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.
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.
Imotekh is a sublimely skilled Necron strategist, wielding his armies with hyperlogical skill and deadly strategic insight. In battle, the Stormlord incinerates enemies with his Gauntlet of Fire, blasts them with pan-dimensional energies from the Staff of the Destroyer, and humbles them in punishing one-on-one duels. As phaeron of the Sautekh Dynasty, with over eighty tomb worlds under his command, Imotekh marches to expand his deathless empire.
The Necrons rise across the galaxy, android legions emerging from stasis-crypts after millions of years in deathless slumber. Amonhotekh's Guard stalk the worlds that once belonged to their master, the Overlord Amonhotekh, to cleanse the flesh-vermin and lesser civilisations that now infest his ancient territories. He will stop at nothing to eradicate these pests, calling upon mighty Canoptek constructs, mindless warrior phalanxes, and even the raving Destroyer Cults to eliminate all trespassers.
Overlords lead the Necron dynasties into battle. Their android minds are tremendously swift, their bodies are implacably resilient, but their indomitable wills are perhaps most fearsome of all. Furnished with a translocation shroud drawn from the dynastic vaults, an Overlord can phase through nether-dimensions, passing through rigid defences and even the flesh of mortal guardians to reach whatever prey or prize they demand.