><br></div><div>We took a little rest and camped near the road. Before we finally made it out of the forest we saw a masked humanoid figure standing in the distance watching us. We neither hailed him, nor attempted to attack, and the figure melded back into the wood. </div><div><br></div><div><div class="separator" style="clear: both; text-align: center;">
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</div><br></div><div>After another night on the road, we reached the inn. We found the caravan and safety of numbers here. It would be nice not to sleep on the ground. Argasto was very generous. He gave us a bonus of twenty gold each for the assistance.</div><div><br></div><div>We explained all that we knew to him and he said Mal Gergard was a former Templar. He is a known bandit chief, but other than a mark of safe passage, he knew of no reason why he would want the iron ring.</div><div><br></div><div>We were going to stay the night at the inn, we are still five days from Brandon's Ferry - but we are definitely on the start of grand adventure.</div><div><br></div><div><div class="separator" style="clear: both; text-align: center;">
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</div><br></div><div><br></div>Coinjockhttp://www.blogger.com/profile/12286915109879865845noreply@blogger.com0tag:blogger.com,1999:blog-3923082610556854014.post-68302147189170935922023-07-10T05:40:00.001-07:002023-07-10T05:40:59.225-07:00On the TrailAs we moved through the forest, we had a sense that we were being watched. The trade route in the Drachenfell is ominous enough, but pushing off the road into the wood definitely gives you a much bigger sense of dread for those who are sensitive to those things.<div><br></div><div>I remember thinking that Otto was probably blessed that none of this seemed to phase him. He just plodded along jingling and crashing through the primeval forest without any notion of fear or stealth.</div><div><br></div><div>Dox was particularly quiet. I wasn't entirely sure what he was focused on. He is often very intense like this. Kind, despite his infernal origins, but also very focused and serious. It's as if he has a lot on his mind.</div><div><br></div><div><div class="separator" style="clear: both; text-align: center;">
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</div><br></div><div>After traveling for half the day, the trail led to a clearing. The ramshackle tower seemed quiet, it had a scaffolding staircase, and stretched to the sky over three stories.</div><div><br></div><div>Concealed in the leaves was a large bear trap. The steel spring trap was set to deter any pursuers, but we considered it would be a part of our plan. </div><div><br></div><div>Dox and I circled the tower and prepared to conceal our positions. We would wait in ambush if Keller exited the structure, and Otto howled in agony. He was thrashing around on the ground as if he'd stumbled into the trap laid for us.</div><div><br></div><div>He was so believable we actually thought he'd hurt himself. That ear piercing shriek was not exactly what we were expecting.. </div><div>Dox and I were not particularly in-place by any means when a crossbow bolt whizzed past the tiefling.</div><div><br></div><div>We advanced on the tower. Keller was well dug in - using the window on the 3rd floor as protection. I was shooting arrows, Dox was hurling eldritch blasts, and Otto rushed in after getting his breath. When he reached the base of the tower, the huge snarling mastiff attacked him. </div><div><br></div><div>We traded injuries through our ranged attacks, I took a crossbow bolt, but Keller proved to be no match for us. He ducked out of sight, and Otto dispatched the angry hound. </div><div><br></div><div>We tried convincing him to surrender, just hand over the iron ring, and we would give him quarter. He was not having it. He insisted that Mal Gergard, the bandit chief would flense him alive if he didn't produce the ring when he arrived. </div><div><br></div><div>Eventually we rushed the door and cut him down. He had Argasto's iron ring, a few silver coins, and a small bone necklace. We did grab his crossbow or dagger, but we decided that were not going to wait around for the bandits to show up. We angled back towards the road, heading for the coaching inn.</div><div><br></div>Coinjockhttp://www.blogger.com/profile/12286915109879865845noreply@blogger.com0tag:blogger.com,1999:blog-3923082610556854014.post-13223067521430001112023-07-10T05:37:00.001-07:002023-07-10T05:37:26.423-07:00The Trade Road <div><div class="separator" style="clear: both; text-align: center;">
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</div><br></div>Three days out of the town of Mort, we'd reach the Drachenfell forest. The caravan had at least seven days left to Brandon's Ferry.<div><br></div><div>We traveled slowly. Our group was over twenty men strong, five wagons each with one or two drovers, nine soldiers including us, a priest, and a blackcloak. She seemed to view our scouts as prey, but she was young and more used to having a group of templars to back her up. </div><div><br></div><div>The morning calm of the fourth day was shattered by the caravan master Argasto. He was shouting about a thief and interrogating the guards on duty the night before.</div><div><br></div><div><div class="separator" style="clear: both; text-align: center;">
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</div><br></div><div>One of the muleskinners, an aging and grizzled veteran named Keller, had vanished in the night. Taking his loyal mastiff with him and padding out of the camp. </div><div><br></div><div>My skill as a tracker was not challenged by finding his trail. He probably had a six hour lead, but our investigation turned up that he was an ex-bandit, he'd ran with a pretty rough crowd after the war.</div><div><br></div><div>More importantly, he'd only taken a single item, an iron ring. The elves and the humans have a long standing pact about the darker parts of the Drachenfell. Six thousand iron rings were forged, each known to the elves. These rings allow passage and should prevent the caravan from trouble should we encounter any of the forest guardians. </div><div><br></div><div>Argasto had won the ring in a card game, after losing quite a bit of coin. For someone in his position, it's a valuable tool. He definitely wanted it back, so we agreed that we would purse Keller.</div><div><br></div><div>There's a coaching inn two days ahead. So we agreed to meet there if we were successful - and we'd be given a substantial bonus on our arrival.</div><div><br></div><div>Before we left, our generous benefactor provided us each a healing potion. We piled our gear on our backs and set off into the wood. </div><div><br></div><div>While following me through the forest, Otto and Dox were able to travel considerably faster than normal. They both were carrying a lot of weight. </div><div><br></div><div>Otto was encumbered because of his chainmail armor, crossbow, shield, and considerable amount of supplies. </div><div><br></div><div>Dox, the tiefling, was not carrying nearly as much, but he was still encumbered simply because he isn't strong enough to shoulder his load.</div><div><br></div><div>But it didn't really slow us down. These woods are very familiar to me. I was able to lead them quickly and carefully through the trails. I was able to follow the trail without losing it. Keller had made some effort to conceal his tracks, but he was not particularly skilled in this regard. </div><div><br></div><div>One of his friends, Telk, had mentioned he was talking about the Tower Run. These old structures were spaced every 18 miles between Brandon's Ferry and the Empire. </div><div><br></div><div><div class="separator" style="clear: both; text-align: center;">
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</div><br></div><div>Before the civil war, these were stationed by soldiers who could light pyres to warn the civilized lands of some threat coming from the Drachenfell. They have been abandoned for years, and while the are south of the trade route here, it's exactly the direction Keller seems to be heading.</div><div><br></div>Coinjockhttp://www.blogger.com/profile/12286915109879865845noreply@blogger.com0tag:blogger.com,1999:blog-3923082610556854014.post-60858001480746739772022-06-27T06:59:00.000-07:002022-06-27T06:59:29.625-07:00Shadow-touchedWhen Strom levels in bard he gets a feat or ability score improvement.
<br /><br />
If he takes <i> Shadow-touched</i>, he gains +1 Wis (that would be a 16 now)
which raises a few skills and his saving throw. He will gain access to
<b>Invisibility</b> so he can drop that as a spell. But he also gains a new
first level necromatic spell, so let's look at <b>False Life</b>. You gain D4+4
temporary hit points. If you cast this spell using a higher level spell slot,
you gain an additional +5 hit points. <br /><br />
So Strom has a lot of benefits from taking this spell.<br /><br />
    False Life Cure Wounds <br />
 1st level   6.5  7.5<br />
 2nd level  11.5  12<br />
 3rd level  16.5  16.5<br />
 4th level  21.5  21<br />
 5th level  26.5  25.5<br /><br />
Part of that is Strom's Charisma score in regards to cast <b>Cure Wounds</b> or
<b>Healing Word</b> would only provide him with a +3 bonus because he's sitting
at 16 instead of 18 or 20. But that would still only increase the effect of each
spell by +1 or +2 if his ability score was dramatically higher.<br /><br />
If Strom used every spell slot he has to cast <b>False Life</b> he would
generate an additional 227.5 temporary hit points. If he took
<b>Cure Wounds</b> he would heal 229.5 hit points in a day. I also looked at
<b>Healing Word</b> which puts up 147.5 hit points of healing if I use every
spell slot, but also I can attack twice with my sword or use a cantrip each
round. That seemed really appealing. <br /><br />
So lets take a look at something else.<br /><br />
Strom can take <b>Mass Healing Word</b> when he drops Invisibility. It is a
higher level spell, so he's losing his 1st & 2nd level slots.<br /><br />
    Per Slot Daily <br />
 3rd level  22  66<br />
 4th level  32  96<br />
 5th level  42  84<br /><br />
<b>Mass Healing Word</b> seems to be putting out the most Healing/Hit Points
possible. Now this is assuming that all four characters are injured in the fight
and within 60ft of each other. The actual healing isn't 22 hit points to any one
character. The spell is healing on average 5.5 hit points per character with a
3rd level spell slot, 8 hit points per character with a 4th level spell slot,
and 10.5 hit points with my highest level 5th level spell slot. But the numbers
are quite literally the most efficient at healing period. <br /><br />
While using <b>False Life</b> would grant me 227.5 temporary hit point, and
<b>Cure Wounds</b> would let me heal 227.5 hit points. In a single day using
<b>Mass Healing Word</b>, I could heal up to 246 hit points of damage on average
and continue attacking. I would still have seven spell slots for 1st and 2nd
level spells as well. <br /><br />
The biggest affect from something like<b> Mass Healing Word</b> also is really
just getting people up who are injured. If there is a party member down, isn't
it better to pick them up off the ground. Carmon regularly casts
<b>Beacon of Hope</b> while we are fresh in a fight, so that would maximize a
few castings while Strom keeps folks topped off. I think it is a decent spell
for Strom anyway because he has two attacks and a few good cantrips.
<br /><br />
I could even argue, that it's not really worth doing <i>Shadow-touched</i> at
all just to raise my Wisdom by +1. Just keep <b>Invisibility</b> the way it is,
and drop <b>Heroism</b> instead to take <b>Mass Healing Word</b>. If I raised my
Charisma to 18 instead of taking a feat that would increase each casting of
<b>Mass Healing Word</b> by 4pts which would give me a potential daily healing
of 278 hit points. That would also increase my Spell Save DC to a 17 and
increase my Charisma saving throw and some of my skills.<br /><br />
I know I have talked to Doug about how much I like <i>Mage Slayer</i> and
<i>Sentinel</i> as feats as well. Both of them would definitely improve my
damage output. We tend to fight things that cast spells, and especially opposite
the barbarian who is taunting the creature to attack them -
<i>Sentinel</i> seems like a very good use of my reaction. I just get a lot of
utility from <b>Shield</b>, <b>Absorb Elements</b>, and Cutting Words. It is
hard to use a feat for a reaction. The other benefits from <i>Sentinel</i> are
good, but I am just not sure. <br /><br />
I was originally all gung ho about taking Shadow-touched because of where we
were. I tried to write into the story that I was studying the papers of the
priest who was investigating eternal life. I think just the fact that we are
here is a good enough reason to take it. But I don't know if that is really what
I want to do for my character in general. Has the time in the Shadow-fell affect
us in a way that any other place hasn't? Is there anything that would draw Strom
back to this realm in the future? Does this fit better with my build?<br /><br />
  <i>Mage Slayer</i>: You have practiced techniques useful in melee
combat against spellcasters, gaining the following benefits:<br />
<ui
><li>
When a creature within 5 feet of you casts a spell, you can use your
reaction to make a melee weapon attack against that creature.
</li>
<li>
When you damage a creature that is concentrating on a spell, that creature
has disadvantage on the saving throw it makes to maintain its concentration.
</li>
<li>
You have advantage on saving throws against spells cast by creatures within
5 feet of you.
</li></ui
><br /><br />Either way, I can take it next time I get an ability score increase
or feat at 12th level Bard. I can do the Charisma bonus this go around and take
Mage Slayer next time we get a feat or I can take this feat now and an ability
score increase next time. 9th level Bard gets me two 5th level spells if I drop
one I already know. And at 10th level I am going to take <b>Bigby's Hand</b> as
one of my magical secrets. It's like whether I take something specifically to
raise my hit points with <b>False Life</b> or heal the party using
<b>Mass Healing Word</b>, or do something completely different (<i>Prodigy</i>
or <i>Resilient</i>) the game isn't over and I have options going forward.
Coinjockhttp://www.blogger.com/profile/12286915109879865845noreply@blogger.com0tag:blogger.com,1999:blog-3923082610556854014.post-15716413405007989102022-05-30T03:12:00.000-07:002022-05-30T03:12:18.065-07:00Tickler<p>Versatile Trickster
<p>So in dealing with Ghul there are a few things we need to understand. First off there is an <i>Arcane Trickster</i> ability that completely changes the way the spell mage hand works.
<p><b>Mage Hand Legerdemain</b>
<p>Starting at 3rd level, when you cast <a href="https://www.dndbeyond.com/spells/mage-hand">mage hand</a>, you can make the spectral hand invisible, and you can perform the following additional tasks with it:
<ul>
<li>You can stow one object the hand is holding in a container worn or carried by another creature.</li>
<li>You can retrieve an object in a container worn or carried by another creature.</li>
<li>You can use thieves’ tools to pick locks and disarm traps at range.</li>
<li>You can perform one of these tasks without being noticed by a creature if you succeed on a Dexterity (Sleight of Hand) check contested by the creature’s Wisdom (Perception) check.</li>
</ul>
<p>In addition, you can use the bonus action granted by your Cunning Action to control the hand.
<p>But it doesn't allow you to cast the spell as a bonus action. The spell, if you follow the link above lasts for 1 minute or ten rounds. It's not concentration like a lot of spells, but it still requires an action to cast mage hand.
<p>Normally the spell description reads like this:
<p>"A spectral, floating hand appears at a point you choose within range. The hand lasts for the duration or until you dismiss it as an action. The hand vanishes if it is ever more than 30 feet away from you or if you cast this spell again.
<p>You can use your action to control the hand. You can use the hand to manipulate an object, open an unlocked door or container, stow or retrieve an item from an open container, or pour the contents out of a vial. You can move the hand up to 30 feet each time you use it.
<p>The hand can't attack, activate magic items, or carry more than 10 pounds."
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<p>And now the confusion comes in with the D&D Beyond sheet. On Jim's character sheet, under Bonus Actions it says:
<p><b>Versatile Trickster</b>
<p>As a bonus action, you can designate a creature within 5 ft. of your mage hand to give you advantage on attack rolls against that creature until the end of the turn."
<p>The problem is that this is an abbreviated version. It is not the full description of how the ability works. You need to click on the action to get this text box (or look it up in the Players Handbook):
<p>"At 13th level, you gain the ability to distract targets with your mage hand. As a bonus action on your turn, you can designate a creature within 5 feet of the spectral hand created by the spell. Doing so gives you advantage on attack rolls against that creature until the end of the turn."
<p>I know we have been through this before. But I thought I would go through it one more time. It's an action to cast mage hand. Mage Hand lasts for one minute. It has a range of 30ft, so whenever you use an action to create it you designate where it is. When you control it which you and only you can do as a bonus action, you can also move up 30ft. Other characters need to spend an action to control mage hand and they can't use it to do all the cool stuff you can do. If you want to use mage hand to get advantage in order to distract a creature, you can use your bonus action to do that provided you have cast mage hand and it is within 5ft of the target.
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<p>The best way to think of it for me, it's like a familiar or pet. You can do cool stuff with it, but you need to manage it and remember where it is. Even if you wanted to argue I am going to refresh mage hand every minute, so sixty times in an hour.. the problem is managing it. We are 40ft away from the monsters, on your turn you dash as a bonus action (doubles your move to sixty) and then you make an attack with Spleenbane. The next round, you attack with your offhand so that uses your bonus action.. and round three you decide you want to use versatile trickster. Your mage hand is currently 40ft away back where you first started. The issue isn't that you can keep it near you for game purposes to use it once you cast it. It is that you need to keep up with where it is.
<p>I just want to add that <b>KRILL HAS ADVANTAGE ON STRENGTH CHECKS AND SAVING THROWS</b>. So no, it's not Constitution. It's never Constitution. We have looked it up enough now that I am absolutely certain that it is Strength saves. <div class="separator" style="clear: both;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjzpc4Lzvw-EgTWviqok2nTI7XE1sr8hrabt8Hqb5pecJTAoEcP_cHrDXsD1cdLLV0CE7o5Oy2Glk7XRPJBxq6bN_TSVxFF7Yey7A640iFeyIMdqHhn4EeLdhaRIyzsGiBQsoLKntD6vxRWT-u217HMsKmhOIP47UxV0degoipjbl2TPJr2hk-WGg7fTA/s1280/maxresdefault.jpg" style="display: block; padding: 1em 0; text-align: center; "><img alt="" border="0" width="320" data-original-height="720" data-original-width="1280" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjzpc4Lzvw-EgTWviqok2nTI7XE1sr8hrabt8Hqb5pecJTAoEcP_cHrDXsD1cdLLV0CE7o5Oy2Glk7XRPJBxq6bN_TSVxFF7Yey7A640iFeyIMdqHhn4EeLdhaRIyzsGiBQsoLKntD6vxRWT-u217HMsKmhOIP47UxV0degoipjbl2TPJr2hk-WGg7fTA/s320/maxresdefault.jpg"/></a></div>Coinjockhttp://www.blogger.com/profile/12286915109879865845noreply@blogger.com1tag:blogger.com,1999:blog-3923082610556854014.post-72070832720184614312022-04-24T04:33:00.001-07:002022-04-25T03:36:21.659-07:00More PowersOne thing we will definitely get as this game moves forward is more power sets. In the meantime, I am going to add a few for our characters.<div><b> </b><br></div><div><div><div><b>Beast-Powers</b><div><i>The character has powers associated with Beasts</i></div><div><b>Origins</b>: Alien, Magic, Weird Science : Beasts</div><div><b>Effect</b>: The characters Might and Vigilance score caps increase by 6. The character can select the Extreme Appearance trait to take on a monstrous beast-like appearance. If you they do so, they can take an additional trait for free. </div><div><br></div><div>Powers in the set include Crushing Grip, Mighty 1, Mighty 2, Mighty 3, Mighty 4, Nature Sense, Quick Toss, Wallcrawling, and the following powers:</div><div><br></div><div><b>Alertness</b></div><div><i>The character has an uncanny ability to detect danger.</i></div><div><b>Power Set</b>: Beast-Powers</div><div><b>Prerequisites</b>: None</div><div><b>Action</b>: None</div><div><b>Duration</b>: Permanent</div><div><b>Effect</b>: The character has an edge on Initiative rolls and Vigilance (perception) checks. Enemies have trouble on Agility (stealth) checks against the character's Vigilance defense. The character also gains a permanent+2 bonus the their Agility defense. </div><div><br></div><div><b>Deft Movement</b></div><div><i>The character moves easily through terrain</i></div><div><b>Power Set</b>: Beast-Powers</div><div><b>Requirements</b>: None</div><div><b>Action</b>: None</div><div><b>Duration</b>: Permanent</div><div><b>Effect</b>: The character ignores difficult terrain when moving.</div><div><br></div><div><b>Fast 1</b></div><div><i>The character can move quickly</i></div><div><b>Power Set</b>: Beast-Powers, Super-Speed</div><div><b>Prerequisites</b>: Rank 5</div><div><b>Action</b>: Movement</div><div><b>Effect</b>: The character's Running Speed doubles.</div><div><br></div><div><b>Fast 2</b></div><div><i>The character is very fast</i></div><div><b>Power Set</b>: Beast-Powers, Super-Speed</div><div><b>Prerequisites</b>: Fast 1, Rank 10</div><div><b>Action</b>: Movement</div><div><b>Effect</b>: The character's Running Speed is increased equal to twice their rank times their Running Speed. </div><div><br></div><div><b>Fast 3</b></div><div><i>The character is really, really fast.</i></div><div><b>Power Set</b>: Beast-Powers, Super-Speed<br></div><div><b>Prerequisites</b>: Fast 2, Rank 15</div><div><b>Action</b>: Movement</div><div><b>Effect</b>: Outside of combat, the character's Running Speed is increased to twenty times their Running Speed. </div><div><br></div><div><b>Pheromones</b></div><div><i>The character exudes pheromones that affect those nearby.</i></div><div><b>Power Set</b>: Beast-Powers</div><div><b>Prerequisites</b>: None</div><div><b>Action</b>: Easy</div><div><b>Duration</b>: Sustained</div><div><b>Range</b>: 20 feet</div><div><b>Effect</b>: The character has an edge on Ego (intimidation) checks against people who are not attracted to their gender. The also have an edge on Ego (persuasion) checks against people who are attracted to their gender. </div><div><br></div><div><b>Scent</b></div><div><i>The character has heightened olfactory abilities.</i></div><div><b>Power Set</b>: Beast Powers</div><div><b>Prerequisites</b>: Heightened Senses, Rank 5</div><div><b>Action</b>: Easy</div><div><b>Duration</b>: Sustained</div><div><b>Range</b>: 20ft</div><div><b>Effect</b>: the character can track by scent and has an edge on Vigilance (perception) checks. They can also ignore any penalties for darkness or invisibility when making attacks on creatures within range.</div><div>------------------------------</div><div><b>Gravity Control</b></div><div><i>The character can control gravity</i></div><div><b>Origins</b>: High Tech, Magic, Mutant, Weird Science </div><div><b>Effect</b>: The characters Resilience and Ego score caps increase by 6, and they add their Ego to their Ranged Damage with Gravity Control powers. Also, they are immune to gravity effects that are not direct attacks. </div><div><br></div><div>Several Gravity Control power have effects which paralyze a target. To break free from this effect, the target (or someone helping them) must succeed at a Might check vs. TN 22. A target can also use its reaction to attempt this immediately after becoming paralyzed.</div><div><br></div><div>Powers in the set include Group Flight, Immovable, and the following abilities:</div><div><br></div><div><b>Increase Gravity</b></div><div><i>The character can increase the effects of gravity on target.</i></div><div><b>Power Set</b>: Gravity Control</div><div><b>Prerequisites</b>: Rank 5</div><div><b>Action</b>: Standard (attack)</div><div><b>Duration</b>: Instant</div><div><b>Range</b>: 50ft</div><div><b>Effect</b>: The character makes an Ego vs Agility/Might attack against the target. If the attack is a success, the target is paralyzed. If the attack is a fantastic success, the target is also knocked prone.</div><div><br></div><div><b>Crushing Gravity</b></div><div><i>The character grips an enemy with a damaging force.</i></div><div><b>Power Set</b>: Gravity Control</div><div><b>Prerequisites</b>: Increase Gravity, Rank 10</div><div><b>Action</b>: Standard (attack)</div><div><b>Duration</b>: Maintained</div><div><b>Range</b>: 50ft</div><div><b>Effect</b>: The character makes an Ego vs Might/Agility attack against the target. If it's a success the enemy takes Ranged physical (bashing) damage and is pinned. The power can be maintained with a standard action, automatically inflicting the same amount of damage.</div><div><br></div><div><b>Gravity Well</b></div><div><i>The character eminates an aura of particularly high gravity which stops attackers in their tracks.</i></div><div><b>Power Set</b>: Gravity Control</div><div><b>Prerequisites</b>: Crushing Gravity, Rank 15</div><div><b>Action</b>: Standard</div><div><b>Duration</b>: The character's rank in minutes</div><div><b>Effect</b>: an aura of high gravity extends from the character 15ft in every direction which is considered difficult terrain. Any creature which starts it's turn in or moves into this area is paralyzed.</div><div><i><br></i></div><div><b>Slam</b></div><div><i>The character's blows always cause knockback</i></div><div><b>Power Set</b>: Gravity Control</div><div><b>Prerequisites</b>: Smash, Weightless 1, Rank 10</div><div><b>Action</b>: Standard (attack)</div><div><b>Duration</b>: Instant</div><div><b>Effect</b>: The character makes an Ego vs Might/Agility attack against an enemy. If the attack is a success, the enemy is knocked back up to 5ft per rank. If the attack is a fantastic success, the target also takes Fight damage (bashing) from the blow.</div><div><br></div><div><b>Weightless 1</b></div><div><i>The character can lift heavy objects.</i></div><div><b>Power Set</b>: Gravity Control</div><div><b>Prerequisites</b>: None </div><div><b>Action</b>: Standard</div><div><b>Duration</b>: Maintained</div><div><b>Effect</b>: The character treats the target as two sizes smaller for picking up and carrying. As long as the power is maintained, the target hovers in place and does not fall. </div><div><br></div><div><b>Weightless 2</b></div><div><i>The character can carry a bus. </i></div><div><b>Power Set</b>: Gravity Control</div><div><b>Prerequisites</b>: Weightless 1, Rank 5</div><div><b>Action</b>: Standard</div><div><b>Duration</b>: Maintained</div><div><b>Effect</b>: The character treats the target as three sizes smaller for picking up and carrying. As long as the power is maintained, the target hovers in place and does not fall. </div><div><br></div><div><b>Weightless 3</b></div><div><i>The character can carry a house.</i></div><div><b>Power Set</b>: Gravity Control</div><div><b>Prerequisites</b>: Weightless 2, Rank 10</div><div><b>Action</b>: Standard</div><div><b>Duration</b>: Maintained</div><div><b>Effect</b>: The character treats the target as four sizes smaller for picking up and carrying. As long as the power is maintained, the target hovers in place and does not fall. </div><div><br></div><div><div><b>Weightless 4</b></div><div><i>The character can reduce the weight of nearly anything</i></div><div><b>Power Set</b>: Gravity Control</div><div><b>Prerequisites</b>: Weightless 3, Rank 15</div><div><b>Action</b>: Standard</div><div><b>Duration</b>: Maintained</div><div><b>Effect</b>: The character treats the target as five sizes smaller for picking up and carrying. As long as the power is maintained, the target hovers in place and does not fall. </div></div><div><br></div></div></div></div><div>------------------------------</div><div><br></div><div><b>Super-Speed</b></div><div><i>The character has phenomenal speed. </i></div><div><b>Origins</b>: Alien, God, High Tech, Magic, Mutant, Weird Science </div><div><b>Effect</b>: The characters Agility score cap increase by 12. The character has an edge on Initiative checks. </div><div><br></div><div>Powers in the set include Augmented Reflexes, Fast Strikes, Chain Strikes, Focused Strikes, Slip Free, and the following powers:</div><div><br></div><div><b>Quick Dodge</b></div><div><i>The character dodges out of the way.</i></div><div><b>Power Set</b>: Super-Speed</div><div><b>Prerequisites</b>: None</div><div><b>Action</b>: Reaction</div><div><b>Trigger</b>: An enemy rolls to attack vs. the character's Agility defense.</div><div><b>Duration</b>: Instant</div><div><b>Effect</b>: The enemy has trouble on their attack. If the attack misses, the character can move in any direction at their Run speed.</div><div><br></div><div><b>Fast 1</b></div><div><i>The character can move quickly</i></div><div><b>Power Set</b>: Beast-Powers, Super-Speed</div><div><b>Prerequisites</b>: Rank 5</div><div>Action: Movement</div><div><b>Effect</b>: The character's Running Speed doubles.</div><div><br></div><div><b>Fast 2</b></div><div><i>The character is very fast</i></div><div><b>Power Set</b>: Beast-Powers, Super-Speed</div><div><b>Prerequisites</b>: Fast 1, Rank 10</div><div><b>Action</b>: Movement</div><div><b>Effect</b>: The character's Running Speed is increased equal to twice their rank times their Running Speed. </div><div><br></div><div><b>Fast 3</b></div><div><i>The character is really, really fast.</i></div><div><b>Power Set</b>: Beast-Powers, Super-Speed</div><div><b>Prerequisites</b>: Fast 2, Rank 15</div><div><b>Action</b>: Movement</div><div><b>Effect</b>: Outside of combat, the character's Running Speed is increased to twenty times their Running Speed. </div><div><br></div><div><b>Waterwalking</b></div><div><i>The character moves so fast he can walk on water</i></div><div><b>Power Set</b>: Beast-Powers</div><div><b>Requirements</b>: Fast 3, Rank 15</div><div><b>Action</b>: Movement</div><div><b>Duration</b>: Maintained</div><div><b>Effect</b>: The character can move across liquid at their Run speed as if it were solid ground. Failure to maintain this power by not moving will have an immediate effect.</div><div><br></div><div><div><b>Airwalking</b></div><div><i>The character can run through the air.</i></div><div><b>Power Set</b>: Super-Speed</div><div><b>Requirements</b>: Waterwalking, Rank 20</div><div><b>Action</b>: Movement</div><div><b>Duration</b>: Maintained</div><div><b>Effect</b>: The character gains a Fly speed equal to their Run speed, but must end their turn on a surface, or they will begin falling.</div></div>Coinjockhttp://www.blogger.com/profile/12286915109879865845noreply@blogger.com0tag:blogger.com,1999:blog-3923082610556854014.post-91730509621973784402022-04-23T05:53:00.001-07:002022-04-23T08:27:40.015-07:00More Professions<div>For these I wanted to show some variations between how subtle differences could flavor various professions.</div><div><i><br></i></div><div><i>Artist</i> : Audience, Connections (Celebrity), Famous<br></div><div><i>Starving Artist</i> : Fresh Eyes, Poor, Streetwise</div><div><i>Musician</i> : Audience, Beguiling, Dealmaker</div><div><br></div><div><i>Politician</i>: Authority (<official title>), Debate Champ, Public Speaking</div><div><i>Raconteur</i> : Fearless, Infamous, Public Speaking</div><div><br></div><div><i>Cook</i> : Enduring Constitution, Obligation (Work), Poor</div><div><i>Chef</i> : Audience, Connections (Professional), Famous</div><div><br></div><div>These I did for Tom:</div><div><i>Comic Store Clerk</i> : Debate Champ, Glibness, Out of Shape</div><div><i>Taxi Driver</i> : Enhanced Constitution, Fearless, Streetwise</div><div><i>Delivery Driver</i> : Authority (<service>), Determination, Free Running</div><div><i>Groundskeeper</i> : Enhanced Physique, Lab Access, Obligation (Work)</div><div><i>Museum Curator </i>: Audience, Eidetic Memory, Honest</div>Coinjockhttp://www.blogger.com/profile/12286915109879865845noreply@blogger.com0tag:blogger.com,1999:blog-3923082610556854014.post-54451504223596341082022-04-23T03:32:00.001-07:002022-04-23T03:32:28.298-07:00Marvel Multiverse RPG<div>I thought I would start with making a few new things to cover what we need. One of the easiest was the Professions. I started with our jobs, or at least something similar.</div><div><br></div><b>Professions</b><div><i>Mariner</i> : Authority (Port), First Aid, Situational Awareness</div><div><i>Technician</i>: Determination, Obligation (Work), Scientific Expertise</div><div><i>Salesman</i> : Connections (Professional), Dealmaker, Public Speaking</div><div><br></div><div>Also I wanted to add some Powers. If anyone has anything specific they want, just let me know.</div><div><br></div><div><b>Teleport 1</b></div><div><i>The character can disappear and reappear in a new location</i></div><div><b>Power</b> Set: None</div><div><b>Prerequisites</b>: Rank 10</div><div><b>Action</b>: None</div><div><b>Duration</b>: Permanent</div><div><b>Effect</b>: The character can teleport. Their combat Teleport Speed is equal to their rank times their Running Speed. </div><div><br></div><div><b>Teleport 2</b></div><div><i>The character can cover vast distances</i></div><div><b>Power Set</b>: None</div><div><b>Prerequisites</b>: Teleport 1, Rank 15</div><div><b>Action</b>: None</div><div><b>Duration</b>: Permanent</div><div><b>Effect</b>: Outside of combat, the character can teleport up to ten times their Teleport Speed. </div>Coinjockhttp://www.blogger.com/profile/12286915109879865845noreply@blogger.com0tag:blogger.com,1999:blog-3923082610556854014.post-70840303606602825432021-04-15T06:44:00.004-07:002021-04-15T06:45:22.563-07:00SONGS AND POEMS OF DOR DORIAN<p><b>SONGS AND POEMS OF DOR DORIAN</b><br /></p>
<p>
First we have a love poem, which can be accompanied by music. It's full of
metaphors and romantic, eternal notions. It would be a popular task to recite
this adding in the name of one's affection here and there or expanding on it
with the addition of flowery notes to personalize it.
</p>
<p>
<b>A Beautiful Flower</b><br />
My love’s like a beautiful flower,<br />
Newly blossomed in summer:<br />
My love’s like the melody<br />
Sweetly play’d in tune.<br />
<br />As fair as you are,<br />
So deeply I am in love;<br />
And I will still be here, my dear,<br />
Until all the seas go dry.<br />
<br />Until all the seas go dry, my dear,<br />
And the mountains crumble under the sun<br />
I will still be here, my love,<br />
While the sands of time still run:<br />
<br />And forever, my love!<br />
And may my feelings never wane!<br />
I will stand by you, my dear,<br />
Through it all and again.<br />
<p> </p><p>
For the next piece, <b>Days Gone By </b>, this is a popular drinking song. The
chorus is roughly the same every time. People would often add in the word All
before the word Days, in this rendition it does appear in at least one spot.
In a popular fashion the verses would be altered. People tend to freestyle
their own solo verses in group settings or stick to a similar format. I am
providing popular themes below, but for the most part this is a celebratory,
festival-like melody which is much more fun with alcohol and good friends.
</p>
<p>
<b>Days Gone By</b><br />
Should our past be forgotten,and never brought to mind?<br />
Should the past be forgotten, as the days gone by!<br />
<br /><i>Chorus</i><br />
Days gone by, my friend, days gone by,<br />
We’ll share a drink together, for the days gone by.<br />
<br />As you raise your glass, be sure I’ll raise mine!<br />
We'll share a drink together, for all the days gone by.<br />
<br /><i>Chorus</i><br />
<br />We have our favorite taverns, and places we like to go;<br />
But until we've drunk in every one, we sing to the days gone by.<br />
<br /><i>Chorus</i><br />
<br />We've spent our gold from morning sun till dinner;<br />
Drinking ourselves silly, we sing days gone by and by.<br />
<br /><i>Chorus</i><br />
<br />Lend me a hand, my trusty friend! And please fill my cup one time!<br />
One more round might do the trick, for all the days gone by.
</p>
<p> </p><p>
The next example, <b>Seven's Grace</b>, of a bit of low brow humor at saying
grace follows below. This would be said once again amongst friends, in a
tavern like setting, but isn't really the most appropriate of blessings for
dining in any formal affair. I do enjoy the idea of including a piece like
this.
</p>
<p>
<b>Seven's Grace</b><br />
Some have meat and cannot eat,<br />
And some would eat that have none;<br />
But we have meat, and we can eat,<br />
Blessed be the Seven.<br />
</p>
<p><p> </p><p>
The remainder of works included are just short poems. Once again they are
touching on love, nostalgia, the formula of metaphors and regionalism, they
are designed to invoke strong feelings and push a noble or higher
consciousness forward as you declare your love or feelings for your country.
Most of these are specifically designed to register in the Common tongue and
not designed to be particularly high brow or historic.
</p>
<p>
<b>My Heart’s in the Valley</b><br />
Farewell to the valley, farewell to the north,<br />
The birthplace of valour, the country of worth;<br />
Wherever I wander, wherever I roam,<br />
The hills of the valley forever I love.<br />
<br />My heart’s in the valley, my heart is not here;<br />
My heart’s in the valley, every chasing the deer;<br />
Ever chasing the wild deer and following the roe,<br />
My heart’s in the valley, wherever I go.<br />
<br />Farewell to the mountains high-covered with snow;<br />
Farewell to the streams and the valleys below;<br />
Farewell to the forests and wild-hanging woods;<br />
Farewell to the torrents and loud-pouring floods.<br />
</p>
<p>
<b>Oh, Cold Winds Blow </b><br />
Oh, cold winds blow, both here and there <br />
My darling, I’d shelter you, from the bitter storm<br />
As the winds blow and blow, I would shelter you,<br />
To hold you close, and protect you from the storm<br />
<br />In the wildest wastes, black and bare, <br />
The deserts were a paradise, if only you were there.<br />
I would march around the globe, kingdom to kingdom<br />
With you, the brightest jewel in my crown<br />
Will you be my queen, will you be my queen forever more.
</p>
<p>
<b>My Beau</b><br />
When we were first met; Your locks were dark like the raven, <br />
Your skin was so lovely before, but now you are all wrinkled, <br />
And your hair is more like the snow; <br />
I still count my blessings, my lovely dear, my beau.<br />
<br />We climbed this hill together; what a lovely day we've had,<br />
We’ve spend our time with one another, and lived a life so grand. <br />
But it's time we saunter down, hand in hand we will go, <br />
And sleep at least in the valley, my dear, my sweet, my beau
</p>
Coinjockhttp://www.blogger.com/profile/12286915109879865845noreply@blogger.com0tag:blogger.com,1999:blog-3923082610556854014.post-32914151181969575412020-12-07T11:31:00.000-08:002020-12-07T11:31:16.010-08:00RangerHuman Ranger <div>Chaotic Good</div><div><div><br></div><div>Str 14+1+1= 16 Hit Points 11</div><div>Dex 15+1=16 Hit Dice D10</div><div>Con 12 AC 16</div><div>Int 8 Scale*</div><div>Wis 13 Disadvantage</div><div>Cha 10 On Stealth</div><div><br></div><div>Feat - Brawny (size L carrying capacity)</div><div>Background - Sailor</div><div>Class - Favored Foe, Natural Explorer (Artic)</div><div>Trait - Ship's Passage</div><div>Languages - Common, Dwarven</div><div><br></div><div>Skills - Athletics +7, Nature +3, Perception +3, Sleight of Hand +5, Stealth +5, Survival +3</div><div>Tools - Navigation Tools, Vehicles (Water)</div><div>Armor - Light, Medium, Shields</div><div>Weapons - Simple and Martial</div><div><br></div><div>Equipment - Scale Mail, two Short Swords, Explorer's Pack, Belaying Pin (club), Belt Pouch, 50ft Silk Rope, Lucky Charm, Set of Common Clothes, Longbow and 20 arrows</div><div><br></div><div>Coin - 10gp</div><div><br></div><div>- - ---++ </div><div><br></div><div><br></div><div>Half-Elf Ranger </div><div>Chaotic Good</div><div><br></div><div>Str 15+1=16 Hit Points 11</div><div>Dex 14 Hit Dice D10</div><div>Con 12 AC 16</div><div>Int 8 Scale*</div><div>Wis 13+1=14 Disadvantage</div><div>Cha 10+2=12 On Stealth</div><div><br></div><div>Background - Caravan Specialist</div><div>Class - Favored Foe, Natural Explorer (Artic)</div><div>Traits - Darkvision, Fey Ancestry, Wagonmaster</div><div>Languages - Common, Elven, Dwarf, and Giant</div><div><br></div><div>(still needs Half-Elf trait)</div><div><br></div><div>Skills - Athletics +5, Animal Handling +4, Perception +4, Stealth +4, Survival +4</div><div>Tools - Vehicles (Land)</div><div>Armor - Light, Medium, Shields</div><div>Weapons - Simple and Martial</div><div><br></div><div>Equipment - Scale Mail, two Short Swords, Whip, Tent, Explorer's Pack, Local Map, Belt Pouch, Set of Travelers Clothes, Longbow and 20 arrows</div><div><br></div><div>Coin - 10gp</div><div><br></div><div><br></div></div>Coinjockhttp://www.blogger.com/profile/12286915109879865845noreply@blogger.com0tag:blogger.com,1999:blog-3923082610556854014.post-47838235516069914092020-11-08T11:33:00.001-08:002020-11-08T11:33:30.269-08:00Timber framed buildings<div>Timber-framed buildings were usually constructed in what are termed ‘bays’. Each bay would contain a wooden framework around a door or a window. So there would be two upright timbers that formed the sides of the bay and the side frames for the doorframe or window frames to be fixed to.</div><div><br></div><div>The door frame would then have a wooden ‘lintel’ above it, to support either brickwork or wattle and daub panels, and a window frame would be supported below by a wooden cross member to form a sill and a lintel above. Above and below the window lintel and sill would be, like the doorway, either brickwork or wattle and daub panels.</div><div><br></div><div>The wooden uprights of the bays would be fixed into wooden beams forming a base and top ‘plate’.</div><div>Hope this helps.</div>Coinjockhttp://www.blogger.com/profile/12286915109879865845noreply@blogger.com0tag:blogger.com,1999:blog-3923082610556854014.post-25452907793922407962020-06-19T04:06:00.001-07:002020-06-19T04:06:24.338-07:00high aelf<p dir="ltr"><b>UNITS</b></p><p dir="ltr"><b>Vanari Wardens (120 for 10, max 30)</b></p><p dir="ltr"><b>-Start of combat, unit champion does D3 MW to enemy unit within 3" on a 2+</b><br><b>-6s to hit do a MW instead</b><br><b>-If you attack something that's charged this turn, you get +1 wound and +1 rend</b><br><b>-Spell: MWs on 5+ instead of 6</b></p><p dir="ltr"><b>Alarith Spirit of the Mountain (340)</b></p><p dir="ltr"><b>- At the start of the combat phase, if this model didn't charge, gain +1 Attack until your next movement phase<br>-At the end of your hero phase, choose a LUMINETH hero within 3". If that hero is within 3" at the beginning of your next hero phase, it can use a command ability without spending a CP<br>-At the start of the enemy shooting phase, and any melee phase, pick 1 enemy unit with range of this ability. That unit is -1 to hit until the end of that phase. Doesn't stack.<br>-If this model is within 12" of a friendly STONEMAGE, you can treat this model has having suffered 0 wounds when you reference its damage table<br>-Command Ability:Start of combat phase, +1 Attack to a ALARITH-AELF unit wholly within 18", doesn't stack and doesn't stack with Avalenor's CA.</b></p><p dir="ltr"><b>Alarith Stonemage (130)</b></p><p dir="ltr"><b>-At the start of the combat phase, you can say this model takes the Stonemage Stance. If you do, this model and ALARITH STONEGUARD units within 12" cannot pile in and gain +1 Rend. </b><br><b>-Gravitational Diversion: Casts on 5. Caster can fly until next hero phase. 1 enemy unit within 18" takes 1 MW, can't fly, and has halved movement until next hero phase. </b></p><p dir="ltr"><b>Scinari Cathallar (140)</b></p><p dir="ltr"><b>-Start of the battleshock phase, pick 1 LUMINETH unit wholly within 18" and roll a die. 2+, you don't make a BS test for that unit. If at least one model from the chosen unit was slain this turn, you can pick 1 enemy unit within 18" which has to do a BS test, adding the number of models from the friendly unit to that roll. </b><br><b>-Darkness of the Soul: Casts on 7. Pick 1 enemy within 18" and visible to the caster, roll 2d6 each time that unit attempts a normal move, charge, or pile-in. If the result is higher than that unit's Bravery, that unit can't complete that action.</b></p><p dir="ltr"><b>Light of Eltharion (220)</b></p><p dir="ltr"><b>-Pick 1 enemy Hero within 3" of this model at the start of the combat phase. Add 1 to the Damage of the Celennari-Klinge for attacks against that hero</b><br><b>-+1 to wound with Krallenschwert des Eltharion if he charged. Also unmodified 6s to hit deal 1 MW in addition. </b><br><b>- In the shooting phase, choose an enemy unit within 18" and roll a dice. 1, nothing happens; 2-4, deal D3 MWs; 5+ deal D6 MWs</b><br><b>-Ignore save modifiers and half damage from ranged and melee attacks.</b><br><b>-Ignore negative hit modifiers. Unmodified hits of 6 deal two hits.</b><br><b>-Command Ability: Friendly units wholly within 24" of this model have bravery 10.</b></p><p><b>Teclis (660)</b></p><p dir="ltr"><b>-Can cast 1, 2, or 3/4 spells. If 1, its auto cast and cant be unbound. If 2, it's auto cast at 12 but can be unbound. If 3 or 4, it's auto cast at 10 and can be unbound.</b><br><b>-Celennars Aura: +1 to cast, dispel, and unbind</b><br><b>-Can auto dispel 1 endless spell in your hero phase and auto unbind 1 enemy spell in their hero phase</b><br><b>-Friendly units in Celennar's aura ignore spells on a 4+ and an enemy within 18" takes D3 MW.</b><br><b>-Spell 1: 10 to cast. 5+ FNP within 18", can't be cast same turn as Hysh Protection.</b><br><b>-Spell 2: 10 to cast. Roll a dice for each enemy unit within 18" and visible. 1, nothing happens; 2-4 D3 MW, 5+ D6 MW</b></p><p dir="ltr"><b>Avalenor (360)</b></p><p dir="ltr"><b>-If this model doesn't charge, +1 Attack</b><br><b>-6s to hit with hammer do 1 MW in addition</b><br><b>-At the end of your hero phase, pick a Hero within 6". If that Hero is still within 6" at the start of your next hero phase, it can use a command ability without costing a CP</b><br><b>- -1 to hit for enemies within Hysh Watcher aura</b><br><b>-Treat this model as having suffered 0 wounds if within 12" of a Stonemage</b><br><b>-CA: Choose D3 Alarith-Aelf units wholly within 24". +1 Attack, can't benefit from this and Faith of the Mountains in the same phase.</b></p><p dir="ltr"><b>Alarith Stoneguard (100 for 5, max 15)</b></p><p dir="ltr"><b>-Standard Bearer: RR BS tests</b><br><b>-Unmodified 6 to hit with regular weapons deal 1 extra Damage</b><br><b>-Unmodified 6 to hit deal 1 MW instead</b><br><b>-RR hits with Stratumhammer</b></p><p dir="ltr"><b>Vanari Sentinels (10 for 140, max 20)</b></p><p dir="ltr"><b>-Can pick an enemy unit within 30" of the unit champion that isn't visibble, can attack as if they were visible with the long range profile.</b><br><b>-Two attack profiles </b><br><b>-Unmodified 6+ to hit does 1 MW instead, 5+ with spell </b><br><b>-Wizard if they have the unit champion and 5+ models</b></p><p><b>Dawnriders (130 for 5, max 20)</b></p><p dir="ltr"><b>-Standard bearer lets you RR Battleshock tests</b><br><b>-Start of combat, can choose to either +1 Attack but only attack non-mounted units with 1 or 2 wounds, or add 2 but can only target unmounted units with a wound value of 1. </b><br><b>-+1 wound and +1 rend on charge</b></p><p dir="ltr"> </p><p dir="ltr"><b>BATTALIONS</b></p><p><b>Alarith-Temple (120)<br><br>-1xAvalenor or Alarith Spirit of the Mountain, 1xAlarith Stonemage, 1-3xAlarith Stoneguard</b><br><b>-STONEGUARD units wholly within 12" of a hero from the same ability can reroll saves but can only move (pile in?) 1"</b></p><p><b>Auralan-Legion (120)<br><br>-1xScinari Cathalar, 2-4xVanari Auralan Sentinels with an equal amount of Vanari Auralan Wardens</b><br><b>-Units within 3" of another unit in this battallion can RR saves of 1</b></p><p><b>Dawnrider-Lance (120)<br><br>-2-3xVanari Dawnriders</b><br><b>-RR 1s to hit on the charge</b></p><p> </p><p dir="ltr"><b>ALLEGIANCE ABILITIES</b></p><p><b>Aetherquartz Abilities</b><br><br><b>-+1 Save when chosen as an attack target</b><br><b>-+1 to hit when chosen to fight</b><br><b>-+1 or reroll cast</b><br><b>-Cast an extra spell</b></p><p><b>Absorb Despair</b></p><p dir="ltr"><b>-Once per phase, a Cathallar wholly within 18" of a unit who uses an Aetherquartz can absorb it. If they do, don't reduce that units Bravery by 1 and instead choose an enemy unit within 18" of the Cathallar and reduce it's Bravery by 1 for the rest of the battle. An enemy unit can't be affected by this more than once per battle.</b></p><p dir="ltr"><b>Superior Reactions</b></p><p dir="ltr"><b>-When you pick a unit to fight, you can pick two and resolve them in any order (only works during the combat phase, not at start or end of combat phase)</b></p><p> </p><p dir="ltr"><b>LORE OF HYSH</b></p><p><b>Speed of Hysh: Casts on 5 Double the movement of a friendly unit within 18" of the caster.</b></p><p dir="ltr"><b>Solar Flare: Casts on 8. Pick a point on the battlefield within 10" of the caster. If there is an endless spell there, dispel it. If there is a unit there, roll # of models dice, Each +6 does 1 MW and until next hero phase -2 to enemy wizards cast, unbinds, and dispels.</b></p><p dir="ltr"><b>Sparkling Light: Casts on 5. Pick an enemy unit within 18", you can reroll missile weapon attacks against that unit until your next hero phase.</b></p><p dir="ltr"><b>Heavenly Blessing: Casts on 6. Give Ethereal to a friendly unit within 18"</b></p><p dir="ltr"><b>Total Darkness: Casts on 8. Until next hero phase, your opponent has to spend 2 CP instead of 1 when using command abilities</b></p><p dir="ltr"><b>Protection of Hysh: Casts on 8. Give a friendly unit wholly within 9" 5+ FNP. Doesn't stack with Teclis'.</b></p><p> </p><p dir="ltr"><b>LORE OF THE MOUNTAINS</b></p><p dir="ltr"><b>Relentless Calm: Casts on 4. Unit wholly within 18' doesn't have to take BS tests.</b></p><p dir="ltr"><b>Paralyzing Dizziness: Casts on 6. Pick an an enemy unit within 18" of the caster. Until your next hero phase, roll 2d6 each time the unit tries to make a normal move, pile in, or charge (?) move. If the roll is higher than the unit's bravery, it cannot make that move. </b></p><p dir="ltr"><b>Voice of the Mountains: Casts on 6. -2 Bravery to all enemy units until end of turn, and then -1 until your next hero phase.</b></p><p dir="ltr"><b>Living Divide: Casts on 6. Draw a 1mm line to a point 9" from the caster, on a 2+ deal D3 MWs to a unit that lines passes over</b></p><p dir="ltr"><b>Bury: Casts on 7. Pick an enemy model within 18" and visible to the caster. Roll a dice, if the result is higher than the model's Wound characteristic, it is slain. If you roll a 6 and it is not enough to kill, deal D6 MW instead. </b></p><p dir="ltr"><b>Stone Attack: Casts on 8. CHoose an enemy unit wholly within 24" and visible to the caster. Roll a number of dice equal to the casting roll. For each result greater than the enemy unit's save value, they take 1 MW. Rolls of 1 or 2 never deal a mortal wound and Saves of "-" count as 6 for this rule.</b></p><p> </p><p dir="ltr"><b>GRAND NATIONS</b></p><p><b>ZAITREC</b></p><p dir="ltr"><b>-First cast, unbind, or dispel each hero phase gets +1 and e</b><b>ach wizard knows an additional spell</b><br><b>-Command Trait: Can dispel 1 additional spel and can use the first dispell roll for the second<br>-</b><b>Artefact: 6+ shrug for MWs, +2 if Teclis is on the battlefield<br>-</b><b>Overwhelming Heat: Casts on 7. Enemy unit within 24" has halved movement, and if you roll a die and its equal to or higher than their save, they take D3</b></p><p> </p><p dir="ltr"><b>ILIATHA</b></p><p dir="ltr"><b>-Connected Souls: +2 Bravery</b><br><b>-Acting with Courage: After a unit uses a command ability, you can choose a friendly unit within 3" of that one. If you do, that unit can also use that command ability without spending a CP. once per phase.<br>-</b><b>Command Ability: Used in shooting or comat ph ase. Pick a friendly unit with at least 2 models, they can RR 1s to hit.</b><br><b>-Artefact: When the bearer dies, roll a dice. on a 4+ heal them back to full. </b></p><p dir="ltr"><b>(No mandatory command trait)</b></p><p><b>SYAR</b></p><p><b>-Units start with 2 Aetherquartz instead of 1</b><br><b>-Command Ability: Friendly unit wholly within 18" of a hero can use 1 of its Aetherquartz</b><br><b>-Command Trait: Choose 1 enemy hero within 6" of this hero. That enemy hero must attack your general, and your general gets +1 to hit for attacks against that enemy hero</b><br><b>-Artefact: Unmodified 3+ hits always hits, Unmodified 3+ wounds always wound, and unmodified 3s to save always fail.</b></p><p> </p><p dir="ltr"><b>YMETRICA</b></p><p dir="ltr"><b>-Ignore up to -2 Rend for units in Mountain Stance, instead of -1</b><br><b>-Command Ability: End of combat phase, can use Tectonic Force again against another enemy unit within 1"</b><br><b>-Command Trait: When you pick this guy to fight, instead of fighting you can pick an enemy unti within 1" and deal D3 MW on a 2+.</b><br><b>-Artefact: +1 Attack to chosen weapon, 6+ Shrug, and 5+ Spell ignore</b></p>Coinjockhttp://www.blogger.com/profile/12286915109879865845noreply@blogger.com0tag:blogger.com,1999:blog-3923082610556854014.post-5924837580218461612020-01-09T03:08:00.002-08:002020-01-09T03:56:34.650-08:00HORRORS OF TZEENTCH 2020<div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEh_HUv1PdQbqDHiYTKfwnmbjpBPFzJWa3f5LWUFsV8rLUeD6TZHXPYEpDMOHuUusQ-3gsLB7xVZGJRh4UG7mcd3BthpA3_EWqlUPQHziWePXmd_7SMm28mkjl7gMaGT4aVuH2cAOvEpeoCJ/s1600/pink-horrorhor.jpg" imageanchor="1" style="clear: right; float: right; margin-bottom: 1em; margin-left: 1em;"><img border="0" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEh_HUv1PdQbqDHiYTKfwnmbjpBPFzJWa3f5LWUFsV8rLUeD6TZHXPYEpDMOHuUusQ-3gsLB7xVZGJRh4UG7mcd3BthpA3_EWqlUPQHziWePXmd_7SMm28mkjl7gMaGT4aVuH2cAOvEpeoCJ/s400/pink-horrorhor.jpg" width="400" height="226" data-original-width="1024" data-original-height="578" /></a></div><p>Let's talk Horrors</p><p>
<p>One of the biggest changes for the Disciples of Tzeentch has to be the new Horror unit. I remember the 40k daemon army where Horrors were your shooting models with Assault 3 Range 18” shots in an edition of the game where they put bolters and shuriken catapults to shame. They just have never seemed to get back to level of ranged firepower in any version since. But we are talking about Age of Sigmar here, so let’s break that down.</p><p>
Summoning daemons was a great change in AoS 2.0. Instead of setting aside reserve points to bring more stuff is way more fast and loose these days. No, every army can’t just keep piling on models.. but some models do have thematic ways to bring more troops to the battle. Regardless of your coven of choice, I am going to suggest that Horros of Tzeentch received a huge boost in the new game. </p><p>
The biggest thing that people were harping on in their reviews was Split and Split Again. So when you attack a Horror unit, the wounds are first allocated to the Pinks. If they are slain, you immediately add two Blue Horrors to the unit. For each Blue Horror that dies, you can add a Brimstone Horror. So people who were reviewing the book were harping on the fact that for 400pts, a max unit of 20 Horrors, you have a unit with 100 wounds. Admittedly that is a lot of models. <br>
<div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEi8dQK30lNwC2690HKbDBEz3OgPHVWgFFy7cFgim_bm5u9W-Onne77_borUdXJCfG7i4EAHEPwGJJlzmz5Y8I1sO1VLglpP2nyBwbkxeL4ClbnDae3j-4kAhspNPE2Xt1QhDW9_dOCSza5Z/s1600/99800201021_WoCVilitch01.jpg" imageanchor="1" style="clear: left; float: left; margin-bottom: 1em; margin-right: 1em;"><img border="0" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEi8dQK30lNwC2690HKbDBEz3OgPHVWgFFy7cFgim_bm5u9W-Onne77_borUdXJCfG7i4EAHEPwGJJlzmz5Y8I1sO1VLglpP2nyBwbkxeL4ClbnDae3j-4kAhspNPE2Xt1QhDW9_dOCSza5Z/s320/99800201021_WoCVilitch01.jpg" width="310" height="320" data-original-width="600" data-original-height="620" /></a></div>This was technically how they worked previously though. Each Pink Horror gave you summoning points to make more Blues, each Blue Horror gave you points to bring on Brimstones. They were set up at the end of your movement phase, near a hero and not near enemy models though, so you kind of lost the mechanic where the Horror unit itself continues to grow (looks over at the original version of the game). The big deal here is you can continue to pile models around an objective.</p><p>
The Pink Horrors went down from a 5+ Save to a 6+ Save, however they the added <i>Locus of Chang</i>e and picked up <i>Ectoplasmic Elasticity</i>. The first is an army-wide buff that grants them a -1 to be hit near a hero, and the second ability is a save after the save which allows you to ignore wounds and mortal wounds on a 6+. So a 5+ Save will average 3 successful saves on ten hits. Mathematically a 6+ Save and a 6+ Save after the save works out basically the same. When you figure in a -2 Rend characteristic or you are working with mortal wounds, <i>Ectoplasmic Elasticity</i> is clearly superior. Blues are unchanged and Brimstones got slightly better, neither have the second save and Brimstones did not have any save previously. <br><div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiSZtC3nS1HFRT9L1ggbuo3UltUulnUIAtCFgfwsP3SGwQSr-AUWFt4qF0jVDApqG8Kn8xNvt_EZzBUmrrpNIk_RNHGIkfRpE_ByH4GkIan1o-wfuXQm3PafoQdw4HEa-ssiNis7H42gDNt/s1600/horrors.jpg" imageanchor="1" style="clear: left; float: left; margin-bottom: 1em; margin-right: 1em;"><img border="0" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiSZtC3nS1HFRT9L1ggbuo3UltUulnUIAtCFgfwsP3SGwQSr-AUWFt4qF0jVDApqG8Kn8xNvt_EZzBUmrrpNIk_RNHGIkfRpE_ByH4GkIan1o-wfuXQm3PafoQdw4HEa-ssiNis7H42gDNt/s400/horrors.jpg" width="400" height="300" data-original-width="1600" data-original-height="1200" /></a></div>
The <i>Locus of Change</i> dropping a -1 to hit into the mix if you are within 12” of a <b>TZEENTCH DAEMON HERO</b> is a really big deal. It turns six hits into 5, five hits into 3, or ten hit into 6. So instead of killing 6 models on ten hits, now Pink Horrors are only removing 4 slain models which gives them EIGHT Blue Horrors before making Battleshock tests. So a unit of twenty would have been down to fourteen models, and needed to make a D6+6 die roll against a Leadership 10. Now you have a unit of twenty four models on an objective and you cannot fail the Battleshock test unless you have a penalty for Bravery. </p><p>
Speaking of Battleshock, unless I am wrong on this you can pick any models from the unit to flee. The pertinent passage from the Core Rules is as follows: </p><p>
“<i>If the test is failed, for each point by which the modified roll exceeds the unit’s modified Bravery characteristic, one model in that unit must flee. You decide which of the models from your units flee – remove them from play and count them as having been slain.</i>”</p><p>
So while <i>Split and Split Again</i> requires you allocate wounds and mortal wounds to the Pink Horrors, for purposes of Battleshock you should be able to remove Blue Horrors and Brimstone Horrors. Since models fleeing in Battleshock are considered slain, any losses would trigger adding new daemons to the unit in the case of Pink Horrors and Blue Horrors. I may have missed an FAQ or errata document that clarifies that losses from Battleshock are treated just like allocating wounds and mortal wounds, but I can’t find anything specifically that would force the losses to come from the Pink Horrors first. </p><p>
Ah well, we’ll see how people are playing it.</br><div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgO9zh-3-N0N25LOYLoXqzktWQM677SiWO_DuVihLC9oChK8d7BUlTQofmuIeDnAH3MVYPaYnxvJ03BONCMX3YvNVHoKE1Uecy3iA0tujSxFUmS_GbsUbqmBVq3MTilQ8WuXqFHGfHvwsd6/s1600/Pink-Horror.jpg" imageanchor="1" style="clear: right; float: right; margin-bottom: 1em; margin-left: 1em;"><img border="0" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgO9zh-3-N0N25LOYLoXqzktWQM677SiWO_DuVihLC9oChK8d7BUlTQofmuIeDnAH3MVYPaYnxvJ03BONCMX3YvNVHoKE1Uecy3iA0tujSxFUmS_GbsUbqmBVq3MTilQ8WuXqFHGfHvwsd6/s400/Pink-Horror.jpg" width="298" height="400" data-original-width="340" data-original-height="456" /></a></div>
As I stated in the beginning however, the big thing I wanted to talk about was the thing no one was talking about. I may have went a little off-topic to start with. But remember the previous book, all the Horrors used to have Magical Flames. It was their saving grace, almost like hey these daemons can shoot, which in Age of Sigmar also involves shooting in close combat. </p><table width="100%"><tr>
<td>Unit</td> <td>Range</td> <td>Attacks</td> <td>To Hit</td> <td>Wound</td> <td>Rend</td> <td>Dmg</td></tr><tr>
<td>Pink Horror </td><td> 18”</td><td> 1 </td><td> 4+ </td><td> 4+ </td><td> 0 </td><td> 1</td></tr><tr>
<td>Blue Horror </td><td> 14”</td><td> 1 </td><td> 4+ </td><td> 4+ </td><td> 0 </td><td> 1</td></tr><tr>
<td>Brimstone Horror </td><td> 12”</td><td> 2 </td><td> 5+ </td><td> 5+ </td><td> 0</td><td> 1</td></tr><tr></table><p>
If you were lucky enough to have twenty models in a unit of Pink Horrors, you could get a +1 to hit. But as soon as you took any casualties, unless you were fielding a unit of thirty it was a pretty hard bonus to maintain. So let’s see, ten Pink Horrors (or Blue) would average 5 hits and 2.5 wounds. Twenty Pink Horrors with their <i>Flickering Flame</i> buff would average 13 hits and 6-7 wounds. My unit up above that suffered ten hits and lost six models would have fourteen attacks, so 7 hits and 3.5 wounds on average my opponent would need to save against before removing casualties. </p><p>
My argument here is that while Pink Horrors used to shoot, they really didn’t average a lot of damage especially if they had suffered any casualties. Even with an 18” range, you are not going to be clearing hordes or doing much against armored opponents. So let’s look at what changed in regards to Horror shooting. </p><table width="100%"><tr>
<td>Unit</td> <td>Range</td> <td>Attacks</td> <td>To Hit</td> <td>Wound</td> <td>Rend</td> <td>Dmg</td></tr><tr>
<td>Pink Horror </td><td> 12”</td><td> 3 </td><td> 5+ </td><td> 4+ </td><td> 0 </td><td> 1</td></tr><tr>
<td>Blue Horror </td><td> 12”</td><td> 2 </td><td> 5+ </td><td> 4+ </td><td> 0 </td><td> 1</td></tr><tr>
<td>Brimstone Horror </td><td> 12”</td><td> 1 </td><td> 5+ </td><td> 4+ </td><td> 0</td><td> 1</td></tr><tr></table><p>
So all of their ranged attacks cap at 12” now, and they lost +1 to hit. But even a lowly ten man Horror unit doubled their wound output. Ten Pink Horrors have 30 attacks now, so they average 10 hits and 5 wounds. Twenty Pink Horrors still have <i>Flickering Flame</i>, but it counts all the models in the unit since the unit is mixed it is way easier to maintain the +1 to hit buff. Twenty Horrors have 60 attacks and hitting on 4+ instead of 5+, which would average 30 hits and 15 wounds. That’s a 225% increase HOLY COW!! <br><div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjwBo3-VlxOBWc2ZMDVwk95BOwS7MAg4sdsSzhjR7Fa0KPwcBDHPP8uuoDuXSr-ceNWrHHq1Rh3J-qdngFyGic4ZbVxZkZEpyvHEJiN-LdTo1QBCfGgK8vU7pf6dz9DYw1EgAnseUtj8BoH/s1600/Tzeentch_mark.png" imageanchor="1" style="clear: left; float: left; margin-bottom: 1em; margin-right: 1em;"><img border="0" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjwBo3-VlxOBWc2ZMDVwk95BOwS7MAg4sdsSzhjR7Fa0KPwcBDHPP8uuoDuXSr-ceNWrHHq1Rh3J-qdngFyGic4ZbVxZkZEpyvHEJiN-LdTo1QBCfGgK8vU7pf6dz9DYw1EgAnseUtj8BoH/s320/Tzeentch_mark.png" width="300" height="320" data-original-width="132" data-original-height="141" /></a></div>
But wait, remember my unit above that was benefiting from the Locus of Change. It only lost 4 models instead of 6, and it gain 8 Blue Horrors immediately. So it has 48 ranged attacks from the Pink Horrors and 16 ranged attacks from the Blue Horrors, that averages 32 hits and 16 wounds which is one more than a unit twenty Pink Horrors but compared to the 3.5 wounds that a unit of 14 Pink Horrors drops it is 457% increase in ranged damage from where we were. The previous Battletome with the summoning rules would have let you bring in a unit of 10 Blue Horrors on your movement phase, but on average that unit would be causing 2.5 wounds from shooting so you would still be missing out on ten wounds for your opponent to save against and like I previously noted they would inevitably have to arrive somewhere else on the battlefield. <br><br><div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEioEdxk1od8ybN8zLXDNaBgs2LkljdpwKlBQGTMZHb9ZP8i41eDJCQswFXPXUpE4bV2COkxyuc89uO2DWIw_x2r7ErEYtyMkojczdrRYkiGEWnOygzvrmolkxxTxF-jeKI9Jn6YqmgwXtag/s1600/intro30.jpg" imageanchor="1" style="clear: right; float: right; margin-bottom: 1em; margin-left: 1em;"><img border="0" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEioEdxk1od8ybN8zLXDNaBgs2LkljdpwKlBQGTMZHb9ZP8i41eDJCQswFXPXUpE4bV2COkxyuc89uO2DWIw_x2r7ErEYtyMkojczdrRYkiGEWnOygzvrmolkxxTxF-jeKI9Jn6YqmgwXtag/s200/intro30.jpg" width="200" height="200" data-original-width="135" data-original-height="135" /></a></div>
Don’t think I didn’t forget to mention that Horrors now have the ability to bring <i>Channeled Pink Fire</i> to the battlefield now. In the last edition a unit of Pink Horrors was considered a <b>WIZARD</b>, so they have a plethora of options to choose from regarding how they cast spells. I won’t say I don’t think they’ll suffer from not having access to Realm Magic or the Lore of Change. Hopefully you still have a few other casters in your army as well. But <i>Channeled Pink Fire</i> is a super nice spell that every Pink Horror unit with 9 or more Pink Horrors can cast (even if another unit has also cast it). </p><p>
<i>Channeled Pink Fire</i> has a casting value of 6+. If you are wholly within 12” of a <b>TZEENTCH HERO</b>, which I would recommend, you can cast it on a 5+. There are other army buffs, like the Command Ability of the Lord of Change that give you an additional +1 to cast, so it shouldn’t be too hard to land it when you need it. It gives you a further +1 to hit with your attacks if you successfully cast the spell and it isn’t dispelled.<br><div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjaJL9OwnlwTas1NFz1iKBt0zvKIYU9pj6hEnCvphmyElzlAnaAAAv0CyX2aGP3Wu4x3L_NkVg3MChqcZDA8wxwuu22SjxLrmI-efTgmaLejGN3xjBwLPB6ZI4aunhpzdmDgiWhEh4Q2Wyo/s1600/thousand_sons_tzeentch_bann.jpg" imageanchor="1" style="clear: left; float: left; margin-bottom: 1em; margin-right: 1em;"><img border="0" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjaJL9OwnlwTas1NFz1iKBt0zvKIYU9pj6hEnCvphmyElzlAnaAAAv0CyX2aGP3Wu4x3L_NkVg3MChqcZDA8wxwuu22SjxLrmI-efTgmaLejGN3xjBwLPB6ZI4aunhpzdmDgiWhEh4Q2Wyo/s320/thousand_sons_tzeentch_bann.jpg" width="213" height="320" data-original-width="64" data-original-height="96" /></a></div>
In terms of our earlier examples, ten Pink Horrors using <i>Channeled Pink Fire</i> averages 15 hits and 7.5 wounds a 300% increase from the last Battletome. Twenty Pink Horrors using <i>Channeled Pink Fire</i> averages 40 hits and 20 wounds once again three times as many. And my unit which suffered casualties, it still has 64 attacks, so it will average over 21 wounds but is six times as effective in the next shooting phase over a unit with 14 attacks hitting on 4+. </p><p>
So battlefield control, durability, and ranged attacks these new Horrors of Tzeentch are just better across the board. They are actually even better in melee because the Blue Horrors and the Brimstone Horrors keep the same attack profile as the Pink Horrors, all of them hit on 5+ and wound on 4+. And the bonus from <i>Channeled Pink Fire</i> affects all of the attacks they make, not just the ranged attacks.</p><p>
I was just surprised none of the reviews I have seen mention the increase in damage that Pink Horrors gained in the Disciples of Tzeentch 2020 battletome. We even have a coven that gives all of their shots -1 Rend if that suits you. We have two casters that each give you a unit of ten of Pink Horrors for free. My biggest question right now is whether I want to field three units of twenty or only two and run both Gaunt Summoners.</p>
Coinjockhttp://www.blogger.com/profile/12286915109879865845noreply@blogger.com0tag:blogger.com,1999:blog-3923082610556854014.post-6087356255496895762019-11-25T01:39:00.000-08:002019-12-14T05:46:37.322-08:00Summer CourtA brief summary for our upcoming escalation league.<br><br>
<i><b>Sylvaneth</b></i><br>
<b>Special</b> - Forest Spirits (place 1 of every 2 units in reserve instead of setting up unit on the battlefield, at the end of the movement phasethe unit can arrive wholly within 6" of an AWAKENED WYLDWOOD and more than 9" away from enemy models), Navigate Realmroots (instead of moving one unit wholly within 6" of an AWAKENED WYLDWOOD can move to another as above), Places of Power (before armies are set-up, select 1 terrain feature, SYLVANETH units wholly within 6" are immune to battleshock)<br><br>
<i><b>Summerleaf (aka Winterleaf)</b></i><br>
<b>Special </b>- unmodified rolls of 6 to hit, inflict 2 hits instead of 1. Does not affect Ylthari's Guardians or Skaeth's Wildhunt. <br><br>
<i><b>Ylthari (180pts)</b></i><br>
<b>Move</b> 5" <b>Wounds</b> 5 <b>Bravery </b>7 <b>Save </b>5+<br>
<b>Attacks </b>(Melee) Staff 3+/3+/Rend -1/d3, Thorns 3"/4+/4+, Mandibles 4+/4+/Rend -1<br>
<b>Special </b>- Vigor and Wrath (Reroll 1's to wound), Wizard (Cast/Dispel 1, <i>The Reaping</i>, <i>Verdurous Harmony</i>) <br><br>
<i><b>Ylthari's Guardians (0pts)</b></i><br>
<b>Move</b> 5" <b>Wounds </b>1 <b>Bravery </b>6 <b>Save </b>5+<br>
<b>Attacks </b>(Ranged) Bow 24"/2A/4+/3+/Rend -1, (Melee) Greatblade 4A/3+/3+/Rend -1, Glaive 2A/4+/3+/Rend -1/D2, Bow 4+/3+<br>
<b>Special </b>- Martial Memories (once per phase, reroll dice), Vigor and Wrath (Reroll 1's to wound)<br><br>
<i>
<b>Skaeth's Wild Hunt (120pts)</b></i><br>
<b>Move </b>6" <b>Wounds </b>1 <b>Bravery </b>6 <b>Save </b>5+<br>
<b>Attacks </b>(Ranged) Bow 18"/3+/4+/Rend -1, Javelin 9"/3+/3+/Rend -1/D2, (Melee) Javelin 2"/3+/3+/Rend -1/D2, Hunting Weapon 2A/3+/4+. Teeth and Claws 2A/3+/3+<br>
<b>Special </b>- Skaeth had 2W, Fleet of Foot (run and shoot/charge), Magic (Cast/Dispel 1, <i>Deadly Harvest</i>, <i>Might of Kurnoth</i>)<br><br>
<i><b>Forest-Revenants (80pts)</b></i><br>
<b>Move</b> 5" <b>Wounds </b>1 <b>Bravery </b>6 <b>Save </b>5+<br>
<b>Attacks </b>(Melee) Blade 2A/4+/3+/Rend -1, Glaive 2A/4+/3+/Rend -1/D2<br>
<b>Special</b> - Scion has Protector Glaive, Standard (pile in 6"), Waypipes (instead of moving, place unit anywhere on the battlefield 9" away from enemy models), Martial Memories (once per phase, reroll dice)<br><br>
<i>
<b>Dryads (100pts)</b></i><br>
<b>Move </b>7" <b>Wounds </b>1 <b>Bravery </b>6 <b>Save </b>5+<br>
<b>Attacks </b>(Melee) 2"/2A/4+/4+<br>
<b>Special </b>- Branch Nymph has 3A, Blessings of the Forest (enemy -1 to hit if wholly within 6" of AWAKENED WYLDWOOD), Enrapturing Song (start of combat phase select one unit within 3", +1 to hit that unit), Impenetrable Thicket (10 or models, +1 save) <br><br>
<i><b>Awakened Wyldwood</b></i> (place one at the start of the battle)<br>
<b>Special </b>- Overgrown Wilderness (models are not visible more than 1"), Roused by Magic (if a spell is cast by a WIZARD wholly within 6", non-SYLVANETH units take D3 mortal wounds on 5+), Wyldwood (at the end of charge phase, units within 1" on a 6+ non-SYLVANETH units suffer D3 mortal wounds)<br><br>
<i>
<b>Spells</b></i><br>
<i>Deadly Harvest</i> (6+) each enemy unit within 3" takes D3 mortal wounds<br>
<i>Might of Kurnoth</i> (7+) one SYLVANETH unit within 12", +1 to wound until next hero phase.<br>
<i>The Reaping</i> (6+) enemy unit within 12", roll 6 dice mortal wounds 5+<br>
<i>Verdant Blessing </i>(6+) place one AWAKENED WYLDWOOD wholly within 24" and 1" away from enemy models<br>
<i>Verdurous Harvest</i> (7+) return 1 slain model (or D3 Dryad/Forest-Revenants) to friendly unit wholly within 18"<br>Coinjockhttp://www.blogger.com/profile/12286915109879865845noreply@blogger.com0tag:blogger.com,1999:blog-3923082610556854014.post-17667574077017968492019-11-20T05:22:00.000-08:002019-11-20T05:22:57.904-08:00Total Haul (by color)<div>From Elizabeth City</div><div><br></div><div><b>Blue/Black</b><br></div><div><i>Base</i>: Kantor Blue </div><div><i>Layer</i>: Alaitoc Blue, Dark Reaper, Hoeth Blue,Russ Grey, Teclis Blue</div><div><i>Dry</i>: Imrik Blue </div><div><br></div><div><b>Bone/White/Grey</b></div><div><i>Base</i>: Ceramite White</div><div><i>Layer</i>: Pallid Wych Flesh, Screaming Skull, Ulthuan Grey</div><div><i>Edge</i>: Krieg Khaki</div><div><i>Dry</i>: Praxeti White, Terminatus Stone, Tyrant Skul, Wrack White</div><div><br></div><div><b>Brown/Flesh</b></div><div><i>Base</i>: Rakarth Flesh</div><div><i>Layer:</i> Gorthor Brown, Kislev Flesh, Tallarn Sand</div><div><i>Dry</i>: Eldar Flesh, Golgfag Brown, Verminlord Hide</div><div><div><i>Texture</i>: Armageddon Dust</div></div><div><br></div><div><b>Green</b></div><div><i>Base</i>: Death Guard Green, Death World Forest, Stegadon Scale Green</div><div><i>Layer</i>: Ogryn Camo, Sybarite Green</div><div>Warboss Green</div><div><i>Dry</i>: Hellion Green</div><div><br></div><div><div><b>Red/Orange/Pink, Purple</b></div><div><i>Layer</i>: Evil Sunz Scarlet, Fire Dragon Bright, Pink Horror, Wazdakka Red </div><div><i>Dry</i>: Astorath Red, Changeling Pink, Lucius Lilac </div><div><i>Glaze</i>: Bloodletter</div><div><i>Technical</i>: Spirit Stone Red</div><div><br></div></div><div><b>Metallic</b></div><div><i>Base</i>: Balthasar Gold, Fulgurite Copper, Gehenna's Gold, Hashut Copper</div><div><i>Layer</i>: Auric Armour Gold, Runelord Brass, Stormhost Silver</div><div><i>Dry</i>: Sigmarite</div><div><br></div><div><b>Technical</b> </div><div>Lahmian Medium </div><div><br></div><div><br></div>Coinjockhttp://www.blogger.com/profile/12286915109879865845noreply@blogger.com0tag:blogger.com,1999:blog-3923082610556854014.post-37090188315921303482019-10-23T04:15:00.001-07:002019-10-23T04:15:19.855-07:00SuperheroesWhile Gauntlet seems like my favorite idea lately, I want to run through some other ideas. <div><br></div><div>Basically Gauntlet is a straight up technology guy. He has a battlesuit that works in gravity control. Typical he is a melee character, in old MSH rules he would be slamming people with his gauntlets and flying around.</div><div><br></div><div>To add another dimension to him is the idea of a gravity control array. So he can increase or decrease the effect of gravity on his opponents or objects in general. Whether it is a single target or an area - that was a cool effect in Mutants and Masterminds where the more features you add in, the greater the power is reduced. </div><div><br></div><div>Imagine if you will increasing the force of gravity on a weak character to literally crush them into the ground. At the very least immobilize them or reduce their movement. On a strong character, you could apply the opposite effect - levitate them to prevent them from moving. So he basically becomes a controller and affects the movement of other characters. </div><div><br></div><div>He wouldn't have significant defenses against psychic powers or energy attacks, but ballistic weapons or projectiles could be affected easily by increasing a field around him. </div><div><br></div><div>I love the Blue Beatle idea from DC comics where the character is a celebrity hero. He is funded by his public life, interacts with his fans constantly through his armor, and streams his life through cameras set up to capture it all. </div><div><br></div><div>Working in the anti-gravity thing - he has a spherical flying base called Planet G as an operational HQ. It's living area, workshop, and hub for his celebrity status. As a leader or team backer, he would basically be bringing other characters in to his G-Force which could be rather interesting if the referee was interested in formulating a 4-color story around him. </div><div><br></div><div>But let's look at some other heroes I have batted around. I loved the idea of CHESS from the Sentinels universe. Which in the game with Hellion and Telik works in well. So I have a former, retired mentor like strongman named Castle. </div><div><br></div><div>Castle is a trainer, but he is ridiculously strong. He is durable, tactical, and all around heroic. He can teleport (hence the Chess-inspired name), so he has a pretty useful power. As a member of the world's preminent superhero response organization - he moved around vast amounts of equipment and troops. He could infiltrate or extract resources using his teleportation powers. </div><div><br></div><div>I would love to add in former criminal Stallion to a team as well. Super-speed on the level of Quicksilver, chainmail bodysuit, a character that I played with the Sentinels - but one I like. Stallion and Castle both fit the CHESS theme. </div><div><br></div><div>I like him as a former criminal. It gives him a little edge and makes him a bit more of the anti-hero. He could still be happy-go-lucky - especially with a second chance at life, that's how I originally played him, but making him into a little darker character would be good as well. </div><div><br></div><div>If we had another speedster, Stallion could easily be replaced. One idea would be teaming Kyle's speedster and the Pulsar-kid with Gauntlet. The Pulsar Kid could fly anyway. But maybe Tom could take on the role of strongman Castle who is able to mentor the young heroes. Being able to teleport in and out would be very nice for a GM-style character. </div><div><br></div><div>Either way this team looks melee heavy.. speedster, brawler, gravity control. With Pulsar-kid you have a blaster who can heal as well. Maybe if we run those characters again, we could add in some age to where they were. Like I can imagine Him saying, "No, it's Pulsar. I am not a kid any more." </div><div><br></div><div>So if Clarence and Sean or Doug was interested in making a character they have a lot of leverage. If it was just the four of us, and you wanted to add in a different character I like the idea of Factor. He was a Punisher style character, machine gun, military style gear. But rather than a vigilante, was more super-soldier. </div><div><br></div><div>I had different versions of him, but I think if he was in a team with Castle - I would leave off his ability to teleport himself. So he is more of a gadget-guy focused on military hardware but keep his duplication power. The One Man Army being his moniker. Maybe I could rename him. </div><div><br></div><div>Let's see Legion, Battalion, Detachment, Brigade, Spawn, Pawn, Battlespawn, Armageddon, Force, Vanguard, Spearhead, Cohort, Cluster, Salvo, Cannonade, Volley, Havoc, Devastator, Kill Shot, etc. </div><div><br></div><div>If you wanted to take him a degree further give him Rigger type powers where he can remotely operate vehicles through high tech equipment - now he can slice into security systems, drive cars/planes/etc. </div><div><br></div><div>Drop duplication and give him drones and robots, keep duplication and give him a computer link, idk. The main thing with a superhero game is giving people options. Mercenary Mercury was basically Punisher with super-speed. If you add in some super smarts or an ability to make guns, he moves from being a tough guy with guns to a smart guy with guns. </div><div><br></div><div>I am still brainstorming. Just basically thinking about an interesting team based on some previous hero ideas. Not sure exactly what I would do for a campaign idea. Personally I like building on games we played previously in any genre and creating a story. </div>Coinjockhttp://www.blogger.com/profile/12286915109879865845noreply@blogger.com0tag:blogger.com,1999:blog-3923082610556854014.post-31235436386536804932019-07-23T04:38:00.000-07:002019-07-23T04:41:35.826-07:00Thousand SonsMy new list against Jason today.. <br><br>
<b>Red Corsairs Vanguard Detachment (998pts)</b><br>
Soulforged Pack - <br><br>
Led by <b>Malegon</b>, <i>Chaos Lord on Disc</i> (122pts)<br>
w/Power Axe, Maelstorm's Bite<br>
Warlord : Exalted Champion - +1A <br><br>
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<br><b>Elites</b> <br>
Greater Possessed (70pts)<br><br>
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<br>Two Helbrutes (104pts each)<br>
Twin Combi-bolter Fists - <br><br>
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<br><b>Heavy</b> <br>
Two Maulerfiends (132pts each)<br>
Lasher Tendrils - <br><br>
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<br><b>Flyers</b><br>
Two Heldrakes (167pts each)<br>
Baleflamers - <br><br>
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<br><br>So that is the first detachment.. +1CP for Vanguard, +1 CP for Red Corsairs, -1 CP for Soulforged Pack<br><br>
<b>Thousand Sons Battalion Detachment (1,002pts)</b> <br><br>
Led by three <b>HQs</b>, starting with <br><br>
<i>Ahriman</i> (131pts)<br>
Infernal Gaze, Prescience, Tzeentch's Firestorm - <br><br>
with a unit of Rubric Marines (96pts)<br>
Power Sword, Weaver of Fates - <br><br>
in a Chaos Rhino (74pts)<br>
Combi-Bolter -<br><br>
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<br>a <i>Daemon Prince</i> (180pts)<br>
Gaze of Fate, Malefic Talons, Warptime, Wings - <br><br>
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<br>And <i>Sorcerer</i> (103pts)<br>
Diabolic Strength, Glamour of Tzeentch, Plasma Pistol - <br><br>
with a unit of Rubric Marines (96pts)<br>
Power Sword, Weaver of Fates - <br><br>
in a Chaos Rhino (74pts)<br>
Combi-Bolter - <br><br>
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<br>Last <b>Troop</b> Slot is just <br>
Rubric Marines (98pts)<br>
Power Axe, Temporal Manipulation- <br><br>
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<br>And a <b>Heavy</b> <br>
Chaos Predator (150pts)<br>
Twin Lascannons, Two Heavy Bolters - <br><br>
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<br>We are Battleforged, so +3CP and my Battalion is +5CP, so a very cool 9CP list.<br>
Let's hope that Tzeentch is very impressed with my list.<br>
Coinjockhttp://www.blogger.com/profile/12286915109879865845noreply@blogger.com0tag:blogger.com,1999:blog-3923082610556854014.post-71505486129475368382019-04-11T03:26:00.001-07:002019-04-11T03:26:47.659-07:00Craftworld Eldar<p dir="ltr">Doug, this is a list of my Eldar forces:</p>
<p dir="ltr">HQ<br>
Autarch w/Swooping Hawk Wings<br>
- Mandiblasters, Fusion Gun, Scorpion Chainsword<br>
Autarch w/Star Glaive<br>
2 Farseers (one with Singing Spear)<br>
5 Warlocks (two with Singing Spears)<br>
Bonesinger (not painted)<br>
Karandras, Striking Scorpion Phoenix Lord<br>
FW Wraithseer (D-Cannon)</p>
<p dir="ltr">Elite<br>
Two units of eight Striking Scorpions - Exarch with Scorpion Claw<br>
Two units of ten Wraithguard w/Wraithcannons</p>
<p dir="ltr">Troops<br>
Two units of eight Dire Avengers - Exarch with two Avenger Shuriken Catapults<br>
Three units of 12 Guardians - three weapon platforms (Aeldari Missile Launcher, Bright Lance, Star Cannon)<br>
Ten Rangers</p>
<p dir="ltr">Fast Attack<br>
Ten Warpspiders - Exarch with Power Blades and twin Deathspinner<br>
Five Vypers - four have a pair of Shuriken Cannons, one had Shuriken Cannon/Bright Lance</p>
<p dir="ltr">Heavy Support<br>
Two units of five Dark Reapers - Exarch with Tempest Launcher<br>
Wraithlord - Aeldari Missile Launcher/Scatter Laser<br>
Wraithlord - Shuriken Cannon/Starcannon<br>
Two Support Battery w/D-Cannons</p>
<p dir="ltr">I think that is about it. Obviously can change around the numbers within units. Instead of two units of ten Wraithguard, one could field three units of six. I broke down most of the units to show the number of Exarchs and who what wargear. </p>
<p dir="ltr">Everything is painted in an Alaitoc pattern, would be happy to add in some new stuff if you are interested. </p>
Coinjockhttp://www.blogger.com/profile/12286915109879865845noreply@blogger.com0tag:blogger.com,1999:blog-3923082610556854014.post-3628937504292718122019-04-08T10:25:00.001-07:002019-04-08T10:31:23.002-07:002D<p dir="ltr">Thinking about this list.</p>
<p dir="ltr">++ Battalion Detachment +8CP (Chaos - Thousand Sons) [68 PL, 8CP, 1138pts] ++</p>
<p dir="ltr">Battle-forged CP [3CP]<br>
Detachment CP [5CP]</p>
<p dir="ltr">+ HQ [22 PL, 419pts] +</p>
<p dir="ltr">Ahriman [7 PL, 131pts]</p>
<p dir="ltr">Daemon Prince of Tzeentch [9 PL, 180pts]: Malefic talon [10pts], Wings [1 PL, 24pts]</p>
<p dir="ltr">Sorcerer [6 PL, 108pts]: Combi-flamer [8pts], Force axe [10pts]</p>
<p dir="ltr">+ Troops [28 PL, 392pts] +</p>
<p dir="ltr">Rubric Marines x2 [7 PL, 98pts]<br>
. Aspiring Sorcerer [26pts]: Force axe [10pts], Inferno Bolt Pistol<br>
. 4x Rubric Marine w/ Inferno Boltgun [72pts]: 4x Inferno boltgun [8pts]</p>
<p dir="ltr">Rubric Marines [14 PL, 196pts]<br>
. Aspiring Sorcerer [26pts]: Force axe [10pts], Inferno Bolt Pistol<br>
. 8x Rubric Marine w/ Inferno Boltgun [144pts]: 8x Inferno boltgun [16pts]<br>
. Rubric Marine w/ Soulreaper cannon [26pts]: Soulreaper cannon [10pts]</p>
<p dir="ltr">+ Flyer [10 PL, 167pts] +</p>
<p dir="ltr">Heldrake [10 PL, 167pts]: Baleflamer [30pts], Heldrake claws [17pts]</p>
<p dir="ltr">+ Dedicated Transport [8 PL, 160pts] +</p>
<p dir="ltr">Chaos Rhino x2 [4 PL, 80pts]: Combi-bolter x 2 [4pts], Havoc launcher [6pts]</p>
<p dir="ltr">++ Total: [68 PL, 8CP, 1138pts] ++</p>
<p dir="ltr">++ Vanguard Detachment  (Chaos - Chaos Space Marines) [48 PL, , 862pts] ++</p>
<p dir="ltr">Detachment CP [1CP]<br>
Field Commander [-1CP]: Master of the Soulforges<br>
Legion [1CP]: Red Corsairs [1CP]<br>
Specialist Detachment [-1CP]: Soulforged Pack</p>
<p dir="ltr">+ HQ [18 PL, 320pts] +<br>
Lord Discordant on Helstalker x2 [9 PL, 160pts]: Autocannon [10pts], Mark of Tzeentch<br>
. Helstalker: Techno-virus injector</p>
<p dir="ltr">+ Elites [16 PL, 278pts] +</p>
<p dir="ltr">Greater Possessed [4 PL, 70pts]: Mark of Tzeentch</p>
<p dir="ltr">Helbrute x2 [6 PL, 104pts]: No Chaos Mark<br>
. Helbrute fists [40pts]: Combi-bolter x2 [4pts]</p>
<p dir="ltr">+ Heavy Support [14 PL, 264pts] +</p>
<p dir="ltr">Maulerfiend x2 [7 PL, 132pts]: Lasher tendrils [12pts], Mark of Tzeentch</p>
<p dir="ltr">++ Total: [48 PL, 862pts] ++</p>
Coinjockhttp://www.blogger.com/profile/12286915109879865845noreply@blogger.com0tag:blogger.com,1999:blog-3923082610556854014.post-55450481873849405822019-02-07T07:33:00.000-08:002019-02-07T07:33:56.100-08:00Industrial Terrain<p dir="ltr">So I recently picked up the coolest kit from Games Workshop. </p>
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<p>I was thinking oh, that will be a pretty cool building to work on. But I didn't realize exactly how big it was. I mean this thing is enormous. I thought it was just a little wall section. But check out how big it is with the Primaris marines next to it.</p>
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<p>That seems rather significant.</p>
<p>I had picked up the Renegade Knights box. Actually the very last one at my local <a href="https://www.facebook.com/GWHilltopEast/">GW shop</a>. So that is part of the reason I decided to get some of the new terrain Games Workshop is making. It is one of the greatest boxed sets ever. You get two Knights cheaper than you can buy them and it comes with this as well which is totally free at the price of the kit.</p>
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<p>So that gives me a Galvanic Magmavent and the Sector Imperialis Manufactorum. So I thought that was a pretty good start. <p>
<p>But in sticking with my desire to add some AdMech to miniature collection (I had previously picked up <a href="https://www.warhammer-community.com/2018/03/05/forgebane-coming-soongw-homepage-post-1/">Forgebane</a>), I thought I would grab this new Kill Team for the special character that isn't available anywhere else. </p>
<div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgDLR7IteFiDgNoq7nOrgf9bwFqVT_C0paN64YdG7x_YypEWyVyb5-IuvGXyFV2l1qC3U0BbefoiD40kLbu-cGuhkn0J2rVzCT2GjGDKFZ-jW9ub8RvNtMUMlaYZQ6iEzB_ydR-HPRynyAN/s1600/60120616001_Theta7Aquisititus01.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgDLR7IteFiDgNoq7nOrgf9bwFqVT_C0paN64YdG7x_YypEWyVyb5-IuvGXyFV2l1qC3U0BbefoiD40kLbu-cGuhkn0J2rVzCT2GjGDKFZ-jW9ub8RvNtMUMlaYZQ6iEzB_ydR-HPRynyAN/s320/60120616001_Theta7Aquisititus01.jpg" width="310" height="320" data-original-width="920" data-original-height="950" /></a></div>
<p>Theta-7 Acquisitus also comes with some of those cool Ryza pattern ruins which I think look very cool. Here is a better picture. </p>
<div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEisuynHtNR-4V6plpbiNzr9DWD7lPYDVVW5qMk4NIIX7-wEs2vZu7fXm3MMgYm5zkL3zNWIgkyGSDSQAYITRniR1uiZ0kWZcZd9_iCMtCGhAotEnaeAJd2X6OewCqnJAXTGuccHC0IInDH2/s1600/60120616001_Theta7Aquisititus03.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEisuynHtNR-4V6plpbiNzr9DWD7lPYDVVW5qMk4NIIX7-wEs2vZu7fXm3MMgYm5zkL3zNWIgkyGSDSQAYITRniR1uiZ0kWZcZd9_iCMtCGhAotEnaeAJd2X6OewCqnJAXTGuccHC0IInDH2/s320/60120616001_Theta7Aquisititus03.jpg" width="310" height="320" data-original-width="920" data-original-height="950" /></a></div>
<div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjuGO4qMqd_iLA82W5ivN8WMAKgC_MXDsrbrjd1bkDyUw4Z9SGp5zu6q-EWSwHYrUAno64v5H8rGQqrAWjIn6WnHq5iiwb7F_TwhebOKrquAljmXjSJEcIm7YEcz2nlZZ3kLtX741t8Cs_p/s1600/60120616001_Theta7Aquisititus05.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjuGO4qMqd_iLA82W5ivN8WMAKgC_MXDsrbrjd1bkDyUw4Z9SGp5zu6q-EWSwHYrUAno64v5H8rGQqrAWjIn6WnHq5iiwb7F_TwhebOKrquAljmXjSJEcIm7YEcz2nlZZ3kLtX741t8Cs_p/s320/60120616001_Theta7Aquisititus05.jpg" width="310" height="320" data-original-width="920" data-original-height="950" /></a></div>
<p>Lots and lots of great things. This gives me some scatter terrain to work in. But since it is still a small set. It is just needing a little something more. </p>
<p>It would be really nice if I had some more of those Ryza pattern terrain bits. Maybe something like the new Killzone: Sector Fronteris Environment Expansion. Yeah, that is perfect.</p><div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgjSir91B3DdO4avR239d44tZhFOSM5b7qffPxYw_9NRSC5zP87SUl3yVCEii8WVBVLdUkKW12h8KzKhXeH8S_xT9UeLoY91LcNCtee2EfpK29CEISz5ZaKMsz5cH4vyFWIGhWTEDKvwnMv/s1600/60220699007_SectorFronteris03.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgjSir91B3DdO4avR239d44tZhFOSM5b7qffPxYw_9NRSC5zP87SUl3yVCEii8WVBVLdUkKW12h8KzKhXeH8S_xT9UeLoY91LcNCtee2EfpK29CEISz5ZaKMsz5cH4vyFWIGhWTEDKvwnMv/s320/60220699007_SectorFronteris03.jpg" width="310" height="320" data-original-width="920" data-original-height="950" /></a></div>
<p>Here it is spread over a 22” x 30” mat:</p>
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<p>So you can imagine it is a lot to paint. Like an enormous amount of glue, etc. Will be very cool to get all of this stuff done with a similar style though. I think I will probably go with a technique like this : <a href="https://youtu.be/QvfbpvbtoOs">YouTube link</a>.</p>
<p>Ah well, picking up Theta-7 and Sector Fronteris today from my pre-order. Hope everything is going well, happy gaming. </p>Coinjockhttp://www.blogger.com/profile/12286915109879865845noreply@blogger.com0tag:blogger.com,1999:blog-3923082610556854014.post-5411582500101010532019-01-11T04:18:00.001-08:002019-01-11T04:18:54.497-08:00Getting Better, Getting Games In<p>Been meaning to work out some designs on how to better play my Thousand Sons. I had a great match against a friend's primaris marines this week, and it was really only my second match in 8th edition with this army I desperately want to play competitively. There were some great point reductions in the last Chapter Approved, so I feel they are more in line with where they should be. First let me cover my problem from the match this week.</p><p>
Jason did a good job of playing the objectives of the game and was fielding an army with a lot of synergy. Chapter Master and a pair of Lieutenants, so lots of re-rolls all around.. and by playing Raptors he used the Chapter Tactic from the Raven Guard which gives a -1 to be hit at ranges greater than 12". So his army was completely comfortable hanging back and firing into my lines. </p><div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgzKJh4-HXn3DbaExjB30ZZ3IAaGZ_wRFvxGIE1MelPuxJt2sS1ilx8pMYOGS0DJjZ2Q-9QHZUwlI58AsMfr-4dvIwMvUKOG-pta5HZVf677IiYWiAbjfVOoEcLStocXYXrFF4dBFMxOPUs/s1600/killitwithfire.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgzKJh4-HXn3DbaExjB30ZZ3IAaGZ_wRFvxGIE1MelPuxJt2sS1ilx8pMYOGS0DJjZ2Q-9QHZUwlI58AsMfr-4dvIwMvUKOG-pta5HZVf677IiYWiAbjfVOoEcLStocXYXrFF4dBFMxOPUs/s400/killitwithfire.jpg" width="400" height="300" data-original-width="960" data-original-height="720" /></a></div><p>
I guess I was just expecting more of a melee focused army from him because our previous match (which I ran my Craftworld Aeldari), he was running Night Lords. They play very similar to my brother's Orks in terms of they are going to close on you and beat you in close combat. Which to some degree I was more prepared for. I have an average amount of Warpflamers and Heavy Flamers in my army for dealing with chargers, hordes, etc. But so far as long-range fighting I don't think I was adequately prepared. The ranges on my Inferno Bolters are only 24". Rapid fire would have helped, but I was too far off. The Soulreaper cannon was not really in range for much either. My standout in the ranged phase were obviously my Exalted Flamers. I think I had three. But I was taking a -1 to hit for moving, and I was getting dinged with a -1 for his Chapter Tactic. Even with Prescience I was still only hitting on a 4+. </p><p>
Another convention I am firmly entrenched with is using my Maulerfiend and twin fist Helbrutes. They are my best high strength options, but need to cross the board for a successful attack. Which is much easier when the enemy is trying to close on you. I could have set aside the points for the heavy flamers since the Brutes never made it close enough to the enemy. In the first two turns they were all brought down. They did take down the Primaris Dreadnought, and that is what they are for in my list.. taken out high toughness models and drawing fire away from my infantry. </p><div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgoyFeEfRWyJjVXCxXsJCIamAptLULlzWuvuFmm6j1IK4Yr6SSpVJ0cHVQlW2HeS13SjCGPgZO0E6ScKWqjDOR3qpSsNNv9llJkGsIQYWuWlFZqIoS8Y8QpNCNlpiDQco3-uW6_xN1qNFLv/s1600/IMG_20181118_072132352.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgoyFeEfRWyJjVXCxXsJCIamAptLULlzWuvuFmm6j1IK4Yr6SSpVJ0cHVQlW2HeS13SjCGPgZO0E6ScKWqjDOR3qpSsNNv9llJkGsIQYWuWlFZqIoS8Y8QpNCNlpiDQco3-uW6_xN1qNFLv/s400/IMG_20181118_072132352.jpg" width="400" height="225" data-original-width="1600" data-original-height="900" /></a></div><p>
What I really messed up on was positioning and movement. I had a pile of command points left after my army was wiped off the board. So maybe it is a better strategy to use some very early in the game to create more of an alpha strike. The Thousand Sons have an ability called Webway Infiltration. Just like my glorious Craftworld army the secrets of deepstriking infantry into the game are known by the army of Ahriman. So for 1CP, I can put any infantry squad into the webway or 3CP gets me two units aside. We may have made a mistake in our game, but it wasn't something I was stressed over. Jason was misreading the <b>Tactical Reserve</b> rule and brought in a unit of Devastators in turn one. He said it was allowed as long as you are coming into your own deployment zone, but that is no longer the case per the latest <a href="https://whc-cdn.games-workshop.com/wp-content/uploads/2018/11/warhammer_40000_the_big_faq_2_en-2.pdf">Big FAQ</a>. </p><p>
I wasn't really sure if he was using the Raven Guard stratagem "Strike from the Shadows" which I had not read, or the special ability "Master of Ambush" which is used by Lias Issodon. Whatever we did it was wrong. The Raven Guard tactic costs 1CP and let's you hold back a single INFANTRY unit from deploying normally, then deploy them anywhere up to 9" of an opponent just before the game begins. While the ForgeWorld character's rule looks like this:</p><p>
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<p>Either way it had zero effect on the game, but it definitely got me thinking about tactics and movement. I need to rethink some of my options when it comes to playing. If I want to use the Sorcerer in Terminator armor, he is always a good choice - but I need to set him up in the teleportarium chamber and bring him in on turn 2. He is a good candidate for using the Chaos Familiar stratagem to swap a power when he arrives. The Tzeentch Discipline Infernal Gateway is one he isn't normally allowed to take. His ability to pop up 9" away from the closest model though would be very nice with this power. Every unit within 3" of this model takes D3 mortal wounds or D6 on a 12+. He could still drop in a second psychic power like an attack, buff, or debuff. It all depends on how he is built out. Since he is coming in on turn two, he probably needs some other support. <p></p>
Another really good tactic is place the Maulerfiend as close as possible to the enemy. With a 10" move and Warptime, he has a 22-32" threat range if I go first. It might be better on a Helbrute, if I fail to get the first turn because their movement isn't affected by losing wounds. They always have a 16" move on Warptime, so 24" to be in range for the Heavy Flamers and an 18-28" range on a charge. We are really fortunate being Thousand Sons with our 9" range on Warptime, so I should be casting it once a round. </p>
My biggest issue is going to be get something deep into my opponents territory if they don't move up on me. Even if it just coming in waves, sending one big critter up round after round into heavy fire it is better than being back too far to be able to be able to do anything. On turn two I can start deepstiking if I use Webway Infiltration or Denziens of the Warp. The Chaos Daemon stratagem is very cool. PL8 or below only costs 1CP. The list of TZEENTCH DAEMON units I can deep strike are:
<ul><li>HQ:Changecaster</li><li>HQ:Daemon Prince</li><li>HQ:Fateskimmer</li><li>HQ:Fluxmaster</li><li>HQ: Blue Scribes</li><li>HQ:The Changeling</li></ul> <p>All of the Horror heroes add +1S aura to daemons near them. Which is very effective when for other units.</p>
<ul><li>Troops: 20 Pink Horrors </li><li>Elite: Exalted Flamer</li><li>Elite: 6 Flamers</li><li>Fast Attack: 10 Furies</li><li>Fast Attack: 6 Screamers</li><li> Heavy Support:Burning Chariot</li></ul>
<p>Everything I listed is rocking a 4++ save so should stick around. Best case scenario is being close enough to a Thousand Sons Daemon Prince to snag reroll 1's in the shooting phase and a herald hero for the +1S. That means Pink Horrors drop in with 60 shots, BS4+ rerolling 1's. S4 and +1 to wound with Flickering Flames (WC5) or Flamers 12" D6 autohits, S5, and wounding most infantry on a 2+. Being within 12" of a unit with the Raven Guard chapter tactic is definitely a bonus because we'd be back to our normal to hit rolls. There are also powers like Death Hex which strips away Invulnerable saves I can supplement my shooting with from the Thousand Sons. The biggest issue is it is a complicated army to see all the synergies and execute them properly. </p><div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEg-loxJCHVNLnGIMvm17pV8FBh59NTcF1J9tGZxNLccQuQiR5W6kVW4jEmuHwa_czHSVQEc_6bGO5iDGmUg7c3jOXPityqEIjNpdOakWTB8shyphenhyphen6UelhLmLD0PtLJ6wuC1fcuWRhNLYE6417/s1600/IMG_2467.JPG" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEg-loxJCHVNLnGIMvm17pV8FBh59NTcF1J9tGZxNLccQuQiR5W6kVW4jEmuHwa_czHSVQEc_6bGO5iDGmUg7c3jOXPityqEIjNpdOakWTB8shyphenhyphen6UelhLmLD0PtLJ6wuC1fcuWRhNLYE6417/s400/IMG_2467.JPG" width="400" height="300" data-original-width="1600" data-original-height="1200" /></a></div><p>
For the Thousand Sons, if I use the Webway Infiltration stratagem to drop in an INFANTRY squad, I have a different task entirely. Warpflamers will be out of range at 9", but I could once again use Warp Time to close that gap but it is a resource I can only use once a turn. So it might be more useful to just plop some Rubrics up front with their bolters. A Soulreaper Cannon unit is BS3, 16 S4, AP-2 shots, plus 4 S5, AP-3 shots. That isn't bad at all on turn two. On turn 1, I can push them up the board using the Dark Matter Crystal artefact. Possibly ahead of the Daemon Prince of Tzeentch or another character that grants rerolls within 6" and has a good movement. </p><p>
So for example, my winged Daemon Prince of Tzeentch can advance 13-19" turn one, Dark Matter Crystal a unit of Rubrics who follow him and place them within 6" of him and within 12" of the enemy to get a first round of shooting. If my Maulerfiend isn't dead it is charging after Warptime lands. Diabolic Strength on the Maulerfiend will make it a killing machine. I just need to keep it up long enough to make it into combat. But if it dies I still want Helbrutes roaming the board and Exalted Flamers for some deadly shooting attacks. </p><div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEh0T9pVPEV4wRwA_-9pbDfLD3AfzZ9mGcw3aO1bIwS9UXZAujDsjvZKu08s0R57QUd4e0XwSQBtSa94DvRaIrOVVc2t-m98F-Wgt5aHfnzWn2WSfi6pWjPITyMjwiV8p7G4UnCWh0Bh6Lu0/s1600/IMG_20190110_111222327.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEh0T9pVPEV4wRwA_-9pbDfLD3AfzZ9mGcw3aO1bIwS9UXZAujDsjvZKu08s0R57QUd4e0XwSQBtSa94DvRaIrOVVc2t-m98F-Wgt5aHfnzWn2WSfi6pWjPITyMjwiV8p7G4UnCWh0Bh6Lu0/s400/IMG_20190110_111222327.jpg" width="400" height="225" data-original-width="1600" data-original-height="900" /></a></div><p>
One of my latest additions to my army came from my opponent this week. When he decided to sell his Night Lords, he was able to give me a great deal on a pair of Heldrakes. With a 30" move and 18" Baleflamers that cause D6 S6 DMG 2 attacks, they will give me a new option for showing up quickly and dealing some damage. They might become fire magnets, but that saves me from dealing with too many shots falling into my Maulerfiend and Helbrutes. One thing I really need to check on is the Horror hero ability that grants +1S to TZEENTCH DAEMONS and make sure it affects my Thousand Sons Daemon Engines. Diabolic Strength is terrifying enough on them, adding in a +2S and +1A, but if they stack you are up to a S9 base on both the Helbrutes and the Maulerfiend. </p><p>
I am definitely going to have to keep tweaking my list to emphasize more movement. I need to see if I can cut down on the number of drops in the beginning of the game as well in an effort to grab the first turn. I suppose daemonic ritual is another interesting way to work this out in the game. Just summon, summon, summon and put together the right combos for my army while capitalizing on the correct units for the scenario.</p>
Coinjockhttp://www.blogger.com/profile/12286915109879865845noreply@blogger.com0tag:blogger.com,1999:blog-3923082610556854014.post-14870438639379062452018-05-26T03:45:00.000-07:002018-05-26T03:45:23.598-07:00Malign Sorcery<p>When I first heard Malign Sorcery was coming to Warhammer Age of Sigmar 2.0, I thought we were getting a few new spells. The image from the Warhammer Fest Live Blog looked pretty cool. I may be right assuming it was something you paid points like scenery, but at first I thought they were boxed up with a wizard and a 'thing'.</p>
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<p>When the Disciples of Tzeentch Faction Focus dropped we got this additional bit of information. Mechanisms of Time seems to outline how the Chromatic Cogs actually work. </p>
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<p>A couple of things of note though.. the Endless Spell system seems to harken back to the Storm of Magic days (<a href="https://1d4chan.org/wiki/Storm_of_Magic">d4 Chan</a>). The wizards control the new spells, but aren't in control of them. From the description you just need to be within 9" and it requires no roll of any kind to affect the spell. It will be very interesting if my Arcanite wizard can wrest control of the Purple Sun away from the Deathrattle wizard who plopped it on the board long enough to push it through that unit of Grave Guard holding the center of the board. Or grab that 'Pac-man'-looking thing away from the Greenskins and send in gobbling up Moonclan Grots like pellets.</p>
<p>But will wizards may be mandatory in the new edition of Age of Sigmar? Not having summoning to replenish your forces or a counter for Endless Spells seems like it will be a heavy burden to overcome. Back when summoning required points instead of in-game mechanics you could probably just start with all your troops on the board and fight your way through things. But just the name Endless seems to suggest these aren't things you can dispel. Flesh Hounds can unbind spells with their Collars of Khorne, but they are clearly not Wizards. How will armies without many arcane casters survive these new rules?</p>
<p>One thing I am not sure about is how this new magic system will be released. The painted models from Warhammer Fest seemed to suggest you get one caster and a spell sold together in a box. But there is a huge difference between Morathi and a Weirdnob Shaman. I didn't realize that at first, so now I am not so sure. We know there are more than five as well. The one outlined in the Tzeentch faction focus is simply represented by a picture. </p>
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<p>That is what sent me down this rabbit hole to begin with. What army is that anyway?</p>
<p>At first glance I thought it was Skaven because of the halberds. But the caster looks like a Ironjaw and there are other rather human looking figures piled around in the image. Barbarians? Cultists? Why is the a Destruction model in the center of that knot? Is it a new Ogrid character that is skinny.. it definitely looks like an Orc with a mohawk.</p>
<p>The Malign Sorcery image shared at Warhammer Fest could easily be the cover to a boxed set. And prominently features a Tzaangor Shaman.</p>
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<p>Maybe the Chromatic Cogs and a yet unnamed spell will be packaged and sold along with two factions in a boxed set. These types of things are selling very well through Games Workshop and seem like the best way to get new players collecting. I had batted around the idea of starting Skitarri for a long time. When Forgebane included the models it did I decided it was worth splitting a box with someone. Will we see a tie-in between Clan Skyre and Tzeentch the way Clan Pestilence joined the Maggotkin of Nurgle? Maybe I am just wish-listing there.</p>
<p>I guess at this point I have more questions than answers. We don't have a model for the Chromatic Cogs they mentioned in the Tzeentch faction focus. I am pretty sure the five individual spells they showcased will not contain the models they shown with. There is nothing eluding that Malign Sorcery will be a setting or optional rule like the classic Storm of Magic with four magical fulcrums in every match. Like scenery maybe they are things you can bring to a battle which you need to protect in order to benefit from. </p>
Coinjockhttp://www.blogger.com/profile/12286915109879865845noreply@blogger.com0tag:blogger.com,1999:blog-3923082610556854014.post-6091952466369046472018-02-20T15:20:00.000-08:002018-02-21T07:31:41.187-08:00Strom Coldsteel Armor<p>Really starting to get back to work on my armor set. So far I decided to start with the layers underneath.</p><p>
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Doing a brown skirt under a black robe will give me some interesting contrast and I can adjust the length. Since the goal is basically warrior mage - Mister Strom Coldsteel, we definitely need a red cape.</p><p>
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The original and oldest artwork simply had a few armor elements added. </p><p>
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Which I should be able to do with the shoulder armor and harness I have now. Although, I would need to do robe to fit over the top. Maybe something like a tabard. </p><p>
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But the new miniature - converted from a Reaper Alchemist model, has a couple of different elements.</p><p>
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I found this really cool gorget online - which I would prefer to make. I have a friend doing some amazing work with leather. So getting <a href="https://www.facebook.com/DunganMaster/">Jameson</a> to help me would let me capture that style of armor. I really like offsetting the black robe with this brown leather in this gorget.</p><p>
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This witchhunter costume looks just about perfect.</p><p>
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I could add in a banded chest piece or since I am making it, just continue my layers down in the front. So it is all rivetted together. Making a belt like this and lots of pouches and accessories should go pretty quick.</p><p>
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Since I decided to go with the wide sleeves on the robe, I definitely want to make some gauntlets. I can bunch up my sleeves so they are tight and tuck them under a two part system of bracers and gauntlets like these.</p><p>
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The main idea with the top layer of armor is to cover the harness that holds my shoulder armor, but also looks cool. I suppose if I am really going to build my own gorget I should probably add some some straps on top. I can relegate the armor I have already built into a cyberpunk costume - I have an awesome sleeveless trenchcoat already to do a more futuristic version. And I could go full on metal armor with - </p><p>
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I am not really sure. I am definitely having fun thinking of ways to put this stuff together.</p><p>
Most of my shopping and exploring around so far has been on - <a href="https://www.medievalcollectibles.com/">Link</a></p><p>
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and this other site <a href="http://www.mytholon.com/en">Link</a></p>
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Coinjockhttp://www.blogger.com/profile/12286915109879865845noreply@blogger.com0tag:blogger.com,1999:blog-3923082610556854014.post-31113654270110485352018-02-18T22:57:00.001-08:002018-02-18T22:57:01.973-08:00Tzeentch Vanguard<p dir="ltr">Just brainstorming.. </p>
<p dir="ltr">Five Exalted Flamers plus Fluxmaster.. 549pts</p>
<p dir="ltr">Let's see 10" move, 18" Heavy 3 shooting at S10/D3 dmg. Yes, it is minus one to hit on the move.. main army either TS or Daemons can have a daemon prince for RR 1's. </p>
<p dir="ltr">The could also unleash 5D6 @ S6 AP -2 autohits within 12". That isn't shabby. </p>
<p dir="ltr">Big thing - they are individual units. So can't target them easily as a single group. Still have 4++ so half of the wounds that hit them will fail. Can screen them with cheap Blue Horrors. </p>
<p dir="ltr">Set-up place them a few inches apart, to protect them from the psychic powers that hits clusters of units. Add 50pts of Blue Horrors to screen them. If you get rushed you need this - but they'll also be a rear guard, blocker. </p>
<p dir="ltr">Move up 10", shoot gives a 28" threat range. Can burn their one CP on the first movement phase to deep strike a second unit of Horrors ahead of them - ie, new screen. </p>
<p dir="ltr">So two Blue Horrors makes it 649pts. That still leaves me 1200pts of Thousand Sons or a good sized Daemon army.</p>
Coinjockhttp://www.blogger.com/profile/12286915109879865845noreply@blogger.com0tag:blogger.com,1999:blog-3923082610556854014.post-75554496478259009922016-10-24T09:06:00.001-07:002016-10-24T09:06:31.135-07:00Coldsteel Armor<p>So I am pretty excited my parts have started coming in for the ZNA Productions armor build (<a href="https://youtu.be/V8uTeKeIfa0">spaulders</a>). Here are what the shoulders look like that we are starting with.</p><div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhw848GGim2Ct-3aNBWWvKN0iAnEK6vktSDa0u4hnRQOOddsh-Enua70I356QGHzLZcx8wCS_1Z7JIJPEFNveK-oLltasxDgn1ci2HMp-ChVJTNZulC2vSlBxn40DdVug20JmHgrDC8z67u/s1600/IMG_20161024_112531.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhw848GGim2Ct-3aNBWWvKN0iAnEK6vktSDa0u4hnRQOOddsh-Enua70I356QGHzLZcx8wCS_1Z7JIJPEFNveK-oLltasxDgn1ci2HMp-ChVJTNZulC2vSlBxn40DdVug20JmHgrDC8z67u/s320/IMG_20161024_112531.jpg" width="320" height="306" /></a></div><p>I am not sure whether I should push them up high. To cover my biceps: </p><div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjEu6f6pFXlECy0uJP91_WbILXFm6plM7kRzPfyXWOpfbDVJ8yjn_MwA41-Qb8wTRwEAWgqOKLxE3dT0ZhxpOU7b8pWlkQPJSUDnf756h7BwXbUGjMsos-0WZloXsTr3ujLHqTLDCbAWpvS/s1600/IMG_20161024_113324376.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjEu6f6pFXlECy0uJP91_WbILXFm6plM7kRzPfyXWOpfbDVJ8yjn_MwA41-Qb8wTRwEAWgqOKLxE3dT0ZhxpOU7b8pWlkQPJSUDnf756h7BwXbUGjMsos-0WZloXsTr3ujLHqTLDCbAWpvS/s320/IMG_20161024_113324376.jpg" width="180" height="320" /></a></div><p>Or down low to cover the backs of my elbows: </p><div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhBMl-s1EaGHPiqv0Iv3QBynkt4ulYZWP-yiRwW2s7ga8wHgXmaySw8yj7-NjkCLjd4XkZcYF3rawE8scR7jy8DXeY3GI9M8zYzmCTbqEiiZiDhIdDgJYTp2mK4UqZeyQ1y0oeHBrChcttx/s1600/IMG_20161024_113338196.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhBMl-s1EaGHPiqv0Iv3QBynkt4ulYZWP-yiRwW2s7ga8wHgXmaySw8yj7-NjkCLjd4XkZcYF3rawE8scR7jy8DXeY3GI9M8zYzmCTbqEiiZiDhIdDgJYTp2mK4UqZeyQ1y0oeHBrChcttx/s320/IMG_20161024_113338196.jpg" width="180" height="320" /></a></div>
<p>Either way they make me feel like a complete and total superhero when I am wearing them.</p>
<p>My original concept for the build was just use plates to connect the straps from the suspenders I am planning on using. But what I realized after putting it on and taking it off a hundred times if I use an hard material to connect the front straps it may me harder to get in and out of if I want it to taper. I am thinking now of just designing a tabard for a chest piece. I can still use rigid banded leather strips over a cloth tabard, but it would be a lot easier to slip on over the shoulder harness. Since the original art doesn't even use an armored chest it isn't even necessary.</p><div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhJaeLdskYY6-7Xcl4ZvoYq49plzKuxzG_s0c3lX-G9btTpH1n4Ocp59VSQroEwj2aFOEbW7_dtmLNNA02qnJ8ts_9fwXyZf_fqxNeNFY0CZL-Vj9SmqhIvOhc5_dmeJ_cTZvtgJTLosyaq/s1600/stromillo.bmp" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhJaeLdskYY6-7Xcl4ZvoYq49plzKuxzG_s0c3lX-G9btTpH1n4Ocp59VSQroEwj2aFOEbW7_dtmLNNA02qnJ8ts_9fwXyZf_fqxNeNFY0CZL-Vj9SmqhIvOhc5_dmeJ_cTZvtgJTLosyaq/s320/stromillo.bmp" width="312" height="320" /></a></div>
<p>I still think it is an interesting costume.</p>
<p>But I really do want to see how I can fashion this armor design.</p><div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgCQymcXE0i5WW_clJBter14qFAMlbPD4Zg507C9hOfzWZ92y7Ot2lajhnsMd_KrJ_G7hvZzS3jzbKbZheTYtbBR-u3a_sG2ugrSSTzQsK_xxyGRRXUh6gZm2vv4xP6bvxOVx0iWlgcA-Qn/s1600/heroes_of_quindia.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgCQymcXE0i5WW_clJBter14qFAMlbPD4Zg507C9hOfzWZ92y7Ot2lajhnsMd_KrJ_G7hvZzS3jzbKbZheTYtbBR-u3a_sG2ugrSSTzQsK_xxyGRRXUh6gZm2vv4xP6bvxOVx0iWlgcA-Qn/s320/heroes_of_quindia.jpg" width="320" height="215" /></a></div>
<p>Because I am not that far off after I build the shoulders. In my build it probably won't wrap around the entire torso, but be curved/form fitted attached to a cloth form to hold everything together.</p>Coinjockhttp://www.blogger.com/profile/12286915109879865845noreply@blogger.com0