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post #11 of 32 (permalink) Old 12-30-11, 09:24 AM
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its looking a lot better now

i like the addition of the cavalry, i would add lances for maybe 2pts each, maybe 1?

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post #12 of 32 (permalink) Old 12-31-11, 03:57 PM Thread Starter
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i will post V3 in a day or two and i am planning to add a map and a lore along with more fluff and magical iteams

my lore

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death to the blood god
death to the change god
death to the plage god
death to the pleasure god

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post #13 of 32 (permalink) Old 01-02-12, 01:38 PM Thread Starter
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V3 made but i still need a name for them as an army

Before the Great Cataclysm a race similar to elves and men in appearance lead by a Drak Seamaster, had made a small empire in "The Far Sea" was forced under the sea by powerful earthquakes that were caused by the collapsed warp gates. There water mages protected them by freezing water nearby into domes of ice beneff the sea. Where many of the survivors went into a deep form of meditation some did not seeing to the dome building city’s and rebuilding their empire, while some went to the surfers to gather Intel on the world above soon becoming wave riders travelling the sea in huge submersible ships that in 554 sank a dark elves fleet because they were disrupting the ice dome of the colony city of Tasa the survivors of the attacking fleet were fed to their Merven sea troops

Fvel Seamaster: in the year 2503 Seamaster Axeld II died of natrel causes in the dome palice Xeos following his death there was a minor civil war where Fvel of Handdrek rightful air to the throne was attcked by Gamir of Nochra the war was short but saw the destruction of Handdrek and the crippling of Nochra, but in the end Fvel won killing Gamir and was finnly crowned the 17 Seamaster since then he has lead them to countless victorys agensed thorghs that would destroy them



rules:
Sea walker: the unit has the Strider rule for all water terrain this rule is lost if the unit is on a horse
Feeding frenzy: for one turn per game the unit may be gain frenzy
Harpoon bow: counts as a bow that has the armoured piercing rule

Lords

Wave Lord
135 pts
Stats: M=4 WS=6 BS=6, S=4, T=3, W=3, I=4, A=3, LD=10
Unit Type: In
Unit Size: 1
Special Rules: Sea walker,
Gear: Harpoon bow, hand weapon, Shield, Water shard armour

Water shard armour: counts as heavy armour that grants magic resistance (1)

Options: may take up to 50 pts worth of magical Gear (common) and/or a war horse for 10 pts, Master of weapons 15 pts, May swap its Hand weapon and shield for Two hand weapons free

Master of weapons: gives the model the Killing blow rule

Fvel Seamaster
185ts
Stats: M=4 WS=5, BS=6, S=4, T=3, W=3, I=4, A=3, LD=9
Unit Type: In
Unit Size: 1 (one of a kind)
Special Rules: Sea walker,Master of weapons
Gear: Harpoon bow, hand weapon, Shield, Water shard armour,Orb of the sea

Orb of the sea: grants the user the lore of the sea (i will post soon) LV 1 wizerd

Options: may take up to 50 pts worth of magical Gear (common) and/or a war horse for 10 pts, Master of weapons 15 pts, May swap its Hand weapon and shield for Two hand weapons free

Wind master
125 pts
Stats: M=4 WS=4, BS=3, S=3 T=3, W=3, I=4, A=2, LD=9
Unit Type: In
Unit Size: 1
Special Rules: Sea walker, LV 3 wizard with lore of the heavens
Gear: Hand weapon, Light armour

Options: may take up to 100 pts worth of magical Gear (common), a war horse for 10 pts, maybe upgraded to a LV 4 wizard 40 pts

Heros

Wave captain
70 pts
Stats: M=4 WS=5, BS=5 S=4, T=3, W=3, I=4, A=2, LD=9
Unit Type: In
Unit Size: 1
Special Rules: Sea walker,
Gear: Harpoon bow, hand weapon, Shield, heavy armour

Options: may take up to 25 pts worth of magical Gear (common) and/or a war horse for 10 pts, Master of weapons 15 pts, May swap its Hand weapon and shield for Two hand weapons free

Wind twister
60 pts
Stats: M=4 WS=3, BS=3, S=3 T=3, W=2, I=4, A=1, LD=8
Unit Type: In
Unit Size: 1
Special Rules: Sea walker, LV 1 wizard with lore of the heavens
Gear: Hand weapon, Light armour

Options: may take up to 50 pts worth of magical Gear (common), a war horse for 10 pts, maybe upgraded to a LV 2 wizard 30 pts

Core

Wave warriors
9 pts each
Stats: M=4 WS=3, BS=4, S=3 T=3, W=1, I=4, A=1, LD=7
Unit Type: In
Unit Size: 10+
Special Rules: Sea walker
Gear: Harpoon bow, Hand weapon, Shield, Light armour

Options: may take champion Stats: M=4 WS=3, BS=4, S=3 T=3, W=1, I=4, A=2, LD=7 10 pts, standard bearer 10 pts, musician 10 pts

Wave runners
12 pts each
Stats: M=5 WS=3, BS=4, S=3 T=3, W=1, I=4, A=1, LD=7
Unit Type: In
Unit Size: 10+
Special Rules: Sea walker, Skirmishers
Gear: Harpoon bow, Hand weapon, Light armour

Options: may take champion Stats: M=4 WS=3, BS=4, S=3 T=3, W=1, I=4, A=2, LD=7 10 pts, standard bearer 15 pts, musician 5 pts

Dome core
7 pts each
Stats: M=4 WS=3, BS=3, S=3 T=3, W=1, I=4, A=1, LD=7
Unit Type: In
Unit Size: 10+
Special Rules: Sea walker
Gear: Spear, Shield, Light armour

Options: may take champion Stats: M=4 WS=3, BS=3, S=3 T=3, W=1, I=4, A=2, LD=7 10 pts, standard bearer 10 pts, musician 10 pts

Mervin Auxiliary
17 pts each
Stats: M=4 WS=4, BS=3, S=4 T=4, W=1, I=3, A=2, LD=8
Unit Type: In
Unit Size: 10+
Special Rules: Sea walker, scaly skin (5+), feeding frenzy
Gear: Hand weapon, Light armour

Options: may take champion Stats: M=4 WS=4, BS=3, S=4 T=4, W=1, I=3, A=3, LD=8 10 pts, standard bearer 10 pts, musician 10 pts

Special

Bolt thrower up to 2 may be fielded as a special chooses
50 pts each
Stats: (Bolt thrower) M= WS=, BS=, S= T=5, W=3, I=, A=, LD=
Stats: (Crew) M=4 WS=3, BS=4, S=3 T=3, W=1, I=4, A=1, LD=7
Unit Type: Wm
Unit Size: 3 crew
Special Rules: Sea walker
Gear: (crew) Harpoon bow, Hand weapon, Light armour

Dome guard
12 pts each
Stats: M=4 WS=4, BS=3, S=3 T=3, W=1, I=4, A=1, LD=8
Unit Type: In
Unit Size: 10+
Special Rules: Sea walker
Gear: Throwing axe, Hand weapon, shield, Heavy armour

Options: may take champion Stats: M=4 WS=3, BS=4, S=3 T=3, W=1, I=4, A=2, LD=7 10 pts, standard bearer 10 pts, musician 10 pts

Rare

Mervin sea cavalry
27 pts each
Stats: (Mervin) M=4 WS=4, BS=3, S=4 T=4, W=1, I=3, A=2, LD=8
Stats: (Crad) M=7 WS=4, BS=0, S=4 T=5, W=1, I=4, A=1, LD=7
Unit Type: Ca
Unit Size: 10+
Special Rules: Sea walker, scaly skin (Crad 4+ Mervin 5+), feeding frenzy
Gear: (Mervin) Hand weapon, Light armour

Options: may take champion Stats: M=4 WS=4, BS=3, S=4 T=4, W=1, I=3, A=3, LD=7 10 pts, standard bearer 10 pts, musician 10 pts the unit can add lances 2 pts

my lore

anedcav's future sight 6+

death to the blood god
death to the change god
death to the plage god
death to the pleasure god

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post #14 of 32 (permalink) Old 01-07-12, 12:10 PM Thread Starter
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ok i am scint on ideas for there magic lore so i could use some inspration note this thread will not die till i am finnished

my lore

anedcav's future sight 6+

death to the blood god
death to the change god
death to the plage god
death to the pleasure god

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post #15 of 32 (permalink) Old 01-07-12, 01:33 PM
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hum.....maybe:

mist of the seas, makes all enemy ranged weapons -1 to hit, 7+

blessing of the ocean: makes targeted unit have a 5+ regen for one turn 8+

bolt of ice: magic missile, 24" range, acts like a bolt thrower 5+

From the deep....: cast on a unit within 36" unit takes 2D6 S4 hits, if within 6" of a water feature its S5 ,7 or 8+

some ideas, ill come up with some more

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see my Empire army
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post #16 of 32 (permalink) Old 01-12-12, 08:20 AM Thread Starter
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looks good i have been unable to come up with any spells of there lore

lore atrubute: shield of ice any model in the same unit as the caster gets a 6+ ward save

signature spell
7+ mist of the seas, makes all enemy ranged weapons -1 to hit

5+ bolt of ice: magic missile, 24" range, acts like a bolt thrower

8+ blessing of the ocean: makes targeted unit have a 5+ regen for one turn

9+ swarm From the deep....: cast on a unit within 36" unit takes 2D6 S4 hits, if within 6" of a water feature its S5

11+ Touch of ice: 12" range the target must pass a LD test or be unable to move or charge in the oponents turn they also take then suffer D6 S2 hits if they pass there test they still take the D6 S2 hits

ok two more to go

my lore

anedcav's future sight 6+

death to the blood god
death to the change god
death to the plage god
death to the pleasure god

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post #17 of 32 (permalink) Old 01-12-12, 06:26 PM
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id make the touch of ice a S test, and if they fail the move or charge effects + the D6 S2 hits, but if they pass they take 2D6 S2 hits to replicate them hurting themselves as they get out/ the ice cutting them as they break it.
my version may be a bit OP

8+ curse of the sea: 24" makes the unit targeted -D3 movement for the rest of their turn, and if they flee they only run D6+D3 instead of 2D6.

hum....cold spash: 3+ you get to throw cold water at your opponent

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see my guard army here

see my Empire army
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post #18 of 32 (permalink) Old 01-25-12, 01:23 PM Thread Starter
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ok the reson i have stopt posting is becuse i have a lot of exsans this term

my lore

anedcav's future sight 6+

death to the blood god
death to the change god
death to the plage god
death to the pleasure god

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post #19 of 32 (permalink) Old 01-25-12, 05:43 PM
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ha, same. GCSE's or a levels?

40Kprayers and benedictions

see my guard army here

see my Empire army
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post #20 of 32 (permalink) Old 02-11-12, 05:51 PM Thread Starter
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Quote:
Originally Posted by khrone forever View Post
ha, same. GCSE's or a levels?
GCSE's and i will post some more tomorrow

my lore

anedcav's future sight 6+

death to the blood god
death to the change god
death to the plage god
death to the pleasure god

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