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Author Topic: Fannish Faction : Apt Armies  (Read 1031 times)
Karasu
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Posts: 213


« on: July 10, 2009, 07:48:31 am »

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.
Logged
Quelmotz
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Posts: 554


The berserker


« Reply #1 on: July 10, 2009, 11:38:30 pm »

Two in one?

I don't have time to comment on everything, but it seems great!  Grin
Logged

"I know not with what weapons World War III will be fought, but World War IV will be fought with sticks and stones." - Albert Einstein
Karasu
Playtester
Full Member
*****
Posts: 213


« Reply #2 on: July 11, 2009, 12:41:29 pm »

There's actually an article on armies at the author's blog and a fair amount of warring in the second book, so all I had to do was translate it into numbers and effects: much easier than trying to make the things from whole cloth.  Although, I am missing some ideas for cards so far...

edit: doh, forgot link: http://shadowsoftheapt.com/
« Last Edit: July 11, 2009, 12:44:23 pm by Karasu » Logged
Karasu
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Posts: 213


« Reply #3 on: July 27, 2009, 10:54:44 am »

I've been doing some more thinking about these now, so here are the cards

Cards:

Ant-kinden

Combat Reform
Play this card on a unit that started the turn engaged.  You may change the orientation of that unit; it must remain engaged with all enemy units that it was engaged with.

For my Brothers
Play this card when a friendly unit in close combat fails a rout check.  The enemy do not get to make a free strike but instead deal 1 point of damage.  Rally this unit at the end of the turn.

Precision Volley
This unit gets (0)-1/+1 and may fire at an engaged enemy unit.

Co-ordinated Defense
Play only on a unit that is engaged with more than one enemy unit.  That unit gets +1/+0 until the end of the turn, but counts as having played a defensive card against all enemy units.

Co-ordinated Attack
Play only on a unit that is engaged with more than one enemy unit.  That unit gets (+0)+1/+0 until the end of the turn, but counts as having played a offensive card against all enemy units.


Empire of the Wasp

Fight for your Family
Play during the Movement and Command Phase.  All your units get +1 courage until the end of the turn.  All your Auxilian units get and additional +1 courage until the end of the turn.
Conquered territories have their men-folk conscripted and forced to fight on the other side of the empire.  Rebellion is might with executions - back home.

Superior Training
Unit gets (0)+1/+0 +1/+0  and +1 courage until the end of the turn, you may not play any more cards on this unit this turn

Inland Rekeff
=I kill you meself
The inland Rekeff act as a secret police for the empire, ensuring loyalty from all ranks of the army.

Death from Above
An enemy unit receives -1/0 and an additional -1/0 if a non-flying unit fighting against a flying unit.

Shock Tactics
Get (+1)0/0.  If the enemy unit must make a morale test this turn, they do so with a -1 modifier.
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