The 9th Age/Tactics/Makhar: Difference between revisions
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'''Parting Shot:''' Bowmen on mounts cant shoot and flee as a charge reaction but the flee distance roll is Minimised. | '''Parting Shot:''' Bowmen on mounts cant shoot and flee as a charge reaction but the flee distance roll is Minimised. | ||
'''Warband Standard''' | '''Warband Standard:''' | ||
===Armoury=== | ===Armoury=== | ||
Revision as of 00:30, 17 March 2019
For when you wanted to play Warriors of the Dark Gods but wished they had more Mongolians. The 9th Age has you covered with the Makhar.
Tactics
A recently made Auxiliary army of WotDG, currently in Concept Beta
Universal Rules
Makhar Battle Fever: has the old Battle Fever + more. Reroll natural rolls of 1 for charge range and Gains Devastating charge(fearless, hard target).
Parting Shot: Bowmen on mounts cant shoot and flee as a charge reaction but the flee distance roll is Minimised.
Warband Standard:
Armoury
Recurve Bow: a bow that is Quick to fire and adds +1 to hit and Ap at close range.
Makhar Lance: Lances that gives another rank of Support attacks but can't use Shield with them in melee.
Hereditary Spell
Breath of the Steppe: creates a small Tornado on the ground that creates cover and causes Dangerous Terrain even to Striders.
Special Items
Weapon Enchantments
Wildfire Burst:
Symbol of Slaughter:
Banner Enchantments
Wasteland Torch: gives Distracting and Terror.
Armour Enchantments
Mammoth-Hide Cloak:
Artefacts
Endless Plain:
Spirit of the Herd:
Turul Radiant Headdress:
Unit Analysis
Characters
Makhar Gyula:
Enaree:
Mounts
War Dais:
Shadow Chaser:
Black Steed:
Dark Chariot:
Great Elk:
Chimera:
Wasteland Behemoth:
Core
Steppe Wolfhound:
Tamyir Vassals:
Horse Archers:
Makhar Lancers:
Special
Makhar Flayers:
Makhar Chariot:
Warrior Knights:
Turul:
Karkadan Herd:
Nomadic Giant:
Steppe Mammoth: