T9A: Grand Companies

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  • T9A: Grand Companies

    Please see the thread here for background: Brainstorming Thread

    Here's a synopsis of the synopsis from the opening post of that thread for those who don't know what's going on and who are too lazy to look:

    Dan wrote:

    So, in short:


    -No official Iron Crowns army book will be coming for at least a few years.
    -The official T9A stance discouraging a homebrew mercenary faction has been reversed.


    And if even that was too much to read, in plain English:


    We are being encouraged by the T9A to make a homebrew mercenary book

    Now, along with this news come a few incredibly important caveats:


    1. No guarantees are being made that a homebrew book will be given any kind of formal or official recognition like the Asklander's book.
    2. No guarantees are being made that any of the content used in the mercenary book will ever make it to an Iron Crowns book.
    3. No guarantees of any kind are being made.
    4. See point three. Then reread it.
    5. The only official guidance being given is that we do not use the term "Iron Crowns".

    In the brainstorming thread we decided on a council of 12 people to represent the community, voted on a army name, briefly discussed how we'll be handling background, and voted on the arm'y strengths and weaknesses. To recap:

    1. The army will be named Grand Companies
    2. Background will be developed after/simultaneously with rules, not prioritized.
    3. Army strengths will be: high WS/BS, strong unit champions, diverse equipment options, and unit specialization
    4. Army weaknesses will be: poor army synergy, lack of access to special saves, and poor magical support

    That gives us a solid foundation and a set of guidelines to work within as we move forward.

    To keep things focused and on-track I recommend we restrict our dialogue to the following right now:

    1. Army special rules
    2. Humans only or mixed races

    Once we vote on those we can move forward to discuss what the army list will look like, which will probably begin in the form of a massive list of everyone's ideas and slowly whittling that down to a more feasible list (for instance, multiple rounds of "vote for your least favorite unit on this list"). Once we have a workable list of units in the army we can begin going through and discussing statlines, point costs, and special rules, and then finally going through and creating things like magic items before giving one final "happy/not happy" vote for each individual unit before we push the book out for playtesting. After a month or two of playtesting we'll assemble feedback, vote again on any changes based on that feedback, and then ultimately push the book out for final release.



    ---------------------------------------------------------------------------



    T9A: Grand Companies
    Progress as of 6/18/2018

    Army strengths will be: high WS/BS, strong unit champions, diverse equipment options, and unit specialization
    Army weaknesses will be: poor army synergy, lack of access to special saves, and poor magical support

    Paymaster
    One model in the army must be nominated as the Paymaster. The Paymaster counts as a BSB, and all friendly units have Bodyguard (Paymaster).

    Desertion!
    If the paymaster is removed as a casualty, all friendly units must immediately make a Discipline Test. For every point the test is failed by, the unit immediately takes a wound.


    Special Equipment

    Tower Shield: Units equipped gain +2 armor against ranged.

    Pike: Attacks made with a Pike gain Fight in Extra Rank (2), Armour Penetration +1 but suffer a -1 Fight in Extra Rank when charging. In the first Round of Combat after being charged in the front, Pikes strike at Initiative Step 10 prior to Impact Hits being resolved, may only make 1 attack per round and gain an additional +2 Armour Penetration if it is not Engaged either in their Flank or Rear Facing. A model using this weapon cannot simultaneously use a Shield against Close Combat Attacks.

    Light Crossbow: Range 16”, Shot 1, Strength 4, Armour Piercing 0, Quick to Fire.
    When shooting from Short Range, the Armour Piercing is set to 1.


    Characters
    Merchant Prince
    Mercenary Commander
    Guild Assassin
    Wizard
    Alchemist
    Explorer/Inventor


    Core*

    Pikemen
    M4 OS4/DS4 S3 T3 A1 I3 W1 Dis8
    Heavy Armor, Pike

    Crossbowmen
    M4 OS3/DS3 S3 T3 A1 I3 W1 Dis8
    Light Armor, Crossbow
    May purchase Heavy Armor, Tower Shields

    Freelancers
    M4 OS4/DS4 S4 T3 A1 I3 W1 Dis8
    Heavy Armor, Shield, Warhorse
    May purchase Barding, Great Weapon, Lance, Paired Weapons

    Duellists
    M4 OS4/DS4 S3 T3 A1 I4 W1 Dis8
    Skirmish, Thrown Weapons, Paired Weapons
    May purchase Pistols, Vanguard

    Sellswords
    M4 OS3/DS3 S3 T3 A1 I3 W1 Dis7
    Light Armor, Paired Weapons
    May purchase Heavy Armor, Shields, Thrown Weapons, Great Weapons, Spears

    *Character affiliation upgrade to one unit of another race in Core.

    Special

    Steel Guard
    M4 OS5/DS5 S4 T3 A1 I4 Dis9
    Halberds, Heavy Armor, Shields, Bodyguard, Power of Gold

    Power of Gold: Battle Focus. In addition, a Paymaster joined to this unit gains Stand Behind.

    Stradiots
    M8 OS3/DS3 S3 T3 A1 I3 Dis8
    Horse, Light Crossbows (4+), Light Troop
    May purchase Light Armor, Shields, Light Lance

    May swap horses for Fly (8) and gain "Light Bomb"

    Light Bomb: Sweeping Attack, Shot 1,Str 4, AP1

    Pit Fighters
    M5 OS5/DS4 S4 T4 A2 I4 Dis8
    Weaponmaster, Light Armor, Paired Weapons, Shields, Spears, Nets (distracting)
    May Skirmish

    Marauders
    M5 OS4/DS4 S3 T4 A1 I3 Dis8
    Ambush, Light Armor, Shields, Throwing weapons

    Adventuring Party
    Thieves party
    M6 OS4/DS3 S3 T4 A3 I5 Dis7 Wounds : 4,
    AS : 5+, poisoned attack, ambush, light Crossbow (3+)

    "Badass" party
    M4 OS5/DS4 S4 T4 A3 I4 Dis9 [i]Wounds : 4,
    AS: 3+, Lethal Strike, Stubborn, Magical Attack

    Wizard party
    M5 OS2/DS2 S3 T4 A3 I3 Dis8 Wounds : 4
    Count as a Master wizard with 2 predefined spells (Fireball and a support spell)


    Condottieri

    Dwarven Oathbreakers
    M3/9 OS4/DS4 S3 T4 A1 I3 Dis9
    Heavy Armor, Shieldwall, Sturdy
    May purchase: Great Weapons, Shields, Paired Weapons, Pistols, Crossbows, Throwing Weapons (5+), Flintock Axe (4+)
    May upgrade to Skirmishers

    Elven Exiles
    M5 OS4/DS4 S3 T3 A1 I5 Dis8
    Light Armor, Skirmisher, Quick to Fire, Hunter
    May Purchase: Great Weapons, Halberds, Shields, Spears, Paired Weapons, Bows
    May upgrade to Scouts
    Hunter: During spell selection phase, mark ONE enemy unit as "target". Every unit with Hunter rule gain +1 to wounds against target.

    Halfling Poachers
    M4 OS2/DS2 S2 T3 A1 I3 Dis7
    Light Armor, Hard Target, Distracting, Strider (Forest)
    May Purchase: Shields, Paired Weapons, Bows, Thrown Weapons
    May upgrade to Scouts/Skirmishers

    Mercenary Ogres
    M6 OS4/DS4 S4 T4 A3 I3 Dis8 W3
    May purchase (2max): Heavy Armour (Gain Distracting), Shield (Gain Magic Resistance 2), Paired weapon (Gain Battle Focus), Brace of Ogre Pistols (Gain Accurate), Great Weapon (Grain Hatred), Halberd (Gain Swiftride)
    Fearless, Impact Hit (1), Light armor, Scoring






    TOO ADD LATER




    IRON PHALANX:


    Soldier M4 OS4/DS4 S4 T3 A1 I4 Dis8


    Champion M4 OS5/DS5 S4 T3 A2 I4 Dis8
    Ogre M6 OS3/DS3 S4 T4 A3 I3 Dis7


    Men: Crossbow, pike, heavy armor, shield. Can purchase halberd. The champion can purchase enchantments up to XXXpts. The standard can be enchanted for XXX pts.


    Ogres: heavy armor, halberd.


    Phalanx tactics: This unit can purchase Ogres the same way as Skinks can purchase Caimans. Ogres fight the same way as Caimans do in Skink unit. The first rank can fire crossbows and switch to pikes in combat.


    Goliath
    M7 OS3/DS3 S5 T5 AP2 A5 I3 HP7 Arm 1 Dis 8
    Equipment:
    Can purchase plate armor & Giant crossbow (counts as a bolt thrower which can move & fire)
    -Can purchase warpaint (aegis 5+ vs shooting, 6+ vs melee), giant club (+1 S, +1 AP), Paired weapon
    -Can purchase giant handgun (literally a cannon, S 4[6], AP 0[10], multiple wounds D3, clipped wings)
    Specials Rules:
    Rage, Desertion, We need you big man

    We need you big man:
    If a giant starts his movement in 3 inches of a 'mobily artillery model' then you can remove this model from the battlefield and put it on the battlefield again in maximum 3 inches distant of the giant. The artillery model cannot be further away than 10 inches from the point where it was removed.
    The giant cannot march or shoot this turn if he uses this special rule.




    Beasts of War
    Large Cavalry (50x100) (Unit 1-3)
    M6 OS3/DS3 S5 T5 A4 I3 HP4 Arm 3 (harnessed)
    Rider OS4/DS4 S4 / A2 I3 / / Dis8 (5)
    **Can be ride by character**
    Equipment:
    crossbow and halberd
    Can purchase lance, shield
    Can change Halberd to Great Weapon
    Can change Crossbow to handguns
    Special Rules:
    Towering presence (to be confirmed since unit supposed to not be "join")
    Stubborn, Fearless
    Can become (one choice):
    Shock Cavalry: Mov+1/March+2, Impact hits (D3), Devastating Charge (Distracting)
    Behemoths: Impact hit D6, Grinding att D3, Devastating charge (s+1)

    Pay Cart
    War Platform (single unit 0-1)
    M 4/8 HP 4 Res 4 Arm 1
    Crew OS4/DS4 S4 AP1 A3 I4 Dis8
    Warhorse OS3/DS3 S3 A1 I3
    Chassis S5 AP2 (impact hit D3 + 1)
    Equipment:
    Heavy Armour, Halberd, Shield
    Special Rules:
    Gold Chest, War treasure, Desertion!
    Gold Chest:
    Can choose one option per turn
    - Pay the enemy: Last one turn, malus 2 initiative for Enemy units in contact with friendly units within 6"
    - Cash in advance: Last one turn, range 12", give swift ride to the target
    - Gold shield: Last one turn, Paycart unit, gain Aegis 4+

    War treasure:
    Can purchase one of this project
    - Electric Project: Range 18", Area (3), Str3 AP3, If enemy unit lose a wound is advance move is reduce by 1 until next player turn
    - Cloud Project: Range 36", Aura 6" from marker, every units within 6" of marker get -2 to shoot or cast spell
    - Grotling Project: Range 24", Summon a Grotling Herd (Base 50x50, M4 OS2/DS2 S2 T2 A5 I2 HP5 Arm 1, Unbreakable, Insignificant)

    Guns for Hire
    Mobile Cannon
    Ballista
    Halfling Catapult



    The post was edited 9 times, last by dan ().

  • 8/20/2019


    DRAFT 1.0
    dropbox.com/s/0m6ut4jwl24j2px/Grand%20Companies.pdf?dl=0



    ...........................................................................................................

    Please see the thread here for background: Brainstorming Thread


    Here's a synopsis of the synopsis from the opening post of that thread
    for those who don't know what's going on and who are too lazy to look:



    In the brainstorming thread we decided on a council of 12 people to
    represent the community, voted on a army name, briefly discussed how
    we'll be handling background, and voted on the arm'y strengths and
    weaknesses. To recap:


    1. The army will be named Grand Companies
    2. Background will be developed after/simultaneously with rules, not prioritized.
    3. Army strengths will be: high WS/BS, strong unit champions, diverse equipment options, and unit specialization
    4. Army weaknesses will be: poor army synergy, lack of access to special saves, and poor magical support


    That gives us a solid foundation and a set of guidelines to work within as we move forward.


    To keep things focused and on-track I recommend we restrict our dialogue to the following right now:


    1. Army special rules
    2. Humans only or mixed races


    Once we vote on those we can move forward to discuss what the army list
    will look like, which will probably begin in the form of a massive list
    of everyone's ideas and slowly whittling that down to a more feasible
    list (for instance, multiple rounds of "vote for your least favorite
    unit on this list"). Once we have a workable list of units in the army
    we can begin going through and discussing statlines, point costs, and special rules, and then finally going through and creating things like magic items
    before giving one final "happy/not happy" vote for each individual unit
    before we push the book out for playtesting. After a month or two of
    playtesting we'll assemble feedback, vote again on any changes based on
    that feedback, and then ultimately push the book out for final release.




    ---------------------------------------------------------------------------




    T9A: Grand Companies
    Progress as of 1/09/2019


    Army strengths will be: high WS/BS, strong unit champions, diverse equipment options, and unit specialization
    Army weaknesses will be: poor army synergy, lack of access to special saves, and poor magical support


    Synergy

    Paymaster is a special "Grade" that received one of Prince Merchant Lieutenant (any character)
    Prince Merchant do not battle often, it have to be extra special and must be General. So we need also a good "warrior lieutenant" too
    "Guild" system giving bonuses for one aspect of the army: extra unit limit, better character, more magic items,...
    "Veteran" system, will allow use to customize each unit.

    It will allow us to use "basic rules" to keep it cheaper, or upgrade any
    units we want to make it extra badass! Could be also a way to allow
    more non-human switch.

    City States attract human mostly but also non-human

    See Grand Company like a Swiss-knife, that each of us can use completely different ways.
    ***Army strengths will be: high WS/BS, strong unit champions, diverse equipment options, and unit specialization
    ***Army weaknesses will be: poor army synergy, lack of access to special saves, and poor magical support



    Special Rules

    Paymaster
    One model in the army must be nominated as the Paymaster. The Paymaster counts as a BSB, and all friendly units have Bodyguard (Paymaster).


    Desertion!
    If the paymaster is removed as a casualty, all friendly units must
    immediately make a Discipline Test. For every point the test is failed
    by, the unit immediately takes a wound.




    Special Equipment

    Tower Shield: Units equipped gain +2 armor against ranged.


    Pike: Attacks made with a Pike gain Fight in Extra Rank (2), Armour Penetration +1 but suffer a -1 Fight in Extra Rank when charging. In the first Round of Combat after being charged in the front, Pikes strike at Initiative Step 10 prior to Impact Hits
    being resolved, may only make 1 attack per round and gain an additional
    +2 Armour Penetration if it is not Engaged either in their Flank or
    Rear Facing. A model using this weapon cannot simultaneously use a Shield against Close Combat Attacks.


    Light Crossbow: Range 16”, Shot 1, Strength 4, Armour Piercing 0, Quick to Fire.
    When shooting from Short Range, the Armour Piercing is set to 1.




    Characters




    Merchant Prince

    M4 OS5/DS5 S4 T4 AP1 A3 I5 W3 Dis8
    Heavy Armour
    Can purchase: Plate Armour, Great Weapon, Shield, Lance, Pistol, Paired weapon,Halberd
    Can ride: Horse, Pegasus, Beast of War, Young Dragon
    Can purchase up to 200pts Magic Item

    Pick one of following “title”:
    • Prince of Luckry: Two snorgling follow Merchant Prince, Gain Towering Presence
    • Prince of Borga: Once per game, instead of regular att can perform ONE Att → Always Hit on 2+, always wound on 2+, AP4, D3+1 wounds, Magical Att, Divine Att
    • Prince of Mergilano: Increase by 1, one of unit limit of your choice
    • Prince of Vespero: +1Att value, +1AP, +1Agi value,



    Mercenary Commander

    M4 OS5/DS5 S4 T4 AP1 A3 I5 HP3 Dis8
    Heavy Armour
    Can purchase: Plate Armour, Great Weapon, Shield, Lance, Pistol, Paired weapon,Halberd
    Can ride: Horse, Pegasus, Beast of War
    Can purchase up to 10pts Magic Item

    Can become one of the following:
    - Rich: + 50 points maximum for magic items
    - Popular: Desertion tests for army use "minimized" rule
    - Commander: +1 OS/DS, +1Att, +1 Agi
    - Diplomat: increases maximum of non human units by XX %
    - Foreign Lord: can become elf, dwarf or ogre. Changes stats and
    increases the maximum units of this particular race by 2/army



    Guild's Assassin

    M5 OS6/DS5 S4 T4AP2 A3 I6 W3 Dis7
    Light Armour
    Can purchase: Great Weapon, Shield, Brace Pistol, Throwing weapons, Paired weapons, Heavy armour
    Can purchase up to 100pts magic Item

    Poison Att, Dodge (Aegis 4+, in close combat), Not a Leader, Can not be Paymaste, Assassin Combo, Hide in Troop, Assassin Skill
    * Assassin Combo: Can do ONE Att (instead of his regular Att): Poison, lethal Strike,Lightning Reflex, Multiple wound D3+1
    * Hide in troop:gain stand behind, and can “make his way” to any side of engage unit (even not engage in front)
    * Choose ONE Assassin skill:
    • Assassination: Gain +1 (Regular) Att for each Unsaved wounds cause by him
    • Thief: Once per turn, can “deactivate” ONE special equipment/banner to enemy in contact (both player roll one D6 (Assassin add +1 on his roll), if Assassin do better item is deactivate).
    • Street fight: All enemy in base contact with model with Street fight lose 1 Att


    Company wizard

    M4 OS3/DS3 S3 T3A2 I3 W3 Dis7
    Light Armour
    Can purchase100pts Magic item or 200pts if master
    Can ride: Horse,Pegasus
    Can become: wizard master
    Can become one of the following:
    - evocation
    - witchcraft
    - shamanism
    - thaumaturgy



    Arcaniste

    M4 OS4/DS4 S3 T4 AP1 A3 I3 W3 Dis7
    Heavy Armour
    Can purchase:Shield, Halberd, Paired Weapon, Dwarf Rune (Aegis 5+ in close combat)
    Can purchase 100pts Magic Item
    Can ride: Wolf OR a War Horse


    War & Books:
    Arcaniste are warriors trained and use spells book to boost their attacks and allies.
    Gain Hatred, Cast (+1 on Bound spell)

    Can purchase up to 3 spells books (Bound spell 4/8):
    - (Xpts)“Teleport” Arcaniste, range 36”
    - (Xpts) D3charge (to roll during spell selection), can use one charge to rerollone dice for a friendly or enemy model (one use max per model).
    - (Xpts) MagicMissile, Range 24”, 1D6 + 1, Str4, AP1, Divine Att
    - (Xpts) MagicMissile, Range 36”, Area Att (4), Str 3, AP 1
    - (Xpts) Hex,Range 18”, Enemy unit become Shaken
    - (Xpts) Bearerand unit gain Fear
    - (Xpts) Hex,Range 12”, One turn, Enemy unit suffer -1 for all
    characteristic(to minimum value of 1) OR Friendly unit gain +1 for all
    characteristic (except Att).




    Explorer / Inventor

    M5 OS4/DS3 S3 T4A2 I4 W3 Dis7
    Light armour
    Can purchase:Shield, Paired weapon, brace pistol (3+)
    Can ride: Horse, Beast War
    Can purchase 100pts Magic Item


    -> Can become an explorer:
    Can join a unit, and gain Ambush, Scout (for unit and Explorer)
    • Gain Raffle Gun: 24” Shot 3, Str5, AP3
    • Gain Exotic Totem: Once per turn can give to ONE friendly unit within 8”
    * Swiftride
    * Reroll failed charge
    * Frenzy & Battle Focus


    OR


    -> Can become an Inventor:
    • Mechanic Shield: + 2 armor bonus, and distracting
    • Gain Engineer (3+)
    • Can ride ONE of following invention:
    * War Balloon: Fly 8”, C+2 armour, sweeping Att → shot D6, Str5, AP2, Flaming Att
    * Mechanic Horse: M8, C+3 armour, Breath Att → 2D6, Str 4, AP1, Flaming Att
    *Bomb Chicken: M7, C+1 armour, Egg Bomb (3+) → Shot 1, Quick tofire, Range 12”, Area Att (3), Str 5, AP2







    Core


    Pikemen

    M4 OS4/DS4 S3 T3 A1 I3 W1 Dis8
    Heavy Armor, Pike
    scoring, Desertion

    Renown:
    "Brigade of Brinoz"
    Brinoz M4 OS4/DS4 S4 T4 A3 I4 W1 Dis8

    Can pick one rule:
    * "Phalanx tactics": This unit can purchase Ogres the same way as Skinks can purchase Caimans. Ogres fight the same way as Caimans do in Skink unit. The first rank can fire crossbows and switch to pikes in combat.

    * "Leopard Spirit": Unit gain "Leopard Cloak" (+1 Armour close combat), Fearless





    Crossbowmen

    M4 OS3/DS3 S3 T3 A1 I3 W1 Dis8
    Light Armor, Crossbow (4+)
    May purchase Heavy Armor, Tower Shields
    scoring, Desertion

    Renown:
    "Nergalin Squad"
    Nergalin M4 OS3/DS3 S4 T4 A2 I3 W1 Dis8, Aim 2+

    Can pick one rule:

    * "Best of the Best": Aim 3+

    * "Suicide Squad": Gain light troop, quick to fire





    Freelancers

    M4 OS4/DS4 S4 T3 A1 I3 W1 Dis8
    M7 OS3/DS3 S3 T3 A1 I2 W1

    Heavy Armor, Shield, Warhorse
    May purchase Barding, Great Weapon, Lance, Paired Weapons
    scoring, Desertion

    Renown:
    "Vorden Vaurien"
    Vorden M4 OS4/DS4 S4 T4 A3 I4 W1 Dis8

    Can pick one rule:

    * "Have seen all": Plate Armour, Fearless

    * "Guillaume's knights of the broken graal": immune to fear, fights in a lance formation,




    Duellists

    M4 OS4/DS4 S3 T3 A1 I4 W1 Dis8
    Skirmish, Thrown Weapons, Paired Weapons
    May purchase Pistols, Vanguard
    Desertion, Hard Target

    Renown:
    "Regul Revenge"
    Regul M4 OS5/DS4 S3 T4 A3 I5 W1 Dis8, Distracting

    Can pick one rule:

    * "Bram": Freighted flight, M5

    * "Boa konstrictor's amazon stalkers: unit gains ambush and access to bows,




    Sellswords

    M4 OS3/DS3 S3 T3 A1 I3 W1 Dis7
    Light Armor, Paired Weapons
    May purchase Heavy Armor, Shields, Thrown Weapons, Great Weapons, Spears
    Desertion

    Renown:
    "Rator Company"
    Rator M4 OS3/DS3 S4 T4 A2 I4 W1 Dis7

    Can pick one rule:
    * "Fury": Gain Frenzy, Hatred

    * "Ailduill's Revenant Legion": Unit becomes Undead, and has -1OS/DS. It also gains the Frostwail special rule: for every standard sized infantry/cavalry model killed by the unit, a single wound can be recovered.





    Special


    Steel Guard
    M4 OS5/DS5 S4 T3 A1 I4 Dis9
    Halberds, Heavy Armor, Shields, Bodyguard, Power of Gold

    * Power of Gold: Battle Focus. In addition, a Paymaster joined to this unit gains Stand Behind.


    Stradiots
    M8 OS3/DS3 S3 T3 A1 I3 Dis8
    Horse, Light Crossbows (4+), Light Troop
    May purchase Light Armor, Shields, Light Lance
    May swap horses for Fly (8) and gain "Light Bomb"

    * Light Bomb: Sweeping Attack, Shot 1,Str 4, AP1


    Pit Fighters
    M5 OS5/DS4 S4 T4 A2 I4 Dis8
    Weaponmaster, Light Armor, Paired Weapons, Shields, Spears, Nets (distracting)
    May Skirmish


    Marauders
    M5 OS4/DS4 S3 T4 A1 I3 Dis8
    Ambush, Light Armor, Shields, Throwing weapons


    Adventuring Party
    Thieves party
    M6 OS4/DS3 S3 T4 A3 I5 Dis7 Wounds : 4,
    AS : 5+, poisoned attack, ambush, light Crossbow (3+)

    "Badass" party
    M4 OS5/DS4 S4 T4 A3 I4 Dis9 [i]Wounds : 4,
    AS: 3+, Lethal Strike, Stubborn, Magical Attack

    Wizard party
    M5 OS2/DS2 S3 T4 A3 I3 Dis8 Wounds : 4
    Count as a Master wizard with 2 predefined spells (Fireball and a support spell)






    Condottieri


    Dwarven Oathbreakers
    M3/9 OS4/DS4 S3 T4 A1 I3 Dis9
    Heavy Armor, Shieldwall, Sturdy
    May purchase: Great Weapons, Shields, Paired Weapons, Pistols, Crossbows, Throwing Weapons (5+), Flintock Axe (4+)
    May upgrade to Skirmishers


    Elven Exiles
    M5 OS4/DS4 S3 T3 A1 I5 Dis8
    Light Armor, Skirmisher, Quick to Fire, Hunter
    May Purchase: Great Weapons, Halberds, Shields, Spears, Paired Weapons, Bows
    May upgrade to Scouts
    Hunter: During spell selection phase, mark ONE enemy unit as "target". Every unit with Hunter rule gain +1 to wounds against target.


    Halfling Poachers
    M4 OS2/DS2 S2 T3 A1 I3 Dis7
    Light Armor, Hard Target, Distracting, Strider (Forest)
    May Purchase: Shields, Paired Weapons, Bows, Thrown Weapons
    May upgrade to Scouts/Skirmishers


    Mercenary Ogres
    M6 OS4/DS4 S4 T4 A3 I3 Dis8 W3
    May purchase (2max): Heavy Armour (Gain Distracting), Shield (Gain Magic Resistance 2), Paired weapon (Gain Battle Focus), Brace of Ogre Pistols (Gain Accurate), Great Weapon (Grain Hatred), Halberd (Gain Swiftride)
    Fearless, Impact Hit (1), Light armor, Scoring




    Beast for Hire



    Goliath
    M7 OS3/DS3 S5 T5 AP2 A5 I3 HP7 Arm 1 Dis 8
    Equipment:
    Can purchase plate armor & Giant crossbow (counts as a bolt thrower which can move & fire)
    -Can purchase warpaint (aegis 5+ vs shooting, 6+ vs melee), giant club (+1 S, +1 AP), Paired weapon
    -Can purchase giant handgun (literally a cannon, S 4[6], AP 0[10], multiple wounds D3, clipped wings)
    Specials Rules:
    Rage, Desertion, We need you big man

    We need you big man:
    If a giant starts his movement in 3 inches of a 'mobily artillery model' then you can remove this model from the battlefield and put it on the battlefield again in maximum 3 inches distant of the giant. The artillery model cannot be further away than 10 inches from the point where it was removed.
    The giant cannot march or shoot this turn if he uses this special rule.



    Beasts of War
    Large Cavalry (50x100) (Unit 1-3)
    M6 OS3/DS3 S5 T5 A4 I3 HP4 Arm 3 (harnessed)
    Rider OS4/DS4 S4 / A2 I3 / / Dis8 (5)
    **Can be ride by character**
    Equipment:
    crossbow and halberd
    Can purchase lance, shield
    Can change Halberd to Great Weapon
    Can change Crossbow to handguns
    Special Rules:
    Towering presence (to be confirmed since unit supposed to not be "join")
    Stubborn, Fearless

    Can become (one choice):
    Shock Cavalry: Mov+1/March+2, Impact hits (D3), Devastating Charge (Distracting)
    Behemoths: Impact hit D6, Grinding att D3, Devastating charge (s+1)



    Pay Cart
    War Platform (single unit 0-1)
    M 4/8 HP 4 Res 4 Arm 1
    Crew OS4/DS4 S4 AP1 A3 I4 Dis8
    Warhorse OS3/DS3 S3 A1 I3
    Chassis S5 AP2 (impact hit D3 + 1)
    Equipment:
    Heavy Armour, Halberd, Shield
    Special Rules:
    Gold Chest, War treasure, Desertion!
    Gold Chest:
    Can choose one option per turn
    - Pay the enemy: Last one turn, malus 2 initiative for Enemy units in contact with friendly units within 6"
    - Cash in advance: Last one turn, range 12", give swift ride to the target
    - Gold shield: Last one turn, Paycart unit, gain Aegis 4+

    War treasure:
    Can purchase one of this project
    - Electric Project: Range 18", Area (3), Str3 AP3, If enemy unit lose a
    wound is advance move is reduce by 1 until next player turn
    - Cloud Project: Range 36", Aura 6" from marker, every units within 6" of marker get -2 to shoot or cast spell
    - Grotling Project: Range 24", Summon a Grotling Herd (Base 50x50, M4 OS2/DS2 S2 T2 A5 I2 HP5 Arm 1, Unbreakable, Insignificant)





    Guns for Hire


    Culverin
    warmachine
    Round Base 40mm Cannon
    T4 HP4 Arm 1 (harnessed)
    Crew 3, normal humans
    Adv3/March6

    Equipment: light Armour

    Mobile, Mercenary Canon (4+), Desertion
    *Mobile:
    Can advance and shoot with no malus
    Can march & shoot with malus -1 to hit
    Can flee with minimized roll
    *Mercenary Canon:
    Artillery Weapon:
    Range 36", shots 1, Str 3[7], AP 0[5], D3 wounds, clipped wings



    Ballista
    warmachine
    Round Base 60mm
    T4 HP 5
    Att3, Off 2, Def 2, Dis 7
    Adv 4 Mar 4

    Equipment: Light Armor

    Ballista (4+): Bolt Thrower Artillery Weapon.
    Range 48", Shots 1, Str 3[6], AP 10, [Multiple Wounds (D3)]
    Can choose
    Dwarf Crew (+pts): +1Dis, +1Off, +1Def
    Goblin Crew(free): Insignificant, -1 Dis
    Humain Crew (+pts): +1HP, +1Off, +1Def




    Halfling Catapult

    Unit (0-1)
    M4 OS3/DS3 S2 Res3 A1 Agi4 Dis7

    Equipment: Light Armor
    Hard Target, Distracting, Skirmishers, Scouts
    May get Bows (3+) or Spears or Paired Weapons
    May loose skirmishers and get Light Armour, Shields, scoring
    May get soup catapult (only if skirmishers)
    Soup Catapult: 40*40 mm base, Catapult, aim 3+, area attack 3, S3[5], AP0[3], 6-30 inch
    Enemy units hit by the catapult have to reduce their march value 4.

    ** Halfinghood: Halfing Catapult can join and leave unit of Halfling Poachers








    TOO ADD LATER


    IRON PHALANX:

    Soldier M4 OS4/DS4 S4 T3 A1 I4 Dis8
    Champion M4 OS5/DS5 S4 T3 A2 I4 Dis8
    Ogre M6 OS3/DS3 S4 T4 A3 I3 Dis7

    Men: Crossbow, pike, heavy armor, shield. Can purchase halberd. The champion can purchase enchantments up to XXXpts. The standard can be enchanted for XXX pts.
    Ogres: heavy armor, halberd.

    Phalanx tactics: This unit can purchase Ogres the same way as Skinks can purchase Caimans. Ogres fight the same way as Caimans do in Skink unit. The first rank can fire crossbows and switch to pikes in combat.

    The post was edited 5 times, last by XaireTharisae ().

  • My proposal :


    Mixed races of course ;) ( I think about several human units and one unit of each other race possible)


    Special rules :


    Characters : There is no battle standard bearer in the army

    Paymaster : The general of the army have the paymaster additional rule.
    When the paymaster is killed, all friendly units suffer a -1 Dis malus until the end of the game. Moreover, Each unit not in melee have to pass a Dis test or flee (Nobody will pay them ! :cursing: )

    Company captains
    Each unit champion can but upgraded to Company captain. He gain :
    - One more attack and 1 more wound (if you add champion + captain bonuses, the mini gain +2 Att and +1wound)
    - 50 pts of special equipment allowance (In order to prevent easy kill)
    - Once per game, he give the possibility to make a Dis re roll (like bsb) for his own unit


    More to come about our special weaponry...

    The post was edited 1 time, last by Mirdhynn ().

  • Yes, me too, i think that with mixed races we could have more options also in the development of the AB. However im not a fan of "put all inside, shake it and see what is coming". In my opinion we should decide 2 other races to put inside, to make 1/2 unit for each other races, just like kroxigor, skinks and sauros in the SA book.

    I like a lot the special rules posted from Mirdhynn and luckily i had thought quite the same things, maybe i would not give to all the captains the rule of reroll ld test like bsb, i would restrict that possibility only to one of them with an upgrade and maybe an aura of 6" and not of one use. And ummm what bonus could have the paymaster ability @Mirdhynn? Increase ld bubble? I agree with you about the "malus" when it is killed, but what about the bonus when he is alive?

    The post was edited 1 time, last by Julian the apostate ().

  • Schebbone wrote:

    And ummm what bonus could have the paymaster ability @Mirdhynn? Increase ld bubble? I agree with you about the "malus" when it is killed, but what about the bonus when he is alive?
    All Grand companies (human only ?) units have bodyguard (Paymaster) ? (They never flee as the risk to lost the pay is too huge ?)
    But this is perhaps too strong
  • Unit specialisation
    Each unit should have a basic profile and a Fighting speciality rule.
    This Fighting speciality rule give the unit special rule but the unit points are counted in a different army category

    Special weaponry

    Pavese : Shield. Units equipped with pavese gain a permanent soft cover.

    Pike : Spear. The model gain an additionnal FieR. When the unit is charged on front , it gain +4 (+3?) Agi instead of +2


    Army categories

    Base : Mostly humans
    Special : Other races regiments
    Fighting singularity : Regiment which have taken the Fighting speciality rule
    Looters : light cav, skirmishers etc

    The post was edited 1 time, last by Mirdhynn ().

  • I agree with Mirdhynn idea of army composition.
    Strongly disagree with mixed races, or you make them one of a kind for every unit or you'll see an elven or orchish army with artillery. Not funny neither sense. Also many units could fix AW.
    About Pike special rule i suggest mine: instead of ton of agility enemies get a hit for every model charging front of unit. (I set Str 3/4 depending on distance for infantry and 4/5 for cavalry). Pikes are usually made for wall o spears. (And to protect backlines from arrows)
    About champions i suggest a Character halfway between hero and infantrymen (like WS 5 2HP &Att Dis higher but only for unit. 75pts items)

    Pavide in ratflok book gives +3 Armor against shoot. More realistically gives hard cover.

    The post was edited 1 time, last by Kami667 ().

  • Note that I am not 100% sure of one possible unit per non human race
    I agree if we cut some races but which ones?
    in my opinion :
    hbe, koe,se and sa are not races which fit well with mercenaries due to either conception of honour or isolationism
    not sure for beastmen as the background is not the same as before

    Best races to be mercenaries seems to be humans, ogres, dwarf seekers (due to the banishment) and orcs
    Perhaps dread elves and warriors of the dark gods.

    Concerning pikes, I have been tempted to use spear rules + distracting due to this video. The pikemen are almost not reachable and some fighters go below wall of pike to hit opponents.

    The post was edited 5 times, last by Mirdhynn ().

  • Let's do it!

    Of course Mixed Races army but not all races (like Highborn elves)

    Army Structure:

    Characters: Merchant Prince, High Consul, Wizard, **Paymaster, Bretteur, Foreman

    * Merchant Prince and High Consul are high skilled human leader
    * Paymaster is an option that one character must take
    * Bretteur is an assassin
    * Foreman can be any race and can help "control" units with Paymaster (no paymaster panic test 6' aura)
    * In my own book, I created "Arcanist" who use bounds items and not Magic path

    Paymaster pay units, if he is killed panic test to all units not in combat or under "Foreman leadership" (+ I like idea of -1 Dis) -> this is a HUGE weakness.

    * Characters Mounts: Pegasus, Linux (Feline beast), "Carrier" (increase Ld aura), Horse. Boar


    Units:

    * Core: Pikes, crossbowman, light infantry (weapon human/witch hunters update), cavalry (light/heavy), Bodyguards
    * Special: Ogres, Duelist (skirmisher with guns), Beast pack, halfings, Dwarf, Marauders, Goblin rider
    * Big guys: Leviathan, Beast monster,
    * Elite Companies: flying mans, Bonzino Canon, Halfing catapult, Dragon renegade (units of 1-3 low class dragon), Undead


    Customize your Grand Companies army

    Mercenary fight for gold and glory, after time some units become famous and are renown by their leader.
    * Update Champion to a Captain (each unit will have specific characteristic for Captain) and can have 50pts special equipment + units have more equipment option.
    * Name your unit! Each player can name his/her army and units (homemade Renown units :))

    ** (Option) Select a City State -> bonus & weakness ( example: Leonardo State can have max 3 artillery instead of 2 but can not have goblin and Undead or Borgio State +1Off -1 dis, etc...)


    Specials Rules:


    * Pikes: always -> Spear + 1 rank fight / if front fight +1 Agi + 1PA first turn (+2PA against cavalry)
    * Pavese : Shield. Units equipped with pavese gain a permanent hard cover
    * Targe: +1 Armour close combat only (no shield allow, can use great weapon or paired weapon)
    * Hand crossbow: Shot 2, Distance `12", Str 3, Quick fire
  • how about a rule like "dust to dust"?

    Desertion! if the paymaster dies, each unit without a captain must take a leadership test. if failed , a number of soldier equal to the difference between ld and the score flies from battle (they are mercs after all). Such a huge (but flavourfull) malus can allow a good design space (special abilities / equipment)


    edit : about mixed race, norsemen too could be good mercenaries

    The post was edited 1 time, last by Nrico ().

  • Why everyone thinks Pikes should give Agi... It is heavy and difficult to use. It is made to protect from charges and attack from behind. So Spear with 1 extra rank and a special rule if charged. (Like a hit for every charging model or first round of combat lethal strike)

    Paymaster gives bsb rules. (Maybe can't be hit in close combat as usually doesn't fight.

    A rule if they loose, they are paid to fight not to die. Like never stubborn for ranks or - Dis if they loose fight.

    Races orher than humans should be one of a kind, even if allowed (i still don't think is a good idea) none would hire different race i large number. Maybe a category for other kins?

    Heavy cavalry should not be core. Maybe neither light.

    Mage with bound spells is good.

    A list of possible upgrades (limited for some units) to make them renown regiment by upgrading champion to Venture Captain.
  • I like the distracting rule on pike personally.

    I dont like heavy cavalry in core, it isnt one of our strenght as army. And yes, imho we need a category with other races mercenaries, i thinks it wuold a be a good army organization in that way. Remeber guys, our army strenghts are good ws/bs, we are not a mass army, we are group of high specialized troops.

    Core:
    pikes but not the classic human weak boy, i think something to "city gate guardian" or "City Phalanx", ws4, heavy armor as must, they will clearly priced in comparison.

    Crossbowmen, maybe with an upgrade (max 20 models) to give them bs4 (aim 3+)

    Heavy swordmen

    Ligth cavarly? (maybe only if you have a general from a particular city state?)

    Special:

    Heavy cavarly (not particurally good, not our Army S)

    Heavy halberd (hi, papal guard from assassins creed) maybe plate armor s4(5with halberd) ws5, bodyguard general/paymaster? Id like to give the option to customise this troop a lot, with a good range of equipments and also from bonus depending on wich city state chosen.

    A "besiegers" troop with pavise, aim3+ and maybe some particular stronger crossbow
    (or maybe a gun team with a cheiroballista?)

    Some other choices like gladiatorsbetc etc

    Artillery with halfling catapult and bronzinos

    Category with monsters and other races mercenaries troop

    The post was edited 1 time, last by Julian the apostate ().

  • I really like the captain idea for a renowned regiments feel. Can we implement this?

    I think it could be nice to have the pikemen as weak human militia, but with a captain option they can become spartan-level elites with high stats and a high price. Id say a mercenary army also needs to have some bulk bought with coin.

    I would also really like to see a gladiator unit that could be equipped differently so you can play with murmillo, retiarii and velites :rolleyes: .

    I think Orcs and Goblins should be included as a mercenary race. Maybe 0-1.

    Summary of other ideas that I didnt see yet in this thread
    -a samurai/ninja unit
    -pirates (dwarf pirates anyone?)
    -beast hunters (perhaps some monstrous cavalry)
    -a unit that represents an undead KoE faction
    -russian-like bear cavalry
    - snipers
    - roman style legionairies
    -aztec/mayans/amazons
    - a unit with inspiration from the African-inspired books other sections of this forum are working on
    -Exiled Saurus Ancients
    -A unit of banished elfs that are not evil enough to belong to the dread elves yet no longer want to belong to HBE or SE.
    -Anubites
    -I feel like this army wants a skilled version of a Giant, that actually knows how to fight instead of being a big guy that just stomps things.
    -British Longbowmen

    Which one of these (if any) do you think should be included?
  • A healthy dosage of non-humans please. I imagine human core with several non-humans being their own allowance.

    Someone suggested in that other thread that the 'Pay Master' be the general and standard bearer in one package. I rather found that proposal interesting and think it's worth looking into.
    The idea that something as crucial as the general and standard bearer being tied to one, relatively, stat-wise, vulnerable character seems interesting and worth exploring. He could have the 'Stand Behind' special rule.
    One idea for a 'mount' for him would be a battle wagon, that could afford him better protection from assaults and allow him to more easily survey the battlefield.

    I'd also offer that champions simply be replaced with 'captains' in the army book, period, and that there be no need to 'upgrade' them to a captain at all. It would simplify things and help the Grand Companies stand out more from the other army books.

    I must disagree with the idea of buffing the champion/captain, as I feel that such a thing feels more 'KoE' than 'mercenary'. And if anyone should get such a thing, I would rather it be KoE... With the unit's champion/captain's protection against character challenges simply being the ability to turn down such challenges without penalty. They are mercenaries, after all, not knights.

    One special rule that would help the pike stand out further from the spear would be an ability that would allow them to potentially reposition themselves during a charge. That is to say, if a foe were to begin charging them from behind or in the flank, they could potentially alter their facing so as to meet the incoming charge. I'd imagine the ability's success would depend on a leadership roll. Perhaps a maneuver that could only be attempted if they had this 'captain' champion upgrade that people are talking about.

    By the way, I'd like a giant in the army... What? I can't be the only one that's thinking it.

    ...Also halflings. Please halflings.

    Skeleton

  • Guthax wrote:

    how about a rule like "dust to dust"?

    Desertion! if the paymaster dies, each unit without a captain must take a leadership test. if failed , a number of soldier equal to the difference between ld and the score flies from battle (they are mercs after all). Such a huge (but flavourfull) malus can allow a good design space (special abilities / equipment)


    edit : about mixed race, norsemen too could be good mercenaries

    Fascinating concept, though it would need to be tested. There's a semi-fine line between 'flavorful' and 'pain in the butt'.

    Skeleton

  • Other than thinking about tons of units we could use the renown regiment mechanic to allow different countries troops. Like: promote champion to captain in a infantry troop-> options could be:
    -light troops with no armor, shield and thriwing spears, charge and shoot, doubles wound count on charging as battle result (Zulu flavour troops)
    -heavy troops with heavy armour, throwing weapons and +1 to wound (legionaries)
    -light troops with duel shield and +1Att (duelists)
    -equitanian refugee
    Etc...
    This way we can add lot of troops with limited choices. From different parts f the world.

    (To the one who proposed the ancient saruian he is mentally linked to the lord but others are possible.
    We can do generic base core troops, like infantry, skirmishers, pikemen, crossbowmen and upgrade them with renown regiment mechanic.

    (Also english longbowmen are elven archers)
  • Emperor_Zoron wrote:

    I must disagree with the idea of buffing the champion/captain, as I feel that such a thing feels more 'KoE' than 'mercenary'. And if anyone should get such a thing, I would rather it be KoE... With the unit's champion/captain's protection against character challenges simply being the ability to turn down such challenges without penalty. They are mercenaries, after all, not knights.

    I think on the contrary that this rule perfectly fit the mercenaries approach.
    They are constituted in companies. They have their own boss who is the captain of the company : he negotiate contract for the company, he give them something to eat, and he leads them to fight. If their captain tell them : "No we will not participate to this fight because our general is a coward" they will follow him and not the general. We have to reflect this other organisation which is not the same as other armies (based on loyalty and power relationship.)
    We cannot envisage one hero per regiment. But I can fairly imagine something between champion an hero.
    Moreover, such a rule will give a real identity to the army rather than a simple assembly of different races.

    I will not enter in a KoE debate in this thread but I think enhance their heroes instead of lower them should be a better idea.
  • Mercenary Captain

    Champions swap their profile for that of a standard Hero (2HP though).

    Characters and Mercenary Captains may take a "Trait of Renown". Characters may not join units with a Mercenary Captain

    Example 1:
    "Drill Master" - Unit with this character may reroll failed tests to march, redirect Chargers and charge Rolls.

    Example 2:
    "Foul Reputation" - Mercenary Captain only
    Unit Gains Insignificant and does not award objektive points in Capture the Flag scenarios