I got bored and decided to create a faction that played different than anything I'd done so far. Basically, its an army built around wacky da Vinci-esque creations. If people want to offer some feedback, I'd appreciate it.
Faction Overview: The Principate of Leon is a tiny kingdom squeezed between many great powers. Barely more than the city of Leon and the surrounding areas, only its strategic location as a port city on the banks of a great river prevent it from being swallowed up. The Doge of Leon invested his wealth in sponsoring an eccentric inventor. In exchange, the Workshop produces wondrous machines of war used by the Doge to balance out the Principate's severe manpower shortage.
ArquebusersA (3) 5/5 D 1/2 R 7" M3.5" C12 Dmg 4/3/2
Engaged: A (+2), D +1/+0
CoreEquipment: Arquebus, hand weapon, shield, chainmail
Special: Uses Javelin rule, Unnerving.
CrossbowmenA (4) 5/6 D 1/2 R 14" M3.5" C12 Dmg 4/3/2
Engaged: A (+0)-2/-3
CoreEquipment: Arbalests, Chainmail
Special: Direct Fire, no Move & Shoot.
MusketmenA (4) 5/5 D 1/1 R 14" M3.5" C12 Dmg 4/3/2
Engaged: A (+0)-2/-2
CoreEquipment: Wheellock Muskets, Leather
Special: Direct Fire, no Move & Shoot, Unnerving
Clockwork SoldiersA (5) 5/6 D 1/3 R -- M2.5" C-- Dmg 4/4/4
CoreEquipment: Hand weapons
Special: Immune to Fear & Terror.
Mercenary ArchersA (4) 5/5 D 1/1 R 14" M3.5" C11 Dmg 3/3/2
StandardEquipment: Bows, leather armor
Mercenary SwordsmenA (5) 5/5 D 2/1 R-- M3.5" C11 Dmg 4/3/2
StandardEquipment: Hand weapons, Shields, leather armor
Mercenary SpearmenA (6) 5/5 D 2/1 R-- M3.5" C11 Dmg 4/3/2
StandardEquipment: Spears, Shields, leather armor
(usual spearmen modifiers: charging, vs Large & Cavalry, etc)
GrenadiersA (3) 5/7 D 1/1 R7" M3.5" C12 Dmg 4/3/2
StandardEquipment: Sling-Bombs, Leather armor
Special: No Move & Shoot penalty, Unnerving.
Steam ChariotsA (3) 5/5 D 2/2 R14" M5" C12 Dmg 5/2/2
Engaged: A (-0) -2/-2
StandardEquipment: Misc weapons, Wheellock Muskets
Special: Wheeled, Direct Fire, Unnerving, Breakdown, Intricate
CannonA (3) 7/7 D 1/1 R17.5" M2.5" C12 Dmg 3/2/2
Engaged: A (-0) -4/-4
StandardEquipment: Misc weapons, Leather
Special: Wheeled, Direct Fire, No Move & Shoot, Unnerving
TrebuchetA (4) 5/7 D 1/1 R21" M2.5" C12 Dmg 3/2/2
Engaged: A (-1) -2/-4
StandardEquipment: Misc weapons, Leather
Special: Wheeled, No Move & Shoot
Ribauldequin(aka an organ gun)
A (*) 5/5 D 1/1 R14" M3.5" C12 Dmg 3/2/2
Engaged: A (3) -2/-2
StandardEquipment: Misc weapons, Leather
Special: Wheeled, No Move & Shoot, Direct Fire, Unnerving. To determine # of hits, roll 2d6. On doubles, the shot goes off but the unit suffers a Breakdown.
Clockwork ColossusA (5) 5/8 D 0/4 R--" M3.5" C-- Dmg 8/2/2
EliteEquipment: Giant Hammer
Special: Immune to Fear & Terror. Large, Fearsome.
Flying MachineA (4) 5/7 D 2/4 R7" M 0" C12 Dmg 3/3/3
Engaged: A (+0) -2/-4 D: -1/-3
Flying Move: 7"
EliteEquipment: Sling-Bombs, Leather
Special: Large, Unnerving, Intricate, Breakdown.
Steam WagonA (3) 7/7 D 1/3 R17.5" M3.5" C12 Dmg 6/3/3
Engaged: A (-0) -4/-4
StandardEquipment: Misc weapons, Cannon
Special: Wheeled, Direct Fire, Unnerving, Breakdown, Intricate
Unnerving: If a unit took damage from one or more Shooting Attacks with this trait, the unit must make a Courage Check during the Post-Combat Courage Check Phase. If the unit fails, its Order is changed to a Hold, without any objectives. This check is taken after any Rout checks and only if the unit is not fleeing. A unit only makes one Unnerving Courage Check, regardless of how many Unnerving units fired at it or how many points of damage were done.
Breakdown: This unit does not Rout if it fails a Rout Check. Instead, the unit's Order is erased and replaced with a "B" for Breakdown. A Breakdown is treated as a Hold Standing Order except that the unit may not make any ranged attacks. Flying units that Breakdown are considered to land immediately. To remove a Breakdown order, the controlling player must spend a Command Action to change the unit's Standing Order.
Intricate: This unit suffers a -1 MC if it is in the Yellow and a -2 MC if it is in the Red. These are not cumulative and they are in addition to any other penalties for being in the Yellow/Red.
Army Ability:Calibrate: For one Command Action, a payer may mark a unit's Calibrate Box. Each box grants one of the following benefits for the current turn only:
- +1 MC
- (+1) +0/+0
- (+0) +1/+1
- Ignore a Breakdown result
A unit may not have the same effect twice, but may have multiple effects. This does not count as playing a Command Card on the unit. Calibrate boxes are erased at the end of the turn.
Units with One Calibrate Box:Clockwork Soldiers
Clockwork Colossus
Steam Wagon
Trebuchet
Cannon
Units with Two Calibrate Boxes:Steam Chariots
Flying Machine
Ribauldequin
Professionalism: Mark the unit's box for one Command Action. The unit gains +1 Courage. The unit may erase this mark during the Movement & Command Phase to change, erase, or add a modifier to its Standing Order. Erase the Professionalism mark if the unit routs.
Units with Professionalism Box:Mercenary Archers
Arquebusers
Crossbowmen
Grenadiers
Musketmen
Merc. Swordsmen
Merc. Spearmen
Cards: 2 of each of these.
Tinker: Choose one:
- Play before making a Courage check. The unit gains +2 Courage. Only units with the Breakdown trait.
- Play before unit makes a ranged attack. Unit gains (+0) +2/+0
Volley Fire: Play before an enemy unit makes an Unnerve Courage Check. Unit suffers a -2 Courage.
Repair: Play during any Command and Movement phase. Erase 2 points of damage. Units with Calibrate only.
Rapid Shot: Play before a unit makes a ranged attack. Unit doubles number of attacks. After attack is resolved, erase the unit's order. The unit can take no action, except be forced to rout or attack if engaged, until it is given an order. Units with Unnerve only.
Paymaster: Play during any Command and Movement phase. Gain Four Pay Counters, which can be assigned to Principate units. Each Pay Counter confers +1 Courage to the unit until the start of the Principate player's next Movement & Command Phase. May not be used on units with Breakdown ability.