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M4 OS3/DS3 S2 T3 A1 I4 Dis7
Throwing Weapon (3+), Hand Weapon, optional : Shield, Light Armour
Distracting vs Larger units
Rain of Stones -> special stand and shoot reaction : every models in the unit can shoot for the last time and then they loose the throwing weapons for the rest of the battle
The post was edited 1 time, last by Nrico ().
Would be great if you can do something like:
Easier for me later to convert all ideas in one
M4 OS3/DS3 S2 T3 A1 I4 Dis7
Bow (3+), Light Armour, Paired weapon
Accurate, vanguard, Poison attacks (close combat, shooting attack)
May Skirmisher (lose scoring)
M3 OS4/DS4 S3 T4 A1 I3 Dis10
Full of Pistol count as always having paired weapon and 2Att, Str4, AP2 for shooting and close combat, Unbreakable, Pirates Berserk, Protection Rune, March (dwarf)
Protection Rune -> Aegis 5+ against shooting, 6+ close combat
Pirates Berserk -> Gain Frenzy, always attack on Initiative step 10 + a unit with Pirate Berserk engage on close combat can at their turn leave combat during movement phase, unit will proceed an advance move from any side of combat.
Unit can not march or charge turn they leave a combat.
Dread Elf Corsairs
M5 OS4/DS4 S3 T3 A1 I5 Dis9
Light Armour, Lighting Reflex, light crossbow (3+), Great Weapon, Hatred, scoring
Can purchase Heavy Armor
Ogre Merc Vets
M6 OS4/DS4 S5 T4 A4 I3 Dis8 Hp3
Fearless, Impact Hit (1), Light armor, Scoring
Can purchase max 2 equipment:
- 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)
Brace of Ogre Pistols (3+): Shooting Weapon.
Range 24", Shots 2, Str 4, AP 2, Quick to Fire.
Counts as Paired Weapons in Close Combat
M5 OS4/DS4 S3 T3 A1 I5 Dis8
Skirmisher, light armor, long bow (3+), Quick to Fire, Hunter
May purchase Scout, shield, Spear
During spell selection phase, mark ONE enemy unit as "target".
Every unit with Hunter rule gain +1 to wounds against target.
Would love some halflings armed with slingshots, preferably firing conkers
Halfling battle wagon?
Halfling Rocket Wagons
I am sorry guys, there is too much to read on the forum regarding this subject, and I gave up after the first thread. Still, I would like to give my 2 cents anyway! Feel free to discard this post altogether if it is not going to be of any help:
I would like the Grand Companies / Iron Crowns to be a somewhat eclectic mixture of troops and races (where the mainstay are still human warriors).
I imagine that the Iron Cities (like this name btw ) are places were foreign adventurers, pariahs, and neer-do-wells gather in search for a quest, secrets, or the services of ruthless cutthroats. That being said, I imagine that not all of their armies are mercenary hosts, but rather the troops of a specific lord/city bolstered by multiple ranks of sellswords. Therefore, given these premises, I can imagine something like:
- PIKES: signature weapon of the iron citizens, each state-city hosts hundreds of pikemen,
- IRON PHALANX: inspired by real-life Swiss mercenaries, where pikes were supported by a few arquebuses and crossbowmen. Maybe throw in a few mercenary Ogres? Perhaps the same way that Skinks can have Caimans.
- BLACK POWDER WEAPONS: Rare. Rather than having galloper guns, how about featuring something ridiculous? Like a 1 choice only, maybe a colossal mortar, or a weapon strapped on the back of some contraption/exotic beast...
- LEONARDO´S SHOP: just google ANY of Leonardo da Vinci´s sketches. ALL of his creations would work AWESOMELY in a fantasy setting!!! Give me renaissance-style drilling machines, huge spinning cogs, quirky helicopters, wooden tanks, and so forth. A cool idea would be to give the player a few points to spend on machine customization... Also, how cool would it be to have men charging in battle on some kind of early bike/motorcycle ?
- THE MENAGERIE: Pretty self explanatory; the Iron cities barter/trade/buy lots of weird animals, most of which can be employed in battle. This could be done in a couple of ways: either allow players to choose a few options between already existing monsters, or create new ones, like baby dragons sold by elves, wooly rhinos traded with Ogre Khans, vicious insect-like abominations captured by Infernal Dwarf slavers in their ash wates, or towering Gorillas hailing from the jungles.
- OGRES AND HALFLINGS: The only regular non-human troops in Iron Crown armies. Should be in the Special section though.
- MERCENARIES: Allow players to spend about 40% of their points in this section. Mercenaries could be dark-skinned, primitive jungle warriors, sturdy dwarven units, graceful elven archers, howling Askland Berserkers, or possibly even Orcs and Goblins.
- POWER RESIDES WHERE MEN BELIEVE IT RESIDES (cit.Varys): Give the army a unique chain of command, where ALL characters have a Leadership aura, but only of 8" or so, to better represent the unruly, heterogeneous mixture of troops that form a Grand Company. Obviously, a few boosts could be given to each character, like treasure/pay chests, an Iron Crown (prince of a city-state?), treasure maps ("follow me, I know where the booty is"), and so on.
- THE BLACKLISTED: the old Regiments of Renown. Now, I imagine these to be individuals who were cast away from their homeland for some reason, and became legendary mercenary captains:
-Zoltan the mighty (aka Zoltan the short): In reality Ragni Thundercall, a dwarf wizard. He had always kept his abilities a secret, until his kin found him reading forbidden books and cast him away,
-Ailduill the abjurer: An Elven Warrior that dared using a forbidden sacred artefact that cheats death in order to save his town. Now all of his former comrades fight for him as undead revenants,
-Blaarghlath Ironsnatcher: a Hobgoblin chieftan that went rogue, slaughtered his Infernal Dwarf masters, robbed them of armors and weapons, gave them to his mob, and fled to the Iron Cities,
-Knights of the shattered Graal: Equitaine warriors who had chased the Graal for years. One day, after saving a village from a Beast Herd, they decided that chivalry is not that important, got tired of sleeping in the woods, looted the place themselves, and went rogue,
-The Flying Sun corsairs: a pirate crew led by the son of a Sohnstahl nobleman. This guy emptied the family coffers, armed his crew with lots of guns, and started sailing the sea on a magic ship,
-Mr.Corpus: an enigmatic, ugly old man that lives in a swamp and sells his magical powers to all those who can pay. He is in reality a disgraced vampire, shunned by the rest of the night´s aristocracy. Think voodoo witch doctor for this one.
-You get the gist!Hashut! Vorgrund! Zharr Naggrund!
The post was edited 23 times, last by Skink ().
foe knight of shattered graal you can use black knights rules on the issue 9? 8?
I like your way to think skink. You have real good brain. Very cute characters.THE PULP AGE, ARCALEA!
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