Machina Dei

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The influences of the different factions.

The great empire of Rome, mired in war with the Chinese, petitioned its gods for aid. They answer. Lesser groups summon their own powers from the shadows of the world, to stave off renewed conquest.

Writefaggotry: Machina Dei/Writefaggotry

IRC: irc://irc.rizon.net/MachinaDei

Development Document: https://docs.google.com/document/d/1fGxG3QwDolYQa13vvjJ3MbagwmL1boUcZ2Ve8vQusMk/edit

Crunch[edit]

Current rules are allowed to change. All Dice are d10s. If rules aren't explicitly stated, it probably works with WHFB rules.

Stats[edit]

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[edit]

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: Units move a distance equal to their "move" score, in inches. Measure from the front of each model's base.
  • Magic Phase: used for some unique effects. Most units won't be able to do anything in this phase.
  • Shooting Phase: Archery attacks are made. Units cannot make archery attacks if they are in base to base combat.
  • Melee Phase: Resolve Melee combat.

Units[edit]

Most units have many models in them. Their can be a unit of many warriors fighting as one, or soldiers in a regimented formation. Most smaller units act as groups. In some cases, there will only be one model in a unit. This can be by design, as will be the case for all Primaries and many Secondaries, or it can result from all but one member of a unit dying.

Skirmishers[edit]

These units are comprised of multiple associated models of the same type. They use no special combat rules, but must remain close together at all times. They must all be within 1" of another model in the unit at the end of each movement. When a model is destroyed, remove models in a manner such that all remaining models are still within 1" of another model in the unit.

Individual Units[edit]

A model not grouped with another model or models is an 'individual unit'.

Formations[edit]

Formations are units with identical models in a straight-sided arrangement. 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 number, up to a +3 bonus. When models are destroyed, remove them from the back rank. 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. If five models were destroyed, it would lose the back rank, but would still have its full bonus. If it loses another three models, the unit will no longer have three full ranks behind the first, and thus will only get +2 to Combat Resolution.

A formation that is attacked from the flanks or rear does not include this bonus when determining their final Combat Resolution score.

Formations are available to tertiary units and fodder.

Advancing[edit]

Formations move in the direction they are facing. The line of movement should be perpendicular to the formation's leading edge.

Wheeling[edit]

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[edit]

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[edit]

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[edit]

The following is the rules for combat. Ranged attacks go through this process once for an attack. In a melee (when models in a unit are within base to base contact of models in an opposing unit), use the Initiative rules.

Area Attacks[edit]

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. The number of attacks made is equal to the number of models making the attack. The attacker may choose how to divide damage after seeing how many attacks hit.

Dividing Attacks[edit]

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:[edit]

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[edit]

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[edit]

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.

After this, if all participants in the melee have not attacked, the next combatant makes his attack.

Combat Resolution[edit]

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[edit]

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[edit]

Units in Machina Dei all fall into one of three tiers: Primary, Secondary, and Tertiary. Each Faction has units in each tier.

Primary Tier[edit]

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[edit]

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[edit]

These are the weakest units that still have some augmentation 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[edit]

M3 W1 L4 I3 S1 2pts

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. Every ten models count as one for the purpose of making attacks and for buying equipment. Fodder take morale checks after losing 1/4 of the swarm. Fodder can use all of the equipment available to a Tertiary of their faction, but none of the Tertiary's Options of Special Rules, unless those are army-wide.

Factions[edit]

Every group with significant influence is listed here.

NO MORE FACTIONS ARE TO BE ADDED

Roman[edit]

Roman war machine.

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. As wars went on, 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[edit]

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.

Wheel[edit]

Roman units, when performing the wheel maneuver, only count as having used half of the distance measured by the far corner.

Turn[edit]

Where other units must spend 1" of their movement to turn 90 or 180 degrees, Roman units turn at no cost.

Change Formation[edit]

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[edit]

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.

Primary: God Machines[edit]

8M 3W 6I 7L 3S 200 pts

These are the bronze warriors made by Vulcan himself. Each is thrice the size of a Man Machine, is modeled after the gods, and wields a weaponry 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.

Options[edit]

  • Discus (20pts, purchased individually) - 12" range
  • Net (30pts) - As its magic action, Unit may deploy a net against a single unit with which it is in base contact., reducing Move and Initiative by 1. Effect is canceled if movement causes the target to be more than 2" or if God Machine uses it's net on another target
  • Shield (50pts)
  • Polearm (50pts)
The Twelve and One[edit]

Each of the God Machines are modeled after one of the Dodecatheon, or Caesar. They can choose no more than one of these to be modeled after, and no more than one of each of these options can be in your army.

  • Glory of the Caesar (90pts) - +1S, all friendly units get +1L
  • Lightning of Jupiter (125pts) - 28" range, +2 damage
  • Sword of Mars (100pts) - +3 damage on melee attacks
  • Hood of Pluto (110pts) - enemies must roll one higher on to-hit in order to hit.
  • Bow of Diana (125pts) - 42", +1 damage on ranged attacks
  • Aegis of Minerva (80pts) - +1 wound
  • Hammer of Vulcan (175pts) - use your Magic Action to heal 1d10 wounds to a unit within 10" of the God-Machine.
  • Light of Apollo (80pts) - All enemy units within 18" are blinded, and cannot use ranged attacks.
  • Envy of Juno (90pts) - All enemy units have -2L.
  • Sandals of Mercury (80pts) - +2M, is not obstructed by any terrain.
  • Beguilement of Venus (100pts) - Use your Magic Action to force all enemy units within 12" to use their full Movement towards you.
  • Trident of Neptune (95pts) - +1 damage on melee attacks; use your Magic Action to force all enemy units within 9" to take a morale test. If they fail, they immediately Break.(?)
  • Debauchery of Bacchus (115pts) - Enemy units must attack the God Machine with this ability if possible, even if another friendly unit is a legal target.

Secondary: Man Machines[edit]

6M 2W 5I 6L S2 50 pts

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 wield weaponry of their own proportions. These are the bulk of the roman forces, in theory, but when they supply chain is cut off, damaged or destroyed Man Machines must be converted into Lorica Faulta.

Special Rules[edit]

  • Unlike other Secondary units, Man Machines can use formations. A formation of Man Machines requires only three files in each rank.

Options[edit]

  • Pole Arm (10pts)
  • Shield (8pts)
  • Scutum (15pts)

Tertiary: Lorica Faulta[edit]

4M 1W 5I 6L 1S 9pts

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.

Options[edit]

  • Lorica Faulta may use Javelins, Polearms, Shields, and Scuta. Additionally, Fodder may use bows

Christian[edit]

Jesus Christ walked the earth freely seven centuries ago. During that time, He healed the sick, taught wisdom, and helped those in need. But the Roman Empire feared his power, 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 Jesus declined to be slain at that time, and 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 coins. 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.

Primary: Heralds[edit]

10M 2W 6I 10L 5S 225pts

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[edit]

  • Heralds begin play not on the field. During the magic phase, roll 1d10. Add the value to the number of Christian casualties so far. If this number exceeds a threshold of 50, put the Herald into play within 6" of another Christian unit.

Options[edit]

  • Thirst for Vengeance (150pts)- Reduce threshold to 25
  • Lance of Longinus (60pts) - The Herald wields a lance taken from Jesus' cross, and forged by Longinus. Jesus' blood has made this weapon incredibly potent.+2 Damage
  • Hewn of Mountain (100pts) - +1W
  • Multitude of Eyes (70pts) - +2I
  • Heaven's Descent (100pts) - When the Herald comes into play, it can be placed anywhere on the field, as long as there is not already a unit there.
  • Sixfold Wings (70pts) - This unit can draw movement through enemy units and terrain at no penalty.
  • Fire and Brimstone (120pts) - 18", makes area attacks for free

Secondary: Ascendants[edit]

8M 1W 6I 8L S3 30 pts

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 cannot linger long on earth to aid those she treasures there.

Special Rules[edit]

  • Disciples must be sacrificed during battle to bring an Ascendant into play.

Options[edit]

  • Flaming Sword (20pts) - +2 Damage. Units in combat must make a morale check or break, immediately after combat is resolved.
  • Martyr's Revenge (5pts) - When this model is destroyed, all enemy units in 4" take one damage and -2 to hit until the end of your next turn.
  • Wrath of the Divine (15pts) - 18" ranged weapon
  • Trumpet of the End Times (40pts, whole unit) - all enemies in 8" have -1L. This does not stack with instances of this power.

Tertiary: Disciples[edit]

4M 1W 5I 7L 1S 8pts

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.

Special Rules[edit]

  • A Disciple may use his Magic action to be crucified. The crucified Disciple may take no normal actions but may use his magic phase the next turn to become an Ascendant. Any number of models in a unit may do this. When they do, they are removed from their unit.

Options[edit]

  • Arms as Lightning (12pts) - Deal two additional damage
  • Sinews of Steel (4pts) - Increase to-hit by two
  • Thighs of Bronze (4pts) - +2M
  • Heaven's Clarity (4pts) - Increase initiative by one
  • Flesh like Thunder (8pts) - +1W
  • Wings (6pts) - This unit can ignore terrain and enemy units when moving.
  • All equipment is available to Disciples, except for faction-specific equipment.

Chinese[edit]

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 their charges. Its capital is a bewildering combination of culture and conquest; for every nation under its authority, the Phoenix Emperor demolishes its capital and rebuilds it in his own, consolidating power through the very ties that bind his enemies.

Primary: Dragons[edit]

8M 4W 6I 8L 4S 275pts

The dragons rarely deign to intervene in mortal affairs, and few see the Phoenix Emperor as their liege, but when they do, they bring great power into play.

Options[edit]

  • Flight (60pts): The dragon can ignore terrain and units when moving.
  • Heavenly Transfer (80pts, each use): as a magic action, the Dragon switches places with another unit you control within 32"
  • Lightning Strike (150pts): deals two damage to a unit, anywhere on the map. Roll to-hit as normal, but do two damage instead of determining damage normally. This damage can not be modified in any way.
  • Fire (100pts): 12" range, make an area attack without needing to volley
  • Claws of an Eagle, Horns of a Stag (100pts) - +2 damage.
  • Rain of Sorrow (100pts) - units within 6" get +1 to hit on ranged attacks

Secondary: Jade Wagons[edit]

6M 2W 3I 5L S3 30pts

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.

Special Rules[edit]

  • Jade wagons count as being tertiary units when doing melee damage.

Options[edit]

  • Rocket (10pts): Special ranged weapon, 32" range. Buy individually.
  • Heavy Rocket (13pts): 26" range, +1 damage
  • Shrapnel Rocket (13pts): 32" range, make an area attack without needing to volley.
  • Terracotta Kirin guard (100pts, whole unit): This wagon unit is guarded by Terracotta Kirin, and the unit makes melee attacks at no penalty.

Tertiary: Terracotta Soldiers[edit]

4M 1W 3I 9L 1S 6pts

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 soldiers 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 soldiers in China's armies are without count, armed with pikes and cho ko nu.

Special Rules[edit]

  • The Combat Resolution bonus from Chinese formations can be as high as +5, instead of +3.
  • If a Chinese formation has at least seven ranks, the units receive +1 to hit.

Options[edit]

  • Shang Wei (25pts, entire unit) - A Human Captain provides +1I to the unit.
  • Terracotta Cavalry (4pts) - +2M
  • Terracotta Soldiers may use Pole Arms, Cho Ko Nu, and Shields

Indian[edit]

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 finding no joy in it. The advancing general asked that India become a territory of Rome. Ashoka, of course, declined. The general already had Caesar's orders for this eventuality. Invade. Ashoka was at first unwilling to fight the Romans, and so they pushed deeply into Indian lands, overcoming Ashoka's unsupervised generals with relative ease. Ashoka, however, saw that the invading general was cruel, and thus 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[edit]

9M 2W 7I 9L 4S 225pts

Gods make forms of themselves to receive oblations and occasionally aid their followers. Though these forms lack the full force of gods, they are powerful by mortal standards.

Options[edit]

  • Divine Presence (85pts) - +1L to all friendly units.
  • Seven Tongues of Agni (160pts) - +1I, ranged attack: 12", +1 Damage on ranged attacks
  • Indra's Rain (200pts) - Use a magic action. The area within 12" of this unit is treated as difficult terrain by all units. This includes Indian units.
  • Diamond and Lightning (80pts) - +2 Damage on melee attacks
  • Ferocity of Rudra (150pts) - 42" range, +1 Damage on ranged attacks

Secondary: Siddha[edit]

8M 1W 7I 7L S1 40pts 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.

Options[edit]

  • Vayu Gaman Siddhi (20pts) - As a magic action, place this unit anywhere on the map
  • Madalasa Vidya (25pts) - As a magic action, the Siddha counts as 5S until your next Magic phase
  • Aparājayah (3pts) - Use a magic action, and the next time this unit would roll for morale, it automatically succeeds instead.
  • Yathā Sańkalpa Saḿsiddhiḥ (7pts) - Use a magic action. On your next attack, you get +2 to-hit
  • Mrit Sanjivani (200pts, whole unit) - Use a magic action. Return a model that was destroyed to this unit. This unit must have at least five models in it to use this ability.

Tertiary: War Elephants[edit]

6M 2W 4I 4L 2S 16pts

Indian Elephants are used in devastating charges, and they can carry archers on their backs. Some are blessed with increased size or additional tusks.

Special rules[edit]

  • Palisades atop Flesh - This unit may make archery attacks even when in base to base contact with another unit, but it gets -2 to hit

Options[edit]

  • Greatest Elephant (5pts) - +1S
  • Blessed Tusks (3pts) - +1 Damage on melee attacks
  • Trained Archers (3pts) - The -2 penalty from making ranged attacks in a melee is negated.
  • War Elephants may use bows

Celtic[edit]

Britain was a tantalizing jewel off 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. His task was to destroy the Celts, who were commanded by Caratacus, a man growing more powerful (and more immortal) with each Celtic tribe he united. Brutus 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 warriors. More than one Man Machine was destroyed by a falling tree. The men were quickly exhausted, and injured. And so when they arrived in a circle of standing 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 swords 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 atop Caratacus' spear.

Caratacus was pleased.

A mere week later, he launched an assault on northern Gaul. The Romans there were caught by surprise, not yet 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[edit]

5M 5W 5I 8L 3S 220pts

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 one. The druids give their lives to empower these, but the trees are forces to be reckoned with.

Special Rules[edit]

  • 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[edit]

  • Ancient (75pt) - Treeman gains 1 Size.
  • Regeneration (60pt) - When rooted, a Treeman may use his magic action to restore a single wound.
  • Constricting Vines (125pt) - Range 12. During the magic phase, a Treeman may choose to roll to hit a unit within 12". If successful, 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 (not for wounding) by anything except Constricting Vines.
  • Hollow (75pt) - 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 (20pts) - The Treeman starts with a one-use 24" ranged attack.

Secondary: Bronze Boars[edit]

6M 2W 4I 4L S2 50pts

The Man Machines taken in the Standing Stones and at Gaul now bear little resemblance to their original state. plant matter suffuses and powers them now. Tusks sprout from their heads.

Options[edit]

  • Bees (75pts per unit) - A hive of bees has moved into this Bronze Boar. They don't take kindly to enemies near their hive. All enemy units within 4" of the Bronze Boar have -1I
  • Quillhide (60pts per unit) - A friendly unit within 4" of this unit that can use javelins may use javelins as a ranged attack without expending javelins. If that unit does not attack in the turn, the amount of javelins available to it increase by one.
  • Thorny Hide (10pts) - In attacks in which they are not the initiator, each model with this does 1 extra damage.
  • Great Tusks (15pts) - +1 damage.
  • Eoganacht Boarmatron (40pts per unit) - This boar is the mount to one of the nobles of Eoganacht.Units within 4" gain +1L.
  • Bramble Boar (18pts) - +2M

Tertiary: Woaden[edit]

4M 1W 5L 7I 1S 15pts

The warriors of the Celts are painted with Woad, a powerful substance which strengthens their hides.

Special Rules[edit]

  • Woaden count as one tier higher for defensive purposes.
  • Woaden may not use formations.

Options[edit]

  • Druid (50pt per unit) - the druid can provide defensive and speed buffs to the group. At the beginning of each turn, choose one benefit. the unit of Woaden gets +1M, or negate one wound from each attack.
  • Fae Blessed (60pt per unit) - this team has constant benefit of being under the watchful eyes of the Fae, protecting them by tricking their would be attackers. roll 1d10 each time a unit attacks the Woaden, they take that much damage as from a tertiary unit.
  • Woaden may use Javelins, Pole Arms, and Great Weapons.

Hun[edit]

A Hun Old One, surrounded by his army.

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[edit]

5M 4W 8I 7L 5S 275pts

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.

Options[edit]

  • All-consuming (100pts) - Any units 2S or less that the Old One attacks in melee cannot move afterwards unless the Old One moves first. The Old One and the Immobilized Unit get +2 to hit each other in melee while this is active.
  • Terrifying Visage (150pts) - The Old one uses its magic action. all units within six inches have -3L until the end of their next turn.
  • Dreadful Roar (100pts) - As a magic action, the Old one can force all units within 12" to make a morale test or break.
  • Baleful Gaze (200) - As a magic action, the Old One forces a unit within 18" to make a morale check or rout.

Secondary: Spirit-kin[edit]

10M 1W 6I 4L S2 50 pts

These are spirit-kin temporarily outside of their hosts.

Special Rules[edit]

Spirits 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, spirits have 4. If it would normally take 25, it only takes 16. When a Spirit-kin loses initiative, he may make his attack before removing models.

Options[edit]

  • Fearsome Countenance (70pts per unit) - at the start of a melee, this unit's enemies must make a morale check or break. If they break, the melee is aborted. If they do not break, it continues uninterrupted.
  • Fearsome Claws (15pts) - +2 Damage
  • Recurring Spirit (20pts) - +2I
  • Ethereal (80pts per unit) - Can pass through enemy units, ignores terrain.

Tertiary: Warriors[edit]

8M 1W 4I 5L 1S 10pts

Merged with a spirit-kin and mounted, they rely primarily on bows. Fairly similar to humans.

Options[edit]

  • Acid Gullet (6pts) - The unit gets access to the special weapon "Acid Gullet", which has a 12" range, increases damage by one, and makes Area Attacks normally (thus, no need to Volley).
  • Eldritch Longbow (2pts) - The unit gets +1 to hit on ranged attacks.
  • Eldritch Spear (1pt) - The unit gets +1 to hit on melee attacks. The unit can no longer use ranged attacks.
  • Putrid Presence (20pts, whole unit) - Enemies attempting to come into melee contact with this unit must make a morale check. If the attacking enemy fails, it cannot come into base contact with this unit on the same turn.
  • Refined Reflexes (2pts) - Initiative increases by one.
  • Hun Warriors may use Bows and Spears.

Mercenary Factions[edit]

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[edit]

The Barbarians live in Europe, in the lands under Nero's dominion. They fight through sheer force of arms.

Norsemen[edit]

Runic armor keeps their power from fleeing; it is used to wield immense weapons and kill things better.

Special Rules[edit]

Norsemen count as one tier higher for offensive purposes.

Rus[edit]

Bear cavalry. Halberds?

Gauls[edit]

Potion fueled warriors, see Asterix and Obelix.

Arabs[edit]

The Arabs live in the middle east, behind Caesar's front line in China. They enslave beings to serve them.

Jews[edit]

Golems. They do not need to be driven, and are powered by the words in their heads.

Bedouin[edit]

The Bedouin 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[edit]

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.

Equipment[edit]

Equipment must be purchased for each model in a unit. These costs are for tertiaries and fodder. Other tiers may be able to use modified versions of these weapons. Not all units can use all equipment.

Ranged[edit]

Ranged weapons are required to make ranged attacks.

  • Bows (5pt) - 18" range
  • Cho Ko Nu (Chinese only) (6pt) - 18" range. Cannot use volley. A unit can reroll an entire attack, but it must take the result of the reroll even if it is worse.
  • Javelins (1pt, buy individually per javelin) - 12" range. Each purchase of this per model grants one ranged attack to the unit.

Melee[edit]

Units are assumed to have some sort of melee weapon. These are weapons outside of the norm.

  • Great Weapons (3pt) - +1 to damage
  • Pole Arms (2pt) - +1 to initiative

Defense[edit]

  • Shields (1pt) - Take 1 less damage from attacks of a tier lower, the same tier, or higher. Take 5 less damage from attacks of two tiers lower.
  • Scuta (Roman only) (2pt) - As shields, but values are 2 and 10, respectively.

Housekeeping/Information[edit]

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