Stormcast "Fan" Army

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    • Stormcast "Fan" Army

      So... No, I don't really like these models all that much, but I see a need for them to exist to let those who do like 'em be a part of the 9th Age.

      My idea for these guys is heavily inspired by the various wizard-factions of the Heroes of Might and Magic series. I would imagine them as the forces of some powerful wizard conclaves, golem-like automatons that have many mechanics similar to the undead, with some limited sentience that starts to crumble when the magic animating them dies. So, here's my take on the models, comment away!

      SPECIAL RULES
      Golemancer: You must nominate one of your characters as the Golemancer. All models with the Automaton specdial rule within 12" of the Golemancer are Stubborn. A Golemancer must be a Wizard using the path of Alchemy, and gains a +1 modifier to his casting rolls.

      Automaton: All model parts with this rule are Immune to Psychology and Unstable. The only charge reaction an Automaton can make is Hold. An Automaton cannot march if it starts its move more than 18" away from the Golemancer, and gets Stupidity.

      Independent Automaton: Is an Automaton that can always march when it would be otherwise possible for the model. No Stupidity.

      Genie: Otherworldly. May only form units in which all the models have this rule, and never join a unit with models without.

      ARMOURY
      Mythforged Armour: Plate Armour, Magic Resistance 1. A model wearing Mythforged Armour can never use a Ward Save provided by any other item or ability.

      Arcanite Weapon: Hand Weapon, Divine Attacks.

      MAGIC ITEMS
      *Weapons
      Meteoric Hammer - 50
      Hand Weapon, Lethal Strike, Armour Piercing 2. The wielder may, once per game, forfeit all its close-combat attacks to perform a special attack: Meteor Shower - at the end of the close combat combat phase, place the small template right in front of the user. All models touched by the template must suffer a S3 hit with Multiple Wounds (D3) and Armour Piercing 2.

      Javelin of Thunder - 45
      Halberd, Lightning Attacks. Can be shot as a Bolt Thrower Artillery Weapon with range 18", S6, Lightning Attacks.

      Sword of Mercury - 35
      Hand Weapon, Metalshifting.

      *Armour
      Ivory Tower Shield - 40
      Shield. Any spell targeting the wearer or his unit suffers a -2 modifier to the casting roll.

      *Talismans
      Shard of Resonance - 25
      The Magic Resistance granted by Mythforged Armour is increased to Magic Resistance 2 for the wearer and his unit.

      *Enchanted Items
      Lantern of Celestial Light - 30
      Contains the Bound Spell Banishment, Power Level 3.

      Nails of Toughness - 5
      One use only. The first time the wearer's model suffer a hit, count the model's Toughness as +1 higher than normal.

      *Arcane Items
      Robes of the Academy - 25
      Reroll one channeling die per magic phase.

      Illusionist's Hat - 50
      Ethereal.

      *Standards
      Banner of the Alchemist's Guild - 35
      All spells cast using the Path of Alchemy, friend or foe, gain a +1 to cast. This cannot be cumulated to a modifier beyond +2.

      Standard of Magical Stability - 90
      All wounds caused by Unstable or Daemonic Instability are decreased by -1.

      LORDS
      Archimagus - 205pts
      M4, WS3, BS3, S3, T3, I4, W3, A1, Ld9.
      Can be the Golemancer.
      *Wizard Master Lv 3; Battle Magic Paths.
      *Arcane Scholar: Generate an extra spell.
      -Level 4: 35
      -Magical items for 100pts
      -Horse: 20
      -Pegasus: 45
      -Great Griffon (Path of Wilderness only): 150
      -Arcane Altar: 150

      Mythforged Titan - 395
      M4, WS5, BS3, S6, T6, I4, W6, A5, Ld10.
      May be the Golemancer.
      *Monster 50x50mm.
      *Firstborn of the Arcane Forge: Immune to Psychology, Stubborn, Unstable. Gives Stubborn and allows marching for all Automatons within 12".
      *Mythforged Armour; Fly 7.
      -Additional Hand Weapon: 15
      -Arcanite Weapon: 30
      -May take Magic Weapons and Enchanted Items up to 50pts.
      -May Become a Level 1 wizard Apprentice using the Path of Alchemy: 35

      Djinn Sultan - 160
      M4, WS7, BS4, S5, T4, I7, W3, A4, Ld10.
      Monstrous Infantry 40x40mm.
      May be the Golemancer.
      *Genie; Light Armour; Magic Resistance 2.
      -Additional Hand Weapon: 8
      -Halberd: 15
      -Great Weapon: 15
      -Arcanite weapon: 25
      -Heavy Armour: 12
      -Mythforged Armour: 25
      -Shield: 5
      -May become Level 2 Wizard Apprentice (Heavens, Light, Alchemy, Shadow): 65
      -Efreet Sultan (Level 1 Fire or Alchemy, Flaming Attacks, Fireborn): 80

      HEROES
      Spellbinder - 80
      M4, WS3, BS3, S3, T3, I4, W2, A1, Ld8.
      May be the Golemancer.
      *Level 1 Wizard Apprentice (Battle Magic Paths).
      -Magic Items up to 50pts.
      -May Become the Battle Standard Bearer: 25
      -Horse
      -Arcane Altar: 150

      Mythforged Harbinger - 130
      Monstrous Infantry 40x40mm.
      M4, WS5, BS5, S5, T5, I4, W3, Ld8.
      *Independent Automaton; Mythforged Armour.
      -Additional Hand Weapon: 5
      -Halberd: 10
      -Great Weapon: 10
      -Arcanite Weapon: 20
      -Longbow: 4
      -Crossbow: 6
      -Shield: 5
      -Magic Weapons and Enchanted Items up to 50pts.
      -May be the Battle standard Bearer: 25
      -May get Fly 7: 35
      -May become a Level 1 Wizard Apprentice using the Path of Alchemy: 45

      Halfling Thegn - 45
      M4, WS4, BS6, S3, T3, I5, W2, A3, Ld7.
      *Insignificant; Hard Target; Light Armour; Half-Man Commander (Any Halflings in a unit joined by this character gain +1 Strength).
      -Throwing Weapons: free
      -Shortbow: 3
      -Additional Hand Weapon: 2
      -Great Weapon: 4
      -Lance: 4
      -Shield: 2
      -Heavy Armour: 4
      -Arcanite Weapon: 20
      -Scouts: 15
      -Poisoned Attacks: 6
      -Master Engineer (Level 1 Wizard with Creeping Corrosion; Can be The Golemancer; can raise D3 wounds on a unit of Automatons within 6" every magic phase): 65
      -Sabotage Artist (Saboteurs; if in a unit of Saboteurs, increase the range of the ability to 12"): 30
      -Gryphling Mount: 15

      CORE
      Mythforged Golems - 130
      Infantry 25x25mm, 10 (+15 13ppm).
      M4, WS4, BS3, S4, T4, I2, W1, A1, Ld7.
      *Automaton; Mythforged Armour.
      -Additional Hand Weapon: 2
      -Great Weapon: 4
      -Arcanite Weapon: 6
      -Shield: 1
      -Champion: 10
      -Musician: 10
      -Standard: 10
      -Veteran Standard up to 25pts.

      Halfling Clansmen - 60
      Infantry 20x20mm, 10 (+15 5ppm)
      M4, WS3, BS4, S2, T3, I5, W1, A1, Ld7.
      *Insignificant; Hard Target; Light Armour.
      -Additional Hand Weapon: 1
      -Spear: 1
      -Great Weapon: 1
      -Shield: 1
      -Throwing Weapon: free
      -Shortbow: 1
      -Scouts: 1
      -Skirmishers: 1
      May choose one:
      -Engineers (Unenganged unit loses attacks to raise D3+1/rank wounds to any automaton within 6"): 2
      -Saboteurs (Ambush; Enemy Warmachines within 6" cannot fire): 3

      Halfling Dragoons - 80
      Fast Cavalry 25x50mm, 5 (+15 17ppm)
      *Insiginificant; Light Armour; Lance; Shield; Mount's Protection 6+.
      Dragoon: M4, WS3, BS4, S2, T3, I5, W1, A1, Ld7.
      Gryphling: M8, WS3, BS-, S3, T3, I3, W1, A1, Ld6.
      -Throwing Weapon: free
      -Shortbow: 1
      -Exchange Lance for Great Weapon: 1
      -Ambush: 1

      Stone Gargoyles - 85
      Infantry 25x25mm, 5 (+5 17ppm)
      M2, WS4, BS-, S3, T4, I3, W1, A2, Ld7.
      *Fly 8; Independent Automaton; Innate Defence 6+.
      -Innate Defence 5+: 1
      -Skirmishers: 1
      -Scouts: 1

      Ugh, can't write more now ^^

      Was thinking specialist golems in special, as well as small units of winged ones. A fighty Djinn unit in special and a battle mage-wizard conclave in rare, as well as some colossus-type thing similar to an armoured giant. Also a glass cannon Naga-unit in rare with a ton of armour piercing attacks. The gryphlings would be represented by those tiny demigryphs in AoS kits, and they might have a warhound/sabretusk-type redirector unit in special. THe Arcane Altar would be some sort of magic buffing single model.

      Was thinking here on low move, low shooting army that has good sticking power in CC and a powerful magic phase. Thoughts?
      "You need to believe in things that aren't true. How else can they become?" -Death
      Phae's Pointy-Ear Blog: Elves in a Corner

      The post was edited 1 time, last by Phaeoron ().

    • You know i love this idea, halfings and magic goelums does kinda fit too.


      only thing i guess i would surrgest is the Gryphlings need to have somthing they seem too much like horses stat wise and I5 seems a lot for a halfing. would need to cost a little more if you did mind.

      You should make a pdf (info on forms on how to) as i think this would be an awsome way in esasing AoS players into 9th age. you can even get them movement trays for units on round bases so they dont have to rebase.
    • I do own some stormcast myself and I know many who do too so I think this is a pretty good idea. Theres plenty of different miniatures too and its a heavy unit oriented army. @Phaeoron you plan on continuing this?
      No matter what dreams or hopes you had. No matter how blessed of a life you've lived. It's all the same: Everyone will die someday. Does that mean life is meaningless? Would you say that of our fallen comrades? Their lives, were they meaningless? No they weren't! It's us who gives meaning to our comrades lives! The ones who will remember them,are us, the living! And as we ride to certain death, we trust the living to do the same for us! Rage, my soldiers! Scream, my soldiers! Fight, my soldiers!
    • Zanthrax wrote:

      Well done as I think this is a great idea as a gateway drug for AOS players into the 9th age
      yeah I thought the golem idea was quite interesting. Theres another faction using stormcast btw:
      Celestial Son (Hombrew army book)
      No matter what dreams or hopes you had. No matter how blessed of a life you've lived. It's all the same: Everyone will die someday. Does that mean life is meaningless? Would you say that of our fallen comrades? Their lives, were they meaningless? No they weren't! It's us who gives meaning to our comrades lives! The ones who will remember them,are us, the living! And as we ride to certain death, we trust the living to do the same for us! Rage, my soldiers! Scream, my soldiers! Fight, my soldiers!