I got inspired the other day to recycle an idea I had awhile back about a faction that included war wagons, about a determined peasant uprising faction. This of course led to think of Balkan/Central European themes (the Hussites from which I draw my inspiration were Czech), which made me think of course of vampires. And from there I ran with the idea of Vlad Dracul the historical figure, in that he was a monster, but that he waged a pretty successful war against a vastly superior enemy and so the people tolerated his brutality.
Theme: The Rudihnya has always been under threat of invasion. Crazed barbarians from the north, bloodthirsty raiders from the east, greedy conquerors from the south, fanatic crusaders from the west; there is never a time when the men of the Rudihnya do not fear attack from some enemy. Against this ceaseless tide, the people the Rudihnya have defended their homeland, aided by its treacherous peaks and harsh seasons. The callous princes and dukes are tolerated by the freemen and peasants only because they too defend the realm, for when enemies threaten, all of are of the Rudihnya. But when their brutality becomes too much, the lower classes are not above rebelling against their lords, and besieging their own castles.
However, in recent decades the enemies of the Rudihnya have become many, and tenacious though they are, the defenders of the land cannot stand against them all. The nobles are too few, and in desperation the commoners have built war-wagons, wooden castles on wheels to stand against the multitude of enemies. As they have rebelled knight and horde alike with their mobile fortifications, the commoners withhold feudal tribute, saying that if the lords do not defend them, they will not work their fields.
Faced with extermination from without and revolt from within, the dwindling nobility made a pact with a dark power. Gleeful of their dilemma, this profane entity was open of the price they would pay. The princes and dukes would gain inhuman strength and resilience, and the ability to recover from the most grievous wounds, but their soul would bear the infernal godling's touch. A great yawning hunger would gnaw at them, sated only temporarily by the consuming the very souls of others. So unceasing would this pull become, that they would crave the taste of blood, the essence of life itself, even though it would provide no succor. Among the weakest willed, this ravenous taint would consume their very minds, transforming body and mind into what the spirit had become: a twisted monstrosity yearning only to feed on the blood and flesh and souls of mortals.
And so with this newfound power, the men of the Rudihnya beat back the invaders. But now the common folks fear a new enemy, their own soulless lords who hide within their decaying castles, coming out during daylight only under extreme duress. During the nights, however, the castle gates are left open and villagers are occasionally woken by terrified screams and inhuman laughter.
Men of the RudihnyaPerseverance: Spend one Command Action to mark the Perserverance box on one of your units. You may erase the box during an attack, either after your opponent rolls to hit or to wound, to change the result of one die to a 5. This counts as playing a Command Card.
People of the Borderlands: A Non-Wheeled Rudihnya units that suffers an MC penalty from terrain other than linear obstacles gains +1 MC.
Drain: This unit must choose to do one (and only one) of the following if starts with or has damage boxes marked off this turn:
- If this unit destroys an engaged enemy unit in the Combat Phase or during Free Strikes, erase 1 pt of damage and this unit gains +2P this turn.
- If at the end of the Combat Phase this unit has a center-point within 5" of a center-point of a unit with a Perseverance box but without Drain, mark 2 pts of damage on the unit with a Perserverance box and erase 1 pt of damage on this unit. This unit gains +2P this turn.
Voynik Swordsmen - Core - 193 pts
O:(5)5/5 D:2/2 Rge:- Cge: 12 Mv: 3.5" 3G/5Y/2R
The Voynich are free peasants who own their lands. As part of their emancipation, they serve as levied soldiers defending their home.Voynik Spearmen - Core - 215 pts
O:(6*)5*/5* D:2/2 Rge:- Cge: 12 Mv: 3.5" 3G/5Y/2R
O:(-1) -0/-0 when charging. O:(+0) +1/+0 vs. cavalry or large units. O:(+0) +0/+2 when holding vs. charging cavalry or large.
Although only commoners, a lifetime of battle has honed them into able warriors.Voynik Hillfolk - Core - 219 pts
O:(5)5/6 D:1*/2 Rge:- Cge: 12 Mv: 5" 3G/5Y/2R
D:+1/+0 vs ranged attacks.
These peasants fled their feudal obligations, become Voynici by settling in craggy highlands considered desolate even by the standards of the Rudihnya.Voynich Crossbowmen - Core - 245 pts
O:(3*)5/5 D:1*/2 Rge: 14" Cge: 12 Mv: 3.5" 3G/5Y/2R
Ranged attack is LOS. O:(+2)+0/+0 and D:+1/+0 when engaged.
The crossbow is the national weapon of the Rudihnya, as it is rugged and requires far less skill to master than the bow.Curteni Halberdiers - Core - 221 pts
O:(6*)5*/6* D:1/3 Rge:- Cge: 11 Mv: 2.5" 4G/4Y/2R
O:(-1) -0/-0 when charging. O:(+0) +1/+0 vs. cavalry or large units. O:(+0) +0/+2 when holding vs. charging cavalry or large.
The most ablebodied unfree peasants are drafted as bodyguards for the nobility, and although they receive the best training and arms, theirs is a life of constant horror.Tepes Lords - Standard - 301 pts
O:(5)6/6 D:2/3 Rge:- Cge: 11 Mv: 3.5" 4G/3Y/3R
Drain.
The high peaks and mountain holds are ill-suited to cavalry, and so even the dark souled nobility of the Tepes Mountains fight on foot.Curteni Heavy Archers - Standard - 225 pts
O:(4)5*/5* D:1*/3 Rge: 14" Cge: 11 Mv: 2.5" 3G/3Y/2R
O:(-0)-1/-0 and D:+1/+0 when engaged.
Defenders of the ramparts and camps, these are men of broken souls..Voynik Thralls - Standard - 133 pts
O:(5)4/5 D:2/2 Rge:- Cge: 10 Mv: 3.5" 3G/2Y/5R
When faced with madness, one either is consumed by it or embraces it.Werewolf Packs - Standard - 308 pts
O:(7)5/6 D:1/3 Rge:- Cge: 13 Mv: 5" 5G/2Y/5R
Fearsome. Always has the "Close" Standing Order and may not be given a Standing Order Modifier or be directly controlled. Requires 2 Command Actions to rally. To play a Command Card on Werewolf Pack you must first discard a Command Card. No Perserverance box.
"Do not walk under the full moon. When the wolf-demon spirit consumes your soul, the clawed monstosity you become knows only hunger."Kraynik Lancers - Standard - 219 pts
O:(6)5/5* D:2*/2 Rge:- Cge: 11 Mv: 7" 2G/2Y/1R
Cavalry, Drain. O:(+0)+0/+2 and D:+1/+0 when charging.
The petty nobility of the Rudihnya, these 'Border Dukes' rule conquered or reconquered lands at the pleasure of their patron lords.Voivoide Knights - Elite - 411 pts
O:(6)6/5* D:3*/3 Rge:- Cge: 11 Mv: 6" 3G/2Y/2R
Cavalry, Drain. O:(+0)+0/+2 and D:+1/+0 when charging.
The 'Great Princes' are the mightiest of their kind, and their hunger for the souls of mortals the greatest as well.Warriors in the Mist - Elite - 281 pts
O:(5)4/8 D:4/0 Rge:- Cge:- Mv: 3.5" 4G/4Y/4R
Terrifying. Always has the "Close" Standing Order and may not be given a Standing Order Modifier or be directly controlled. Passes all Courage Checks. You may not play Command Cards on this unit. No Perserverance box.
Ethereal warriors appearing in otherwordly mist, no one knows if these beings are the salvation or punishment of the Rudihnya.Dogged Toughness: (2) Play during an attack, before your opponent rolls to hit. Your unit gets D:+0/+2 this attack. Your unit gets +2Cge this turn.
Fatalism: (2) Play during an attack, before your opponent rolls to hit. Your unit gets D:-0/-1 this attack. Prevent one damage this attack and your unit passes any Rout Checks this turn.
Tenacity: (2) Play during an attack, either after you roll to hit or to wound. Reroll that set of dice. If you fail to cause any damage before damage prevention, cause 1 point.
Desperation: (2) Play during an attack, before you roll to hit. Your unit gets O:(+3)+0/+1 this attack. If it is still engaged at the start of the Post-Combat Courage Phase it takes a rout check.
Punish Their Mistake: (2) Play during the Movement & Command Phase. Choose one unit to gain +1 MC and it may also one of the following:
- O:(+0)+1/+0 and +1 MC this turn if the unit charges this turn.
- O: (+3)+0/+0 if the unit is engaged on the Flank or Rear of an enemy unit.
Edit: 4/10/12. Made the following changes:
-Tweaked some of the command cards for balance.
-Removed the War Wagon.
-Combined the Axemen & Hillfolk into one unit: a fast moving axemen unit.
-Changed Curenteni Halberdiers to MC 2.5" and made them Core
-Changed Curenti Archers to MC 2.5"
-Created Tepes Lords.
-Changed Koldun Pack into Werewolf Pack.