Astragoth TOW Rules V1

I didn’t see this done anywhere so thought I’d have a go at converting Astragoth into TOW rules.

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Given the time period of TOW, wouldn’t Astragoth be less affected by the curse at this time? No reason he wouldn’t still enhance his body with mechanical parts, but it would be more of an anticipation thing rather than a necessity.

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I had not considered that

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Interesting idea! Would fit well with Youngrim, young Thorgrimm, young Burlock and young Korhil :sweat_smile: only the green knight is as always.

He doesnt seem like you get much for the points.

I like it.

Me and my small player group mostly play exhibition like matches anyway so the story of TOW does not really matter to us. Most of us come from older editions and still have that setting very much in mind.

So thank you for these rules! Very fun and hopefully an excuse to use my fig.

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I based him on a level 4 sorcerer prophet and then added the Magic Item points to bring up the stats and rules to where he was in the 5th Ed book. It’s why it’s V1, would need play testing and seeing if it needs tweaked.

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I haven’t really given it a look yet, but just on a general note I tend to prefer special characters being a bit overcosted and not maxed out. If only to prevent the classic “Oh look, here’s another meaningless skirmish where Nagash, Supreme Lord of all Undead, is fighting a bunch of Goblins.”

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Hi Eddie,

I like the concept. Just the last rule “Death Blow” seems a bit vaguely written. For example there is no clarification on wether it would continuously trigger on itself again (which, on one side is often not the case with rules like this but on the other hand would be hilarious if it happened to work).

Cheers

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Also, you would need to clarify what his Armoured Mechanical Body does for a Save. Probably Full-Plate I would imagine. 4+.

Since he is the High Preist of Hashut, I would maybe give him all of the spells from the Lore of Hashut in addition to what he rolls on his chosen lore. Still only able to cast 4 spells per turn as a level 4 wizard though. This would distinguish him from a regular Sorcerer Prophet without being overly powerful. 380 is a lot of points for what he does. I would not decrease his cost though but instead try and make him worth the extra points. The extra spells would do that. I would also make him Toughness 6 to signify that he has suffered from the Sorcerer’s curse a fair amount. See below for an example.

Astragoth, High Preist of Hashut
Astragoth is a Sorcerer Prohet and may be included in any Chaos Dwarf army list composition that include this option. He must included as presented here.
M WS BS S T W I A Ld Pts
Warrior 6 6 4 5 6 4 2 3 10 380

Troop Type: Heavy infantry (Named Character)
Base Size: 25x25mm
Unit Size: 1
Equipment: Dark-Forged Weapon and Armoured-Mechanical Body (4+ save)
Magic: Astrogoth is a Level 4 Wizard and know spells from one of the following Lores

  • Daemonology
  • Dark Magic
  • Elementalism

In addition Atragoth knows all of the spells from the Lore of Hashut. (He is still limited to casting 4 spells per turn.)

Special Rules: Close Order, Infernal Engineer, Lore of Hashut, Resolute, Sorcerer’s Curse, Stubborn, Semi Mechanical Body, Deathblow.

Semi-mechanical: Astragoth’s base movement is 6, however he may not march under any circumstances.

Deathblow: The stea-driven pistons that have replaced Astragoth’s muscles and sinews allow him to strike with mechanical force. As such Astragoth has the killing blow special rule. In addition when Astragoth hits with 3 or more attacks combat he may immediately make 3 additional attacks as his mechanized arm goes into overdrive. This ability triggers only once per turn.

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