KING OF SARTAR - Army Lists
Lost units may be replaced over winter at a cost of 1000 Gold Wheels per Army Point (AP).
New units can be recruited over winter at a cost of 3000 Wh per AP.
Note: "" indicates one of the listed troop elements has been lost.
The Tribes of Sartar
| The
Colymar [Gary Watson] |
| Capital:
Clearwine. Friends/Enemies: The Dragonewts (Friendly
[+1]); Delecti the Necromancer (Enemy [-2]). |
| Oldest
and perhaps strongest of the tribes. Keepers of the
fabled Black Spear. Allied to the Lunars (tributary). |
| |
King
Kangharl Kagradusson* |
[Hero +
General] |
+6 |
| |
1x
Blakmor's Warriors* |
[Warband] |
+3 |
| |
5x
Tribal Warriors |
[Warband] |
+3 |
| |
2x
Colymar Cavalry |
[Riders]
|
+3 |
| |
2x
Raider Cavalry* |
[Light
Cavalry] |
+2 |
|
| *
Loyal to the Throne of Sartar: won't fight Prince
Temertain's friends (Lunars/Kultain/Colymar). |
| The
Culbrea [Peter Taylor] |
| Capital:
Jarolar Keep. Friends/Enemies: Sir Ethilrist (Friendly
[+1]); Telmori Wolf Brothers (Hostile [-1]). |
| Most militarily organised of the tribes of Sartar. |
| |
General
Rauri Agres |
[Hero +
General] |
+6 (+8
v Blades*) |
| |
2x
Royal Guard |
[Blades] |
+5 v
foot, +3 v others |
| |
2x
Huscarl Axemen |
[Blades] |
+5 v
foot, +3 v others |
| |
2x
Pikemen |
[Pikes] |
+3 v
foot, +4 v others |
| |
3x
Tribal Warriors |
[Warband] |
+3 |
| |
1x
Tribal Fyrd |
[Horde] |
+2 |
|
| *
SPECIAL: Ruari is the possessor of
"BladeBiter", a powerful magical sword,
reputedly of Dwarf manufacture, which takes on a life of
its own and fights with additional power when up against
enemy blade wielders [bonus +2 v Blades]. |
| The
Kheldon [Tony Habergham] |
| Capital:
Freedom. Friends/Enemies: The Dwarf (Friendly [+1]);
Sable Rider Nomads (Hostile [-1]). |
| Most rebellious
and freedom-loving of the tribes. |
| |
Vertigen
TrueSword of Pavis*** |
[Hero +
General] |
+6 |
| |
1x
Humakti Swordbrothers of Pavis |
[Blades] |
+5 v
foot, +3 v others |
| |
1x
Swordsmen of Humakt* |
[Blades] |
+5 v
foot, +3 v others |
| |
Wind-Priests
of Orlanth** |
[Warband"+1"] |
+4, +4
bespelling |
| |
2x
Royal House Archers |
[Shooters] |
+3 v
foot, +4 v others |
| |
2x
Tribal Warriors |
[Warband] |
+3 |
| |
2x Hill
Rangers |
[Psiloi] |
+2 |
| |
1x
Storm Bull Berserkers* |
[Warband] |
+3 |
|
| *
SPECIAL: Storm Bulls ignore RECOIL or FLEE results in
close combat against Chaos and may not move away from the
nearest Chaos, if any, on the battlefield. (Chaos
includes Lunars as far as the Storm Bulls are concerned). |
| ** The
Wind-Priests of Orlanth can attack with, and defend
against, spells as Magicians. |
| *** SPECIAL:
Vertigen is accompanied by subservient Sword-Priests of
Humakt, which affect magic as Clerics. They may also give
divinely-inspired "Morale" to one element
(non-magical, non-special) per battle [which gains +2]. |
| The
Kultain [Rob Bird] |
| Capital:
Forgotten Town. Friends/Enemies: Trolls of Troll Woods
(Friendly [+1]); Sun Dome Templars (Enemy [-2]). |
| Allied to the
Lunars (tributary). The Tribe of the current rightful
ruler of Sartar - Prince Temertain. Also the tribe most
willing to use Dark Forces... |
| |
Haman
the Summoner** |
[Magician+General] |
+5, +4
bespelling |
| |
("Spirit
of the Ancestors"** |
[Magician] |
+4, but
no bespelling) |
| |
Tribal
Shamen of Daka Fal* |
[Warband"+1"] |
+4, +4
bespelling |
| |
6x
Tribal Warriors |
[Warband] |
+3 |
| |
2x
Tribal Hunters |
[Psiloi] |
+2 |
| |
2x
Philosopher's Guard |
[Blades] |
+5 v
foot, +3 v others |
|
| *
The Tribal Shamen of Daka Fal attack with, and defend
against, spells as Magicians. |
| ** SPECIAL:
Once per battle, Haman can summon the "Spirit of the
Ancestors". If Haman moves while it is present,
(including recoil/flee) the spirit is dismissed
(destroyed). The spirit attacks as a Magician in contact,
but cannot itself cast spells. It moves at 600p, is
unaffected by terrain and can only be destroyed by things
magical (i.e. Hero, Magician, Cleric, Dragon, Paladin or
God). If destroyed the spirit reappears after the battle.
NB: Haman's own spirit magic and his Spirit of the
Ancestors know Kallyr Starbrow's weaknesses and destroy
her Spirit if it attacks them. |
| The
United Exiles
Alliance [Carl Harvey] |
| Capital:
Alone. Friends/Enemies: The Tarsh Exiles (Friendly [+1]);
Pol-Joni Horse Nomads (Hostile [-1]). |
| Made up of
disparate groups of exiles from many lands, they are the
most motley bunch of all the barbarian tribes. |
| |
Belgarion
SilverTongue the Orator*** |
[Hero +
General] |
+6 |
| |
The
Snakepipe Dancers |
[Magicians**] |
+4, +4
bespelling |
| |
1x
Ironspike Cavalry |
[Riders] |
+3 |
| |
1x Red
Cow Bandits |
[Shooters] |
+3 v
foot, +4 v others |
| |
4x
Tribal Warriors (Aloni, Torkani, etc) |
[Warband] |
+3 |
| |
1x
Maboder Survivors* |
[Warband] |
+3 |
| |
2x Hawk
Riders**** |
[Flyers] |
+3
(shooting +3 v foot, +4 v others) |
| |
1x
Ranger Knights***** |
[Knights] |
+3 v
foot, +4 v others |
|
| *
Loyal to the Throne of Sartar: won't fight Prince
Temertain's friends (Lunars/Kultain/Colymar). |
| ** The
Snakepipe Dancers count as Mounted troops for purposes of
passing through and affecting other troops. When in
Snakepipe Hollow, the Snakepipe Dancers can create an
illusory unit which cannot move or attack and will
disappear if attacked. |
| *** SPECIAL:
Once per battle, Belgarion can turn a Recoil/Flee result
he inflicted in close combat into Flee Off Battlefield,
by persuading the enemy (temporarily) of the futility of
fighting. Also his outstanding charisma allows 2AP-worth
of lost troops to be replaced automatically each campaign
season. |
| **** The Hawk
Riders can also shoot, by raining down darts and stones
upon their foes. |
| ***** The
Ranger Knights guard the edges of Snakepipe Hollow
against Chaos monsters. Fanatical, they ignore RECOIL
results from Chaos Monsters. |
The Lunars
| The
Lunar Provincial Army [NPC c/o Steve Wells] |
| Provincial
Capital: Boldhome. Friends/Enemies: The Empire, Sable
Riders (Friendly[+1]); Everyone Else (Hostile [-1]). |
| Soldiers of the
Red Goddess, bringers of civilisation and all it's
benefits (law & order, aqueducts, taxes,
crucifixion...). The Lunar Provincial Army of Sartar
currently comprises three Legions: |
| |
Tarsh Legion |
|
|
| |
Governor-General
Fazzur Wideread* |
[Hero +
General] |
+6, +4
bespelling |
| g |
Lunar
Magicians** |
[Magician] |
+4, +4
bespelling |
| gggg |
4x
Cavalry Corps Squadrons |
[Riders] |
+3 |
| gg |
6x
Sword Phalanxes |
[Blades] |
+5 v
foot, +3 v others |
| g |
3x
Skirmishers |
[Psiloi] |
+2 |
|
| *
SPECIAL: Fazzur has an entourage of Lunar Priestesses, so
his element can attack with and defends against spells as
a Magician (using Lunar Magic - see below). |
| ** SPECIAL: The
Lunar Magicians use Lunar Magic, of course - see below. |
| |
1st Legion |
|
|
| |
Lunar
Commander |
[Blades
+ General] |
+6 v
foot, +4 v others |
| |
5x
Sword Phalanxes |
[Blades] |
+5 v
foot, +3 v others |
| |
5x
Spear Phalanxes |
[Spears] |
+4 |
| |
3x
Skirmishers |
[Psiloi] |
+2 |
|
| |
2nd Legion |
|
|
| |
Lunar
Magician** |
[Magician
+ General] |
+5, +4
bespelling |
| |
5x
Sword Phalanxes |
[Blades] |
+5 v
foot, +3 v others |
| |
9x
Cavalry Squadrons* |
[Light
Cavalry] |
+2 |
|
| *
When defending fortifications they can dismount as Bowmen
[Shooters: +3 v foot, +4 v others] |
| ** SPECIAL: The
Lunar Magician uses Lunar Magic, of course - see below. |
| Notes
on Lunar Magic |
| The
effects of Lunar Magic vary according to the phase of the
Red Moon. To determine the phase of the moon for a battle
roll d6 (Lunars can adjust the roll by +/-1 if they are
the attackers): |
| Die Roll |
1 |
2 |
3 |
4 |
5 |
6 |
7/0 |
| Moon Phase |
Full-Half |
Crescent-Go |
Dying |
Black |
Cres.-Come |
Empty-Half |
Full Moon |
| Moon Power |
6ô |
5ô |
3ô |
3ô |
4ô |
5ô |
7ô |
|
| However, within
the Empire's "Glowline" (or the Crimson Bat's
"Glowspot") the Moon is always at Full
strength. |
| |
| When a target
element is affected by Lunar Magic, roll a die. If the
roll is less than the current moon strength (ô) then the special effect occurs
instead of the 'normal' magical effect: |
| Normal
Effect |
Special
Effect of Lunar Magic |
| Recoil |
Flee 600p |
| Flee |
Flee Off Battlefield |
| Destroyed |
Attack any friend in
contact (resolve immediately, turning if
necessary), then Destroyed |
| Ensorcelled |
Go over to the Lunar side
until de-sorcelled(!), as part of the Lunar
Magicians' command. |
|
| The
Heartlands of the Lunar Empire |
| Capital:
Glamour (in far distant Peloria). Friends/Enemies: Lunars
(Neutral [=]); Everyone Else (Enemy [-2]). |
| Lunars and
Lunar Allies may send emissaries to the Red
Emperor, to gain aid from the heartlands of the Empire. |
| |
Lunar
Sword Phalanx Commander |
[Blades
+ General] |
+6 v
foot, +4 v others |
| |
3x
Sword Phalanxes |
[Blades] |
+5 v
foot, +3 v others |
| OR |
|
|
|
| |
Lunar
Magicians* |
[Magician
+ General] |
+5, +4
bespelling |
| |
1x
Sword Phalanx |
[Blades] |
+5 v
foot, +3 v others |
| OR |
|
|
|
| |
Priestesses
of the Bat* |
[Magicians
+ General] |
+5, +4
bespelling |
| |
The
Crimson Bat** |
[God] |
+6, +4
bespelling |
|
| *
SPECIAL: The Lunar Magicians and Priestesses of the Bat
use Lunar Magic, of course - see above. |
| ** SPECIAL: The
Bat glows - eerily projecting a red light over the entire
battlefield (while it has bat food available). Within
this "Glowspot" Lunar Magic is at Full
strength. The Bat starts a battle with a number of items
of bat food equal to the (modified) number rolled to
determine the (true) phase of the Moon. The Bat can
attack with, and defends against, spells as a Magician,
using Chaotic (Lunar) Magic. However, it must consume one
item of bat food whenever it does so (yes, even
defending). If the Bat is Ensorcelled it will merely Flee
Off Battlefield. The Bat moves with it's Priestesses -
but this therefore costs 2 PIPs. Each PIP-die roll of 1
for the Bat's command requires that the Bat eats one item
of bat food if bat food is available - otherwise it must
Flee Off Battlefield, as normal. While the Priestesses
are present, ground troops in close combat must engage
them instead of the Bat - the Bat will count as an
'overlap from above' against such enemy troops (unless
currently engaged by Aerials). Whenever the Bat's
Priestesses destroy an enemy element by close combat,
they capture one fresh item of bat food. |
Others from the Empire
The Full Moon Corps
The Crater Makers
More Lunar Magicians
Solar Magicians of Yelm
Lunar Heroes & Superheroes: Jar-Eel the Razoress, Beat-Pot Aelwrin, The Red Emperor Himself.
The Major Independent Nations
| Delecti the Necromancer
[Mike Crewe] |
| Capital:
Delecti's Ruin in the Upland Marsh. Friends/Enemies: The
Colymar Tribe (Enemy [-2]); The Ducks (Friendly [+1]). |
| |
Witchy
Women with Willow Wands* |
[Magician+General] |
+5, +4
bespelling |
| |
Vampires |
[Lurkers+2] |
+4 |
| |
Mummies |
[Lurkers+1***] |
+3 |
| |
Scythed
Death-Chariots* |
["Knights"] |
+3 v
foot, +4 v others |
| |
Skull
Catapult |
[Artillery] |
+4 v
foot, +3 v others |
| |
2x
Skeletal Warriors |
[Warband] |
+3 |
| |
1x
Skeletal Cavalry* |
[Riders] |
+3 |
| |
2x
Skeletal Light Cavalry* |
[Lt.
Cavalry] |
+2 |
| |
4x
Zombie Hordes** |
[Hordes] |
+2 |
| |
Corpse
Cart** |
[Behemoth-3] |
+1 v
foot, +2 v others |
| |
[Delecti
the Necromancer*] |
[Magician+General] |
+5, +4
bespelling |
|
| Delecti's
undead do not have to flee when the battle is lost
(although Hordes can no longer be replaced). If their
general is lost the mindless undead keep on going - out
of control. Each element moves forward (without need for
PIP-rolling) as far as possible and attacks any element
(not of Delecti) it contacts (friend or foe). |
| * Delecti's
Water Magic: Delecti or his subservient magicians, the
Witchy Women with Willow Wands, can cast spells which
raise/lower water levels in a 600x600p area. [Good/Rough
- Marsh; Marsh - Water; Water/River - Marsh; Marsh -
Rough]. An area can only be affected once per battle.
Land on hills cannot be affected. If enemy units are on
the area then the spell must overcome all of them by
inflicting a negative combat outcome (all are tested).
Non-waterproof units inundated are destroyed. |
| * The Chariots
and Cavalry may be substituted with extra Zombie Hordes
(up to the same AP value, when fighting a battle in the
Upland Marsh (unsuitable terrrain for cavalry) |
| ** Up to 1/2
the AP of Delecti's army may be Zombie Hordes. These are
replaced automatically after each battle (provided the
Corpse Cart survived). |
| ** Delecti's
Corpse Cart collects bodies from the battlefield to be
turned into Zombies for the next battle. If the Corpse
Cart is lost or leaves the field, Zombie Hordes cost
1000Wh/AP to replace. If the Corpse Cart is on-field
after a victory, then for each pair of similar enemy
units destroyed, one "undead" version of such
can be immediately recruited for just 1000Wh/AP. |
| *** Mummies
carry a deadly disease - any unit (except Broo/Undead)
which they contact (even friends) has a 2 in 6 chance of
dying after the battle. |
| * Delecti the
Necromancer himself will only fight to defend Delecti's
Ruin. |
| Note that
Delecti's army can only move 1 space per season, unlike
other armies which may move 2 spaces. |
| The
Dragonewts [Steve Brooks] |
| Capital:
The Dragon's Eye. Friends/Enemies: The Colymar Tribe
(Friendly [+1]). |
| |
1x
Winged Dragonewt Priests* |
[Flyers"+2"
- General] |
+5, +4
bespelling |
| |
1x
Triceratops |
[Behemoth] |
+4 v
foot, +5 v others |
| |
3x
Beaked Dragonewt Warriors |
[Warband"+1"] |
+4 |
| |
2x
Demi-Bird Riders |
[Riders"+1"] |
+4 |
| |
4x
Crested Dragonewt Skirmishers |
[Psiloi] |
+2 |
| |
[The
Inhuman King**] |
[Aerial
Hero - General] |
+6 |
|
| *
SPECIAL: The Dragonewt Priests' draconic magic interferes
with normal magic in their vicinity, so they affect such
magic as do Clerics. They also attack with and defend
against spells as Magicians, using their own draconic
magic which, of course, is not subject to such
interference. |
| ** The Inhuman
King will only fight to defend The Dragon's Eye. In
addition to it's Hero status, it has Cleric/Magician
abilities as the Winged Priests. |
| The Dragonewts
have a network of mystical "Dragonewt Roads"
throughout Dragon Pass. They can use these to travel
between any of the Dragonewt Cities as if the distance
were but 1 space. |
| Dragonewts are
continually reincarnated. Any slain in battle are hatched
again, after a while, out of eggs in the weird city of
Dragon's Eye. To replace losses only costs half
the normal amount (i.e. 500Wh per AP). However, any
Dragonewts slain while the Dragon's Eye is occupied by
another nation are NOT reborn and are lost permanently
from the cycle (and the army list). |
| Chaos Things of
Snakepipe Hollow [Ian Phillips] |
| Capital:
Chaos Nest in Snakepipe Hollow. Friends/Enemies: Lunars
(Neutral [=]), Everyone Else (Hostile [-1]. |
| |
Champion
of Chaos* |
[Hero +
General] |
+6 |
| |
3x Broo
Warriors** |
[Warband] |
+3 |
| |
4x Broo
Gangs** |
[Hordes]
|
+2 |
| |
3x
Scorpionmen*** |
["Riders"] |
+3 |
| |
1x
Walktapi* |
[Beasts] |
+3 v
Foot, +4 v Others |
| |
2x
Krarshtkids OR Gorp |
[Lurkers/Water
Lurkers] |
+2 |
|
| [Hypnotic
Jack-o-bears, regenerative Walktapi, feature-rich
Dragonsnails and other such chaos abominations may appear
if rules can encompass them.] |
| Up to 1/6th of
the Chaos Army may be Broo Gangs [Hordes], which are
replaced automatically after any battle. |
| * The
as-yet-nameless Champion of Chaos is rumoured to take on
a different form - with different special abilities -
each time he is encountered. |
| ** Vile Broo
carry horrible diseases. Any elements which contact them
(even friends), except Broo or undead, have a 1 in 6
chance of dying horribly after the battle. |
| *** Scorpionmen
have a poisonous sting: if they inflict a negative
result, the victim immediately suffers another attack of
the same strength. |
| * Walktapi emit
poison gas - poison attack before close combat.
They also regenerate - unless destroyed by magic, they
can reappear (cost 1PIP) at the place they were
'destroyed' (but it cannot be occupied/adjacent to any
enemy). |
| The
King of Ghouls (Brangbane)
[Mike Whelan] |
| Capital:
None. Friends/Enemies: Sartarite Tribes (Enemy [-2]). |
| |
The
King of Ghouls (Brangbane) |
[Hero +
General**] |
+5, +4
bespelling |
| |
3x
Ghoul Choirs* |
[Warband**] |
+3, +3
bespelling |
| |
12x
Ghoul Packs*** |
[Warband-1**] |
+2 |
| |
2x
Ghoul Lurkers |
[Lurkers**] |
+2 |
|
| *
The King chooses the toughest and most tuneful of his
Ghouls to howl in his "choirs". These songsters
emit a keening which can demoralise or terrify the
living. This allows them to attack as Magicians (but at
"-1"). Though weak alone, such attacks are
stronger in concert. |
| ** Ghouls are
poisonous: If they inflict a negative result in close
combat the victim immediately suffers another such
attack. |
| *
Brangbane can attack/defend against spells as a Magician.
Special ability: Any (normal humanoid) unit destroyed by
him in close combat becomes a Ghoul Pack immediately. |
| ***
Ghoul Packs are weak warbands (only +2 overall, not +3)
and costing less (1AP not 2). Special ability: if they
destroy a unit and can then stand still FEEDING for the
rest of the battle then a new Ghoul Pack will be created. |
| The King of
Ghouls does not have his own lands but feeds off others.
He may Assault, Besiege or merely Feed off any site his
army visits. If he is not driven off, income from the
site goes to the King of Ghouls instead of to the real
owner; if he is driven off, he may retreat to any
neighbouring site (but do not feed off it). |
| He may
initially muster his ghoulish army anywhere in Sartar. |
| Towns captured
by the Ghouls are depopulated as the Ghouls go into a
Feeding Frenzy. 5000Wh loot is gained immediately, but no
further income can be gained from it (until re-occupied
by the living, and not until the next year in any case),
neither will it provide a garrison. |
| The
Fingerless Ghosts - Brangbane's
Nemesis |
| Capital:
N/A. These cannot be allied in the usual way but
automatically ally with any Sartarite army opposing
Brangbane himself. They will arrive as does a 'far' ally,
but after they arrive will act as part of the main
command (i.e. no separate PIP die roll). |
| |
1x The
Fingerless Ghosts* |
[Sneakers] |
+4 |
|
| * The
Fingerless Ghosts weaken Brangbane's magic, so they
affect his bespelling (and Ghoulish howling) as do
Clerics. Also, the ghoul minions of Brangbane cannot
disregard unfavourable outcomes inflicted upon them by
the Fingerless Ghosts. |
The Minor Independent Nations
These are the semi-player nations, awaiting your email-emissaries...
| Ironhoof and the
Half-Beasts [Andy Smith] |
| Capital:
Wild Temple, in Beast Valley. Friends/Enemies: The Ducks
(Hostile [-1]) |
| |
Ironhoof
the Centaur Hero * |
[Hero +
General] |
+6 |
| |
3xCentaurs |
[Riders**] |
+3
(shooting +3 v foot, +4 v others) |
| |
3xSatyrs |
[Psiloi] |
+2 |
| |
2xMinotaurs |
[Warband"+1"] |
+4 |
| |
2xManticores |
[Beasts"+1"***] |
+4 v
foot, +5 v others |
|
| Ironhoof
can send any number/combination of his forces up to 6AP
value as allied contingents. |
| * Ironhoof is
son of the Horse goddess and can command the loyalty of
all horses: He can forbid all horses present in a battle
from moving until his next turn ('bound') . |
| ** Centaurs can
also shoot as Bowmen. |
| *** Manticores
have a poisonous sting: if they inflict a negative
result, the victim immediately suffers another attack of
the same strength. |
| The
Puppeteer Troupe [Dave
Schuster] |
| Capital:
Unknown*. Friends/Enemies: None. |
| |
1x The
Puppeteers** |
[Magician
+ General] |
+5, +4
bespelling |
|
| *
When the Puppeteers are allied, roll d6 to see where they
were found: 1 = Smoking Ruin (Grazelands), 2 = The Bush
Ranges, 3 = Skull Ruins (nr Dragon's Eye), 4 = Too Far, 5
= a clearing in the Stinking Forest, 6 =
"nearby". |
| ** SPECIAL: The
Puppeteers may look like a bunch of clowns but are
Magicians with special powers. When they arrive they
bring an army of other allies (randomly/Dave-selected)
trailing behind them, in pied-piper fashion. The
Puppeteers are effectively the General for this army. But
the elements of that army, on a base-by-base basis, may
be illusions. Spell-casting or shooting by/upon possibly
illusory elements is resolved as if they were real.
However, when resolving the first close-combat for such
an element, roll a die: 1-4=It Vanishes!; 5-6=It's Real!
At the moment an illusory element vanishes, the
Puppeteers have the option of appearing in their place
(the close-combat is then conducted against the
Puppeteers themselves). Also, instead of any normal move,
the Puppeteers may disappear and reappear in place of any
remaining possibly-illusory element (but this causes the
target element to vanish). |
| The
Sun Dome Templars [Andrew Tuley] |
| Capital:
Sun Dome Temple. Friends/Enemies: The Kultain Tribe
(Enemy [-2]). |
| |
1x
Light Sons Rune Lord Phalanx |
[Pikes
+ General] |
+4 |
| |
3x Pike
Phalanxes |
[Pikes] |
+3 |
|
| The
Dwarf [Debra-Jane
Appelby] |
| Capital:
The Dwarf Mine. Friends/Enemies: The Kheldon Tribe
(Friendly [+1]). |
| The Dwarf can
send any two elements listed below but they will act as
part of an existing, not separate, command. |
| |
The
Dwarf Himself |
[Hero] |
+5 |
| |
A Stone
Man (2 available) |
[Behemoth] |
+4 v
foot, +5 v others |
| |
The
Alchemical Transformer |
[Magician**] |
+4, but
no bespelling |
| |
Cannon
Cult's Physical Agent |
[Artillery*] |
+4 v
foot, +3 v others |
|
| *
NORMAL (but notable): Artillery shoots up to 500p, but
only in opponent's turn and if it didn't move in it's
last turn. |
| ** SPECIAL: The
Alchemical Transformer can not itself cast spells but
enhances the magical power of any friendly Magicians in
contact. It can either double the bespelling range (to
1200p) or bestow an extra +2 bonus (opt at will). |
Other Independent Nations
These are the non-player nations, awaiting your emissaries...
| The
Tarsh Exiles |
| Capital:
Wintertop. Friends/Enemies: The UEA (Friendly [+1]). |
| |
The Earthshaker** |
[Behemoth
+ General] |
+5 v
foot, +6 v others, +4 bespelling |
| |
Tarshite
Cavalry |
[Riders] |
+3 |
| OR |
|
|
|
| |
The Moon Haters* |
[Magicians
+ General] |
+5, +4
bespelling |
| |
Tarshite
Cavalry |
[Riders] |
+3 |
| OR |
|
|
|
| |
Tarshite
Cavalry Commander |
[Riders
+ General] |
+5, +4
bespelling |
| |
Tarshite
Cavalry |
[Riders] |
+3 |
| |
Tarshite
Infantry |
[Blades] |
+5 v
foot, +3 v others |
| |
Tarshite
Archers |
[Psiloi] |
+2 |
|
| *
The Moon Haters count as Mounted troops for purposes of
passing through and affecting other troops. |
| ** SPECIAL: The
Earthshaker can also attack with, and defends against,
spells as a Magician. She can cause earthquakes and
destroy fortifications, either personally or from a
distance by means of her magic. If she gets a recoil/flee
result (close combat or bespelling) against a wall or
element on a wall then that wall section is destroyed. |
| The
Trolls of Troll Woods |
| Capital:
Troll Woods. Friends/Enemies: The Kultain Tribe (Friendly
[+1]). |
| |
Troll
Priestess* & Karrg's Sons |
[Warband"+1"
+ General] |
+5, +4
bespelling |
| |
2x
Trollkin Hordes |
[Hordes] |
+2 |
| OR |
|
|
|
| |
Zorak
Zoran Troll Warband** |
[Warband"+1"
+ General] |
+5 |
| |
2x
Troll Warbands |
[Warband"+1"] |
+4 |
|
| * SPECIAL: The
Troll Priestess can also attack with, and defends
against, spells as a Magician. |
| ** SPECIAL:
Zorak Zorani ignore any 'RECOIL' result in close combat
against Chaos (including Lunars). |
| Sir Ethilrist of Black Horse
County |
| Capital:
Muse Roost (far to the West). Friends/Enemies: Culbrea
Tribe (Friendly [+1]) |
| |
Black
Horse Troop Captain |
[Knights"+1"
+ General] |
+5 v
foot, +6 v others |
| |
2 x
Black Horse Troopers |
[Knights"+1"] |
+4 v
foot, +5 v others |
|
| The
Telmori Wolf-Brothers |
| Capital:
Wolf Hills (nr Torkan's Last Fort). Friends/Enemies:
Culbrea Tribe (Hostile [-1]); Lunars (Enemy [-2]). |
| |
Telmori
Wolf-Brothers* |
[Psiloi
+ General] |
+ô (see below) |
| |
2x Wolf
Packs |
[Beasts]
|
+3 v
foot, +4 v others |
|
| * SPECIAL: The
Telmori Wolf-Brothers' strength varies according to the
phase of the moon (see "Lunar Magic"). |
| Sable Rider Nomads |
| Capital:
Central Prax (near Moonbroth oasis). Friends/Enemies:
Lunars (Neutral [=]); Kheldon Tribe (Hostile [-1]). |
| |
Sable
Raider Khan |
[Light
Cavalry + General] |
+3 |
| |
3x
Sable Raiders |
[Light
Cavalry] |
+2 |
|
| Pol-Joni Horse Nomads |
| Capital:
Northwest Prax. Friends/Enemies: The UEA (Hostile [-1]). |
| |
Pol-Joni
Horse Nomad Khan |
[Riders
+ General] |
+4 |
| |
3x
Pol-Joni Horse Nomads |
[Riders] |
+3 |
|
| The
Elves |
| Capital:
Vale of Flowers. Friends/Enemies: None |
| |
Noble
Elven Archers* |
[Psiloi"+1"
+ General] |
+4,
+3/+4 shooting |
| |
2x
Elven Archers* |
[Psiloi"+1"] |
+3,
+3/+4 shooting |
|
| * SPECIAL: The
Elven Archers are primarily skirmishers but can also
shoot as per Bowmen (Shooters). When they arrive they can
appear anywhere in any woods (as one unit, but not
necessarily in column formation). |
| The
Ducks |
| Capital:
Duck Point. Friends/Enemies: Lunars (Enemy [-2], because
the Lunars have put a bounty on them). |
| |
Malrand
the Brazen, Duck Hero* |
[Hero +
General] |
+6 |
| |
Duck
Outlaws* |
[Psiloi] |
+2 |
|
| * SPECIAL:
"Ducks are magic - Ducks can walk on water!"
(May travel across/up rivers/lakes as good going, and
down rivers as if on a road). |
| The
Stormwalkers |
| Capital:
Old Wind Temple. Friends/Enemies: Sartarites (Associate
[+2])**, Lunars (Enemy [-2]). |
| |
Stormwalkers* |
[Aerial
Heroes + General] |
+6,
+3/+4 shooting, +4 bespelling |
|
| * SPECIAL: The
Stormwalkers can also attack with, and defend against,
spells as Magicians. They can bespell even when they have
just moved. Instead of bespelling, they may alternatively
make rain (or stop rain) from then on. The Stormwalkers
can also shoot as Bowmen (Shooters). |
| ** The
Stormwalkers will not fight in any battle against
Sartarites nor fight troops from Sartar (inc. garrisons). |
| The
Wasps |
| Capital:
The Wasp Nest (near TwoTop). Friends/Enemies: Lunars
(Enemy [-2]). |
| |
The
Young Queen Wasps* |
[Flyers
+ General] |
+3 |
| |
2x
Wasps* |
[Flyers] |
+2 |
|
| * SPECIAL: The
Wasps and the Young Queen Wasps can each go into an angry
stinging frenzy. This doubles their basic combat bonus
(i.e. +6/+4) for one close combat only. For this combat
they can attack every element in contact or overlapping
them, and they ignore negative outcomes. However, after
the sting frenzy, the Wasps are destroyed. |
Others
The Wind Children and their Sylphs (Stormwalk Mountain)
Cragspider the Fire-Witch and her Great Trolls (Cliffhome, north of Snakepipe Hollow)
Praxian Animal Nomads: Llama Riders, Bison Riders, Impala Riders, Morokanth, Rhino Riders etc (Plaines of Prax)
The Grazeland Pony Breeders (The Grazelands)
The Tusk Riders (Ivory Plinth, in the Stinking Forest)
Vile Broo and other Chaos Monsters (Snakepipe Hollow)
Scorpion Men and other Chaos Monsters (Chaos Woods)
Dinosaurs, including Brontosaurus Herds
The Giant Devourers (Giant's Walk, beyond the Vale of Flowers)
The Spirit of Movement (at the Travelling Stone, near Slave Wall in Tarsh)
Hungry Jack (far to the West)
The Hydra (Hydra's Hill, West of the Grazelands)
The Dragons
Other Nations: Tarsh, Hendrikiland, The Holy Country.
Heroes & SuperHeroes: Androgeus the Indeterminate, Harrek the Berserk, Gunda the Guilty, Jaldon Toothmaker.