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Author Topic: Koyote in Frostheim -SORRY- ALL PHOTOS PRIOR TO P.14 ARE INACCESSIBLE  (Read 60332 times)

Offline Tanzwut

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Re: Koyote in Frostheim
« Reply #120 on: 07 March 2016, 05:15:16 PM »
Wow, heaps of inspiration in here.  Hope I can once day get as good at conversions as you! Great work!

Offline Koyote

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Re: Koyote in Frostheim
« Reply #121 on: 08 March 2016, 10:34:38 PM »
I've updated my Frostheim campaign rules. I've removed the underdog rules, simplified and reduced some xp awards, got rid of the 'Not So Random Encounters' rule, and clarified some of the language.


GAME LENGTH & VICTORY CONDITIONS
The cataclysmic spell that doomed the ancient city of Felstad has largely subsided, but the tumultuous skies above Frostgrave remain unpredictable and lethal.  Propelled by hurricane winds, ensorcelled cyclones periodically blast the city with snow and subzero temperatures. The arrival of the sorcerous storms cannot be predicted by magical or mundane means, so those who are foolhardy enough to venture into the accursed city must remain forever alert to even the slightest change in temperature.  For when the hoarfrost blooms and the winds begin to howl, any living creature that cannot find shelter is doomed to join Felstad’s numberless frozen dead.

Random Game Length:
If a scenario’s rules do not specify a turn limit, then game length is determined by the following rules.

At the end of Turn 6 the last player to activate a model rolls a D20. On a result of 6-20 the weather holds and a 7th Turn is played.  On a result of 1-5 the scenario ends.

At the end of Turn 7, the last player to activate a model rolls a D20. On a result of 11-20 the temperature begins to drop, but there is still time, play an 8th Turn.  On a result of 1-10 the scenario ends.

 At the end of Turn 8 the warbands must find shelter or perish.  The scenario ends.

Please note that a scenario will immediately end if any one of the following conditions occurs:
The last Treasure Token is carried off the table
No model from any warband remains on the table
All of the models on the table (excluding uncontrolled Creatures) belong to a single warband


Last Warband Standing:
If a scenario ends because all of the models on the table (excluding uncontrolled Creatures) belong to a single warband and one or more unrecovered Treasure Tokens remain on the table, then the ‘last warband standing’ recovers one of the unrecovered Treasure Tokens. This Treasure Token is chosen by the ‘last warband standing’ and for the purposes of gaining experience points and determining the winner of the scenario this Treasure Token is treated as if it was recovered during the course of normal game play.  Recovering this Treasure Token does not trigger a Random Encounter roll.  


Victory Conditions:
Unless the scenario states otherwise, the warband that recovers the most Treasure Tokens wins the scenario.  If both warbands recover the same number of Treasure Tokens, the game is a draw.  In multi-player games, if two or more warbands ‘tie’ for the most Treasure Tokens recovered, then these warbands ‘draw’ and the remaining warbands lose the scenario.


EXPERIENCE POINTS
”Experience is the most brutal of teachers, but by the gods you do learn” – Cortland Andrus, Arms Master of House Delain

The following experience point scheme replaces the scheme found in the core rulebook.  If the following scheme conflicts with all or part of a scenario’s experience point system, then the conflicting portions of the scenario’s rules govern.  For instance, if a scenario’s rules incorporates Skeletons (which have 1 health point) and awards 10 xp for each Skeleton ‘taken out’, a warband will earn 10 xp rather than 5 xp for each skeleton ‘taken out.’

Casting1
- The Wizard or Apprentice casts a spell from his or her own school: 15 xp
- The Wizard or Apprentice casts a spell from an aligned, neutral or opposed school: 20 xp

‘Taking Out’ Enemy Models 2
- Enemy Soldier: 15 xp
- Enemy Apprentice: 25 xp
- Enemy Wizard: 50 xp

‘Taking Out’ Creatures 2
- Starting Health 01-05: 5 xp
- Starting Health 06-10: 10 xp
- Starting Health 11-20: 20 xp
- Starting Health 21+: 50 xp
+10 xp if the creature type is immune to non-magical weapons

Exploits
- Each Treasure Token recovered by any member of your warband: 50 xp3
- Each unrecovered Treasure Token on your opponent’s half of the table at game’s end: 25 xp4
- If your warband wins the scenario: 50 xp
- If the scenario ends in a draw: 25 xp to each warband that ‘draws’ (SEE the Victory Conditions rule).


1. ‘Out of game’ spells and spells cast automatically by a magic item are worth 0 xp.  

2. If a Wizard X takes control of a creature or a member of an enemy warband and the controlled model ‘takes out’ a creature or a member of an enemy warband, then the Wizard X receives the experience points for ‘taking out’ a model, not the controlled model’s original owner.

3. If Wizard X takes controls a creature or an enemy model and Wizard X makes the controlled model leave the table with a Treasure Token (SEE FAQ), then Wizard X earns the experience points for recovering the Treasure Token, not the controlled model’s original owner.

4. A Treasure Token is ‘unrecovered’ if at game’s end the Treasure Token has not been taken off the table (i.e. recovered).   A Treasure token removed from the table under the Last Warband Standing rule is not an ‘unrecovered’ Treasure Token.  In multi-player games, the players should mutually agree beforehand on the boundaries that define each player’s portion of the table.


SURVIVAL TABLE
Survival was my only hope, success my only revenge.  –Warlock Prince, Yric the Faithless

’We Are Immortal Until Our Work On Earth Is Done’:
This rule applies only to a warband's Wizard. When rolling on the Survival Table to determine the nature of a  Wizard’s injuries, replace the ‘Dead’ result with the following  injury:

You Should Be Dead - The Wizard suffers two injuries from the Permanent Injury Table and the Wizard may not participate in the next game.  

If at any time during a campaign a Wizard suffers a second ‘Lost Eye’ result, reroll the injury until the result is something other than a ‘Lost Eye.’

An Elixir of Life may be used to completely negate the effects of a You Should Be Dead injury.


RANDOM ENCOUNTERS
The denizens of the accursed city are drawn to the sounds of battle and the smell of bloodshed like a troll to the smell of stale ale on a dwarf’s beard.  And the longer the battle, the greater the likelihood that the melee will be joined by the creatures that dwell among tumbled stone and frozen ruins of Felstad.


’MORE Monsters!’: (optional)
When a Treasure Token is picked up for the first time the player who controls the model that picked up the Treasure Token rolls a D20 and adds the current Turn number to the die result.  If the modified result is a 17 or greater, a random creature (or creatures) has been encountered.  Thus, if a Treasure Token is picked up for the first time during Turn 1 a random creature will be encountered on die result of 16 or greater (16 + 1 = 17).  On Turn 2, a die result of 15 or greater will trigger a random encounter.  On Turn 3, a die result of 14 or greater will trigger a random encounter, and so forth.


’Expect the Unexpected’: (optional)
Use the following chart to determine where each random encounter appears on the table. If a random encounter appears on a table edge, then the creature(s) should be placed in the center of the table edge or as near to the center as logically makes sense.

1 – The warband that triggered the encounter must place the creature in contact with the Treasure Token that triggered the encounter
2-10 – The table edge of the warband that triggered the encounter
11-13 – The table edge to the left of the warband that triggered the encounter
14-16 – The table edge opposite of the warband that triggered the encounter
17-19 – The table edge to the right of the warband that triggered the encounter
20 – A table edge is chosen by the warband that triggered the encounter

Please note that when the Random Encounter creature appears any model (excluding uncontrolled creatures) within 1” of the newly arrived creature is automatically ‘in combat’ with said creature.  


Offline Koyote

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Re: Koyote in Frostheim
« Reply #122 on: 12 March 2016, 07:32:35 AM »
Karina, Kislev Ranger (counts-as Ranger)






Offline Azzabat

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Re: Koyote in Frostheim
« Reply #123 on: 12 March 2016, 08:52:53 AM »
Wonderful paint job and a great base. Keep feeding us more of your fantastic work.

= )
I know the voices aren't real .... but they have such FASCINATING ideas!

Offline Koyote

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Re: Koyote in Frostheim
« Reply #124 on: 12 March 2016, 05:33:02 PM »
Wonderful paint job and a great base. Keep feeding us more of your fantastic work.

Thanks. Feedback, particularly positive feedback, is much appreciated.


I am almost ready to shift away from painting my summoner's warband and starting work on my cultist warband. I want my cultists' backstory to be rooted in the Warhammer World, but I don't want my warband to be run of the mill chaos cultists.

After a quick internetz search, I discovered a cultist group created for Warhammer Online, the Drakk Cultists. This cult worships Azorgaron, the Great Drakk. Ages ago, Dwarven Runelords from Karag Dron battled the black dragon Azorgaron for the dominance of the territory around Thunder Mountain. Azorgaron was triumphant, but so severely wounded that the he retreated deep within Thunder Mountain to sleep away the centuries and recover from his wounds.

As Azorgaron slumbered, his dreams called out. A wizard's apprentice named Rahkuul came to worship Azorgaron after weeks of visions of an ancient conflict between the Dwarf Runelord and the Great Drakk. Convinced the images that plagued his mind were a gift, he set out on foot to find the source of the visions. Eventually, Rahkuul and the followers that he gathered during his travels found their way to Thunder Mountain. Rankuul and his followers believe that when he wakes, the Great Drakk will bestow upon them great power and the non-believers will be consumed by the wyrm's fiery breath.

The model that I've selected for my Drakk Cult Wizard is CMON's Sorceress with Familiar. The model is 32mm model and Northstar's Frostgrave minis are on the smaller end of the 28mm scale, but because the model is female and crouching, the height differenceb etween the CMON sorceress and the Frosgrave plastic cultists height isn't too noticeable.

Below is a photo of the model from CMON's webstore. The rock base doesn't come with the kit, so I will probably mount the model on something similar, but not quite so tall.



I'm still trying to decide which model to use for my cultist Apprentice. Hmmm?

« Last Edit: 12 March 2016, 07:52:14 PM by Koyote »

Offline Koyote

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Re: Koyote in Frostheim
« Reply #125 on: 15 March 2016, 10:53:55 PM »
Below are WIP pics of 300 gc of Soldiers for my starting Cultist Warband.  The doggie is a Malifaux model and the two Thugs are WFB Gnoblars with FG Cultist heads (I stole this idea).  Aside from those three models and a few doodads here and there, everything else came from the FG Cultist and FG Soldiers box sets. Most of the FG bits are straight off the sprue, but a few of the bits have been modified.

I used GS here and there to fill joints, bulk up some of the models' shoulders. You can't see it in the photo, but the Treasure Hunter is wearing a backpack.  I used GS to make straps for the backpack.  The Archer's right arm looked really short compared to the outstretched left arm so I cut the hand off the bit and extended both the upper and lower portions of the arm. I used GS to pretty it up.

I don't care for the Thief's hood so I'm going to use GS to make the top of it taller and conical like the hood on my archer.

Warhound, Thug, Thief & Thug




Treasure Hunter, Crossbowman, Infantryman & Archer




Offline axiom

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Re: Koyote in Frostheim
« Reply #126 on: 16 March 2016, 07:54:04 AM »
Your Kislev Ranger came up a treat - she's a much more interesting character than the boobs-out original. The axe replacement looks much more fitting than the original weapon, and the paint job is great!

Offline driller

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Re: Koyote in Frostheim
« Reply #127 on: 16 March 2016, 05:19:14 PM »
Koyote, what brand of bases are these?

Offline Koyote

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Re: Koyote in Frostheim
« Reply #128 on: 17 March 2016, 01:52:06 AM »
Koyote, what brand of bases are these?

The bases under my painted models are Dragon Forge's Parched Wasteland bases.

LINKY

The bases under the cultists are just GW 20mm squares.  The GW bases are temporary.  Once I decide how to base the cultists I'll put them on their permanent bases.


Offline Koyote

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Re: Koyote in Frostheim
« Reply #129 on: 17 March 2016, 04:53:07 AM »
I really like the dynamic pose of the CMON Sorceress, but the crouched pose looks odd when the model is mounted on a flat surface. So, like model in the official CMON photo, I've mounted my Sorceress on an inclined plane.

I was worried that the added height would make the 32mm scaled Sorceress look much larger than the 28mm FG minis (which are on the small side of the 28mm scale), but now that I look at them side by side, it isn't too bad. The crouch helps with this.  The Sorceress is taller than the cultist models, but not by too much and it looks like this is mostly due to the rock she's standing on.

I've also added a rock to the base of my Apprentice, Mîm the Twisted, but this time for the opposite reason. I want him taller. The added height makes him look a bit more imposing and allows the model to draw LOS over low obstacles.




Offline Paboook

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Re: Koyote in Frostheim
« Reply #130 on: 24 March 2016, 11:50:54 PM »
Excellent brushwork and nice conversions. Interesting idea with those gnoblar-thugs.

Offline Koyote

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Re: Koyote in Frostheim
« Reply #131 on: 27 March 2016, 07:35:07 AM »
I've assembled more models for my cultist warband.  I very much like the cultist metal models, but their heads, feet and sometimes their hands are a bit small. As such, I used GS, and in the case of the Tracker a head swap, to c this.  I also revisited the cultist Thief pictured in my earlier post. I used GS to increase the size of the Thief's hood and replaced his puny knife with a wavy kris dagger. I'm still not 100% sold on hood. I may have to give it another go.

Not even in death does service to the Great Draak end, so I put together a couple of zombies to represent reanimated cult members.  My Witch will begin the campaign with the Raise Zombie spell.


Barbarian, Thief, Zombie and Zombie




Tracker, Man-at-Arms, Knight, Marksman and Ranger






As for bases, I've decided to go with Micro Art Studio's 20mm square Ancient Bases.







Offline Harry

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Re: Koyote in Frostheim
« Reply #132 on: 27 March 2016, 08:28:51 AM »
Still going strong ... good to see.
Love those bases .. frostgrave written all over them.

Offline wolfen

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Re: Koyote in Frostheim
« Reply #133 on: 27 March 2016, 08:38:38 AM »
Excellent use of parts.

Offline Koyote

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Re: Koyote in Frostheim
« Reply #134 on: 03 April 2016, 07:16:14 PM »
I finally got around to finishing the two giant toads that have been sitting on my paint table, half painted, for over a month. Two more Demonic Toad Imps and one really big demonic toad and I'll have all of my Summoner's Demons painted.

Demonic Toads (counts as Minor Demons)




I've also assembled my last few cultists. For this fellow I used the two handed sword arms from the GW Empire Militia kit and swapped the original sword blade for a blade that looks more wicked.

Cultist Infantry







I have two ideas for a cultist Captain. The first is villainous mercenary who is more assassin than fighter.  He's a killer and a clever tactician, but he's not at all heroic. His preferred tactics are ambush and his preferred fighting style is striking from the shadows or shooting his victim from a safe distance.

For this Captain I'm going to use a Rackham Cadwe Assassin.  Rackham models are 32mm scale, so to better match this model to the height of the FG Cultist I will shorten the model by removing the sections of his legs that run from the top of the feet to the bottom of the cloak.



My second idea is an anti-paladin. A fearsome fighter and megalomaniac who considers himself to be the human avatar of the Great Drakk.

For this Captain I will use Rackham's Cadwallon Noble. The weapon bearer will accompany the Captain on the table but for all intents and purposes the model will be treated as if it's not there. If it gets in the way, I'll simple move it or remove the model from the table.



« Last Edit: 03 April 2016, 07:23:12 PM by Koyote »

 

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