Vertic Blightsire
Ⅶ • Species: Great Unclean One (Greater Daemon)
Ⅶ • Patron God: Nurgleth
Ⅶ • Patron God
Ki’litzli the Poxdame (mother)
Methanion (brother)
Dungrut (brother)
Blistrorgal (brother)
Ⅶ • Faction: The Farmhands
Ⅶ • Realm: Mortal World / Realms of Chaos
Domicile: Various (Nomadic)
Ⅶ • Height: 35′1″ / 10.1 meters
Ⅶ • Weight: 14 Tons / 12700.6 kg
Ⅶ • Voice: Darin De Paul (Cyprin the Dragon)
Vertic Blightsire is a Great Unclean One, a Greater Daemon sent upon the mortal world to deliver Grandfather Nurgle’s love onto the various races that live there. While most Great Unclean Ones aim for critical mass, Vertic enjoys tormenting those mortals who live out simple lives on the countryside, tending to their crops and livestock. He calls it “tying up loose ends”, content to catch little fish while his poxbrothers devastate cities and metropolises. The truth is, Vertic enjoys the countryside...and tormenting every creeping creature on it with his maladies.
Blightsire is rather obscure in comparison to famous rotbringers like Ku’gath Plaguefather, though he does have the distinction of being the sire of the Bastard-King of Ice-Horn Peak, Orghotts Daemonspew. The boy has managed to gain notoriety where Vertic prefers the shadows so he can do his own thing. He had little, if anything, to do with the raising of the boy but if asked about him, will respond as any proud father would about their son’s successful exploits.
Vertic is somewhat larger than a normal Great Unclean One, despite being typical rather than exalted. Despite his relative obscurity, he does have some titles, such as The Wandering Blight, Wickmaster, or the more well known Candle-Crown. This due to the Great Unclean Ones rather symmetrical horns bearing candles of green warp-flame. It isn’t clear why he has this accoutrement, aside from it’s aesthetic appeal.
Like most Unclean Ones, Vertic is good natured and easy going, helped along by his accent. He will entertain all comers readily, unless they’re Tzeentchian, then a good portion of his jolly nature melts away into annoyance and snideness. More intelligent than he seems, Vertic is learned in morbidity, disease, and mortal physiology as most of his kin are. He has a particularly robust knowledge on animals...and how to break the species barrier with certain diseases. Vertic was the devious mind behind many zoonotic diseases, the most famous of which being Bovine Frenzy.
Abilities
Appearance
Warhammer Statcard
Headcanons
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Heliinx
❂ Wizard
▲ SpellCaster
This unit can cast spells.
▲ Regeneration
There are beings and creatures that can mend bone and knit flesh at an incredible rate. A mighty boon, but one stunted by fire.
▲ Scaley Skin
Scaly skin or hide helps to dampen or deflect the damage caused by missile weapons, increasing this unit's missile resistance.
▲ Charge Defense Against Large Foes
When standing and bracing against a charge of large enemies (such as cavalry or monsters) this unit will negate the enemy's charge bonus.
50
75
46
35
40
350 (Armor Piercing, Bonus vs. Large)
20
Weapons
Unique Weapon:
1. Things-Caster
A fusion between a things-catcher and a classic wizard staff, the things-caster performs the job of both it’s components well.
2. Serpent Slayer
A weapon of skaven and lizardmen craft, the Slayer is comprised of rat magic and enslaved skink handiwork.
Armor
Armor: Warpscale Armor
In Clan Reave, no part of the beast is wasted! Heliinx uses the toughest scales from the toughest saurus to forge her personal mail, which she dons under her robes when her clan goes to war.
Mounts
- Brood Horror
For the gaudier Warlord, Clan Moulder offers their most bloated Pox Rats as mounts to flail crush and savage a way through the enemy's ranks.
- Unique Mount: Frostblood
Purchased from the Skaven markets as a cub, Frostblood is a White Lion and the pride and joy of Heliinx. She extends her favor unselfishly to few things: Frostblood is one such thing, equally keen to nuzzle her as he is to savage her enemies.
-Unique Mount: Ringing Palanquin
Heliinx’s battle Palanquin, fitted with an unholy bell and guarded by Albino Rats. An unholy battle altar dedicated to the Great Horned Rat, its ominous tolling strikes awe into evil Skaven hearts and fear into their opponents.
-Unique Mount*: Skarskrit
Skarskrit is a massively mutated Bloodletter, kidnapped and then experimented on by Heliinx via surgies and warpstone applications. The result was a hulking daemonic creature, which Heliinx bound to herself using magic.
Abilities
Typical: Encourage, Hide, Scurry Away, Stand or Die!, Arcane Conduit, Evasion, Too Horrible To Die,
Magic: See Here
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Rinki
❂ Melee Infantry (Hero)
▲ Frenzy
▲ Predatory Senses
▲ Caustic Bite
▲ Deathblow
110 (Bronze Shield)
100
38
51 (Poison Attacks)
45
400/440 (Armor-Piercing, Magical Attacks)
40
Weapons
Unique Weapons:
Warp-star Mace
Taken off the corpse of a Star Chamber Guardian, the mace on the edge of this club has been replaced with a potent hunk of warpstone.
Warp Weapons
In times of war, Rinki’s teeth and talons are capped in warp-stained gold, which he can use to slash through armor. This requires him to put away his shield or mace to do, however.
Armor:
Warp-Emerald Armor
The gold and bones of a Temple-guards typical outfit, fitted, marred some would say, with Warpstone. This armor is as offensive as it is defensive, guarding it’s wearer and cutting attackers.
Mounts:
Boneshredder
A truly horrifying amalgamation of a Rat Ogre and a Kroxigor, Rinki’s Kroxogre is a monstrous sight in battle, especially to fellow lizardmen. From atop Boneshredder’s back, he oversees Reave’s legions and when needed, takes down the monsters of Lustria.
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Welp, I might as well start uploading my “unboxings” of GenCon loot. (Since I am apparently addicted to packaging design, after all.) First up, the Guild Ball two-player starter; Kick Off!
...no linen finish or nifty tabs on this box, sadly. Still, despite being hauled around in a bag all day on the convention floor, no egregious weaknesses show themselves. Plus, the art is pretty nice, showing the starter teams’ members in a rousing game of... Uh... Okay, I’ll admit they really focused on the “combat” over “sport.” I’d like to see a daring strike through a tunnel of bared weapons or something, but at least the ball made it to the front of the box... Underneath the title.
First thing you really notice when opening: That board. The box contains a full-size, sturdy cardboard pitch for playing on, broken into two pieces - three-leaf and six-leaf folding sections, respectfully.
It’s nicely guissied up for the two teams that come in the box - one side is home to scrubby brush growing around discarded barrels, and the other is cobbled, with various stoneworks laying about. (The other side is a much less distracting plain-grass pitch - two fields for the price of one!)
The textures, while nice and detailed, do suffer from that usual computerized blending, where they very perceptibly fade one to the other, without logical seams or overlapping. (Some of you out there know exactly the condition to which I am referring.)
Texture quibbles aside, I still was quite pleasantly surprised to have a nice, sturdy board - last time I remember getting a “board” along with my minis was way back with Mechwarrior: Age of Destruction - a slick, paper poster with deployment zones quickly sketch out on one side, and within a few uses holes revealing the collector’s guide on the other side. To be fair though, Guild Ball does require a few more specific measurements that need to be consistent - start lines, goal zones, midline.
...
Oh yeah, the books. You get three: Kick Off!, (an example game to tutorial you through the rules, specifically with the included teams,) the season three rules, (I don’t know what transpired in previous seasons, but this is the full rules as they stand now.) and the Captain’s Handbook. (Which contains a bit of Guild Ball lore, a story of the competing teams, and a full in-depth discussion of each player, as well as the other players available for these teams from Steamforged, and a run-down of all the other teams out there at the moment.)
Each one looks different, but are all pleasantly designed. Even the Captain’s Handbook - which would amount to a leaflet saying “buy our stuff” in other games is fully fluffed out with writing and art.
...for that matter, there are no flyers advertising other Steamforged products, which I appreciate. It helps to emphasize that they put this box together for the sole purpose of bringing you into the world of mob football Guild Ball.
Most of the interior of the box is very boring. A couple plain-white spacers support the heavy board, with the space between holding statcards, a sealed box of minis, and a bunch of empty bags for tokens. This last one is very important, as under that board are several punch sheets of tokens and measurers - some 150 pieces or so in total, many being in the 1cm range. With all the status tabs, special abilities, and influence chits, be assured that this is a very token-heavy game.
Opening the minis box, (above,) there was a very nifty surprise. Silhouettes! That’s right, now instead of putting minis back into the fitted plastic sheaths by trial-and-error, you can use the handy-dandy guide to get it right every time!
Color-coded minis (rather than a default color for all pieces) and logo-marked dice are nice touches as well.
The team colors are carried through absolutely everything in the box - the tokens all feature team colors and logos, making it easier to find player-specific conditions. The factions are most securely represented in the stat cards, unsurprisingly. While it’s hard to see with my camera and terrible photo prep, (seriously, if you want better visuals Google this stuff already,) even the character art bears differing team cohesion.
In this case, the Masons (while still keeping the quick-and-dirty sketch style I have a soft spot for,) are slightly more refined, showing such details as the whites of the eyes, and crisp defining lines. The Brewer’s on the other hand are quick sketches, with black-spot eyes and an almost crayon-like texturing. (I liken it to the Conte pastel crayons I’ve had the pleasure of using a few times.)
Passing note: These little stat spinners? There’s similar things as maneuver dials in the X-Wing miniatures game, but these are obviously not from the same template - while those are very stiff, (requiring boring out the center a bit with an ice pick to make sure the center peg actually fit,) these are very loose.
I’ll have to visit these again in the future - compare their construction, and see which I prefer. Jury’s out so far on that, but it’ll probably depend on the purpose of the dial - need to change it a lot? Extra smoothness. Need to be sure it will hold position? Stiff.
Anyways: The minis themselves. Here’s the full set on the pitch, along with the paired balls and GenCon ‘17 exclusive “Lucky,” a player who can be used with either team. (Nice that they wrapped their exclusive into the starter box - mostly due to the fact that Kick Off! was debuting as well, but I’d like to think that this is common practice. Encourage the demo player to jump in head-first because they’ve already got an edge in it.)
Lucky is actually the most detailed, I feel. Finished base, and a whole lot of little tools and items slung about him - Steamforged was putting their best foot forward by handing him out. The minis in the box aren’t bad by any means, but don’t quite make it to the same level - mold lines are very minor, but you do see some filled-in kilts and other artifacts of making molded minis that need to stay in one piece. Still, the poses are dynamic for the most part, and there was no bending, discoloration, flashing, or any other mistakes that stick out in a bad mold.
I suppose I’ll have to try my hand at painting these eventually, but with the very bold color differentiation, they can certainly wait until my skills improve.
One last thing I almost forgot: While the box features no special texture or innovation in form, it does have nice splash art of the included teams all around the sides of the lower box - something that is typically hidden by the upper shell for 90% of this game’s lifespan, and useless in trying to sell it on the shelf.
The fact that they took the time to put this here was a really nice touch, and probably helps to define my impression of this game’s packaging: It drips character. The solid team design, the massive board, the color-coded pieces, art in every nook and cranny, and the Captain’s Handbook... All of it makes me want to dive into the world of Guild Ball. They sell the game with the box art and a demo, but the game sells the world beyond the starter box, and that’s successful design.
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