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redscores
10-12-2010, 06:32 AM
This is the thread for my new idea for a faction, here the attributes first:

Name: Wrath of Zu
Sign: None yet
Warmachine/Hordes?: Hordes
Mentallity: Punish those who enter our holy lands....

Introduction: In the mysterious souther land of zu is a new force upcoming, old as the world and dangerous as a snake, feel the wrath of zu... and run....

Story:

Infrastructure: Not possible to do yet.

What will the race include:

Warlocks: 9
Warbeasts: 12
Character Warbeasts: 2
Infantry: 14
Solos: 10

Tier Lists: Not possible yet


I will put the thought infantry, solos, warlocks and warbeasts in this thread too.

I am always looking forward for ideas, criticsm, I may have missed something.

Or maybe ideas how I could do stuff which is not done yet.

Thanks in advance.

Thanks to Bringer of the Void for the Idea with Zu


INDEX:
1. Warlocks 1# (https://privateerpressforums.com/showthread.php?39133-My-Idea-The-new-Faction-Wrath-of-Zu&p=563692&viewfull=1#post563692)

2. Warlocks 2# + Epic Warlocks (https://privateerpressforums.com/showthread.php?39133-My-Idea-The-new-Faction-Wrath-of-Zu&p=570187&viewfull=1#post570187)

3. Light Warbeasts (https://privateerpressforums.com/showthread.php?39133-My-Idea-The-new-Faction-Wrath-of-Zu&p=563693&viewfull=1#post563693)

4. Heavy Warbeasts (https://privateerpressforums.com/showthread.php?39133-My-Idea-The-new-Faction-Wrath-of-Zu&p=570360&viewfull=1#post570360)

5. Infantry #1 (https://privateerpressforums.com/showthread.php?39133-My-Idea-The-new-Faction-Wrath-of-Zu&p=563696&viewfull=1#post563696)

6. Infantry #2 (https://privateerpressforums.com/showthread.php?39133-My-Idea-The-new-Faction-Wrath-of-Zu&p=576667&viewfull=1#post576667)

7. Solos/Character Units (https://privateerpressforums.com/showthread.php?39133-My-Idea-The-new-Faction-Wrath-of-Zu&p=563695&viewfull=1#post563695)

8. Character Warbeasts (https://privateerpressforums.com/showthread.php?39133-My-Idea-The-new-Faction-Wrath-of-Zu&p=570633&viewfull=1#post570633)

Click on the category you want to get there.


LEGEND:

Dai'Ramuh - Sacred of Warriors of the Dai - Tribe, blessed by their God.

Rajk = Tribe of the Riders and living in the flatlands.

Kraj = Tribe of the Beast Tamers and Hunters, living in the jungle.

Dai = Tribe of the Shamans and the Warriors living at the coats

redscores
10-12-2010, 07:00 AM
Warlocks:
1.
Name: Great Shaman Ul'Manzhu
Title: Zuese Warlock
Base: Small

Warbeast Points: 6

Fury: 7

Story: Not done yet.


SPD: 5
STR: 6
MAT: 6
RAT: 5
DEF: 15
ARM: 15
CMD: 10
HP: 15

Weapons:

Melee:
Name: Shamanistic Rage
Weapon POW: 7
P+S: 13
Abilities: Magical, Reach

Wicked - Model's damaged by this weapon suffer -2 STR for their next activation.

Spells:

Name: Shaman's Flame
Cost: 3
RNG: SP6
AOE: -
POW: 8
UPKEEP?: N
OFF?: Y

When hit by this spell, enemy model's suffer continous fire effect.

Name: Hex Blast,

Name: Voodoo Puppet
Cost: 3
RNG: 6
AOE: -
POW: -
UPKEEP?: Y
OFF?: Y

Target living enemy model suffers -1 DEF and attacks against that model automaticly gain Anatomical Precision.

Name: Strength of Mind
Cost: 2
RNG: 6
AOE: -
POW: -
UPKEEP?: Y
OFF?: N

Target friendly faction model gains +2 CMD.

Name: Elemental Bond
Cost: 2
RNG: 8
AOE: -
POW: -
UPKEEP?: N
OFF?: N

Target friendly faction warbeast loses all it's fury but cannot be activated during the next round.

Feat:
Name: Son of Nature
Story: The great shaman is a child of the earthen mother, his bond to the nature is stronger as any rope, he can even call the Nature to his aid....
Effect: Friendly faction model's in Ul'Manzhu's control range gain Pathfinder. Model's within Ul'Manzhu's control range handle all pathable terrain as rough terrain. Additional all friendly faction warbeasts within Ul'Manzhu's control range gain +1 ARM.

Other Abilities:

Voodoo Ward - This model is immune to continous effects and has no back arc, and it's front arc extends by 360*.
--------------------------


2.
Name: Ni'Rauk, Sacred Dai'Ramuh
Title: Zuese Warlock
Base: Small

Warbeast Points: 5

Fury: 6

Story:


SPD: 6
STR: 7
MAT: 7
RAT: 5
DEF: 16
ARM: 15
CMD: 9
HP: 17

Weapons:

Melee:
Name: Vlarak
Weapon POW: 6
P+S: 13
Abilities: Magical, Critical Stall

Melee:
Name: Tarak
Weapon POW: 7
P+S: 14
Abilities: Magical, Reach, Blessed

Spells:

Name: Renewing Bolt
Cost: 2
RNG: 12
AOE: -
POW: -
UPKEEP?: N
OFF?: Y

When this spell hits a enemy model, it suffers a POW 10 damage roll, when it is a friendly living model, it gains D3 life points.

Name: Wave of Punishment
Cost: 3
RNG: SLF
AOE: CTRL
POW: -
UPKEEP?: N
OFF?: Y

Make a unboostable magic attack roll against enemy enemy model within this model's control area, model's hit by this spell suffer Soul Pierce for this round. (Model's affected by Soul Pierce lose tough and are soulless.)

Name: Reliquiem
Cost: 3
RNG: 10"
AOE: -
POW: -
UPKEEP?: N
OFF?: Y

Target enemy model loses all soul tokens and suffers 1 damage point for each token it had.

Name: Seal of Dai'Ramuh
Cost: 2
RNG: 10"
AOE: -
POW: -
UPKEEP?: N
OFF?: N

Target friendly faction unit/model's gains a boosted damage roll on their next melee attack.

Feat:
Name: Cleansed Blood
Story: The Sacred Warrior is a holy man, blessed and honored by the god's, a single move of his right palm banishes all evil power and punishes all unholy creatures.
Effect: All undead model's in Ni'Rauk's control range suffer a POW 10 magical damage roll, these damage rolls are automaticly boosted. Additionally all enemy animi's and spell's on model's within Ni'Rauks control range expire.

Other Abilities: Animosity [Thamarite]
--------------------------


3.
Name: Hypnotiseur Ben'Zrhai
Title: Zuese Warlock
Base: Small

Warbeast Points: 4

Fury: 7

Story: -


SPD: 6
STR: 4
MAT: 5
RAT: 5
DEF: 15
ARM: 15
CMD: 8
HP: 16

Weapons:

Ranged:
Name: Hypnotic Wave
R: 6"
ROF: 1
AOE: -"
POW: 10
Abilities: Magical,

Influence

Melee:
Name: 2x Twin Pendulums
Weapon POW: 5
P+S: 9
Abilities: Weaponmaster, Reach, Magical

Spells:

Name: Dominate,

Name: Crush Mind
Cost: 1
RNG: 10"
AOE: -
POW: -
UPKEEP?: N
OFF?: Y

When a enemy warrior model is hit by this spell, it suffers a POW 10 magical damage roll. If this ability doesn't kill the warrior model, it can advance 3" in any direction you want and make a single normal melee attack against a target of your choice.

Name: Hypnotic Rage
Cost: 2
RNG: 6"
AOE: -
POW: -
UPKEEP?: Y
OFF?: N

Target friendly warbeast gains +2 STR, +1 DEF, but suffers -1 FURY.

Name: Malevolence
Cost: 3
RNG: SLF
AOE: CTRL
POW: -
UPKEEP?: Y
OFF?: N

Friendly living faction warrior models are fearless while within the control range of this model.

Feat:
Name: Eye of Ark'hai
Story: "Many already watched this in fear and pain.... their bretheren started to tear their own flesh apart... killing themselves without any reason... a horror bigger than that?.... "
Effect: Choose 3 + D3 enemy non-warlock, non-solo, non-character warrior model's within Ben'Zrhai's control range. You can activate each of those model's and make a full advance and all initial melee attacks possible with that model. After all chosen unit's were activated, all of them suffer a POW 6 magical damage roll.

Other Abilities:

Hypnotic Link - At the start of the game, you assign one warbeast in the battlegroup of Ben'Zrhai. This warbeast gains the ability to arc spells from Ben'Zrhai, but if the warbeast loses it's spirit, it loses the ability to arc spell's gained by this ability.
--------------------------


4.
Name: Al'Besar the Beast of Ramuh
Title: Zuese Warlock
Base: Medium

Warbeast Points: 3

Fury: 5

Story: "The corporal incarnation of the dai god, he was elected from many warriors to fight as a direct link to their god, he is a force to be reckoned, on the battlefield he unleashes a massacre all by himself, his strength is unmatched in his race"


SPD: 5
STR: 8
MAT: 7
RAT: 5
DEF: 12
ARM: 18
CMD: 8
HP: 20

Weapons:

Ranged:
Name: Battle Chains
R: 8"
ROF: 1
AOE: -"
POW: -
Abilities: Drag

Melee:
Name: 2x Runed Chain Fists
Weapon POW: 6
P+S: 14
Abilities: Magical, Sustained Attack

Fist Spin (*Action) - The front arc of this model extends to 360* for this action. Make a melee attack roll against every enemy model's within 2" of this model. Model's hit suffer a POW 14 magical damage roll. Model's critically hit are additionally knocked down.

Spells:

Name: Rift

Name: Iron Flesh

Name: Engine of Destruction

Feat:
Name: Wrath of a God
Story: "The unleashed wrath of a god is a thing you won't cause, ever."
Effect: Place Al'Besar anywhere, completely within his control area. Additionally he gains parry for this round.

Other Abilities: Tough, Virtuoso,

Medaillon of Ramuh - Once per game, when this model would make a Tough roll, this models controller may use Medallion of Ramuh. Medallion of Ramuh causes the Tough roll to be considered a 6. Declare this action before rolling for Tough.

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


5.
Name: Demares the Beast Rider
Title: Zuese Warlock
Base: Large

Warbeast Points: 7

Fury: 5

Story: "This man is a legend in his tribe, he is the greatest beast tamer ever born in the tribe of Kraj, the only one who ever got ranked as an warlock to serve under the Great Shaman. His beasts are unmatched in strength and toughness!"


SPD: 8
STR: 5
MAT: 5
RAT: 7
DEF: 14
ARM: 16
CMD: 9
HP: 18

Weapons:

Ranged:
Name: Fury of the Tribes
R: 12"
ROF: 2
AOE: -"
POW: 12
Abilities: Magical,

Inflict Pain

Melee:
Name: 2x Scimitars
Weapon POW: 5
P+S: 10
Abilities: Weaponmaster

Mount:
POW: 12
Abilities: Snacking

Spells:

Name: Abuse (From Morghul)

Name: Tribal Lightning
Cost: 3
RNG: 12
AOE: -
POW: 13
UPKEEP?: N
OFF?: Y

Model's damaged by this ability lose the ability to arc spells for this turn.

Name: Vital Blast
Cost: 3
RNG: 10
AOE: -
POW: -
UPKEEP?: N
OFF?: N

Target friendly warbeast heals 1 life point back in every damaged branch. Center a 4" AOE on that warbeast, friendly faction model's within that AOE gain Tough until end of turn.

Name: Tribal Spirit
Cost: 2
RNG: 6"
AOE: -
POW: -
UPKEEP?: Y
OFF?: N

Target friendly faction warbeast gains +1 MAT and +1 RAT and Regeneration.

Name: All Unite!
Cost: 3
RNG: 10
AOE: 5"
POW: -
UPKEEP?: Y
OFF?: N

Center a 5" AOE over target friendly faction model. Friendly faction model's within that AOE suffer no blast damage and can't be targeted by spells.

Feat:
Name: Heart of a Beast
Story: "Demares is one with his animals, he has a bond to them beyond any idea of a normal human being, you can't seperate him, where ever he is, there is atleast one of his animals near him."
Effect: Place any number of friendly faction warbeasts under control of Demares anywhere within 5" of demares. Those warbeasts can't be knocked down or moved, pushed or slammed this turn. The Warbeast can't activate this turn after being placed by this feat.

Other Abilities: Cavalry Rules,

Stampede - Warbeasts in this models Battlegroup starting their activations in this models CTRL area may charge without being forced.
--------------------------

redscores
10-12-2010, 07:01 AM
Light Warbeasts:

Name: Ravag Glutton
Type: Zuese Light Warbeast
Base: Medium

Story:"Those are Ravag's, tamed by the clan of Kraj, their physical potencial is giant, they are not that big though...and they are getting angry really fast...

Cost: 4

Fury: 3
Threshold: 7

FA: U

SPD: 6
STR: 8
MAT: 5
RAT: 5
DEF: 14
ARM: 15
CMD: 8

Body: 8
Mind: 5
Spirit: 7

Sum of Points (Body + Mind + Spirit): 20

Weapons:

Melee:

Name: Jaw
Weapon POW: 3
P+S: 11
Abilities:

Name: 2x Claws
Weapon POW: 2
P+S: 10
Abilities:

Animus:

Name: Ravenous
Cost: 2
RNG: 6"
Effect: Target friendly faction warbeast gains berserk for this round.

Other Abilities: Berserk

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

Name: Ravag Spikehead
Type: Zuese Light Warbeast
Base: Medium

Story: "This is a different species of the ravag, his forehead formed spikes which he shoots in a spray manner to defend himself, very dangerous."

Cost: 5

Fury: 3
Threshold: 7

FA: U

SPD: 6
STR: 8
MAT: 5
RAT: 5
DEF: 14
ARM: 15
CMD: 8

Body: 8
Mind: 5
Spirit: 7

Sum of Points (Body + Mind + Spirit): 20

Weapons:
Ranged:
Name: Spike Spray
RNG: SP 8
ROF: 1
AOE: -
POW: 12
Abilities:

Critical Paralyze - Model's critically hit by this weapon suffer -2 SPD for this turn.

Melee:
Name: 2x Claws
Weapon POW: 2
P+S: 10
Abilities:

Animus:

Name: Thorn Explosion
Cost: 2
RNG: 10"
Effect: Center a 4" AOE on target friendly faction warbeast, all enemy model's under that AOE are hit and suffer a POW 8 damage roll.

Other Abilities:

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

Name: Ravag Burrower
Type: Zuese Light Warbeast
Base: Medium

Story: "This is a specially trained and equipped ravag glutton, we reduced his bloodthirst and trained him to dig and shovel for us, mostly for digging our plantages, he is equipped with big metallic shovel claws which enhance his already quite large claws to dig better."

Cost: 6

Fury: 3
Threshold: 7

FA: U

SPD: 6
STR: 8
MAT: 5
RAT: 5
DEF: 14
ARM: 15
CMD: 8

Body: 8
Mind: 5
Spirit: 7

Sum of Points (Body + Mind + Spirit): 20

Weapons:

Melee:
Name: 2x Shovel Claws
Weapon POW: 4
P+S: 12
Abilities: Critical Knockdown

Animus:

Name: Shovel Master
Cost: 2
RNG: 6"
Effect: Target friendly faction warbeast gains Dig In (*Action) for this turn.

Other Abilities: Dig In (*Action)

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

Name: Shraak Broodling
Type: Zuese Light Warbeast
Base: Medium

Story: "That's a shraak baby, a reptiloid beast from the nearby swamps, it is already a dangerous creature, we train them already as babies on the battlefield, so if they are mature, they have experience and learn better, but beware... even as babies they can wreck those devilish apparatures used by our enemies..."

Cost: 6

Fury: 2
Threshold: 8

FA: U

SPD: 6
STR: 7
MAT: 4
RAT: 6
DEF: 15
ARM: 14
CMD: 9

Body: 7
Mind: 8
Spirit: 7

Sum of Points (Body + Mind + Spirit): 22

Weapons:
Ranged:
Name: Caustic Exhaust
RNG: 10"
ROF: 1
AOE: 3"
POW: 12
Abilities: Continous Corrosion, Damage Type: Corrosive

Melee:
Name: Tail Whip
Weapon POW: 3
P+S: 10
Abilities: Reach, Poisonous

Animus:

Name: Venomous
Cost: 2
RNG: 6"
Effect: Target friendly warbeast gains poisonous on a melee weapon that you choose for this turn.

Other Abilities: Flying, Serpentine, Immunity: Corrosion

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

Name: Kizar Strider
Type: Zuese Light Warbeast
Base: Medium

Story: "This is a very rare beast which lives in the land of zu, it is a large tatzylwurm which resembles a large snake without wings and with 4 feet, it is a dangerous carnivore which only can be tamed very cautious, but it is a very good fighter and it is quite reliable for a protector and killer, this is just a small form of it, there are 10 feet long Kizar's which even kill great ravags on their hunt."

Cost: 5

Fury: 3
Threshold: 8

FA: U

SPD: 5
STR: 8
MAT: 6
RAT: 4
DEF: 13
ARM: 16
CMD: 8

Body: 8
Mind: 8
Spirit: 7

Sum of Points (Body + Mind + Spirit): 23

Weapons:
Ranged:
Name: Sticky Tongue
RNG: 10"
ROF: 1
AOE: -"
POW: 8
Abilities:

Sticky Salivar - Model's hit by this attack can't charge or run during their next activation.

Melee:
Name: Fang Tooth
Weapon POW: 4
P+S: 12
Abilities: Grievous Wounds

Animus:

Name: Lizard Regeneration
Cost: 1
RNG: 6"
Effect: Target friendly faction warbeast gains D3 life points back in a branch you choose. Warbeasts may only be affected once per turn by this animus.

Other Abilities: Regeneration, Serpentine

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

Name: Great Ravag
Type: Zuese Alpha Light Warbeast
Base: Large (Only large based light warbeast ever ^^)

Story: "This is the rarest and most aggressive type of Ravag, the Great Ravag, or leader ravag named, he is hard to kill and to tame, so we have not many of them, they are used only in war, because they are so bloodthirsty that they never can be stopped on their massacre run..."

Cost: 8

Fury: 4
Threshold: 8

FA: 2

SPD: 6
STR: 10
MAT: 7
RAT: 5
DEF: 13
ARM: 17
CMD: 9

Body: 10
Mind: 7
Spirit: 8

Sum of Points (Body + Mind + Spirit): 25

Weapons:

Melee:
Name: Infectious Bite
Weapon POW: 4
P+S: 14
Abilities:

Critical Infect - Living model's critically hit by this weapon suffer from infected wounds for this round (Model's affected by infected wounds can't be healed. If a warlock tries to transfer damage to a warbeast with infected wounds, it suffers the double of the transfered damage).

Melee:
Name: 2x Big Claws
Weapon POW: 2
P+S: 12
Abilities: Reach

Animus:

Name: Alpha Rage
Cost: 1
RNG: 6"
Effect: Target friendly faction warbeast gains Aggressive for this turn.

Other Abilities: Berserk, Snacking, Aggressive

Alpha Male - Ravag model's within 5" of this model which frenzy can't attack this model.

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

redscores
10-12-2010, 07:01 AM
Solos/Character Units/Character:

Name: Kraj Beast Seductor
Title: Zuese Solo
Base: Small

Story: "These are the legendary Beast Seductors of the Kraj Tribe, they are adept at controlling wild beasts of any caliber... On the other hand, he knows how to kill them if they are not anymore controllable."

Point Cost: 2

FA: 2

SPD: 5
STR: 5
MAT: 6
RAT: 4
DEF: 14
ARM: 12
CMD: 9
HP: 5

Weapons:

Melee:
Name: 2x Fist Weapons
Weapon POW: 3
P+S: 8
Abilities:

Other Abilities: Dismember,

Beast Order [8] - RNG 10. If target warbeast is in range of this ability, make a skill check for this ability, if the check is successful you can select one of the following effects to affect that warbeast. This ability can only be activated once per turn and a warbeast can only be affected by a effect of this ability once per turn.
Furor - This warbeast frenzies at the start of it's next activation. You can't use this ability on a warbeast that frenzied during it's last activation.
Control - This warbeast advances 3" and attacks with one of it's melee weapons one target of your choice.
Scare - This warbeast must forfeit it's action during it's next activation and suffers -1 DEF.

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

Name: Kalidar Temple Guards
Title: Zuese Character Unit
Base: Medium

Story: "These are the legendary temple guards, the Kalidar, they are three elite warriors of the Dai Tribe, they sacrifice their life to the safety of the temple, only in the rarest occasions they are sent to the battlefield, but when they are, they are a stampede of steel and weapons to be stopped. Tenkriss is the leader of the temple guards, he got a weapon blessed directly by their god, a powerful artifact, engraved with rumoring runes glowing in a unreal light."

Tenkriss the Warden, Malwor and Carven Unit Cost: 5

FA: C

Tenkriss the Warden

SPD: 5
STR: 9
MAT: 8
RAT: 4
DEF: 12
ARM: 17
CMD: 10
HP: 5

Malwor

SPD: 5
STR: 9
MAT: 8
RAT: 4
DEF: 12
ARM: 17
CMD: 9
HP: 5

Carven

SPD: 5
STR: 9
MAT: 8
RAT: 4
DEF: 12
ARM: 17
CMD: 9
HP: 5

Weapons:

[Malwor and Carven]

Melee:
Name: Jai'Farn
Weapon POW: 6
P+S: 15
Abilities: Reach, Magical, Set Defense

[Tenkriss the Warden]

Melee:
Name: Hok Jai'Farn
Weapon POW: 7
P+S: 16
Abilities: Reach, Magical, Set Defense

Critical Pierce - Model's critically hit by this weapon suffer -2 ARM until end of turn.

Other Abilities: Ranked Attacks, Shield Wall (Order),

Tactics: Living Shield [Malwor] - When this model is in this unit, model's in this unit gain living shield (Model's in this unit can't be moved, slammed or pushed and block LOS to unit's within 2" behind them completely).

Granted: Tower Shield [Carven] - While this model is in play, model's in this unit gain +2 ARM against magic and ranged attacks when they have LOS to the attacking model.

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

Name: Dai Head Hunter
Title: Zuese Solo
Base: Small

Story: "This is a elite bush hunter, quite dangerous, his equipement is far better than that of a normal bush hunter, don't undesterminate those guy's. The only way to get a head hunter is killing one of the most dangerous beats of Zu, the Great Ravag..."

Point Cost: 3

SPD: 6
STR: 5
MAT: 5
RAT: 7
DEF: 15
ARM: 12
CMD: 8
HP: 5

Weapons:

Ranged:
Name: Mastered Blowpipe
RNG: 12"
AOE: -
POW: 5
ROF: 1
Abilities: Weaponmaster, Poisoned

Melee:
Name: Head Hunter
Weapon POW: 5
P+S: 10
Abilities: Anatomical Precision

Other Abilities: Prey, Stealth, Advanced Deployment

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

Name: Rune Crystal
Title: Zuese Solo (Warlock Attachment)
Base: Small

Story: "This is one is a legendary rune crystal of zu, it is a mysterious artifact and can save energies which flow outside of the control area of the warlock and concentrates them to make them useful for the warlock."

Point Cost: 2

SPD: -
STR: -
MAT: -
RAT: -
DEF: 1
ARM: 14
CMD: -
HP: 5

Weapons:

No Weapons.

Other Abilities: Construct, Attachement,

Impervious - Whenever this model suffer's damage, it suffers instead only 1 damage.

Collective Prisma - Whenever a warlock channel's a spell on the battlefield, this model gains a energy token.

Teleportation - Remove a energy token from this model and place it within 10" of its current position. Can only be used once per turn. Can only be used when a energy token is on this model. (You can't place it on non-pathable terrain or when another model's base touches this model's base at the target location.)

Enigmatic Explosion - Remove a energy token from this model and center a 5" AOE on this model, enemy model's within that AOE suffer a POW 10 magic damage roll. Can only be used once per turn. Can only be used when a energy token is on this model.

Charge Up - Remove a energy token from this model and remove or give one fury to target warbeast or warlock within 10" of this model. Can only be used once per turn. Can only be used when a energy token is on this model.

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

Name: Ben'Gar
Title: Zuese Character Cavalry Solo
Base: Large

Story: "This is the leader of the infamous rajk cavalry, the tribe of rajk is full of cavalry specialized warriors because they live in the flatlands and have to be fast to hunt, the leader of the cavalry, Ben'Gar is a elite warrior, which is a force to be behold."

Point Cost: 4

FA: C

SPD: 8
STR: 7
MAT: 7
RAT: 5
DEF: 12
ARM: 17
CMD: 10
HP (Mounted): 10
HP (Unmounted): 5

Weapons:

Melee:
Name: Rune Mace
Weapon POW: 7
P+S: 14
Abilities: Weaponmaster, Magical

Name: Mount
POW: 14
Abilities: Critical Knockdown

Other Abilities: Dragoon, Parry, Relentless Charge, Leader ,

[B]Reposition - After this model charged, it can be placed completely within 2" of his current position, the boosted damage roll from the charge is still used for the initial attack of this model.

Rodeo - Bison Rider Model's within 5" can't be knocked down and gain +2 on charge damage rolls.

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

Name: Rune Reader
Title: Zuese Solo
Base: Small

Story: "This is one of the few capable of reading the rune crystals.... beware, they are mighty magicians, possessing the power of earth."

Point Cost: 2

FA: 2

SPD: 5
STR: 3
MAT: 1
RAT: 1
DEF: 13
ARM: 15
CMD: 10
HP: 5

Weapons:

Ranged:
Name: Rune Lense
RNG: SP 6
AOE: -
POW: 10
ROF: 1
Abilities:

Seeking - Attacks made by this weapon hit always.

Other Abilities: Gun Fighter,

Rune Magic [9] - Make a skill check on Rune Magic. If you succeed at the skill check, you can use one of the following abilities. You can only use this once per activation.
-Dust Cloud: RNG 10. Center a 3" AOE on target enemy model within range, model's activating in this or entering this AOE suffer a POW 10 damage roll. The AOE stays for one round and is a cloud effect.
-Skin of Stone RNG 6. Target friendly model within range gains +2 ARM and suffers no blast damage, but it suffers -1 SPD.
-Boulder Fist RNG 12. Target enemy model within suffers a POW 12 damage roll and is directly pushed 2" backwards.

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

Name: War Shaman
Title: Zuese Solo
Base: Small

Story: "This is a shaman of the Dai Tribe, he brings the life back to his warbeasts and cures their wounds, but beware, he is not too shabby in battle!"

Point Cost: 3

FA: 1

SPD: 6
STR: 6
MAT: 6
RAT: 3
DEF: 13
ARM: 15
CMD: 9
HP: 8

Weapons:

Melee:
Name: 2x Voodoo Blades
Weapon POW: 5
P+S: 11
Abilities: Magical

Other Abilities:

Voodoo Spirit - Warbeasts within 5" of this model heal 1 damage at the start of this model's activation.

Sacred Ward (*Action) - Place a 4" AOE within 5" of this model's position. Enemy model's can't advance through or into this AOE. The AOE lasts for one round and you can't place this AOE anywhere where it touches the base of a model.

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

Name:
Title: Zuese Solo
Base:

Story:

Point Cost:

SPD:
STR:
MAT:
RAT:
DEF:
ARM:
CMD:
HP:

Weapons:

Ranged:
Name:
RNG:
AOE:
POW:
ROF:
Abilities:

Melee:
Name:
Weapon POW:
P+S:
Abilities:

Other Abilities:

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

Name:
Title: Zuese Solo
Base:

Story:

Point Cost:

SPD:
STR:
MAT:
RAT:
DEF:
ARM:
CMD:
HP:

Weapons:

Ranged:
Name:
RNG:
AOE:
POW:
ROF:
Abilities:

Melee:
Name:
Weapon POW:
P+S:
Abilities:

Other Abilities:

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

Name:
Title: Zuese Solo
Base:

Story:

Point Cost:

SPD:
STR:
MAT:
RAT:
DEF:
ARM:
CMD:
HP:

Weapons:

Ranged:
Name:
RNG:
AOE:
POW:
ROF:
Abilities:

Melee:
Name:
Weapon POW:
P+S:
Abilities:

Other Abilities:

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

redscores
10-12-2010, 07:02 AM
Infantry:

Name: Seeker's
Title: Zuese Ally Unit
Base: Medium

Story: It is rumored that the people from Zu brought a well-known terror to us... we called them totem hunter's, this is one of their elite unit's to hunt anything down...beware!

Troop Sizes:
4 + Leader: 8 Points

FA: 2

Grunts & Leader:

SPD: 6
STR: 8
MAT: 6
RAT: 4
DEF: 16
ARM: 13
CMD: 9
HP: 5

Weapons:

Melee:
Name: Great Spear
Weapon POW: 5
P+S: 13
Abilities: Reach, Powerful Charge

Other Abilities: Prey, Pathfinder,

Take him! (Order) [LEADER]- All model's in this unit charge this activation and can make an additional attack with their melee weapon. Can only be activated once per game for each unit.

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


Name: Seeker Blade Champion
Title: Zuese Ally Unit Attachment
Base: Medium

Story: One of the feared Seeker Blade Champions... a force to be watched for!

Point Cost: 3

FA: 1

SPD: 6
STR: 8
MAT: 7
RAT: 4
DEF: 16
ARM: 13
CMD: 10
HP: 8

Weapons:

Melee:
Name: Kuk'Lar
Weapon POW: 6
P+S: 14
Abilities: Reach, Powerful Charge, Magical

Other Abilities: Officer, Prey, Pathfinder,

Tactics: Camouflage,

Granted: Stealth

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


Name: Dai Bush Hunters
Title: Zuese Unit
Base: Small

Story: "These are the hunters of the Dai Tribe, they are extraordinary in every aspect of hunting, they gained that knowledge by practice, every day hunting for the tribe. Now they don't hunt animals, but the enemies of the tribe with their long blowpipes and their toxic darts."

Troop Sizes:
5 + Leader: 4 Points
9 + Leader: 6 Points

FA: 3

Grunts & Leader:

SPD: 7
STR: 4
MAT: 4
RAT: 6
DEF: 14
ARM: 11
CMD: 8
HP: 1

Weapons:

Ranged:
Name: Blowpipe
RNG: 12"
AOE: -
POW: 5
ROF: 1
Abilities: Poisoned

Melee:
Name: Bone Knife
Weapon POW: 2
P+S: 6
Abilities:

Other Abilities: Bushwack, Camouflage, Advanced Deployment

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

Name: Dai Bush Hunter Chieftain and Musician
Title: Zuese Unit Attachment (for Dai Bush Hunter's)
Base: Small

Story: -

Point Cost: 3

FA: 2

Chieftain:

SPD: 7
STR: 4
MAT: 5
RAT: 7
DEF: 14
ARM: 11
CMD: 9
HP: 5

Musician:

SPD: 7
STR: 3
MAT: 2
RAT: 2
DEF: 14
ARM: 13
CMD: 8
HP: 1

Weapons:

Ranged:
Name: Runed Blowpipe
RNG: 12"
AOE: -
POW: 7
ROF: 1
Abilities: Poisoned,

Rune Dart - Model's hit by this weapon suffer -1 ARM and -1 DEF for this round.

Melee:
Name: 2x Bone Sword
Weapon POW: 4
P+S: 8
Abilities:

Musician has no weapons.

Other Abilities: Officer [Leader], Bushwack, Camouflage, Advanced Deployment,

Tactics: Combined Range Attack [Leader],

Battle Drum [Musician] - Once per activation, you can select one of the following effects, during this round, model's in this unit benefit from the selected effect:
-Silhouette of the Hunter: Model's in this unit gain Pathfinder.
-Reign of the Beast: Model's in this unit gain fearless.
-Hymn of Hunt: Model's in this unit gain +2" range on their ranged weapons.

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

Name: Dai Tribe Warriors
Title: Zuese Unit
Base: Small

Story: "These are proud warriors of the dai tribe, they offered their life to protect their home, and now they will kill everyone who puts his hands on their home!"

Troop Sizes:
5 + Leader: 6 Points
9 + Leader: 8 Points

FA: 3

Grunts & Leader:

SPD: 6
STR: 7
MAT: 6
RAT: 4
DEF: 14
ARM: 14
CMD: 9
HP: 1

Weapons:

Melee:
Name: Tribal Blade
Weapon POW: 5
P+S: 12
Abilities:

Other Abilities: Defensive Line, Dig In (*Action)

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

Name: Dai Tribe Warrior Standard Bearer and Chieftain
Title: Zuese Unit
Base: Small

Story: -

Point Cost: 2

FA: 2

Chieftain:

SPD: 6
STR: 8
MAT: 7
RAT: 4
DEF: 14
ARM: 15
CMD: 10
HP: 5

Standard Bearer

SPD: 6
STR: 7
MAT: 4
RAT: 4
DEF: 14
ARM: 14
CMD: 9
HP: 1

Weapons:

Melee:
Name: Long Tribe Blade
Weapon POW: 13
P+S: 5
Abilities: Reach, Powerful Charge

Standard Bearer has no weapons.

Other Abilities: Defensive Line, Dig In (*Action), Standard [Only Standard Bearer],

Tactics: Acrobatics [Chieftain],

Granted: Anatomical Precision [Chieftain]

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

Name: Dai Acolytes
Title: Zuese Unit
Base: Small

Story: "These are the high acolytes of Dai, they are powerful magicians, but they are old, rumored to be as old as the world, they posses great magical spells which bring their allieds regeneration and their enemies suffering...."

Troop Sizes:
4 + Leader: 3 Points

FA: 1

Grunts & Leader:

SPD: 5
STR: 3
MAT: 3
RAT: 3
DEF: 13
ARM: 11
CMD: 9
HP: 1

Weapons:

Melee:
Name: Acolyte Staff
Weapon POW: 4
P+S: 7
Abilities: Reach

Other Abilities:

Cultism [6] [Leader only]-
Holy Bolt - RNG 10. Target enemy model suffers a POW 12 AOE 3 magical damage roll, this AOE is a cloud effect and stays in play for this round.
Sacred Shield - RNG 10. Target friendly faction model in range gains +2 ARM and +1 DEF for this round.
Soothing Touch - RNG 10. Remove two fury from target friendly faction warbeast in range.

Support [Grunts only] - While this model is within 5" of the leader of this unit, it gains +1 on skill check rolls.
------------------------------

Name: Kraj Tamer Troop
Title: Zuese Unit
Base: Small

Story: "These are the legendary tamer's of the numerous beasts of zu, they are legendary at their job, but they are no warriors at all...."

FA: 1

Troop Sizes:
2 + Leader: 2 Points

Grunts & Leader:

SPD: 5
STR: 3
MAT: 3
RAT: 3
DEF: 13
ARM: 11
CMD: 10
HP: 1

Weapons:

No Weapons.

Other Abilities:

Renew (*Action) - RNG 3. Target friendly when within range, is healed by 1 life point.

Sit down! (*Action) [Leader] - RNG 10. Target friendly warbeast automaticly passes the frenzy check during the next round.

Tamer Influence [Leader] - Warbeasts that starts their activation while within 3" of this model gain +1 FURY for this turn.

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

Name: Rajk Bison Riders
Title: Zuese Cavalry Unit
Base: Large

Story: "This are the riders of rajk, the bison riders, in the flatlands they rule everything because of their sturdiness and rider skills."

Troop Sizes:
2 + Leader: 7 Points
4 + Leader: 11 Points

FA: 1

Grunts & Leader:

SPD: 8
STR: 7
MAT: 6
RAT: 5
DEF: 12
ARM: 16
CMD: 9
HP: 5

Weapons:

Melee:
Name: Blade Mace
Weapon POW: 6
P+S: 13
Abilities: Weaponmaster

Name: Mount
POW: 12
Abilities: Critical Knockdown

Other Abilities: Parry, Relentless Charge

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

Name: Kraj Beasthunters
Title: Zuese Unit
Base: Small

Story: "This are the guys which normally watch while a beast gets tamed by the tamers of their tribe, they are adept at killing even the biggest beasts and can even put dents into the giant belching machines the heretics use, which rob our lands."

Troop Sizes:
5 + Leader: 6 Points
9 + Leader: 8 Points

FA: 2

Grunts & Leader:

SPD: 6
STR: 5
MAT: 5
RAT: 6
DEF: 15
ARM: 11
CMD: 8
HP: 1

Weapons:

Ranged:
Name: Barbed Javelin
RNG: 10"
AOE: -
POW: 5
ROF: 1
Abilities: Thrown

Melee:
Name: Scimitar
Weapon POW: 5
P+S: 10
Abilities:

Other Abilities: Stealth, Advanced Deployment, Sniper, Dismember

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

simon sez
10-12-2010, 10:44 AM
Curses! Pipped to the post :p I've been scribbling away at my own Zu... Though mine are War Machine. Looking forward to seeing your ideas :)

redscores
10-12-2010, 03:02 PM
I already added 3 warlocks! have fun by checking them out!

iknowinternet
10-12-2010, 10:32 PM
Redscores, m'man... your homebrew stuff keeps getting better!
I really like these three warlocks a lot. They have some incredibly unique abilities.
Let me do a quick breakdown, as I'm short on time.

SHAMAN:
- I'd switch his MAT and RAT, as he doesn't even have a ranged weapon.
- Beware that having an auto-hitting SP 6 brings up some rules confusion with Stealth, which says that all ranged attacks from more than 5" away auto-miss. I could be wrong about this being a snafu in regards to the models in the 6th inch of the spray, as I'm not completely familiar with spray rules and their interaction with Stealth.
- Is there a fluff reason for him to have CMD 10? That amount is generally limited to the greatest generals (eStryker, eMakeda, Irusk) and vessels of Gods (Harbinger). It could be fine, just make sure the fluff justifies it.
- Consider Fiona's spell Affliction in place of Voodoo Puppet, as it does pretty much what you're aiming for, but cheaper.
- Strength of Mind is interesting, but I don't really see the benefit of it. What model could benefit that much from a CMD boost at the cost of STR? I'd consider just eliminating the STR debuff, since then it would be useful on unit leaders.
- Drop the cost of Elemental Bond to 2, since its downside of losing an activation is already cost enough.
- Awesome feat. Simply awesome. Simple and extremely effective.
- Voodoo Ward is a damn fine ability!

Dai'Ramuh:
- Renewing Bolt is one of the coolest ideas for a spell I have ever seen. Soooooo useful!
- Wave of Punishment is really cool, but it MAY be undercosted, since despite being cornercase, it HOSES Menoth, Trolls, and Cryxian Terminus armies. Especially Terminus. It pretty much completely negates him. Don't get rid of it by any means, since it's such an interesting spell, but I recommend tweaking either the wording or the cost.
- Reliquiem is similarly interesting but even more cornercase. Against any Cryxian caster or the Testament/High Reclaimer, it's going to be a game-ender, but not so much for anything else.
- I'd reword the secondary portion of the feat to say all ENEMY spells and animi. For the first part, this is UTTERLY broken against Cryx. Automatically hitting nearly every model in the CTRL with a boosted POW 10? Simultaneously? If this guy didn't destroy Terminus before, you've just made him the world's biggest winged paperweight. Also keep in mind that against every other army, except the odd Alexia-centric Merc army and Zaal-helmed Skorne army, this feat is underpowered.
- Cygnar, Retribution, and many Khador armies would unquestionably rip this caster to shreds.
- I'd give him some stuff that doesn't focus as much on undead and soul tokens so that he has options.

Hypnotist:
- Ranged attack could use some rewording with dominate. Just slight.
- Interesting, though vastly underpowered melee weapons. Make sure this guy has some actual damage-dealing offensive spells to compensate for this and a Low-RNG ranged attack. Consider giving him some ability so that he doesn't have to worry about getting within 6" of the enemy army to perform his basic attacks, because this guy CERTAINLY can't handle any punishment. Any.
- Hypnotic Rage is interesting. Consider changing it to +2 STR, +1 DEF to keep with the theme of the name more.
- Malevolence is really nice. Appropriately costed and fits this guy's theme really well.
- As for the feat, I really like it, but I can't be sure if it's OP or not since I haven't seen it played. Compare it to eSeverius' feat (pre-nerf) to get an idea of where you might want to head with it. It's really deadly and very disruptive as written, but if you only get to take over 4 upon rolling that d3 poorly, it could be lackluster without prime targets around (I'm thinking of Hawk, Bokurs, Cylena). I'd also consider changing it to all initial MELEE attacks, as letting some models move up and fire their superguns is VERY dangerous (either Eiryss) and probably unfair. It should also say "after all chosen MODELS were activated" since it currently doesn't (and shouldn't) activate units.
- Hypnotic Bond is MONEY, baby. Great idea, well executed. My only concern is that maybe it shouldn't be called a bond, since it isn't one and doesn't allow extra allocation of FOC/FURY. Just a wording issue to avoid confusion.

Keep up the good work!

EDIT: One TINY fluff quibble. You say that their mission is to stop the invaders of their home country, but currently nobody in the fluff is even remotely interested in conquering Zu, what with all the big wars on the mainland. So it seems very unlikely that an isolationist faction located across the sea would ever clash with any of the other factions. Take a page from Simon Sez and consider them more of an invasion force, with designs on exploiting the conflict in Immoren for their own gains. Perhaps the Shaman recieved a vision that told him to lead his people to the distant shore to teach the heathens a thing or two about keeping the "peace." Only, it's the extremely brutal, bastardized version of the peace that the Tribes of Zu subscribe to.
Also of interest... what do the Zulese look like? Mostly human? Or are they more exotic, like their fellow native, the Totem Hunter? What do their beasts looks like? We know that it's tropical down there, but most everything else is hearsay. I'm very curious!

Jaren
10-12-2010, 11:59 PM
@ redscores:

Linked this thread to the General Homebrew Table of Contents.

Ul'Manzhu:

RAT 6 with no ranged weapon is odd.
Shaman's Flame autohitting is too much on a FUR 2 Spray. He's FUR 7 anyway so hitting stuff won't be much of an issue.
Hex Breaker needs rules attached.
Strength of mind need the debuff removed or who'd ever cast it?
Elemental Bond is OK if you've got a beast that you DO NOT WANT to frenzy next turn, but at RNG 8 he should still be able to leech from it. Situational at best.
Feat and Voodoo Ward are fine.

Ni'Rauk:

Again, RAT 6 and no ranged weapon is odd.
Renewing bolt looks great.
Wave of Punishment needs a tweak - Ni'Rauk should have to make a magic attack roll against each target. Maybe even an UNBOOSTABLE roll, given the power of this spell.
Reliquiem's d3 per soul breaks it, IMO. I'd go 1 damage per soul.
Feat - should be ENEMY animi and spell, no?

Ben'Zrhai:

I'd put Influence on his Ranged Attack and make Dominate a spell.
Hypnotic Rage and Malevolence are both fine.
Feat should only allow MELEE attacks, IMO.
Hypnotic Bond is fine.

Overall:

Great start. I'm looking forward to whatever else you've got for this. Also wondering if you can take Totem Hunters in this theme? Maybe they gain "Wrath of Zu Partisan" or something when included?

redscores
10-13-2010, 01:32 AM
Yeah, I will fix stuff asap xD.

They are fixed now, for the question about the shaman and his CMD 10, he is the leader of the Zu ;).... of all Zu.

And yes Totem Hunter will be in there, actually, the Dai'Ramuh are befriended with the Totem Hunter Clan, but I will write a bit of fluff up, there will even be a infantry unit of totem hunters, kind of ;).

Jaren
10-13-2010, 02:21 AM
RE: Ni'Rauk

On Wave of Punishement - Ranged attack rolls is an odd choice. I'd have thought MAGIC attack rolls.

Can't wait for the Totem Hunter unit!

redscores
10-13-2010, 03:11 AM
Fixed that, my apologies. Next will a few of the basic warbeasts follow, then infantry, then solos, I am adding step by step some to each category.

First infantry is added.

simon sez
10-13-2010, 07:20 AM
I'm awful at giving criticism, and people much better at it than me already have done so, so I'll just add that I feel Ben's ARM feels a little high for for a high Fury model with 2 long range spells. Drop it to average (13) to make his Fury management more of a balancing act.

redscores
10-13-2010, 07:22 AM
13 is far too low... I have to refer to Nemo etc... a warcaster NEVER has under 14 armor as far as ive seen it... and thats good.

simon sez
10-13-2010, 08:58 AM
Ah, but he is a warlock, and at least 5 of them have ARM 13 (pMorghoul, eMorghoul, pKaya, plylyyth, Morvahna)

redscores
10-13-2010, 10:04 AM
Those have far higher def values.

Thats the problem.

BTW: the first infantry is done.

iknowinternet
10-13-2010, 09:50 PM
Quick question... Though I kind of like them, the basic stats of the Dai Bush Hunters are so abysmal that I wonder why I would ever field them without the (very expensive) UA.
Also... On the note of the UA... the phrasing on his blowgun leader ability is so wonky and confusing that I think he may be better off with Granted: Combined Ranged Attack

Jaren
10-13-2010, 11:50 PM
@ redscores:

Seekers & UA:

They're awesome but I don't know if they're worth 11 pts, or 15 (!) with a UA that you may not need.

Dai Bush Hunters & UA:

POW 5 is low, even with poison. Compare Croe's Cutthroats who have issues killing things with POW 10 poison.
RAT 5 is low. See above. Replace "killing" with "hitting" and "POW 10 poison" with "RAT 5".
If ever a base unit screamed "We should have Ambush", this is them.
With the UA they're MUCH better. SO much so, in fact, that I can't say I'd ever NOT play the UA. You might consider using this GREAT UA on another unit and just giving the Hunters "Ambush" - that way they fill the "cheap tarpit" niche.

EDIT: Updated ToC in the General Homebrew Thread to include the Unit list.

redscores
10-14-2010, 03:34 AM
The Seeker's are for hunting warcaster, solos or heavy infantry , if they are too costy, I can reduce their cost by a bit.

And the bush hunters are anti-light infantry. I think they are pretty good, but I will add 1 RAT and replace the ability of the leader's blowpipe.


Fixed: Now they hit more accurate and gain a max RAT of 7 through his leader.

I think that is fair for a very weak anti-light infantry troop, they are thought for killing nimble and fast enemies with a DEF of 14 or higher.

BTW: The hunters are no tarpit, they are a ranged assassination troop, just a cheap one ^^.

I will soon make an cavalry troop.


Changed the Seeker's and the Champion, Champion costs now 3 and the Unit has now only 1 size (5) and costs 8.

redscores
10-14-2010, 09:02 AM
The last two warlocks, new infantry unit and a solo added of a different tribe added.

Soon the first warbeast and the UA for the new infantry unit.

Jaren
10-14-2010, 11:54 PM
@ redscores:

Really liking this army so far.

Al'Besar:

He needs Virtuoso to let him attack in melee after dragging something.
For simlplicity, I'd lose Incarnation and just give him Engine of Destruction.
Feat looks fine. Actually, Feat looks awesome.
I'd reword the Medallion of Ramuh as follows:
"Once per game, when this model would make a Tough roll, this models controller may use Medallion of Ramuh. Medallion of Ramuh causes the Tough roll to be considered a 6. Declare this action before rolling for Tough."

Demares:

Unleash Fury does the same thing as Saxon Orrik's "Inflict Pain" - might consider a re-name for simplicity.
Tribal Lightning wll have trouble damaging most Channelers without boosts at POW 10.
All Unite needs targetting language. Suggest adding "Center a 5'' AOE on target Friendly Faction warrior model" to the beginning.
Feat is great with one minor thing - can placed Beasts move that turn (during their own activations)?
Are you sure about LIGHT Cav.? No Impact attacks.
Needs a Mount weapon.
I'd reword Stampede as:
"Warbeasts in this models Battlegroup starting their activations in this models CTRL area may charge without being forced"

Kraj Beast Seductor:

Are the Beast Orders meant to be Friendly ONLY, Enemy ONLY or both - the wording isn't clear.
If you can use them on ENEMY beasts, take a look at Stormsmiths for an idea on wording.
MAT 4 on P&S 6 is a recipe for never making melee attacks, even with Dismember.

Seekers:

What's the FA on these guys?

Bush Hunters:

Updated rules help them fit their role much better than before.
What's the FA?

Dai Tribe Warriors:

Not sure about Steady - PP took "No KD" off of a LOT of models with the MK II release.
Defensive line is fine, but with DEF 13 it makes them AOE bait.
If you take off Steady, they need a PC reduction. Think Steelhead Halberdiers.
FA?

redscores
10-15-2010, 03:43 AM
If you look at the reaper, drag specifically says that you are allowed to make a melee attack after, but I think I will add virtuoso, so you can buy more attacks.

And I will make all your changes I think.

And the beast orders are for both, enemy and friendly, you can do what you want with them.

Fixes are made.

Jaren
10-15-2010, 03:56 AM
.... I think I will add virtuoso, so you can buy more attacks.

That's where I was going with that.


And the beast orders are for both, enemy and friendly, you can do what you want with them.

OK. Given the above, he's worth more like 3 or 4 points. That level of control over your own beasts, let alone you opponents is going to be game changing. There should be a once per turn per beast limit on these, at least.

redscores
10-15-2010, 04:23 AM
Oh... damnit, I forgot that you could use it as much as you want... of course it is once per turn xD.

Now it is once per turn.

Demares is now normal cavalry.

I have a question, do anyone of you know what creatures live in zu? a few descriptions per PM would be cool, so I could use them for warbeasts, currently I am quite stuck with the warbeasts because of that. Just like 3 or 4 basic races which could be dangerous or tamed by men as warbeasts.

redscores
10-15-2010, 09:10 AM
Unit attachment for the Dai Tribe Warriors and fixings are done for the suggested things.

Two New Warbeast! an unfinished character unit (in the solo section!)! :) Enjoy.

iknowinternet
10-15-2010, 07:04 PM
While they aren't quite finished, I really like the theme you've got going with your (light beasts) where each of their animi gives their signature boost to another warbeast, effectively meaning that you can buff one of your beasts with the animi of multiple beasts and make it into a raging incarnation of all of them. The presence of these animi also means that none of the casters will be without beast-buffing options, even if it doesn't say them on their card. All in all, very fitting thematically and fluff-wise for a nation of half-bestial tribesmen.

Jaren
10-15-2010, 11:42 PM
@ redscores:

Beast Order - I still think "a warbeast may only be affected by Beast Order once per turn" is appropriate as well.

Kalidar Temple Guards

I like the start of these guys. All I really see missing is some kind of group bonus, like maybe Defensive Strike if they're all in B2B. Or maybe some special orders or "prayers" like Farrow Bigands or Zealots have.

Dai Tribe Warriors UA

Acrobatics + Anatomical Precision is something I didn't expect on stock infantry. 10 pts for 10 guys that can wipe out whole units is rough. They ARE fairly fragile, which is good to compensate. I'm torn on these guys. I like them, but I don't know how balanced they'll be. Just a thought - Critical Cleave?

Ravag Glutton

4 PC might be too low.
This guy looks like a Frenzy machine. THR 7 is going to mean he'll need a lot of attention. Unless you WANT him to Berserk Frenzy at things. Just point him at the enemy and go. I Like it.

Ravag Spikehead

The animus is kinda weak. I'd just give him Farstrike.

Shraak Broodling

DEF might be a touch on the high side. I'm not familiar enough with Hordes to be sure on that one.

redscores
10-16-2010, 01:04 AM
The Kalidar aren't completed yet, I have no idea what to give them.

I will look at the spikehead's animus again.

The defense is just to make up for the lowish armor, 13 armor on a warbeast? more like infantry, if you know what I mean. I think the argus has 15 defense from circle orboros, and my race is thought to be 80% of fragile, fast and dangerous warbeasts.

And for the seductor, you can have more than one, and the order is not an special action, you can even cast it after laying some hits on a warbeast.

I changed alot of what you said.

And the spikehead has a different animus now than you would have thought ^^.

Jaren
10-16-2010, 01:20 AM
@ redscores:

I like the Spikehead's new animus.

As for the Seductor, and I'm content to agree to disagree on this, I still think it should only affect a beast ONCE per turn. Otherwise with 2 Seductors you could, for example, Control with one, make the beast march toward it's Warlock and eat something then Furor with the other so next turn it tries to Frenzy on the 'lock. In a 2 'caster game you could have 4 (!) Seductors - Control, Control, Control, Furor = Dead Warlock.

redscores
10-16-2010, 01:53 AM
Ahhh, I get what you mean, yeah, I will fix that.

Thanks alot, I hope you are motivated enough to stay through this with me! :) I am really loving the feedback.

And Seductors are limited to FA 2. ;)


Do you have ideas for the temple guard abilities? I seriously have no, I want to make them a defensive character unit, unlike the greatbears, but I dunno how.

Jaren
10-16-2010, 02:36 AM
I posted a couple ideas earlier. The Defensive Strike one might be worth considering. Something like :
Tactics : Defensive Stance
All models in this unit that are in B2B contact may sacrifice their actions to gain Defensive Strike. [rules for Defensive Strike here].

Some other Defensive abilities to consider : Girded, Brace for Impact, Hard (or whatever the Fenblades one is called), Shield Guard.

What about that ability Shadowhorn Satyrs have - Counter is it?

Just throwing those out there.

redscores
10-16-2010, 02:40 AM
Whats brace or impact or hard? i don't have the cards.

redscores
10-16-2010, 08:14 AM
2 new Warbeasts, a alpha light warbeast and a special trained ravag.

iknowinternet
10-16-2010, 06:39 PM
Short on time, but...
In general, I think all the light warbeasts have too many initial attacks. I'd eliminate the Bite on most of them (but keep it on the Glutton, since it's fluffy and Berserk balances the boon of having 3 weapons). You could also probably keep it on the Alpha, since he's... well... Alpha!
3 initial attacks is rare even on heavies outside of Cryx and possibly Skorne, and pretty much unheard of on lights.

redscores
10-16-2010, 10:06 PM
Yeah, the few you described are the only ones thatr have 3 initial attacks, all other have 2 ^^ or even only 1 (the shraak).

Thanks for the criticsm.

New Warbeast added.

A few words: I decided to give my faction three kinds of different races of warbeasts, atleast for light warbeasts Kizar (Giant snake-like lizards with legs and poisonous fangs), Ravags (wolverine-like mammals with giant claws and teeth, walking on all 4 and not capable of grabbing (no open fists)) and Shraag (Big Flying Snakes with various adaptable abilities, as babies they have a caustig breath to defend themselves, but they can evolve various ways...).

For heavy warbeasts I will go with Kizar, Shraag and the human ape-like Kong's.

redscores
10-16-2010, 10:06 PM
(This post is for epic warlocks and 2 additional new warlocks)

Warlocks:

6.
Name: Grand Chieftain Muug'hamba
Title: Zuese Warlock
Base: Medium

Warbeast Points: 6

Fury: 6

Story: "This is the leader of all tribes, the great chieftain, his word is justice and his power is unmatched when it comes to channeling arcane powers. He is a powerful leader who supports his troops totally."


SPD: 5
STR: 6
MAT: 5
RAT: 5
DEF: 14
ARM: 17
CMD: 10
HP: 18

Weapons:

Melee:
Name: Royality
Weapon POW: 7
P+S: 13
Abilities: Magical,

Extended - This weapon has a 4" range.

Spells:

Name: Arcane Bolt

Name: Arcane Explosion

Name: Royal Command
Cost: 2
RNG: 6"
AOE: -
POW: -
UPKEEP?: Y
OFF?: N

Target friendly warrior model/unit gains +1 CMD and +2" SPD.

Name: Stay tough!
Cost: 2
RNG: 6"
AOE: -
POW: -
UPKEEP?: Y
OFF?: N

Target friendly faction warrior model gains Unyielding and Tough.

Name: Arcane Cloud
Cost: 3
RNG: SLF
AOE: CTRL
POW: -
UPKEEP?: N
OFF?: N

Place a 4" AOE anywhere completely within the control range of this model. Model's entering or activating in the AOE suffer a POW 10 magical damage roll. The AOE is an cloud effect and stays for this round.

Name: Power Link
Cost: 2
RNG: 6"
AOE: -
POW: -
UPKEEP?: Y
OFF?: N

Target friendly faction warbeast can be forced, transfered damage and fury from and to without being in the control range of the controlling warlock.

Feat:
Name: Royal Presence
Story: "Alone the presence of the grand chieftain fills the hearts of his fellows with hope, braveness and strength."
Effect: Friendly faction model's within this model's control range get a additional die on damage and attack rolls for their first initial attack this turn.

Other Abilities: Steady

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

7.
Name: Warchief Karvek
Title: Zuese Warlock
Base: Medium

Warbeast Points: 5

Fury: 6

Story: "This is one of the seeker warchiefs, also known as the predator hunter, or totem hunter, he is a strategist at finest and is blessed with telekinetic power, he is the leader of his tribe and helps his allies in battle."


SPD: 6
STR: 7
MAT: 7
RAT: 6
DEF: 17
ARM: 12
CMD: 9
HP: 16

Weapons:

Ranged:
Name: Harax
RNG: 10
ROF: 1
AOE: -
POW: 5
Abilities: Thrown, Magical, Blind

Melee:
Name: The Great Hunt
Weapon POW: 7
P+S: 14
Abilities: Reach, Magical, Powerful Attack

Spells:

Name: Gallow

Name: Telekinesis

Name: Mage Sight

Name: Telekinetic Barrier
Cost: 4
RNG: SLF
AOE: CTRL
POW: -
UPKEEP?: N
OFF?: N

When a enemy model attacks a model within this model's control range with a ranged or magic attack, roll a D6, on a 1 and 2 the attacked model suffers no damage from the ranged or magic attack.

Name: Forced Movement
Cost: 3
RNG: 10"
AOE: -
POW: -
UPKEEP?: N
OFF?: N

Target warbeast makes a full advance in a direction you select and can turn then facing to any direction, then it suffers D3 damage. When targeting a enemy warbeast, this spell is offensive.

Feat:
Name: Repulse
Story: "The Warchief is a master of telekinetic power.... and this is his show off, a giant pulse of telekinetic energy of different kind....."
Effect: All model's within this model's control range can be either pushed 3" directly away from this model, or pushed 3" directly towards this model.

Other Abilities: Stealth,

Levitation - This model can forfeit it's movement to be placed within 3" of it's current position.

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

Epic Warlocks:

1.
Name:
Title: Zuese Epic Warlock
Base:

Warbeast Points:

Fury:

Story:


SPD:
STR:
MAT:
RAT:
DEF:
ARM:
CMD:
HP:

Weapons:

Ranged:
Name:
RNG:
ROF:
AOE:
POW:
Abilities:

Melee:
Name:
Weapon POW:
P+S:
Abilities:

Spells:

Name:
Cost:
RNG:
AOE:
POW:
UPKEEP?:
OFF?:

Feat:
Name:
Story:
Effect:

Other Abilities:

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

2.
Name:
Title: Zuese Epic Warlock
Base:

Warbeast Points:

Fury:

Story:


SPD:
STR:
MAT:
RAT:
DEF:
ARM:
CMD:
HP:

Weapons:

Ranged:
Name:
RNG:
ROF:
AOE:
POW:
Abilities:

Melee:
Name:
Weapon POW:
P+S:
Abilities:

Spells:

Name:
Cost:
RNG:
AOE:
POW:
UPKEEP?:
OFF?:

Feat:
Name:
Story:
Effect:

Other Abilities:

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

redscores
10-17-2010, 04:28 AM
The Kalidar are completed.

Sorry for the triple post, I had max count for letters reached in the warlock post, so I made a second one for the last 2 normal warlocks and the 2 epic ones.

redscores
10-17-2010, 05:02 AM
Heavy Warbeasts:

Name: Kong Brawler
Type: Zuese Heavy Warbeast
Base: Large

Story: "This is one of the giant human apes from the jungle of zu, they are 8 - 9 feet tall and have giant muscles, they are very dangerous if not tamed, the Kraj Beast Tamer have a hard time taming those beasts, but if they are tamed, they are incredibly powerful beasts capable of smashing the machines of the intruders with their blank fists, every hit puts a dent in the hull..."

Cost: 7

Fury: 4
Threshold: 7

SPD: 5
STR: 11
MAT: 6
RAT: 4
DEF: 12
ARM: 18
CMD: 8

Body: 12
Mind: 9
Spirit: 9

Sum of Points (Body + Mind + Spirit): 30

Weapons:

Melee:
Name: 2x Bondaged Fist
Weapon POW: 5
P+S: 16
Abilities: Open Fist,

Chain Attack: Submission - When both initial attacks hit the same model, this model can make a additional attack. If that attack hits, it deals no damage but this model can lock head or arm of the model hit.

Animus:

Name: Brawl
Cost: 2
RNG: 6"
Effect: Target friendly faction warbeast gains +2 STR and +1 SPD for this turn.

Other Abilities:

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

Name: Kong Guardian
Type: Zuese Heavy Warbeast
Base: Large

Story: "This is a kong trained in defensive fighting, he is used to protect shamans or other important persons in the zu empire, but his ability to demolish stuff is not much lower as any other kong."


Cost: 7

Fury: 4
Threshold: 7

SPD: 5
STR: 11
MAT: 6
RAT: 4
DEF: 12
ARM: 18
CMD: 8

Body: 12
Mind: 9
Spirit: 9

Sum of Points (Body + Mind + Spirit): 30

Weapons:

Melee:
Name: Lochlaber Axe
Weapon POW: 5
P+S: 16
Abilities: Set Defense, Reach

Name: Bulwark
Weapon POW: 2
P+S: 13
Abilities: ARM +2, Beat back

Animus:

Name: Kong Slam
Cost: 2
RNG: 6"
Effect: Target friendly warbeast gains Grand Slam.

Other Abilities: Follow up, Shield Guard

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

Name: Kong Artillerist
Type: Zuese Heavy Warbeast
Base: Large

Story: "This is a kong which was trained in throwing rocks very aimed, the rock's are of big size and cause lots of splatter under human target's."

Cost: 8

Fury: 4
Threshold: 7

SPD: 5
STR: 11
MAT: 4
RAT: 6
DEF: 12
ARM: 18
CMD: 8

Body: 12
Mind: 9
Spirit: 9

Sum of Points (Body + Mind + Spirit): 30

Weapons:
Ranged:
Name: Throw Boulder
RNG: 12"
ROF: 1
AOE: 3"
POW: 3
Abilities: Thrown, Critical Knockdown

Melee:
Name: 2x Ape Fist
Weapon POW: 4
P+S: 15
Abilities: Open Fist

Animus:

Name: Boulder Skin
Cost: 2
RNG: 6"
Effect: Target friendly warbeast gains +2 ARM and suffers no blast damage for this turn.

Other Abilities:

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


Name: Kong Silverback
Type: Zuese Heavy Warbeast
Base: Large

Story: "This is a fully-grown and experienced Kong Brawler, now he is a Kong Silverback, his experience and his long time of fighting made him a tough bastard, he is a avatar of fear and destruction on the battlefield, his fists are mantled with iron and can crush everything."

Cost: 11

Fury: 5
Threshold: 8

SPD: 5
STR: 12
MAT: 7
RAT: 4
DEF: 12
ARM: 19
CMD: 8

Body: 12
Mind: 10
Spirit: 10

Sum of Points (Body + Mind + Spirit): 32

Weapons:
Ranged:
Name: Battle Cry
RNG: SP8
ROF: 1
AOE: -"
POW: 12
Abilities:

Critical Panic - Living model's critically hit by this weapon must make a command check roll during their next activation, if the check fails, that model must forfeit action and movement.

Melee:
Name: 2x Steel Knuckle
Weapon POW: 5
P+S: 17
Abilities: Open Fist

Chain Attack: Bonebreaker - When both initial attacks hit a living model, you can make an additional attack roll against that model, if the additional attack roll hits the enemy model, it suffers no damage but -1 SPD, -1 STR and -1 DEF for this round.

Animus:

Name: King Kong
Cost: 2
RNG: 6"
Effect: Target friendly warbeast charges next activation without being forced and gains +2" on the SPD for that charge. If that model has assault, it can instead use assault with +2 SPD for the charge.

Other Abilities: Assault, Terror, Tough



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


Name: Great Kizar
Type: Zuese Heavy Warbeast
Base: Large

Story: "This is the big brother of the Kizar Strider, more as double the size and length and destruction power... normally only found in the deep jungles of zu far away from any civilization, the kraj beast tamers are proud that they could tame this giant tatzylwurm, his main weapons are his tail, the acid saliva he has and his dangerous snake-like fangs."

Cost: 9

Fury: 4
Threshold: 8

SPD: 4
STR: 12
MAT: 6
RAT: 5
DEF: 11
ARM: 19
CMD: 8

Body: 12
Mind: 8
Spirit: 10

Sum of Points (Body + Mind + Spirit): 30

Weapons:
Ranged:
Name: Acid Spit
RNG: 8"
ROF: 2
AOE: -"
POW: 14
Abilities: Damage Type: Corrosion

Critical Acid Burn - Model's critically hit by this weapon suffer continous effect: fire and continous effect: corrosion.

Melee:
Name: Scale Tail
Weapon POW: 6
P+S: 18
Abilities: Reach

Name: Bite
Weapon POW: 4
P+S: 16
Abilities: Critical Consume

Animus:

Name: Burning Poison
Cost: 2
RNG: 6"
Effect: Target friendly warbeast gains critical: acid burn on one of it's melee or ranged weapons for this turn.

Other Abilities: Regeneration, Serpentine,

Thick Scales - Whenever this model becomes target of an offensive spell, roll a die, if the die shows 1 or 2 the damage roll of that offensive spell uses a dice less for the damage roll.

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

Name: Shraak
Type: Zuese Heavy Warbeast
Base: Large

Story: "This is a mature shraak, a giant form of the small broodling, it can't breath corrosive exhaust anymore, instead a sting evolved at it's tail filled with vicious acid and poison. The Shraak in mature age is capable of shooting the sting with a high speed on a enemy."

Cost: 8

Fury: 4
Threshold: 9

SPD: 6
STR: 10
MAT: 5
RAT: 5
DEF: 13
ARM: 17
CMD: 7

Body: 8
Mind: 10
Spirit: 10

Sum of Points (Body + Mind + Spirit): 28

Weapons:
Ranged:
Name: Sting Shot
RNG: 12
ROF: 1
AOE: -
POW: 14
Abilities:

Critical Envenom - Living Warbeast's critically hit by this weapon suffer Envenom (Model's affected by envenom can't regenerate or be healed and damage can't be transfered to them.)

Melee:
Name: Tail Sting
Weapon POW: 6
P+S: 16
Abilities: Reach

Name: Snake Bite
Weapon POW: 4
P+S: 14
Abilities:

Animus:

Name: Serpent Quickness
Cost: 2
RNG: 6"
Effect: Target friendly faction warbeast can't be knocked down and gains +2 DEF for this round.

Other Abilities: Flying, Serpentine, Immunity: Corrosion, Counterblast

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

redscores
10-17-2010, 10:48 AM
Character Warbeasts:

Name:
Type:
Base:

Story:

Cost:

Fury:
Threshold:

SPD:
STR:
MAT:
RAT:
DEF:
ARM:
CMD:

Body:
Mind:
Spirit:

Sum of Points (Body + Mind + Spirit):

Weapons:
Ranged:
Name:
RNG: X"
ROF: X
AOE: X"
POW: X
Abilities:

Melee:
Name:
Weapon POW: X
P+S: X
Abilities:

Animus:

Name:
Cost:
RNG:
Effect:

Other Abilities:

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

Name:
Type:
Base:

Story:

Cost:

Fury:
Threshold:

SPD:
STR:
MAT:
RAT:
DEF:
ARM:
CMD:

Body:
Mind:
Spirit:

Sum of Points (Body + Mind + Spirit):

Weapons:
Ranged:
Name:
RNG: X"
ROF: X
AOE: X"
POW: X
Abilities:

Melee:
Name:
Weapon POW: X
P+S: X
Abilities:

Animus:

Name:
Cost:
RNG:
Effect:

Other Abilities:

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

Bringer Of The Void
10-17-2010, 09:43 PM
@Redscore

Just a Suggestion that will be followed soon by more Researched Fluff of the Two Monsternomicons that I promised...

If You plan to fully explore the Hint given by PP that "Totem Hunters" are truly the "Predators Hunters" of the Iron Kingdoms, maybe We could also downplay a bit of "Aliens Versus Predators" Tropes...

The Monsternomicon 1 Critter called "Vektiss" is a sort of Giant Armored Spider that capture Human Sized Targets, bite them with Paralytic Poison, cocoon them in Steel-Hard Spidersilk Webs and Implant Eggs that will soon mature Larvae using the Hapless Host as both Food Source and Incubators...

The Vektiss Females are able to track an Infected Captive that is freed from the bonds of the Webs and the Implanted Eggs could be removed only by Powerful Magic or Costly Alchemical Balms, and while these "Xeno Bugs" are not described as hailing solely from Zu they are Monsters typical of Damp Caverns and Tropical Jungles...

Maybe You will want to Fashion also some sort of "Giant Queen" and "Hive Drone Protectors" and the Totem Hunters will be locked with these Horrid Critters in a fierce Holy War into which Hapless Humans of Zu are only Bystanders or worse.....

Jaren
10-18-2010, 12:56 AM
@ redscores:

I don't have a lot to say - all of your stuff looks great so far.

The updated Temple Guards look good.

Ravag Burrower

Looks fine.

Kizar Strider

The Sticky Saliva rule is awkward. No run / charge is enough, I think.

Great Ravag

Critical Infect needs a duration limit (i.e. one round).

Dai Head Hunter

Looks fine.

Rune Crystal

I like the Energy mechanic on this one - a very intersting and useful model.

Dai Acolytes

I'd just make Holy Bolt an AOE 3 attack that leaves a cloud - it's awkward right now.

Kraj Tamers

Tamer Influence should just affect all Warbeasts near him. It won't unbalance anything since he's squishy and shouldn't be too close to the melee anyhow.

Kong Brawler

Chain attack is great. For the Animus, I'm not sold on the DEF buff.

Kong Guardian

Backswing is odd, since it's a more defensive beast. Plus, you can force for more attacks if you need them.

Kong Artillerist

MAT / RAT are odd given the rest of the Kongs.

Kong Silverback

Looks fine.

Great Kizar

Thick Scales looks weird to me - I'd have thought "Damage Reduction", not "auto-miss". Maybe on a 1 or two the attacker rolls 1 less die on the damage roll?

Shraak

Crit. Envenom is too much. Either effect is fine but not both.

Overall:

Loving this army so far! Keep it up.

redscores
10-18-2010, 04:25 AM
I fixed everything you mentioned, and as a information about the kong artillerist, he is, as written in the story specially trained to be able to shoot more accurate as other. And I don't think thats a too huge issue, with a RAT of 4 he would be utterly useless.

Jaren
10-18-2010, 04:42 AM
On the Kong Guardian, what kind of weapon do you imagine? A gladius is actually a short, stabbing sword used by the Roman Legion. Not really something you can set against a charge. A GLAIVE or GUISARME is a pole-arm type weapon.

Some other pole-arm (off the top of my head): Poleaxe, Halberd, Naginata, Yari, Lochlaber Axe, Pike.

redscores
10-18-2010, 05:02 AM
Hm, okay, I think I will replace his weapon... with a Lochlaber Axe.

Thanks.

Maybe you have an idea for an epic warcaster? who could be one? and am I missing something of an warcaster? like an special style of warcaster?

Great Shaman Ul'Manzhu - Support, spellslinging

Ni'Rauk, Dai'Ramuh - Anti-soul token and undead and quite a anti-upkeep and animi guy.

Hypnotiseur Ben'Zrhai - Control and Spell Slinger + a bit support.

Al'Besar the Beast of Ramuh - Assassination Brawl Lock.

Demares the Beast Rider - Warbeast Warlock deluxe.

I need 2 more of the warlocks-kind and 2 epic warlocks... But I have no ideas yet.

redscores
10-18-2010, 11:10 AM
Many new things added, infantry and a new warcaster, the grand chieftain, while the great shaman is the mental leader of the Zu, the chieftain is the "real" and physical leader.

Jaren
10-19-2010, 03:46 AM
Rajk Bison Riders

Parry is a powerful ability on ANY model, even more so on a unit of Cavalry. They DO cost 11 for a full unit, so it's balanced. Just keep that in mind if you want to reduce the cost.

Kraj Beasthunters

How does Snipe work for them - Do they get it all the time or only when the forfeit or something?
I'd mark the Barbed Javelins as POW 3, Thrown.

Grand Chieftain Muug'hamba

On Royalty - IIRC the only ability that currently grants a 4" melee range is on a Retribution Solo (Mage Assassin?). You might want to C & P that rule.
Stay Tough is Feat level good. One effect or the other as an upkeep. Both if you can't upkeep it.
His Feat is a little weak, IMO. Maybe swap it for Stay Tough?

redscores
10-19-2010, 03:48 AM
Why is it feat level good to give a SINGLE model unyielding and tough?

And the beasthunters get it all the time.

Jaren
10-19-2010, 04:30 AM
Sorry, I read that as model / unit. Single model is fine.

If they get Snipe all the time, why not just RNG 14? Am I missing something there? Or did you mean Sniper?

All I can see that you're missing is a Board control 'lock. As for Epics, I'd lay off fore a bit, considering they're all fairly new right now.

redscores
10-19-2010, 04:56 AM
Sniper I meant, I am sorry for the confusion, btw there is a solo for the bison riders which you didn't mention, orient yourself at the main post, there are links to every part of the faction.

Ben'Zhrai is alot about control :)... what do you mean exactly by board control.

And I will make the feat of the grand chieftain better.

new FEAT for the Grand Chieftain.

Board Control warlock (last normal warlock) added.

redscores
10-22-2010, 05:18 AM
Infantry #2:

Name: Guardian Narakun
Title: Zuese Unit
Base: Medium

Story: "These are the guardians, they are warriors from every tribe which got trained their whole live in the secrets of the guardian, the elite warriors of zu."

Troop Sizes:
2 + Leader: 6 Points
4 + Leader: 9 Points

FA: 2

Grunts & Leader:

SPD: 5
STR: 8
MAT: 7
RAT: 5
DEF: 11
ARM: 16
CMD: 9
HP: 8

Weapons:

Melee:
Name: Narakun Glaive
Weapon POW: 6
P+S: 14
Abilities: Reach

Blademaster (*Attack) - This model's weapon's gain weaponmaster for this round.

Other Abilities: Precision Strike,

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

Name: Guardian Kelras
Title: Zuese Unit
Base: Medium

Story: "This are the guardian kelras, they are specialized with their two chain swords... better don't undesterminate them."

Troop Sizes:
2 + Leader: 6 Points
4 + Leader: 9 Points

FA: 2

Grunts & Leader:

SPD: 5
STR: 8
MAT: 7
RAT: 5
DEF: 11
ARM: 16
CMD: 9
HP: 8

Weapons:

Ranged:
Name: 2x Kelras Chain Whip
RNG: 6"
AOE: -
POW: 4
ROF: 1
Abilities: Thrown,

Flesh Shredder - Attacks made with this weapon gain weaponmaster against living model's.

Melee:
Name: 2x Kelras Chain Sword
Weapon POW: 4
P+S: 12
Abilities: Reach,

Other Abilities:

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


Name: Viper Archers
Title: Zuese Unit
Base: Small

Story: "These are archers specially trained for war and combat, they have a incredible range and have multiple useable munitions to use with their longbows, they are only trained in times of war and every tribe has some of them."

Troop Sizes:
5 + Leader: 5 Points
9 + Leader: 8 Points

FA: 2

Grunts & Leader:

SPD: 6
STR: 4
MAT: 4
RAT: 6
DEF: 14
ARM: 11
CMD: 8
HP: 1

Weapons:

Ranged:
Name: Longbow
RNG: 12
AOE: -
POW: 10
ROF: 1
Abilities:

Arrowhead - When you make an attack using this weapon, you can select one of the following effects which affects then the attack of this weapon:
-Viper Bite: Model's critically hit by this attack suffer Continous Effect: Corrosion.
-Anaconda: Model's hit by this attack suffer instantly 1 damage. If the model hit by this attack is an warbeast, you can select which branch suffers the damage done by this effect.
-Kizar Fang: This weapon becomes AOE 3" for this attack.

Melee:
Name: Bone Knife
Weapon POW: 2
P+S: 6
Abilities:

Other Abilities: Combined Range Attack, Pathfinder

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


Name: Viper Archer Master Archer and Standard Bearer
Title: Zuese Unit Attachment
Base: Small

Story: -

Points: 3

FA: 1

Master Archer:

SPD: 6
STR: 5
MAT: 4
RAT: 7
DEF: 15
ARM: 11
CMD: 9
HP: 5

Standard Bearer:

SPD: 6
STR: 4
MAT: 4
RAT: 4
DEF: 14
ARM: 11
CMD: 9
HP: 1

Standard Bearer has no weapons.

Weapons:

Ranged:
Name: Longbow
RNG: 14
AOE: -
POW: 10
ROF: 1
Abilities:

Arrowhead - Look at the viper archers for details.

Melee:
Name: Bone Sword
Weapon POW: 4
P+S: 9
Abilities:

Other Abilities: Officer [Only Master Archer], Combined Range Attack [Only Master Archer], Pathfinder,

Tactics: Bloodtrack [Only Master Archer] - When this model is in play, all other models in this unit gain Bloodtrack (This model gains a additional attack die against wounded model's.).

Volley [Only Master Archer] (*Action) - All Model's in this unit must forfeit their action for this ability. When 6 or more models in this unit are in formation, center 3 3" AOE's completely within 12" of this model, if 4 or more models in this unit are in formation, center 2 3" AOE's completely within 12" of this model, if 2 or more model's in this unit are in formation, center a 3" AOE's completely within 12" of this model. Model's entering these or activating within these AOE's suffer a POW 10 damage roll.

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

Jaren
10-24-2010, 10:42 PM
Sorry about being AWOL lately - life got in the way. Well, life and FFT-A.

Ben'Gar

Reposition is going to lead to some bendy charge shinannigans. It might work on the solo. On a whole unit it could be too much.

Grand Chieftain Muug'hamba

New feat looks good.

Warchief Karvek

Telekinetic Barrier is a neat idea. Not sure if it's OP yet.

Guardian Narakun

Blademaster needs to be a *Attack, otherwise they can't actually use it.

Guardian Kelras

The chain attack might be too much.

redscores
10-25-2010, 08:52 AM
I fixed that stuff dude, thanks for pointing. :)

Currently I am out of ideas for solos and infantry, any idea for good additions?

redscores
10-29-2010, 04:21 AM
Now all infantry is done... I hope I made a good balance of ranged and melee and specific infantry troops :).

simon sez
10-31-2010, 05:46 AM
I cannot see an FA for the Narakun or Kelras?

3 grunts and leader is an uncommon unit size, might I suggest 4 grunts and leader, and up to 9pts?

Kelras, as seen with Trollkin Impaler and others, thrown weapons usually have the same POW in range and melee.

Vipers, again an irregular points cost, reduce to 5/8?

Reduce range to 12" to reflect fellow longbow users, the Nyss Archers?

Change Vipers bite to crit corrosion? otherwise an almost sure-thing with high RAT and CRA.

Adjust Volley to be 'all models in this unit in formation' and place a number of AOE's equal to number of models participating (2-4=1 5-7=2 8+=3).

Brawler is cheap, suggest 8pts?

Reduce Brawler's animus to cost: 2?

Not being forced to slam is part of Grand Slam, does not need to be repeated.

Should a big Ape really have the same number of damage circles as Mulg the walking mountain?

You describe Great Kizar as a tatzylwurm, but it bears very little resemblence to Skarath, rethink description?

Sharaak seems very underpriced, stronger in almost always than an Angelius but a point cheaper!

redscores
10-31-2010, 06:45 AM
1. Fixed.

2. Fixed.

3. Fixed,

4. 6/8 is a normal size, just look at precursor knights for example.

5. done.

6. done.

7. I changed the volley, but it is different as you think how I fixed it, and it is NO combined range attack thing, it is a special action as you can see.

8. Brawler is not cheap, hes by far weaker than a normal titan of skorne.

9. Hm, done

10. I have reduced the circles by two, but it is a really big ape... the model would be around the same size and bulkiness of mulg.

11. Has everything to look a like? It is a serpentine with a powerful tail and huge fangs, capable of spitting poison... i think the description is clear.

12. I nerfed the shraak a bit.

Jaren
11-01-2010, 12:26 AM
Rune Reader

Auto hit on a spray might be too much for a PC 2, FA 3 (!) model given everthing else he does.

War Shaman

Sacred Ward should specifiy either a) that it cannot be placed on top of (enemy) models or b) what happens if it is.

Viper Archers

Look fine. Expensive, but worth it against certain lists.

Viper Archers UA

Volley is awkward. Compare "Covering Fire" on Long Gunner Infantry or "Rocket Volley" on Deliverers - that's about as complicated as one order should get and Volley has elements of both. If I get what you're going for, Covering Fire should work fine. Also need to specify that you don't choose an Arrowhead type when using Volley.

redscores
11-01-2010, 11:44 AM
I will make him FA 2 and decrease the spray to 6 (DONE)

and for the Volley, I am not sure what the covering fire says or the rocket volley, but I thought a special action would make it a bit harder to pull up, because it is so strong.

Ok I will fix that thing with secret ward. (DONE)

redscores
11-10-2010, 06:26 AM
I am currently complete out of ideas, left to do are some solos, the epic casters and the character warbeasts.... maybe you have ideas which warcaster could be epic, what a solo i am missing and what warbeasts could be character warbeasts.

redscores
11-26-2010, 02:21 AM
Looking for ideas for the character beasts and the epic warcaster...