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Post by Wargamer on Feb 2, 2005 4:26:55 GMT -5
Army Special Rules: Sell-swords: As a nation, the Evadians are war-like, and many never feel truly happy unless they have a sword in hand and an enemy to use it against. Because of this, many sell their skills as Mercenaries (even Evadian Knights have been known to do this!). This also means they have a habit of “borrowing” items they like… and never returning them! Any unit with the “Mercenaries” entry may be used by any army except Bretonnians, counting as a Dogs of War entry. Evadian units are a Special Choice for Dogs of War armies. Evadian Steel: Sometimes referred to as Blue-Steel, this metal is extremely strong, and holds an edge better than any metal found in the Empire. Blows from such a weapon can crush shields and rend armour, lesser blades are shattered by one well-placed parry, and any wound is guaranteed to be both brutal and deep, bones hacked through as easily as dry wood. The following are classed as Evadian Steel weapons, and have the following special rules: Evadian Longsword: Counts as a Hand Weapon, but all enemy Armour Saves suffer an additional -1 Modifier, cumulative with all other penalties. Evadian Bastard Sword: When used one-handed, counts as an Evadian Longsword. If used two-handed, adds +1 Str to the user, in addition to the -1 Armour Modifier. Evadian Greatsword: Counts as a normal Great Weapon. In addition, all enemy Armour Saves suffer an additional -1 Modifier, cumulative with all other penalties.
Note that the benefits for using Evadian Steel weapons do not stack with any other weapons (eg: if armed with a Lance and Evadian Longsword, you either get +2 Str, or -1 Enemy Saves, not both!). Also, Evadian Steel weapons are not magical.
Faith in Steel: Evadian Magic Alyx is the God of Steel, and the personification of the Evadian’s love of war. For this reason, the power of Alyx grows as the casualties pile up! The Evadian army has an extra set of Magic Dice. These are referred to as the “Warrior” Dice. For every enemy regiment that falls back, the Evadians add 1 Die to their Warrior Pool. For every enemy regiment that is wiped out, run down or flees off the board, the Evadians add 2 Dice to their Warrior Pool. Lone Enemy Characters, or enemy units/models with a unit strength of less than 5, only generate 1 Warrior Die when they are destroyed/flee off the table, and none when they retreat. However, if an Evadian regiment is wiped out, or flees off the table, remove 1 Die from the Warrior Pool. These dice are not lost at the end of each turn, and can be used as either Power Dice, or Dispel Dice, whichever you prefer. Remember that as soon as a Die is earned, it is placed into the pool (so it is entirely possible that an Evadian spell could wipe out an enemy unit or character, earning more Warrior Dice to be used in the same Magic Phase. Likewise, enemy magic could remove Warrior Dice, preventing the Evadian army from using them to Dispel enemy magic).
If playing a Campaign with variable-level magic (Like the Albion Campaign), the Lore of Steel goes up one rank for each Evadian victory, and goes down with every loss. It should start out at a “normal” tier.
Lore of Steel: The wielders of the Power of Alyx, the Praetorians, are those charged with guarding the sacred temples of Alyx. These are firey and brutal warriors, able to annihilate lesser men in a heartbeat. For all intents and purposes, Praetorians and Custodians count as Wizards. Whenever the spell refers to Praetorians, it means all Evadian spell-casters.
These spells only work on Evadian units, therefore Dogs of War do not benefit from any of these spells, under any circumstances. For this reason, no Evadian character may ever join a Dogs of War unit under any circumstances.
Finally, all spells from the Lore of Steel remain in play until dispelled, either by the opponent or the original caster (who may do so at any time) or when the original caster attempts to use another Spell. Note you may only have one of each spell active at any one time (so once you’ve cast a spell, you have to dispel it to cast it again!).
Roll 1D6 per Caster Level, re-rolling any doubles, and apply the results to the spell list below. Note that any spell may be exchanged for Defender.
0) Defender Cast on 3+ Ride like the wind! Fight proud my son! You’re a Defender, Alyx sent! The caster suffers Hatred towards all enemies.
1) Call to Arms Cast on 8+ Fight for the Kingdom bound for glory, armed with a heart of steel! I swear by the brothers who stand before me, to no foe shall I kneel! There blood is upon my steel! When this spell is cast, all Evadian units on the table who are fleeing automatically rally immediately. In addition, all units become stubborn.
2) Warriors of Evad Cast on 7+ Brothers everywhere! Raise your swords into the air! We are warriors, Warriors of Evad! Like thunder from the sky, sworn to fight and die! We are warriors, Warriors of Evad! The spell may be cast on any friendly unit within 18”, including the Praetorian and/or the unit he is with, that is engaged in combat. In the next assault phase, the unit counts as Charging, with all appropriate benefits (and de-benefits!) that charging may provide.
3) Power of The King Cast on 7+ Now is the time to reach for the sky! Gather the wind and hear the voice to fly! Know why they sing about heroes and kings, who are brave and not afraid to die! For all here who believe waits the crown, the ring, the Power of the Man who would be King! The spell can be cast on any unit within 24” of the Praetorian, including himself and/or the unit he is with. The unit automatically rallies if fleeing, and becomes Unbreakable.
4) Believe in Alyx Cast on 8+ All stand together, for the world to see! Now the time is right, to live out all our dreams! Say the words together, may your strength never leave! If you want to win the fight, say “I Believe!” The spell may be cast on any close combat within 18” of the Praetorian, including one he is already engaged in. Once cast, the opposing army loses any Combat Resolution bonuses, save for those earned for kills. In addition, any special rules that require the opponent to outnumber the Evadians (such as losing to Fear Causing enemies) do not apply.
5) Battle Hymn Cast on 8+ Sound the charge, into glory ride! Over the top of their vanquished pride! By moonlight, we ride! Ten thousand side by side! Victory! Victory! The spell may be cast on any close combat within 18” of the Praetorian, including one he is already engaged in. All Evadian units in the combat gain the Killing Blow ability.
6) Song of Evad Cast on 11+ Evadian Born! Evadian Bred! We fight on forever! We fight ‘til we’re dead! We fight for Glory! We fight for Gold! We fight for Alyx, and heroes of old! We’ll fight forever, ‘til our days are done! We’ll fight evermore under Evadia’s sun! Once cast, all fleeing Evadian units rally immediately. In addition, all Evadian units and characters become Unbreakable, and suffer Hatred against their enemies.
Lore of Steel Miscast table: As the Lore of Steel is quite different to normal magic, it uses its own Miscast table. Roll a D6, and apply the result below: 1) The caster is wracked by images of hopelessness and failure as he loses control of his powers, and takes his own life. However, the horrors that plagued him curse not only him, but his fellow warriors as well! The Praetorian is killed instantly. In addition, the Evadian magic phase ends immediately, all Warrior Dice are lost, and all spells in play are dispelled. Finally, all Evadian units must take a Panic test, unless normally immune to Panic.
2) The caster is assailed by visions of his failings, and believes himself to have committed terrible crimes against his family and people. Rather than face these nightmares, he takes his own life, sparing his comrades further dishonour. The Praetorian is killed instantly, and any spells he had active are immediately dispelled. In addition, all units within 12” of the Caster must take a Panic test, unless immune to Panic.
3) The caster feels his body weaken, and his prowess as a warrior fail him… The Praetorian reduces his Ws, Bs, I, A and Ld by 1, to a minimum of 1. In addition, his Magic Level is also reduced by 1. If reduced to 0, he can no-longer cast spells, and generates no power or dispel dice. Assuming he is still able to cast spells, the Praetorian may not cast any further spells this turn.
4) A feeling of gloom and despair settles over the army, and even the most inspiring champion cannot rouse the men’s spirits… All Evadian spells currently in play are dispelled immediately, and the Evadian magic phase ends.
5) A moment of chaos strikes the lines. Perhaps a mighty enemy champion issued a challenge, or Dragonheart arranged a drinking contest. Whatever the reason, the army isn’t fighting at full ability… All Evadian spells currently in play are dispelled immediately, and the Praetorian may not cast any further spells this turn.
6) The Praetorian finds himself unable to rally the men. Perhaps a group of veterans question his faith, or the Whiteshields are distracting him, or he’s too busy looking at the attractive woman with the greatsword… All of the Praetorian’s spells currently in play are dispelled immediately, and the Praetorian may not cast any further spells this turn.
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Post by Wargamer on Feb 2, 2005 4:27:18 GMT -5
Evadian Armoury:[/u] Warrior Lineage: Not Equipment per-se, a warrior may purchase a single Lineage, connecting him with a great family of Evadia. Note that whilst these bloodlines are all members of one of the Evadian Knight Orders, there is nothing to stop you giving a non-Knight character a Lineage. After all, there’s good odds that somewhere in Evad is a warrior as fierce as a Dragonheart, or as tough as an Altas...
Mercury: Cost: 15pts The Mercury family was the first of the Nine to join Alyx, and first to claim the title King of Arms. Indeed, more of their family have ruled Evadia than any other, and not without reason: Evadia loves the Mercury bloodline, revering them as the closest living link to their lord and King, Alyx. Generals and Captains Only. A character with the Mercury bloodline must be the Army General, unless there is a model with higher Leadership in the army. All units within 18” of the Army General may use his Leadership, instead of the usual 12”.
Meridioc: Cost: 15pts Quick-thinking and inventive, there are few men alive who can out-smart a member of the Meridioc family. On the battlefield, a Meridioc fights with awesome skill, darting in with lightning blows, whittling a larger foe down, or cutting apart lesser foes before they can retaliate. The character gains +1 Initiative.
Dragonheart: Cost: 15pts Three things apply to all members of the Dragonheart bloodline: their love of battle, their love of drink, and their total inability to tell the truth about how many enemies they killed. In battle, only a madman would stand against a Dragonheart, for since the days of Drakhar, this bloodline has produced some of the mightiest and deadliest warriors in the Old World. Members of the Dragonheart bloodline have +1 Ws.
Gryphon: Cost: 10pts Wise in the ways of war, the Gryphon bloodline have given Evadia some of their most level-headed warriors. A Gryphon knows when to strike and when to withdraw, when to feign weakness and when to show strength. These talents have saved them on many occasions, and slain more than one overconfident foe. A Gryphon suffers no de-benefit for refusing a Challenge. He remains on the front rank, and may fight normally. Against opponents with magical items/special abilities that force an enemy to accept a challenge, both players should roll a D6, adding their Leadership values, re-rolling ties. The player with the lowest score has their ability negated for that challenge only.
Thor: Cost: 20pts Evadian legends speak of a titan of a man, who dwarfed his comrades, and had a strength un-matched by mortal men. He could lift a fully armoured warhorse, and strike with such might that even dragon bones would splinter. His family, whilst perhaps not as almighty as their legendary progenitor, are by no means lacking in might. The character increases his Strength by 1.
Atlas: Cost: 20pts So mighty is the Atlas family that they are likened to Ogres. Indeed, most members of the Atlas bloodline stand a full head taller than other men, if not more. It is no coincidence that the name “Atlas” has become a byword of size and strength throughout the Old World. The character increases his Toughness by 1.
Magic Weapons:
Gryphon Sword: Cost: 60pts Weapon of the Gryphon family, this ornate blade has been borne by many leaders of the Dragon Order. It has now passed to Eliana Gryphon, who wields it with even greater pride as her father has ascended to the throne of Evadia. The Gryphon Sword gives +1 Str. In addition, the wielder always strikes first. If both players have this ability in the same combat, resolve using initative. The Gryphon Sword is also an Evadian Longsword.
The Dragon Blade: Cost: 50pts Sword of the Dragonheart family, this sword looks totally unremarkable…but its ordinary appearance hides its razor edge, and near indestructibility. The Dragon Blade ignores armour. In addition, it cannot be destroyed by any means whatsoever. The Dragon Blade is technically an Evadian Longsword, but this will only apply if you cannot use the Dragon Blade’s special abilities, for whatever reason (eg: fighting Crom!).
The Mercury Sword: Cost: 75pts Sword of the Mercury family, the sword has a keen edge, and a large ruby set within the hilt that glows brightly in the presence of Magic. This energy can be unleashed on the field of battle, immediately dissipating opposing magic. The Sword grants +2 Str to the user. In addition, the wielder counts as having a single Dispel Scroll. The Mercury Sword is an Evadian Longsword.
The Sword of Meridioc: Cost: 45pts Like the Dragon Blade, this polished sword looks like an ordinary weapon, yet any foe struck with the weapon will be torn apart. Limbs and heads are sliced off with ease, and the lightest of cuts will bleed heavily. Each unsaved wound inflicted with The Sword of Meridioc becomes two. The Sword of Meridioc Sword is an Evadian Longsword.
Lucky Crossbow: Cost: 20pts Widely regarded as the best Marksman in Evadia, many warriors take to scavenging bolts fired from Fletcher’s crossbow, believing some of his skill will rub off on their weapons. It seems unlikely, but faith is a powerful thing… Counts as a Crossbow. In addition, you may re-roll any failed “To Hit” rolls with this Crossbow.
Magic Armour: Dragon Armour: Cost: 15pts Worn by the Dragon Knights, these suits are enchanted to protect the wearer from the effects of fire, a valuable asset when facing other dragons! Knights Only. Counts as Full Plate armour. In addition, the wearer is immune to Fire-based attacks or spells. Note that common sense should be used when applying this rule (eg: A Dwarf Flame Cannon is ignored, but a normal Cannon with Rune of Burning is not!).
Armour of blue-steel: Cost: 40pts Forged from the purest Evadian steel, this suit of armour can withstand blows that would shatter a lesser suit. Counts as Full Plate (4+ armour save). In addition, the wearer may re-roll failed Armour Saves.
Shield of Merciful Combat: Cost: 50pts. It is said that any who look upon this shield will be inspired to fight with nobility and honour. This power is fatal to those who have no concept of honour… Counts as a normal Shield. In addition, against Empire, Bretonnian or Dogs of War opponents, you may choose to activate the Mercy effect once a challenge is accepted. After declaring the shield is active, resolve the Challenge as normal, but no wounds are inflicted. Instead, whichever side lost the challenge automatically flees maximum distance. The victor may not pursue. Against Chaos (including Skaven) or Undead, anyone in base contact will immediately suffer a single wound. Armour saves allowed as normal. The shield has no affect on any other opponent.
Shield of Glorious War: Cost: 35pts This shield fills the wearer with feelings of valour and courage, a feeling that spreads to any men he is with. However, the shield was forged in Tabberriek, and thus will not suffer those who flee a battle… Counts as an Enchanted Shield. In addition, the wielder adds +1 to all Combat Resolutions for his side. If he falls back for any reason during the battle, this bonus is lost (note that the shield still counts as an Enchanted Shield).
Talismans: The Mercury Gem: Cost: 40pts The Mercury Gem is worn by the ruler of the Mercury Order, and creates a powerful aura to protect the wearer from enemy magic by dissipating all opposing spells in a flash of sapphire light. The wearer has Magical Resistance (2).
Runic Pendant: Cost: 30pts This pendant is inscribed with a Dwarven Rune, designed to grant the wearer protection from his enemies. The pendant gives a 5+ Ward Save.
Banners: The King's Banner: Cost: 100pts This ancient banner is said to have belonged to Alyx, the King of Evad. Since then, each King of Arms has retained this standard as a symbol of the relentless fury of the warriors of Evad. Any unit with at least one model in contact with the Standard Bearer gains no combat bonus for ranks. The Banner of Tabberriek: Cost: 50pts This banner was recovered from the massacre of Tabberriek back when Evadia was first founded. All who march under it are filled with ferocious pride, and a desire to slay their enemies. Models on foot only. The Banner Bearer and any unit he joins suffer hatred towards all enemy units. Banner of The Woodsman: Cost: 20pts Bearing the symbol of a longbow, this banner magically guides all those who march under it through the most difficult of terrain. The bearer and any squad he joins treat forests or woods as open ground for the purposes of movement.
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Post by Wargamer on Feb 2, 2005 4:28:37 GMT -5
Army List:[/u]
Lords:
General Pts/Model: 100 Leaders of Evadia, the Evadian Generals lead the Free Military armies to war, both in Evadia and beyond. They are mighty warriors, loved by their men and feared by their enemies. The Knight Barons are even more ferocious in battle, and rarely will such a mighty warrior retreat from the field… M Ws Bs S T W I A Ld General 4 6 5 4 4 3 6 4 10 Equipment: Evadian Longsword. Options: May replace the Evadian Longsword with an Evadian Bastard Sword at +6pts, or an Evadian Greatsword at +6pts. May be armed with a Longbow at +15pts; Handgun at +15pts; Crossbow at +15pts; Pistol at +10pts or Brace of Pistols at +20pts. May wear Light Armour at +3pts, or Heavy Armour at +6pts. If upgraded to Knight Baron, may have Full Plate Armour at +12pts. May carry a Shield at +3pts. May ride a Warhorse at +15pts, which may have Barding at +6pts, or may ride a Pegasus at +50pts. If mounted, may have a Lance at +6pts. May be upgraded to a Knight Baron at +8pts. Knight Barons are Stubborn. May take equipment from the Common or Evadian Armouries, up to a total of 100pts.
0-1 Custodian Pts/Model: 243 Masters of the Temples of Alyx, the Custodians are the ultimate warriors. They are trained to the highest standards by the Knight Orders, and taught the Lores of Alyx by the Temples, there are few men that can face a Custodian and live to tell the tale… M Ws Bs S T W I A Ld Custodian 4 6 5 4 4 3 6 4 10 Equipment: Evadian Longsword. Wizard: The Custodian is a Level 3 Wizard. He may only use the Lore of Steel. Options: May replace the Evadian Longsword with an Evadian Bastard Sword at +6pts, or an Evadian Greatsword at +6pts. May be armed with a Longbow at +15pts; Handgun at +15pts; Crossbow at +15pts; Pistol at +10pts or Brace of Pistols at +20pts. May wear Light Armour at +3pts, Heavy Armour at +6pts, or Full Plate Armour at +12pts. May carry a Shield at +3pts. May ride a Warhorse at +15pts, which may have Barding at +6pts, or may ride a Pegasus at +50pts. If mounted, may have a Lance at +6pts. May be upgraded to a Level 4 Wizard at +45pts. May take equipment from the Common or Evadian Armouries, up to a total of 100pts. SPECIAL RULES: Stubborn. A Custodian may only be included in an army containing a General/Knight Baron.
Heroes:
Captain* Pts/Model: 55 M Ws Bs S T W I A Ld Captain 4 5 5 4 4 2 5 3 9 Equipment: Evadian Longsword. Options: May replace the Evadian Longsword with an Evadian Bastard Sword at +4pts, or an Evadian Greatsword at +4pts. May be armed with a Longbow at +10pts; Handgun at +10pts; Crossbow at +10pts; Pistol at +7pts or Brace of Pistols at +14pts. May wear Light Armour at +2pts, or Heavy Armour at +4pts. If upgraded to Knight Paladin, may have Full Plate Armour at +8pts. May carry a Shield at +2pts. May ride a Warhorse at +10pts, which may have Barding at +4pts. If mounted, may have a Lance at +4pts. May be upgraded to a Knight Paladin at +5pts. Knight Paladins are Stubborn. May take equipment from the Common or Evadian Armouries, up to a total of 50pts.
* = One Captain or Paladin may be upgraded to a Battle Standard Bearer at +25pts. He may not be the Army General, and cannot have any mundane equipment except for armour. If he takes a Magic Banner, he may not have any other Magic Equipment, though may still take a Lineage.
Praetorian Pts/Model: 105 M Ws Bs S T W I A Ld Praetorian 4 5 5 4 4 2 5 3 9 Equipment: Evadian Longsword. Wizard: Preatorians are level 1 Wizards. They may only use the Lore of Steel. Options: May replace the Evadian Longsword with an Evadian Bastard Sword at +4pts, or an Evadian Greatsword at +4pts. May be armed with a Longbow at +10pts; Handgun at +10pts; Crossbow at +10pts; Pistol at +7pts or Brace of Pistols at +14pts. May wear Light Armour at +2pts, Heavy Armour at +4pts, or Full Plate Armour at +8pts. May carry a Shield at +2pts. May ride a Warhorse at +10pts, which may have Barding at +4pts. If mounted, may have a Lance at +4pts. May be upgraded to a Level 2 Wizard at +45pts. May take equipment from the Common or Evadian Armouries, up to a total of 50pts. SPECIAL RULES: Stubborn. Only one Praetorian may be included in the army per General/Captain (Barons and Paladins count). Note that if a Custodian is included, he counts towards the maximum number of Praetorians in the army.
Core Units:
Warriors of Evad Pts/Model: 8 The Warriors of Evad come in many forms, from the Men At Arms who serve the Knight Orders to the Free Military, who sell their skills as Mercenaries when not protecting their homeland. M Ws Bs S T W I A Ld Warrior 4 4 3 3 3 1 4 1 8 Lieutenant 4 4 3 3 3 1 4 2 8 Unit Size: 10+ Equipment: Evadian Longsword, Light Armour. Options: May be equipped with Evadian Bastard Swords at +2pts per model; Greatswords at +2pts per model; Spears at +2pts per model or Additional Hand Weapons at +2pts per model. May be equipped with Heavy Armour at +1pt per model, and/or shields at +1pt per model. If not equipped with the above, may have Crossbows at +5pts per model. Promote one Warrior to a Musician at +5pts. Promote one Warrior to a Standard Bearer at +10pts. Promote one Warrior to a Lieutenant at +10pts. SPECIAL RULES: Mercenaries.
0-1 Whiteshield Regiment Pts/Model: 5 Before an Evadian can be truly considered an adult, they must "earn their colours". There are many ways to do this, but the most common is the Trial by Combat, where Whiteshields gather to prove their skill and prowess on the field of battle. If they succeed, they will be given an Evadian blade, and the right to bear their family colours. If they fail, Alyx will embrace them as true warriors... M Ws Bs S T W I A Ld Whiteshield 4 2 2 3 3 1 3 1 7 Mentor 4 4 3 3 3 1 4 2 8 Unit Size: 10+ Equipment: Hand Weapon, Light Armour. Options: May be equipped with Halberds at +2pts per model; Spears at +2pts per model or Additional Hand Weapons at +2pts per model. May be equipped with shields at +1pt per model. Promote one Whiteshield to a Musician at +5pts. Promote one Whiteshield to a Standard Bearer at +10pts. Promote one Whiteshield to a Mentor at +13pts. Special Rules: Frenzy: Whiteshields are fanatically eager to prove themselves in combat, and know that to die in battle is far preferable to living in the shame of never earning their Colours. Because of this, they are subject to Frenzy. Unblooded: Whiteshields have never seen combat, and thus do not know of it in the way their comrades do. Unless led by a Character, or the unit contains a Mentor, Whiteshields cannot benefit from spells out of the Lore of Steel.
Evadian Cavalry Pts/Model: 20 Evadian Cavalry is a frightening combination of skilled warriors, and big horses. As well as the numerous Mercenary cavalry forces out there, the Dragon Knight order is known to equip its Men At Arms with horses, providing a fast-moving, and hard-hitting flanking force. M Ws Bs S T W I A Ld Warrior 4 4 3 3 3 1 4 1 8 Lieutenant 4 4 3 3 3 1 4 2 8 Warhorse 8 3 3 3 3 1 3 1 5 Unit Size: 5+ Equipment: Evadian Longsword, Heavy Armour, Lance. Options: May be equipped with shields at +1pt per model. May replace their Lance for a Great Weapon at no cost. May give their horses Barding at +2pts per model. Promote one Warrior to a Musician at +7pts. Promote one Warrior to a Standard Bearer at +14pts. Promote one Warrior to a Lieutenant at +14pts.
Essenvage Skirmishers Pts/Model: 7 Virtually all the Scouts of Evadia are from Essenvage. Despite being only a small village, Essenvage has a massive population, spread out across all Evadia and beyond. Much of its population makes permanent camp within the Essen, a massive forest plagued by Orcs, Beastmen and other foulness that would seek to use it to cover their advance into Evadia. It is for this reason the warriors of Essenvage have earned such renown, and are such a common sight amongst Evadia’s armies. M Ws Bs S T W I A Ld Skirmisher 4 4 3 3 3 1 4 1 8 Woodsman 4 4 4 3 3 1 4 1 8 Unit Size: 10+ Equipment: Evadian Longsword. Options: May be equipped with Light Armour at +1pt per model, and/or shields at +1pt per model. May have Bows at +4pts per model, or Longbows at +5pts per model. Promote one Skirmisher to a Woodsman at +5pts. Special Rules: Skirmishers.
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Post by Wargamer on Feb 2, 2005 4:29:08 GMT -5
Special Units:
Heavy Infantry Pts/Model: 12 The term “Heavy Infantry” covers a variety of units, from the elite of the Free Military, the Knights of one of the many Orders, or simply veterans of countless campaigns. Equipped with the best armour, and possessing tremendous physical strength, these are soldiers no man wishes to cross… M Ws Bs S T W I A Ld Warrior 4 4 3 4 3 1 4 1 8 Lieutenant 4 4 3 4 3 1 4 2 8 Unit Size: 10+ Equipment: Evadian Longsword, Heavy Armour. Options: May be equipped with Evadian Bastard Swords at +2pts per model; Greatswords at +2pts per model; Spears at +2pts per model or Additional Hand Weapons at +2pts per model. May be equipped with shields at +1pt per model. Promote one Warrior to a Musician at +5pts. Promote one Warrior to a Standard Bearer at +10pts. Promote one Warrior to a Lieutenant at +10pts. Special Rules: Stubborn, Mercenaries.
Bladesmen Pts/Model: 12 Those with great affinity for the swords of Evad are known as Bladesmen. These individuals become exceptional with the sword, and usually progress on to more exotic weapons, such as the Gyrspike, or Mercurial swords. In peace-time, these act as travelling entertainers, using their blades in an awe-inspiring, yet deadly art known as Sword-dancing. When Battle is joined, however, these units harass the flanks of the enemy, launching sudden and shocking assaults with terrifying skill and efficiency. M Ws Bs S T W I A Ld Blademan 4 4 3 3 3 1 4 1 8 Swordmaster 4 4 3 3 3 1 4 2 8 Unit Size: 10+ Equipment: A variety of swords, and similar blades. They count as Evadian Longswords, with an Additional Hand Weapon (giving +1 Attack to their profile). Options: May have Throwing Blades (count as Throwing Axes) at +3pts per model. Promote one Bladesman to a Musician at +5pts. Promote one Bladesman to a Standard Bearer at +10pts. Promote one Bladesman to a Swordsmaster at +10pts. Special Rules: Skirmishers: Bladesmen are Skirmishers. However, unlike normal Skirmishers, they still receive a rank bonus in combat.
Knight Cavalry Pts/Model: 27 The Knights of Evad provide some of the deadliest Cavalry in the Old World. Each warrior is strong, dedicated, and totally without fear. Only a fool dares to stand against their thundering charge... M Ws Bs S T W I A Ld Errant 4 4 3 4 3 1 4 1 8 Questor 4 4 3 4 3 1 4 2 8 Warhorse 8 3 3 3 3 1 3 1 5 Unit Size: 5+ Equipment: Evadian Longsword, Heavy Armour, Shield, Lance, Barding. Options: May be equipped with shields at +1pt per model. May replace their Lance for a Great Weapon at no cost. May give their horses Barding at +2pts per model. Promote one Errant to a Musician at +7pts. Promote one Errant to a Standard Bearer at +14pts. Promote one Errant to a Knight Questor at +14pts. Special Rules: Stubborn.
Essenvage Woodsmen Pts/Model: 16 There are some, even amongst the skilled warriors of Essenvage, who excel beyond all others. These are the Woodsmen, and they live virtually all their lives within the Essen, leaving only when the need elsewhere is truly dire. These warriors are armed with the best bows in Evadia, and have a frightening ability to find and pierce weak points in enemy armour, even in the dense confines of woods. No-one knows how many enemies of Evad have fallen to these bowmen, for the Woodsmen themselves will not say. M Ws Bs S T W I A Ld Woodsman 4 4 4 3 3 1 4 1 8 Bowmaster 4 4 5 3 3 1 4 1 8 Unit Size: 10+ Equipment: Evadian Longsword, Longbow Options: May be equipped with Light Armour at +1pt per model. Promote one Woodsman to a Bowmaster at +5pts. Special Rules: Skirmishers, Scouts. Woodsman Longbows have the Armour Piercing rule. Foresters: Woodsmen treat Forests as open terrain for the purposes of movement.
Rare Units:
Tabberriek Guard Pts/Model: 14 Tabberriek has always produced the bravest, and deadliest, warriors of Evad, but the Guard of Tabberriek is famous above all others for their bravery and dedication. It is said that no man of Tabberriek would ever flee a battle, or give an inch of ground to an invader, and this is certainly true of the Guard! Wielding the traditional Tabberriek Halberds, these warriors are the epitome of selfless courage, and the reason “Mad as a Rieker” is such a common term in Evadia. M Ws Bs S T W I A Ld Guard 4 4 3 3 3 1 4 1 8 Guard Captain 4 4 3 3 3 1 4 2 8 Unit Size: 10+ Equipment: Halberd, Heavy Armour. Options: Promote one Guard to a Standard Bearer at +10pts. Promote one Guard to a Guard Captain at +10pts. Special Rules: Unbreakable, Killing Blow. Note that no character of any sort may join a unit of Tabberriek Guard.
Kakrian Merchant-Gunners Pts/Model: 18 Kakria is an old Evadian settlement, responsible for much of the inter-country trading that Evadia does. One by-product of this is the amount of black-powder guns their men obtain, and the “Merchant-Gunners” are more than happy to show off their impressive weapon collections… especially to the enemy! M Ws Bs S T W I A Ld Gunner 4 4 3 3 3 1 4 1 8 Lieutenant 4 4 4 3 3 1 4 1 8 Unit Size: 10+ Equipment: Evadian Longsword, Handgun, Brace of Pistols. Options: May be equipped with Light Armour at +1pt per model. Promote one Gunner to a Musician at +5pts. Promote one Gunner to a Standard Bearer at +10pts. Promote one Gunner to a Lieutenant at +5pts. Special Rules: First Shot: The first time the regiment fires its Handguns, you may add +D6” to the maximum range. Rank Volley: Merchant Gunners may fire in Two-Ranks. Pistol Fusilade: In combat, Kakrian Merchant-Gunners may use both pistols at once. This gives them an Extra attack for using two weapons, and all attacks are resolved using the Pistols Str and Armour Piercing rule. Note, however, that regardless of how many Pistols they use in combat, the Pistols never benefit from the Evadian Longsword’s -1 Armour Modification!
Onager Pts/Model: 80 Referred to as the “Multi-launcher” by many Empire soldiers, the Onager is an Evadian war engine designed to fire multiple projectiles at once. It has three firing arms, all of slightly different lengths, causing a wider range of impacts. Normally, the Onager will fire stones, but the use of other projectiles, such as gunpower grenades, is not unheard of. In order to maintain the long range of the traditional Catapult, the Onager has a “bow-assisted” launch mechanism, whereby the firing arms are fired upright by a massive steel bow mounted on the cross-bar. M Ws Bs S T W I A Ld Onager - -- -- - 7 3 - - -- Crew 4 4 3 3 3 1 3 1 8 Crew: 3 Evadian Crewmen. Equipment: All crewmen carry Evadian Longswords. Special Rules: Onager: The Onager is treated as a Stone Thrower, with the following exceptions: The Onager uses the Large Template. The Onager is Str 3 (even for the model under the hole). All hits from the Onager cause D3 Wounds, with no Armour Saves allowed. Mercenary: The Onager is a Mercenary unit.
0-1 Gatling Gun Pts/Model: 140 Developed by the Engineers of Tom Hawk, the Gatling Gun is a revolutionary design in black-powder ballistics. When it works properly, the Gatling Gun can volley off a horrendous amount of shots, decimating entire regiments in a storm of lead. ...When it works, that is... M Ws Bs S T W I A Ld Gatling Gun - -- -- - 7 3 - - -- Crew 4 4 3 3 3 1 3 1 8 Crew: 3 Evadian Crewmen. Equipment: All crewmen carry Evadian Longswords. Special Rules: Mercenaries: The Galting Gun is a Mercenary unit. However, when taken in a non-Evadian army, it uses up two Rare Choices, not just one! Gatling Gun: The Gatling Gun uses the following profile: Range: 24” Str: 4 Notes: Black Powder. Roll the Artillery Dice three times. This is the number of shots the Gatling Gun can fire. Note that these hit automatically, no “To Hit” roll is required. If you roll any Misfires, use the table below: 1 Misfire: Roll a D6. On a roll of 1-4 the gun has suffered “Reduced Shot”. On a roll of 5-6, it has suffered a “Gun Jam”. 2 Misfires: Roll a D6. On a roll of 1-2 the gun has suffered “Reduced Shot”. On a roll of 3-5, it has suffered a “Gun Jam”. On a roll of 6, it has suffered a “Detonation!” result. 3 Misfires: Roll a D6. On a roll of 1 the gun has suffered a “Gun Jam”. On a roll of 2-5, it has suffered a “Detonation!” result. On a roll of 6, it has suffered an “Overgun!” result. Reduced Shot: Treat all “Misfire” results as 0 shots. Gun Jam: The Gun jams violently. All shots this turn are lost. Detonation! The gun explodes, killing the crew. Remove the gun and crew from play. Overgun! The gun immediately fires 3D6 shots into the chosen target, hitting automatically, and at Str 5. Roll again on the 3 Misfire table after resolving the shots. If the result is an “Overgun”, then the gun-barrels melt, and the gun is useless. The Crew are left unharmed (but probably more than a little shaken!).
Dogs of War: Evadians may take Dogs of War. If a Mercenary Light Cannon is taken, the crew may be upgraded to Evadian (+1 Ld per model, and all have Evadian Longswords) at +5pts.
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Post by Wargamer on Feb 2, 2005 4:29:23 GMT -5
Special Characters:
Valkys Gryphon: King of Arms. One of the mightest warriors in Evadia, Valkys rose to power in an unremarkable manner… at least, for one of his family. Gryphon proved his skill and cunning on countless battlefields, and never led his armies into a defeat, even when it seemed the only outcome. When Meridioc died preventing a faction of Archaon’s armies reaching Middenhiem, Gryphon was unanimously chosen to become the next King of Arms. With decades of combat experience, and the mighty Typhon, Lord of Dragons, Gryphon was forced to throw Evadia into conflict almost immediately, when the mighty Ork Warlord Gutbusta summoned an army larger than any Evadia had ever faced. Despite terrible losses, which nearly included Gryphon himself, the Evadians were victorious. The rebuilding has been long and difficult, and Tabberriek is still mostly ruins. As spring ends and summer draws near, Gryphon and his Dragon Order stand ready to march to war, should the annual danger of Ork invasion rear again… Gryphon is a Lord Choice. In addition, he will take up an additional three Hero slots. Gryphon must be the army general! M Ws Bs S T W I A Ld Gryphon 4 6 5 4 4 3 6 4 10 Typhon 6 7 3 6 6 7 4 6 10 Cost: 885pts (395 for Gryphon, 490 for Typhon) Equipment: Gryphon is armed with the King Sword, Dragon Knight Armour, The Crown and the Ring, SPECIAL RULES: Gryphon Lineage: Gryphon benefits from the Gryphon Lineage special rules (obviously!). Stubborn: As a Knight of Evad, Gryphon is Stubborn. The King Sword: Any model that loses a wound to The King Sword must roll equal to or under its Toughness on 2D6 or be automatically slain. In addition, The King Sword ignores Armour Saves. Dragon Knight Armour: Counts as Full Plate armour. In addition, the wearer is immune to Fire-based attacks or spells. Note that common sense should be used when applying this rule (eg: A Dwarf Flame Cannon is ignored, but a normal Cannon with Rune of Burning is not!). The Crown of Evad: Little more than a thin headband of steel, this artefact gives the wearer potent Magical defence. The Crown of Evad gives a 4+ Ward Save. The Ring of Steel: This golden ring is inscribed with a runic tongue, which reads “Live by the sword, die to the sword”. These words are bound with great power, making the wearer near immune to spells. The Ring of Steel gives Gryphon Magic Resistance (3). By the might of Alyx! If fighting in a Challenge, any wounds Gryphon suffers (after armour and/or Ward saves) are not applied until after he has made his attacks. This means that it is possible to kill Gryphon, only to have him kill his opponent in the process!) Typhon: Typhon is subject to the following special rules: Fly, Terror, Breath Attack (Str 4, Fire), Scaly Skin (3+). In addition, Typhon has the following special rules: Grand Dragon: Typhon is an ancient and mighty beast, able to tear apart lesser beasts as if they were paper. Typhon has Killing Blow.
Draken: The Templar of Steel. Draken is widely viewed as the Avatar of Alyx. Of his life before his ascendancy to greatness, little is known. However, he was a pius and devout follower of Alyx, who was indoctrinated into the Temples as a Praetorian. He decided to follow the Path of Alyx, the route the King supposedly took as he left Evadia. It is marked with a dozen markers, though only the first five can still be found. At their end likes the Halls of Alyx, where the valorous dead dwell. Men carve their name into each Marker as they pass it, and Draken's appears twice on every marker. Many believe Draken has come as the champion of Alyx, to guide Evadia through its greatest trials, and darkest hours. Indeed, there is no denying his god-like strength, or his power to rouse men's hearts... Draken is a Lord Choice, but will also take up two Hero slots. He must be used exactly as described below. Note that Draken does not count as a Custodian for the purposes of including him in the army (eg: he may be the Army General, and you do not need to include a General/Baron). However, Draken does not count as a Baron, thus does not allow you to field a Custodian. M Ws Bs S T W I A Ld Draken 4 6 5 4 4 3 6 4 10 Cost: 515pts. Equipment: The White Sword, Armour of The Templar. Magic: Draken is a Level 4 Spellcaster. He uses the Lore of Steel. In addition, he knows all seven spells. SPECIAL RULES: Immune to Psychology: Draken is Immune to Psychology. Holy Aura: Draken emits an unnatural aura, as if he were something more than mortal. He causes Fear. Against Chaos, Skaven or Undead, he causes Terror. Angelic Energy: Draken is no longer truly human, and physcial blows are weak against him. He has a 5+ Ward Save against all non-magical attacks. In addition, he has Magic Resistance (2). The White Sword: Glowing with brilliant white light, this titanic sword is the bane of Draken's enemies. It grants him +2 Str. In addition, he has Killing Blow. Against Chaos, Skaven or Undead, he inflicts a Killing Blow attack on a To Wound roll of 5+, instead of the normal 6. Armour of The Templar: Counts as Full Plate Armour. In addition, against Chaos, Skaven or Undead, the armour glows pure white, blinding them and causing their advance to falter. Whenever Draken and any squad he leads is charged by Chaos, Skaven or Undead units, the attacker lose all charge bonuses (eg: they don't automatically strike first, lances don't give +2 Str, chariots don't give Impact Hits, etc). Any penalties, such as fighting in one less rank than normal with Spears, apply as normal. By the might of Alyx! If fighting in a Challenge, any wounds Draken suffers (after armour and/or Ward saves) are not applied until after he has made his attacks. This means that it is possible to kill Draken, only to have him kill his opponent in the process!)
James Techys Nixon, The Twinsword Master. A skilled swordsman, and life-long friend of John Dragonheart and Valkys Gryphon, the exploits of Nixon are many and valiant. A duellist beyond compare, numerous enemies have fallen to his spinning blades, from Orc champions to bellowing Ogres. In battle, Nixon is always in the thick of the fight, challenging mighty opponents to face his dance of death... Nixon is a Hero choice. He must be used exactly as described below. M Ws Bs S T W I A Ld Nixon 4 6 5 4 4 2 5 4 9 Cost: 170pts. Equipment: Evadian Sword of Striking, Evadian Sword of Might, Heavy Armour. Options: May carry a Shield at +2pts. May ride a Warhorse at +10pts, which may have Barding at +4pts. SPECIAL RULES: Stubborn: As a Knight Paladin, Nixon is Stubborn. Twinsword: Nixon makes two attacks with each of his swords. If one of the swords is lost for whatever reason, it is replaced by a hand weapon (he is assumed to carry plenty of spare swords and daggers for just such an eventuality). Flurry of blades: On the turn Nixon charges, he may make one additional attack for each successful wound he inflicts (before armour saves). This extra attack must be made with the same sword that inflicted the wound. Rapid Parry: Nixon has an uncanny ability to dodge and deflect even the most powerful attack, he counts as having a 6+ Ward Save.
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Post by Wargamer on Feb 2, 2005 4:29:49 GMT -5
Appendix:[/u]
Our forces are marching, Our army’s abroad! Ready to battle, with bow and with sword! But no matter where our forces may roam, They’ll always remember Evadia: home. And when they return, then they shall rejoice! And all will, together, sing with one voice:
Evadian Born! Evadian Bred! We fight on forever! We fight ‘til we’re dead! We fight for Glory! We fight for Gold! We fight for Alyx, and heroes of old! We’ll fight forever, ‘til our days are done! We’ll fight evermore under Evadia’s sun!
Here now the drummer! Here now his call! Take up your sword men, bring forth your scorn! We’re heading for war now, for glory anew! For the glory of carnage, of steel and sinew! And once it is over, and we’ve won the fight, Our voices shall ring out, long into the night:
Evadian Born! Evadian Bred! We fight on forever! We fight ‘til we’re dead! We fight for Glory! We fight for Gold! We fight for Alyx, and heroes of old! We’ll fight forever, ‘til our days are done! We’ll fight evermore under Evadia’s sun!
If we go to battle, And there I should die, Take not my weapon, where’er it may lie! Mourn not my passing, for if I die true, And fall as a warrior, I’ll live on anew! I’ll live forever, in His mighty hall, And there I shall sing loud, now and for all:
Evadian Born! Evadian Bred! We fight on forever! We fight ‘til we’re dead! We fight for Glory! We fight for Gold! We fight for Alyx, and heroes of old! We’ll fight forever, ‘til our days are done! We’ll fight evermore under Evadia’s sun! Evadian Born! Evadian Bred! We fight on forever! We fight ‘til we’re dead! We fight for Glory! We fight for Gold! We fight for Alyx, and heroes of old! We’ll fight forever, ‘til our days are done! We’ll fight evermore under Evadia’s sun! -The anthem of Evadia. All Evadians learn this song from the moment they are able to speak, and is their most common, and most popular choice of song for social gatherings, festive occasions, and when charging into battle.
The history of Evad[/u] “In the beginning, there was darkness. Our people lived in small settlements, scattered throughout the land. We lived in fear, struggling day to day to produce enough food to survive, always running and hiding from Orcs and other foul creatures that plagued our land. One day, out of the blue, salvation came. My ancestor, Methys Mercus of Notherad, saw a young man wandering in the fields. He bore a sword that was soaked in Orc blood, and looked as if he’d marched through hell. His name was Alyx of Evad, and he had a fire in his heart. He told Mercus that Evad had burned, and all who lived there had been slain. Evad was a village back then, it means “People’s home”. There’s a shrine there now I think, a small one, just a pile of stones. Anyway, I’m getting off track. Alyx wanted revenge. He wanted to see the Orcs slain, and all who persecuted our people put to sword. Nobody would listen, however, as Notherad did not have men enough to fight with. The next day, Orcs attacked. People panicked, seeking to flee, but Alyx stood firm. Seeing his bravery, Mercus stood beside him, his own blade raised to ward the foe. When the Orcs attacked, the result was a nightmare battle. Alyx fought like a daemon, slaying everything that came within reach of his sword. Seeing his power, the Orcs retreated, and Notherad was saved. After that, the war began. Word spread of Alyx and his plight. He gathered all who would follow him, and travelled the land, battling Orcs and brigands wherever he found them. As his forces grew, so did his strength. In Harlad they found Meridioc, who had raised an army and held his walled town for many years. As well as these new forces, they were joined by Atla, the Forgemaster, who crafted for Alyx a magnificent blade, The King Sword, as well as lesser weapons for Alyx’s commanders. The army made camp as Harlad, waiting for others to come. Sure enough, more forces joined the battle. Gryphon rode upon the back of a great Griffin, and bore a mighty sword with him. Apolis came with archers from Essenvage, Jerich with feral warriors adorned with Orc weapons. Peregrin, the Hawk-Lord, rode upon a mighty Pegasi, while Thor, the Giant, marched into Harlad with a regiment of hammer-wielding warriors. Last was Drakharr, the Dragonheart, who bore with him six massive Dragons. Greatest of all these Dragons was Typhon, whom you all know still resides in the Dragon Order. With these nine great Captains, Alyx declared that his Great War would begin, and that no Orc would ever again set foot within his land, which he would name Evadia, in honour of his lost home. The army first fell upon the mountain of Junon, which had been claimed by Orcs as a base and port many years ago. The battle was furious. Dragons duelled with Wyverns in the sky, while Gryphon and Peregrin rode upon their own steeds. On the ground, the great armies clashed, with Alyx leading from the front. For seven days and seven nights the fight raged, until every last Greenskin had perished. Alyx began to build upon the crude Orc settlement, forming the city of Junon that would grow to encompass the entire mountain. However, grim news awaited Alyx after his victory. While the army had marched west, Orcs had conquered Harlad. Turning about, Alyx ordered his army to assault the lost town, and reclaim it. The battle was epic in nature. The Orc hoard was even larger than that faced in Junon, yet the Armies of Alyx showed no fear. Drakharr became surrounded during the fight, and would have died if Gryphon had not come to his aid. However, while saving the Dragon Lord, his own Griffin was slain. After the battle, Drakharr presented Typhon to Gryphon to replace his lost mount, and the two families have been close ever since. Once victory was assured, Alyx began to reclaim the rest of the land. The first Knight Orders were founded. First was the Mercury Order, founded in honour of Mercus, the First Captain of Evad. Second was the Dragon Order, whose headquarters would be built in Junon. Of course, I could go on for much longer with this tale, but the night draws near, and you have chores to do. Run along now, and I’ll tell you more tomorrow.” -Simon Mercury, telling the Founding of Evad to his children.
As a people, the Evadians hold three things in high regard: honour, swords and songs. Whilst much of their history has been written down, this is more for the benefit of outsiders, as every Evadian learns from birth the deeds and achievements of his family, as well as the key events of their people’s history. At night, after a battle, or during the cold of winter, Evadians will tell each other tales of their family, and it is not uncommon for an Evadian to learn not only his own family history, but also that of his friends. Learning the history of one of the Nine Great Families is also commonplace, and often a young Errant may find that total strangers know his own family history better than he does!
Unlike the Empire, Evadians hold women in equal regard as men. The only major divide amongst their people is the right to bear the family heraldry, or “colours”. The Colours are normally earned around puberty, and can be gained by many means. The most common method is to perform and complete a Trail, and the Trail of Combat is the most frequently chosen. In the Trail of Combat, the Whiteshields will form a regiment led by an experienced warrior (often a Praetorian or Custodian) and seek fame and glory in battle. Should a Whiteshield survive, and have proven themselves in the eyes of the other Evadian warriors, they will bear the right to wear the family colours, and the legendary blue-steel swords of Evadia.
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Post by elflord9d on Feb 5, 2005 13:38:59 GMT -5
WOW!!!! brain overload! so you thinking about making an army list? j/k awsome fluff.
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Post by Tronn on Feb 17, 2005 16:49:27 GMT -5
Wargamer,
Excellent work I like every part of it.
I do fell as though some areas are unbalanced, in and out of evadian favour. Don't take it to heart and flame me, i know how this much work takes and it is an effort and becomes personal, any stab can enrage so don't attack me.
Just thought i'd put that out, I'm gonna go through different army list and stuff and see if maybe i'm wrong and i'll keep you updated and provide a list of changes (if any) blah blah blah.
I'm gonna be tied done for the next month or so but when i got a couple of hours spare i'm gonna have a crack. After all, I think you've put a fair deal of time and effort and passion into this, when i read it all i ways highly inspired and it had a semblance of the Armengarians (Raymond E. Feist Riftwar et al. personally my favourite fantansy novels in the whole spectrum.
Sorry to rave on without providing usefull information but i just wanted to touch base and really do some reaserch before i post specifics so is the list concrete or can i provide some input???
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Post by Wargamer on Feb 17, 2005 17:54:19 GMT -5
Draken, a new special character, has been added. I hope you will all enjoy him...
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Post by Arguleon Veq on Mar 3, 2005 15:55:02 GMT -5
Ive just re-read the list after battling them today! and have some suggestions for change sto make them a little more balanced, this is mainly to do with points costs.
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Characters
First off your main spellcaster Should start at at least around 320 points as there are no drawbacks to the warrior dice system and are great in combat, really powerful sorcerors are about 200 without this and having both would make them expensive.
I also think the praetorian should be an extra 20. Al the other chatacters are fine IMO.
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Troops
I think the warriors of Evad should be an extra 1 or 2 points as LD 8 is pretty big for humans particularly when coupled with the -1 save from the sword.
The mentor for the whiteshields i think should be about 25pts due to how much better he is than the actual whiteshields and the other benefits they get for having him. Magic and LD for example.
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Special
The woodsmens rule about forests is obsolete i think as don't skirmsihers ignore movement penalties for difficult terrain anyway?.
How about allowing them to see 3" through woods (rather than 2") and make them an extra point or 2.
If not then drop the points cost by 1.
I also think that the merchant gunners should be 0-1 as a nearly unbeatable shooty army could be made with these and they are good in combat. If not then i'd either drop 1 pistol or the fire in ranks rule.
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Why does the Onogar allow no saves? stone throwers do. Due to this id make it at least another 35-50 points. Perhaps have a -2 armour save and make it 100 points.
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Post by Arguleon Veq on Mar 3, 2005 20:04:07 GMT -5
After seeing them work well on the battlefield heres some models that i think would be great for evadians. Theres two different model sets, the swordsmen and knights from the lions would be great as would the templars of the griffons. (yes they are 28mm scale despite the awesome detail). www.rackham-store.com/index_us.htmEDIT: Oh yeh, my bad. Stone throwers don't allow saves. Still an ordnance template that doesnt is a little extreme Perhaps just make it -2 save and leave it at the points it is. Or Ignore saves and make it very expensive (around 135).
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Post by Wargamer on Mar 5, 2005 5:21:14 GMT -5
I plan to get at least one more playtest in before I begin editing the list. However...
About the mages: Tzeench Champions pay 35pts per Magic Level (eg: 140pts to become level 4). Evadian Magrs pay 45pts per level, and aren't as good in combat. Also, with the character restrictions, I feel that they aren't too imbalancing. However, I want to further playtest them to make sure.
Merchant Gunners I tend to agree on... I think I'll boot them to Rare (after all, only one town actually raises them).
Good point on the Forester rule... I have two options then:
1) Simply swap it for your rule.
2) Let them ignore enemy cover granted by woodland terrain, and give 1-2pt increase.
Whiteshield Champion, as playtesting proves, is worth a lot more than the 28-30pts you currently pay.
Basic troops will probably go up a point.
I was slightly suprised you didn't mention the Tabberriek. However, I think they aren't as bad as they may first appear. After all, a 5+ save isn't much use against most missile weapons, and asside from an amazing streak of luck for the Champion, I felt they were alright. Again, more playtesting needed.
Onager is 80pts because, whilst it uses the Ordnance template, it does no "centre-hole" damage. This lessens its effectiveness against high-toughness targets. Again, it may be changed based on Playtesting.
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Post by Arguleon Veq on Mar 5, 2005 10:16:38 GMT -5
The regular ones i think are fine(if anything only slightly under points) its just the higher level mages.
Tzeentch can't really be compared to as they are also one of the most unbalanced things in the game.
Still even if we do, the warrior dice is a really big bonus that has no drawbacks. If once you lost al your warrior dice it started to affect your normal pool then i think it would be fair.
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'Merchant Gunners I tend to agree on... I think I'll boot them to Rare (after all, only one town actually raises them).'
Yes, that seems fine to me.
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About idea 2) for your foresters, if you mean that they aren't at -1 to hit for shooting at targets within woods then that seems a good rule, as my suggestion was a little to similar to waywatchers.
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'Whiteshield Champion, as playtesting proves, is worth a lot more than the 28-30pts you currently pay.
Basic troops will probably go up a point.'
So how much are you going to make him?, i think 30pts to upgrade him to a mentor which will make him 35pts all together. That should be fair for the benefits he provides to the unit.
An extra 1 point seems fine on the basic troops. _____________________________________________
'I was slightly suprised you didn't mention the Tabberriek.'
Nope, they seemed fine to me, at the very most a 1 point increase. If that. _____________________________________________
'Onager is 80pts because, whilst it uses the Ordnance template, it does no "centre-hole" damage. This lessens its effectiveness against high-toughness targets'
After ive actually read the stone thrower rules properly, i agree. The Onager seems fine as it is.
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So what did you think of the models? is that how you picture the evadians?
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Post by Wargamer on Mar 5, 2005 11:05:11 GMT -5
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Post by Arguleon Veq on Mar 5, 2005 12:10:54 GMT -5
Some more ideas:
Warriors of Evad: War staff of Alahan, the griffon conscripts (you get swords in the blisters but not the box).
Heavy Infantry with great swords: Royal guard of Doriman
Custodian/Praetorian : Any templar or inquisitor including the character sared. I like the second lot of possible preatorians youve put up, seem great.
Cavalry: Knights of Alahan.
Essenvage woodsmen: Archers of Alahan.
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Who are the Dragon and Atlas Kinght?
(the only link i can get from that site is the same no matter where i am on it, how have you got links for individual areas?).
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