Machina Dei: Difference between revisions
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So in the example given before of a swarm of 30, each group initially starts with W3. If one group takes 2 damage and a second group takes 2 damage, that takes out 7 from the first group and 7 from the second group(6.66 rounded up). This puts the total at 30 - 7 - 7 = 30 - 14 = 16. Since this is between 11 and 20, each group now has W2 maximum (including the group that was not hit). //This also makes no sense. | So in the example given before of a swarm of 30, each group initially starts with W3. If one group takes 2 damage and a second group takes 2 damage, that takes out 7 from the first group and 7 from the second group(6.66 rounded up). This puts the total at 30 - 7 - 7 = 30 - 14 = 16. Since this is between 11 and 20, each group now has W2 maximum (including the group that was not hit). //This also makes no sense. | ||
I'll try to explain fodder health, assuming I understand it correctly: | |||
Fodder comes in groups of 10 and have a collective health pool which determines number of wounds based on total number of fodder troops. | |||
Every 10 people = every group get +1 wound. So three groups means that they all get 3 wounds since it's 3x10 people. | |||
If groups 1 and 2 take 2 wounds they lose 2/3 of their models, because they just lost 2/3 of their wounds. Rounded normally for decimals. In this case, 2/3 of 10 = 7 (6.66 rounded up), so they both lose 7 models. | |||
After this, wounds are recalculated based on the current number of fodder troops. Since they just lost 14 models, there's only 16 left. That's only enough for two wounds (more than 10, less than 20) so each of the three groups are reduced to two wounds, even the one that didn't take any actual damage because they're all linked though their "health pool". | |||
This means that every group will take less damage from each wound they more fodder you have. | |||
100 fodder means each group has 10 wounds, so each wound lost will only kill one model (1/10 of their wounds, 1/10 of their models), but once they start taking a bit of damage this will accelerate. If you bring them down to half strength, they take double damage. They only have 50 models left so they are reduced to 5 wounds. Losing 1/5 of wounds = losing 1/5 of models. 1/5 of 10 = 2. | |||
I hope that makes sense. | |||
=Factions= | =Factions= |
Revision as of 19:28, 10 February 2010
The following was posted on /tg/:
"I think we can build a game on two simple concepts:
1) Ancient Roman Empire 2) Giant Mechs.
Doable?"
This is what resulted.
Thread 1: http://suptg.thisisnotatrueending.com/archive/6419240/
Thread 2: http://suptg.thisisnotatrueending.com/archive/6422623/
Thread 3: http://suptg.thisisnotatrueending.com/archive/6425883/
Thread 4: http://suptg.thisisnotatrueending.com/archive/6431149/
Thread 5: http://suptg.thisisnotatrueending.com/archive/6434371/
Thread 6: http://suptg.thisisnotatrueending.com/archive/6438315/
Thread 7: http://suptg.thisisnotatrueending.com/archive/6454935/
Thread 8: http://suptg.thisisnotatrueending.com/archive/6467566/
Thread 9: http://suptg.thisisnotatrueending.com/archive/6479801/
Thread 10: http://suptg.thisisnotatrueending.com/archive/6489309/
Writefaggotry: Machina Dei/Writefaggotry
Crunch
Current rules are allowed to change. All Dice are d10s. If rules aren't explicitly stated, it probably works with WHFB rules.
Stats
Every creature has a rating in each of the following attributes.
- Move (M) - one point is one inch
- Wounds (W) - health. Usually only a few.
- Initiative (I) - dictates who goes first in a melee.
- Morale (L) - used to resist morale effects, mostly.
- Size (S) - Determines the size of the model's base and is used for damage.
Sequence
The game proceeds in turns. Each turn is composed of multiple phases, which proceed in order. In each phase, every unit may take one action of the appropriate type.
- Move Phase: Used for moving your units around the board.
- Magic Phase: used for some unique effects. Most units won't be able to do anything in this phase.
- Shooting Phase: Archery units use their attacks.
- Melee Phase: Resolve Melee combat.
Moving
Moving happens during the "Move" phase. Units move a distance equal to their "move" score, in inches. Measure from the front of each model's base. There are three unit types, and they use different rules.
Individual Units
This is any unit composed of a single model. Most secondaries and all primaries fit this category. They use no special rules.
Skirmishers
These units are comprised of multiple associated models. They use no special combat rules, but must remain close together at all times. When moving them, place them all within one inch of another model in the squad. When they die, remove them in a manner which does not violate this.
Formations
Formations are square groupings of models forming a unit. Each base remains parallel and touching other the other models. A row is a rank and a column is a file. A rank must have at minimum 5 files to count as full. For every full rank after the first, the formation gets +1 to their Combat Resolution score, up to a +3 bonus. For example, a formation 5 ranks deep and 5 files wide would get a bonus of +3 to combat resolution. The 5th rank does not contribute any bonus.
A formation that is attacked from the flanks or rear does not include this bonus when determining their final Combat Resolution score.
Advancing
Formations move in the direction they are facing. The line of movement should be perpendicular to the formation's leading edge.
Wheeling
Units pivot on one of their forward corners. When a unit wheels, the entire unit is counted as having moved as far as the outside model. Once a wheel is complete, the unit may use any movement it has remaining.
Turning
Units turn ninety degrees to either side, or turn to face the opposite direction. One inch of movement is used for every turn. A unit may turn multiple times in a single movement phase.
Reform
Units change formation. A unit can reform during its movement phase as long as it is not in close combat. The unit may be arranged into a new formation of as many ranks as the player desires, so long as none of the models in the unit move more than twice their movement rate. A unit that reforms cannot move that turns movement phase.
Fighting
The following is the rules for combat. Ranged attacks go through this process once for an attack. In a melee, use the Initiative rules.
Area Attacks
Area attacks are attacks are attacks which target a location, rather than a unit. Any units within the Splash Range are subject to this attack. Ranged Units may choose to use a volley, and make an Area Attack at a -1 penalty and a splash range of 3 instead of targeting a unit. Some units may have an Area Attack as a special ability.
Dividing Attacks
When any single unit is attacking two or more units with the same attack, they divide attacks. This occurs when a melee unit is in base-to-base contact with two or more enemy units, or when multiple units are within the Splash Range of an Area Attack. When dividing attacks, decide how many attacks are allocated to each targeted unit. The sum of the attacks allocated cannot exceed the total number of attacks available to the attacking unit. You will perform these attacks separately following the steps as normal for each attack.
Initiative:
In melee, the unit with the highest initiative goes first, followed by the unit with the next-highest initiative, until there are no units who have not gone. If in any case, Initiative is tied, the unit with the smaller size goes before units with equal initiative but greater size. If Initiative and Size are both tied, roll off.
To-Hit
Successfully hitting a creature requires rolling greater than a certain number, that number determined by the difference in attacker and defender tier.
-3 tiers down: All attacks hit.
-2 tiers down: success on a 2+
-1 tier down: success on a 3+
-Same tier: success on a 5+
-1 tier up: success on a 7+
-2 tiers up: success on a 9+
-3 tiers up: No attacks hit.
Add modifiers from gear or special abilities to this. One d10 is rolled for every attack. The number of attacks is determined by number of models in a unit; each one gives one attack plus any bonuses from weapons.
Wounding
Wounding is a process which comes in three steps, and is the way to kill models.
1. Do damage equal to Attacker Size - Defender Size. If this is less than one, do one damage instead. Note that many weapons add damage. This damage is added after a damage less than one is replaced with one.
2. Multiply damage by the number of successful attacks.
3. Deal wounds. If the defender is of the same or lower tier, one damage is equal to one wound. If the defender is of higher tier, it takes one wound for every 5 damage if the tier difference is 1, 25 damage if tier difference is 2, and 125 damage if tier difference is 3. Discard fractions.
If, at the end of this process, a unit has taken wounds equal to or greater than the model's wound rating, remove a model for each multiple of the wound value taken. Excess wounds are given to a surviving model.
Combat Resolution
At the end of the combat phase compare how many wounds were dealt by each unit. For each wound you add +1 to the Combat Resolution score of the unit. Which ever unit has the higher score wins the battle and the other unit must take a morale test to see if they break or continue fighting.
A morale test requires rolling 1d10 and comparing the result to the units Morale value (In units that contain multiple morale values, use the highest value). If the result is lower , the unit passes the test and continues fighting. If the result is higher, the unit fails the test and Breaks.
If a unit fails a break test they must, in the next movement phase, the unit moves its full move value away from the unit that caused them to break. At the end of the next movement phase they may reform as normal.
Rout
If a unit takes wounds equal to half of the units wound total (The sum of all models wounds) in a single attack, or if it faces a unit more than two tiers above it, the unit checks for Rout. The unit rolls a d10 against its morale score plus any modifiers. If the roll is lower, then proceed normally, however if the roll is higher, remove the unit from play.
Tiers
Units in Machina Dei all fall into one of three tiers: Primary, Secondary, and Tertiary. Each Faction has units in each tier.
Primary Tier
The Primary Tier is the most powerful of all tiers. Primary tier units are the upmost limit of power for a faction, and for many factions it is the first thing you think about when you think of them. It is rare for more than a one of these to be in an army, and many armies do just fine without one.
Secondary Tier
These are the Mid-Level units. They often form the bulk of an army's capability, Almost all armies have a good handful of these.
Tertiary Tier
These are the weakest units that still have some augmention to them. While they're still much more powerful than ordinary civilians, they are vastly inferior to other tiers. Where they make up for it is numbers. Most armies will have more Tertiary units than any other type. In addition, Because of their numbers, Tertiary units can form formations.
Fodder
M3 W1 L4 I3 S1 Mundane humans with mundane equipment, completely devoid any divine or supernatural blessings. These units pale in comparison to those of the tertiary tier and are only used in vast quantities. They count as a "quaternary" tier for the sake of to-hit rolls, but deal damage as though they were tertiary units. (thus, it does not require five successful attacks from fodder to wound a single tertiary unit) They are considered tertiary for the sake of effects that do not specifically state otherwise. Each group of ten counts as a single model. Fodder take morale checks after losing 1/4 of the swarm.
1 damage dealt to a group of 10 would cause the corresponding proportional amount of loss of life, rounded as befits the decimal; the number left would be recalculated as an aggregate to determine the number of maximum wounds each group in the swarm has (0 to 10 = 1, 11 to 20 = 2, etc). // I have no idea what this is supposed to mean. Could it be made clearer by someone who understands it>
So in the example given before of a swarm of 30, each group initially starts with W3. If one group takes 2 damage and a second group takes 2 damage, that takes out 7 from the first group and 7 from the second group(6.66 rounded up). This puts the total at 30 - 7 - 7 = 30 - 14 = 16. Since this is between 11 and 20, each group now has W2 maximum (including the group that was not hit). //This also makes no sense.
I'll try to explain fodder health, assuming I understand it correctly: Fodder comes in groups of 10 and have a collective health pool which determines number of wounds based on total number of fodder troops. Every 10 people = every group get +1 wound. So three groups means that they all get 3 wounds since it's 3x10 people. If groups 1 and 2 take 2 wounds they lose 2/3 of their models, because they just lost 2/3 of their wounds. Rounded normally for decimals. In this case, 2/3 of 10 = 7 (6.66 rounded up), so they both lose 7 models. After this, wounds are recalculated based on the current number of fodder troops. Since they just lost 14 models, there's only 16 left. That's only enough for two wounds (more than 10, less than 20) so each of the three groups are reduced to two wounds, even the one that didn't take any actual damage because they're all linked though their "health pool".
This means that every group will take less damage from each wound they more fodder you have. 100 fodder means each group has 10 wounds, so each wound lost will only kill one model (1/10 of their wounds, 1/10 of their models), but once they start taking a bit of damage this will accelerate. If you bring them down to half strength, they take double damage. They only have 50 models left so they are reduced to 5 wounds. Losing 1/5 of wounds = losing 1/5 of models. 1/5 of 10 = 2.
I hope that makes sense.
Factions
Every group with significant influence is listed here.
NO MORE FACTIONS ARE TO BE ADDED
Roman
The Roman Empire has endured for 800 years under the reign of one Julius Caesar. Upon his ascension to dictator, the god Jupiter descended to show his favor, and Vulcan bequeathed unto the empire hundreds of great suits of armor, many time taller than the tallest men. Caesar used these machines to expand the empire, and the followers of Vulcan learned to create lesser machines of this nature. Now Caesar is old, and his age is finally beginning to show after living for centuries. He has headed east to fight the Chinese, leaving Nero to govern Rome in his stead.
Special Rules
The Roman Legions are vastly different from the numerous other factions. Great hosts of disciplined soldiers is its trademark, drilled to unerring battlefield control and precision. As such, a number of rules affect Roman Legion units differently than those of other factions.
Maneuvering & Formations
Wheel
Roman units, when preforming the wheel maneuver, only count half the distance moved when determining the remaining movement it can preform.
Turn
Where other units must spend 1" of their movement to turn 90 or 180 degrees, Roman units turn at no cost.
Change Formation
Like any other unit, a Roman unit may change its formation by moving models from/to its rear rank or reduce the number of models in its front rank. However, Roman units only surrender 1" of its movement to move five models, and 2" to move 10 models. This also means a Roman unit can move 15 models for 3" of its movement, or may move up to 20 models if the unit does not otherwise move at all.
Reform
Normally a unit may reform as detailed in the main rulebook. Roman units follow the same rules with a few key allowances: a Roman unit may still move up to half its normal movement if no single model moved more than it’s normal movement when reforming. If a model moved more than its normal movement the unit may not move further in that turn.
Declaring Charges
Roman units that contain models with Pilum may preform a shooting attack before their charge, but only if they are within half their charge range at the start of the turn. Additionally, all attacks against the targeted unit reduce the needed to-hit roll by one.
Additionally, Roman Fodder, being unsuited legionnaires, may gain formations.
Primary: God Machines
8M 3W 6I 7L 3S
These are the bronze warriors made by Vulcan himself. Each is thrice the size of a Man Machine, has the form of a human, and wields a sword and shield of similar proportion. A pilot must climb inside of one, through the mouth, to pilot it, directing it with the motions of his own body.
Secondary: Man Machines
6M 2W 5I 6L S2
These machines, while magnificent, pale in comparison to the God Machines. Where the God Machines are made in sleek imitation of human form, these are merely plated things in an upright form Gears and bars are visible through gaps in the armor. They too have sword and shield, though they are smaller. These are the bulk of the roman forces. Unlike other Secondary units, Man Machines can use formations.
Tertiary: Lorica Faulta
4M 1W 5I 6L 1S
Creating the metal warriors is not an easy task, and often it fails. The remainder is used for Lorica Faulta, or Failed Armor. This armor provides good protection, and lends weight to the blows of one who wears it, but it pales in comparison to even the Man Machines.
Christian
Jesus Christ walked the earth freely seven centuries ago. During that time, He healed the sick, taught wisdom, and helped those in need. But he was also critical of the Roman Empire, and so Pontius Pilate, then magistrate of the lands where Jesus walked, sought to have him killed. A troop of Man Machines were sent to slay him, but any wound merely healed, leaving the Christ yet living and free to speak as he would. So Pontius Pilate acquired the services of 100 smiths of Vulcan, and constructed a great cross, with the power of the gods, that Jesus might be killed. And it was built towering over Jerusalem, and Judas, one of Jesus followers, delivered the Christ onto Pilate for 30 silver. Jesus took his place within the great cross, and was pierced through, and did not heal. But neither did Jesus die, and so he remained there. And so Paul, a follower of Jesus, went out into the lands to tell people the good news which Jesus had taught, and to oppose the Romans.
Special Rules
Angels are mighty creatures, but their flesh is less cohesive than that of creatures native to this world. If it takes 5 attacks to inflict a single wound from tertiaries, angels have 4. If it would normally take 25, it only takes 16.
Primary: Heralds
10M 2W 6I 10L 5S
At the beginning of the Universe, YHWH created divine beings to serve him. These beings were diverse in form, and mighty in power. Should many Christians die in the name of Jesus, these Angels may come to earth to vanquish the foes of Christ.
Special Rules
Roll a die for each tertiary christian who dies. add the results of those rolls up. At the end of each turn, halve the number from that turn. When you hit the target number, the Herald comes.
The following is an example: You paid for the angel Malachi. His target number is (let's say) 32. You start play without him. First turn, you lose two Christians, roll two dice. Let's say that's a 16. 16 isn't enough, so at the end of your turn, it becomes 8. Next turn, you lose one christian to a lucky shot. Roll a 5. 5+8 = 13. Not enough. At the end of your turn, the five halves. Now it's 2+8, leaving you at 10. Your Christians charge, you lose six of them. Roll 6d10. Let's say you get 23. 23+10=33. That's enough. Malachi comes into play within his move distance from one of your units.
Secondary: Ascendants
8M 1W 6I 8L S3
A christian may be bolted into a machine, like the one which holds Christ, and by the power of YHWH be given a new angelic body. It is with no joy that a Christian does this, however, for a death in this form destroys the soul, and a Herald can not linger long on earth to aid those she treasures there.
Special Rules
Disciples can be sacrificed during battle to bring an Ascendant into play. This allows you to pretty much play the Ascendant whenever you want - though it takes a full turn and can't be in melee - but this is still a bit of an advantage.
Tertiary: Disciples
4M 1W 5I 7L 1S
The Christians fight with the experience of a thousand lives, for they do not die. Indeed, many Christians still live that walked with Jesus. When a christian dies, she is reborn 3 days later. Scars remain, but YHWH gives his children new body parts should they lose some in his service. As a result, the oldest Disciples sparkle with bodies as made as much from lightening and fire as from flesh.
Options
- Arms as Lightning - Deal two additional damage
- Sinews of Steel - Increase to-hit by two
Chinese
A vast empire governed by ritual and might the Thousand-Year Dynasties proclaim their rule by the Mandate of Heaven. An exotic nation far to the East, it is home to tall tales of unending numbers of tireless troops, monkey sages that trapeze off clouds and can kill a man with a touch, and hulking stone lions that gain life to defend the Forbidden City. Its capital is a bewildering combination of culture and conquest; for every nation under its authority, the Phoenix Emperor demolishes its capital and builds a full-scale replica in his own, consolidating power through the very ties that bind his enemies
Primary: Dragons
8M 4W 6I 8L 4S
The dragons rarely deign to intervene in mortal affairs, but when they do, they bring great power into play.
Secondary: Jade Wagons
6M 2W 3I 5L S3
These heavily armored Jade vehicles have rockets on their sides, and roll on treads. The rockets are devastating weapons, as they launch with force vastly exceeding that of arrows, and can explode on contact, depending on type. They have a serious drawback, however: There are a limited number of them. When all rockets have been fired, the tubes must be reloaded with new rockets. It is rare that this could be accomplished during battle, and the only other possible manner of attacking is for the crew to fight.
Tertiary: Terracotta Warriors
4M 1W 3I 9L 1S
In the great ritual factories of the many river valleys of China, the low rumble of work can be heard night and day. Formed from the bosom of the Earth herself these Warriors are assembled from a variety of molds, armed with iron and even steel tipped with chromium as to not dull even after ten-thousand strikes. The vast numbers of warriors in China's armies are without count, armed with pikes and cho-ko-nu.
Indian
As Rome expanded Eastward, they encountered India, then ruled by Ashoka the Great. Ashoka was tired of war, having conquered the nations surrounding India and found no joy in it. The advancing general asked that India become a territory of Rome. Ashoka, of course, declined. immediately as soon as word could be gotten to Caesar and back, the order was given. Invade. Ashoka was unwilling to fight the Romans, and they pushed deeply into Indian lands. Ashoka, however, saw that the invading general was cruel, and Ashoka was enraged. He once more took up the sword, and the Roman advance was brought to a halt.
This day much of India is in Roman hands, and Ashoka, once called Great, now endeavors to regain it through guile.
Primary: Avatars
9M 2W 7I 9L 4S
Gods make forms of themselves to receive oblations and occasionally aid their followers. Though they lack the true force of gods, they are powerful by mortal standards.
Secondary: Siddhi Monks
8M 1W 7I 7L S1 Hindu and Buddhist monks who have attained some of the Siddhis. Some may change their sizes, or enter another's body, or fly or change one thing into another.
Tertiary: War Elephants
6M 2W 4I 4L 2S
Indian Elephants are used in devastating charges, and they can carry archers on their backs. Some are blessed with increased size or additional tusks.
Celtic
Britain was a tantalizing jewel of shore of Gaul, and it was only natural that Caesar should lust after it. So Brutus was sent, as a reward for his aid uncovering an assassination attempt, to destroy the Celts, commanded by Boudica, who is growing more powerful (and more immortal) with each Celtic tribe she unites. He took a full legion, and invaded. But he was unprepared for what met him. His supplies dissipated, in small quantities, during the night. His men were harassed as they marched by blue-faced savages. More than one Man Machine was damaged by a falling tree. The men were quickly exhausted, and injured. And so when they arrived in a circle of standind stones, they were unprepared for what happened. The Machines stopped moving. Brutus set the smiths of Vulkan who had come to work at once. But the blue-faced demons burst from the trees, great clubs in hand. The soldiers drew their blades, but with mere mortal force, the blades glanced off the hides of the blue beasts as though they were cut from stone. the Romans were set upon, and defeated, even before the Treemen stepped out of the forest. It is said that Brutus' head still screams litanies of hate from the top of Boudica's spear.
Boudica was pleased.
A mere week later, she launched an assault on northern Gaul. The Romans there were caught by surprise, not having heard of the defeat of Brutus, and the Celts successfully seized an additional legion of Man Machines and established a foothold on the continent.
Primary: Treemen
5M 5W 5I 8L 3S
Massive druidic trees covered in tusks, horns, and various charms. Animated by the elder Druids, the only ones powerful enough to supply the amount of power needed to create on and not have the life essence drained from him.
Special Rules
Root: During move phase, Treemen may choose to become "rooted". When rooted, Treemen may not move, except to cease to be rooted. Uprooting and rooting both use all of a Treeman's move for that turn. Thus, a Treeman cannot root himself if he has moved, nor can he move immediately after uprooting. A Treeman is considered rooted beginning the turn after he uses his move to become rooted. He ceases to be considered rooted as soon as he spends the move to uproot. Treemen may choose to begin the game rooted.
Options
- Ancient: Treeman gains 1 Size.
- Regeneration: When rooted, a Treeman may use his magic action to restore a single wound.
- Constricting Vines: Range 12. During the magic phase, a Treeman may choose to roll to hit a unit in range. If succesful, the unit takes no damage but will be unable to move at more than half its move value in its next move phase. Additionally, until that time, the unit counts as one tier less for being hit by anything except Constricting Vines.
- Hollow: A number of models (no more than 15 models) may "hide" inside the Treeman, effectively being transported and protected from attack. A unit may spend half its move during the movement phase to be hidden; that unit is placed aside during transportation. The same unit may make ranged attacks while being transported, but can only make half the total attacks that the unit normally would be able to. The unit may spend half its movement to end transportation, and is placed touching the Treeman's base on any side (centered with the Treeman). While transporting units, the Treeman takes penalties of -1M, -1 to-hit, and -1 damage. Additionally, enemy units receive +1 to-hit against the Treeman. If the Treeman is destroyed, routed, or breaks while a unit is hiding, roll 1d10; [roll x 10]% of the unit survives (round up), and is placed where the Treeman was when it broke or was destroyed. This can force morale checks for breaking or routing as normal for damage dealt in a single incident.
- Big Rock: The Treeman starts with a one-use ranged attack, using its standard attack.
Secondary: Bronze Boars
6M 2W 4I 4L S2
The Man Machines taken at Gaul bear little resemblance to the originals, plant matter suffuses and powers them now. Tusks sprout from their heads.
Special rules
Due to the mass of plants and such growing on them, bursting through their armour, they take 6 hits per wound, unless the attack is fire based, in which case they take 4.
Tertiary: Woaden
4M 1W 5L 7I 1S
Warriors wearing Woad paint; it makes them supernaturally resilient. Swords glance of their sides.
- Woaden Team with Druid - the druid can provide defensive and speed buffs to the group
- Fae Blessed Woaden Team - this team has constant benefit of being under the watchful eyes of the eye, protecting them by tricking their would be attackers
- Nature Blessed Woaden Team - this team has the benefit of being under the protection nature spirits protection, so as long they remain significant vegetation it will work to hinder their enemies //This stuff seems pretty different from where we seem to be going - are we sure we want to keep it?
Special Rules
Woaden count as one tier higher for defensive purposes.
Hun
Hun warriors share their bodies with creatures referred to as "spirit-kin". They're bizarre looking creatures with no real similarity or reason to their appearance, when they are outside of a body, but they are considered to be related to humans in soul if not in form. Attila, the current Hun leader, has several spirit-kin wives who share his body.
Huns will merge with a spirit-kin to augment their own powers in battle, and to provide the spirit-kin with a body. The spirit-kin can only endure for a matter of hours without a body to reside in, so they are very grateful for the Hun willingness to host them. They repay the warriors with beneficial mutations, be they as simple as increased size and strength, or more complicated, such as extra limbs, tentacles, mouths or eyes. This takes time, of course, so the oldest of the Huns are also the most powerful, and least human.
Primary: Old Ones
5M 4W 8I 7L 5S
The Old Ones are Hun warriors who have lived for a long time, some for centuries. They house multiple Spirit Kin within their vast forms, and their bodies bear little or no resemblance to the humans they once were.
Secondary: Spirit-kin
10M 1W 6I 4L S2
These are spirit-kin temporarily outside of their hosts.
Tertiary: Warriors
8M 1W 4I 5L 1S
Merged with a spirit-kin and mounted, they rely primarily on bows. Fairly similar to humans.
Options
- Acid Gullet - The unit gets access to the special weapon "Acid Gullet", which has a 16" range, increases damage by one, and makes Area Attacks normally (thus, no need to Volley).
- Eldritch Longbow - The unit gets +1 to hit on ranged attacks.
- Eldritch Spear - The unit gets +1 to hit on melee attacks. The unit can no longer use ranged attacks.
- Putris Presence - Enemies attempting to come into melee contact with this unit must make a morale check. If the attacking enemy fails, it cannot com into base contact with this unit on the same turn.
- Refined Reflexes - Initiative increases by one.
Mercenary Factions
Mercenaries are the factions which for whatever reason cannot form their own armies efficiently. They are considered Tertiary units, and may belong to any army.
Barbarians
The Barbarians live in Europe, in the lands under Nero's dominion. They fight through sheer force of arms.
Norsemen
Runic armor keeps their power from fleeing; it is used to wield immense weapons and kill things better.
Special Rules
Norsemen count as one tier higher for offensive purposes.
Rus
Bear cavalry. Halberds?
Gauls
Potion fueled warriors, see Asterix and Obelisk.
Arabs
The Arabs live in the middle east, behind Caesar's front line in China. They enslave beings to serve them.
Jews
Golems. They do not need to be driven, and are powered by the words in their heads.
Beduin
The Beduin use bound djinni for their purposes. Djinni have innate control of fire, and are composed of it. Long ago Solomon bound and commanded many of the djinn for his own purposes; whenever a djinn is found trapped in a bottle, it is likely Solomon who put it there. Of course it's been a thousand years since then, and though some djinn are still bound to rings or bottles or lamps, others have gained greater or lesser measures of freedom since then, and the Bedouin sorcerers often struggle to ensure that the djinn do not act according to their own wishes.
Peri
The Peri are spirits imprisoned in great iron machines to punish them for not taking a side in the war between good and evil. The Persians can repurpose these machines to fight the Machines of the Romans. Unlike other mercenaries, these are secondary tier units.