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Introducing Bloodroot: A Dark Fantasy Wargaming Setting
(to be used with RUW Core Rules)
The world is darker now. The blood has soaked deep into the roots of our land, and hope is a word that has little more meaning than: make it to tomorrow. Once, many years ago things were better, life was more joyous, and the Empires of mankind were at something of a harmony with The Wild. Until The Torch was born, an organization dedicated to The Blaze, a grand spirit of fire who wished to set the world aflame. The Blaze had sparked within the hearts of man the inspiration to build and craft and expand. To grow and grow.
Led by The Torch the empires of man grew into one under the rule of the torch. This advancement led to much growth and the betterment of the lives of all mankind… but at the cost of the wild… the lands of the wildfolk were being destroyed and pillaged, and it awoke the Spirit of The Wild. A wrathful vengeful spirit who sought to punish mankind for its carelessness.
Now the forces of mankind and the Wild are in constant war with the innocent being caught in between a conflict so large it covers much of the known world.
The Flameguard are the elite military of The Torch, dedicated to the continued expansion of mankind into all regions of the earth. Armed with weapons imbued with the essence of The Blaze, they are formidable warriors. They excel in ranged combat and often sport durable armor
The Wildkin are the protectors of the wildlands and are possessed by the wrath of the Wild, a force that contorts and mutates them into weapons of its war. These warriors of the wild are incredibly fast and excel in melee combat.
The following units, tactics and scenarios are to be used in addition to what is found in the core rules. You may make additional units at your leisure beyond the 16 found in this expansion. Further expansions each detailing their own unique setting will follow.
The Flameguard, defenders of The Torch
____________
Flameguard Tactics
Inferno Barrage!: Until the end of your turn, all units you control who have ranged stats gain +3 to Ranged attacks but -1 to armor
Ride the Flame: all units can take one wound in order to make a ranged attack without first taking the Aim action. They can choose to take their second blow even if it would kill them.
Hold the Line!: all units lose -1 to all attack stats (melee and ranged) and gain +3 to Armor
All core tactics can also be used
Flameguard Soldier [PV: 1]
The Infantry that makes up much of the The Advance. Sporting the signature embershot rifles, they are high damage but low armored units.
Stats:
Melee: 0
Ranged: 5
Speed: 3
Armor: 4
Flameguard Cannoneer [PV1]
Though lacking in both speed and armor, the flameguard cannoneer boasts a massive weapon aloft upon its shoulder. Imbued with the spirit of the blade, this weapon can lay waste to any foe
Stats:
Melee: 0
Ranged: 7
Speed: 2
Armor 3
Inferno Blades [PV 1]
Sealed within a suit of flaming armor, these souls know no rest from the torment as their bodies become entirely possessed by the blaze
Melee: 3
Ranged: 0
Speed: 3
Armor 6
Flameguard Mortar [PV 2]
Manning massive guns, these slow moving guns are
Melee: 0
Ranged: 10
Speed: 2
Armor: 6
Flameguard infiltrator [PV 2]
With an especially powerful but compact Embershot Rifle, the specialist units are fast tough and carry plenty of firepower. They are the all rounded unit that is essential to the flameguards success.
Melee: 0
Ranged: 6
Speed: 6
Armor: 6
Flameguard Striker [PV 2]
Fast footed Automatons with powerful Embershots in tow, are used to flank and strike enemies when they least expect it
Melee: 0
Ranged: 6
Speed: 8
Armor: 4
The Spirit of Flame [PV 4]
The artificers of the Flameguard have found a way to create powerful warriors of pure flame, but at the cost of a tributes very soul.
Melee: 0
Ranged: 8
Speed: 6
Armor: 10
The Blaze Knight [PV 4]
In a suit of armor entirely powered by the blaze to extreme extends, the ground below its feet is charred by its steps. Wielding a blade of pure flame, these swordsmen are some of the most powerful warriors in the whole of the Flameguard.
Melee: 10
Ranged: 0
Speed: 6
Armor: 8
The Wildkin
__________
Wildkin Charger [PV: 1]
The main infantry of the wildkin due to their incredibly large population. They are fast and fierce and charge straight into battle, filled with the fury of the nature.
Stats:
Melee: 4
Ranged: 0
Speed: 5
Armor: 3
Taurian Blade [PV 1]
Of the many wildfolk, the Taurians are by far some of the toughest. Armed with blades, these brutes are some of the sturdiest infantry in all of the wild.
Stats:
Melee: 5
Ranged: 0
Speed: 2
Armor: 5
Oakenkind Archers [PV 1]
Crafted from the very heart of the Great Oaks, these wooden warriors are one with the arrows they fire and guide it with deadly accuracy.
Melee: 0
Ranged: 4
Speed: 5
Armor: 3
Taurian Titan [PV 2]
Some taurians are driven to sheer madness from the amount of Wild Fury that they harness in battle and some are mutated and twisted by the Wild into a massive beast of immense fury
Melee: 6
Ranged: 0
Speed: 4
Armor: 8
Wolfkin Warrior [PV 2]
Wolfkin warriors are some of the most highly ranked soldiers in the Army of the Wild, boasting formidable strength and unsurpassed speed.
Melee: 5
Ranged: 0
Speed: 9
Armor: 4
Wild Channeler [PV 2]
Some humans wander their way into the heart of the woods, whether as adventurers or as if they felt called by it. But all who come are deceived, for the forest consumes all. These poor souls lost amidst the woods have their bodies as hosts for the great
Magic found within the woods.
Melee: 0
Ranged: 10
Speed: 4
Armor: 4
The Green Serpent [PV 4]
The Avatar of Natures wrath, a giant serpentlike form of coiled tendrils, this is the forest incarnate.
Melee: 8
Ranged: 0
Speed: 9
Armor: 7
The Oaken Knight [PV 4]
The Oaken Knights are warriors of the oakenkind so devoted to Power of the Wild that theyve become instruments of that power, pure in its vengeance and zeal.
Melee: 8
Ranged
Speed: 6
Armor: 10
Tactics:
Natures Fury: All units gain +1 to Melee and +2 to speed. At the start of a units activation, each unit can take one blow in order to gain an additional +1 to Melee and +2 to speed.
Twisting Roots: All opposing units gain a -2 to their speed stat
Bestial Rage: If a unit makes a successful melee attack and deals a wound, it can immediately melee attack again for free with half the amount of dice (rounded up)
Scenarios:
Breaking the Onslaught: the war between the Wild and The Flameguard is often quite brutal, with the magical forces of the Wild and the Blaze possessing the pawns of their war, and imbuing them with their very essence. At the start of the battle you can decide whether or not one or both players will gain their Faction Boon. This faction boom must be tied to one single unit. As long as that unit lives, you gain the boon. If that unit is ever slain, you instead gain the curse effect. This boon/curse is continual and applies to all units in your force
Flameguard:
Boon- +1 to ranged attacks and +1 to armor
Curse- -1 to ranged attacks and -1 to armor
The Wildkin
Boon- +1 to melee attacks and +1 to speed
Curse- -1 to melee attacks and -1 to speed
the actual battle is straightforward and the last force standing wins. If you wish to run a timed game, after eight rounds, the team with the most army points worth of enemies killed wins.
Hold your ground: Some fights arent fights for victory, but a dying breath, a final cry of resistance. Sometimes it isn’t about winning but about buying time. In this scenario one side will start with all units in the center of the board and the other will start with all of their units on the edges. The player on the center is called the Defender and the other player is the attack. The attacker should have a 150% to 200% larger army. For every round survived the defender gets 1 point. The goal is to score as high as possible.
I hope you enjoyed Bloodroot, a Dark Fantasy Wargame.
Working on a new Malifaux crew! Built Yan Lo over the weekend (with a few breaks). He's a several-hundred year old Chinese sorcerer, which sounds cool as Hell. A much more difficult crew to play but I'm looking forward to it after my recovery time.
Dawg what the fuck are we doing here if you aren't gonna tell us what's up just kill it and replace it
Repainted a space marine from the old citadel paint set for a family member.
Not really my greatest work but it looks so much better than before.

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A squadron of three Black Templars Gladius Class Frigates has entered the Agripinaa Sector to bolster the Imperial defence of the region. Answering the call for aid from Battlefleet Agripinaa command, the Black Templars Space Marines Chapter Master himself decreed that a squadron of frigates should make all speed to shore up the defences of such a critically important area of Imperial space.
Swift, nimble, and with significant firepower relative to their size, Gladius Squadron Bohemond and their complement of renowned Space Marines will surely boost the morale and defences of Sector Agripinaa.
I painted this little squadron of BFG in record time, over the space of three evenings (probably around 4 hours of painting in total). Really pleased with how they’ve turned out, I’m happy with the cold, blue/black of the main hulls. I even tried some freehand chapter symbols on the rear wing plates, they’re not great but they’ll work fine, considering how long it’s been since I did any proper freehand painting!
I have one more light cruiser to add to this little force, it’s actually an old Forgeworld Grey Knights strike cruiser but will work well in Black Templar colours too.
Happy Hobbying!
Dave
Some really bad shots of everything I’ve made for verrotwood so far. I’ll take some shots with my good camera and post those soon.
I’m still pretty new to greenstuff sculpting but I’m super happy with how all of the fur details came out.
I picked up a rotating turntable for some better photography and videos of my miniatures, and tested it on my most recently painted unit: the Bladegheist Revenants.
Really pleased with how the video has turned out for a first attempt! I used a little tripod to hold my phone whilst recording and it seemed to work well.
I think this type of video definitely helps to show off minis such as the Bladegheist Revenants which I found pretty difficult to photograph due to their poses being so dynamic.
The photo above showed the simple setup with the turntable inside my lightbox, tue tripod is out of shot.
Keen to try more of this in the future!
Happy Hobbying
Dave