Hi, here's my first faction idea. Thought it'd be interesting to have a faction that doesn't have statlines that are simply minor variations of the standard line unit's.
It's still a work-in-progress, so I'd be glad to have as much feedback as possible.
Faction abilitiesBattle Fury - Spend a command action to mark the Battle Fury box on one of your units. For this turn, the unit receives -1/-0 and passes all courage checks. You may not play any command cards on a unit whose Battle Fury box is marked.
I don't know whether this is too weak or too strong. I don't know whether just -1/-0 or no command cards is enough.UnitsFyrn Savages - Core
A: (7) 4/6 D: 0/2* R: - C: 12 MC: 5" 4/1/4
Impulsive. +0/+1 vs. ranged attacks.
Equipment: Hatchets, long knives, leather armor.
Living a life of hunting and woodcutting high in the frosty hills of Yakranda, these men are fiercely loyal to their nation, abandoning their work without hesitation to join wars whenever they are called.Yakrandan Battleaxemen - Core
A: (4) 5/6 D: 1/2* R: - C: 13 MC: 3.5" 4/2/4
Impulsive. +0/+1 vs. ranged attacks.
Equipment: Battleaxes, thick leather armor.
Battleaxes are the preferred weapons of the large majority of the population of Yakranda.Yakrandan Axe Throwers - Core
A: (4) 4*/6* D: 1/2* R: 7" C: 13 MC: 3.5" 4/1/4
Javelins. Impulsive. No move and shoot penalty. (+0) +1/-1 when engaged. +0/+1 vs. ranged attacks.
Equipment: Battleaxes, throwing axes, thick leather armor.
While heavy and inaccurate, a lucky hit from their axes can cleave through the thickest armor.T'narn Cannibals - Core
A: (6*) 4/5 D: 0/1 R: - C: - MC: 5" 2/3/4
Fearsome. Passes all courage checks. Permanently on close and standing orders may not be changed. (+1) +0/+0 when the unit Cannibals is engaged with is in the yellow, (+2) +0/+0 when in the red.
Little more than beasts, these fighters charge into battle with no weapons and a few drabs of clothes.Weird 2/3/4 health because they smell more blood and meat as combat lengthens.Gnashers - Core
A: (

4/5 D: 2/2 R: - C: - MC: 6" 4/3/2
Fearsome. Passes all courage checks. Permanently on close and standing orders may not be changed. 1 impact hit.
Incredibly thick hide, a mouth full of teeth like stalactites in a cavern, and an unwavering lust for crunching bones, these monstrosities strike fear into the hearts of any warriors.S'raen Flailers - Standard
A: (6) 5/6 D: 2/2* R: - C: 14 MC: 3.5" 5/2/4
*+0/+1 vs. ranged attacks. When at least one "6" is rolled while Flailers are attacking, roll a die. If the result is 4 or higher, Flailers take 1 point of damage.
Equipment: Flails, shields, thick leather armor
Even in the hands of masters, flails are incredibly dangerous to use.Vanquishers - Standard
A: (4) 5*/7 D: 1/2* R: - C: 14 MC: 3.5" 5/2/4
(+0) +1/+0 vs cavalry or large. +0/+1 vs ranged attacks.
Equipment: Mauls, thick leather armor
Awkward and incredibly bulky, mauls are unorthodox weapons, but in the hands of Yakrandans, they hit like clankers.Headhunters - Standard
A: (3*) 6/5* D: 2/1 R: 14" C: 12* MC: 6" 2/2/2
Cavalry. (+1) +0/+0 when engaged. (+0) +0/+1 when charging (additional). C+2 when engaged with a unit not in the green.
Equipment: Longbows, longsword, leather armor
These warriors go after their beloved trophies with equal zeal be they half a battlefield away or fighting in melees.Drummers - Standard
A: (5) 4/4 D: 0/1 R: - C: 13 MC: 3.5" 3/3/3
Drummers may use one type of drum beat each turn. You must choose which to use during your Movement and Command Phase.
-Tremble drums: All opponents within 5" of Drummers' front center point take a courage check. If they fail, they receive C: -1.
-Rally drums: All of your routing units take 1 point of damage and rally.
This is to represent the fact that some will still desert the troop, but the majority rally upon hearing the drums.-...
Equipment: Drums, leather armor
The drums of the Yakrandans are more than signalling equipment, they are used to raise spirits and incite troops into crazed battle furies.Praenyx - Elite
A: (4) 6/6* D: 3/2 R: - C: 14 MC: 6" 3/2/3
(+0) +0/+1 while charging (additional).
Many a maimed warrior surviving a fight with one of these beasts recall little but the eerily malevolent but intelligent gleam in the eyes of these men-like beasts.Clankers - Elite
A: (4*) 5/6* D: 0/4 R: 10.5" C: 14 MC: 3.5" 4/4/4
Terrifying. (+1) +0/+1 when engaged. Ranged units cannot do damage on Clankers unless they have a power of 6 or higher.
The armor of these beasts is said to be tougher than steel; the strength of them said to be enough to pull boulders thrice their size. Whatever is true, the sight of catapults hurling rocks from the back of these is only matched by their ferocity in melee combat.Y'gan Berserkers - Elite
A: (7) 5/6 D: 0/3* R: - C: - MC: 3.5" 6/2/4
Fearsome. Passes all courage checks. Permanently on close and standing order may not be changed. +0/+1 vs ranged attacks.
Equipment: Great axes, warhammers, short halberds, thick leather armor.
Despite wearing little more than leather, Berserkers feel no pain during the battle, even with the grievous wounds they usually receive from their incredibly reckless style of fighting.Command CardsWar Cry x1: During this turn, all enemy units engaged with units of yours that cost more points than them suffer C: -1 during all courage checks.
Stampede x2: Your unit gains 1 impact hit during this combat phase. If its MC is above 5", it also gains an additional (+1) +0/+0.
Death before Dishonour x2: Your unit gains +0/+1. If your unit is not in the green, it gains an additional +0/+1 and passes all courage checks for the turn.
Last Stand x2: Your unit gains (+1) +0/+0. If your unit is not in the green, it gains an additional (+1) +0/+0 and passes all courage checks for the turn.
Intimidate x1: Play during a battle where your unit costs at least 50 more points than its opponent(s) (individually). The opponent gets (-0) -1/-1 during that battle.
I'm still working on this at the moment.