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  1. #121
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    Join Date
    Dec 2009
    Posts
    516

    Default WRATH: The Zuese Expedition

    As a Zuese Warcaster uses their arcane talent to urge the constructs of the Crocus Guild beyond their limits, it in an observable phenomenon that the glyphs engraved upon the life tablet of that construct will over time warp and change to adapt to the magical force passing through them. It seems that the particular energy of Alelsuesse?s magic is almost as charming as herself; as the life tablet of her long-serving and loyal Catoblepas, affectionately named Dralion after a mythical hero's dog famed for the same qualities, is unique, with the fearsome creation seemingly adopting a doteful attitude toward the Supreme Paramour, even risking its own hide to protect her, and making extra sure that any threats to its mistress are mercilessly ground beneath stone hooves.
    Dralion, Zuese Expeditionary Character Heavy Warjack
    SPD-6 STR-11 MAT-7 RAT-4 DEF-11 ARM-18 CMD?
    FA- U
    Points Cost- 9
    Base Size- Large
    ___OO___
    ___OO___
    OOOOOO
    OOOOOO
    MMOOHH
    MCCC HH
    (O=Hull, M=Movement, C=Cortex, H=Head)
    Dralion
    Affinity [Alelsuesse] ? While within Alelsuesse?s control area, Dralion ignores friendly models when determining LOS and can advance through friendly models if it has enough movement to move completely past their base.

    Shield Guard- Once per round, when a friendly model is directly hit by a ranged attack during your opponents turn while within 2? of this model, this model can become the target of the attack and be automatically hit instead. This model cannot use Shield Guard if it is incorporeal, knocked down, or stationary.

    Counter Slam- When an enemy model advances and ends its movement within 6? and in the LOS of this model, this model can immediately make a slam power attack against that model. If this model makes a counter slam, it cannot make another until after your next turn. This model cannot make a counter slam while engaged.

    Come to Heel- Immediately after resolving a charge attack, this model can make a full advance toward its controlling model/unit. This model cannot be targeted by free strikes during this movement.

    Weapons [Dralion]
    Horns [1x] (Head) - POW: 5 P+S: 16
    . Hard Head- This model can add this weapons POW to its head-butt and slam power attack damage rolls.

    Mule Kick- POW: 3 P+S: 14
    . Rear Attack- When declaring and resolving attacks with this weapon, this model?s front arc extends to 360o.
    "Let's not be English, French or German any more. Let's be European. No, not European, let's be men. Let's be humanity. All we have to do is get rid of one last piece of egocentricity - patriotism."

    - Victor Hugo (1802-85)

  2. #122
    Annihilator
    Join Date
    Dec 2009
    Posts
    516

    Default WRATH: The Zuese Expedition

    The Brothers Zhin are walking proof that the expedition to the New World can indeed be the chance for reinvention so many dreamed of when they boarded the treasure fleet: In Zhu the Brothers were low-ranking Guptas with a jurisdiction that stretched from horizon to horizon of the dry and harsh interior, born to such a poor family that their name was simply the farming village where they were raised. Before landing at the New World no-one in either the civilised or criminal fraternities (however closely woven those two might be) knew the brothers by face or reputation; now many suspect that is simply because none who had cause to cross them have ever escaped to tell of it! Their record as the anniversary of their arrival in the New World approaches is faultless, with no quarry apparently able to counter the Brothers' strategy, a three-pronged assault governed by fraternal bond.
    The Brothers Zhin, Zuese Expeditionary Gupta Character Unit
    Zhin-af-Ahr
    SPD-6 STR-6 MAT-7 RAT-5 DEF-15 ARM-14 CMD-9
    Zhin-af-Mb
    SPD-6 STR-6 MAT-7 RAT-5 DEF-15 ARM-14 CMD-9
    Zhin-af-Koh
    SPD-6 STR-7 MAT-6 RAT-5 DEF-15 ARM-14 CMD-9
    FA- C
    Points Cost- Ahr, Mb, & Koh: 4pts
    Base Size- Small
    Damage- Ahr, Mb, & Koh: 5 each
    Ahr, Mb, & Koh

    Chain Strike- This model's melee range extends to 4" during its activation.
    Lash- This model and friendly warrior models in B2B with it cannot be knocked down.
    Zhin-Af-Ahr

    Granted: True Sight- While this model is in play, models in its unit gain True Sight (models with True Sight ignore concealment, cover and Stealth).
    Finisher- This model gains an additional die on damage rolls against damaged models.
    Zhin-Af-Mb
    Tactics: Stealth- Models in this unit gain Stealth
    The Game?s Afoot- Once per game Mb can use The Game?s Afoot. Models in this unit in formation gain Acrobatics for one turn (Models with Acrobatics can advance through other models if they have enough movement to move completely past their bases, cannot be targeted by free strikes, and ignore intervening models when declaring their charge target).
    Zhin-af-Koh

    Weapons [Ahr]
    Billy Club- POW: 3 P+S: 9
    Weapons [Mb]
    Flying Dart- POW: 4 P+S: 10
    . Chain Weapon- this attack ignores the Buckler and Shield weapon qualities and Shield Wall.
    . Shadow Bind- A model hit by this weapon suffers -3DEF and when it advances it cannot move except to change facing. Shadow Bind expires after one round.
    Weapons [Koh]
    Flying Claw [2x]- POW-4 P+S- 11
    . Chain Weapon- this attack ignores the Buckler and Shield weapon qualities and Shield Wall.
    . Chain Attack: Pull- If this model hits the same model with both its initial attacks with this weapon, after resolving the attacks it can immediately make another melee attack against that model. If this attack hits and the model hit has an equal or smaller base, the hit model can be pushed any distance directly toward this model.
    "Let's not be English, French or German any more. Let's be European. No, not European, let's be men. Let's be humanity. All we have to do is get rid of one last piece of egocentricity - patriotism."

    - Victor Hugo (1802-85)

  3. #123
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    Dec 2009
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    516

    Default

    Ihnohaim is one of the most mysterious figures in a land famous for its mysteries: One of the most senior members of the Crocus Guild, his bottomless creativity is matched only by his lust for power, since his joining the guild more than seventy years ago Zhu has undergone a near complete metamorphosis from simple farming and smithying commnunities to the bustling metropolii built by the tireless work of Wallahs and fed by Ley-carriages that act as arteries for the entire nation; both Guild creations with Ihnohaim's unmistakable signature on them.
    With such absolute power over the machinery that keeps Zu ticking it is no surprise that Ihnohaim is absolutely corrupt, a combination of greed, boundless resources and misanthropism making him the unelected, unspoken tyrant of Zu's underworld, with takings from every crime at every level that involves his creations dripping into his purse. It is suspected that it was he who upon witnessing the birth of Abhraim's sorcerous talent, performed the ultimate violation of grafting a life-tablet to the Cerberus' skull with a message written to hammer down the indomitable warrior's will from within.
    Despite his setting sail with the Expedition being one of the most discussed events in recent memory, no one has laid eyes on Ihnohaim since he closed the doors of his private quarters on the deck of the Beh-gon-Vin, with a bribe to the ships Captain equal to a quarter of the Beh-gon-Vin's total worth to ensure he is not disturbed, and it is believed that he is yet to see the New World with his own eyes. Instead Ihnohaim interacts with the world through his latest and most astounding creation: An Adonis with limbs molded entirely in pure white clay, and held by ropes of green Willow, its broad shoulders supporting instead of a head a discus of brass with miniscule engravings chiseled in a spiral over its entire face leading to an embedded onyx stone in its centre, which people can only guess to be a viewing port of some kind, as the discus somehow speaks with a metallic tone words that are, to anyone who has met him undoubtedly Ihnohaim's.
    Ihnohaims towering representative moves with a dexterity and confidence that is light years beyond the loping gangly-limbed Wallah's normally seen, and thee is not a Guildsman alive who wouldn't eagerly tear it apart to learn its secrets, but its controller seemingly has little regard either for his own miracle or the lives of others; marching it into conflict bare-handed to tear and swipe with enemies with detached sadism, a trait that the constructs he leads seem to inherit, and ordering men and Wallah alike forward with curt commands. On occasion the chaos of battle is too much even for this creation, but even as it falls crumbling to sticks and dust another will step forth from whatever shadow it had been waiting in to finish the mission, pausing only to collect every last piece of its predecessor before returning to its creators shadowy home.

    Ihnohaim, Zuese Expeditionary Guildsman Wallah Warcaster
    SPD-6 STR-8 MAT-6 RAT-4 DEF-13 ARM-15 CMD-10 FOC-7
    FA- C
    Warjack Points- +4
    Base Size- Medium
    Damage-
    _OOOO_
    LLLRRR
    MMMCCC
    Feat: Disposable Hero- Choose any table edge except the back of your opponent?s deployment zone. Place Ihnohaim within 3? of the chosen table edge. Effects on Ihnohaim expire. Spells being upkept by Ihnohaim expire. Remove all damage from Ihnohaim?s damage grid. Then Ihnohaim?s activation ends. Disposable Hero lasts for one turn.
    Ihnohaim
    Remote Operated- Ihnohaim is not a Warjack but has the following Warjack Special Rules: Construct, Cortex, Open Fists, Warjack Damage Grid, Warjack Power Attacks. Ihnohaim must spend allocated Focus to run, charge, or perform power attacks during its activation. Ihnohaim counts as a Light Warjack when performing power attacks. Ihnohaim is affected by spells and effects that specify ?Warjack?. Spells cast by Ihnohaim count as being channelled, not cast.
    Weapons [Ihnohaim]
    Open Fist [2x] (L & R) ? POW: 3 P+S: 11

    Spells [Ihnohaim]
    Death March- Cost: 3 RNG: 6 AOE: - POW: - UP: No OFF: No
    Target friendly model/unit gains +2MAT and Vengeance (During your Maintenance Phase, if one or more models in a unit with Vengeance were destroyed or removed from play by enemy attacks during your opponents last turn, each model in the unit can advance 3? and make one normal melee attack).
    Force Blow- Cost: 3 RNG: 10 AOE: - POW: 12 UP: No OFF: Yes
    Models damaged by Force Blow are knocked down.
    Learning Machine- Cost: 3 RNG: 8 AOE: - POW: - UP: No OFF: No
    When target friendly Faction model/unit is directly hit by an enemy attack, after resolving the attack further attacks from the attacking model/unit targeting the target model/unit automatically miss. Learning Machine lasts for one round.
    Redline- Cost: 2 RNG: 6 AOE: - POW: - UP: Yes OFF: No
    Target Warjack in this model?s battlegroup gains +2 STR and SPD and can run, charge, or make power attack slams or tramples without spending focus. When it ends its activation, it suffers d3 damage points.
    Ruthless Efficiency- Cost: 3 RNG: SELF AOE: CTRL POW: - UP: No OFF: No
    Warjacks in this model?s battlegroup currently in its control area gain boosted normal melee attack and damage rolls.
    "Let's not be English, French or German any more. Let's be European. No, not European, let's be men. Let's be humanity. All we have to do is get rid of one last piece of egocentricity - patriotism."

    - Victor Hugo (1802-85)

  4. #124
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    Dec 2009
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    Default

    As the great powers that sailed from Zu to the New World pursue their interests and fight their petty squabbles, the hundreds of common folk who joined on the expedition as passengers and crew have been left to pick a side or founder in a land much more challenging and frightful than they were ever led to believe.
    Acting as a very literal common bond in this fledgling community is former concubine and de facto leader Alelsuesse. It is her that has ordered the deconstruction of many of the ships to build a palisade around their landing place, her who leads the fighting men and women of the expedition in a flying column against the increasing ill-meaning Cygnarans that turn their attentions on the smallest corner of their kingdom as the wars far to the north cool off, and her that has seemingly surrendered her own lauded body to be reborn as a nest of twisting, sliding, silk strands, allowing her to better protect herself and the people she has found herself leading.


    Alelsuesse, Goddess of the New World, Zuese Expeditionary Epic Warcaster
    SPD-7 STR-5 MAT-5 RAT-5 DEF-17 ARM-13 CMD-10 FOC-6
    FA- C
    Warjack Points- +5
    Base Size- Medium
    Damage- 15
    Feat: Golden Thread- Friendly Faction models activating completely within Alelsuesse's control area gain Slipstream for one turn (When a model with Slipstream ends its normal movement, one friendly Faction model it moved within 2” of is placed completely within 2” of its current location. A model can be placed by Slipstream only once per turn). Golden Thread lasts for one turn.
    Alelsuesse
    Backstab- This model gains an additional die on its back strike damage rolls.
    Wraith Walker- At the end of your Control Phase, this model can gain for one round unless it gained during the last round.
    Weapons [Alelsuesse]
    Nirvana- POW: 4 P+S: 9

    Spells
    Breath Stealer- Cost: 2 RNG: 10 AOE: - POW: - UP: No OFF: Yes
    Target model/unit suffers -2 SPD and DEF for one round. Breath Stealer can only be cast once per turn.
    Flashing Blade- Cost- 1 RNG: Self AOE: - POW: - UP: No OFF: No
    This model immediately makes one normal attack with one of its melee weapons against each enemy model in its LOD that is in the weapons melee range.
    Tourniquet- Cost: 2 RNG: 6 AOE: - POW: - UP: No OFF: No
    Target friendly Faction model heals D6 damage points
    Wind Wall- Cost: 3 RNG: Self AOE: - POW: - UP: No OFF: No
    This model cannot make ranged attacks, and non-magical ranged attacks targeting it automatically miss. While completely within 3” of this model, models cannot make ranged attacks and non-magical ranged attacks targeting them automatically miss. Wind Wall lasts for one round.
    Last edited by simon sez; 06-30-2012 at 08:38 AM.
    "Let's not be English, French or German any more. Let's be European. No, not European, let's be men. Let's be humanity. All we have to do is get rid of one last piece of egocentricity - patriotism."

    - Victor Hugo (1802-85)

  5. #125
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    Join Date
    Dec 2009
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    516

    Default

    The Bound
    An increasingly common sight along the rough borders of that part of the southern coast the Zuese Expeditionaries have come to see as their own, and outside villages and hamlets that have scorned or threatened the Expeditions members, from a distance they appear to be a harmless gathering of people, albeit standing eerily still; it is only when one summons up the courage to edge closer that the disturbing truth is realised: Men, women and children, bound to crude wooden stakes by coarse black ropes that blind and gag their captives, wrapping so tightly across their torsos that even taking breath is a labour.
    To try and liberate these poor soul is an often fatal error, however, as the black ropes also entwine the arms and hands; and by some hidden magic or mechanism any effort to intefere with the bound will cause them to strike like adders at their attacker with an assortment of edged weapons ranging from bone knives to Caspian battle blades; while within their dark bondage the bound cry and whimper as an unknown force manipulates their bodies against their will. Not even the notoriously strong and resilient Dhunian races are seemingly capable of escaping their ensnarement, and oft times Ogrun and Trollkin can be seen intersperced with the ranks, lending their bulk to a cause not their own.
    For those unlucky folk then the kindest release is a well placed bullet, as upon death the ropes will miraculously untwine and let the captive fall limply free; but even this has its risks, as any moment wasted in giving a last mercy to the doomed allows the Expedition time to close in, and perhaps replenish the ranks of the bound with your hides.


    The Bound, Zuese Expeditionary Unit
    SPD-0 STR-6 MAT-5 RAT-3 DEF-10 ARM-12 CMD-8
    FA- 1
    Points Cost- Leader & 5 Grunts: 2pts, Leader & 9 Grunts: 3pts
    Base Size- Small
    Leader & Grunts


    Defensive Strike- Once per turn when an enemy model advances into and ends its movement in this modelʼs melee range, this model can immediately make one normal melee attack against it.
    Rooted- During its activation this model cannot advance except to change facing. This model cannot be knocked down or moved. Models can advance through this model if it has enough movement to move completely past this model's base.
    Weapons [Leader & Grunts]
    Blades [2x] - POW: 3 P+S: 9

    Heavy Bound, Zuese Expeditionary Bound Weapon Attachment
    SPD-0 STR-7 MAT-5 RAT-3 DEF-10 ARM-15 CMD-8
    FA- 1
    Points Cost- 1 Heavy Bound: 1pt, up to 2 additional Heavy Bound: 1pt each
    Base Size- Medium
    Damage- 5
    Attachment [Bound] - This attachment can be added to a Bound unit.
    Heavy Bound
    Advance Deploy, Fearless, Defensive Strikem, Rooted- See The Bound for details.
    Weapons [Heavy Bound]
    Heavy Blades [2x] - POW: 4 P+S: 11
    "Let's not be English, French or German any more. Let's be European. No, not European, let's be men. Let's be humanity. All we have to do is get rid of one last piece of egocentricity - patriotism."

    - Victor Hugo (1802-85)

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