Children of the Wyrm (Homebrew faction)

    • Children of the Wyrm (Homebrew faction)

      Children of the Wyrm

      Google document for 1.3

      The army sigil is a silhouette of a five-headed European dragon, curled around a star. Much, much smaller images of dragons flocking around that one can be made out, but the sheer scope makes them seem like hatchlings standing in front of a mountain.

      Army wide special rules
      Dragon Hoards: This is not actually an AWSR. However, I feel that it is best to note this here, before moving on to other parts of the army book. Due to the riches and splendor dragons naturally accumulate over their long lives, all characters and unit champion models that could take magical equipment have their magical item points limits increased by 50%.

      Fury of the Wyrm: If the General of the army dies, then model parts with this special rule gain Frenzy, and have Hatred for as long as they keep Frenzy.


      Army special Rules
      Dragon Primarch: Only models with the Dragon Primarch special rule can be the army general. When a model with this special rule joins a unit, rank and file models in the unit gain +1 Weapon Skill and +1 Initiative. Mounts are not affected.

      Divine Warding: While within the Inspiring Presence of a Dragon Primarch, a unit with this special rule Improves their ward save by 1 (gaining a 6+ ward save if they had none), gains Magic Resistance (1) and does not have to reroll their ward saves due to Divine Attacks.


      Armory
      Bladed Shield: Paired weapons. A model with this weapon gains +1 to their armor save.

      Dive Lance: Halberd. If the bearer's model has the Fly special rule, then the bearer gains Thunderous Charge.

      Mother's Flames: Shooting weapon. Range 18", Strength 3, multiple shots d3, flaming attacks, quick to fire, attacks made with this weapon ignore the multiple shots penalty. Only models in the front rank of a unit may make attacks with this weapon. For each full rank of models in a unit beyond the first, increase the strength of this weapon by 1 (to a maximum of +2).


      Magical items
      Magical Weapons
      Sky Breaker (120 points)
      Type: Dive Lance. Attacks made with this weapon have Multiple Wounds (2; flying) and lightning attacks. A model with this weapon also gains the following special attack:
      • Range 12", Strength 5, lightning attacks, Multiple Shots (attack characteristic of the character), attacks from this weapon automatically hit.
      Magical Armour
      Dragonscale Plate (85 points)
      Type: Plate armor. The wearer gains a 5+ ward save and Fireborn.

      Helm of the Wyrmspeaker (70 points) infantry only
      Type: None (6+ armor). One use only: Models in the wearer's unit with Fury of the Wyrm gain Stubborn.

      Talisman
      Heart of the God Beast (120 points)
      The bearer of this item has Regeneration 4+ and immunity to lethal strikes. If the model has Fireborn, then it loses that rule.

      Flame of the Dragon's Heart (50 points)
      One use only. The first time the bearer's model would be reduced to 0 wounds, they are reduced to 1 wound instead.

      Enchanted Items
      Tear of the Goddess (120 points)
      The bearer's army gains Strider (Water). Additionally, the bearer gains the following ability:
      • One use only. The bearer of this item may activate this item at the end of a friendly movement phase to place a piece of water terrain anywhere within 6" of themselves or their unit. This terrain can be up to 28 cm in length and 20 cm in width (with a recommended shape of a tear drop, for maximum fluffiness).
      Wings of the Dragon (70 points)
      The bearer of this item gains Fly (7).

      Arcane Items
      Essence of the Goddess (100 points)
      The bearer of this item may generate spells from the Path of Divination as well as their chosen path. In addition, the wizard may generate 1 extra spell. Determine how many spells will be learned from each path at the start of the game (both chosen paths must have at least 1 generated spell).

      Eternal Flame (80 points)
      The bearer of this magical item may reroll the number of random hits they generate with spells from the path of Pyromancy or Alchemy, and may reroll wound rolls of 1 from these paths.

      Magical Standards
      Banner of the Dragon Queen (150 points)
      The bearer's unit gains a ward save (6+), fireborn and Divine Warding. If a model already had a ward save, this ward save is increased by 1 (to a maximum of 4+). No character besides the bearer of this standard may join be joined to unit with this standard.


      Characters (40% limit)

      Divine Dragons (0-1 choice)
      Single Model. Monster, 100x150 base.
      ModelMWSBSSTWIALD
      Dragon High Matriarch6 (8)7--7774710
      Dragon High Patriarch6 (8)6--667469

      Dragon High Matriarch: (860 points) Dragon High Patriarch: (640 points) (This model counts towards both Characters and Seraphs)

      Armour:
      4+ innate defense

      Special attacks:
      Breath weapon (Strength 4, flaming attacks, divine attacks)

      Special rules:
      Divine Attacks
      Dragon Primarch
      Fireborn
      Otherworldly

      Options
      Patriarch:
      May take magical items (Not weapons or armor) (up to 150 points)
      May increase the strength of his breath weapon to 5 (30 points)

      Matriarch:
      May take any 2 arcane items (up to 200 points)
      May become a wizard apprentice* (free)
      May become a wizard master* (70 points)
      If she is a wizard, she must take one of the following:
      • 1 learned spell (free)
      • 2 learned spells (50 points)
      • 3 learned spells (100 points)
      *Generates spells from the Path of Divination, Thaumaturgy or Pyromancy


      Children of the Scale (0-5 choice)
      Single model. Infantry, 25x25 base
      ModelMWSBSSTWIALD
      Scale Lord463553559
      Wyrmspeaker453553448

      Scale lord: (300 points) Wyrmspeaker: (190 points)

      Armour:
      Innate defense 5+

      Special Rules:
      Dragon Primarch
      Immune to Psychology
      Fury of the Wyrm

      Options
      May take magical items: (up to 300 points) (up to 150 points)
      May become the BSB (Wyrmspeaker only): (50 points)
      May wear any of the following:
      • Light armor (15 points) (10 points)
      • Heavy armor (infantry only) (30 points) (20 points)
      • Shield (10 points) (10 points)
      May be equipped with a close combat weapon (one choice only):
      • Halberd (15 points) (10 points)
      • Bladed Shield (30 points) (20 points)
      • Lance (30 points) (20 points)
      • Dive Lance (40 points) (30 points)
      • Great Weapon (40 points) (30 points)
      May ride a mount (one choice only):
      • Young Drake* (120 points) (120 points)
      • Ascended Drake** (320 points) (cannot take)
      May gain a breath weapon (strength 4, flaming attacks): (60 points) (60 points)

      *The mount counts towards Draken Brood, while the rider counts towards characters.
      **The mount counts towards Seraphs, while the rider counts towards characters.


      Keeper of Embers (210 points) (0-3 choice)
      Single model. Infantry, 25x25 base.
      MWSBSSTWIALD
      443443328

      Armour:
      Innate defense 6+

      Magic:
      Wizard Apprentice. Generates spells from the Path of Alchemy or the Path of Pyromancy.

      Special Rules:
      Dragon Primarch
      Fireborn
      Fury of the Wyrm

      Options
      May become a Wizard Master (70 points)
      Must take learned spells (choose one):
      • 1 spell (free)
      • 2 spells (50 points)
      • 3 spells (100 points)
      May take magic items (up to 150 points)
      • If a wizard master (up to 300 points)
      May wear armor (choose one):
      • Light armor (10 points)
      • Heavy armor (30 points)
      May ride a Young Drake* (170 points)

      *The mount counts towards Draken Brood, while the rider counts towards Characters.


      Stoker of Breath (200 points) (0-2 choice)
      Single Model. Infantry, 25x25 base.
      MWSBSSTWIALD
      453453438

      Armour:
      Heavy armor, Innate defense 6+

      Weapons:
      Halberd

      Special attacks:
      Breath Weapon (Strength 2, flaming attacks, divine attacks.)

      Special rules:
      Fireborn
      Fury of the Wyrm
      Not a Leader

      Fan the Flames: For every full rank in a unit joined by this model, the strength of this model's breath weapon is increased by +1 (to a maximum of +3).

      Solo Conductor: No other model with this special rule may join a unit that this model is currently joined to.

      Options
      May take magical items (up to 150 points)
      May become a wizard apprentice and learned spells*:
      • 1 spell (60 points)
      • 2 spells (110 points)
      *Generates spells from the Path of Pyromancy.


      Draken Brood Mother (215 points) (0-3 choice)
      Single model. Monstrous beast, 40x40 base.
      MWSBSSTWIALD
      5 (5)4--454237

      Armour:
      Innate defense 4+

      Special Rules:
      Devastating charge
      Fear
      Fury of the Wyrm
      Insignificant

      Brood's Protection: This model may join Drakeling units. When joined to this unit, the Draken Brood Mother is treated as a war beast for the purposes of allocating shooting and artillery attacks.

      Sympathetic bond: When this model is joined to a unit of Drakelings, that unit gains Devastating Charge and Fury of the Wyrm.

      Options
      This model may gain two of the following special rules:
      • Thunderous Charge (15 points)
      • Innate Defense 3+ (25 points)
      • Poisoned attacks (30 points)
      • Dragon Primarch (60 points)



      Character Mounts

      Young Drake
      Single model. Monstrous Beast, 50x75 base.
      MWSBSSTWIALD
      6 (6)3--553234

      Special Rules:
      Devastating Charge
      Fly (6)

      Ascended Drake
      Single model. Monstrous Beast, 50x100 base
      MWSBSSTWIALD
      7 (7)5--654347

      Armour:
      Mount's Protection 6+

      Special Rules:
      Devastating Charge
      Divine attacks
      Fear
      Fly (8)
      Fury of the Wyrm
      Towering presence

      The post was edited 38 times, last by Gnomes2169 ().

    • Core (25% minimum)

      Dragonkin Warriors (200 points)
      15 models, may add up to 20 models for 15 points/ model. Infantry, 25x25 base.
      MWSBSSTWIALD
      43--441217

      Armour:
      Heavy armour, innate defense 6+

      Special rules:
      Fury of the Wyrm
      Scoring

      Options
      May be equipped with a close combat weapon (one choice only):
      • Spear (1 pts/ model)
      • Bladed shield (5 pts/ model)
      May upgrade one model to each of the following:
      • Champion (20 points)
      • Musician (20 points)
      • Banner (20 points)
        • May become the Veteran Standard Bearer


      Drakelings (140 points)
      20 models, may add 30 models for 7 points/ model. War beasts, 20x20 base.
      MWSBSSTWIALD
      52--331216

      Armour:
      Innate defense 5+

      Special rules:
      Armor piercing (1)
      Fight in Extra Ranks
      Insignificant
      Scoring

      Options
      May gain a second instance of Fight in Extra Ranks (1 pt/ model)
      May gain Brood's Protection* (40 points)

      *Brood's protection: A model with this special rule may accept challenges in place of a Draken Brood Mother. If a challenge is denied, rank and file models with this special rule may not be chosen as the model that loses their attacks.


      Servants of Ash (150 points)
      15 models, may add up to 35 models for 10 points/ model. Infantry, 25x25 base.
      MWSBSSTWIALD
      423341317

      Armour
      Innate defense 6+, shield

      Special rules:
      Fireborn
      Fight in Extra Ranks
      Fury of the Wyrm

      Heated bodies: Only characters with the Fireborn special rule may join this unit.

      Options
      May be equipped with spears (2 pts/ model)
      May take one of the following:
      • Bows (maximum 25 models, 0-2 choice) (2 pts/ model)
      • Wardens of Ash* (40 points)
      May upgrade one model to each of the following:
      • Champion (20 points)
      • Musician (20 points)
      • Standard Bearer (20 points)
      *Wardens of Ash: When a character joins this unit, they may ignore the First Rank rule and may be placed anywhere in the unit. These characters may also ignore challenges without penalty.



      Special (no limit)

      Clerics of the Flame (250 points) (0-2 choice)
      15 models. May add up to 20 models for 14 points/ model. Infantry, 25x25 base.
      MWSBSSTWIALD
      44--341318

      Armour:
      Innate defense 6+, light armour

      Special rules:
      Bodyguard (Keeper of Embers, Stoker of Breath)
      Fireborn
      Fury of the Wyrm
      Heated bodies (see Servants of Ash)
      Scoring

      Channel the Flame: Any wizard joined to this unit may always cast Missile and Damage spells, even if this unit is engaged in close combat. However, all missile and damage spells must target an enemy unit that the Clerics of the Flame are currently engaged with.

      Options
      May be equipped with a close combat weapon (one choice only):
      • Spear (1 point/ model)
      • Halberd (2 pts/ model)
      May be equipped with a shield (2 points/ model)
      May upgrade one model to each of the following:
      • Champion (20 points)
      • Musician (20 points)
      • Standard Bearer (20 points)
        • May take a magical banner (up to 50 points)


      Dragonflame Adepts (100 points) (0-2 choice)
      5 models, may add up to 10 models for 16 points/ model. Infantry, 25x25 base
      MWSBSSTWIALD
      434341317

      Weapons:
      Mother's Flames

      Armour:
      Innate defense 6+

      Special rules:
      Fireborn
      Fury of the Wyrm
      Divine Warding
      Ward 6+

      Dragonkin Chosen (330 points) (0-2 choice)
      10 models, may add up to 5 models for 36 points/ model. Infantry, 25x25 base.
      MWSBSSTWIALD
      4 (5)4--441228

      Weapons:
      Dive Lance

      Armour:
      Heavy armor, innate defense 6+

      Special Rules:
      Divine Warding
      Fly (5)
      Fury of the Wyrm
      Ward 6+

      options
      May upgrade one model to be the unit Champion (20 points)
      • Champion may take a magical weapon (up to 75 points)


      Half-Dragons (260 points) (0-3 choice)
      3 models, may add up to 5 models for 100 points/ model. Monstrous infantry, 40x40 base.
      MWSBSSTWIALD
      5 (6)4--543237

      Weapons:
      Halberd

      Armour:
      Innate defense 4+

      Special rules:
      Fly (6)
      Fury of the Wyrm
      Scoring

      Options
      May wear light armor (10 pts/ model)
      May exchange halberd for Dive Lance (5 pts/ model)
      May upgrade one model to each of the following:
      • Champion (20 points)
        • May gain a breath weapon (strength 4, flaming attacks) (60 points)
      • [lexicon]Musician[/lexicon] (20 points)
      • Banner (20 points)


      Scale Sworn (100 points) (0-2 choice)
      10 models, may add up to 5 models for 12 points/ model. Infantry, 20x20 base.
      MWSBSSTWIALD
      434331316

      Weapons:
      Throwing weapons

      Armour:
      Innate defense 6+, light armour, shields

      Special rules:
      Insignificant
      Light troops
      Scout

      Wyrm Guard (380 points)
      15 models. may add up to 15 models for 32 points/ model. Infantry, 25x25 base.
      MWSBSSTWIALD
      44--441228

      Weapons:
      Bladed Shield

      Armour:
      Heavy armour, Innate defense 6+

      Special rules:
      Armor piercing (2)
      Fury of the Wyrm
      Immune to Psychology

      Inspiration of the Scale Lords: As long as this unit is in the Inspiring Presence of their general, all rank and file models gain Fight in Extra Rank and Hatred.

      Options
      May exchange Bladed Shields for Great Weapons (3 pts/ model)
      May upgrade one model to each of the following:
      • Champion (20 points)
        • May take a magic weapon (up to 75 points)
      • [lexicon]Musician[/lexicon] (20 points)
      • [lexicon]Standard Bearer[/lexicon] (20 points)
        • May take a magical standard (up to 100 points)



      Draken Brood (20% limit)

      Drake Riders (280 points) (0-2 choice)
      2 models, may add up to 3 models for 130 points/ model. Monstrous cavalry, 50x75 base.
      ModelMWSBSSTWIALD
      Rider44--441228
      Young Drake6 (6)3--553234

      Weapons:
      Dive Lance

      Armour:
      Heavy armour, innate defense 6+

      Rider Special Rules:
      Devastating Charge
      Fury of the Wyrm

      Young Drake special rules:
      Devastating Charge
      Fly (6)

      Options
      May exchange Dive Lance for Bladed Shield (10 pts/ model)
      May upgrade one model to each of the following:
      • Champion (20 points)
        • May take a magical weapon (up to 75 points)
      • [lexicon]Musician[/lexicon] (20 points)
      • [lexicon]Standard Bearer[/lexicon] (20 points)
        • May take a magical standard (up to 100 points)


      Elemental Drake (0-3 choice)
      Single model. Monstrous beast, 40x40 base
      MWSBSSTWIALD
      6 (6)34444246

      Armour:
      Innate defense 4+

      Special rules:
      Fly (6)
      Hard Target

      Of many varieties: Elemental drakes are smaller and weaker than their larger, more brutish cousins. To make up for it and to ensure that other drakes do not hunt them in the wild, they have developed innate magical traits that correspond to the elemental magic that was most present within their native environment. Choose one of the following drakes during list building.

      Drake Varieties
      Fire drake (185 points) (0-2)
      Weapons:
      Flaming spit
      Flame Thrower Artillery Weapon with range 12", S4 and flaming attacks.
      This weapon may not be fired on a turn that the Drake has marched. If a Misfire is rolled, the drake always counts as rolling a 5+ on the misfire chart.

      Special rules:
      Fireborn
      Flaming attacks


      Ice drake (230 points) (0-2)
      Weapons:
      Icey bristles
      Volley Gun Artillery Weapon with range 18", S4, multiple shots (2d6x2). A unit damaged by this weapon must roll an extra d6 on charge, flee and random movement rolls and discard the highest die rolled until the end of their next turn.
      This weapon may not be fired on a turn that the Drake has marched. If a Misfire is rolled, the drake always counts as rolling a 5+ on the misfire chart.

      Special rules:
      Chilling Aura: Enemy units within 6" of this model have -1 initiative. Multiple auras do not stack.


      Lightning drake (120 points) (0-2)
      Weapons:
      Lightning Breath
      Bolt Thrower Artillery Weapon with range 24", Strength 3[6], multiple wounds (d3) and lightning attacks.
      This weapon may not be fired on a turn that the Drake has marched. If a Misfire is rolled, the drake always counts as rolling a 5+ on the misfire chart.

      Special rules:
      Lightning attacks


      Toxic drake (245 points) (0-2)
      Weapons:
      Noxious Bombardment
      Catapult (4) with range 6-36", toxic attacks
      This weapon may not be fired on a turn that the Drake has marched. If a Misfire is rolled, the drake always counts as rolling a 5+ on the misfire chart.

      Special rules:
      Poisoned attacks


      Mature Drake (300 points) (0-2 choice)
      Single model. Monstrous beast, 50x100 base
      MWSBSSTWIALD
      7 (7)5--655257

      Armour:
      Innate defense 3+

      Special rules:
      Devastating Charge
      Fly (7)
      Stomp (d3)
      Terror


      Seraphs (35% limit)

      Arch-Wyrm (300 points) (0-2 choice)
      Single model. Monster, 60x100 base.
      MWSBSSTWIALD
      6 (7)4--564339

      Armour:
      4+ innate defense

      Special rules:
      Divine Warding
      Fly (7)
      Fury of the Wyrm
      Otherworldly

      Magic:
      Wizard Conclave. (Glory of Gold (Path of Alchemy) and Scorching Salvo (Path of Pyromancy))

      May become a Champion (120 points)

      Brood Guardian (600 points) (0-1 choice)
      Single model. Monster, 50x100 base.
      MWSBSSTWIALD
      6 (7)5--666359

      Armour:
      Innate Defense 3+

      Special Rules:
      Fly (7)
      Fury of the Wyrm

      Divine Terror: If an enemy unit declares a charge against a friendly unit within 6" of this model, the charge roll must be resolved with an extra d6, dropping the highest die rolled. If the charging unit has swift stride, they lose this special rule until the charge is resolved instead. If an enemy unit declares a charge against this model, that unit must make a panic check before resolving the charge.

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

      God Beast (580 points) (0-1 choice)
      Single model. Ridden monster, 100x150 base
      ModelMWSBSSTWIALD
      Riders (2)--4--441327
      God Beast74--766253

      Weapons:
      Spears (riders only)

      Armour:
      Innate defense 5+

      Rider Special Rules:
      Fury of the Wyrm

      God Beast special rules:
      Frenzy
      Regeneration 4+
      Swift Stride

      Impervious Flesh: A model with this special rule cannot have their armor save raised or lowered by any means. In addition, the model is immune to lethal strikes.

      The post was edited 43 times, last by Gnomes2169 ().

    • Suggested models

      Accessories
      Because sometimes, your dragonman miniature is just missing something that you need to finish them properly.

      Wings Model 1 Model 2 Model 3 (useful for baby drake wings)


      Characters
      Divine Dragons Model 1 Model 2

      Children of the Scale Model 1 Model 2 Model 3 (wings, great weapon) Model 4 (wings, dive lance) Model 5 Model 6 (no weapon)Model 7 (wings, paired weapons or sword+shield) Model 8

      -On a young drake: Model 1 (find a different rider head)

      -On an Ascended Drake: Rider miniature (ignore the dino) Model 2 Model 3 (Mount)

      Keeper of Embers Model 1 Model 2 Model 3

      Stoker of Breath Model 1 Model 2 Model 3

      Drake Broodmother Model 1 Model 2

      Characters in General BSB, Children of the Scale, Keepers of Embers


      Core
      Dragonkin Warriors: Model 1 Model 2 (bladed shields)

      Drakelings Model 1 Model 2 Model 3 (use kobold as the champion of some Servants of Ember or something and add wings) Model 3 (unit champion) Model 4 (warning, disgustingly cute) Model 4 Model 5

      Servants of Embers Model 1 Model 2 (Recommended for bows) Model 3 (Recommended for spears) Model 4 (Recommended just for numbers) Model 5 (unit champion) Model 5 Model 6 (Re-base and paint as necessary)




      Draken Brood
      Drake Riders: Model 1 (find different riders) Model 2 (find different rider heads)

      Elemental Drakes Model 1 Model 2/ 3 (with an alternate model 3 in-kit) Model 4

      Mature drake Model 1 Model 2


      Seraphs
      Arch-Wyrm Model 1 (And the only model you will ever need) Model 2 Model 3

      Brood Guardian Model 1 Model 2 Model 3

      God-Beast Model 1 Model 2

      The post was edited 16 times, last by Gnomes2169 ().

    • Broods
      While the main army book represents the combined armies of Tiamat’s spawn, there are many different aspects to the Goddess of Dragon that can each make an effective army all of their own. If a player wants, they may field an army comprised of a single draconic brood, emphasising the army’s different play styles, strengths and weaknesses, along with adding a theme to their army.

      Black Brood
      Black Brood
      The Black brood is one born of the Mother’s sorrow. Children of Endings, the dragon-kin who are born into this brood tend to be oddly sympathetic towards living things, especially other races. Reluctant soldiers, effective and cold so that they can bring combat to a swift end, the Black brood are the Soldiers of Death and Pariahs of Grief.
      Their brood is the most short-lived, those who survive war and strife becoming elderly and passing to the Mother’s side after living but two human lifespans. This relative mortality gives them a strange respect for the more fragile races, especially the drakes and humans that the dragonkin have domesticated, and an outlook on life itself that is both bleak and joyous. For them, of all dragon-kin, death is not only a possibility, but inevitable, and so the prospect of facing it is not something to be feared. Rather, it should be embraced, with a smile and knowledge that their life was lived to its fullest before its end.
      This is not to say that they are fearless, but members of the black brood will not flee from any army, nor back down when faced by any monster. If by their sacrifice a different brood or ally may be spared annihilation, then that sacrifice shall be made.
      Tiamat’s black head represents sorrow, sacrifice, peace and acceptance, and much like that aspect these children do not desire war. For to wage war is to bring pain, and only a monster would wish to revel in the suffering of others. But sadly, war is inevitable, and their loyalty to their kin and their goddess is unquestionable. And so, despite hating it, the Black brood has refined the art of war so that they can end it as quickly and as painlessly as possible.
      Knowing that they sew suffering with their actions, the Black brood is unique among their kin for taking the time to respect the dead of their fallen foes, even going so far as to prepare the dead of their enemy for a proper burial! This includes carrying the shattered bodies back to their traditional mausoleums, or to the clan halls of their ancestors, across leagues and countries if necessary. And for this the other races are known to allow these funeral processions to pass through unmolested, respecting the sanctity of the dead and their escorts, even joining the procession in some cases, and allowing some small peace to reign in the midst of war.
      With how little they desire to participate in bloodshed and how protective they are of other races, the Black brood is typically given the “lowly” job of consolidating the power and holdings of the rest of their kin. While this makes them vital to the survival of the empire the Reds and Whites dream of, it is also little more than a glorified nanny position, and, among many of the dragon kin, makes the Black brood into the joke of the armies.
      What few true armies this brood fields are scarred veterans that have put up with this perception of their “weakness” for decades, and who deal with the jeering and the insults with a silent dignity that seems lacking in the rest of their race. This has drawn the notice and respect of the Green brood, who view these peace-dreaming warriors as brothers and friends.
      Only demons and their servants are accorded the hatred of this brood, along with all otherworldly and undead things. Those servants of the unnatural exist in defiance of the cycle of life and death, opposed to the Black’s view of right, wrong and inevitable, and as such they must be eradicated before their filth can be allowed to spread. Against such a foe there can be a joy in combat, even if war itself is a terrible thing.

      Brood Rules
      An army with this brood may not include Dragon Matriarchs, Dragonflame Adepts, Dragonkin Chosen, Ancient Wyrms or God Beasts.

      All models in an army with this brood gain Hatred (Otherworldly, Undead)

      In an army with this brood, the limits on the Draken Brood category are increased to 35%, while the Seraphs category is decreased to 20%.

      All breath weapons in the army are replaced with a Breath Weapon (Toxic attacks).

      All models in an army with this brood gain Accepted Inevitability.
      • Accepted Inevitability: A model with this special rule may never declare the flee action, and automatically passes any terror test.
      No model in an army with this brood may take the Pursue or Overrun actions when an enemy breaks or is wiped out in close combat, even if they have Frenzy. Instead, they take the following action if they become unengaged:
      • Bury the Dead: A unit that takes this action makes a post-combat reform and may not be the target of shooting attacks or spells during the enemy’s next turn. A unit that takes this action may not charge or march during their controlling player’s next turn.
      All model parts with Fury of the Wyrm lose this special rule, and instead gain Grim Determination
      • Grim Determination: Models with this special rule gain Frenzy in the first round of combat.
      Keepers of Embers in an army with this brood may generate spells from the paths of Evocation or Pyromancy.

      Draken Brood Mothers and Mature Drakes must gain the ability Favored Pets for 20 points.
      • Favored pets: A model with this special rule gains Thunderous Charge as long as they join combat involving a friendly model that has the Dragon Primarch special rule. For monstrous cavalry models, this ability only affects mounts.
      Ascended Drakes, Young Drakes, Drake Riders and Elemental Drake models in the army must gain the ability Favored Pets for 15 points/ model.

      Brood Guardians must replace Divine Terror with Come the Reaper.
      • Come the Reaper: Model parts with Grim Determination within 6” of a model with this special rule must reroll to hit and to wound rolls of 1 in close combat.


      Blue Brood
      Blue Brood
      The Blue brood are the most secretive of all Tiamat’s children. Even among their own kin they seem flighty, unwilling to divulge their brood’s secrets, and even out-right nervous if approached by dragon-kin of differing broods or clans. These lords of magic are nomadic, living within their flying castles and fortresses at the very fringes of dragon-kin territory and acting as the advanced guard of their kind’s armies. The Oncoming Storm, Dragon Riders and Vault Hunters, this brood of pirates and slavers acts for their own hidden interests.
      The only brood not to hold true dragons as something far greater than their ken, the Blue brood seems to have long ago abandoned many of the traditions of their peers, chief of which are the twin taboos of possessing slaves and riding into battle upon the backs of dragons. While this obviously had led to certain tactical advantages, it also has lead to much of the more pious elements of their race simply abandoning this brood, which serves the Blues just fine. Priests cause headaches, and clerics demand, of all things, tithes.
      Tiamat’s blue head represents freedom, logic, progress and doubt, all mixed together to culminate in the heart of a violent storm of change and shifting ideals. Leading to Blues, of being able to understand, decipher and join the political games of other races, as their own society is a jumble of almost every shady machination that man and beats have conceived! This combined with their ability to harness raw mana has lead to the creation of an ever-shifting jumble of city-states, each made from the floating strongholds that the many disparate, still separate clans created back when the world was young, and the Veil far more open to tampering than it is now. To the Blues, an immobile home leads to stagnation, and stagnation is worse than death.
      While greed is common among many of the dragon-kin, a trait that was inherited from their blessings and ancestors long ago, among the Blues it is almost the only driving force that can truly motivate them to action. Even the slightest of rumors of some artifact or secret hoard is enough to launch an expedition, and if scouts from multiple blue factions should cross paths on the way to a particular treasure, a conflict that only one force will survive is almost inevitably going to happen.
      Their avarice combined with their intellect have made this brood into a race of incredibly effective pirates, striking hard and fast from seemingly out of nowhere, only to disappear once they have stolen what magical and glittering plunder they desired in the first place. The effectiveness of these raids has earned them the grudging respect of the Dread Elves… but if only for raw admiration for the magical technology displayed in the flying cities that the blues employ! Many a Dread Prince has tried to claim even a mere fortress, though only the luckiest and most cunning have been able to wrest control from the clutches of a clan for even a short while.
      Of all the broods, the blues are the only ones that were never conquered by the reds. While they did fight at times, it was always in the manner of pirates raiding a settlement or city, never as true, bitter enemies. Now they seem to hold a pact: The blues can claim whatever plunder they desire, and the reds shall not interfere as long as the raids target their enemies. A pact that the blues have no desire to break, since dragon versus dragon battles always tend to get more… messy, and the "children" have so much land to explore anyway!

      Brood Rules
      An army with this brood may not include Divine Dragons, Stokers of Breath, Draken Brood Mothers, Drakelings, Servants of Ash, Clerics of the Flame or God Beasts.

      All breath weapons in an army with this brood lose Flaming attacks and gain Lightning attacks and Magical Attacks instead.

      All model parts with Fury of the Wyrm lose this special rule and instead gain Vanguard and Paranoia.
      • Paranoia: Models with this special rule may not use their general’s inspiring presence for Panic or Break tests. Models with this special rule also lose Swift stride from all sources, and Rank and File models with this special rule may not become unit champions.
      • All models with Fly in an army with this brood gain Death from Above.

      • Death from Above: Units composed entirely of models with this special rule may move to within 9” of enemy units when they make Vanguard moves. If a model with this special rule has Ambush, then when they enter the board with this special rule, they may enter the battlefield within 6” of any board edge, facing any direction they can legally fit.
      Scale Lords and Keepers of Embers may be mounted on a Brood Guardian for 640 points. This mount is a 0-1 choice, and counts against the army’s Seraphs limit when taken in this manner.

      Keepers of Embers may generate spells from the paths of Alchemy, Cosmology or Divination.

      Dragonkin Chosen may lose Vanguard and instead gain Ambush for 6 points/ model. Units with Ambush may only include up to 10 models.

      Scale Sworn become a 0-4 choice, and any units containing 15 models count towards the army’s core requirements.

      Half Dragons, Drake Riders and Mature Drakes may lose Vanguard and instead gain Ambush for 15 points/ model. Half Dragons and Drake Riders with this upgrade cannot contain more than 3 models.

      When an Arch Wyrm gains Wizard Conclave, it has the the spells Ice and Fire (Path of Cosmology) and Know thy Enemy (Path of Divination) instead of its normal spells.

      If no character is mounted on a Brood Guardian, then the limit on Brood Guardians in an army with this brood becomes 0-2. In addition, Brood Guardians lose Divine Terror and instead gain Magical Conduit.
      • Magical Conduit: All wizards within 6” of a model with this special rule (including riders, if any) gain +1 to all spellcasting attempts. In addition, every friendly unit within 6” of a model with this special rule gains MR (2) and the Channel special rule if they did not possess it before.


      Green Brood
      Green Brood
      The Green brood is a savage, primal thing. A warrior brood famed for its ability to withstand and recover from blows that would fell even other dragon-kin in a heartbeat, the Green brood has no room or patience for the weak within its ranks. The Breathless Legions, Undying Shield and Champions of Life among Tiamat’s army, the Green Brood is the enforcer branch of the dragon-kin.
      The Green Brood is the longest lived, with the most ancient of its members remembering the end of the Third age. Much of their longevity comes from their innate regenerative abilities, which, while not remarkable, are still notable in and of themselves. Their long lives paired with their ambitious personalities have created a society of blood knights, constantly seeking challenge and opponents that can bring excitement to their monotonous existence.
      Tiamat’s Green head represents life, healing, growth and rebirth. While many of these aspects are good, and the positive nature of the Green brood can attest to that fact, it does not mean that this aspect of Tiamat is soft. After all, life is not without struggle and hardship, healing takes time and must be learned from, and growth has to be earned. And the Green brood cheerfully embraces and embodies all of these different meanings and aspects, seeking to grow from trial and to help others grow as well, even if their “partners” do not share the same outlook on life.
      Their desire for challenge and, in some ways, martial supremacy makes the Green brood the most likely to come into conflict with the other dragon-kin, especially their red brethren who constantly try to assert dominance over the Green brood. For the Greens this is a cute display of affection, while the Reds, and to a lesser degree the other broods, find it to be a large source of annoying arrogance. And, to a degree, they are right. If a Green is not humbled by their commanding officers, they will blatantly ignore their orders and their authority with a laugh and a challenge.
      And if the Greens were truly without flaw, then they may very well be the most dominant of all the dragon-kin and the war might be different. However, despite being the most skilled and swift of Tiamat’s children, and despite their healing and long lives, the Greens lack one major advantage possessed by the other broods. Their title of Breathless is quite literal and a mark of shame for the draconic subrace, as the fires that burn within the chest of their kin do not grace the Greens, leaving them vulnerable to that strength of their brethren, and humbled by those gifted with the mother’s direct blessing.
      The last quirk of the Green brood is their oddly fierce loyalty and protective nature towards the Black brood. Despite their diametrically opposed natures and personalities, the Greens see the desire for peace from the Blacks not as a badge of weakness or hypocrisy, but as a sign of an inner strength and understanding that they simply do not possess, and the Black’s short-lived nature is a gateway to insights that the nigh-immortal greens would never dream of. This as well has led to contention among the broods, as most other colors reject the Blacks for these very traits, and as confusing as it might be this is the glue that holds these branches of Dragon-kin society together.

      Brood Rules
      An army with this brood may not include Dragon Matriarchs, Stokers of Breath, Clerics of the Flame, Dragonfire Adepts, Scale Sworn or Elemental Drakes.

      No model in this brood may purchase a breath weapon. All models that come with a breath weapon lose it, and gain the special rule Healing Command instead.
      • Healing Command: One use only. A model that uses healing command may target a unit within 6”. The unit immediately raises d6+1 wounds and increases its movement attribute by 2” until the end of the turn. This ability may be used at the start of any phase during the controlling player’s turn.
      All model parts with Fury of the Wyrm lose that special rule and gain Battle Lust instead.
      • Battle Lust: Model parts with this special rule have Regeneration 6+ and +1 leadership while in combat. Characters and models that also have Divine Warding gain Regeneration 5+ instead.
      All Children of the Scale and Keepers of Ember must gain +1 Weapon Skill and +1 Initiative for 40 points. All Dragon Primarchs and Brood Guardians must also gain these attribute increases for 35 points.

      Keepers of Embers generate spells from the paths of Druidism or Pyromancy. They may take the ability Reconstitution for 60 points.
      • Reconstitution: If a model with this special rule joins a unit with the Battle Lust special rule, the Regeneration save of rank and file models the unit is increased by 1 (to a maximum of 5+).
      Dragonkin Chosen must gain the special rule Eternal Warrior for 6 points/ model.
      • Eternal Warrior: Models with this special rule gain Lethal Strike and must reroll all natural to-wound rolls of 1 in close combat.
      Half Dragons must gain Eternal Warrior and +1 Weapon Skill for 30 points/ model.

      When an Arch Wyrm gains Wizard Conclave, it gains the the spells Healing Waters (Path of Druidism) and Cascading Fire (Path of Pyromancy) instead of its normal spells.

      Brood Guardians lose the Divine Terror special rule and gain the Drive to Glory instead.
      • Drive to Glory: Friendly models within 6” of a model with this special rule gain +1” of movement, and they gain Swift Stride on the charge. If a model already had Swift Stride, then they may reroll any 1’s rolled for charge range.


      Red Brood
      Red Brood
      The lords and self-styled nobility of the dragon broods, the Red brood is the most gifted by Tiamat’s burning spirit, and carry with them the arrogance that god-children might be expected to have. The Lords of Flame, the Golden Legion and Tiamat’s Pride, the Red brood is the ruling class of the dragon-kin.
      The Red brood is the tallest and most physically imposing of all the dragon broods, and they are not afraid to leverage this to their advantage whenever it suits their needs. Since it’s nearly impossible to command the unified dragon-kin armies with anything but displays of raw, primal force, they are often required to do so. Weakness invites challenge, and challenge can threaten the divine mission given to the Red brood by Tiamat herself.
      Tiamat’s red head represents fire, wrath, passion and inspiration, and is the central of Tiamat’s heads, the very core of her being. The Red brood took this as a sign that they were destined to rule, the gift of Tiamat’s fire only stoking their pride, and their pride having turned into arrogance long ago. However, while proud, hot-blooded and sometimes childish whenever any sign of defiance is shown by their kin, the Red brood is also by far the most intelligent, each of them a tactical genius and philosopher who can challenge the best generals among the elves. Their arrogance is earned… and they know it.
      On top of that, their greater physical size and the literal fire coursing through their veins are actually signs of Tiamat’s direct divine blessing, the goddess granting these gifts to her favored champions on occasion. That she has given her blessing to an entire brood is unprecedented, however, and another mark of the Red's pride and validity.
      Reds are organized, living in a strict and highly disciplined caste system of ranks and warriors. From the moment they are hatched, the Red dragon-kin are reborn within the flames of dragon kind, taught the ways of war, and then the greatest of their number are given command over the others in a council of rulers, on which two seats are given to the other broods, while the Red hold four. To be fair, this is more because the other broods do not truly wish to be rule than because of any unfairness on behalf of the Reds, but this does allow the Lords of Flame just the amount of control they need to have reshaped the broods in the image passed down to them by Tiamat’s priests.
      And, to be fair again, the reason such restructuring has taken place is because the Red brood has proven just how effective it can be. In the span of a single decade, the Red brood conquered every island, nation, clan and tribe of their highly individualistic people on the entire continent, bound them to the purpose handed to them by Tiamat’s messengers, and have since wiped out or subjugated all other races that could stand in their way.
      The last thing to note about the Red brood is that they refuse to be associated with the drakes, seeing the lesser dragon-kin as nothing but mindless beasts that sully the name of dragon kind.
      There is no room for weakness or impurity in the Red brood, which has led to contention with the flawed Black and Green broods, and a fast alliance with the pure Whites. Such tensions do not lead to genocide or discrimination, as they are all still Tiamat’s children of course, but still, these broods have come to heated debates and blows many times in the past, and will likely do so again.

      Brood Rules
      An army with this brood may not include Draken Brood Mothers or Drakelings. Characters may not take mounts in an army with this brood.

      In an army with this brood the Draken Brood limit becomes 0% and its Seraphs limit becomes 40%.

      All breath weapons in the army increase their base strength by 1. All models that can purchase a breath weapon increase the cost by 15 points, and all models that come with a breath weapon increase their points cost by 20 points.

      All model parts with Fury of the Wyrm lose this special rule and gain Burning Blood instead.
      • Burning Blood: At initiative step 0 in close combat, all enemy units in base contact with models bearing this special rule are dealt 1 Strength 4 hit with flaming attacks for every 3 wounds dealt to a unit with this special rule this round of combat.
      Children of the Scale and Keepers of Embers may gain [lexicon]Blessings[/lexicon] of Flame for 60 points.
      • Blessings of Flame: At the beginning of each combat phase, a model with this special rule may choose to give themselves and the unit they have joined (if any) Flaming attacks until the end of the phase.
      In an army with this brood, Children of the Scale must[//u] gain Fireborn and +1 Leadership for 20 points/ model.

      Keepers of Embers gain +1 Leadership and may generate up to 4 spells (200 points to generate 4 spells).

      Clerics of the Flame may add up to 25 models.

      Dragonflame Adepts may add up to 20 models.

      Half Dragons [u]must gain the Fireborn special rule for 10 points/ model.

      Arch Wyrms must gain a breath weapon (Strength 5, flaming attacks) for 70 points. This breath weapon does not increase its strength due to brood rules.

      Brood Guardians become a 0-2 choice. In addition, they lose the special rule Divine Terror and gain All-Consuming Flame instead.
      • All-Consuming Flame: This model gains Flaming Attacks. Friendly units within 6” of this model gain +1 to their to-wounds roll on normal close combat attacks, as long as those close combat attacks have the Flaming Attacks special rule.


      Silver Brood
      Silver Brood
      The most ancient and yet the youngest of the broods, the Silver brood were not “born” into the world in the typical meaning of the word. Instead, these unyielding warriors were created by the hands of the White brood, crafted and moulded into the beings that they are now, and into these empty shells were the spirits of Dragonkin past and future infused. Named the Silent Legions, Tiamat’s Claw and the Lost Brood, these warriors represent all of dragon-kind, in all of its aspects, wonders and failings.
      Fighting with draconic fury and possessing thick natural armour, the Silvers make ideal shock troops, and given how they will never back down from a challenge and how they seem to know no fear, they are also ideal warriors to counter monstrous beasts of the mortal factions. The living blessing that these dragonkin represent has healed the fractured spirit of their race, giving them a banner to stand beneath, finally united after long, long years of strife.
      Tiamat does not have a Silver aspect, leading to some admitted confusion of where this brood gets their coloration. Many say that the whites, being the poorest of the broods, simply could not afford to make them from any other materials, while the white brood scoffs at these accusations and claim that the other broods have forgotten that Tiamat’s body shined with a silverine glimmer. Whatever the case, this brood has come to represent Tiamat’s Divinity, the Unity of her differing aspects, the Wonder of her creation, and the History of their long-lived race.
      Their bodies are made from a strange kind of silver, infused with iron for muscle and molten copper for blood. In all ways they are literally living constructs that perhaps took inspiration from the Terracotta armies of the Eastern continents, though how the Whites might have learned of that far away-place is unknown. Their bodies possess every function that their living descendants take for granted, beating hearts, working eyes, ears and tongues, the abilities to breathe, eat and sleep, and to feel. Things that these long-deceased spirits lacked for literal millennia beyond the Veil. Which makes it strange that not a single one of them has ever spoken within hearing of the other broods.
      The Whites claim that that the Silver constructs should be perfectly able to talk, were they to choose so, and that they were granted knowledge of all known languages by Tiamat herself upon being reborn. And yet, none of them has spoken to the other broods. If this is a pact made by the dead to keep secrets of the veil from the living, divine interference or simply a shared madness from having been trapped within limbo for so long is unknown… though one brood holds a theory that may make sense.
      The Scale Lords of the Blacks, and through them the Greens and many Reds, claim that it is simply a mark of their shame. The mourning brood sees within the Silvers a sorrow and desperation that can only belong to those who have failed, whether through cowardice or incompetence. From this the desperation of the Silvers to fight and die honorably, to earn their place at Tiamat’s side, suddenly becomes understandable, and their silence is simply from being unable to look upon those who serve faithfully where they had proved unequal to the task. The Whites call this claim heresy, of course, but their inability to give a credible theory otherwise has given it weight, and the Silver brood’s interference whenever the Whites try to punish those spreading the word gives it credence.

      Brood Rules
      This brood is the one that resembles the default Children of the Wyrm army, as they are technically already the combined armies incarnate. As such, they do not have any restrictions on character, mount or unit selection beyond what is already present, and they do not change Fury of the Wyrm for any other special rule. However, they do still have some differences:

      All model parts with Fury of the Wyrm gain Body of Steel:
      • Body of Steel: A model part with this special rule increases their innate defense by 1 (6+ to 5+, 5+ to 4+, etc). However, they may not wear Light armour, Heavy armour or Plate armour, and any model parts equipped with these armours lose them.
      All models with Fury of the Wyrm gain Ancient Warrior:
      • Ancient Warrior: Models with this special rule gain Immune to Psychology. Characters additionally gain +1 weapon skill.
      Divine Dragons gain Child of the Mother.
      • Child of the Mother: As long as a friendly unit is within the inspiring presence of a model with this special rule, those units gain the benefits of the Dragon Primarch special rule as if they had a character with that rule joined to them.
      Divine Dragons increase their points cost by 160 points in an army with this brood. This brings the cost of the Dragon High Patriarch to 800 points and the Dragon High Matriarch to 1020 points.

      Brood Guardians increase their points cost by 60 points in an army with this brood. This brings their cost to 660 points.


      White Brood
      White Brood
      The Pure brood, the Flawless and the Faithful, the white brood is the the clerical branch of Tiamat’s faith. Long the protectors of holy sites and their goddess’s temples within their own lands, the White brood is steeped in traditions from before the times when Ages were measured, and through them a time long past is still, somehow, preserved.
      The White brood is the smallest of all the others, having long controlled their birth rate and dwelt within temples that couldn’t support a larger population. Because of this, for literal centuries the other broods looked upon them as tiny, unimportant, viewing their neutrality as an acceptance of this weakness. In truth they were merely waiting for one brood to truly claim dominance over all the others, and the moment of the Red’s triumph over the Greens the whites came out in all of their numbers to swear allegiance to Tiamat’s chosen.
      Tiamat’s white head represents Faith, Ice, Purity and Preservation, but the White brood does not represent just these traits. While perhaps emphasized more than the others, the White brood are the holders of the Old Ways, when all Dragonkin embodied Tiamat’s varied icons instead of being merely champions of one head or another. Ironically, despite having almost no regard for the “lesser” races, this makes the members of the White brood one of the most relatable aside from the Black! For every act of pride there is one of humility, sorrow one of joy, and wrath is followed by forgiveness. And this dual nature, complexity and depth, while epitomizing the example of the Dragons above all others, makes the White brood the most… human.
      Bearers of the Old Ways and the ones who remember the times past when Dragon and God battled against demons, banishing the dark spirits from the realms of mortals, the White brood is the one that cherishes their ancestors the most out of any dragonkin. They also remember the task set to them by Tiamat, the glory that was the First Empire, and the dreams of their once-unified race, and to all of these things have the Whites remained faithful. Even after long millennia of stagnation, watching their once-proud race crumble to infighting and petty squabbles while the empire Tiamat promised slowly eroded to be replaced by their Saurian servants, the White brood remained faithful, and awaited the signs from their goddess.
      And perhaps this is why they are able to call upon their ancestors, and why they were able to create the Silver brood. For the duty imposed upon them resonated and called to those spirits of fallen servants of the Mother, drawing the Silver brood to the world. With magic the Whites summoned the spirits, and with new oaths did they bind them to bodies that had been long prepared within their temples, for a time when the symbols of Tiamat’s undivided children would be needed. For the time of their Ascension. The perfect army that the would-be generals and warlords had only heard of in stories and myth, made flesh and bone.
      The Whites are willingly subservient to the Reds, but it is only because they have been shown to have the Mother’s favor, and are thus the best instruments and figureheads to lead her crusades. The clerics of this brood have made it clear that if no other brood had risen up within the next age, then the Whites would have summoned the Silvers to bring their siblings in line and lead the coming conquest themselves. For while they are a patient brood… there is a limit to everything. And given how many Chosen reside among their ranks, it was obvious that Tiamat did favor them as well, an implication that the Reds do well to remember.

      Brood Rules
      An army with this brood may not include Scale Sworn, Drake Riders or God Beasts. Characters are not allowed to take mounts in an army with this brood.

      The Draken Brood limit is lowered to 15% in an army with this brood.

      All breath weapons lose Flaming attacks, become Strength 3 and gain Armor Piercing (3) in an army with this brood.

      All model parts with Fury of the Wyrm in an army with this brood lose this special rule and gain Ancient Duty instead.
      • Ancient Duty: Models with this special rule gain Immune to Psychology, and gain +1 to wound in combat rounds after the first. If at least half of a unit is comprised of models with this special rule, that unit does not suffer from disruption for having units in its flank.
      Children of the Scale, Keepers of Embers and Stokers of Breath in an army with this brood may gain Fly (5) for 30 points.

      Keepers of Embers may generate spells from the paths of Divination, Pyromancy or Thaumaturgy.

      Dragonkin Warriors and Drakelings become a 0-2 choice in an army with this brood.

      Clerics of the Flame may add up to 30 models in an army with this brood.

      Dragonkin Chosen become a 0-3 choice, and may add up to 15 models in an army with this brood.

      The only Elemental Drake that may be included in an army with this brood is the Ice Drake.

      When an Arch Wyrm gains Wizard Conclave, it has the the spells The Stars Align (Path of Divination) and Cleansing Fire (Path of Thaumaturgy) instead of its normal spells.

      Brood Guardians in an army with this brood lose the Divine Terror special rule, and instead gain Unwavering Service.
      • Unwavering service: Friendly units within 6” of a model with this special rule may not lose Steadfast as long as they have 1 full rank.

      The post was edited 6 times, last by Gnomes2169 ().

    • Kpl.blutch wrote:

      Did you look at zoats or fimirs for inspiration ? (Or both) ? :)

      Christoffer
      I have no idea what those are. Let's look them up, shall we? :D

      "Zoats refers to porridge with added shreds of courgette – which is also known as zucchini. Zucchini and oats. Zoats. Get it?"

      ... I... uh... I don't see how this relates to my dergns, and how to train them?

      And as for Firmir, those aren't really what I was thinking about... think more along the lines of Dragonborn and Half Dragons from D&D, with maybe a kobold or two thrown in there, and ruled over by a good-aligned Tiamat. Why? Because I caaaaaaaaaaaaaaaaaaan...

      Taki wrote:

      are the rank and file dragonmen?

      Yes there will be, I just haven't gotten the chance to write them up yet! (I had to go to the mechanic to see the cost of replacing a fog light, which is why I was up and writing this in the first place. Woooo)

      The goal of the faction will actually be MMU, with some Monstrous support. So R&F should be a rather present feature!

      lawgnome wrote:

      I love the tags. Looking forward to seeing what you make of this theme. Once you have your first draft, I'll do another review of it for you :)

      This will be most appreciated. Thank you very much sir! :D
    • Wahey, neat theme here. Dragonmen core, and other special things sounds nice. To compound on Taki's suggestion, perhaps said dragon men could use spears or army unique halberds called Dive Lances, which upon a successful charge with the use of fly, gives the user thunderous charge.

      My main gripe so far is the Children of the Scale should not have access to Plate armour, since they already have Innate Defense (6+), if needed, a more fluffier option is to upgrade to (5+), perhaps through different draconic bloodline parentage? One that improves innate defense a step.

      But yea with dragons, anything is possible.
      I am a mostly virtual tabletop player owing to the difficulties of participating in the hobby in the South-East Asia area. I primarily enjoy fluff, and possess armies for KoE, SA, DH, and EoS.
    • Taki wrote:

      I think you should have elite dragon men that have fly 4 on charging
      How about I do you one better and just have a Fly 5 elite unit? Still slow, but it is less clunky than only being on a charge, and allows a character that takes Wings of the Dragon to join the unit.

      Rayneth wrote:

      Wahey, neat theme here. Dragonmen core, and other special things sounds nice. To compound on Taki's suggestion, perhaps said dragon men could use spears or army unique halberds called Dive Lances, which upon a successful charge with the use of fly, gives the user thunderous charge.

      My main gripe so far is the Children of the Scale should not have access to Plate armour, since they already have Innate Defense (6+), if needed, a more fluffier option is to upgrade to (5+), perhaps through different draconic bloodline parentage? One that improves innate defense a step.

      But yea with dragons, anything is possible.
      So, uh, totally stealing that Dive Lance idea there. Shamelessly, even.

      And yeah, plate armor has been removed from those characters, who now just have a 5+ innate defense and cost more instead. There is a magical full plate in the armory, but it is quite costly, and can only be on one character regardless.

      __________________________________________________________________________________________________________________

      Also, version 0.1 is now ready, everyone! Tear it apart and help me make it better. There are a few ideas going on at the moment here, any any feedback is appreciated!

      Also, any suggestions for a third core unit would be welcome. It's "I should have been asleep hours ago" o' clock, and I have no ideas at the moment.

      Also, weaknesses of the army are as following:
      Movement (speed)
      Combat (initiative and base WS)
      Shooting (range)
      Shooting (small arms fire)
      Small units (Possessing. With the low Initiative of the army, number of bodies are always important)
      Magic (Hexing)
      Chaff (few ways to clear, and few chaff units that can be fielded)

      Meanwhile, strengths are supposed to be:
      Protection (Resilience. A combination of good armor and toughness)
      Movement (Mobility, from light troops and flight, of course)
      Synergies (Character based)
      Magic (Damage and buffs)
      Multiple Large units (Saturating the field with powerful (or at least potentially dangerous) combat blocks)
      Monsters (supporting units)
      Ranged (Common breath weapons)

      Any suggestions to improve either of these aspects are good.
    • So, already got a few suggestions!

      First: Sky Breaker was changed a bit. Instead of being a great weapon, it is now a Dive Lance, and instead of having "clipped wings" (which technically does nothing), it now just has MW (2; Flying). Now it is a weapon that, on the charge and with the Wings of the dragon, can make an infantry hero into a rather nasty surprise for any flying monster.

      Second: Breath weapons on characters have been made 20 points more expensive, just because they are able to use them more effectively than most monsters (given they can be in units and have more ranks, and thus break steadfast a bit easier).
    • Well, some more changes because everything was obviously super OP:

      Dragon Primarch has been changed. While the general still must be one, now it gives +1 WS and +1 I to the unit that the character joins. No interaction with inspiring presence here, folks. And remember, the same rule does not stack with itself, so multiple characters will not suddenly make your WS 3, I2 foot dergns suddenly WS 8, I7. :P

      Fury of the Wyrm now only activates on the death of the army general. No interaction with a wounded general or inspiring presence. Additionally, "drake" and "mortal" units in the book (so drakes and scale sworn) have lost Fury of the Wyrm.

      Dragonkin Warriors have lost 1 attack, 1 initiative and have become 13 ppm base (instead of 19 ppm). Their weapon options also became 1 point cheaper apiece. I am torn between leaving them at this price and increasing them to 14 ppm. This should differentiate them from Saurus warriors a bit more, but still keep them different from orcs.

      Dragonkin Chosen lost 1 I and had their base ward save changed to 6+... because I forgot that Divine Warding increases the model's ward save by 1. No price change.

      Dragonkin Exemplars lost 1 base I and had their Bodyguard changed to (General, BSB). No price change.

      Half Dragon champion breath weapon increased to 60 points, for the same reason as characters.
    • Oh, and ideas in the pipeline:

      Making "colors" for the army (to differentiate builds more). Colors and themes are as follows:
      -Red: Ambition, pride and compassion. Element: Fire.
      -Blue: Cunning, reason and innovation. Element: Lightning.
      -Green: Change, growth and self-betterment. Element: Life
      -White: Isolation, loneliness, control. Element: Ice
      -Black: Wrath, regret, responsibility. Element: Death (poison)

      Creating a third core unit that primarily serves to protect wizards/ short ranged small arms fire/ slower steadfast ranks (but not all three at the same time).

      More when I'm not going completely insane.

      The post was edited 1 time, last by Gnomes2169 ().

    • Aaaaand last update before getting proper feedback. So, here goes:

      Draken Brood Mother added to the charactrs roster. She is a monstrous beast that works best inside of a unit of Drakelings (who get devastating charge and fury of the wyrm from her). She can't take any magic equipment, but can be upgraded in a myriad number of ways (including getting dragon primarch... though she's a bad idea for general with only LD (7)). Feedback on her is definitely appreciated.

      Dragonkin Warriors got another change, though it was limited to just one piece of equipment. Since those Bladed Shields of theirs can get them up to I3 (4 with a character), 2A (with WS 4 with a character) and a 3+ armor on a S4, T4 chasis, the price of these weapons have become 5 ppm. Because, quite simply, they were almost as deadly as 22 ppm Saurus warriors for 18 points, while being more protected and faster-acting. That needed changing. 19 ppm should get them close to that balance point.

      Servants of Embers have been added to core! S3, T4, 5+ armor infantry with WS 2 and I3. They are also the only unit in the army that can get parry! (Exemplars can too, but they are WS4, and with Bodyguard they will most certainly only be deployed with a character, and thus WS5. So parry is effectively pointless on them...) Servants of Embers can only be joined by characters with Fireborn, so only Keepers of Embers and Stokers of Breath (or a Child of Scales with a fireborn item). They can get spears, and then either bows (max 25 models/ unit instead of 50) or an ability that allows them to hide characters in the unit (characters loose front rank and can refuse challenges, 40 points). Basically, these guys are kobolds with built-in space heaters and a sturdier frame. Have fun with them!

      Half Dragons have become S5 with halberds. Their light armor option is now 10 ppm, and they can take Dive Lances for 5 ppm.

      Mature Drake is now I2 instead of 3.

      God-Beast now has 5 attacks base,and their armor save cannot be lowered or raised, which should prevent alchemy abuse shenanigans.

      As for colors/ broods... those will function like the UD alternate armies. As such, I'm going to wait until the army base is fully reviewed and balanced before adding them, as that will effectively make the dragon faction into 6 dragon factions, and that's too much to work on at once.

      So with all that said, things will be stable until reviews come in! So, go nuts guys. How canI improve this?

      The post was edited 1 time, last by Gnomes2169 ().

    • MODEL SUGGESTIONS. MODEL SUGGESTIONS EVERYWHERE. BUAHAHAHAHAHA

      I'm also running on 4 hours of sleep and all of the sugar right now so I might very well crash soon/ not make sense halp.
    • Unit limits (of the 0-X choice variety) have been removed from dragonkin warriors, drakelings and dragonkin exemplars. Because those are supposed to be the most used models of the faction, so spam them. Blargh.