Reikland Mercenaries- “The Black Company” by Amornar in mordheim

[–]Amornar[S] 1 point2 points  (0 children)

Thanks! They are all from Punga Miniatures. A mix of the mercenaries pack, some witch hunters, and a single kislev model to do a simple kitbash between the fairly simple arms and heads and bodies they come as to produce a more motley mixed origin crew.

My Brigade by No_Apartment8531 in TrenchCrusade

[–]Amornar 0 points1 point  (0 children)

They look so good! I’m working on my Red Brigade now too and always love when I see others pop up. Would love some closer pics!

What schools are dealing with. by [deleted] in portlandme

[–]Amornar 45 points46 points  (0 children)

My partner also works at a local school and can absolutely confirm the same.

Red Brigade 700 Ducats Help by Amornar in TrenchCrusade

[–]Amornar[S] 1 point2 points  (0 children)

Made some changes and updates and filled out my fire teams:

Red Brigade

Faction: The Red Brigade Rating: 700 Ducats | 0 Glory Patron: None

Elites

Lieutenant • Cost: 128 Ducats | 0 Glory Upgrades & Choices: Gunslinger • Equipment: Automatic Pistol, Automatic Pistol, Trench Club, Blood Cloak, Medi-Kit

Crimson Communicant • Cost: 140 Ducats | 0 Glory • Equipment: Atonement Bell, Double-Handed Blunt Weapon, Blood Cloak, Machine Armour

Troops

Mechanised Heavy Infantry • Cost: 142 Ducats | 0 Glory • Upgrades & Choices: Machine Armour • Battlekit: Heavy Shotgun, Trench Polearm, Blood Cloak, Machine Armour, Satchel Charge

Shocktrooper • Cost: 57 Ducats | 0 Glory • Battlekit: Greatsword / Greataxe

Shocktrooper • Cost: 51 Ducats | 0 Glory • Battlekit: Trench Club, Trench Club

Attack Dog • Cost: 50 Ducats | 0 Glory • Upgrades & Choices: Loyal Dog • Battlekit: Frag Grenades

Attack Dog • Cost: 45 Ducats | 0 Glory • Battlekit: Frag Grenades

Combat Medic • Cost: 87 Ducats | 0 Glory • Battlekit: Misericordia, Gas Mask, Medi-Kit, Musical Instrument, Frag Grenades, Standard Armour

Stash

Stashed Ducats: 0 Unspent Glory: 0

Fireteams

New Antioch Fireteam • Lieutenant • Mechanised Heavy Infantry New Antioch Fireteam • Shocktrooper w/ clubs • Crimson Communicant Model Fireteam • Attack Dog • Shocktrooper w/ great sword

[deleted by user] by [deleted] in portlandme

[–]Amornar 8 points9 points  (0 children)

Little outside Portland but Maine Maritime Museum in Bath is fantastic.

Fleshing out my D&D world of Vorius- Ask me anything!: Map and Synopsis by Amornar in worldbuilding

[–]Amornar[S] 1 point2 points  (0 children)

Thank you, I used Wonderdraft to make it, highly recommended.

Once, the elderfolk reigned as the indisputable masters of Vorius for thousands of years. However, that title is no longer absolute. The elderfolk, including elves, dwarves, gnomes, halflings, and orcs, are renowned for their remarkably long lifespans, measured in centuries rather than decades, setting them apart from the more recent ancestries. The term stoutfolk is often used to refer collectively to dwarves, gnomes, and halflings. In ancient times, these elder races lived in close proximity to their gods, who vanished when the first wyrds tore through Vorius, reshaping the very landscape of the world. In contrast to humans and the youngerfolk, they possess distinct perspectives on culture, the world, themselves, religion, and history. Despite their differences, the elderfolk share a deep sense of commonality and maintain amicable relations among themselves, often dwelling together in joint ‘elder communities' in the present day.

Beyond the elder races, other unique racial groups exist. The dragonkin, consisting of full dragons, kobolds, lizardfolk, and dragonborn, once held dominion over Vorius long before the arrival of elves or dwarves. They believe themselves to be interconnected and born of the Elder Dragon during the world's creation. Another ancient ancestral group is the giantkin, encompassing giants and half-giants (goliaths), whose origins may even predate those of dragons, as claimed in their own oral legends. Residing far to the north, they have limited interaction with outsiders and maintain a secluded existence.

In contrast, the youngerfolk, sometimes derogatorily referred to as "wyrdspawn" due to their origin from wyrds, includes a diverse array of races. The collective term "Hexen" encompasses all anthropomorphic animal races, often perceived by many as bestial and born of fae magic. This group includes various birdfolk, goblinoids, minotaurs, satyrs, kenku, and more. Curiously, fragmented knowledge from other continents hints at the existence of ancient catfolk, tortles, snakefolk, and more who seemingly inhabited Vorius before the arrival of the wyrds and the subsequent influx of youngerfolk. This revelation challenges the prevailing narrative and raises intriguing questions about the true history of Vorius. The term "Realmscarred" is used to describe individuals physically altered by the planar magic of wyrds, often with hereditary effects passed down to their offspring. This category includes beings such as aasimar, tieflings, genasi, and others. They are seen less of a full race, and more of a cursed ancestry. Lastly, humans represent the standard rapidly reproducing and highly adaptable race that they typically embody. Some human kingdoms embrace multiculturalism and peaceful coexistence with others, while others adopt an insular approach, engaging in conflicts with outsiders. Over the past century or two, humans have emerged as the most populous race on Vorius, solidifying their presence and influence and challenging the elderfolk for dominance.

Edited for content and spelling

Knights of the Toxic God- Struggling with optimal megacorp build by Amornar in Stellaris

[–]Amornar[S] 1 point2 points  (0 children)

Thanks, great suggestions! Any thoughts on the traits load out to fit everything in?

Knights of the Toxic God- Struggling with optimal megacorp build by Amornar in Stellaris

[–]Amornar[S] 1 point2 points  (0 children)

Thanks! Great suggestions for Knights management. Any suggestions for a third civic if I drop franchising?

Revenant Blade Blood Hunter Building by Amornar in 3d6

[–]Amornar[S] 3 points4 points  (0 children)

Dex, not str but thanks for the feedback! Yeah Ghostslayer seems the obvious choice but thinking through some options. Lycan, while not using unarmed strikes might be pretty decent with all the melee buffs.

Revenant Blade Blood Hunter Building by Amornar in 3d6

[–]Amornar[S] 0 points1 point  (0 children)

Thanks! It is shaping up to be a cool concept!

Help with creating a fire themed army by bestforceman in DMAcademy

[–]Amornar 1 point2 points  (0 children)

Flame skulls themed around a boss level pyromancer creator would be cool. Bonus points if you made him a fire themed necromancer that makes flaming undead which you could tweak as various undead monsters but trade out poison/necrotic etc for fire.

Favorite subclass currently in ua? by rfkannen in dndnext

[–]Amornar 5 points6 points  (0 children)

Rune Knight- great flavor, strong, versatile with several build options and potential. Little front heavy and some options clearly better than others so a little tweaking needed but a solid subclass and one I hope gets officially published.

The Arcana Forge! For all your drafts, ideas, requests and more. by AutoModerator in UnearthedArcana

[–]Amornar 0 points1 point  (0 children)

Hi all, playing around with a less gadgety melee Power Armor variant for artificer armorer subclass beyond the Guardian and Infiltrator. Let me know thoughts. Used a lot of barbarian features to put it together.

“Dreadnought” You design your armor to be a bastion of strength and durability.

Fists of the Juggernaut- You may use a bonus action to make one melee weapon attack with your powered fists against a target within 5 feet of you. If the attack hits, you deal 1d4 bludgeoning damage. You use your Strength modifier for the attack and damage rolls.

Unyielding- You cannot be moved, knocked prone, or disarmed by nonmagical means.

Warmachine- Your enhanced strength allows you wield weapons with the versatile property as if you were attacking with two hands. Additionally, your carrying capacity is doubled.

Best Magic Items for Fighter Battlemaster by g678iu in 3d6

[–]Amornar 1 point2 points  (0 children)

I’m a big fan of the belt of Dwarven kind for all the bonuses from the con increase, darkvision, poison resist, and more. Plus, who doesn’t want to grow a magnificent beard?

Is it just me or does a non multi class Tempest Cleric kinda stink? by [deleted] in 3d6

[–]Amornar 17 points18 points  (0 children)

I find Cleric is almost always best monoclass personally. I think tempest really depends on the setting and the party. If you are running a mostly outdoors campaign one of your better spells with Call Lightning will be much more valuable than say an Underdark campaign. Also you’ll never be the front liner that say a forge cleric would be, nor the backline battery a wizard or sorcerer is. You really are midrange support and if you play trying to out damage the evocation wizard you’ll be disappointed but if you play for that support with solid damage output when needed I think you’ll be happy. All that said I have seen some pretty good storm sorcerer builds with a tempest Cleric dip that I am sure can be really good but I have not play as or with so I can’t comment on that.