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#Ironweld Arsenal
butterscotchbeluga · 2 months
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Not sure if I intended this to be a full redesign/modernization of the Warhammer Steam Tank or simply a "spiritual successor" for the Mortal Realms, but regardless - This is my design for the "Ironweld Steam Tank.
A mobile & reliable war machine who's turned the tide of many a battle for the ever-expanding Dawnbringer Crusades. Though requiring regular maintenance & incapable of traversing more rough terrain, these mechanized beasts more then make up for it with their heavy armor, inbuilt Ironweld Great Cannon, & engine-powered transportation. This marvelous creation serves as a monument to human & duardin ingenuity, craftmanship, & cooperation towards a unified home within the Mortal Realms.
I've actually had this drawing done for awhile now, but procrastination will forever be my enemy.
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New Year, New Character 2: Day 26
Absolutely no complex backstory today, just a very basic concept. Aedarys Swifthand. Elf with a Gun, Age of Sigmar: Soulbound “Aelf with a gun?” - Adria “Aelf with a gun.” - Selendti “Two guns, but who's really counting?” - Aedarys While many aelves favour bows for reasons of heritage and tradition, Aedarys grew up in one of the Free Cities. Between the soldiers of the Freeguild and the warrior-engineers of the Ironweld Arsenal, Aedarys was fascinated with the firearms that surrounded him all his early life. Eventually he was able to purchase his own, seeking to master it the way many other aelves mastered archery. And it worked. Making a name for himself with his aim and reaction times, Aedarys was an obvious candidate for recruitment into the Binding. Age: 150 Distinguishing features: Strange arcane markings on chest Eyes: Piercing, Amethyst Hair: Chestnut brown Height: 6' 6”
Body 3
Mind 3
Soul 1
Arcana
Athletics
Awareness 2T
Ballistic Skill 3T, 1F
Beast Handling
Channeling
Crafting 1T
Determination 1T
Devotion
Dexterity 1T
Entertain
Fortitude
Guile
Intimidation
Intuition
Lore
Medicine
Might
Nature
Reflexes 2T
Stealth
Survival
Theology
Weapon Skill 1T
Talents: Ambidextrous, Combat Ready, Point Blank Range, Stand and Fire, Stay on Your Toes
Melee Average
Accuracy Good
Defense Good
Initiative 10
Armour 2
Toughness 7
Wounds 4
Mettle 1
Natural Awareness 3
Equipment:
Leather armour and coat (medium armour), pair of pistols, dagger, bandolier, deck of cards, lockpicks, rations (5 days), 130 drops of Aqua Ghyranis.
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played a big 3vs3 game of Age of Sigmar today it was awesome
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thenewmandalordoc · 4 years
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Modevan Becchino
The Rifle Division had always been the backbones of Modeva’s armies, ever since the Age of Chaos. The effectiveness of these forces with the development of advanced M1018 repeating long rifles, which rely on reloadable revolving ammo wheels for a significantly higher rate of fire. For centuries the riflemen were one of Modeva’s one of two infantry services and fought closely alongside their counterparts in the knightly orders. However, with the pressure from Azyhiem they had to fight alongside, what they see as, outdated, spearmen, swordsmen and halberdiers as well as Sigmar’s Chosen.
Each city in Modeva has their own Military Academy to train riflemen, though it is well known that the Northern city of L’Fuoco to be the most prestige. Many students there are given firsthand experience with Ironweld Arsenal newest creations and in return have to fight against raiding Ogres tribes from the Drakescale Mountains, both in countless minor skirmishes and in several major wars. The riflemen of L’Fuoco boast the most hardened and dedicated of Modeva’s soldiery. Its men and women take pride in the reputation of Modeva’s inviolable northern border.
Veteran riflemen who served for over ten consecutive years are given the titles of Becchino. These serve as quasi-independent fireteams meant to hunt down and eliminate high value targets on the battlefield. Some fireteams serve as bodyguards for high ranking noble or mercantile families, while others sell their services on Yir Spice Caravans. Many within the Becchino are devout worshippers of Morrda, some going as far as to paint their outfits black and call themselves “Morrda’s Gavediggers”. Others still pray the other gods of Modeva, such as: Myr, Veretta, Ranold, Shyl and other members of the old Pantheon for protection and guidance. However, worshippers of Sigmar have to hide their devotion or are segregated out into their own fireteams.
Motto: “One Shot. One Kill. No Exception.”
Warcry: “Make Every Shot Count!”
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steveisnotin · 6 years
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This week saw my first “proper” game of Age of Sigmar. I say proper, it was a 2v2 3000pt-a-side rumble, and so there were lots of bits which were hand waved, and we only had time for two full turns. I thoroughly enjoyed myself however, it gave me a good grounding in the core rules, plus I actually saw how my Kharadron abilities worked on the table.
The forces were Order vs Chaos, with 1500pts Seraphon and 1500pts of my Kharadrons, vs 1500pts a piece of Khorne and Tzeentch.
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The battle lines!
We were playing Scorched Earth battleplan, so there were 3 objectives a side. The intention for our forces was to stomp/fly across the board and grab their objectives, then burn them and run back across to our lines. If it had gone on to the full five turns however, we might not have had anything left!
Chaos got first turn, the Bloodthirster got a charge in, and decimated an entire unit of Saurus Warriors. Things looked a little stacked against us already!
I spy a greater daemon!
There used to be a Saurus Warrior unit here…
Then the whole game became one sweeping brawl, with the two battlelines clashing, and my fairly average shooting plinking off lots of Bloodreavers and the odd monster.
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Bloodreavers got charged, and my Frigate jumped in to ‘help’
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“Skywardens” plinking off some Bloodreavers
At the end of Turn 2, we’d made a positioning error and missed one objective point, so our opponents beat us 6-5. So many units had died that the Khorne Blood Tithe almost produced enough points to summon 2 Bloodthirsters. As it was, one came back, ready to charge into the Saurus Oldblood again. Plus, Karanak used his special ability and summoned another unit of Flesh Hounds to kill his Saurus prey.
There was some serious carnage, and we felt that turn 3 onwards would have seen us lose the entire left flank, my Admiral, and possibly the Seraphon Oldblood too, after being faced with another Bloodthirster. I discussed summoning with my team mate, and we’re not sure if it’s too powerful or not yet. While he does have Seraphon, he had been awaiting a Slaan, and needed some extra units so he’d actually be able to take part in Summonpalooza, so we’ll probably have a better idea either way in future battles.
The Saurus Oldblood takes on Bloody Boy!
Saurus Knights getting tar-pitted
The Soul Grinder happily ground up some Saurus Knights
The Endrinriggers wiffed a few rolls, so Admiral had to save the day!
I just like this model.
At this point, he’d taken out two sorcerers.
So much blood had been spilled, enough to summon Bob here.
I for one felt slightly left out in the cold, I can’t use the new fancy endless spells, I don’t have summoning, and points wise, things didn’t really change much in 2.0 updates for me. I still love the aesthetic of my Sky Duardin, and I think I might pick up some Fyreslayers as allies, maybe even Dispossessed and Ironweld Arsenal stuff, make a truly multi-Duardin army. I hesitate to stoop so low as to pick up a Knight-Incantor, which seems to be the easy win magic wise, but I also like the idea of running the Aetherstrike Force Warscroll Battalion. At the end of the day, I’d much rather play thematic, narrative style games than straight up competitive ones, but I can see the difficulties Kharadron players have if they want to be even remotely competitive.
Kharadrons Fly to Profit! This week saw my first "proper" game of Age of Sigmar. I say proper, it was a 2v2 3000pt-a-side rumble, and so there were lots of bits which were hand waved, and we only had time for two full turns.
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if we don’t get duardin in march for AoS i’m gonna work on my stormcast army and making it so it can be a viable standalone force since my original order army idea was minimal stormcast supporting a larger army of duardin, ironweld arsenal, and free guild.
this was mostly an economical choice at the time cause the three other factions were super cheap to put excellent choices into an army list, but stormcast are more wallet friendly now, with some ways to make them even more interesting as a stand alone army, so i can begin to diverge them into two forces, or be used together as originally intended.
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