1. This site uses cookies. By continuing to use this site, you are agreeing to our use of cookies. Learn More.

The Gloomforest Spawn: An unofficial AoS faction

Discussion in 'General Hobby/Tabletop Chat' started by Lord Agragax of Lunaxoatl, Aug 21, 2018.

  1. Lord Agragax of Lunaxoatl
    Slann

    Lord Agragax of Lunaxoatl Eleventh Spawning

    Messages:
    9,219
    Likes Received:
    20,496
    Trophy Points:
    113
    As a result of my work on the Nehekros Imperishables and Order of the Sacred Lady, I've got the hang of establishing the paperwork for an AoS army now, so as I have done for those armies I shall include the Command Traits, Artefacts and Allies here. I haven't yet finished the Warscrolls for this army, so I will be adding some more of those in subsequent posts, and will include Battalions and Points in yet another post once those are done.

    Command Traits:
    Traits of the Bloodcopse Lords (Characters with the Bloodcopse keyword only):
    1.
    2.
    3.
    4.
    5.
    6.

    Traits of the Revenant Thralls (Gloomforest Arbiters, Gloomforest Castellans and Gloomforest Enchanters only):
    1.
    2.
    3.
    4.
    5.
    6.


    Artefacts of Power:
    Heirlooms of the Bloodcopse (Characters with the Bloodcopse keyword only):
    1.
    2.
    3.
    4.
    5.
    6.


    The Lore of the Gloomforests:

    Gloomforest Groves:

    Schathar Grove: The largest and most populous of the Groves, Schathar is located in Shyish, far away from Nagashizzar. It is here that Hamadreth, the Mortarch of Pain, conducts her great deceit, manipulating the Spawn who live here for her own ends, and though the Preceptors and Armigers muster their armies with the intention of serving the Triple God, they are unknowingly serving one of his mere pawns instead.

    Abilities:
    :
    Gloomforest Spawn units with the Schathar allegiance receive two Wilderessence Points at the beginning of each of their turns through the Harvest Wilderessence Allegiance Ability, rather than one.

    Command Ability:

    Command Trait:

    Artefact of Power:


    Therinach Grove: Deep in the Realm of Shadow, a different breed of Gloomforest Spawn have adapted to life in this ever-treacherous land. Though the Realm is dominated by the Aelven armies of Malerion, they have yet to conquer the Gloomforests of Therinach. Due to the continually shifting and altering environment of Ulgu, Therinach Unjoined are at far greater risk of losing their permanence in the physical realm than in the Groves in other realms, and Therinach is home to far larger populations of Night-Revenants. Beneath the desiccated boughs and twisted gorse, these silent assassins have put paid to the lust for conquest that many of Malerion's commanders possess, and they continue to prove a thorn in the side of the twisted king of Ulgu.

    Abilities:
    Sons of the Spirit-realm:
    Therinach Gloomforest Spawn armies may take Night Revenants as a Battleline choice.

    Command Ability:

    Command Trait:

    Artefact of Power:

    Umbral Cloak: This cloak appears to be entirely invisible, but any Gloomforest Spawn can detect the Wilderessence it exudes at all times. When draped around the shoulders of a great Bloodcopse lord, it grants him ethereal mastery of the shadows.
    The model equipped with this artefact has the Shadowmeld rule from the Night Revenants warscroll.


    Eldaren Grove: A relatively new Grove founded in Ghur, Eldaren has emerged through the union of several forests ravaged by that Realm's scorching deserts. While many Spawn here die from attacks launched by wandering Orruk and Ogor tribes and the ruthless armies of the Nehekros Imperishables, the toughest and most brutal of them all survive, undaunted at the challenges they face on an almost daily basis. This has bred the culture of the Eldaren Spawn to revolve around perpetual conquest and conflict with the other inhabitants, rewarding might and ferocity above all else.

    Abilities:
    Only the Strongest can Belong: The Spawn of Eldaren are bulky, brawny creatures, strong from endless conflicts with Ghur's many foes and riddled with battle scars as signs of their prowess.

    At the beginning of the game, all Eldaren Gloomforest Spawn units may add 1 to their Wounds characteristic. Eldaren units with the Monster keyword may add 2 to their Wounds characteristic instead.

    Command Ability:
    Crush the Weak: Hardened through continual conflict, the Preceptors and Armigers of Eldaren have learned to show no mercy.
    You can use this command ability in the combat phase after a friendly Eldaren unit within 12” of a hero with this command ability has made its attacks against an enemy that had fewer starting Wounds than it has, and that unit had not been destroyed. If you do so, that unit may pile in and attack the same enemy a second time with all its melee weapons.

    Command Trait:

    Enraged Warmonger: The general has seen too many of his fellow Spawn die at the enemy's hands, and is eternally eager to avenge them.
    This hero may re-roll all failed wound rolls in close combat.


    Artefact of Power:
    The Desert's Heart: A pulsing amber gem set into the body of the Spawn blessed to bear it, this jewel imbues the owner with the ferocity and bloodthirst of all of Ghur's creatures.
    Add 1 to the Attacks characteristic of each melee weapon wielded by the bearer of this artefact.

    Allies:
    A Gloomforest Spawn army may take Allies from the following factions: Flesh-Eater Courts, Nighthaunt, Rourvuk Carrion.
     
    Last edited: Jul 7, 2021
    Imrahil likes this.

Share This Page