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lazyj
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« on: February 25, 2009, 03:04:14 pm » |
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I got very jealous of the other factions and how cool they were. But I’m a sucker for the humans and want to see more of them. So here’s my take on a Celtic/Druidic faction! I was going to do more playtesting but I won't have time, and I'm curious about opinions.
The design goal here is not to be a "realistic" Gaul-type faction as I anticipate that to eventually happen in the Historical Rome setting. This faction is meant to be a fantasy Druid faction that borrows heavily from Celtic myth. So the units have at least a little historical basis but are then heavily embellished to fit the theme. The Beserker aspect comes from multiple Roman historians who claimed that the "Barbarian" Celts were terrifying on the charge but did not have the training of the Roman legions for effective sustained combat. And there are 6 cores, but similar to the High Elves you can choose between "basic" warriors and "women" warriors who are more skilled but not as tough (in the bold tradition of Celtic Warrior Queens). There are a lot of "support" units in this army. I'm curious to see how this would play out.
Faction Ability: <<<In Progress>>>
Warscream - Spend a CA to mark the box. Erase to reduce engaged enemy Courage by 1 for the current turn only. [Units with the checkbox are all Cores, Beserkers, and Chieftans]
Beserker Charge - Units with this ability gain (+1)+2/0 and +1/0 on the turn they charge.
Warscream: Spend a CA to mark the box. Erase to give a single engaged enemy (-1)-1/-1 and -1 Courage for the current turn.
Beserker Charge: Units with this ability gain (+2)0/0 and +1/0 and become Fearsome on the turn they charge.
===Core Units===
Savages (5*)3*/5 1*/2, 4/3/2, No Range, Courage 10, Move 3.5" Beserker Charge Clubs, Leather and Furs
"The whole race is madly fond of war, high-spirited and quick to battle. And on whatever pretext you stir them up, you will have them ready to face danger, even if they have nothing on their side but their own strength and courage." - Strabo
Javelins (5)4/5 2/2, 4/3/2, Range 3.5", Courage 11, Move 3.5" Javelins - (see Umenzi Javelins) Javelins and Light Spears, Bronze Mail
Warriors (5*)4*/5 2*/2, 5/3/2, No Range, Courage 11, Move 3.5" Beserker Charge Swords, Shields, Bronze Mail
"The Romans were terrified by the fine order of the Celtic host, and the dreadful din, for the whole army were shouting their war-cries..." - Polybius
Warrior Women (5)5*/5 2*/1, 5/3/2, No Range, Courage 12, Move 3.5" Beserker Charge Swords, Shields, Bronze Mail
"The barbarian women are more deadly than the men. The heads of their former husbands adorn their shields..."
Spears (6*)4*/5 2*/2, 5/3/2, No Range, Courage 11, Move 3.5" Beserker Charge, Standard Spear effects Spears, Shields, Bronze Mail
Chariots (4)5/5 2*/2, 2/4/1, Range 3.5", Courage 11, Move 6" Cavalry, Wheeled, Javelin attack, Additional Impact hit (2 total) when charging. +3/0 during Post-Rout Free attacks. Javelins, Shields, Bronze Mail
"They cut off the heads of enemies slain in battle and attach them to the necks of their horses, and they nail these first fruits upon their houses." -Diodorus Siculus
===Standard Units===
Fair Folk (4)4/3 1/1, 5/0/1, No Range, Courage 9, Move 5" Any allied unit within 2.5" of Fair Folk gains (0)0/0 +1/0, but only receives a maximum of +1/0 no matter how many Fair Folk are in range. Enchantments, Magicks, and Charms
Seers (2)3/3 1/1, 2/2/2, No Range, Courage 11, Move 3.5" Druidic Magic. You may look at the top of either Command Card deck during your Movement/Command phase. You may spend a CA to put the card at the bottom of the pile. Scry bones and Robes
Druids (3)5/6 2/2, 2/2/2, Range 14", Courage 11, Move 3.5" Druidic Magic Robes and Mystery
Beserkers (7*)4*/6 1*/3, 5/3/3, No Range, Courage 14, Move 3.5" Beserker Charge. Additional -1/0 while charging Great Swords, Naught Else (Fights Naked)
"Crazed by hidden rituals and numbed to pain from excessive mead, these madmen wear nothing save the scars of their previous battles to terrify their enemies."
===Elite Units===
Wild Huntsmen (7)6/6* 1*/1, 2/2/2, No Range, Courage 10, Move 7" Cavalry, Gain (0)0/+1 +1/0 on charge in addition to normal. Must mark target when assigning orders, unit is always on close to that target and may not be given other modifiers. When the target unit is destroyed, the Huntsmen Rout automatically. To assign a new target you must spend 2 CA.
"Those who foolishly join the Great Hunt lose their own will and are forever bound to follow the terrible Huntsman in his never-ending quest for new prey."
Chieftans (6)5*/6 2*/3, 5/3/2, No Range, Courage 13, Move 3.5" Beserker Charge Swords, Helms, Shields, Bronze Platemail
"I have come, a wild boar of the herd, before warriors, before troops, before hundreds, to thrust you beneath the waters of the pool. It is I who will slay you, for it is I who can." -Per Diad
===Command Card Examples=== (special thanks to ZiNOS for the idea)
(x1) Raise the stones: May only use if a unit with Druidic Magic is on board and not routing. Place card on battlefield during Movement and Command phase, may not place on top of any unit. Becomes impassable terrain that blocks LOS. Any enemy within 7" must pass Courage Check or suffer Frightened penalty in combat.
(x2) Mists of Avalon: May only use if a unit with Druidic Magic is on board and not routing. Place card on battlefield during Movement and Command phase, may not place on top of any unit. Any unit entering Mist takes damage equal to a roll of die. Each Movement and Command phase, check box - discard if no more boxes can be checked. (=3 turns on board)
(x2) Tangle Ground: May only use if a unit with Druidic Magic is on board and not routing. Place card on battlefield during Movement and Command phase, may not place on top of any unit. Any unit moving through Tangle Ground is -1 MC. Allied units receive defended obstacle bonus if they are engaged with a unit which is in the Tangle Ground.
(x2) Fey Circle: May only use if a unit with Druidic Magic is on board, not routing. Place card on battlefield during Movement and Command phase, may not place on top of any unit. All allied units within 7" are +1 Courage. Fair Folk heal 1 damage each Movement and Command Phase they have half their unit in the Fey Circle.
(x1) Headhunters: Choose one unengaged unit in Movement and Command phase. It causes Fear and gains (0)+1/0 this turn.
(x2) Blood Sacrifice: May only use if a unit with Druidic Magic is on board and not routing or engaged. Play during Movement and Command Phase. Any routing Allied Unit is Rallied. All engaged Allied Units count as Charging even if engaged. A unit with Druidic Magic takes 1 damage and may not attack this round.
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