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Karasu
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« on: July 10, 2009, 07:48:31 am » |
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Just recently I read through the first two books of the Shadows of the Apt series, by Tchaikovsky (no, not that one). His world is populated by interesting almost-humans and giant insects who go to war in a big way. So, without further ado, my idea for the armies. I’d love to get quotes from the books as flavour text, but haven’t figured out what yet…
ANT-KINDEN CITY STATE Ant-kinden are inarguably the best kinden at warfare in the world. However, the people that ant-kinden most like fighting are ant-kinden, so each city-state is a army unto itself.
Ant-Kinden Ballistae Offense: (4)5/7 Defense: 1/2 Range: 21 Morale: 12 Move: 2.5" Hits: 3 Green, 2 Yellow, 2 Red (-1)-1/-2 when engaged. Move or shoot. Cannot shoot over blocking terrain. Equipment: Leather Armour, Short Sword
Ant-Kinden Cavalry Scouts Offense: (4)5/5 Defense: 2/2 Range: - Morale: 12 Move: 6" Hits: 2 Green, 2 Yellow, 2 Red Cavalry +1/0 when charging Mount: Horse Equipment: Reinforced Chain & Shield, Short Sword
Ant-Kinden Crossbowmen Offense: (3)6/5 Defense: 1/2 Range: 14 Morale: 12 Move: 3.5" Hits: 5 Green, 3 Yellow, 3 Red Core (+2)0/0 +1/0 when engaged. LoS Equipment: Reinforced Chain & Shield, Crossbow, Short Sword
Ant-Kinden Militia Offense: (5)4/5 Defense: 2/2 Range: - Morale: 11 Move: 3.5" Hits: 4 Green, 3 Yellow, 3 Red Core Equipment: Reinforced Chain & Shield, Short Sword
Ant-Kinden Nailbow Squad Offense: (4)5/7 Defense: 1/2 Range: 7 Morale: 12 Move: 3.5" Hits: 3 Green, 2 Yellow, 2 Red When making a ranged attack, each 6 rolled cancels 1 hit. (0)-1/-3 when engaged. LoS Equipment: Reinforced Chain, Nailbow
Ant-Kinden Scouts Offense: (3)5/5 Defense: 1/1 Range: 14 Morale: 11 Move: 3.5" Hits: 3 Green, 2 Yellow, 2 Red Core, Skirmisher LoS Equipment: Leather Armour, Repeating Crossbow, Shortsword
Ant-Kinden Sentinels Offense: (5)6/6 Defense: 1/3 Range: - Morale: 13 Move: 2.5" Hits: 6 Green, 2 Yellow, 4 Red Elite Equipment: Sentinel Plate Armour, Halberd
Ant-Kinden Spearmen Offense: (6)6/5 Defense: 2/2 Range: - Morale: 12 Move: 3.5" Hits: 5 Green, 3 Yellow, 3 Red Core (-1)0/0 when charging. (0)+1/0 +1/0 v Cavalry/Large. (0)0/+2 v charging Cavalry/Large. Equipment: Reinforced Chain & Shield, Spear
Ant-Kinden Swordsmen Offense: (5)6/5 Defense: 2/2 Range: - Morale: 12 Move: 3.5" Hits: 5 Green, 3 Yellow, 3 Red Core Equipment: Reinforced Chain & Shield, Shortsword
Armoured Automotive Offense: (3)5/5 Defense: 0/5 Range: - Morale: 13 Move: 5" Hits: 7 Green, 7 Yellow, 0 Red Elite, Collosal, Fearsome, Wheeled 2 Impact Hits. Has an additional ranged attack (3)6/5 @ 14 LoS. Attacks with Power 4 or less cannot damage this unit.
Flying Ant Riders Offense: (3)5/5 Defense: 1/3 Range: 10.5 Morale: 11 Move: 5" Hits: 2 Green, 2 Yellow, 2 Red Elite, Flying Equipment: Leather Armour, Repeating Crossbow, Shortsword
Giant Ant Swarm Offense: (8)4/4 Defense: 1/2 Range: - Morale: - Move: 2.5" Hits: 3 Green, 3 Yellow, 3 Red Always has Close orders, Passes all courage tests.
Army Ability Ancestor Art Mind-link All members of the Ant-kinden army are telepathically linked. This gives 2 advantages. All units have a 360 degree Front arc. For 1 Command Points 2 units can have their Standing Orders changed.
EMPIRE OF THE WASP
Ant-Kinden Auxilians Offense: (5)6/5 Defense: 2/2 Range: - Morale: 11 Move: 3.5" Hits: 5 Green, 3 Yellow, 3 Red Core Erase the Ancestor Art mark to declare a Final Rush at a unit outside your front arc. Equipment: Reinforced Chain & Shield, Shortsword
Auxilian Spearmen Offense: (6)5/5 Defense: 2/2 Range: - Morale: 10 Move: 3.5" Hits: 3 Green, 4 Yellow, 3 Red Core Erase the Ancestor Art mark to ignore terrain modifiers to MC this turn. (-1)0/0 when charging. (0)+1/0 +1/0 v Cavalry/Large. (0)0/+2 v charging Cavalry/Large. Equipment: Scale Armour & Shield, Spear
Auxilian Swordsmen Offense: (5)5/5 Defense: 2/2 Range: - Morale: 10 Move: 3.5" Hits: 3 Green, 4 Yellow, 3 Red Core Erase the Ancestor Art mark to ignore terrain modifiers to MC this turn. Equipment: Scale armour & Shield, Shortsword
Heliopters Offense: (3)5/5 Defense: 0/3 Range:- Morale: 11 Move: 0 Hits: 4 Green, 4 Yellow, 0 Red Elite Flying No Ancestor Art box. LoS. Attacks with Power 4 or less cannot damage this unit. Equipment: Crossbows
Leadshotters Offense: (3)5/8 Defense: 1/2 Range: 21 Morale: 11 Move: 2.5" Hits: 2 Green, 3 Yellow, 2 Red Erase the Ancestor art mark to gain the Pila ablity for the turn. When making a ranged attack, each 6 rolled cancels 1 hit. (0)-1/-4 when engaged. LoS
Mole Cricket-Kinden Auxilians Offense: (5)4/6 Defense: 1/3 Range: - Morale: 10 Move: 5" Hits: 5 Green, 0 Yellow, 5 Red Elite Erase the Ancestor Art mark to remove a wall marker this unit is touching or gain (0)+1/+1 v Earth, Stone or Fortifications.
Wasp Cavalry Offense: (3)5/6 Defense: 2/2 Range: - Morale: 11 Move: 5" Hits: 2 Green, 2 Yellow, 2 Red Cavalry Flying Erase the Ancestor art mark to gain the Pila ablity for the turn. Rage Mount: Giant Wasp Equipment: Light Scale Armour
Wasp-Kinden Hornets Offense: (7)5/5 Defense: 1/1 Range: 3.5 Morale: - Move: 3.5" Hits: 4 Green, 4 Yellow, 3 Red Flying Erase the Ancestor art mark to double the Pila ablity dice for this turn. Rage. Pila. Always has Close orders, Passes all courage tests. Equipment: Short Sword, Javelins
Wasp-Kinden Light Airborne Offense: (5)5/5 Defense: 2/1 Range: 3.5 Morale: 11 Move: 3.5" Hits: 4 Green, 4 Yellow, 3 Red Core Flying Erase the Ancestor art mark to gain the Pila ablity for the turn Rage. Equipment: Light Scale armour, Short Sword.
Wasp-kinden Sentinels Offense: (5)5/6 Defense: 1/3 Range: - Morale: 12 Move: 2.5" Hits: 4 Green, 4 Yellow, 3 Red Flying Erase the Ancestor art mark to gain the Pila ablity for the turn Rage Equipment: Sentinel Plate Armour, Halberd
Wasp-kinden Snapbowmen Offense: (4)5/6 Defense: 1/1 Range: 17.5 Morale: 11 Move: 3.5" Hits: 4 Green, 4 Yellow, 3 Red Elite Erase the Ancestor art mark to gain the Pila ablity for the turn Rage. Equipment: Light Scale armour, Snapbow.
Wasp-kinden Spearmen Offense: (6)5/5 Defense: 2/2 Range: - Morale: 11 Move: 3.5" Hits: 4 Green, 4 Yellow, 3 Red Core Erase the Ancestor art mark to gain the Pila ablity for the turn Rage. (-1)0/0 when charging. (0)+1/0 +1/0 v Cavalry/Large. (0)0/+2 v charging Cavalry/Large. Equipment: Scale Armour & Shield, Spear
Army Ability Spend a Command Action to mark a unit’s Ancestor Art box. Rage A unit with rage receives (0)+1/0 -1/0 and +1 Morale when not in the Green.
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