The Void (Homebrew Faction)

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    • The Void (Homebrew Faction)

      The Void

      The Void's Google Document (1.2 and on)
      Version 1.1 and previous

      Army sigil is that of a perfectly black sphere, without blemish and without break. It is surrounded with a corona of light, much like a black hole swallowing stars and other celestial bodies

      Army-wide special rules
      Invasive: Models with this special rule have the Otherworldly special rule and may not benefit from their general's inspiring presence.


      Army special rules
      Oblivion Scream: A model with this rule may make the following special attack. At its initiative step in combat, all enemy models in base contact with a bearer of this special rule must make a Toughness test. On a failed test, a model is dealt a wound with AP (6) and Multiple Wounds (2; Monstrous Beasts, Monstrous Cavalry, Monstrous Infantry, Monster, Ridden Monster). Units in base contact with this model have -1 leadership, which stacks with other leadership modifiers.

      Tear the Veil: A unit with this special rule enters the board following the same rules as Ambush, except instead of entering a board edge, they must enter the board with their entire footprint within the inspiring presence range of your general. Units entering the board in this manner may not enter the board within 1" of an enemy unit.

      The End Incarnate (0-1 choice): A model with this special rule has divine attacks, flaming attacks and increases its ward save by 1 (to a maximum of 4+). If the model is a character, they may not ride any mounts.

      Scream: This is a Bound Spell (power level 5) that belongs to no magic path. Scream may be cast in two different ways. It may either target one enemy unit within 12”, or may target all enemy units in base contact with the casting model’s unit. Scream is a Hex spell. Any (each) unit targeted by this spell suffers d6 strength 5 hits. A model may only have a single instance of this bound spell (so do not purchase the spell if a different source already grants it).


      Armory
      Weapons
      Annihilating grasp: Paired weapon. Attacks made by this weapon have +1 to wound and Armor Piercing (1).

      Aurora bolt: Shooting Weapon. Range 30", strength 4, Magical Attacks, Multiple Shots (3)

      Bleakshard: Shooting Weapon. Range 18", strength 3, Accurate, Quick to Fire, Armor Piercing (1).

      Paired Void Blades: Paired weapons. Attacks made by these weapons have Armor Piercing 1.

      Void Blade: Hand weapon. Attacks made by this weapon have Armor Piercing (1). This weapon still qualifies for parry when combined with a shield.

      Armor
      Scaled cloak: A model wearing this armor has innate defense 6+.


      Magical items
      Magical weapons
      Agony (80 points)
      Type: Hand weapon. The wearer has +1 strength when wielding this weapon. If an enemy model is dealt one more more unsaved wounds by this weapon, the number of attacks the wounded model can make are reduced by 1 (to a minimum of 0) until the end of this combat phase. If an enemy already attacked this turn, then this weapon instead reduces the target's leadership by d3 until the end of this combat phase. Mounts are unaffected.

      Unmaker (150 points) Infantry Only
      Type: Great weapon. Wounds dealt by this weapon have Multiple Wounds (2) and have Divine Attacks. If attacking Rank and File models with only 1 wound, treat every unsaved wound as two wounding attacks (removing 2 models apiece if all saves are failed).

      Magical armor
      Mana Breaker (70 points)
      Type: Shield. Characters in base contact with the bearer of this shield treat all of their magical weapons as their mundane equivalents, and attacks directed at the bearer cannot benefit from the effects of spells.

      Talismans
      Oblivion Dragon's Tooth (90 points)
      The wearer of this item has the Oblivion Scream special rule.

      Enchanted items
      Tranquility (40 points)
      If the wearer also has the magic weapon Agony equipped, their ward save is improved by 1 (to a maximum of 4+) and they increase their attack characteristic by 1. Additionally, Tranquility allows its bearer to reroll failed armor saves of 1 (even if not paired with Agony).

      Reaper's Cloak (70 points) mounted characters only
      The wearer of this item has impact hits (d3+1) and is immune to the Lethal Strike special rule.

      Fragment of the Necronomicon (50 points) wizard only
      The bearer of this item can be treated as a second army general for purposes of where your units with Tear the Veil may enter the board (their inspiring presence for purposes of this ability is 12”). If this item is taken on a model that is already your general, you may instead increase the radius in which your units may be placed via that special rule by 6" (to a maximum of 18").

      Arcane items
      Empty Shell (100 points)
      The wearer and its unit are immune to the effects of spells that would modify their characteristics.

      Banners
      Banner of Shattered Fate (110 points)
      A unit in base contact with the unit bearing this banner has their armor, ward and regeneration saves (if any) reduced by 1.


      Progenitors
      Progenitors
      Bonuses gained from a progenitor function much like a Highborn Elf Honor or Demon Mark, except each progenitor has a different effect based on which kind of character it is applied to. As such, each progenitor will have 3 different categories, one of an Aspect, one for the Endwalkers and Endbringers, and a final category for the Yellow Kings and Yellow Princes. Progenitors also provide a "common" bonus to all characters that take it, regardless of what tier of character they are.

      If a character is upgraded to have a progenitor, then all other characters that take a progenitor in the army must take the same progenitor. Much like Vampire Counts bloodlines, only a single progenitor may be present within a Void army, but unlike the Vampires, you are not forced to upgrade every character to match that progenitor, and can have un-aligned characters along with your Dreamer of R’lyeh aspect or your Crawling Chaos Endbringer.

      The Crawling Chaos
      A character with this progenitor gains the bound spell Scream.

      Aspect: The Herald of Oblivion (280 points)
      The Aspect becomes a wizard master with 3 known spells. They may generate spells from the Path of Cosmology or Thaumaturgy.

      Instruments of the Gods: Master of the Cult (40 points)
      The character's base size becomes 20x20, and they may join units that do not have the Otherworldly special rule. They also are equipped with a brace of pistols. In addition, Doom Cultists and Cult Fanatics may take the following upgrades:
      • Doom cultists may gain BS4 and replace their flails with pistols. This may not be combined with the Shield and Void Blade option. (4 pts/ model)
      • The Champion of a Cult Fanatics unit may become a Wizard Conclave, and gains the spells Hand of Glory (Path of Occultism) and Hand of Heaven (Path of Thaumaturgy). (120 pts)
      Yellow Courtier: Disciple of the Bloody Tongue (120 points)
      The character generates an extra spell, and may choose to generate spells from any 2 magic paths they normally have access to. Determine how many spells will be generated from each path before rolling.


      The Dreamer of R’lyeh
      A character with this progenitor has Frenzy.

      Aspect: The Dreamer's Wrath (260 points)
      All units with the Invasive special rule that are within the Aspect’s inspiring presence gain Frenzy and Hatred. Units that already had Frenzy may increase the number of attacks granted by this special rule by 1. If a unit loses combat, they still keep frenzy for as long as they within the Aspect’s inspiring presence.

      Instruments of the Gods: Scions of R'lyeh (120 points)
      This character gains Hatred and increases their Attacks characteristic by 1, and their Movement characteristic by 2. They gain the Ethereal special rule and Magic Resistance (2), but may not ride any mounts, may not wear armor and may not join any units

      Yellow Courtier: Psychic Screams (70 points)
      The model gains the Scream bound spell. All bound spells cast by a model with this progenitor may be cast as a 12” aura, and any bound spell they cast adds their casting modifier to its casting rolls. If a bound spell they cast deals damage, increase the strength of the hits rolled by 1.


      The Lurker at the Threshold
      As long as there is one character with this progenitor in the army, all units with Tear the Veil may add or subtract 1 from their rolls to enter the battlefield. In addition, if the general of the army is a child of the Lurker, the range their units with Tear the Veil may enter the battlefield is increased by 6".

      Aspect: The Gate (70 points)
      The Aspect become a wizard master with 1 learned spell. Instead of generating spells, they know the following spell:
      -Call from Beyond the Veil: Casting Value 7+, Range 18", Type: Augment, Duration: Instant, Effect: Target unit with Tear the Veil raises a number of wounds lost earlier in the battle based on their creature type:
      • Infantry: d6+3
      • Swarm: d3+2
      • Monstrous Beast: 2
      Characters may not be targeted or healed by this spell.

      Instruments of the Gods: Warriors of the Veil (50 points)
      For each Enbringer and Endwalker in your army with the Lurker as their Progenitor, you may give one unit of Voidwalkers Tear the Veil for 6 pts/ model. You may have any Endbringer and Endwalker that is not your general join one of these Voidwalker units or a unit of Harbringers of the Old Gods with Tear the Veil, and enter the battlefield joined to the unit.

      Yellow Courtier: Essence Assimilation (40 points)
      A model with this progenitor may generate spells from the Path of Evocation. Additionally, if a wizard with this special rule deals an unsaved wound to an enemy unit with a spell, the bearer’s model may recover a wound that they lost earlier in the battle. Only one wound may be recovered in this manner per spell cast.


      The Serpent King
      A character with this progenitor gains Poisoned Attacks (6+).

      Aspect: Unending Hunger (140 points)
      Each unsaved wound caused by the Aspect with normal attacks (before applying multiple wounds, if any) generates an additional attack for the Aspect. These attacks are resolved at the current initiative step before removing any models, and do not generate additional attacks.

      Instruments of the Gods: Virulent Venom (260 points)
      The character becomes mounted on an Astral Serpent. Their mount's poisoned attacks are improved by one stage (to automatically wound on 5+, typically). If the character is joined to a unit of Astral Riders, then their mounts also have their poisoned attacks improved by 1 (to a maximum of 5+).

      Yellow Courtier: Children of the Serpent (50 points)
      The character must generate spells from the Path of Shamanism, and they and any unit they join gain immunity to poisoned attacks.


      The Unspeakable
      A character model with this progenitor reduces their Weapon Skill by 1. They gain the Distracting and Hard Target special rules as long as they are not wearing magical armor.

      Aspect: The Shaper of Flesh (110 points)
      The Aspect gains increases their Wounds characteristic by 1. In addition, you may give the following units the following upgrades:
      • Void Hounds: Gains Lightning Reflexes and increases attack characteristic by 1 (6 pts/ model)
      • Aurora Beasts: Gains Innate Defense 5+ and flaming attacks (8 pts/ model)
      • Spawn of the Old Ones: Increase Weapon Skill by 1 and Innate Defense to 4+ (12 pts/ model)
      • Chitinous Nightmare: Gains Swift Stride and increases Toughness by 1 (55 points)
      • Watcher: Increase Ballistics Skill by 1 (30 points)


      Instruments of the Gods: Unspeakable Horror (140 points)
      The character's creature type changes to Monstrous Beast, their base size increases to 50x75, their Movement and Wounds characteristics increase by 2, they gain innate defense 6+ and d3 stomps, and they cause Terror.

      Yellow Courtier: Master of Change (30 points)
      A wizard with this special rule may generate spells from the Path of Witchcraft.


      Characters (40% Limit)

      Aspect 455 points (0-1 choice)
      Single model, Monster 50x50 base. This model counts against both Characters and Children of the Old Gods.
      MWSBSSTWIALD
      6 (7)7--6544510

      Armor:
      Light armor

      Special rules:
      Invasive, Fly (7)

      Options
      Must select a single Progenitor (no pt limit)
      May become The End Incarnate (70 points)
      May gain the bound spell Scream (30 points)
      May take magic items (Up to 50 points)
      May take Heavy armor (50 points)
      May take a melee weapon (one choice only):
      • Void blade (10 points)
      • Halberd (24 points)
      • Great Weapon (40 points)
      • Annihilating grasp (The End Incarnate only) (40 points)

      Instruments of the Gods (0-4 choice)
      Single model, infantry 25x25 base
      NameMWSBSSTWIALD
      Endbringer686543659
      Endwalker675543548

      Endbringer (300 points) Endwalker (200 points)

      Armor:
      Light armor

      Special rules:
      Invasive

      Options
      May take magic items (Up to 200 points) (Up to 100 points)
      May select a single Progenitor (no pt limit) (No pt limit)
      May become the BSB (50 points)
      May become The End Incarnate (90 points) (70 points)
      May take any of the following:
      • Heavy armor (20 points) (20 points)
      • Shield (10 points) (10 points)
      May take Scaled cloak (infantry only) (40 points) (40 points)
      May take a shooting weapon (one choice only):
      • Aurora bolt (30 points) (25 points)
      • Bleakshard (10 points) (10 points)
      May take a close combat weapon (one choice only):
      • Void Blade (10 points) (10 points)
      • Halberd (20 points) (15 points)
      • Lance (30 points) (25 points)
      • Great weapon (40 points) (30 points)
      May take a mount (one choice only):
      • Hound of Tindalous (80 points) (80 points)
      • Astral serpent (200 points) (190 points)
      • Inchoate Flesh* (250 points) (240 points)
      • Void dragon* (620 points)
      *This mount counts against the Children of the Old Gods allowance, while its rider counts against the Characters allowance.


      Yellow Courtier 200 points (0-5 choice)
      Single model, infantry 20x20 base
      MWSBSSTWIALD
      535343318

      Special rules:
      Invasive

      Cult Lord: This model may join units without the Otherworldy special rule.

      Magic:
      Wizard apprentice. Generates spells from the Path of Cosmology, Thaumaturgy or Occultism and knows 1 learned spell from the chosen path.

      Options
      May add up to 3 additional learned spells (50 points/ spell)
      May become a Wizard Master (70 points)
      May take the bound spell Scream (30 points)
      May take magic items
      • Wizard apprentice up to 100 points
      • Wizard Master up to 200 points
      May select a single Progenitor (no pt limit)
      May be equipped with an Aurora Bolt (30 points)
      May take a mount (one choice only):
      • Hound of Tindalous (70 points)
      • Mind Worm (100 points)
      • Primordial Altar* (560 points)
      • Void Dragon* (620 points)
      *Wizard Masters only. These mounts count against the Children of the Old Gods allowance,while its rider counts against the Characters allowance.



      Doomsayer 180 points (0-4 choice)
      Single model, infantry 20x20 base
      MWSBSSTWIALD
      65--443538

      Armor:
      Plate armor

      Weapons:
      Paired weapons

      Special Rules:
      Hatred, Frenzy

      Doom cult prophet: When deployed within a unit of doom cultists or cult fanatics, this character benefits from Hatred on every round of close combat (not just the first), and treats his leadership as 10.

      May take magical items (up to 100 points)
      May become the Battle Standard Bearer (50 points)
      May wear a Scaled cloak (infantry only) (20 points)
      May take a mount (one choice only):
      • Hound of Tindalous (80 points)
      • Astral Serpent (220 points)


      Changeling 225 points (0-3 choice)
      Single model, infantry, 25x25 base
      MWSBSSTWIALD
      6*--543**4

      Special rules:
      Armor Piercing (1), Invasive, Lightning Reflexes, Not a Leader, Poisoned Attacks

      Eyeless sight: This model ignores the Distracting and Parry special rules.

      Mirrored Nemesis: This creature may only be attacked and make attacks while within challenges. Ranged attacks from shooting weapons and hits from artillery weapons may not be distributed to the changeling. Any challenges issued by the changeling must be accepted, and the Changeling's Weapon Skill, Initiative and Attacks characteristic become the same as the challenged model's. In the case of challenging a mounted model, only the rider's attributes are copied.

      Discordant Drifting: Only one changeling may be present within any given unit, and the changeling may never leave a unit it has been joined to. If the unit the Changeling joins is destroyed, then the changeling is destroyed as well. If the Changeling has the Tear the Veil special rule, then they may join any unit by using this special rule when they enter the battlefield.

      May have the Tear the Veil special rule (30 points)
      May take up to two of the following:
      • Flaming attacks (10 points)
      • Divine attacks (30 points)
      • +1 Weapon Skill and Attack* (40 points)
      • 3+ Armor Save and +1 Initiative* (50 points)
      *These bonuses are applied after learning the base value they will be set to by Mirrored Nemisis.


      Character Mounts

      Hound of Tindalous
      War beast 25x50 base
      MWSBSSTWIALD
      73--441314

      Armor:
      Mount's protection 5+

      Special rules:
      Invasive

      Pack Leader: A character mounted on this creature may join a unit of Void Hounds. If they do so, then that unit and this mount gain Frenzy, and the character’s model is treated as a War Beast for purposes of distributing hits from shooting attacks and templates.

      Astral Serpent
      Monstrous beast 50x75 base
      MWSBSSTWIALD
      5 (7)4--553432

      Armor:
      Mount's protection 6+

      Special rules:
      Invasive, Fear, Fly (7), Poisoned attacks

      Inchoate flesh
      Monstrous beast 60x100 base
      MWSBSSTWIALD
      74--4651*4

      Special rules:
      Armor piercing (1), Invasive, Large Target, Poisoned Attacks, Random Attacks 1d6+3, Terror

      Regrow Flesh: If, at the end of the controlling player's turn, the Inchoate Flesh currently has less than its maximum number of wounds, roll a d6. On a 5+, the Inchoate Flesh recovers 1 wound lost earlier in the game.

      Mind-Worm
      Monstrous Beast, 40x40 base
      MWSBSSTWIALD
      544444324

      Weapons:
      Consume Intellect: Shooting weapon. Range 18", strength 5, AP (6), quick to fire. In close combat, this weapon can be used to make a single close combat attack instead of the Mind Worm's regular attacks.

      Special Rules:
      Distracting

      Mind-thralls: If this model is joined to a unit of doom cultists, cult fanatics or aurora beasts, its creature type, and that of its rider, are treated as the unit's for purposes of distributing hits from shooting attacks and templates.

      Primordial Altar (One per Army)
      Chariot 100x150 base
      NameMWSBSSTWIALD
      Altar------666------
      Swarm of Teeth (3)73--3----34--

      Armor:
      Mount's protection 5+

      Special Rules:
      Invasive, Large target, Terror, Ward Save 4+

      Grim Blessings: At the beginning of a friendly player turn or the start of the game, one of the following blessings is given to a unit within 12" of the Primordial Altar.
      • The selected unit has Leadership 10.
      • The selected unit gains Lightning Reflexes.
      • The selected unit causes Fear.
      At the start of the game, the controlling player may only choose to grant Fear.

      Void Dragon (One of a Kind)
      Monster 100x150 base
      MWSBSSTWIALD
      6 (7)5--666368

      Armor:
      Innate defense 3+

      Special attacks:
      Breath weapon (strength 4, AP (1))

      Special rules:
      Fly (7), Invasive, Magic Resistance (1)

      The post was edited 149 times, last by Gnomes2169 ().

    • Core (20% minimum)

      Void Walkers 200 points
      10 models, may add up to 20 models for 22 pts/ model. Infantry, 25x25 base.
      MWSBSSTWIALD
      544431417

      Weapons:
      Bleakshard, Void blade

      Armor:
      Light armor

      Special Rules:
      Invasive, Scoring

      Options
      May take a shield (2 pt/ model)
      May upgrade one model to each of the following:
      • Champion (20 points)
      • Musician (20 points)
      • Standard bearer (20 points)


      Doom Cultists 180 points (0-4 choice)
      15 models, may add up to 25 models for 14 pts/ model. Infantry, 20x20 base.
      MWSBSSTWIALD
      43--331317

      Weapons:
      Flail

      Armor:
      Heavy armor

      Special rules:
      Immune to Psychology, Scoring

      Options
      May replace Flail with Shield and Void blade (free)
      May upgrade one model to each of the following:
      • Champion (20 points)
      • Musician (20 points)
      • Standard bearer (20 points)


      Tumors 80 points (0-3 choice)
      5 models, may add up to 5 models for 16 pts/ model. Warbeasts, 20x20 base.
      MWSBSSTWIALD
      32--331213

      Special rules:
      Insignificant, Invasive, Skirmishers, Tear the Veil

      Explosive Bile: When a model with this special rule is destroyed in Close Combat, the unit that destroyed it is dealt a hit with Strength 4 and Armor Piercing (2). At Initiative 0 every remaining model with this Special Rule is removed as a casualty. For each tumor model destroyed in this manner, a single enemy unit in base contact with the unit is dealt 1d3 strength 4 hits with Armor Piercing (2). Hits from this ability are distributed as shooting attacks.

      Void Hounds 110 points (0-4 choice)
      5 models, may add up to 15 models for 20 pts/ model. Warbeast 25x50 base.
      MWSBSSTWIALD
      83--441316

      Special Rules:
      Invasive, Vanguard

      Scent of Prey: This unit may reroll failed charges.

      May upgrade one model to a Champion (20 points)


      Special (No Limit)

      Cult Fanatics 200 points (0-3 choice)
      10 models, may add up to 10 models for 24 pts/ model. Infantry, 20x20 base
      MWSBSSTWIALD
      444441417

      Weapons:
      Thrown weapons, Void Blade

      Special rules:
      Immune to psychology, Light Troops, Ward Save 5+

      Options
      May replace Void Blade with Paired Void Blades (2 pt/ model)
      May gain An Offering of Flesh (40 points)

      An offering of Flesh: At the beginning of the controlling player's shooting phase they may choose to deal 1d3 wounds to this unit with no saves of any kind allowed. One unit of Monstrous Beasts, Monstrous Cavalry or a single Monster within 6" of this unit regains a number of wounds equal to the ones lost from this ability. A unit may only be healed in this manner once per shooting phase (meaning that multiple units of Cult Fanatics cannot heal the same unit, but are allowed to target different units with this ability).


      Grim Blades 340 points (0-3 choice)
      15 models, may add up to 10 models for 30 pts/ model. Infantry, 25x25 base
      MWSBSSTWIALD
      55--431428

      Weapons:
      Great Weapon

      Armor:
      Heavy armor

      Special Rules:
      Bodyguard (Endbringer, Endwalker), Invasive, Scoring

      options
      May upgrade one model to each of the following:
      • Champion (20 points)
      • Musician (20 points)
      • Standard Bearer (20 points)
        • May take a Magical Standard (Up to 100 points)


      Void Reapers 210 points (0-4 choice)
      5 models, may add up to 5 models for 38 pts/ model. Infantry, 25x25 base
      MWSBSSTWIALD
      5 (8)44431427

      Weapons:
      Bleakshards, Paired Void blades

      Armor:
      Light armor, scaled cloaks

      Special Rules:
      Invasive, Hard Target Fly (8)

      May upgrade one model to a champion (20 points)
      May gain Tear the Veil (6 pts/ model)

      Reality Grindstone 280 points (0-2 choice)
      Single model. Chariot, 60x100 base
      CreatureMWSBSSTWIALD
      Reality Grindstone8----555------
      Void Walkers (4)--444----417

      Weapons:
      Bleakshards, Void blade

      Armor:
      Mount's protection 5+

      Special rules:
      Grinding attacks d3, Invasive, Fear, Large Target, Ward Save 4+

      Maddening geometry: Enemy units within 6" of the Reality Grindstone suffer from -1 Leadership. This ability does not stack with other instances of Maddening Geography.

      Horror of the End: The Reality Grindstone can cast Speaking in Tongues from the Path of Thaumaturgy as a bound spell (power level 4).

      Soul Drinker 390 points (0-3 choice)
      Single Model. Monstrous Beast, 50x50 base
      MWSBSSTWIALD
      76--554547

      Weapons:
      Annihilating Grasp

      Armor:
      Innate defense 5+

      Special Rules:
      Invasive, Stomp (d3), Tear the Veil, Terror

      Soul Collection: Keep track of how many unsaved wounds the Soul Drinker has caused over the course of the game. At the end of each Close Combat phase, compare this number with the chart below to determine the level of Soul Collection that the Soul Drinker has reached. The Soul Drinker has all bonuses associated with the current level, and all levels that precede it, though it may only ever recover wounds when it first attains a level of Soul Collection that allows them to do so.

      Wounds dealtEffect
      1-2The claws of the beast began to blur. The Soul Drinker gains Lightning Reflexes.
      3-5Its skin became hard, and its flesh regrew. The Soul Drinker regains d3 wounds list earlier in the battle, and increases its innate defense to 3+
      6-8Its hands began to burn, and its scream was a challenge. The Soul Drinker gains Flaming Attacks and it may issue and accept challenges as if it were a character. It may deny challenges without penalty.
      9-12Once again, its wounds disappeared and its magic deflected the blows of its enemies. The Soul drinker recovers d3 wounds lost earlier in the battle, and its ward save from Otherworldly increases to 4+.
      13+It became almost a blender of death, a whirling cyclone of blood and claws. The Soul Drinker improves its Stomp to d3+3 and increases its attack characteristic by 1.



      Auric Conclave (20% limit)

      Aurora beasts 240 points (0-3 choice)
      3 models, may add up to 5 models for 80 pts/ model. Monstrous Beast, 40x40 base
      MWSBSSTWIALD
      525443236

      Weapons:
      Aurora Bolt

      Special Rules:
      Invasive, Fear

      May upgrade one model to a Champion (20 points)

      Watcher 290 points (0-2 choice)
      Single Model. Monstrous beast, 50x50 base
      MWSBSSTWIALD
      323455236

      Weapons:
      Baelful Gaze
      This weapon can be fired in one of two ways:
      1) As a Cannon Artillery Weapon with the following profile; Range 48", Strength 3 [9], Magical Attacks, [Multiple Wounds (d3+1, clipped wings)]. If a misfire is rolled, treat results of 1 or 2 as if they were a 3.
      Or
      2) As a Volley Gun Artillery Weapon (2d6) with the following profile; Range 24", Strength 4, Armor Piercing (1), Magical Attacks. This weapon never suffers a penalty for long range. If a misfire is rolled, treat results of 1 or 2 as if they were a 3.

      Special Rules:
      Invasive

      Thousand eyes: The Watcher ignores the hard target special rule.


      Children of the Old Ones (35% limit)

      Astral Riders 300 points (0-2 choice)
      2 models, may add up to 3 models for 150 pts/ model. Monstrous cavalry, 50x75 base
      CreatureMWSBSSTWIALD
      Rider55--531428
      Cosmic Serpent5 (7)4--443435

      Weapons:
      Paired void blades

      Armor:
      Mount's protection 6+, Light armor

      Special rules:
      Invasive, Fly (7), Fear, Poisoned attacks (Mounts only), Scoring

      Options
      May exchange paired void blades with lance and shield (24 pts/ model)
      May upgrade one model to each of the following:
      • Champion (20 points)
      • Musician (20 points)
      • Standard Bearer (20 points)


      Chitinous Nightmare 460 points (0-2 choice)
      Single model. Monster, 50x100 base
      MWSBSSTWIALD
      75--5554*7

      Armor:
      Innate defense 4+

      Special attacks:
      Breath weapon (Strength 4, lightning attacks)

      Special rules:
      Invasive, Random attacks* (2d3+2)

      Endless Nightmare: Enemy units in base contact with the Chitinous Nightmare cannot benefit from being Steadfast.

      May gain Tear the Veil (40 points)

      Harbingers of the Old Gods 360 points (0-3 choice)
      5 models, may add up to 5 models for 72 pts/ model. Infantry, 25x25 base.
      MWSBSSTWIALD
      55--532429

      Weapons:
      Paired Void blades, Void Blade,

      Oblivion Blade: Broadsword (Halberd). Wounds caused by this weapon have AP (1).

      Armor:
      Heavy armor, scaled cloak, shield

      Special Rules:
      Divine Attacks, Invasive, Scoring, Weapons Masters

      Options
      May gain the Tear the Veil special rule (10 pts/ model)
      May upgrade one model to each of the following:
      • Champion (20 points)
      • Musician (20 points)
      • Standard Bearer (20 points)


      Oblivion Dragon 680 points (0-1 choice)
      Single Model. Monster, 100x150 base
      MWSBSSTWIALD
      66--766367

      Armor:
      Innate Defense 3+

      Special attacks:
      Oblivion Scream

      Special rules:
      Invasive, Fly (7), Magic Resistance (1), The End Incarnate

      Sanity Unmade: If a unit breaks from combat with this model, they must roll and extra d6 on their flee move and discard the highest number rolled.

      Slumbering Old One 330 points (0-2 choice)
      Single Model. Monster, 50x100 base
      MWSBSSTWIALD
      2 (6)3--5561--7

      Special attacks:
      Malefic Dream: Instead of making attacks in close combat, the slumbering old one may make a special attack at initiative 1 against all enemy units in base contact with it. Each unit targeted in this manner takes d3+1 strength 5 hits with AP (1).

      Special Rules:
      Invasive, Fly (6)

      Homing Beacon: When rolling to determine if your units with Tear the Veil are able to enter the battlefield you may choose to use this ability. If you do so, units you choose with the Tear the Veil special rule have +1 to their roll to enter the battlefield, but instead of being placed within 12" of your general, units that you give this bonus to must instead be placed within 9" of the slumbering old one.

      Spawn of the Old Ones 310 points (0-2 choice)
      3 models, may add up to 2 models for 100 pts/ model. Monstrous Beasts, 50x75 base
      MWSBSSTWIALD
      74--544348

      Armor:
      Innate defense 5+

      Special Rules:
      Invasive, Magic Resistance (1), Scoring

      Non-euclidean biology: A unit with this special rule may perform swift reforms as if they had a musician.

      Progenitor: The spawn are children of the old ones and the old gods, and as such they have many different forms and many different abilities. When this unit is taken, one of the following progenitors must be chosen. If a character belongs to a progenitor, the same progenitor must be chosen for this unit.
      • The Crawling Chaos: This unit's champion upgrade is changed to the following: Champion (120 points), Wizard Conclave (Pentagram of Pain and The Grave Calls (Path of Occultism). (Free)
      • The Dreamer of R’lyeh: This unit gains Terror, Hatred and Frenzy (20 pts/ model)
      • The Lurker at the Threshold: This unit gains Tear the Veil (12 pts/ model)
      • The Serpent King: This unit gains Poisoned Attacks and Strider (10 pts/ model)
      • The Unspeakable: This unit gains Fear, Distracting and Hard Target (20 pts/ model)
      May upgrade one model to each of the following:
      • Champion (20 points)
      • Standard Bearer (20 points)

      The post was edited 171 times, last by Gnomes2169 ().

    • Model suggestions
      And this will also be coming soon. Rawr.

      Most characters
      Aspect: Model+Concept Model 2 Model 3 Model 4 Model 5

      Doomsayer: Model 1 Model 2 (hound mount AND rider) Model 3 w/ BSB (treat mount as hound)

      Tools of the Gods: Model 1 Model 2 Model 3 (wearing the helm to get a more accurate picture) Model 4 Model 5 Model 6 Model 7 (Model on the left with the helm) Model 8 Model 9 (for your less-armored minion needs!) Model 10 (MOAR HEAVY ARMOR) Model 11 (HIGHLY RECOMMENDED) Model 12 (ALSO HIGHLY RECOMMENDED) Model 13 Model 14 Model 15
      -BSB version: This, but sans gun
      -Void hound mount: Model 1 Model 2 Model 4 Model 5

      Yellow Council: Model 1 Model 2 Model 3 Model 4 Model 5 Model 6 Model 7 Model 8 Model 9 Model 10

      -Mind Worm Mount: Model 1 Model 2 Model 3




      Voidwalkers
      Much, much more than just the core unit goes here
      Void Walkers: Model 1 (Command Group) Model 2

      Astral Riders: Model 1 (will link to the shop once they become available) Model 2 (Same here)

      Grim blades: Model 1 Model 2 (with an almost-right color scheme as well) Model 3

      Void Reapers: Model, though of course with two swords or two melee weapons of any kind. Model 2, though of course, again, add some weapons. Model 3

      Harbringers of the Old Ones: Model 1 (fluff the broadsword as a halberd. Wait...) Model 2 (Sword+Shield) Model 3 (Oblivion Blade) Model 4 (paired weapons)


      Constructs
      Reality Grindstone: Model 1 Model 2

      Primordial Altar: Model 1 Model 2


      Void spawned horrors
      Because what else would you call the Changelings, Worm that Walks and Soul Drinker?

      Changeling: Model 1 Model 2 Model 3 Model 4 Model 5

      Dream Stalkers: Model 1 Model 2

      Inchohate flesh: Concept art (For the model, a kitbash of corpses from a corpse cart and other things could work? Creativity and uniqueness is rewarded here, of course!) Another concept art Model 1 Model 2 Model 3 Model 4 Model 5

      Soul Drinker: Model 1 Model 2 Model 3 Model 4 Model 5 Model 6 Model 7 Model 8 Model 9

      Spawn of the Old Ones:
      The Crawling Chaos: Model 1 Model 2 Model 3Model 4 (100% recommended) Model 5
      The Dreamer: Model 1 Model 2 (Re-paint and base) Model 3 Model 4
      The Lurker: Model 1Model 2Model 3 Model 4
      The Serpent King: Model 1Model 2Model 3 Model 4
      The Unspeakable: Model 1 (Paint golden and yellow for all metal) Model 2 Model 3 Model 4

      Tumors: Model 1 Model 2 Model 3


      Beasts of War
      Aurora beasts: Model 1 Model 2 Model 3 Model 4 Model 5 Model 6 (closest thing to the original idea I've found yet)

      Chitinous Horror: Color Scheme Model Model 2 Model 3 Model 4 Model 5 Model 6 Model 7

      Slumbering Old One: Concept image+color scheme (A sleeping C'thulu model would work surprisingly well here) Model 1 (Base size may be a little small, so go nuts on the detail work after you get it.) Model 2 (even comes with some potential Tumor models! (spore mines))

      Void Hounds: Model 1 Model 2 Model 3

      Watcher: Concept art Model (The Nothing Beast in that pack. Also joined by 3 void hound potentials (void wretches) and 1 Endbringer/walker (Tara) Model 2 Model 3 Model 4 Model 5 Model 6


      Dragons
      Void Dragon: Color scheme Model Model 2 Model 3 (Yes it's AoS. Forgive me. And also chuck the rider off a cliff and find your own) Model 4

      Oblivion Dragon: Color Scheme Reference Picture/ concept art/ alternate color scheme Model Model 2 Model 3 Model 4 Model 5


      Named Characters
      The Unspeakable: Model 1 (add tentacles around the legs and arms using Green stuff)

      The Crawling Chaos: Model 1

      The Old Gods
      The Dreamer: Model 1

      The Serpent King: Model 1

      The Lurker: Model 1

      The post was edited 227 times, last by Gnomes2169 ().

    • "In the Vast Emptiness beyond all things do beings slumber. Things which once ruled where we stand, who broke mountains while we mewled like kittens at their vastness, and who rose land from the sea that we built our cities and our civilization. In our youth and our arrogance, we have forgotten that which was, and what came even before the tyrants of the first age. Things which faded away long aeons ago into legend, legend into myth, and then myth into nothingness.
      Long have these forces of endings, these scions of oblivion, slumbered, between death and what is beyond that temporary dream. Long enough for the gods to have forgotten them, and the demons to have grown lax and lazy without their oldest foes to challenge them. In dreams have these nightmares dwelt, things of madness spawned to keep them entertained. Worlds of their own to distract them from those creations that they long left behind. The civilizations and creatures within them, buried by gods and demons attempting to claim this world as their own, and the wars that they had once used those same cities to wage on one another, forgotten within their slumber.
      But such creations, made by the minds of Oblivion, and the madness within them that infected the world, can never be unmade. Though the gods struggled, and though the demons raged, for countless millennia the servants of the Old Gods thwarted their advances. Though they died, death was not an end. Though they were eradicated, their cities defied all attempts made to tear them apart, and their bodies would not be cleansed. In their frustration and their desperation, the beings we consider to be Supernals instead decided to bury these great works, flooding the cities, collapsing the lads all around them, and wiping the world clean for their own creations.
      And for countless millennia more, this is where the great works of the Old Gods have lay, hidden, secret, and slumbering like their creators. Their inhabitants long dead, but never rotting a testament to the world-spanning madness that writhes just below the surface of civilization. For so long have these ruins awaited re-discovery, for the forgetful gods and the lax demons to let their vigil slip, and for their followers to stumble upon the signs. It was only inevitable that it happen, as the dreams of dreams call out to some, and Old Gods begin to stir in their slumber, and re-live old lives in worlds that they had forgotten.
      Inspired by the horrors they find, all mortals who go to these places shall be changed. Some will fall into the loving embrace of madness, rather than face what they have discovered. Others will reject their senses, and the lessons that the cities can teach, and others still try to take the knowledge for their own. But a few, a very, small, foolish few, will be inspired to try and reach out to the dreamers, to bring their creations back, and to embrace the horrors that were, and are, and that will be again.
      And woe be those last few, and all the children of the gods, light and dark alike. For the Old Gods dream. And they desire to dream. And they will continue to dream. And any who would disturb their dreams will find that, even in their long death, there is wrath in the Old God's nightmares.
      So Sayth the Lurker, the one that knows, and the one who knew, and the one that will forever watch as history again repeats itself. And in its name do we pray."
      -Excerpt from the Necronomicon.

      Background cast
      Archmage Davil Ward: The main author of the journal. An arch mage who listens to the winds of Divination, and who is plagued by visions both of the past and the future. Clever, resourceful and trusted by his companions.

      Roland Carson: The apprentice of Archmage Ward, Roland Carson is a young man from Alfhaven. Recruited by his master for his potential, dedication to study, and pure, honest heart. Yearns to be seen as an equal to his master.

      Inquisitor Cassius Bell: One of the members of the escort sent to ensure the safety of Paladin Lestrad and Dame Leann. Cassius is a dutiful and jaded man who has refused many promotions so that he can remain on the front lines, hunting demons and monsters that threaten his beloved empire.

      Paladin Lestrad: The guardian of Dame Leann, his house is an honor guard for the damsel who have given their oath to protect her from the corruption of the world, and the evils spawned by it. A kind and honest man.

      Dame Leann: A damsel of the court that has responded to the dire prophecies of Archmage Ward, and who has come to lend her magical assistance to the conclave being created. Devoted, righteous, and a master of healing magic.

      The Lurker: Awake.


      Introduction
      The fourth week of summer, third day. 986
      We finally left the ruins today, much to the relief of my apprentice, and I cannot much blame him. That such a place could have been hiding so deep within the bowls of the Maidens, and such dark and ancient shrines profane the deep without any knowing... it does not do this old heart well. I am grateful to kind Sunna that the Dame has not yet joined us, that she and her companions are spared the sight of this place that has lurked for so long within their homeland.
      But we have retrieved what I had dreamed of, pulled from the fetid clutches of those... creatures. That the beasts were dead did not make their touch any less repulsive, and again, I must apologize to Roland for forcing him to take the thing away. But the soldiers did not have the heart for it, and it was... regretfully necessary. It must still be necessary. For even since finding the object of my visions -this stone that defies all magic, that rejects all senses- still I have waking dream of its power, and still in my nightmares is it centerfold.
      The artifact is the center of this foul corruption, of this I am certain. Once we return to Cassius' company on the surface, I shall once again attempt to delve into it, and try to pry from it the secrets that it holds. There is much to discover before the wasting times are upon us, and the council is finally convened in Alfhaven. I must find something within it, something more substantial than nightmares and wraiths that haunt the edge of my vision. The burgeoning alliance between our Order, the Kingdom's Parish and the Asfad Scholars that have been drawn by my warnings will dissolve as salt in the sea if I can bring no evidence forth.
      If my visions are as dire as I believed, then I cannot risk allowing this to occur.
      I can only pray to Sunna, that her light will guide my studies...

      The fourth week of summer, fifth day. 986
      Today Dame Leann and her entourage joined our company, though we were a day later than we had planned to be. Upon explaining what we had found, the damsel offered to assist me in my study of the artifact, and spent the day in my wagon, trying to delve into the object that yet still denies our magics.
      While the offer was appreciated, and I know by her character that Leann is genuine in her desire to help, it was quickly apparent that her magic lay within a different capacity. A great healer she has proven herself to be, but a diviner of things that defy definition, and that reject comprehension? No, that is not within her talents. So I do not believe that I shall invite her back to my tent once camp has been made. Let her rest and prepare for the coming council instead, Roland and I shall continue our work, and shall unlock the meaning of these visions yet! Of this, I am certain.
      However, I must be certain that she is sworn to secrecy, as my soldiers and Roland have been. Cassius has not yet learned of the artifact's presence, and while I yearn to tell the inquisitor and for the days that such secrecy can be put behind us, I cannot. The inquisitor is a good man, loyal son of the Empire, and justifiably superstitious of evil spirits and their artifacts. If he were to learn of our prize, he may very well try to destroy the object before it can be truly understood!
      Until such a time as I discover the purpose of the artifact, Cassius cannot learn of its presence. Of this I am certain, Roland. I hope that one day, when you read this journal and I am long, long gone, you will look upon this as my final lesson. Sometimes we must keep secrets from good men, for the sake of the Empire. No matter how difficult it may be...


      Tools of the Gods
      The fifth week of summer, third day. 986
      The artifact still defies us, and yet the manner of its resistance, and what magic that protects it, still eludes our grasp. And yet, the longer we possess it, the more certain I am that I am correct about its import. My certainty is from more than just familiarity, for while nothing about it has been made clear, other things have become more defined. For my visions are starting to come into focus, and the details all the more dire.
      ((More to come))

      The post was edited 32 times, last by Gnomes2169 ().

    • This post will also be empty as well. Woo.

      The post was edited 4 times, last by Gnomes2169 ().

    • Aaaaand there we go! Got mechanics done now, gonna go through the fluff of the matter (and suggestions for models and the like) soon. Anything that seems to be immediately off at this point in cost/ potential/ rules?
    • ... Well now. That was a model-searching binge. Nothing that fits the concept exactly for any of those, but enough that I can now safely go to sleep and look for concept art when I wake up. Wheeeeeeee...
    • Oblivion Scream: At the beginning of each combat, a model with this special rule nominates one unit in base contact to be the target of this special attack. This unit takes a break test at initiative 10 with a -1 modifier. If it fails, it automatically breaks from combat. A unitthat breaks in this manner cannot be pursued by any unit they were engaged with, though these units can reform as if they had won combat.

      This need to be rewritten somewhat.
      Change the text to something like "This take effect at Initiative 10", because right now I almost though you'd take a break test against your initiative the first few times I read it.
      I haz a blog! the-ninth-age.com/blog/index.p…-the-moment-aslo-batreps/.

      Mostly KoE and ID stuff. Now also some Void
    • This special rules:

      Mirrored Nemesis: This creature may only be attacked and make attacks while within challenges. Any challenges issued by the changeling must be accepted by the chosen model, and the Changeling's Weapon Skill, Initiative and Attacks characteristic become the same as the challenged model's. In the case of challenging a mounted model, only the rider's attribute's are copied.

      Discordant Drifting: Only one changeling may be present within any given unit. If the Changeling is not inside of a unit, it cannot charge, cannot be charged, and cannot be targeted by beneficial or harmful spells. The Changeling may join a unit that is engaged in Close Combat. If the Changeling has the Tear the Veil special rule, then they may join any unit with this special rule when they enter the battlefield. This model is still hidden in this case, and its current location does not have to be declared.

      Might need a minor makeover to clear up wether a Changeling an charge out of a unit or not (I'm guessing the intent is No) and wether a changeling outside of a unit can be shot at.
      I haz a blog! the-ninth-age.com/blog/index.p…-the-moment-aslo-batreps/.

      Mostly KoE and ID stuff. Now also some Void
    • Petterwass wrote:

      Oblivion Scream: At the beginning of each combat, a model with this special rule nominates one unit in base contact to be the target of this special attack. This unit takes a break test at initiative 10 with a -1 modifier. If it fails, it automatically breaks from combat. A unitthat breaks in this manner cannot be pursued by any unit they were engaged with, though these units can reform as if they had won combat.

      This need to be rewritten somewhat.
      Change the text to something like "This take effect at Initiative 10", because right now I almost though you'd take a break test against your initiative the first few times I read it.
      Aha, knew I was forgetting something in there! Consider this one fixes.

      Petterwass wrote:

      This special rules:

      Mirrored Nemesis: This creature may only be attacked and make attacks while within challenges. Any challenges issued by the changeling must be accepted by the chosen model, and the Changeling's Weapon Skill, Initiative and Attacks characteristic become the same as the challenged model's. In the case of challenging a mounted model, only the rider's attribute's are copied.

      Discordant Drifting: Only one changeling may be present within any given unit. If the Changeling is not inside of a unit, it cannot charge, cannot be charged, and cannot be targeted by beneficial or harmful spells. The Changeling may join a unit that is engaged in Close Combat. If the Changeling has the Tear the Veil special rule, then they may join any unit with this special rule when they enter the battlefield. This model is still hidden in this case, and its current location does not have to be declared.

      Might need a minor makeover to clear up wether a Changeling an charge out of a unit or not (I'm guessing the intent is No) and wether a changeling outside of a unit can be shot at.
      Intent is that they technically do not exist outside of units, so we're going to go with no on both of these. I'll change it to something like "the changeling must be within a unit to participate in close combat" and tack on "the changeling may not be targeted by shooting attacks while outside of a unit" somewhere in there...

      Now then, does anything seem off about the faction at the moment balance-wise? That's something I'm rather keen on getting fixed and out of the way at the moment (including both paths of magic that are in the models section).
    • Two things.
      1. Is invasive really necessary (maybe just Otherworldly - I don't see access to path of nature)?
      2. Void Walkers have unnecessary Magic Attacks, cuz they already have it thanks to Otherworldly rule.
      Current armies:
      <none currently>

      -------------------------------------------------------------------------------------------
      Armywide Signature Spells - Check! Maybe you could add something more?
    • Altao wrote:

      Two things.
      1. Is invasive really necessary (maybe just Otherworldly - I don't see access to path of nature)?
      2. Void Walkers have unnecessary Magic Attacks, cuz they already have it thanks to Otherworldly rule.
      Well, allied/team matches are a thing you know. Really, it's more just fluff at the moment (until named characters are added that specifically interact with the Invasive rule), but it does make the Void more isolated in a team setting. So just pair them up with orcs or something I guess. IDK.

      Magic attacks have been fixed!
    • Right, big balance post incoming!
      Note: I am not a RT or ABC member and knew f*uckall about balance so I'll mostly be comparing to other, existing stuff.
      I don't really have a good handle on The Void, so I'll be comparing stuff mostly in a vacuum.

      Special rules will be reviewed together with the unit that has them, as will weapons.

      Magic items:

      Agony: This is essentially the Sword of Strenght (15p) with a super-powered reduce-attacks effect and a complimentary -LD effect on it for everyone that is not a dorf or Saurian, on it. The only comparable effect that I know of is in the Dueler's Shield (10p) which is much weaker, so 50/35p doesn't seem to be undercosted.
      This item would turn a combat character with high I into a character killer without compare, thankfully for everyone else, The Void seems to be sluggish as the average human, when looking at character I.

      Unmaker: I have a soft spot for magic Great Weapons. This lovely does a bit of everything, doing multiple would like the Headsman's Axe (60/40p) and killing infantry like the Scourge of Kings (50/30p) and giving divine attacks like the Divine Icon (15p), all for 75p.
      So this will go on the Endbringer, 5A, 5S lord who will probably be rocking a a 2+/5++ (Scaled Cloak, heavy Armour, Dragon Mantle, Otherwordly) so it's a damn potent weapon. But for all that, it is probably costed alright if we compare it to other expensive beatsticks such as the Giant Sword, Onyx Hammer, Sowrd of the Dawn Ages, etc.

      Do consider raising the points costs to 80, so that the Endbringer can't take the Dragon Mantle, unless that is what you want him to do?

      Shield of Unyielding Order: A pretty unique effect, only used once before in the entire game to my knowledge, and that is on a mount, not a magic item, so costing this one is a bit hard.
      Looking at the closest similar effects (disallowing +S effects from weapons) we see that such effect casts somewhere around 40-25p, depending on how limited it is. This one costs 28-30p is we discount the cost of the shield which seem pretty acceptable.

      Obsidian Nullplate: Someone taped a Obsidian Pebble (10p) to a suit of Plate Armour and tricked everyone that it was a new magic item? Sure, why not :)
      It does give Plate Armour to a someone who otherwise can't have it, so it might be worth 20p + 10 for a Obsidian Pebble blu-tacced on.

      Oblivion Dragon's Tooth: This item has no equivalent anywhere, which is cool but makes costing it hard.
      My initial impression is that Oblivion Scream is a really, really powerful ability and should probably be worth more than 35p, but I confess to being unsure in this regard, because forcing break tests at will is something no one else gets to do.

      Tranquility: A wierd one. +1 Ward Save is worth 30-45p. While +1 attacks is probably worth 10-15p, BUT since it also required a extra purchase of Agony, I'm not sure. I think it is decently costed, but it is just wierd enough that it has to get play-tested out. The rerolling on 1's on AS's for 25/15p seem decent enough, seeing how rerolling all AS's is worth 30p in the Dusk Stone.

      Reaper's Cloak: This gives a extra 1d3+1 auto-hitting non-allocated attacks at I0. That is quite powerful for 35/25p.
      1d3 Impact hits and +1T costs 35p on a Orc Heavy Armour. Given the superiority of Grinding Attacks I'd say 40/30 would be a betetr spread, IMHO.

      Empty Shell: Situational and unique. The closest existing thing is the Eye of Nyanggai (25p) which is both vastly more powerful and one use only. Considering everything, I'd say that this item is actually somewhat overcosted but it is situationally powerful enough that it's hard to be sure. Against some armies it might do nothing because they don't have a good Hex, against some it will be a game-changer.
      Tough one, but I like unique items :)

      Summoning Circle: The Voidies have also stolen a Teleporter Relay Beacon from 40k, allowing them to Deep Strike eh... Tear the Veil more flexibly.
      This seems about right, though it could do with a cooler name :)

      Banner OF Shattered Fate: A quite powerful banner, providing a multitude of situational debuffs, both offensive and defensive (elves will hate it, as will anyone with a shield)
      Costed so that only a BSB can carry it, it seems well costed when compared to the other BSB-only banner in the game (though they all have unique and wonderful effects, so costing BSB-banners is hard.) Taking this eats up the Endwalker's entire Magic Item allowance but considering that a Endwalker can trivially reach a 3+/5++ on foot, that's not the worst thing ever. And Endwalkers are very beefy heroes to begin with being one of the most powerful infantry heroes in the game with S5, A4 and several powerful non-magical weapon options.

      That's it for magical items. Next time we'll look at Lords.
      I haz a blog! the-ninth-age.com/blog/index.p…-the-moment-aslo-batreps/.

      Mostly KoE and ID stuff. Now also some Void
    • Just going to be sneaking in little comments while I can to give the design process here while I can. And hey, all feedback is good feedback as far as balancing this stuff is concerned! :D

      Agony: One of the (many) reasons why I made sure the initiative of characters who could take this item (and other potent items) could never get above 6 without chugging a potion... simply because WS 6-8 and S5 base is incredibly potent. This actually resembles the old DE Beastmaster's Whip, which removed an attack for every wound it dealt. This one was limited to d3 once (so an average of two), no matter how much you murder-stab the target. The LD stripping part is just because, hey, the sword is sorta worthless against elves otherwise, you know? :P

      Unmaker: While I'm hovering between keeping this at 75 and bringing it up to 80 points, I do feel that I should point out that the Scaled Cloak and Dragon Mantel do not stack since both provide Innate Defense, and you just use the higher value possible. Personally, I would throw this item on a guy on a mount, since that does give a little bit better armor over-all (the fabled 2+ save from being on a horse with barding or a void hound, since both give a 5+ save that stacks with innate defense).

      And I'll admit... I do love me some great weapon goodness myself. :D

      Obsidian Nullplate: Oh no, someone knows! He must never tell!!! But yeah, the price is less from the plate armor, and more the fact that MR on the majority of this faction will grant a 4+ ward vs spells... and you can get a LOT of sources of it. This is costed with that in mind.

      Oblivion Dragon's Tooth: Maybe a bit less expensive than what one might expect, simply because a unit that breaks from Oblivion Scream can never be pursued. So while it might break a clutch unit right at the end of the match and give you 1/2 of the unit's points, it will never give you the points for removing the unit from the table fully. Though I miiiiight do something like making the scream only usable during the controlling player's turn, now that I think about it.

      Tranquility: The hidden cost of the item (the 50 points for Agony) is why this item is costed so "lowly." Rerolling 1's on armor saves might really be closer to 10/5 points, given just how little it will come up and how hard it is to actually get a 1+/2+ save that doesn't get knocked up a few notches, but the potential with Agony (which, if you are taking this item, you are probably taking on the same hero as part of the "build") does add a few points to this item.

      Reaper's cloak: Good catch on this one, I'll just make that adjustment quick...

      Empty Shell: Here I was looking for something that Kings in Yellow could do to somehow make their Meatshields mage bunker more resilient to being removed. Black Hole adds a bit of resilience vs. magic missiles, and this item was meant to cover the rest. Maybe a bit overpriced, but given the full package it basically shuts down ~75% of what a magic phase can do to hurt the unit, so I feel comfortable leaving it where it is until a (lot) of playtesting goes into it.

      Summoning circle: HE KNOWS TOO MUUUUUUUUUUUUUUUUUUCH... But anyway, a better name is definitely in order. Something like the Summoner's Grimore?

      Banner of Shattered Fates: Because I like drinking the tears of Savage Orcs, Elves, DL and VC... despite playing 1/2 of those listed factions. :D
    • Lords.

      Aspect: A Monstrous Infantry Lord with a statline more benefitting of a true Monster. It has a 4++ and either Divine and Flaming Attacks or T7, but can't join units and can't ride anything (T7 turns it too fat :) )
      Given the statline, the powerful upgrade options and super-powered stomp and the fact that it will be rocking a 4+/4++ with no instability, I'd say make it a proper monster on a 50x100mm base.
      I also feel like the Increased power and survivability ot has is worth more than 35p more than a Deamon Prince and would like to see it go up to at least 300p, possibly more.
      It has a low I, but I can see non-GW and non-Annihilating Grasp Aspects going for Sword of Haste a lot for that sweet I10.

      Endbringer: The combat lord (the Aspect Monster trying to hide out in the Lords allowance, this is a proper lord!). Rocking a statline close to that of the Lord of Chaos in all but Toughness and Initiative, achieving a 3+5++ with mundane equipment for 203p (165 naked) he's a prety potent cookie.
      Can also increase his Ward save to 4+ and his T to 5 but can then not ride a mount. Pretty decent. Nothing much to complain of, a potent combat lord.

      Yellow King: The Caster lord. Expensive at 30p more than a Archwizard of EoS but with a innate 5++ and a plethora or useful optional upgrades and a good variety of offensive and debuffing Lores, he's pretty good. And for once we even have a Lord wizard that offers things beyond that which 2 Hero wizard do, in that his upgrades (aura MR 10) is reserved for the King alone.
      Can also mount up on a Chariot or a Dragon, which his lesser versions cannot.
      Good design, me like.


      Might as well take a look at the Lores too.
      We have two new ones.

      Path of the Void

      Attribute pulls people within 12", 1d3+2" closer the the caster. Which is a nice thing. Quite situational.

      Dazzling Aurora is a 18" hex that gives -1 to hit at the base level. Considering other similar spells, mainly Blizzard and Curse of the Wild Wood, I'd say that a 5+ to cast is a bit too little and it should probably be 7+ like Blizzard, the lack of -1Ld and the extra range countering each others.
      The greater casting seems okay.

      Astral Road seems like a straightforward Magical Move but can effect two units it the greatest casting. The closest equivalent would be the Great Green Hand and as such they seem pretty equal. Being slightly harder to cast but offering two extra casting levels (one lesser and one greater) than the Orky spell. Consider copying the last section from the Great Green Hand over for clarity.
      The notice that this spell cannot target units engaged in close combat in unneeded as units stuck in combat cannot perform a Magic Move anyway.

      Cascading Aurora is a powerful hex spell, but considering Mesmeric Allure exists, it is hard to call it overpowered.
      Still powerfull and multi-purpose. Consider dropping the -1 to hit for ranged attacks unless the intention is to utterly gimp any ranged units, as they will already suffer -1/-2 to hit for being forced to move, and in some cases cannot shoot at all.

      Astral inspiration: A powerful LD buff/debuff at the same time. Nothing wrong with this one.

      Vacuum: Throw a Hoover at the enemy and deal 1d6/2d6/3d6 T tests, each of which can cause a wound. Powerful but perhaps not overpowered. Needs playtesting to find out. Consider renaming to something less reminiscent of housework chores.

      Fold Reality: Cool name for a spell that buffes either shooting or special movement.
      Decent, if situational.

      Reorder the Heavens: Super-powerful spell that reorders all terrain on the battlefield. Can potentially utterly devastate shooting-oriented armies. Unique enough that I can't really say if it is balanced or not.
      Needs heavy playtesting to find that out.

      Overall a decent lore, with a lot of situational spells.

      Path of Oblivion:

      Path attribute influcts a single S5 hit with AP2 on a character within 24" Hope you didn't bring any BSB or Wizards without a Ward Save because 3-4 casts of any spell in this Path and they'll be dead. Also all your champions are now dead.
      No. Don't. This si prety close to Touch of the Reaper, the Lv0 Death Spell, trading AP for range and for being free with each cast. Eitehr redo completely or make it into a lv0 Spell. This is way overpowered.

      Scream: lv0 Spell inflicting either 1d6 S5 hits at 6" or 2d6 at 12", both in a aura, both can be cast and affect unit in combat.
      Very interesting, very good against MSU or other small elite units. Hard to compare since no other spell functions the way it does.
      It feels a bit too good. Consider changing range to 12" all the time but reserving Aura and hitting units in combat for greater casting?
      I dunno really, just feels to big for a spammable (since it is a lv0) spell.

      Blessing of Annihilation: Good buff spell. Superior to Sneaky Slicing in range. Should probably be 7+/9+/13+ or something similar to cast due to increased range.

      Creeping Destruction: Powerful spell that will devastate low-AS, low-model units.
      Good spell. Centaurs and Taurukhs beware.

      Unravel: Powerful assassination spell with S6, multiple wounds but lacking in AP with a extra small S4 blast fter you've killed the target (and if the target is Hero it will probably die). Very powerful.

      Consume Chaos: MR1 and reroll miscasts in a unit. Good spell.

      Decimate: Utternly devastating 24" Line Template. I test or suffer a AP6 hit.
      Not sure why the attacks has Flaming Attacks unless the intention is to make Fireborn models nigh-immune to it? It serves no other purpose, since the spell doesn't roll to wound. Amazingly powerful on a mounted wizard, but also somewhat hard to cast.

      All-Consuming Sphere: A permanent, upgraded Orb of Darkness with some minor changes in the stats, more dangerous to walk through and can't be shot through at all.
      Feels a bit too much, consider lowering the casting cost and making it Remains in Play instead?

      Next time. Heroes.
      Probably tomorrow or this evening. This was more tiring than expected.


      I haz a blog! the-ninth-age.com/blog/index.p…-the-moment-aslo-batreps/.

      Mostly KoE and ID stuff. Now also some Void
    • Gnomes2169 wrote:




      Summoning circle: HE KNOWS TOO MUUUUUUUUUUUUUUUUUUCH... But anyway, a better name is definitely in order. Something like the Summoner's Grimore?
      I'm not accusing you of being creatively barren or anything, it was just what snuck into my mind as I read the item :)
      I haz a blog! the-ninth-age.com/blog/index.p…-the-moment-aslo-batreps/.

      Mostly KoE and ID stuff. Now also some Void