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Convergence Game Parts

Website: https://www.convergencegameparts.com/
Address: Colorado Springs, Colorado, USA
Convergence Game Parts specializes in crafting high-quality 3D printed terrain and accessories to enhance your tabletop wargaming experience. From medieval kingdoms for Settlers of Catan to modular palisade wall segments, our products are designed to bring your gaming world to life. Our services include limited runs, custom orders, and educational events on 3D printing to help you personalize your gaming setup.
Facebook: https://www.facebook.com/ConvergenceGameParts
Twitter: https://twitter.com/PartsGame
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Type how to paint a straight mine wall. Don't be afraid to show off your versions of painted mine shafts ;)
🎨 "Explore painted modular dungeons and free downloads!
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Photoset of my modular dungeons and dragons tile set that I made. 40pcs in all, it's got dragon claw marks and acid damage as the dragon fight I built it for was an acid breathing dragon so I eroded the pillars to create acid damage. The full tile pieces have moss added to them also.
I'm selling this set as I haven't used it in some time. DM me for details 👍
#d&d 5e#d&d art#d&d#d&d miniatures#dungeons and dragons#dungeons & dragons#tabletop rpg#modular tiles#d&d props#d&d terrain#miniature terrain#dungeon tiles#handmade#hand painted#etsy
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Beginnings of a #chess28 board. 30x30cm tile allowing it to be inserted into any of my other gaming boards as generic terrain or a minigame-showdown!
Styrofoam (XPS) 25mm cubes, chemiwood (PU modelling board) bricks. The holes in the centre of the blocks are for adding steel tacks so each block can be magnetised.
Laser etched paving slabs and loads of filler coming next.
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I love these hex tiles so much, check out their Kickstarter page and follow them, you’re gonna wanna build with these puppies! #lorescape
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Lancer on a physical tabletop with Lego minis!



We finally did the thing! I roped my siblings into playtesting a game of Lancer using Legos and a physical tabletop. The sitrep was to destroy five buildings, marked in red, because the Karrakins were using the installation to track their mobile hidden base (our home campaign is a blatant ripoff of Deserts of Kharak).




Things that need improvement:
better way to measure tiles. We were doing 4cm/space and had to do a lot of multiplication. Going to try wood dowels with tiles marked + get some kind of grid underlay.
similarly, we need aoe templates
I used too much terrain, it got messy
should get status rings/tokens to mark lock-on, etc



Things that worked well:
it was sick as hell to be able to physically destroy Lego terrain and mechs as they fell
we used physical dice? For lancer?? And it turns out clicky clack math rocks continue to be inherently great.
witchdice works well on mobile devices for character sheets so not every PC had to have a full laptop
different height-terrain was fun, though it made movement costs tricky to calculate
I'm excited to keep trying out different setups. All the terrain and stuff I've collected is pretty modular (lego makes that easy) so it'll be fun to see how wide a range of map types is possible.
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We recently backed a project on Kickstarter and I wanted to ramble about that.
(This is not paid promotion and I have no association with the team making this project. This is just me gushing about something I think is cool.)
I grew up playing Heroscape. This game was my childhood. If you don't know what Heroscape is, here you go:
It was a simple tactical minis tabletop battle game where you make a team of different heroes with their own unique abilities. But what really sold this game was the landscape you could build yourself.
I used to have a table that sat out on our front porch that was filled with Herocape stuff as I constructed and deconstructed and reconstructed my maps.
And I didn't just have the starter set you see above. (Above is actually several starter sets. You don't get quite that many pieces from one box. I'm guessing it's three starter sets since there are six ruins, and Heroscape only came with two.) No. I had the ice set, the volcano set, the castle set, a Marvel set. The second starter set with swampy environment.
Heroscape was an amazing part of my childhood. Then Hasbro let it die.
They tried to revive it in the form of Arena of the Planeswalkers, a knock-off with a flat cardboard battlefield. But it got cancelled after two expansions. They're going to try again, but I have no faith that they'll stick with the Heroscape revival.
Which brings us to SOURCE.
SOURCE is a hex system made by indie-developers who themselves were Heroscape fans and inspired by Heroscape. Rather than connecting at the sides like Heroscape, the SOURCE tiles are held together by edges as you can see here. (I sure hope they don't mind me lifting the images from their kickstarter.)
A disadvantage to this is that you lose some of the modularity in being able to build in any shape you want. The advantage though is that it allows for terrain to easily be added and removed throughout gameplay.
(They're also working on special grip mats for those who just really want to build in any shape they want without being confined to shapes of the edges.)
And in my opinion, the detail looks way better than Heroscape ever did. Just compare the lava tiles above to Heroscape's:
There's no contest.
The SOURCE hexes aren't just the same thing in different colors. They're actual works of art.
And I'm not saying this to put Heroscape down. Like I said, it was my childhood and was fantastic for its time.
The game on the Kickstarter, Timestrike, is very similar to Heroscape. But with so much more stacked onto Heroscape's foundation.
Characters have move, range, attack and defense like Heroscape. You have the six-sided dice where three sides are swords and two are shields. Only now there is a special lucky sword and a lucky shield. These aren't relevant for most characters, but some characters will have abilities where they'll gain some bonus on lucky rolls.
If that's not enough, there's also a Contest mechanic where you can push another player's figure. This is great if someone is on a ledge and you want to cause them fall damage, or if you just want to steal the high ground from them to increase your attack.
You can also mine materials, build roads with the materials you mined, and go fishing for buffs. (Literally. You can stand near water and try to fish. If you succeed, you take a card from the fishing deck.)
There are wild monsters you can try to tame. There are even large figures you can mount and ride. See this guy:
That's a base on his back for you to place a smaller miniature on and ride him around!
The game is centered around not just beating each other, but also fighting a boss called a Sentience with space for three figures on its back.
(Note: the Gorilla Brute is not part of this first set, and will likely come with a future expansion.)
The sentience takes full advantage of the destructible terrain, leveling any space he lands on.
And they're tossing in solo and co-op rules for people who don't want to fight each other and just want to fight the boss alone, or to team up to fight the boss.
Oh! And it comes with STACKABLE WALLS!
That's a small thing, but it's a cool thing. (Okay, this is technically a stretch goal for $200,000 that they haven't put on the official Kickstarter, but $200K feels likely to me.)
The creators also seem genuinely committed to making this a reality and keeping it going for a long time, with talk of several expansions in the pipeline, introducing more playable characters, more rideable Brutes, and more bosses which will each have their own abilities and their own solo/co-op modes.
And possibly boats.
That's a picture of a prototype boat that can fit three figures and will NOT be included in this Kickstarter. But it is planned for a future expansion.
I don't know if the boats will come to fruition. I don't know if they'll look like that when they are released or if they'll look completely different by then since that would be a long way off.
But I appreciate knowing that there are plans to make this a long-term investment. I'm not worried that the creators will give up on SOURCE and Timestrike like Hasbro did Heroscape and Arena of the Planeswalkers.
And it's not just Timestrike. The SOURCE terrain can be purchased on its own and the SOURCE system is intended to be used for a variety of games by different creators. And it's already naturally compatible with Heroscape, Arena of the Planeswalkers, Battletech and other hex-based games.
I am incredibly excited and hopeful for the future of this project!
Here's the Kickstarter for anyone who wants to see more of this.
And here's a video review going over the Timestrike rules and how it plays:
youtube
#tabletop games#tabletop wargaming#heroscape#arena of the planewalkers#battletech#wargames#tabletop gaming#hasbro#wargaming#games#gaming#board games#tabletop#board game#timestrike#source#source system#game#miniature#miniatures#Ghost post#Youtube
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Project log: HEDGES
Like every good build, this one begins with a sketch – setting the scale and proportions for what’s to come.
These hedges are designed for 28mm tabletop games like Middle-Earth Strategy Battle Game. After some experimenting, I settled on a height of around 22 mm. That makes them tall enough to provide partial cover for most warriors, giving them a bit of extra protection from ranged attacks. In melee, they can serve as defensible obstacles, adding tactical options to the battlefield.
But there’s more: smaller figures like hobbits or goblins will be completely obscured, allowing for some sneaky positioning or unexpected charges. I love when terrain influences the way the game flows – and that’s exactly what I’m aiming for with this piece.
The goal is to keep these hedges modular and practical, both for gaming and storage. The design also takes into account base sizes and movement trays, so they’ll fit seamlessly into most setups.
Materials and dimensions are available above, and WIP pictures are coming soon – stay tuned!
That's all for now - the hobbits have gone to lunch, and the hedges need trimming ;)
#diorama#hedges#ilfirinart#wargaming terrain#terrain building#miniature terrain#tabletop terrain#28mm#mesbg#blueprint#scratch build#diy#model making#diy craft#foliage#hobbit hole#goblintactics
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Double sided stackable war gaming terrain
Modular, hand carved and painted stackable terrain for a wide variety of tabletop and war gaming maps. Give your battle maps a new level of detail and offer your players inspiration to take advantage of cover, height and stealth in ways they may not have thought to try before.
Check them out on my Etsy shop!
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So, I made a War Game
I needed to clean my Palit from the other project I'm working on, so I made this. It's far from polished, but still. It's vaguely based on Elden ring and Pokimon types, so it may be strange. I'd make it a PDF for you to read, but I can't figure out how, so I'm putting it in the text below (It doesn't let me post it with tables either, so I'll likely have to post the elemental table secretly, sorry). Still, I hope you all have fun with it.
The Shattered Realms: The great war is a tactical
The Shattered Realms: The Great War is a tactical, narrative-driven tabletop wargame where players command armies from unique factions, each with its own strengths, weaknesses, and lore. The goal is to outsmart, outfight, and outlast your opponents through a combination of strategic unit activation, tactical positioning, and dynamic battlefield events. With elemental types that also affect how battles gose. The goal was simple, kill the enemy champion.
Elements
Every unit and faction has an element. If you don’t know what damage it is, add the numbers up and that’s the damage modifier for the type.
The Champion Elements
There is a special third type that all Champions have, those Types being Strength, Wisdom, and Courage. These three spacial types adorn all Champions.
Strength
Wisdom
Courage
Core Components:
Miniatures: Representing your army (infantry, cavalry, monsters, Championes, etc.).
Battlefield Map: Modular and varied terrain compatibility (forests, rivers, ruins, high ground, etc.).
Action Dice: Standard six-sided dice used to activate units and resolve actions (combat, movement, magic, etc.).
Faction abilities: Detailing special abilities, upgrades, and unit traits specific to each faction.
Unit Stats Sheets: To track wounds, abilities, and status effects of individual units.
Tokens/Markers: For tracking morale, unit conditions, status effects, etc.
Stat block layouts
Type: They types that a creature is
wounds: how many hits they can take before they must be taken off the field and are considered dead.
Damage: how many d6 they use on their attacks. It also labels whether they are ranged, or melee attackers.
Movement: how many inches they can move per round unless abilities are used
Notes: Some lore tidbits
Abilities: List of abilities they can use on their turn (If they have any). These include passive and ones that must be activated.
Gameplay Overview:
1. Army Composition:
Army Points System: Players build armies using a point system, where each unit has a point cost. Players create balanced forces based on these points.
Units: Include standard infantry, archers, cavalry, spellcasters, monsters, and Champion units. Each unit has unique stats (Attack, Wounds, Movement, Morale).
Custom Traits: Some units have customizable traits, such as elemental affinity, leadership bonuses, or magical powers.
Champion: You can only have 1 Champion in your army at a time.
2. Battlefield Setup:
Modular Map: The battlefield is created using hex tiles or a grid system. Terrain features (forests, ruins, rivers) affect movement, combat, and tactical choices.
Deployment Zones: Players deploy their armies within designated zones at opposite ends of the battlefield.
3. Turn Structure (5 Phases):
Command Phase:
Players check the morale of units by rolling for each of them, and activate any special abilities from Championes or faction abilities that will affect this round.
Movement Phase:
Players move their units according to their movement stats and the terrain.
Units can charge or maneuver, taking advantage of tactical positions.
Action Phase:
Combat: Units engage in combat, rolling dice based on their stats to attack and defend.
Ranged Combat: Archers, spellcasters, and siege units can attack from a distance up to a certain amount of inches, however they can not deal the final wound at distances further than 5 inches.
Melee Combat: Units in close proximity fight in hand-to-hand combat.
Magic & Abilities: Units with magical or special abilities can cast spells, summon creatures, or enhance nearby units.
Morale Phase:
Players check morale for units that suffered heavy casualties or are facing certain conditions (e.g., charges, failed actions).
Units may become disordered, retreat, or flee if morale drops too low.
Champions or leaders provide morale boosts to nearby units.
End Phase:
Remove destroyed units and check for special conditions or objectives (such as holding key locations).
Activate your faction abilities for the next round.
4. Unit Activation & Dice Rolls (Action Dice System):
Action Dice Pool: At the start of each turn, each player has a pool of Action Dice equal to the number of units in their army. Players assign dice to activate units and resolve their actions.
Activation Roll: This triggers upon a unit’s actions, like attacks or abilities that effect other units.
Champion Leadership: Champion units can boost activation chances or grant additional actions to units near them.
Reaction System: When it's not their turn, players can spend Action Dice to react to enemy actions (e.g., intercepting a charge, casting a counterspell, or firing at an enemy unit before they act).
5. Morale & Leadership:
Morale Checks: Units with low morale may fail to act, retreat, or break from the battle. Morale is influenced by leadership, casualties, and events during the game.
Leadership Aura: Championes and generals boost the morale of nearby units. Each Champion has a Leadership Roll that, if successful, can help units pass morale checks or give bonuses to their actions.
Morale Tokens: Track a unit’s morale. If a unit’s morale drops too low, they may flee the battlefield or become ineffective in combat.
6. Combat Resolution (Dice Rolls):
Attack & Wounds Rolls: Combat is resolved by rolling Action Dice (typically 2–3 dice per unit). The attacker rolls to hit, while the defender rolls to resist. Each die that meets or exceeds a set threshold is a success.
Critical Hits: Rolling the highest value on the dice (e.g., 6 on a d6) results in a critical hit, causing extra damage or triggering a special effect.
Damage Calculation: The number of successes determines how much damage is dealt, factoring in the defender’s resilience.
7. Player abilities & Battlefield Effects (Optional):
Event Cards: At the start of each Round, players draw an Event Card that introduces a random event, such as:
Magical Storm: All spellcasting units gain extra power, but also cast.
Fog of war: Line of sight is reduced to max 8 inches for this round.
Divine Favor: A unit gets a boost to their next attack or morale.
These events keep the battlefield dynamic and unpredictable, forcing players to adapt their strategies.
Distant chaos: Chaos in the distance gives disadvantage as the sounds of chaos happen in the distance.
Healing leaves: All units regain 1 wound, and holy creature’s deal double attack.
8. Objectives & Victory Conditions:
Objective-Based Victory: Scenarios have specific victory conditions, such as:
Total Conquest: Destroy all enemy units.
Territory Control: Occupy key locations on the battlefield for a set number of turns.
Champion Assasination: The main goal is simple, kill the champion of the opposing player.
Assassination: Kill the enemy Champion unit.
Survival: Survive against overwhelming odds or hold out for a set number of turns.
Victory Points (VP): Players earn Victory Points for completing objectives. The player with the most VP at the end of the game wins.
9. Campaign Mode:
Players can engage in campaigns where the outcomes of battles carry over to future games. Championes can gain experience, level up, and acquire new abilities or equipment. Armies can change over time, gaining new units or losing key members based on the results of each game.
Factions
1. The Ironclad (Heavy Infantry & Siege Warfare)
Faction Theme: A disciplined, industrial empire driven by ruthless militarism and technological prowess. Their armies consist of heavily armed foot soldiers, war machines, and siege engines.
Faction Unique Abilities:
Iron Wall: Ironclad Infantry can form a defensive wall, gaining a bonus to Wounds when grouped together.
Overcharge: Steam Knights can overcharge their engines to gain extra movement and attack power for one turn, but they take damage after using it.
Siege Supremacy: Your artillery units roll an additional attack die when firing at enemy units behind cover or fortifications.
Faction Traits:
Unyielding Resolve: Units in the Ironclad Dominion have high morale and are less likely to break under pressure. They receive a +1 bonus to all morale checks.
Siege Masters: The faction excels at long-range bombardment and siege warfare. Siege weapons (like catapults, cannons, and ballistae) have increased range and deal extra damage to fortified units or structures.
Mechanized Machines: Certain units, like Steam Knights or Iron Golems, are powered by clockwork technology. These units have increased wounds and can ignore terrain penalties.
Units:
Ironclad Infantry: (cost 1 point) Heavy infantry with high Wounds and low mobility. They can form defensive lines and hold positions effectively.
Type: Armored
wounds: 5
Damage: 3 (Melee)
Wounds: 4
Steam Knights: (Cost 5 points) Armored cavalry on mechanical horses, ideal for charging and breaking enemy lines. Their mechanical Crucible allows them to move through difficult terrain more easily.
Type: Water and Armored
wounds: 7
Damage: 5 (Melee Charge)
Wounds: 4
Ability: inflict burn upon attack and
Artillery (Bombard Cannons, Ballistae): (Cost 10 points) Siege weapons that can target enemy units from a distance, with powerful, long-range attacks.
Type: water and radiant
wounds: 4
Damage: 6 (Ranged)
Wounds: 2
Ability: heal nearby allies by 1 wound each round and
War Machines (Iron Golem, War Juggernaut): (Cost 12 points) Massive, slow-moving constructs with a high amount of wounds and devastating melee attacks.
Type: Radiant and Armored
wounds: 12
Damage: 6 (Melee)
Wounds: 6
Ability: prevent enemies from healing, and ignore 1 wound inflicted once a round.
Champion: Lord Ironhammer, Warden of the Steel
Type: Radiant, Magic, and Strength
wounds: 12
Damage: 7 (Melee)
Wounds: 6
Movement: 10
Notes: A towering figure in thick, enchanted steel armor. Lord Ironhammer is an expert in defensive warfare, using his mechanical prowess to command machines and fortify positions.
Abilities:
Aetheric Barrage: Deals 8 damage to a group of enemies within a 4-inch radius, with a 2-turn cooldown. The magical blast can hit multiple units at once.
Arcane Ward: Once per game, Veloria can cast an area-wide shield around friendly units, reducing incoming damage by half for one turn.
Summon Elemental: Veloria can summon an elemental creature (like a fire or water elemental) to fight alongside her. The elemental has 6 wounds and deals 4 damage, but only lasts for 3 turns.
Champion: Lady Oxavia Ironhammer, Demigod of metal
Type: Radiant, Armored, and Courage
wounds: 12
Damage: 7 (Melee)
Wounds: 6
Movement: 10
Notes: The heir to her father’s throne and power house of magic abilities. A said to be a demi god of Metal and Radiance. Often seen as a pillar of Radiant power and harboring a genuine love for the average person. Feeling deep joy for her troops' celebrations and all consuming rage when those close to her get attacked. Yet, she still holds a secret ambition that could be seen as heretical. An unexplained intrusive thought that repeatedly haunts her and makes her smile. She doesn’t know why, but she wishes to hunt and kill a god. To hunt and dismember a god and claim a trophy from them. Although she can’t quite hunt gods yet, Champions are close enough for now.
Abilities:
Burning charge: twice a game, Take her and every allied creature within 8 inches of her, and move forward 12 inches in one direction, ignoring normal obstacles and moral checks that would otherwise be made.
Ritchuse furry: When an enemy unit kills a friendly creature in Oxavia’s line of sight, Axavia get’s one extra die for every unit she saw killed. This effect lasts for a round and only activates on trigger. If this effect is triggered, Oxavia must try and kill that unit next round.
Hunting time: As soon as Oxavia sees or is seen by another Champion, she and any troops within 5 inches of her deal double damage to that champion regardless of types.
Champion: Sir Balder Ironhammer, Master of the forges.
Type: Radiant, lightning, and Wisdom
wounds: 8
Damage: 8 (Melee)
Wounds: 5
Movement: 10
Notes: Balder is the younger brother of Oxavia, and youngest son of lord Ironhamer. Often forgotten because of his position in the background.
Abilities:
Burning charge: twice a game, Take her and every allied creature within 8 inches of her, and move forward 12 inches in one direction, ignoring normal obstacles and moral checks that would otherwise be made.
Ritchuse furry: When an enemy unit kills a friendly creature in Oxavia’s line of sight, Axavia get’s one extra die for every unit she saw killed. This effect lasts for a round and only activates on trigger. If this effect is triggered, Oxavia must try and kill that unit next round.
Hunting time: As soon as Oxavia sees or is seen by another Champion, she and any troops within 5 inches of here deal double damage to that champion regardless of types.
2. The Firefront Order (Magical Masters & Elites)
Faction Theme: A secretive order of wizards and scholars who control ancient magics and command powerful arcane forces. They rely on knowledge, control of magic, and mystic creatures to dominate the battlefield.
Faction Unique Abilities:
Arcane Surge: A caster can channel a surge of power, re-rolling failed spellcasting rolls once per game.
Spell Reflect: If an enemy spell is cast within range of an Arcane Guardian, the player may attempt to reflect the spell back at the enemy.
Summon Elemental: Once per game, summon a powerful elemental to fight for you. The elemental can only be summoned in areas where magic is particularly strong.
Faction Traits:
Arcane Power: Spellcasters in the Firefront Order gain bonus spellcasting power. They can cast spells at higher levels and with greater range.
Etheric Resonance: Once per game, players can use Etheric Resonance to draw upon the power of the ancient realm, giving all friendly spellcasters +2 to their casting rolls for one turn.
Mystic Wounds: Firefront Order units gain resistance to magical attacks and have a special ability to deflect spells cast by enemies within range.
Units:
Apprentice Mages: (Cost 2 points) Low-cost, weak units with limited spellcasting abilities. They can assist with magical support or fire weak projectiles.
Type: Fire
wounds: 3
Damage: 4 (range 25 inches)
Wounds: 2
Battle Sorcerers: (Cost 8) Experienced spellcasters who can cast powerful spells, summon creatures, or manipulate the battlefield.
Type: Fire and Magic
wounds: 5
Damage: 5
Wounds: 3
Ability: on attacks, inflict burn for two rounds, and heal when they have the burn effect.
Fire spirit (Elementals, Summoned Spirits): (Cost 14 points) Mythical creatures that can be summoned to fight for the Firefront Order. They’re powerful but ephemeral, often disappearing after being defeated.
Type: Fire and Spirit
wounds: 10
Damage: 6 (Melee)
Wounds: 5
Ability: Inflict burn on attack and ignores one wound a round.
Fire Drake: (Cost 18 points) Elite warriors protected by magical wards, combining high Wounds with potent offensive spells.
Type: Fire and draconic
wounds: 8
Damage: 4 (Magic)
Wounds: 4
Ability: Force all creatures in your sightline not to move towards you or away from you, and inflict burn upon attack.
Champion: High Keeper Sylas, Warden of the Wilds
Type: Fire, Crucible, and Wisdom
wounds: 10
Damage: 5 (Melee)
Wounds: 4
Movement: 6
Notes: Sylas is an ancient protector of the forest, with the ability to command the beasts and Crucible spirits to fight alongside him. He is a powerful hybrid of warrior and spellcaster.
Abilities:
Crucible’s Wrath: Deals 7 damage to all enemy units within a 4-inch radius and causes them to become "Entangled" (unable to move for 1 turn).
Beast Call: Summons two wolfkin warriors (4 wounds, 5 damage each) to fight on the battlefield for 3 turns. This ability has a 3-turn cooldown.
Healing Grove: Creates an area where friendly units heal 2 wounds at the start of each turn for 3 turns. This ability has a 4-turn cooldown.
Champion: Lord Yarig, FireSide Knight
Type: Fire, armor, and wisdom
wounds: 8
Damage: 6 (Melee)
Wounds: 4
Movement: 6
Notes: Yarig is a known pilgrim that has captured the hearts of ash and embers. They are renowned for their magic and his powers over the dead. Often seen as his one true controversial trait. Yet his joyful personality hides an ambitious mind. Even helping to bring the Firefront together as its head propagandist.
Abilities:
Ash Hall: Block the Line of sight of any creature in Lord Yarig’s line of sight for a round .
Fire call: Boost any fire type friendly creatures on the field, and attack anyone within Lord Yarig’s line of sight, and boost any moral checks made by allies by 2 advantages
Ashen Oxilery: Once a game, summon back 6 Apprentice mages who have been killed at half wounds, and only having the type of “Fire”.
Champion: Exavior Scorchmen, Fire helm Kingsmen
Type: Fire, Magic, and Strength
wounds: 8
Damage: 8 (Melee)
Wounds: 4
Movement: 6
Notes: A Rot cleaner renowned for destroying rot in all its forms. Oftentimes even resorting to gunpowder and walls of bonfires to contain a very angry rot giant. His reason for joining the Firefront order mostly because he originally needed more funding to fight the rot. When the war started though, he became oddly officiant of roughting people into very unfortunate positions. Along with generally having an odd skill in hand to hand combat. Even developing his own combat style based on lighting himself on fire and using rot in controlled bursts. Much to the terror of his enemies. Still, his most notorious actions are often tied to the extreme lengths he’ll go to combat rot and disease quickly, even if it means a high body count.
Abilities:
Impromptu infection: If attacking, for two rounds, the target Courage take 1 wound every 3 inches they move.
Cauterizing flow: Inflict 1 wound on a creature and remove all effects and status effects from that creature.
Purge the plague: All Allied deal double damage to rot creatures, and are neutral to any element effects if the creature targeted has a status effect.
3. The Branchbound Baronies (Crucible & Beastfolk)
Faction Theme: A coalition of Keepers, forest guardians, and beastfolk who have united to protect their lands from invaders. Their forces rely on Crucible magic, the strength of wild beasts, and guerrilla tactics.
Faction Unique Abilities:
Pack Tactics: Beastfolk units gain a bonus when fighting in packs (e.g., when within 2 hexes of another Beastfolk unit).
Crucible’s Wrath: Use your magic to summon a storm, reducing enemy accuracy and movement for a turn.
Healing Circle: Create an area of healing where all units inside regenerate wounds each turn.
Faction Traits:
Natural Resilience: Units in the Branchbound Baronies have a natural resistance to damage from natural terrain (forests, rivers, etc.). They are also faster in forested areas.
Beast Bond: Many of the faction’s units can bond with animals and beasts, giving them enhanced combat abilities or the ability to command wild beasts to fight.
Healing Grove: The Branchbound Baronies can create zones of healing, where friendly units within range heal a small amount of wounds every turn.
Units:
Keeper Guardians: (Cost 1 Point) Spellcasters with the ability to heal allies and command Crucible spirits. They can also create terrain-based effects, like roots or vines to entangle enemies.
Type: Crucible
wounds: 6
Damage: 4 (Magic)
Wounds: 3
Beastfolk Warriors (Wolfkin, Bearkin): (Cost 5 points) Animal-like warriors with enhanced physical strength. Wolfkin are fast and agile, while Bearkin are strong and resilient.
Type: Crucible and Beast
wounds: 4
Damage: 5 (Melee)
Wounds: 2
Ability: This creature has advantage on moral checks, and can cause moral checks to any troops who sees them kill another unit.
Great Beasts (Dire Wolves, Forest Giants): (Cost 6 points) Large, powerful creatures that can deal significant damage and disrupt enemy formations.
Type: Crucible and beast
wounds: 8
Damage: 6 (Melee)
Wounds: 4
Ability: This creature can force out a roar when taking two wounds, and ignores terrain effects.
Vinebinders: (Cost 10 points) Specialists who can create barriers of thorns and roots, slowing down or impeding enemy movement.
Type: Beast and Magic
wounds: 10
Damage: 7 (Melee)
Wounds: 3
Ability: once a round, whenever this creature is attacked they automatically attack a creature close to it, and moral checks are made with advantage.
Champion: High Keeper Sylas, Warden of the Wilds
Type: Beast, Draconic, and Courage
wounds: 8
Damage: 5 (Melee)
Wounds: 4
Movement: 6
Notes: Sylas is an ancient protector of the forest, with the ability to command the beasts and Crucible spirits to fight alongside him. He is a powerful hybrid of warrior and spellcaster.
Abilities:
Crucible’s Radiance: All friendly creatures who are within 4in of you gain advantage on their moral checks, and heal 1 wound every round.
Beast Call: Summons two wolfkin warriors (4 wounds, 5 damage each) to fight on the battlefield for 3 turns. This ability has a 3-turn cooldown.
Healing Grove: Creates an area where friendly units heal 2 wounds at the start of each turn for 3 turns. This ability has a 4-turn cooldown.
Champion: Hearthime, The Barbarian king
Type: Beast, Armor, and Strength
wounds: 10
Damage: 5 (Melee)
Wounds: 4
Movement: 8
Notes: A fierce bavarian chef who is known to wander the world looking for worthy opponents. Yet he’s chosen to become part of the branchbound. All this despite him once being the ruling general of this land before he was discarded in an age of rule.
Abilities:
Crucible’s Wrath: Deals 7 damage to all enemy units within a 4-inch radius and causes them to become "Entangled" (unable to move for 1 round).
Rawr of the crucible: once a round, A massive rawr is let out, all enemy creatures in a 12 inch radius must make a moral check or run away screaming. Hearthime has advantages against these individuals.
Deadly thicket: Any enemy creature within 4 inches of this creature Courage take a wound when this creature moves away. Any friendly creatures can choose to move with Hearthime.
Champion: Isabel Dragoneater, “New queen”
Type: Beast, Crucible, and Wisdom
wounds: 8
Damage: 5 (Melee)
Wounds: 4
Movement: 8
Notes: The exiled ruler of a long dead kingdom now lost beneath the waves of blood and rot. Now she marches with this new land with allies to claim a seat as queen of these lands. The lands her people was once driven out of.
Abilities:
Crucible’s Crown: Whenever an enemy is within 6 inches, they Courage have disadvantage on moral rolls, and must do it every movement they make. Along with dealing double damage to dragon enemies.
Call of the Crucible: All crucible type creatures, any attacks that have their damage reduced by their type is made neutral.
Royal Retribution: Any creature that wounds Isabel Courage take double damage from all troops the round after.
4. The Ashen legion (Undead Legion & Dark Sorcery)
Faction Theme: A dark and ancient army of the dead, controlled by necromancers and built from the bones of fallen warriors. Their focus is on overwhelming numbers, death magic, and the control of souls.
Faction Unique Abilities:
Raise Dead: Once per game, a Necromancer can raise a unit of skeletons from any destroyed enemy unit.
Cursed Blade: Death Knights can curse an enemy unit with their weapon, reducing its combat effectiveness for the rest of the battle.
Soul Surge: Sacrifice Soul Tokens to increase the power of your necromancers’ spells, either summoning more units or weakening enemies.
Faction Traits:
Endless Hunger: Undead units do not suffer morale checks and can be raised back to life once per game. They also gain a bonus to attacks when within range of a friendly necromancer.
Soul Harvest: Every time a unit from the Ashen legion destroys an enemy unit, the player gains Soul Tokens, which can be spent to raise new units or empower spells.
Dark Rituals: Necromancers can sacrifice Soul Tokens to summon undead units or cast powerful dark rituals.
Units:
Skeleton Warriors: (Cost 1 Point)Basic undead foot soldiers, weak in terms of Wounds but easily replenished with Soul Tokens.
Type: rot
wounds: 4
Damage: 4 (Melee)
Wounds: 2
Death Knights: (Cost 3 points) Undead cavalry with stronger armor and high offensive capabilities. They can charge and disrupt enemy formations.
Type: Spirit and Rot
wounds: 8
Damage: 6 (Melee)
Wounds: 5
Ability: When an enemy dies around you, they can not be resurrected, and this creature can attack automatically one last time when it hits 0hp.
Necromancers: (Cost 8 points) Dark spellcasters who control the forces of death. They can raise new undead units and cast powerful curses or life-draining spells.
Type: Spirit and Magic
wounds: 5
Damage: 2 (Magic)
Wounds: 3
Ability: Bring back any allied rot or magic creatures within 3 inches of you, and all allies have advantage on moral checks when in your sightlines. This ability does not apply when they’re freshly resurrected.
Grave Terrors: (Cost 12 points) Large, monstrous undead creatures that can cause fear and havoc, disrupting enemy lines.
Type: Rot and Magic
wounds: 10
Damage: 8 (Melee)
Wounds: 4
Ability: this creature can regain 1Hp for every two dead creatures it eats, and force a moral check to all creatures who can see it.
Champion: Lady Morrigan, the Soul Reaper
Type: Spirit, Armored, and Courage.
wounds: 10
Damage: 6 (Melee)
Wounds: 4
Movement: 4
Notes: Lady Morrigan is a necromancer and death knight, combining the power of life and death. She is a force of darkness, raising the dead and draining the life force of her enemies.
Abilities:
Soul Drain: Steals 4 wounds from a single enemy and heals Morrigan for the same amount. This can be used to heal herself in combat.
Raise Undead: Once per game, Morrigan can raise 4 fallen skeleton warriors from nearby dead units (each with 4 wounds and 4 damage).
Fear of the Grave: Forces enemy units within a 6-inch radius to roll for morale. Any unit that fails the morale test must retreat 3 inches.
Champion: Old Grey eyed, the Crown sovereign
Type: Rot, water, and wisdom
wounds: 6
Damage: 0 (Melee)
Wounds: 4
Movement: 6 in
Notes: Lord Grey eyed is one of if not the first undead, making him very special to those of rot and spirits. The fact he’s considered a demi god is just a bonus in that regard.
Abilities:
Stagnant presession: 3 times a game, If Old Grey eyed is killed, four friendly units can be sacrificed to resurrect him with half wounds, along with only being able to move if four other units are with him.
Equivalent exchange: While Old grey eye is active, once an enemy unit is killed, you can resurrect units of equal or lesser point cost. This effect does not apply to creatures killed while old grey eyes aren't on the field.
Royal protection: When an enemy unit is within 5 inches of old grey eyes, all friendly units have advantage on all rolls, but must rush to old grey eyes and defend them.
With Death as my Witness: Any enemy creature reduced to half its max wounds, who is within line of sight from old grey eye, automatically tack 2 wounds each round they remain there.
Champion: Ancient Alicia, the Dreaming death
Type: Spirit, Umbrel, and Strength
wounds: 8
Damage: 6 (Melee)
Wounds: 4
Movement: 8 in
Notes: She is a dreaming spirit and is often considered the demi-god of dreams.
Abilities:
Sleeping Monster: All allied creatures are given a passive boost to morale checks.
Waking storm: When awake, inflict wounds on all enemies in this creature’s eyesight and inflict another wound and inflict an additional wound. Along with forcing all who can see her to immediately make a moral check, this only works on Champions once a round.
Calming Umbrel: All creatures under this commander ignore all double damage caused by their Rot and spirit typing. Along with ignoring any disadvantages of her own types besides strength.
5. The Red Hollows (Elite Warriors & Blood Magic)
Faction Theme: A military order of highly trained warriors, blood mages, and holy knights. They are fierce, disciplined, and ruthless, using both martial prowess and blood magic to strike down their foes.
Faction Unique Abilities:
Blood Magic: Sacrifice wounds to cast powerful spells or enhance attacks. The more wounds sacrificed, the more potent the effect.
Vanguard Charge: Crimson Knights gain an extra attack die when charging an enemy unit or when charging a unit with less than 3 units in range.
Blood Shield: Once per game, a Blood Mage can create a blood shield that protects all friendly units within a small radius for one turn, reducing incoming damage.
Faction Traits:
Blood Price: The Red hollows can empower themselves with blood magic, sacrificing their own wounds to enhance their abilities. Each unit can sacrifice 1 wounds to gain +1 to attack or Wounds for the rest of the turn.
Warrior’s Honor: Units in the Red hollows become stronger when fighting enemies in close combat. They gain a +1 bonus to attacks against units within 1 hex.
Blood Pact: Championes can form pacts with nearby units, granting them temporary boosts to attack or Wounds in exchange for their wounds.
Units:
Crimson Legionnaires: Heavy infantry who excel in close combat, with high attack values and special training that makes them effective at holding the line.
Type: Blood
wounds: 6
Damage: 5 (Melee)
Wounds: 4
Blood Mages: Spellcasters who use blood magic to fuel their powers. They can deal damage to enemies, heal allies, or boost the power of other units by sacrificing wounds.
Type: Blood and Magic
wounds: 4
Damage: 4
Wounds: 2
Ability: Take half the hp equal to half the damage allies dealt to an enemy (Rounding down). Along with giving this unit’s own hp to others using its turn.
Crimson Knights: Mounted warriors who charge into battle with devastating attacks. They are equipped with magical weapons that can cut through armor.
Type: Blood and Armored
wounds: 7
Damage: 7 (Melee)
Wounds: 5
Ability: When successfully damaging a creature, take half the damage you did as Hp for this crimson knight, and can not be killed by ranged attacks.
Blood Fiends: Demonic creatures summoned through dark blood rituals. They have high wounds and can cause chaos among enemy ranks.
Types: Blood and Frenzy
wounds: 12
Damage: 9 (Melee)
Wounds: 4
Ability: Attack all creatures around this unit without spending an action, and making the enemies that survive its attack make a moral check.
Champion: General Rhaegar, Blood-Drinker of the Crimson Host
Type: Blood, Magic, and Courage
wounds: 10
Damage: 8 (Melee)
Wounds: 4
Movement: 8 in
Notes: Rhaegar is a legendary warrior and master of blood magic. His combat skills are unrivaled, and he can sacrifice his own life force to enhance his abilities or devastate his enemies.
Abilities:
Blood Rage: For 2 turns, Rhaegar gains +3 damage and +1 movement, but he loses 1 wounds per turn while in this state.
Blood Sacrifice: Rhaegar can sacrifice up to 4 wounds points to deal 8 damage to any enemy unit within 6 inches. This ability has a 3-turn cooldown.
Crimson Shield: Once per game, Rhaegar can shield a nearby friendly unit from all damage for 1 turn, redirecting any damage back to Rhaegar.
Champion: Lord Halter, The Crimson crown
Type: Blood, Draconic, and Strength
wounds: 12
Damage: 9 (Melee)
Wounds: 5
Movement: 4 in
Notes: Halter is a draconic mass that is known for their bulkiness and deadly blood
Abilities:
Blood retaliation: Whenever he is attacked, all within 3 inches of him are attacked for 4 damage.
Blood gourger: When nearby an enemy with under half their wounds, he can eat them to recover 1 wound. He can not do this for Champions.
Red rush: Once per game, Halter can let out a barrage of blood spikes to upon a 6 in circle of enemies. These attacks have advantage, and Any who survives of this attack Courage be inflicted with burn.
Champion: Barla, The Flayed Lady
Type: Blood, Spirit, and Wisdom
wounds: 8
Damage: 20 in (range)
Wounds: 4
Movement: 10 in
Notes: Barla is an ancient entity that is rarely seen outside of battle. When she is in battle, all fear it.
Abilities:
Spectral dance: All creatures who see her must make a moral check every time she is in line of sight of those units. If they fail that moral check, they Courage scatter in different directions.
Skinned visage: You can not be hit by range attacks from units under half their wounds.
Blood rain: twice a game, activate a field wide ability that makes all blood type creatures have advantage on moral and attack checks, and half the movement speed of all creatures not blood type have their movement halved. This effect lasts for 2 rounds.
Minor factions
Minor factions are those without their own abilities or Champions. Instead being independent bands of people who can independently be hired.
The Poacher knights
Themes: The Poacher knights are a former group of knights and soldiers who have long since been reduced to piracy. Pirate like clothing and modifications over many different knightley garb. Their fall came when their lord's young son was eviscerated by bandits. Sending him into a deep depression. With their village and supplies dwindling, they began renting themselves out as mercenaries to try and make due, and maybe help their lord have some favor in whatever comes after this war. That burning hope burns in the heart of all their troops. A Hope to help their lord and save their lands from irrelevant and starvation. Even if they must work with less savory groups.
1. Briggon Dredgers
(Cost: 1 Point)Type: Armored
Damage: 2 (Melee)
Wounds: 2
Defence: 2
Movement: 5 in
Ability:
Fortified Stance: If the unit remains stationary for one round, they heal 1 Wounds for the following round. They can forgo doing this to themselves to do it to a friendly creature within 2 inches of it
2. Rivermouth Skirmisher
(Cost: 6 Points)Type: Armored, water
Wounds: 4
Damage: 6 (Melee Charge)
Defence: 4
Movement: 8 in
Ability:
Devastating Charge: When the Rivermouth skirmisher moves straight towards an enemy, they deal +2 damage on their first melee attacks after that . If there are 5 or more within 6 inches of each other, they can all take a free movement action together up to 8 inches.
3. Siege bodies
(Cost: 10 Points)Type: Spectrel, Water
Wounds: 5
Damage: 7 (Ranged)
Movement: 8 in
Defence: 3
Ability:
Overwhelming Barrage: When the Siege Hammers hit a unit, they have a 50% chance of inflicting a “Weakened” status, reducing enemy Wounds by 2 for one round.
Drowned Recalibration: Once per game, a group of 6 Siege Hammers can “recharge” their energy, restoring 1 wound to themselves or a nearby friendly water type unit.
5. Deck Squire
(Cost: 8 Points)Type: Armored, water
Wounds: 6
Damage: 6 (Ranged)
Defence: 3
Movement: 8 in
Ability:
Aether Burn: Any enemy unit hit by a Deck Squire suffers 1 additional wound at the start of their next round as if they are drowning.
Waterlogged shield: Once per game, Deck Squires can activate a shield, reducing wounds they take this round by 3 until the next round.
4. Sea wolf Knight
(Cost: 15 Points)Type: Armored, Radiant
Damage: 8 (Melee)
Wounds: 7
Defence: 4
Movement: 10 in
Ability:
Indomitable Presence: Titanic Constructs cannot be moved by enemy abilities that force movement (such as knockback or being dragged).
Salt in the wound: once a game, if someone tries to recover wounds in a sea wolf knight’s sight, you can choose to make that ability deal damage instead.
The Congregation of Aurther
Themes: An old congregation that was forcibly disbanded by the old order. Many are forced to carry the remains of their temples on them as an eternal punishment, unless they convert. Yet, now that the land is at war, many are wanted for their abilities and powers. With the largest amongst them, these architect Pilgrims, have begun to use their burdens as parts of them. Some use seven foot doors like shields, Pieces of stained glass like eternally sharp blades, chandeliers and censors like flails, status like bartering rams, their chains letting them attack at a range, and much more. With the undead temple guardians of The Gueneveir knights now wandering with groups of those still faithful carrying their burdens, and holding congregations.
1. Aurther Monk
(Cost: 1 Point)Type: umbrel
Damage: 2 (Melee)
Wounds: 2
Movement: 5 in
Defence: 2
Ability:
Umbrella Exaltation: All creatures within 5 inches of an Aurther Monk count as umbrel creatures.
2. Bors Umbrella Abit
(Cost: 6 Points)Type: Umbrel, Magic
Damage: 6 (Melee Charge)
Wounds: 3
Defence: 3
Movement: 6 in
Ability:
Call to arms: three of these entities can prevent any damage from Ranged weapons for any characters within 3 inches of each Umbrella Abit. However, if it’s within 5 inches, this ability is ignored.
3. Percible penitent
(Cost: 10 Points)Type: umbrel, Armor
Damage: 7 (Ranged)
Defence: 3
Wounds: 5
Movement: 5 in
Ability:
Umbrel Destruction: once a game, for an entire round, if at least one of these units fall, all enemy creatures are treated as radiant type for a round
Purging dark: have advantage against radiant type creatures.
4. Gueneveir Knight
(Cost: 8 Points)Type: Armored, umbrel
Wounds: 9
Damage: 7 (Melee)
Defence: 4
Movement: 8 in
Ability:
Undead Sentinel: This creature can not be forcibly moved, and automatically makes a free melee attack towards anyone who moves within 8 inches of it.
Umbrel lullaby:
5. The Architect Pilgrims.
(Cost: 20 Points)Type: Armored, Umbrel
Damage: 14 (Melee)
Defence: 5
Wounds: 6
Movement: 5 in
Ability:
Crushing weight: All melee attacks ignore reduced damage when it comes to type.
Meat Shield: three times a game, If a creature is within 5 inches of an Architect Pilgrim, the architect pilgrim can choose to move in front of the creature under attack, and redirect the attack to itself.
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I was tagged in a tag game by @sasukes-left-tit , so I’ll try my best to play this.
Currently listening to: video game soundtracks that I love, more specifically I find myself frequently listening to tracts from Fallout 76, such “Out There in Appalachia”, and “You Must Rebuild.” I know 76 is far from everyone’s favorite Fallout, but it was my first Fallout game and was the one my partner got me into with the franchise, so it holds a special place in my heart. I also just really enjoy the game’s feel.
Current show watching: None, for the most part? I don’t really watch tv as i can’t really focus on it when I do want to pay attention to it, but can’t focus on other tasks when I just leave it in the background. The one exception to that is I’ll try and watch paranormal shows like “Ghost Adventures” with my partner, or “These Woods are Haunted” when I’m laying in bed and need a distraction. Otherwise, I really like watching documentaries on topics like Ancient Rome, or the natural history of the Earth. I’ve probably subscribed to like 3 different history focused channels on YouTube that just have recordings of documentaries this past month.
Currently reading: the only thing I’ve been really reading has been cookbooks and my Warhammer 40K and Horus Heresy rule books/source books. Pretty much cover to cover multiple times to make sure I’m understanding rules and mechanics, but also reading the fun bits and pieces in them all. I’m embarrassed to admit it’s been a very long time since I’ve sat down to read a novel. I’m thinking I should get some audio books of the Horus Heresy to listen to while I work, but Idk…
Current obsession: besides my usual work of painting models, I’ve been getting really obsessed with wanting to make really good tabletop gaming terrain. Like I’m talking fully modular boards of things like roads, grassy hills, castle walls, medieval streets and cities, and fantasy terrain. I watched the Mark of Calth campaign that one YouTube channel called Zorpazorp was doing on his channel (seemed to have puttered out thanks to youtube algorithm fucking him ofer on that, which is a damn shame…) and seeing all the neat stuff built for that game led me to look into his Middle Earth building videos, and other channels that also make terrain, such as RParchive, and it’s all been living in my head rent free. I would try making some myself, but alas tools and materials cost money so I cannot easily do that without significant financial cost and statin in myself 😔.
I think I’m supposed to tag others, but I don’t want to cause too much of an interruption so I’m just going to tag some close friends for this game (you don’t have to do it if you don’t want to!): @holyknuckled @theineffableamberjae @lamethulhu (I know sasukes-left-tit tagged you earlier but o want to cause problems so I’m tagging you too.)
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Angel birth monsthsary — 300th one!! If you're looking for a way to show your love and support on any of my 365 birthdays this year, this list might make a good reference!
◄ H O B B Y I T E M S ► 𝘛𝘩𝘪𝘯𝘨𝘴 𝘐 𝘸𝘰𝘶𝘭𝘥 𝘶𝘴𝘦 𝘤𝘰𝘯𝘴𝘪𝘴𝘵𝘦𝘯𝘵𝘭𝘺!!
Polyhedral dice sets (recommending DiceSuki Dice)
Dungeons & Dragons miniatures (monsters, heroes, vehicles, etc.)
Map terrain (trees, elevations, etc.)
Modular battle maps
Custom DM screen
Laser pointer
Cutting mat
Dual-monitor computer setup that works for gaming and media production
Big mouse pad
Hand-held controller
Gamer chair
Black mountain bike
◄ R E L A X I N G I T E M S ► 𝘛𝘩𝘪𝘯𝘨𝘴 𝘐 𝘸𝘰𝘶𝘭𝘥 𝘶𝘴𝘦 𝘵𝘰 𝘱𝘢𝘴𝘴 𝘵𝘩𝘦 𝘵𝘪𝘮𝘦!!
LEGO sets (Advanced+)
Jigsaw puzzles (800+ pieces)
Puzzle books
Books about dinosaurs or sharks
White Crocs and Sharpies
◄ G A M E S & A P P S ► 𝘌𝘯𝘵𝘦𝘳𝘵𝘢𝘪𝘯𝘮𝘦𝘯𝘵 𝘐'𝘥 𝘶𝘵𝘪𝘭𝘪��𝘦!!
Jackbox Party Pack 10 (Steam)
Tabletop Simulator (Steam)
Overcooked! 2 DLCs
Zombicide: Green Horde (Tabletop)
Unmatched: Jurassic Park – InGen vs Raptors (Tabletop)
Oceans (Tabletop)
Calico (Tabletop)
Potion Market (Tabletop)
Uk'otoa (Tabletop)
Discord Nitro (one year)
Spotify Premium
◄ O T H E R S ► 𝘖𝘵𝘩𝘦𝘳 𝘵𝘩𝘪𝘯𝘨𝘴 𝘐'𝘭𝘭 𝘥𝘦𝘧 𝘦𝘯𝘫𝘰𝘺!!
Helium balloons (pastel pink/purple) 🎈🦄
Budget and company for tattoos or for bleaching and coloring my hair 🌈 🖋️
Empanada from Quality Bakeshop in Ormoc City, Leyte and only from Quality Bakeshop in Ormoc City, Leyte 🥟
Personalized songs, poems, or drawings just for me 🥺👉👈
Letters and lists about anything you want to make letters and lists about 📝❗
Invitations to go on chill or adventurous hangouts online or in-person 🏃♀️ 💨
Please ʲᵘˢᵗ ᵐᵒⁿᵉʸ; GCash in bio (or comments?!) 🤡💰
♦ FAVORED THEMES AND TOPICS ♦ 𝘍𝘰𝘳 𝘳𝘦𝘧𝘦𝘳𝘦𝘯𝘤𝘦!!
General: sharks, dinosaurs, cats, bread, homosexuality and asexuality, cute and tiny, strategy games, coop/party games, tabletop games
Shows, Films, Musicals: Adventure Time, The Owl House, Castlevania (2017), Frieren: Beyond Journey's End, Arcane, Hazbin Hotel, Helluva Boss, Hamilton, Dear Evan Hansen, Heathers
Games: Dungeons & Dragons, Undertale, Life is Strange, Overcooked!, Valorant, Magic: The Gathering
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3D Printing - Ideas
The next assignment is to model something appropriate for 3D printing. My ideas are mainly centred around creating something that could be used for D&D, such as terrain, props, or a dice tower.
I've done some sketches for the terrain idea. I'd want it to be modular and clip together using magnets, which is a popular method that people use to keep the pieces from moving during gameplay. I also had to look into the typical sizes that are used for terrain and settle on something that seemed fairly standard. I do like this idea, however there are already a ton of things similar to this that people have already designed, so it's not massively unique.


Another idea was to make some props that can be used for set dressing in a location. Again though, this is something that is very common and there are lots of great sets already out there. I think it would be tricky to create something that was unique but also that people might actually want to use, as there's a reason there are already lots of prop sets in specific themes.
My last idea would be to make a dice tower that people use to roll their dice when playing. I think this would be the easiest one to make in a unique design. There are lots of amazing designs already out there but they are often of the same or similar theme. Lots of towers are available in a medieval fantasy style, mostly castle shaped or similar. There are a couple of cyberpunk ones too but far fewer. I think it would be easier to design something different by using this idea, but it may be a bit ambitious and too large of a project to 3D print all in one go, depending on the sizes of dice etc. I think this project would also be hard to prototype, as the whole thing would have to be printed to test if it works properly and actually rolls the dice rather than just sliding them, so it may be less feasible if I wanted to make sure it would actually be functional.


References
DuckandHoundDesigns. (2023). Druid Dice Tower. Etsy. https://www.etsy.com/uk/listing/1537348508/druid-dice-tower-dnd-dice-tower-dice?ga_order=most_relevant&ga_search_type=all&ga_view_type=gallery&ga_search_query=dice+tower&ref=sr_gallery-1-2&frs=1&sts=1&organic_search_click=1. Accessed 09/11/2023
ZappyKrafts. (2023). Wizard Dice Tower. Etsy. https://www.etsy.com/uk/listing/1443174406/wizard-dice-tower-3d-printed-tabletop?ga_order=most_relevant&ga_search_type=all&ga_view_type=gallery&ga_search_query=dice+tower&ref=sc_gallery-2-8&pro=1&frs=1&sts=1&plkey=a68431ed800997a5cab5dcebafecd62d20313496%3A1443174406. Accessed 09/11/2023
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Finally finished painting and flocking all 9 of my 1ft x 1ft modular ancient ruins terrain tiles!
The measurements were a little sloppy so they don't line up as perfectly as I would like, but the hill sections all fit together nicely enough and I am stoked to have finally finished this project. I can't wait to use them for a fantasy skirmish game like Frostgrave or Warcry.
#miniature terrain#tabletop terrain#fantasy terrain#wargaming terrain#miniature wargaming#terrain#terrain crafting#tabletop gaming#tabletop miniatures#miniature painting#miniatures#wargame scenery#modular terrain#modular tiles#wargaming table#warhammer#fantasy#age of sigmar#warcry#frostgrave#skirmish#miniature skirmish#ruins#ancient ruins#overgrown ruins#stone ruins#ruined building#mordheim#mordheim terrain#frostgrave terrain
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Plotting a rocky-foresty modular tabletop. This is gonna be so much work but I hope it's cool.
As of right now the plan is a minimum/maximum of pieces, with 15/24 Medium and 6/8 large.
Hopefully these actually work for multiple boards so I can have some interchangeability.
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Some wip shots of my modular dungeon.
#wip#dnd#dnd 5e#d&d#rpg#diy#pathfinder#scratchbuild#miniature#minis#fantasy#modular#dungeons and dragons#dungeon#tabletop#warhammer#terrain
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