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The doctor will see you now: witness the rules for Festus Empowered and Karl Franz Ascendant!

Today I'm ending my impromptu review of "End Times: Glottkin". For this final article on the second ET book, I'll review both the Festus Empowered and Karl Franz Ascendant, both of whom are very interesting characters.

Rules wise "Glottkin" delivered a few solid and interesting additions to the 8th edition of Warhammer Fantasy. Let's take a look at the last two special characters in the book. Are they worth their points and how good are they, when compared to the rest of unique peeps, found in the second instalment of the "End Times"?

1. Festus Empowered, The Gardener of Nurgle

For 320 we essentialy get a beefed up sorcerer of Nurgle with slightly improved statline and some neat special rules. Festus is one of those characters who absolutely should be stuck into a unit, as it will benefit greatly from his special rules, these being "Regenaration" and "Poisoned Attacks" granted to him by the "Harbinger of Pestilence" and "Healing Elixirs". The merry Apothecary himself is a level 3 spellcaster who has access to the "Lore of Nurgle" and carries his mark, as well as roll on everyone's favorite "Eye of the Gods" table and has medicore combat stats. Then again, you're not taking him for his ability to bash skulls, but to support your guys and make your opponents lives as much of a pain, as possible.
Good God look at that chin!
What truly makes Festus shine however, in his own, ugly way, are his unique rules. First one is the "Gardener of Nurgle" which forces all enemy units to treat difficult terrain as dangerous terrain instead. This also applies to games that are using the "Streets of Death" special rule, as it turns alleways into dangerous terrain death traps. This is probably the good doctor's most nasty rule, as it makes the enemy's life a lot harder when it comes to moving, charging and changing formations, not to mention fighting in cities.
Next we have the "Destined fo Daemonhood" special rule. Essentialy, when Festus roll a Dark Apotheosis result on the "Eye of the Gods" table he dosen't need to past a LD test to become a Daemon Prince. Nice, but I think it's very situational. I mean, how often can you possibly roll good enough to turn into a DP?

Finally we come to the diseased doc's magic items. First one is called "Pestilent Potions" and it either allows Festus to regain a wound at the beginning of each CC turn, or to be used as a weapon. In the second case, The Gardener of Nurgle can target a single enemy model in base contact, whom then matches his unmodified strength against Festus plus they bot roll a single D6. If the enemy wins, then nothing happens. If the Chaos Sorcerer is victorious, he automatically inflicts D3 wounds against his enemy, that are counted towards the combat result.

Overall Festus is a decent special character. As a Sorcerer of Nurgle with very good support abilities, he should be placed in a big unit of Chaos Warriors and sent against big, tough infantry blocks who have a hero in their ranks, so he can use those nasty plagues of his. I can definetly see him used in most Chaos armies nowdays, and not only those with a strong Nurgle theme.

2. Karl Franz Ascendant, The Emperor Returned

Oh yeah, we God-Emperor now. Karl Franz has returned and he's one, nasty motherfucker with a statline and special abilities that put him on par with the strongest units and characters in the whole game. His Imperial Majesty and his loyal mount now have a combined profile, something rather common in the "End Times" and, if the rumours are true, one of the mainstays of the upcoming 9th Edition of WFB. Let's take a look at the Embodiment of the Lore of Heavens, the guy who just couldn't stand and watch Altdorf being polluted by Chaos and Undead, and decided to clean his city single-handedly... with a hammer.
And a copious ammounts of being stylish as fuck
Just by looking at his statline it gets clear that Uber-Franz will be able to trash most opponents and units in CC without much of a fuss. With 9 Wounds, I 7, WS 7, S6 and whooping 10 ATTACKS he is a literal close combat beast. Of course let's not forget about his S6 "Thunderstomp" attack. The only stat that's kinda "meh" is his Toughness (5), but other than that he is simply awesome. His special rules remain generally the same, but now he's also "Stubborn". Just like old self, he possesses a solid 3+ AS and 4+ Ward, given to him by his Silver Seal. Other than that, his only other magical item is the Essence of Ghal-Maraz, an upgraded hammer of Sigmar, that wounds automatically and deals a D3+1 Multiple Wounds with no armour saves allowed. Yes, that means a maximum of 40 ATTACKS can be dealt by The Empire's Lord and Saviour. I'm at loss for words. Suddendly, the Empire recieved a Bloodthirster-level character, that can wreak shit like nobody's buisness, which is really nice and certainly evens the Empire's chances against top players, such as Glottkin, Nagash and, to a certain degree, Tyrion from the third "End Times" installment. Also his "Monster" status helps a lot, as it makes him immune to "Killing Blow", "Stomp" and "Thunderstomp", while he himself dishes a lot of hurt, and works on enemy's morale with Deathclaw's "Bloodroar" (3D6 or 4D6 with discarding the lowest result. Naaaaaasty).

Finally Karl Franz can do magic now... sort of. Being the embodiment of Azur, the Emperor can summon the wrath of heavens themselves to smite his foes. This bound spell is a power level 6, D6 Strength 6 with a 18' range. But wait, there's more! It has a chance to inflict and additional D6 ona roll of 5+ and then on a 5+, all onto same unit. This upgraded version of "Uranon Thunderbolt" is really good, and complements the KF's killing ability very nicely. Like I said before, suddendly the Empire recieved a much needed buff, that will even its odds in the "End Times".

Of course Franz has a huge weakness, medicore Toughness aside, and that's his allergy to War Machine fire. That's hardly surprising, as this is the case with all monster-like units, but be prepared that Uber Franz will be in every gunner's sights as soon as possible, due to his incredibly high threat level. Still, his 4+ ward coupled with some nice magic support will have a high chance in seeing him reach close combat, where he will destroy absolutely everything in his way.

So that's it for "End Times: Glootkin". Rules wise it's a very solid book, and one that gives both Chaos and The Empire a few cool toys to play with. The Street Fighting rules are ace, and I really wish to try them out in some, not too distant future. Next time I'll rant some more about RPG's, before jumping into "Khaine", which is currently the least popular ET book out there and with a good reason, trust me...
Fun times ahead
Until next time



All hail the great Nurgle! Beware the Lords of the Icehorn Peak

My sort-of review of "The End Times: Glottkin" continues and today I'll present you with an article about the three Maggot Riders of Nurgle, as well as Gutrot Spume. Let's get to the rotting Meat of the Matter, shall we?

"Glottkin" didn't only bring us new rules and the trio of the chosen of the Grandfather themselves, the three brothers Glott. It also presented the Warhammer players with a host of new special characters, as well as a few old ones, who got a major buff. Today we shall look at the new kids on the block, whom you really should try to avoid, least you'll catch a nasty case of cold... or worse.
You have been warned
1. Orghotts Daemonspew, Chaos Lord of Nurgle

Costing 430 points and raiding one of the disgusting Pox Maggoth, Orghotts Daemonspew is a nasty case of a CC specialist. Having a WS 8 with 8 attacks with +2 Strength that are poisoned, he's a force to be reckoned with and no mistake. As is the standard these day, he's got a combined profile with his mount and also a few, cool tricks up his rotting sleeve. First of all he's a half-daemon, and that means he's got a 6+ Ward save, which always comes in handy. Then there's the fact that any unsaved wound he suffers, means that his attacker can take a S4 hit on a failed Initiative roll, that counts towards combat resolution. Finally his Pox Maggoth, Rippermaw, has the ability to make a special shooting attack that is S4, "Killing Blow" and "Quick to fire", but has only a 6' range. Still that's a hell of package if you ask me, and I'd definitely like to see this guy in my army, if I'd ever play chaos of course. Oh, just in case you're wondering: he also causes Fear, has the "Mark of Nurgle" and rolls on the "Eye of the Gods" table, but then all of the Maggoth Riders do this.
That's pretty metal
2. Bloab Rotspawned, Chaos Sorcerer of Nurgle

The second Lord of Icehorn Peak, Bloab Rotspawned is a more of an intelectual type than Orghotts. Costing 415 points, he also rides a Pox Maggoth, Bilespurter and posses a 3+ AS, Fear, the Mark of Nurgle and rolls on the "Eye of the Gods" table. In addition he's a level 3 Sorcerer, who uses spells from the Lore of Nurgle. Hmmm ok, so far I'm not impressed. Most magicians in the "End Times" are level 4. Ok, I get that Bloab can disrupt enemy Wizards with his "Doombells" magic item, that not only grant him a +1 to his casting rolls, but all enemy spellcasters within 12' must substract 1 from their casting results. Eh, I'm not sold on that. With the release of "The End Times: Khaine" magic became so powerfull that a -1 to cast dosen't really make that much difference. On top of that Bloab dosen't have a magic weapon and his stats are worser that Orghotts with "only" 6 attacks and WS 5 with one less wound that the might Chaos Lord of Nurgle (8 instead of 9). The only cool think about him is his Pox Maggoth's shooting attack that works like a stone thrower with a 24' range and no Armour Saves allowed...but it's only Strength 3(4). So he sucks, I guess. Oh well...
Handsome fellow, that Bloab
3. Morbidex Twiceborn, Champion of Nurgle

The cheapest of all Maggoth Riders (385 points), Morbidex is a poor man's Orghotts, but not without some use in a Chaos army. First of all he posseses a good combat statline with 7 Attacks and WS 7. While sporting only a mundane Great weapon, he dose have the "Nurgle's Rot" mutation for those extended combat turns or challenges. Having the "Daemon Flesh" special rule, he also has a 6+ Ward, which is always handy and finally Morbidex can regenerate wounds, plus he has the "Mark of Nurgle", "Fear" and "Eye of the Gods". Not bad! On top of that every Nurgling unit within 12' of him has the "Regeneration" special rule and his shooting attack has "Poison" and "Quick to fire" while being a S6, which is really good, even if it has only a range of 6'. If you're looking for a good, but not awesome Chaos Champion, then Morbidex is your man... or half-man half-daemon. Or whatever.
Ho ho ho!
4. Gutrot Spume, The Lord of Tentacles, Master of the Plague Fleets

For a final special character choice, I'll be covering today, here is Gutrot Spume, the merry Chaos mariner. For 250 points, he's a solid Lord choice that let's you have a WS8, S5, A5 close combatant with Great weapon and "Nurgle's Rot", "Eye of the Gods" and the "Mark of Nurgle". On top of that he adds a D3 attacks at each turn of combat and can take the Warshrine of Chaos. His biggest gimmick is that he and his men, treat all bodies of water as an open ground. That means they can march, claim ran bonus and be steadfast, while being knee deep in some pool. It's a nice ability, but I think that it can only be usefull in a very special kind of scenario, like the sacking of Marienburg, or just on a map with a lot of rivers and lake. Otherwise it's pretty useless.
"O Captain! My Captain!"
So that's it for this post. Just as with "Khaine" I'll leave the last two special characters for next week. I'll also write about the Putrid Blightknights of Nurgle, as they are some of the more interesting units that have been presented to us in the "End Times". After I'll finish Glottkin, it'll be time for some good, old fashioned RPG ranting.

Until next time



There is no cure! The "Glottkin's" special rules are here

Yeah, yeah I know. I'm late as usual. Those new year resolutions are going down the drain. Anyway here are the "Glottkin's" special rules, and as was the case with Nagash, I'll also shed some light on the pus-ridden bastards themselves.

"The End Times: Glottkin" had its premiere some time ago, and with the Skaven lurking just around the corner, I've decided to pick up the pace a bit. That's why the next two posts will be about EoT and then I'll take a break to write about something else. January looks to be quite exciting.

Now let's get to it, shall we?

1. "The End Times: Glottkin" special rules 

"Nagash" gave us some nice, spiffy rules for fighting underground and on a cursed ground. Meanwhile "Glottkin" goes for good, old-fashioned city fighting. I actually find it really cool, since urban combat was always more commonly assosciated with 40K. After rerading through the rules for "Streets of Death" (that's how they are called) I really want a city game board. Not onlydo they add something fresh and unconventional do Warhammer Fantasy, but they are also very well written out. For example we get the "Ambushes" special rule, which allow one player to hide his units in a building and then suddendly set them upon a hapless foe, Beastmen style. There is also the "Darkened Alleways" addition, which allows for the use of small streets, that grant a unit hiding in them soft cover, but also conveys stupidity upon it.
Also known as "The End Times: Urban Combat"
"Streets of Death" are based on the attacker/defender premise, which means that one of the players will undoubtedly need to assault a building occupied by his enemy's forces. So why not pepper it with some fire arrows before, by using the "Firestorm" rule? Empty houses that get in the way can be dealt with by utilising the "Demolitions". The possibilities are endless, and even the 40K's "Cities of Death" don't offer as much interesting ways to wage a bloody and grim urban war. This is of course only my opinion, but I know one thing. I need to get my hands on some buildings and barricades soon.

The next special rule in the book is "Chaos ascendant". This one is rather simple, as it let's Chaos players everywhere recieve great benefits from fielding their unholy armies. Every Beastmen, Warriors of Chaos, Daemons of Chaos and Legions of Chaos army can use this rule. It removes the "Instability" trait from their daemonic troops and characters and replace it with the "Unbreakable" and  "Unstable" rules. Note that a "Legions of Chaos" player must declare which of the four Gods is ascendant. This God's Daemons don't suffer from the "Unstable" rule. The mortals with the ascendant God's mark can re-roll any of the dice from "Eye of the Gods" table.
They're finally being recognized for a true menace that they are. Also Adrian Smith
I find this rule to be really cool for Chaos players everywhere as it not only gives their armies lots of flavour but also grants them benefits that aren't broken, something that is not common in the "End Times".

Another rule from "Glottkin", the "Storm of Chaos" (I see what you did there Games Workshop) grants a really nasty boon to the servants of Four Powers. Being similar to the Undead's ability to summon large numbers of mooks, it allows the Chaos players to bring forth a horde of Daemons, each time a double of any kind is rolled during the Winds of Magic phase. Of course the Daemons summoned depend on the Ascendant Chaos God, but all in all this is a really cool thing to have in your game. I mean, summoning a horde of Skeletons is one thing, but summoning a unit of Plaguebearers is something alltogether different and nastier. Neat!

Finally we come to the special, signature spell that all Chaos Wizards know. It's called "Summon Infernal Legion" and is cast on a basic power level of 14+, which in itself is quite high. Not only that, but it also dosen't have a Lore Attribute. However it is still very, very good and very nasty for anyone facing down the army of the Dark Gods, as this unlucky bastard will have to cope with a unit of Daemons (or a single Daemon) worth 100, 150 or 200 points, that materialises within 12' of the caster. Of course the different point value is assosciated with different power leves. For example the 200 point unit needs to be summoned on a 20+ roll, which is steep, but since you can summon any unit with a "Daemonic" special rule it is still incredibly strong and definetly should be a top priority for those dispel scrolls out there. Just pray that the Chaos mook won't have the "Irresistible Force" on his dice...
Pictured: a "Legions..." player having a good dice rolls
As was the case with "Nagash", the "Glottkin" gives us a special, unified Chaos army called the "Legions of Chaos". Basically it merges the Beastmen, Warriors of Chaos and Daemons of Chaos into one, unholy package. Fans of the Four were waiting long for this, and I can't blame them. I've never really understood why GW decided to split them a few editions back. Now they're back as one, huge heretical family. The "Legions..." army follows the previous trend of 50% Lords and Heroes but otherwise if just an amalganation o f Beastmen, WoC and Daemons books special rules, including the "Eye of the Gods" and "Beastman Ambush", which is neat. As mentioned earlier the Chaos Daemons do not need to fear the "Instability" as it is completely gone, giving them a huge boon, altough one that is not, in my opinion, something overpowered. All in all the "Legions of Chaos" is a welcome addition to the game, and one that is both written well rules and fluff-wise. Good job GW.
We're baaaaaaaack!

2.  The Glottkin, Befouled Brothers of Nurgle

So now we come to Glottkin themselves, who cost a whooping 810 points. Being the chosen ones of the Plague God, the three brothers Glott are a truly terrifying threat, with their 12 FUCKING WOUNDS! Holy Sigmar on a pogo stick, talk about being hard to kill! Not only that but they also have T6, a 4+ AS, Mark of Nurgle and Regeneration 4+. I find the Three Stooges to be some of the nastiest, hardest sons of bitches in the entire game. Their only real downside is Initiative 1 which is pathetic. Unlike Nagash, who worked best sitting in the back and just spamming Skellingtons like crazy, the Glotts are best suited for a nice, frontal assault, where they can really shine. Not only do they have the "Nurgle's Rot" mutation which guarantees that enemy models around them will recieve free hits with no AS, but they are also gifted with the "Impact Hits (D3)", "Terror" and "Poisoned Attacks" special rules. Woah Momma! I do not envy anyone and anything going toe to toe with those guys.
The proverbial rape-train
Of course there are also the individual, nasty skills of each one of the accursed brothers. Ethrac Glott, the three-armed weirdo, is a level 4 spellcaster with access to the Lore of Nurgle. Otto, the second of the triplets, is a classic Chaos Lord who is tough and nasty, and can dish out hurt like there is no tommorow. He grants additional D6 attacks for Glottkin as a whole, meaning that the Nurgle's monstrosities can potentially attack 11 times each turn. Just... wow.

Finally there is Ghurk, who obviously got the short end of the stick in this whole "chosen of Chaos" thing, by mutating into an imbecillic beast, that is the size of a town house. This however has obvious benefits of him being a CC monster (he he he). During the close combat phase, one of Glottkins attacks can be resolved with S10 and "Multiple Wounds (D6)" special rule. This one is perfect for slying those big, nasty critters that would like to take a bite of the chosen of Nurgle. Not that anyone or anything in their right mind would want to do that, but still...

Fianlly the brothers Glott are "Lords of Nurgle" and grant the Mark of Nurgle to all allies within 12' of them. Also they don't roll on the "Eye of the Gods" table, recievieng the "Aura of Chaos" reward each time. Their special attack is "Pestilential Torrent" a S3 Breath Weapon that can be used in close combat, and ignores armour saves, but that's just a cherry on a decaying, pus-filled cake really.

So what's my reccomendation when it comes to fighting the Glottkin? As an Empire player I suggest, as was the case with Nagash, to bring a lot of Cannons and Hellblasters with some Engineer support. Load up on those flaming attacks people, since the Glotts can regenerate pretty well. Bright Magic is the way to go here. Of course their oponents can always exploit their low Initiative and try to one-shot them with spells like "Pit of Shades" or "Purple Sun of Xereus", which have a high chance of blowing the fat abomination away with a single, lucky roll. That said the Glottkins controlling player will probably do his damnest to deal with such threats very fast and will stock on counter-magicians for those tasty dispells.

The biggest problem with those three bastards is that your enemy will almost always want to stick them into CC with you, and since they are M6 it shouldn't be that hard. Buffed up Monstrous Cavalry and toughened blocks of Infantry (50+ units of Halberdiers for example) could slow them down, but ultimately the Glottkins insane 12 wounds and high Toughness characteristic will see them through. Skaven should have easier time when dealing with them, as they can shoot into close combat, but it also means that they'll nedd to send a huge (60+ at least) units of Slaves or Clanrats against this monstrosity. Otherwise it simply won't work.
Be sure to bring a lot of these against Glottkin
Do I think that Glottkin is overpowered? No. While still insanely strong, the brothers Glott can be taken down and their weaknesses are rather obvious. Being large and only one unit, they can be isolated rather easily and either stalled for the battle or shot to hell with warmachines and magic. Just don't throw your most expensive CC units at them. Even Phoenix Guard or IC Knights with Grandmaster don't stand a chance in a prolonged fight against the fat bastards, altough Elves of all sorts will benefit greatly from their ASF re-rolls, as the Glotts have terrible Inititative statistic.

So here is my review on the first part of "Glottkin". Next week I'll write about the rest of its special characters, including the Lords of Icepeak and Karl Franz Ascendant. Should be heaps of fun. Now however, I think I'm getting a cold and a rash. I hope the Papa Nurgle didn't get mad at me. Cough, cough...
"You've been a very naughty boy my dear Xathrodox..."

Until next time



A new year's welcome with some Rats and Templars

Happy new year people! Ok, now back to our scheduled programming. This post was supposed to be about Glottkin's special rules, but it's the start of 2015 and I still haven't shaken off the effects of partying like a madman, so this post will be lighter than usual.

The Glottkin post will be up on wednesday, covering the book's special rules entry. This I promise on Sigmar's mighty beard. However now let us look on some tasty, new things that GW and Forgeworld coocked up for us in January.

The Rats are coming and they are huge! 

The End Times Skaven are almost upon us. Featuring in the 4th EoT installement, our favorite Ratmen will recieve some cool looking models and, hopefully, a fine fluff to match. First of all, the impressive Verminlord is taking internet by storm and quite rightfully so!

Nagash vs Verminlord: there can be only one!
This thing is huge and, as was the case with Nagash and Glottkin, really well detailed. What sets this rodent apart from the previous two, is the fact that it comes in 5 different versions, one for each Skaven Clan. My favorite one is clan Eshin's, just for the sheer hilarity of a 10 meter-tall ninja trying to be stealthy.
Ignore me!
Truth be told, they are all great, and have some really nice rules to boot. Each of them is slightly different of course, but each can be truly devastating, both in combat and magic departments. Being a level 4 Wizard and a CC monster with WS 8, 5 Attacks and I 10 these guys can really pack a punch. Add to this Terror, being Immune to Psychology and Daemonic Attack and you have one, nasty wrecking ball coming to wreck your shit. My advice? Warmachines. Lots and lots of warmachines. Empire and Dwarf players are spoiled in this department, since the ammount of black powder firepower those armies chan churn out is riddicolous. I wonder if those Verminlords, having Daemonic Attack and all, are actually treated as Daemons themselves? Oh well, we'll find out soon enough.
Have a sneak peak of the furry bastard's rules. Well, one of them at least

By the Hand of Dorn!

Now let's get to some WH30K. Templar Brethren and Phalanx Wardens, the elite of the Imperial Fists Legion, have just been released by Forgeworld and all I can say is: THEY ROCK! Each of them is magnificent in all it's templary-glory. Being the elite of the elite of the VIIth Legion, these guys have access to the very best arsenal available to the warriors of the Legiones Astartes, including Power Weapons and Artificer Plate.
Honestly, look at those glorious bastards!
Here's a bit of info about them from the Forgeworld site.

Templar Brethren are the elite of the VIIth Legion. They are guardians of the Temple of Oaths aboard the Imperial Fists' great fortress-ship the Phalanx and the Legion's most highly accomplished warriors. With their superior skill in battle and the finest weapons at their disposal, they are at the spearhead of the Emperor's Crusade to unify Mankind.

The VIIth Legion's warships are defended from boarding assaults by the Phalanx Warders, warriors selected from amongst the best of the Imperial Fists Breacher squads. Staunch and immovable, they are the last line of defence when attack threatens and the first into the fray when the Legion boards enemy vessels.

These two upgrade sets contain an array of heads, torsos, shields and close combat weapons for you to upgrade a squad of Space Marines to Templar Brethren or Phalanx Warders. These squads can form part of an Imperial Fists Legion army in Horus Heresy games, and their rules can be found in The Horus Heresy Book Three – Extermination and Legiones Astartes – Isstvan Campaign Legions. Each set is a multi-part resin upgrade kit.

They are available to pre-order now and will be despatched from Friday 9th January 2015.

Honestly, if I'll ever start a Horus Heresy army, it will almost certainly be the Imperial Fists. The range of their miniatures, combined with incredibly interesting fluff and rules, make them a number one Legion for me. Well, at least until the Ultramarines get here... 

Not only are they a welcome addition to any IF Legion army, but their distinctive look means that any Black Templar player will be more than happy to welcome them into the ranks of his Crusader Host. Oh, and notice the little ornament on the shoulder pads of Phalanx Wardens? It's the symbol of the Executioners chapter, famous for it's involvement in the Badab War. In the audio drama "Templar" by John French, we got the first hint about their origins, thanks to the introduction of ruthless and psychotic captain Fafnir Rann, who helps Sigismund in killing some Word Bearers. Now we see that their reputation was well deserverd, as their predecessors were one of the most dedicated and vicious close combat troops at Rogal Dorn's disposal.

By the way, if you have a chance, you should definetly listen to "Templar". It's a great addition to the Horus Heresy story, showing us the mindset of Dorn's chosen warrior and future leader of the Black Templars chapter. Give it a try, you won't be dissapointed.
Notice his helmet. It's the same as the ones that the Templar Brethren use
So that's all for this post. Coming up next is Glottkin in all it's pus-ridden glory. Better bring some medicine with you, just in case.

Until next time