These guys seem to have either been lost in the time warp or scrolled off the boards, but I was fond of them, and it seems some of our newer members didn't get to see them, so here they are back for more!
At some point Chad ran the points calculator on these guys, but I don't remember if I ever updated the costs, so even if you have played Cliffport before, this post may contain new information! Similarly, I had some changes I wanted to make that I'm not sure ever made it in, so I've updated some of the units, cards, etc. as well. I still don't consider this faction finished, but this is draft 2.
Faction OverviewThe Dukedom of Cliffport is a rich, mercantile city of Halflings built into and on top of a high cliff surrounding a perfect natural harbor. Well positioned for both defense and naval adventures, the Halflings of Cliffport have built a thriving trade empire, bringing wealth and renown to their city. They have also established colonies and merchant houses throughout the world, including on several islands inhabited by fierce Hobgoblins, who now serve as elite guards and muscle in Cliffport's armies.
Based on Venice, Cliffport has an Italianate culture.
Cliffport UnitsCliffport Light InfantryA (6) 5/4 D 3/1 R -- M 2.5" C 13
Small
(This unit does not block line of sight for units larger than it.)169 Points --
Core4/3/4
RevelersA (6) 4/4 D 2/1 R -- M 2.5" C 13
Small
(This unit does not block line of sight for units larger than it.)97 Points --
Core3/2/3
Cliffport Pavisse CrossbowmenA (4*) 5/5* D 2/2 R 14" M 2.5" C 13
Small
(This unit does not block line of sight for units larger than it.)A (+2) 0/-1 while engaged.
252 Points --
Core3/2/3
Hobgoblin AuxiliariesA (5) 5/6 D 1/3 R -- M 3.5" C 12
230 Points --
Core4/3/3
Hobgoblin Pavisse CrossbowmenA (3*) 5/6* D 2/3 R 14" M 3.5" C 12
A (+2) 0/-1 while engaged.
374 Points --
Standard4/3/3
Cliffport Heavy InfantryA (6) 5/5 D 2/3 R -- M 1.75" C 13
Small
(This unit does not block line of sight for units larger than it.)228 Points --
Standard5/3/3
Rake's EntourageA (

5/4 D 3/1 R -- M 2.5" C 13
Small
(This unit does not block line of sight for units larger than it.)203 Points --
Standard4/4/3
Minstrel's RetinueA (4) 5/4 D 3/1 R * M 2.5" C 13
Small
(This unit does not block line of sight for units larger than it.)Casts spells during Movement and Command. Friendly units with a center point within 3.5" of the Minstrel's front center point get the benefit until your next movement and command phase.
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Call the Dance: When the unit moves, you can discard a command card to give it +1 MC.
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Triumph of the Small: If the unit is Small, you can discard a command card to give it A (0) 0/+1 when it attacks. This counts as playing a command card.
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Heroic Ballad: When the unit fails a rout check, you can discard a command card to reroll the check.
127 Points --
Standard3/2/3
Mistress of MasksA (4) 4/3 D 2/1 R * M 2.5" C 13
Small
(This unit does not block line of sight for units larger than it.)Casts spells during Movement and Command.
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Masks of Horror (Blessing): Battlefield range. The blessed unit is Terrifying. Remove the blessing if the unit is engaged at the end of a Movement and Command phase.
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Masks of Allure (Blessing): Battlefield range. Enemy units with their front center point within 7" of the blessed unit's front center point treat it as the nearest enemy, regardless of standing order modifiers. Remove the blessing at the end of the opponent's turn.
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Masks of Mystery (Blessing): Battlefield range. The blessed unit has soft cover. Remove the blessing after a ranged attack is made against the blessed unit.
100 Points --
Elite2/2/2
Household GuardA (7*) 6*/6* D 1*/3 R -- M 3.5" C 13
A (-2) 0/0 while charging.
A (0) +1/0 and D +1/0 vs. Cavalry and/or Large.
A (0)0/+2 while holding vs. charging Cavalry and/or Large.
400 Points --
Elite5/3/2
Doge's CompanionsA (7) 6/5* D 2*/2 R -- M 5" C 13
Cavalry.
A (0) 0/+1 and D +1/0 while charging.
362 Points --
Elite3/2/2
Cliffport Ship-KillerA (4*) 5*/8* D 0/2 R 21" M 1.75" C 13
Large, Wheeled, Cannot Move and Shoot.
A (0) -1/-3 while engaged.
A (0) -1/-0 during ranged attacks against non-large targets.
305 Points --
Elite3/2/2
Cliffport Army Ability(Author's Note: I am not happy with the current cards and ability for these guys; they are fine, but not great. I am running out of revision time at the moment, though, so am posting them as-is. Suggestions welcome!)Noble's FavorDuring the movement and command phase, you can spend one command action to mark the Noble's Favor box on a unit. You can also choose to remove marks during the movement and command phase.
While the box is marked, the unit gets +2 Courage. Remove the mark if the unit routs.
When the mark is removed for any reason, draw a command card.
Cliffport Command CardsReach for Glory (2): Play when one of your units attacks, before you roll to hit. Play only on a unit that isn't charging or being charged. Your unit gets A+(1) 0/1 this attack. If your unit has Noble's Favor marked, it gains an additional A+(0) 1/0 this attack.
Fly the Standard (1): Play during your movement and command phase or at the end of any courage phase. Rally all your routing units. You may give new standing orders to any of your units with Noble's Favor marked
(even those you just rallied.)Lady's Favor (1): Play before one of your units takes a courage check. That unit passes that check. If that unit does not have Noble's Favor marked, mark it.
Mask of Mists (2): Play when an opponent's unit attacks one of your units that it is engaged with, before the opponent rolls to hit. The opponent's unit gets A (-2) -1/0 this attack.
Mask of Blades (2): Play when one of your engaged units attacks one of your opponent's engaged units, before you roll to hit. Your unit gets A (+2) +1/0 this attack.
Heroic Resolve (2): Play when an opponent's unit attacks one of your units, before the opponent rolls to hit. Your unit gets D+1/0 this attack. If your unit has Noble's Favor marked, it gets an additional D+0/1 this attack.