

Side Specials wrote:Jinn Stealth (3 points): If the unit has full Move when its side ends turn, it becomes veiled until it leaves the hex or attacks.
Fate Sense (3 points): The unit has an exceptionally strong feeling of the flow of Fate around it, providing combat and awareness bonuses.
Tremorsense (3 points): The unit can detect any ground units which move within a three-hex radius, regardless of concealment or terrain type.
Infantry Units wrote:Sand Warrior (Stabber-class Infantry, 30): 5/6/2/5, Desert-Capable
Swift to strike, for there is no greater hymn to the Titans than the screams of their enemies upon the dunes.
City Guard (Piker-class Infantry, 20): 7/3/6/5, Garrison, Desert-Capable
Guards alone amongst all the Sandmen are popped to protect what is theirs rather than strike the enemy; they are stubborn in battle and stubbornly prideful to match.
Desert Archer (Archer-class Infantry, 30): 5/9/0/5, Garrison, Ranged, Desert-Capable
Quick to fire, quick to kill, quick to die.
Djinni (Scout-class Infantry, 30): 3/0/0/21, Flight, Scout-8, Jinn Stealth, Desert-Capable
Capricious and elusive spirits, least of their kind, no more than bearers of visions and whispers.
Fedaykin (Knight-class Infantry, 90+10/level): 13/10/5/5, Rider, Fate Sense, Desert-Capable
They read their lives like a book, fighting their battles from pop to croak along the uncompromising strands of Fate.
Special Units wrote:Fremen (Knight-class Special A, 60+10/level): 11/8/4/6, Rider, Desert-Capable
Blue eyes merciless as the desert skies, knives not sheathed until the enemy lies croaked on the sand.
Ebony Horse (Beast-class Special B, 60+10/level): 8/2/2/30, Mount, Flying, Speed Boost x4, Desert-Capable
Each of them a swift work of art upon the winds.
Ifrit (Knight-class Special C, 120+20/level): 12/6/6/10, Flying, Ranged, Jinn Stealth, Speed Boost, Fabrication, Desert-Capable
Skilled craftsmen of the unseen jinn, conjuring deadly armaments for use against all the Sandmen's foes.
Shai-Hulud (Beast-Class Special D, 300+50/level): 16/12 (24)/4/19, Heavy, Mount, Siege, Burrowing, Tremorsense, Battlecrap, Speed Boost+, Desert-Capable
Grandfather of the desert, devouring all from below.
Water Units wrote:Dhow (Ship-class Sloop, 60): 6/2/3/8/[8], Water-Bound
Small, speedy vessels popped to bear the Sandmen across the seas.
Corsair (Ship-class Galley, 90): 8/6/3/8/[16], Ranged, Water-Bound
Larger and deadlier, suited to bring stacks of Sandmen into battle and sink enemy vessels.
Marid (Knight-Class Galleon, 130): 10/11/11/8, Ranged, Jinn Stealth, Water-Bound
Malicious and powerful jinn who lurk beneath the waves and delight in the desperate struggles of the drowned.
City Templates wrote:Capital
1: Improved Combat (4 points)
2: Throne Room (4 points)
City
1: Improved Combat (4 points)
2: Resource Point (4 points)

0beron wrote:Morlock Wells
Favored Terrain: Mountains
Units:
(I am choosing the Mountain Terrain Capability for my side, so all units have this special)
Infantry
- Artisan (Stabber) - 8/4/2/5
Wielding the tools of their trade as improvised weapons to surprisingly deadly effect, they charge into battle to advance their side’s prosperity.- Bouncer (Piker) - 10/2/5/5/garrison
Clad in masks and tight leather vests, these mysterious soldiers are unflappable in the face of danger.- Arbalist (Archer) - 5/8/1/5/garrison, ranged
Armed with crossbows, these commonly female warriors are rarely seen by their targets before it is too late.- Bird’s Eye (Scout) - 3/0/0/20/flight, scout
Small humanoids with pale skin and dainty features, outfitted with wings crafted to resemble all manner of aerial wildlife.- Mechanic (Knight)- 10/9/9/7/flying (Promoted Inf. gains +0/+3/+3/+1)
These soldiers fly into battle alongside the Dwaco-mechs using all manner of weaponry they craft themselves.
Specials
- Engineer (A): 8/2/3/6(18)/Knight-type, Builder, Surveyor, Fabrication (Speed x2)
These learned units who can always think up just the right gadget for the job at hand.- Dwaco-mech (B): 11/3/3/6(18)/Beast-type, Mount-2, Flight (Speed x2)
These mechanical beasts are fashioned to resemble the dwagons of myth.- Prodigy (C): 12/3(7)/3/4(10)/Knight-type, Flight, Ranged, Leadership, Simple-Rhymomancy, Dance-fighting, Healer (Speed)
Gifted with an exceptionally pure understanding of both the physical world and the mind, to lead and inspire their fellows from above.- Pop-Star (D): 24/7(13)/10/3(19)/Beast-type (Heavy), Mount-3, Flight, Ranged, Siege, Sonic Breath (Speed+)
Perched at the center of a disk of crystals and levers, the metallic facsimile of a human torso blasts enemy walls to dust with waves of sound.
General
Level 1:
Resource Points (4 points)
Capital:
Level 4
Resource Point (4 points)
Throne Room (4 points)
Fortified Outer Wall +3 (6 points)
Boosted Tower +2 (4 points)
Storeroom +2 (4 points)
Portal
GJC wrote:Two guys with basically the same name in a discussion about a character getting cloned.
There's gotta be a good joke in here somewhere.


Infantry
Stabber Class
Rookie
The wave of raw recruits that make up any army
HP 6, Attack 6, defense 2, Move 7,
Piker Class
Base Defence
Much more specialize soldiers, given better armour to protect the garrison. They rarely venture forth.
HP 7, Attack 4, Defense 6, Move 6,
Archer Class
Foot-Artillery
Highly trained.
HP 5, Attack 8, Defense 2, Move 6, Special - Archery
Scout Class
Steam Scout
Well trained light infantry, wearing a steam powered backpack that allows them the ability of flight. It makes them incapable of carrying much in terms of weapons or armour.
HP 3, Attack 0, Defense 0, Move 22, Special - Fly, Special - scout range 6
Knight Class
Super-soldier
highly trained and highly augmented soldiers.
13 HP, Attack 9, Defense 8, Speed 5, specials - Rider, Ranged
Special
Special A
Commissioned-Officer
We do everything.
HP 5, Attack 4, Defense 4, Move 6, Special - Builder, fabrication, Surveyor, Leadership
Special B
Airborne-Trooper
Using recently uncovered ancient technology, distributed to experienced soldiers.
HP 8, Attack 6, Defense 6, Move 6(12), Special - Flight, Ranged, Speed Boost
Special C
Displacer
Small and well balanced though not carrying much in terms of equipment
HP 13, Attack 7, Defense 7, Move 5(11), Special- Ranged, Siege, Mount, Speed Boost, FLY!
Special D
Heavy Weapons Platform
The ultimate weapon, fast, powerful, large and carrying enough firepower to smash small cities
HP 16, Attack 11(19), Defense 9, Speed 3(9), Special- Ranged, Siege, Lightning, Mount, Speed Boost
Ships
Sloop
Searanger
A basic fast transport craft with some minor armaments
HP 6, Attack 1, Defense 2, Speed 12, Cargo 8, Special- Water capable
Galley
Leviathan
An average craft nearly capable of equaling the Searanger's speed but with double the capacity
HP 8, Attack 7, Defense 6, Speed 8, Cargo 16, Special- Water capable, Ranged
Galleon
Avenger
A large, well armed and slow craft
HP 13, Attack 12, Defense 12, Speed 7, Cargo 32, Special- Water capable, Ranged
General
Level 1:
Resource Point (3 points)
1 Point unspent
Capital:
Level 1
Library (4 points)
Okay, units w/o fluff:
Stabber: Rock Armour: 5-4-4-5; Mountain-Capable
Piker: Tunnel Guard: 7-4-5-5; Mountain-Capable
Archer: Dark Moon Hunter: 5-8-1-5; Mountain-Capable
Scout: Eagew Eye: 3-0-0-20; Scout Range=6; Flight; Mountain-Capable
Knight: Earthen Cripplew: 10-14-3-5; Rider; Toxin
A: Atalian Horse: 8-2-2-6(36); Beast-type; Mount; Mountain-Capable; Speed Boost x5 (Because why not?)
B: Dirt Mover: 8-3-2-6; Knight-type; Builder; Surveyor; Fabrication; Ranged; Toxin
C: Death Harper: 12-9-3-4; Knight-type; Leadership; Dance-Fighting; Ranged; Toxin
D: Earth Master: 16-4(12)-4-3(9); Knight-type; Limited Dirtamancy; Leadership; Dance-Fighting; Ranged; Toxin; Lighting Breath; Speed Boost
A-ship: Clay Racer: 6-2-2-9-8; Water-Bound (i.e., Water Capable but stuck in Water)
B-ship: Porcelain Transport: 8-3-3-7-24; Water-Bound
C-ship: Steel Murder: 10-21-5-5-32; Ranged; Water-Bound




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