I know some of you forumers want to "expand" battleground's land, create naval battles, more amphibious units, etc. So I decided to come up with this "fishmen" army! Note that these are NOT merfolk, but rather vicious predators. They should have the head of a fish, a body of a human, a fish's back fin, fish's tail, and webbed/clawed feet.
Fishmen Army - Battleground: Fantasy WarfareFaction AbilityPack Hunter - You may spend one command action to empower a unit with pack hunter. Mark the unit's checkbox with pack hunter. The unit gains (+1) +0/+0 and C+1. If the unit is pinching, it gains a further (+1) +0/+0 and C+1 in addition to the normal pinching bonuses. The mark is removed when the unit routs or leaves the "health phase" it is in (i.e. green, yellow, red). All units have the checkbox unless otherwise stated.
Swimming - All Fishmen Army units do not get any penalties, instead gaining +1 MC while travelling through water.
Core unitsFishmen Swarm: Offense: (6) 5/4 Defense: 3/1 Range: - Courage: 11 MC: 3.5" Health: 3-4-3
Equipment: Sword, dagger, shield.
These warriors, though untrained, can overwhelm enemies with their numbers.
Fishmen Spearmen: Offense: (7*) 5*/4* Defense: 3/1 Range: - Courage: 11 MC: 3.5" Health: 3-4-3
(-1) -0/-0 when charging.
(+0) +1/+0 vs cavalry/large units.
(+0) +0/+2 while holding vs charging cavalry/large units.
Equipment: Spear, shield.
Archerfishmen: Offense: (7*) 5*/4 Defense: 2/1 Range: 10.5" Courage: 11 MC: 3.5" Health: 3-3-2
May not be given pack hunter.
(-3) -1/-0 when engaged.
Equipment: A few pails of water.
Never underestimate the power of water balls spat from the mouth of these archerfishmen.
Barraca Swordsmen: Offense: (7) 5/5 Defense: 2/2 Range: - Courage: 12 MC: 3.5" Health: 4-3-3
Equipment: Two teethswords.
These savage warriors can rip anyone apart with their razor sharp swords and teeth.
Barraca Halberdiers: Offense: (8*) 5*/5* Defense: 2/2 Range: - Courage: 12 MC: 3.5" Health: 4-3-3
(-1) -0/-0 when charging.
(+0) +1/+0 vs cavalry/large units.
(+0) +0/+2 while holding vs charging cavalry/large units.
Equipment: Teeth halberd.
These halberdiers pull enemies in with their curved halberds, and proceed to make mincemeat of them with their teeth.
Fishling Swarm: Offense: (6) 4/3 Defense: 2/1 Range: - Courage: 10 MC: 5” Health: 3-3-3
Equipment: Various hand weapons
Small but numerous.
Standard UnitsPirahnamen Swarm: Offense: (9) 5/5 Defense: 2/1 Range: - Courage: 11 MC: 5” Health: 4-2-2
Fearsome to enemy units not in the green.
Permanently on close and may not be given a standing order modifier. Will always treat the nearest enemy unit that is clearly visible and not in the green as the nearest enemy. If there is no enemy not in the green, figure out the nearest enemy as usual. If an enemy unit that is clearly visible is not in the green, sharkmen get C+2.
Equipment: Nothing
Though not as large as the sharkmen, these pirahnamen are more numerous.
Stingraymen: Offense: (6) 5/5 Defense: 2/2 Range: - Courage: 12 MC: 3.5” Health: 4-3-3
May not be given pack hunter.
Poison. If a unit takes one point of damage from stingraymen’s attack, put a poison marker on it. During the damage resolution phase, roll a die. If the result is a 1 or 2, the unit removes the marker and takes no damage. If the result is a 3, no damage is done but the marker stays. If the result is 4, 5 or 6, the unit takes one point of damage and the marker stays.
Giant Crabs: Offense: (4) 5/6 Defense: 1/ 4 Range: - Courage: 12 MC: 3.5” Health: 5-3-3
Large.
Equipment: Nothing
The claws of these crabs are deadly.
Electric Eelmen: Offense: (5*) 6*/5* Defense: 2/1 Range: 7” Courage: 12 MC: 3.5” Health: 2-2-2
(-1) –3/-1 when engaged.
Equipment: Nothing.
These electric eelmen can fire bolts of electricity from their heads.
Elite UnitsSharkmen: Offense: (5) 6/7 Defense: 2/3 Range: - Courage: 12 MC: 3.5" Health: 4-4-3
Large.
Fearsome.
Terrifying to enemy units not in the green.
Permanently on close and may not be given a standing order modifier. Will always treat the nearest enemy unit that is clearly visible and not in the green as the nearest enemy. If there is no enemy not in the green, figure out the nearest enemy as usual. If an enemy unit that is clearly visible is not in the green, sharkmen get C+2.
Equipment: Nothing.
These sharks seek blood, blood and more blood!
Oceania Mages: Offense: (3) 4/4 Defense: 2/1 Range: - Courage: 13 MC: 3.5” Health: 2-2-2
If oceanic mages is unengaged during the combat phase, it may cast a spell.
Spells:
Deep Sea Vent Eruption. Offense: (4) 5/6 Range: Battlefield. Any unit that lost one health to deep sea vent eruption must take a courage check.
Water Blast. Offense: (5) 5/5 Range: 10.5”
Tidal Floods. All enemy units within a 7” range of Oceania Mages’ front center point are attacked by a (5) 5/4 attack.
Feel free to post any ideas or suggestions
