Age of Sigmar: Hounds of Chaos
After overcoming terrible trials, the Twin-Tailed Crusade has established cities in the wilds of Aqshy and Ghyran. To many, it seems a victory, but danger is drawing in, and the scent of blood is in the air...
Aktywne filtry
After overcoming terrible trials, the Twin-Tailed Crusade has established cities in the wilds of Aqshy and Ghyran. To many, it seems a victory, but danger is drawing in, and the scent of blood is in the air...
Gnomes frankly have a tough time winning a game of Blood Bowl – but bringing along a Treeman is a great way to close the height gap. And the strength gap. And the skill gap. These mighty arboreal players give the Gnomes half a shot against most serious teams.
Gnomes are something of an enigma in the world of Blood Bowl, with many fans having dismissed their existence almost entirely. While their tactics, and woodland creatures, are somewhat unorthodox, Gnomes are quite fond of the game. While individual players are hardly paragons of athleticism, their mastery of magical illusions and the befriending of forest beasts gives them certain advantages not enjoyed by less gloriously bearded teams.
Gnome teams play Blood Bowl on pitches deep within their mysterious forests, in clearings between the trees. These aren't just your regular run-of-the-mill forests, though – magic hangs in the air, and all manner of creatures, both fey and mundane, come out of hiding to watch their Gnome friends play Blood Bowl!
Even with their magical illusions, Gnome teams will need all the luck they can get in games of Blood Bowl, which is where these themed dice come in.
Deep in the dank heart of the old forests, mischievous woodland creatures frolic, prance, and beat each other to a pulp playing the age-old game of Blood Bowl. This issue's guest editor, Davide Mirrorfoot, reveals just a few of the secrets of Gnome teams.
Shaken by the horrors they have witnessed, the heroes of the Twin-Tailed Crusade venture boldly onwards, and an unexpected ally arrives who may prove vital to the survival of the entire expedition.
The Saviours of Cinderfall root out the horrors found in the backstreets and hidden catacombs of the God-King’s free cities. Witch Hunter Hanniver Toll, his companion Armand Callis, and a motley retinue of hired blades fight a secret war to keep the Cities of Sigmar from sliding into disorder and bloodshed.
Space Marine Captains fight from the front, and few forms of armour enable them to do so as effectively as Terminator plate. This formidably resilient suit protects the Captain against all but the most devastating enemy fire, and allows them to deploy by teleport strike right into the heart of the foe.
Infernus Squads purge swathes of enemy ranks with the incandescent firestorms they unleash from their pyreblasters. They are close-assault specialists, sending jets of burning promethium into trench lines and bunkers, through dense ruins, and concealing vegetation, ensuring no foe escapes their Chapter’s fiery wrath.
The Ballistus Dreadnought is a walking gun emplacement. Within a shielded sarcophagus at this combat walker's core lies the mortal remains of a fallen Chapter hero. This eternal warrior pilots their hulking war engine through a web of neural links, targeting enemy armour or elite infantry with banks of devastating heavy weapons.
In the mountains of Ghyran, the lunatic Mortarch Ushoran and his courtiers revel – and, in their chivalric delusions, they would see the Dawners join their feast. Meanwhile, the scorn of a vampiric queen puts the Aqshian expedition in dire peril, pushing them to their very limits to survive.