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Empire (unités) - Les 6 autres Autels Cabalistiques de Bataille


Dreadaxe

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Thommy H nous fait des propositions sur les Autels Cabalistiques de Bataille manquant dans le LA v8.

http://www.chaos-dwarfs.com/forum/showthread.php?tid=10965

Arcane Battle Altars

Someone PM'd me to ask about these a couple of days ago. As you can see, I took them down because I reached the forum's upload limit for attachments and I decided no one would miss them much. Well, apparently someone did, so I've put them up on Mediafire:

Infernal Phlogistrum

Jade Spirocosm

Necrocomnicum of Shyish

Amber Menagerie

Monument of Mirrors

 
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 Les scripts.

 

INFERNAL PHLOGISTRUM
Arcane Battle Altar

Unlike the other Arcane Battle Altars used by the Colleges of Magic, the Infernal Phlogistra of the Bright College are comparatively common. Resembling nothing more than a great blazing bonfire contained within a twisted cage of blackened iron, the wild Pyromancers are only too keen to take to the battlefield on their fiery pulpits, using their arcane power to hurl balls of living fire at the enemies of The Empire. The Wind of Aqshy is relatively easy to ensnare and utilise, but it takes the presence of one of the Orbs of Sorcery to truly focus it, and only a small number of the many Infernal Phlogistra have one of these at the heart of their huge braziers, drawing in the raging fury of Bright Magic and then projecting it outwards nearly indiscriminately. The flame-haired Acolytes constantly stoke the blaze on an Infernal Phlogistrum and, as it grows, so too does the power of the incantations. The men of The Empire who march beside these burning altars are heartened by its fiery presence, and the very air before them wavers from the heat. Unlike some of the other practitioners of magic in The Empire, the Pyromancers are often welcomed, and their power kindles not just fire, but also the hearts of men. When the bonfire grows to mammoth proportions, feeding off the Wind of Aqshy and the fierce battle-hunger of its allies, it bursts forth with mighty, roiling balls of flame that reduce the battlefield to a charred ruin.


M WS BS S T W I A Ld Troop Type Unit Size Points
Infernal Phlogistrum - - - 5 5 5 - - - Chariot 1 130
Acolyte - 3 3 3 - - 3 1 7 (Armour Save 5+)
Warhorse 8 3 - 3 - - 3 1 5


Crew: 2 Acolytes

Drawn by: 2 Warhorses

Equipment (Acolytes): Hand weapon

Special Rules: Large Target.

Locus of Aqshy: If you have one or more Infernal Phlogistrum on the battlefield at the start of your magic phase, add 1 dice to your power pool.

Blazing Radiance: The Infernal Phlogistrum and all friendly units within 6" have the Flaming Attacks special rule.

Firestorm Barrage: When the raging brazier of the Infernal Phlogistrum rises high enough, it spits huge, tumbling balls of fire into the air.
Innate bound spell (power level 4).
Firestorm Barrage is a direct damage spell with a range of 24". Roll a D3 – this is the number of fireballs that are thrown by the Infernal Phlogistrum. For each fireball, place the small round template anywhere within range. Each template scatters D6". Any model hit by the template suffers a Strength 3 hit with the Flaming Attacks special rule.


An Infernal Phlogistrum may be included as a Rare choice in an Empire army, or as a mount for a Battle Wizard Lord that chooses his spells from the Lore of Fire. In this case, he replaces one of the Acolytes.

 


 



JADE SPIROCOSM
Arcane Battle Altar

Rarely do the Wizards of the Jade College turn their talents to construction, eschewing such things in favour of the cultivation of growing things. However, one exception to this is the incredibly rare Jade Spirocosm, only a handful of which have ever been created. A living thing in and of itself, the Spirocosm resembles a series of nested wooden rings, in imitation of the Spiral of Life, the symbol of the Wind of Ghyran. Each ring is made from a different wood, some from the dense forests of The Empire, some from the iron-hard evergreens of Kislev, some from the swaying palms along the coasts of Araby or the rich red homogony from the deepest jungles of distant Lustria, brought back to the Old World at incalculable expense. In the centre lies one of the powerful Orbs of Sorcery. Each ring is carved with dozens of sinuous runes and, when the correct words are spoken by the Acolytes tending to the Spirocosm, these spring to life with a ominous green glow. The rings being to turn, slowly at first, but picking up speed, until the whole wooden construction awakens, rising up and spinning madly. The Wind of Ghyran is caught in this rotating vortex, and the polished wood magically returns to life, so the Spirocosm first becomes covered in blossom of a dozen different colours, then leaves, fronds and other foliage so that, once fully empowered, it appears as rippling ball of seething green. The Jade Spirocosm can be dragged into battle on a great wooden and stone carriage, where its magical energies lend vigour to the soldiers of The Empire. Alas, the power of the Spirocosm is limited: after a short time, its greens fade to reds, golds and finally browns and then the great spinning wheels slow down, creaking into Winter's slumber before finally turning grey and falling to pieces. So it is that each Jade Spirocosm may only be used once before its natural – if accelerated – cycle of life destroys it.


M WS BS S T W I A Ld Troop Type Unit Size Points
Jade Spirocosm - - - 5 5 5 - - - Chariot 1 140
Acolyte - 3 3 3 - - 3 1 7 (Armour Save 5+)
Warhorse 8 3 - 3 - - 3 1 5


Crew: 2 Acolytes

Drawn by: 2 Warhorses

Equipment (Acolytes): Hand weapon

Special Rules: Large Target.

Locus of Ghyran: If you have one or more Jade Spirocosms on the battlefield at the start of your magic phase, add 1 dice to your power pool.

Vortex of Rebirth: The Jade Spirocosm and all friendly units within 6" have Regeneration (6+).

Thicket of Thorns:
The power of the Jade Spirocosm causes the natural vegetation around it to spring up, ensnaring those who would seek to harm its masters.

Innate bound spell (power level 4).
Thicket of Thorns is a direct damage spell that affects all enemy units within 18". Each target unit immediately suffers 3D6 Strength 2 hits with the Armour Piercing special rule. Any affected unit that wishes to march or declare a charge in their next Movement phase must take a dangerous terrain test as they hack their way through the sudden briar patch that has sprung up around them.


A Jade Spirocosm may be included as a Rare choice in an Empire army, or as a mount for a Battle Wizard Lord that chooses his spells from the Lore of Life. In this case, he replaces one of the Acolytes.

 


 



NECROCOMNICUM OF SHYISH
Arcane Battle Altar

Few sights fill an enemy with such creeping dread on the battlefield as the Necrocminca of Shyish, the battle altars of the Amethyst College. These sepulchral structures resemble Gardens of Morr, but with its monuments and crypts built into the shape of a leering skull. Bones, hourglasses and black roses are carved onto every surface and marked with black sigils that wrench at the eye. As the dark Wind of Shyish blows, it is caught in the spires of the mobile mausoleum and channelled into the glowering eye sockets of the great skull at its heart. Somewhere in the depths of that weird stone structure sits an Orb of Sorcery, drawing in the fell power of Death Magic. An evil cloud of sorcery emanates from the Necrocomnicum, and on it float the spirits of the damned for the Garden of Morr that makes up the altar is not merely for show – the bodies of those who have wronged the Amethyst College over the centuries are entombed within, and their low moans can be heard on the unnatural wind. These lost souls affix themselves to the allies of the Amethyst Wizards, lending them a ghastly aspect, but can also be sent screaming from the tombs as they are opened by the black-clad Acolytes to assault the enemy. They rend the foe with spectral claws, hungering for the warmth of the material world that has been denied them for so long. Only rarely does the dread Patriarch of the Amethyst College allow the deployment of a Necrocomnicum of Shyish, for it lends credence to the rumours that his Order are in league with the evil Necromancers of Sylvania and the Land of the Dead. Such darkness that the Necrocomnicum can unleash must be used only at the uttermost end of need.


M WS BS S T W I A Ld Troop Type Unit Size Points
Necrocomnicum of Shyish - - - 5 5 5 - - - Chariot 1 140
Acolyte - 3 3 3 - - 3 1 7 (Armour Save 5+)
Warhorse 8 3 - 3 - - 3 1 5


Crew: 2 Acolytes

Drawn by: 2 Warhorses

Equipment (Acolytes): Hand weapon

Special Rules: Large Target.

Locus of Shyish: If you have one or more Necrocomnica of Shyish on the battlefield at the start of your opponent's magic phase, add 1 dice to your dispel pool.

Wind of the Damned: The Necrocomnicum of Shyish and all friendly units within 6" cause Fear.

Writhing Globe of Spectres:
When the souls enslaved to the Necrocomnicum of Shyish are unleashed, they fly across the battlefield, assailing foes with their ethereal claws.

Innate bound spell (power level 4).
Writhing Globe of Spectres is a direct damage spell with a range of 24". Place the small round template anywhere within range. All models hit by the template suffer a Strength 6 hit with no armour saves allowed. Any unit that takes at least one casualty from Writhing Globe of Spectres must take a Panic test.


A Necrocomnicum of Shyish may be included as a Rare choice in an Empire army, or as a mount for a Battle Wizard Lord that chooses his spells from the Lore of Death. In this case, he replaces one of the Acolytes.

 



AMBER MENAGERIE
Arcane Battle Altar

The Amber Menagerie is a curious creation: a great sculpture in solid amber, depicting a veritable bestiary of wild beasts, all transfixed in their most natural states – from the pouncing jaguar to the swooping eagle and the baying hound, each are perfect representations of the totem creatures they evoke, carved with the pure power of the Wind of Ghur. The shamanistic Battle Wizards of the Amber College each create these carvings individually, basing them upon their own spirit companions in the wild and, when enough of them meet together in Altdorf, they fuse them into an Amber Menagerie with one of the Orbs of Sorcery in the centre. The essence of each of the familiars is contained within the construct and, when the Menagerie is wheeled into battle, it attracts to it the Wind of Ghur and the carvings each begin to creak into life. Though they remain transfixed to the altar, the animated beasts roar and call, moving in an arcane dance, their spirit forms drawing in more Amber Magic. Waves of bestial fury pulse out from the Amber Menagerie, instilling in all who catch a hint of the musky scent of living beasts a kind of atavistic rage. The effect on other beasts is so much more profound though, for the Acolytes who tend to the Menagerie are able to use the power of Beast Magic to remind them of their natural instincts, causing them to rage against whatever bindings compel them to fight. Mounts fall upon one another, acting out their mating contests or territorial clashes, while bound monsters hurl their riders from their saddles and set upon them with beak and claw.


M WS BS S T W I A Ld Troop Type Unit Size Points
Amber Menagerie - - - 5 5 5 - - - Chariot 1 130
Acolyte - 3 3 3 - - 3 1 7 (Armour Save 5+)
Warhorse 8 3 - 3 - - 3 1 5


Crew: 2 Acolytes

Drawn by: 2 Warhorses

Equipment (Acolytes): Hand weapon

Special Rules: Large Target.

Locus of Ghur: If you have one or more Amber Menageries on the battlefield at the start of your opponent's magic
phase, add 1 dice to your dispel pool.

Bestial Musk: The Amber Menagerie and all friendly units within 6" have the Devastating Charge special rule.

Kadon's Unshackling:
The focused power of the Amber Menagerie is able to unleash one of the fabled cantrips of Kadon, the ancient master of Beast Magic, which temporarily returns beasts to their natural state, causing them to throw off the bindings that compel them to obey their masters.

Innate bound spell (power level 4).
Kadon's Unshackling is a direct damage spell that affects all enemy monstrous beasts, monstrous cavalry and monsters within 24". Any affected unit that consists of more than one model immediately suffers D6 hits resolved at the basic Strength of the monster, monstrous beasts or the mounts (if the unit is monstrous cavalry) as they set upon one another. Distribute the hits as shooting. Any single ridden monster or unit with the Monster and Handlers special rule affected will inflict D6 hits at its basic Strength on its rider or handlers. Any lone monster inflicts D6 hits at its basic Strength at the closest enemy unit within 6" – if no unit is in range, the monster growls and stamps menacingly, but there is no other effect.


 

An Amber Menagerie may be included as a Rare choice in an Empire army, or as a mount for a Battle Wizard Lord that chooses his spells from the Lore of Beasts. In this case, he replaces one of the Acolytes.

 

 



MONUMENT OF MIRRORS
Arcane Battle Altar

The enigmatic Grey Wizards rarely work together on any one endeavour, so it is a mystery how the Monuments of Mirrors came to be. These bizarre creations resemble nothing so much as a great crystalline mass, each pale facet casting strange reflections and distortions, so that it is almost impossible to see what shape it truly is. Acolytes of the Grey College tend to the Monument, whispering their shadowy incantations over it, causing wisps of energy and thought to play across each reflective surface. Sometimes, it seems as if faces can be seen in the crystal, frozen in spectral torment, but then they are gone as quickly as they appear. It is said that at the heart of each Monument of Mirrors is one of the Orbs of Sorcery and that the peculiar nature of the Wind of Ulgu means that the crystalline shell forms naturally around the Orbs and that they are therefore not truly constructed at all. The Grey Guardians have never been known to expound on the matter, but they willingly use the Monument of Mirrors to harness their ephemeral Shadow Magic and magnify their illusions and transformations, mounting it upon a wheeled altar so it can be taken into battle. To even come close to the Monument is to invite madness, as the half-seen shapes enter the minds of watchers and ensnare them to the will of the Grey Wizards. They thus become vessels for the power of Shadow Magic and move with the same unnatural, ethereal speed as their new masters. More terrifying is the ability of the Monument of Mirrors to focus its fell energies across the battlefield, filling the minds of its controllers' foes with visions of madness and terror.


M WS BS S T W I A Ld Troop Type Unit Size Points
Monument of Mirrors - - - 5 5 5 - - - Chariot 1 140
Acolyte - 3 3 3 - - 3 1 7 (Armour Save 5+)
Warhorse 8 3 - 3 - - 3 1 5


Crew: 2 Acolytes

Drawn by: 2 Warhorses

Equipment (Acolytes): Hand weapon

Special Rules: Large Target.

Locus of Ulgu: If you have one or more Monument of Mirrors on the battlefield at the start of your opponent's magic phase, add 1 dice to your dispel pool.

Ensnaring Vapour: The Monument of Mirrors and all friendly units within 6" have the Always Strikes First special rule.

Visions of Madness:
The Acolytes operating the Monument of Mirrors can use its strange configuration to focus its power on one unfortunate enemy regiment, driving them into a living hell of depression and insanity.

Innate bound spell (power level 4).
Visions of Madness is a hex spell with a range of 36". All models in the target unit now Fear all enemy units. Units that already cause Fear will now cause Terror. In addition, they must pass a Leadership test at the beginning of each of their turns while they remain affected unless they are already in combat or be unable to move, shoot or cast spells that turn.


A Monument of Mirrors may be included as a Rare choice in an Empire army, or as a mount for a Battle Wizard Lord that chooses his spells from the Lore of Shadow. In this case, he replaces one of the Acolytes.

 

 

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Qu'en est-il du métal ? Ils ne sont pas sensés en avoir ?

J'ai pas regardé dans le detail encore, mais l'idée est vraiment sympa. Par contre, c'est un peu triste que ce soient tous des chars non ? Meme si je sais qu'en V8 la plupart des "autels" sont mobiles, je pense que plus de variété aurais ete plus interessante, les colleges de Magie ne sont pas sensés uniformiser leur pratiques
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Une traduction de deux des autels (bête et métal) : https://onedrive.live.com/redir?resid=C6C136D0975A720B!777&authkey=!ACIeVSbt2pcr-oo&ithint=folder%2c

 

Je viens de penser que j'ai oublié d'ajouter un encadré pour la source... Pas la foi de le modifier ce soir ^^.

 

Je n'ai fait que traduire pour l'instant, mais il y aurait peut être des corrections à apporter... Surtout sur celui de la bête, l'objet de sort ne me plait pas tant que ça.

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Une traduction de deux des autels (bête et métal) : https://onedrive.live.com/redir?resid=C6C136D0975A720B!777&authkey=!ACIeVSbt2pcr-oo&ithint=folder%2c


Super, c'est top !! Dommage de ne pas avoir accès au document. J'ai vu quelque broutilles à corriger. 
 

Je viens de penser que j'ai oublié d'ajouter un encadré pour la source... Pas la foi de le modifier ce soir ^^.


Oui rajouter l'auteur : Thommy H sur le forum Chaos-Dwarfs.com | Inspiration : WFB8 Livre d’Armée L'Empire avec les 2 Autels Cabalistique de Magie.
 

Je n'ai fait que traduire pour l'instant, mais il y aurait peut être des corrections à apporter... Surtout sur celui de la bête, l'objet de sort ne me plait pas tant que ça.

 

J'aime assez perso. Dans tous les cas les propositions doivent être faites en anglais à l'auteur dans une premier cas.

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Un nouveau lien : https://onedrive.live.com/redir?resid=C6C136D0975A720B!780&authkey=!ABNI6NAwZ3Z-QXY&ithint=folder%2c

Si ça ne marche toujours pas je changerai de serveur d'hébergement...

 

J'ai rajouté un encadré pour l'auteur.

J'ai également ajouté l'autel de la Mort.

 

Je suis preneur de toute correction sur les documents.

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  • 2 semaines après...

Ajout de 2 nouveaux autels.

 

J'ai mis à jour les polices, par contre j'ai oublié de corrigé pour le nécrocomnicum :(

Je fais ça demain...

 

Le lien : http://1drv.ms/1H50Y6U

 

EDIT :

Necrocomnica au lieu de Necrocomnicum au début.

 

En fait je viens de calculer, c'est normal j'ai pris le même principe de pluriel que curriculum. Mais bon ça ne me dérange pas de mettre nécrocomnicums à la place.

Modifié par ilmarith
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Voilà le petit mot de remerciement de l'auteur.

 

 

I don't speak French so I had to run the thread through Google translate - looks like you guys are having fun. Apologies for the typos and errors. They were done some years ago now and if I did them again I'd probably change some bits and pieces, but I'm finished with 8th Edition. If you ever actually build any of these, be sure to let me know!
Modifié par Dreadaxe
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  • 2 ans après...
Il y a 9 heures, Dreadaxe a dit :

Lien mort :(

Bizarre, ça marche bien chez moi.

Je viens de créer un nouveau répertoire en cas, ça marchera peut être mieux.
Lien

Au pire je les mettrais sur un autre partage

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