Warhammer armies: Far North

Miten eri armeijat poikkeavat toisistaan tyyliltään ja pelitavoiltaan. Keskustelua eri yksiköiden käytöstä tilanteiden mukaan.
Avatar
Rune
Peliporukkavalvoja
Viestit: 6376
Liittynyt: Ma 06.01.2003 14:18
Paikkakunta: Joensuu

Warhammer armies: Far North

Viesti Kirjoittaja Rune »

Warhammer armies: Far North on tällä hetkellä enemmän tai vähemmän väliaikaisesti lakkautettu Sotavasara.netin oma armeijalista Warhammerin fantasiamaailmaan. Ne, jotka eivät alusta asti ole olleet mukana, voin kertoa: Koko roska on käynyt niin hemmetin monta vaihetta läpi ettette usko sitä unissannekaan, porukkaa on lähtenyt ja tullut lisää, ja osa (kuten minä ;) ) on ollut alusta asti mukana. Nyt, vaikka käyttäjäkaarimme onkin vähentynyt, jatkamme yhä listan säätämistä päämääränä ensin nettilevitys, lopulta GW:n hyväksyminen ja ehkä jopa Annual, tai White Dwarf. Jossain välissä homma oli mennä aika harakoille, mutta sitten tapahtui ihme, ja Kuusikeiju laskeutui taivaasta. roska kääntyi päälaelleen, luojan kiitos. Nyt saimme aloittaa melkein alusta, mutta sitä samaa kaavaa kun olemme jatkaneet tähänkin mennessä, niin jatkamme yhä. Minä, Rune, vastaan armeijalistasta, muut vastaavat muusta. Seuraava askel on saada armeijalista itsessään nettilevitykseen, ehkä jonkun asiansa osaavan nettisivujentekijän käsien kautta. Kiitämme vapaaehtoisia, joilla on oikeasti kokemusta ja tahtoa sitoutua tekemään hommaa.

Nyt, ennenkuin luet eteenpäin!!
Runefangin sanoin, listaan ei tule Väinämöistä, Joukahaista, Ilmarista, ei ketään kalevalan henkilöä, Joulupukkia, Pakkasukkoa tai mitään muutakaan hullutusta special characteriksi, joten jättäkää sellaiset ideat jo alussa kotiin, kiitos.

Runefang jatkaa menestyksekkäästi idioottimaisten (tai, ei, mutta aikaa sitten hylättyjen) ehdotuksien kieltojen sarjaa. "Jos aiot ehdottaa listaan lisättäväksi napakoirarekiä, joulutonttuja, lumiukkoja tai rämeenperän turvenuijia niin on parempi, ettet lähetä sitä viestiä." Kiitos. Jälleen.

Ja minä sanon nyt itsekin, YHTÄKÄÄN HEMMETIN YKSIKKÖÄ EI OLE LISTAAN ENÄÄ TULOSSA, ELIKKÄ HAISTAKAA *****. Tack så mycket. ;)

edit\\ Nyt myös PDF v.0.5. Crediitit Arille, mitä suurimmissa määrin.
Rune topikin sivulla 118 kirjoitti: Ja pyydän, todella, pyydän niin hemmetisti, että kukaan, kukaan, en minä, Pamp-pu, kukaan laittaisi tätä ketjua, PDF:ää, mitään roskaa minnekään koskaan vielä ikinä ennen yleistä suostumusta. Piste. Tämä hiotaan loppuun ja katsotaan sitten mitä tapahtuu.
Kiitos kovin paljon.

_____________________________________________________________

FAR NORTH
..::Armylist::..




FAR NORTHERN SPECIAL RULES:

'Northern Traditions
The traditions of 'northern people date back to the ancient days. Every new thread that surrounds the northern folk makes them a bit stronger, and the men of Far North are renowned for being some of the most stubborn and iron-willed men in the Old World. Some rather dubious scholars have even claimed them to be exceptionally tall dwarves with much less hair! They have never given ground for enemy easily, and even if the 'northern warriors momentarily hesitate, the sound of traditional birch bark horns gives them what they need to restore their lost courage.

Any unit with 'Northern Traditions special rule cannot have its Ld -value reduced below 5 by combat resolution. Additionally, if the unit has a musician, he will carry a traditional 'northern birch bark horn, giving +2 to the units Ld for rallying test instead of the normal +1. However, this cannot take the unit's Ld over 10 as normal.

Sometimes a unit has this special rule listed even if it is partly redundant: The unit may not have option for musician (especially if the unit happens to be a Character), or it might have better psychology rules like Stubborn. This rule is always listed if the unit can even partly benefit of this rule.

Hiking equipment
Northern Border Rangers use specially designed hiking equipment to travel great distances in wilderness with considerable speed. Many 'Northern heroes have been members of Border Ranger's, so they can use their equipment with skill. During wintertime they use skis and sticks, but during summer they use legendary birch bark shoes, that make runners step much lighter, especially in forests and mountains. Models using Hiking Equipment gain +1 M. They may now move in difficult terrain without any penalties. For them very difficult terrain is considered only difficult. They may even march in difficult and very difficult terrain.

'Northern tribes
In Far North, people have divided in small groups and live hunting and with everything they can find from deep forests, pure watered lakes or large areas of grass filled plains. As where 'Northern people live, they can be roughly categorized in three different tribes; Harmlanders, Pinelanders and Farlanders. All of these tribes have their own reasons to fight and their own ways of living and fighting. All models in a Far Northern army must be from some these tribes. An army may include more than one type of tribe members, for example two units of Harmlanders, a Pinelander hero and one unit of Farlanders.

However, these tribes have certainly lived trough a lot, but still live seperated and divided into small groups of people, and customs between tribes may vary a lot. Because of this, a character from a certain tribe may not join any unit from another tribe than his, and units from diffirent tribes than the army's general may not use his leadership in any circumstances.

Harmlanders
Harmlanders are the toughest people in all Far North. The bitterness of losing their beloved lakes never eases in their mind, and from that bitterness they draw the anger to fight in order to defend what is left of their original homelands. Therefore Harmlanders hate all enemies, regardless of who they are. As well, all harmlandish units and characters must make a Ld test whenever they are in charge range of an enemy unit. If the test is passed, the unit can move as normal. If the test is failed, they must charge the closest enemy unit in their charge range. Make this test after Frenzy. Also, Harmlanders are so angered of seeing, or fighting, invaders of their beautiful land, and most of all because they lack military discipline, they cannot make use of all potential of fighting in numbers. Their ranks won't push friendly warriors onwards to battle; the ranks will most likely push themselves to battle alongside their friends. Because of this, Harmlandish units may only benefit of a maximum of two (2) ranks when calculating combat resolution.

Pinelanders
All of the folk of the Pinelands have lived their whole life in areas that have dense woods. Therefore they can move at full speed in forests, but they still can’t march in them. In addition, all Pinelandish characters may have the scout skill for five points.

Farlanders
All of the folk of the Farland have lived their whole life in areas that have lots of hills and mountains. Therefore they can move at full speed on hills and mountains, but they still can’t march in them. Also, because of the acts of Kislev in the war of Thousand Lakes, all Farlanders hate all Kislevites

Horndeers
Horndeers are large animals that roam the forests and plains of Far North and the surrounding areas. A little smaller than a moose, but still an impressive sight as an animal, the Far Northern men have managed to tame some of the wild beasts, and turn their speed and strength in charge to their benefit. When a horse is commonly used in southern parts of Old World, a horndeer is a little slower, but their grand horns make their charge much more effective, even though a horse is trained in attack and fighting. Its structure is also heavier and stronger than of horndeers, so it may sustain the strength it contains, whilst a horndeers strength lies in it's horns and the great blow they deliver to an opponent due the great speed.

M7 Ws3 Bs0 S3 T3 W1 I3 A1 Ld5

Tusker Charge
Whenever horndeers charge, they gain +1 to their strength value until the end of that close combat phase.

_____________________________________________________________

FAR NORTHERN MAGIC ITEMS:
In the following list there are additional magical items for usage of Far Northern heroes and lords. A 'Northern character may choose items from the Common magic items list (shown in the Warhammer Rulebook) and from the Far Northern Magic Items list as noted in their armylist entry. Only Characters in Far Northern army may use items listed in Far Northern Magic Items list, and in addition there may be other limits, but these are clearly marked in the description of that Magic Item. 'One use only' items still count as magical even if their ability is used.

--Weapons--

Trident of Achti....... 75 pts

Achti is the lord of sea, a kingdom underwater that does not threaten thee
A steely trident alga covered, gave to us 'Norherns magic powered
As protection against the enemy great, opponent that evil made
With that the men will fend off attacks bold, and drive the enemy to the barrens cold.

This weapon always strikes first, even if the enemy has charged, and ignores enemy armour saves. Ward saves may still be made as normal.

* * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * *

Warchief́s blade, only for Warchiefs......... 60pts

Many corpses made, many heads taken
In the time of hundreds of years, as the grandsons shed tears
Made in a forge of infernal fire, made in mountain not in mire
In a field of snow it was sharpened, when the war had threatened

The weapon adds +1 to it's wielders Strength value and each unsaved wound counts as d3 wounds. These 'additional' wounds made count towards combat resolution. In addition, if the bearer rolls 6 to hit, no to wound roll is required because it wounds automatically.

* * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * *

Hammer of Ailmarin........... 60pts

It is the great smith Ailmarinen, whose brother is named Vainemoin
The one who forged the mountains you see, the one who made the bottom of the sea
He made all with his huge hammer, the beautiful lands with forgotten manner
And the hammer of Ailmarin still, shall burn the evil and break it’s will

The bearer is immune to all fire based attacks and his attacks count as flaming. In addition the bearer can use his hammer to enhance the weapons of a friendly unit, this works as a bound spell with range of 12" and power level of 6. The affected unit gains +1 to hit or extra -1 to armour save modifiers, decided by the caster of the spell. These attacks count as magical. The effect last until the start of the next turn.

* * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * *

Harmland's Pride......................50pts

`Tis is the axe of Harmland, battle-axe of true man
By Jussís hand fell a great bruin, killed bear in a ruin
To his sons the blade he gave, they gave to their own before the grave
Great axe of Harmland, only blade of true-man

This weapon grants +3 Strength bonus to the wielder, requires two hands to use, and strikes last, just as a Great weapon. So, if the bearer charges, he may strike first in the first round of combat.


* * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * *

Lalli's Vengeance........ 50pts

From the north came this peasant, in pineland where weather wasn’t pleasant
To his own hand he took the justice, and an axe which’s blade wasńt so bright
By the axe the life of Henrik ended, only because some food he lended
On the ice that was of hard sort, in the land of cold Far North

This weapon grants the wielder +1 Strength, and the bearer hits all Wizards and Spellcasters (such as Imperial Warrior Priests) with 2+ regardless of higher or lower ws values.

* * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * *

The Crossbow of Joukhain.......... 45pts

Joukhaińs crossbow it is, it shoots lightning weapon this
It shoots many deadly bolts made of steel, with dozen firebolts enemy has to deal
Moose will fall from one verst distance, from twice that will man go out of existence
It can shoot a hole into a coin just like this, even a blind man cannot miss

The Crossbow of Joukhain has a range of 40” and strength 5. It can shoot twice in shooting phase, thrice to half range. Note that the -1 to hit modifier for shooting multiple shots still takes effect. Move or fire.

* * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * *

Scythe of Louhi: 30pts

It was the Louhi from the north, an evil witch that is short
Took scythes as many as one hands fingers, foul blades those deathbringers
From the blades claws she made, to her great eagle of the north it is said
As the Vainamoinens bane it came, to the death of old man with famous name

Count as a Great Weapon, but grants the bearer a Killing Blow ability.

* * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * *

Orcbone crossbow........... 30pts

From orćs hipbone it was broken, greenskins toebone was also used
A barren beautiful as pure white snow, greenskins nightmare is this bow
From chestbone made are even the arrows, from ugly orćs neckbone from barrows
Even big ones watch with fear, little ones cańt even bear.

Counts as a crossbow with S5. Any Orcs & Goblins unit suffering casualties must take a Panic test, in addition orcs and goblins of all type fear the carrier. Note that this also affects Ogre Kingdoms Gnoblars.


* * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * *

--Armours--

Pinemail..................................................... 50pts

Armor made from ancient pine, whichs bark is old and without shine
But suspect not this armor ain’t fine, I would wear it if it was mine
It́s made by carpenters of great skill, enchanted by shamans by their will
Wearer feels like a great bear, who can defy the forest without fear

This armour counts as a heavy armour. In addition, the bearer has a +1 modifier in his Toughness value.

* * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * *

Oakshield of Overgod............................50pts

The hero who carries the shield, is well protected in the battlefield
Turns arrows from mid-flight, which in the battle is an awesome a sight
Magic bolts rarely hit, it confuses mages quite a bit
Protected by the overgod the bearer is, as long as the oakshield is his

Counts as a normal shield with following additions:
-Bearer has a 3+ ward save against missilefire (including magic missiles).
-Bearer and the unit he joins has a magic resistance (1).

* * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * *

Moose's Skull...............................................45pts

The feared moose has terrible horns, because of them more than one mourns
Rightly feared because of this, that́s why most men prefer to fish
But some brave northern souls, try to hunt the moose despite of dark tales foul
Some succeed and some perish, but some bring home the mooses skull which they greatly cherish

This item grants a 6+ Armoursave, which can be combined with other types of armour as normal.
Best dice score that is able to wound the bearer of this item is 4+.

* * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * *

Skin of Otso..........................40pts

Greatest bear of all was Otso the Fierce, whichs hide most arrows didńt pierce
Many tried to kill the bear, but were killed or fled in fear
But finally Otso met his fate, and was filled with anger and hate
Jussi from Harmland killed Otso in its home, and took the skin for his own

This item contains a bound spell Bear's anger, from Lore of Beasts in the rule book, with power level of 4. No power dice is needed to cast this spell, all power is sealed within the item itself. Also, Skin of Otso grants a 6+ armour save.

* * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * *

Pikescale Armour...............30pts

Made from greatest pike of Far North, nowdays blacksmiths cant make such sort
Forged by shaman and the blacksmith, the armor will deflect almost every hit
Great scales have a silvery shine, you cańt find an armor more fine
Vainemoins kannel was made from the same beast, rejoice Far Norths gifts with great feast

This armour gives it's wearer a 1+ armoursave, which cannot be improved by any means.

* * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * *

Fox armour....... 30pts

Cunning ones prefer this chainmail, and often from the Pinelands these heroes hail
Made from steel in forest of pinewood, and fox́s tail hung with a fur hood
Who posesses the armor of the fox, enemies plan he greatly mocks
For he can move in forest as in plain, knowing this armor was not taken in vain.

Count as light armour, the model has the Scout special rule

* * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * *

--Amulets--

Bear's Tooth...................30

Bear is respected and feared, and he is a fool that has not heard
For tooth of the bear brings you luck, but dońt try to take it if the strenght you lack
Many died for they wereńt brave, bear took them to an early grave
Obtain the tooth and get some fame, fail the task and live in shame

Bear's Tooth gives it's bearer 5+ ward save.

* * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * *

Hair of the Damsel..................25

Damsel is the most beautiful and fair, to the bravest she awards a single hair
Beloved by gods of chilly north, respected by all besides chaos sort
To fell deeds brave and bold, if you are favored you may behold
The favored damseĺs beauty, take her gift for it́s your duty

The model wearing Hair of Damsel always strikes first, even if the enemy is charging. If the enemy has the same special rule, compare initiative values as normal.

* * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * *

Heart of Winter............ 40pts

When nature wakes and spring has come, does winter die or has he got a son?
Answer is the talisman legends tell, for winter takes refuge in it́s shell
A glass sphere is in the middle, filled with winter though it́s little
Who gazes in the amulet does himself harm, for his strenght is drained and he feels no longer warm

All attacks directed against bearer of this item suffer -1 to their S.

* * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * *

Soil of the home croft.............. 25pts

Home is where the heart is, it́s said proudly not with hiss
Self ploughed and looked after, in good times it́s filled with laughter
It́s the home which northerns fight for, for the smell of bread and creak of door
To a small pouch a fistful of soil is gathered, so they would remember home and never be shattered

Bearer is immune to killing blow and multiwounds.

* * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * *

Jaw of wolverine............ 15pts

Where the owl is the wisest, wolverine is the fiercest
Can kill a pray many times it́s size, only in Far North this animal lies
Sharp as a sword are the wolverines teeth, so dońt underestimate or your fate you might meet
So many take the jaw as a charm, so enemies can consider before raising their arm.

Bearer causes Fear.

* * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * *

--Enchanted Items--

Crown of Achti.........................60 pts.

The sacred Crown of Achti is given to those, who understand to respect the lakes and rivers of Far North. This legendary crown gives it's bearer an ability to control water and creatures that live in water.

You may deploy an additional lake or river in the end of assembling scenery phase. All friendly models in the army are allowed to move over water without any moving penalty, even over a lake. Any enemy unit crossing a river or lake take 2D6 S3 hits caused by water snakes and fishes.

* * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * *

Bottle of Cognac...................45 One use Only.

Cognac is rarely seen in Far North. When drunk, Cognac fills it's drinker with magnificent feeling, which lasts for many hours.

When used, all wounds suffered are now healed and the model has it's maximum number of wounds again.

* * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * *

The "virtue" of spite ......35pts

Some 'Northern warriors are just too tough, bitter or stupid to know when to quit. When the enemy is victorious, they choose to ruin their celebration and -still- put up a fight...

If the unit led by a hero with this mark breaks from combat and gets overrun, EVERY MODEL in the unit can attack the overrunners with their base strength, not including great/magic weapons etc. Note that this could end in both units being wiped out in the same turn.

* * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * *

Rabbit's foot.........35

Far Northern people are very superstitious folk. They believe, that many items cause good luck. Hare's Paw is one of them. Maybe those rumors are true, because many successful warriors wear a Rabbits' foot under their clothing.

User may make D3 re-rolls during game. Roll the d3 in the beginning of the game.

* * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * *

Squirrel's Skin........ 0p

Skin of squirrel is as valuable as gold or money is in Far North and in a symbol of wealth.

The squirrels skin allows its bearer to choose one magic item from common- or Far Northern magic items, but that item costs twice of it's normal points cost. You may still not take two same magic items in the same army, nor take two magic items from the same category. For example, a hero could choose a sword of might (20 points) and a Squirrels skin, so he could take a Heart of Winter (40 points), but the Heart of Winter would cost 80 points, and so this particular hero could take magic items for total points cost of 100 points.

* * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * *

--Arcane Items--

Pikejaw Kantele of Vainemoin................80pts

Legend has it that once lived a mighty shaman known as Vainemoin, who was a unmatched in the magic of the North. He crafted many great magical items, and greatest of them was this kantele, which was made from a jaw of a great pike. The kantele still possesses some of Vainemoin's power.

Once in a magic phase, the Shaman may play the Kannel. Once played, the shaman may cast one additional spell as a bound spell from the spells he can use as normally. The bound spell has same power level as the spells difficulty to cast. Same spell played with the Kannel may be attempted to be cast normally that turn.

* * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * *

Raven Claws.....................60pts

The Raven Claws are taken from their masters beloved raven companions as time leaves them. The claws of the wisest of the raven are mighty items of power and are worn by the wisest of the Great Shamans.

Raven Claws gives it's user an ability to re-roll one power- or dispel dice per turn.

* * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * *

Skull of the Owl...................... 25pts

Owl is said to be wisest of the animals, and by carrying the skull of one of these birds, 'Northern shamans feel the presence of magical powers surrounding them, and may use the power of Winds of Magic with greater skill.

Bearer can choose his spell's, rather than rolling them randomly.

* * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * *

Raven companion.......................25pts

It is the raven wise, in whose head all of the natures wisdom lies
It will guide the shaman in the path of magic, and advice him before it turns to tragic
Wisest of the birds is the raven black, its wisdom known even by a knife jack
That’s why the shamans appreciate its presence, wisdom does not lie in shaman but in ravens essence.

Adds one power die to your Power dice pool, as long as the shaman carrying the raven is alive.

* * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * *

Owl companion.....................25

Some choose Raven, some choose Owl
That what the Raven knows, the Owl sees
The eyes of the owl see what is needed to know.

Adds one dispel die to your Dispel dice pool, as long as the shaman carrying the owl is alive.

* * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * *

The Witchdrum..........25 pts (Farlandish shamans only)

Witchdrum is used by Farlandish shamans very often. They use it to increase their magical abilities.

Gives the shaman d3 powerdices/dispel dices (choose which) once in game. After use the Witchdrum is useless.

* * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * *

--Magic Banners--

Banner of Unity and Pride.............................150

This is the very flag, which is used all over the land of Far North.
When carried to battle, no one shall leave the battlefield before this flag.

Unit carrying this banner is Unbreakable. All fleeing units within 12" rally automatically.

* * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * *

Horndeer Banner..........................50 Farlandish units and Battle standard bearers only.

This banner is made from horndeer's skin and holds the essence of the love of the horndeer Mother, which she feels towards her calf’s.

If unit contains any horndeers it has a ward save of 5+. If doesn't it grants only ward save of 6+.

* * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * *

Beer barrel.........................50

Everyone knows how much 'Northerns love homemade Beer.
Everyone knows, what kind of effect homemade beer has on 'Northerns.

Unit is immune to psychology.

* * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * *

Banner of Tapio................................45

The banner is covered by furs and blood of all kind of animals and all animals refuse to come near this banner

All animals (cavalry, fellbats, swarms, warhounds etc.) must make LD test or may not declare charges against unit carrying this banner. Note that monster sized mounts or any units immune to psychology are not forced to make a LD test.

* * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * *

Wolf banner............... 25pts

Made from the skin of the werewolf that was flayed alive. Legends tell that when either moon is full, those fighting under this banner can assume form of this great beast.

Once per game unit carrying this banner may move like all models in the unit has movement of 9", this movement cannot be used when charging.

* * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * *

_____________________________________________________________

MODELIEN STATTILISTA

Warchief - 95 pts.

M4 Ws6 Bs4 S4 T4 W3 I5 A4 Ld9

Weapons & Equipment:
Hand Weapon

Options:
-May choose Far Northern, or common magical items worth up to 100 pts.
-May be equipped with a bow 4pts
-May wear light armor 3pts.
-May have shield 3pts.

Special rules:
Northern traditions, 'Northern tribes

'Northern tribes
A warchief must be from one of the 'Northern tribes. Choose from the following for no extra points cost:

Harmlander
If this option is taken, Warchief benefits the special rules that apply to Harmlanders and may have great weapon (+6pts) and option to bow is replaced by longbow (+10pts).

Pinelander
If this option is taken, Warchief benefits the special rules that apply to Pinelanders and he may have additional hand weapon (+6pts). Chieftain may alternatively have hiking equipment (+10 pts).

_ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _

Farlandish Great Shaman - 185 pts.

M4 Ws4 Bs3 S3 T4 W3 I3 A1 Ld8

Weapons & Equipment:
Hand Weapon

Magic:
A Great shaman is a level 3 wizard, and may choose spells fom Lore of Far North or Lore of Beasts.

Options:
-May choose Far Northern, or common magical items worth up to 100 pts.
-May be upgraded to a level 4 Shaman for 35 pts.
-May ride a horndeer for additional pointscost of 14.

Special rules:
Farlander, 'Northern traditions
_ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _

Heroes:

Brave* - 65 pts.

M4 Ws5 Bs4 S4 T4 W2 I5 A3 LD8

Weapons & Equipment:
Hand Weapon

Options:
-May choose Far Northern, or common magical items worth up to 50 pts.
-May have a Bow for 4 pts.
-May wear light armor 2pts.
-May have a shield 2pts.

Special rules:
Northern traditions, Northern tribes

'Northern tribes
Any Brave must be from one region of Far North. Choose one option:

Harmlander
If this option is taken, the Brave benefits from the special rules that apply to Harmlanders and may have a great weapon (+4pts) and the option to bow is replaced by longbow (+8pts).

Pinelander
If this option is taken, the Brave benefits from the special rules that apply to Pinelanders and he may have an additional hand weapon (+4pts). He may alternatively have hiking equipment (+8 pts).

Farlander
If this option is taken, the Brave benefits from the special rules that apply to Farlanders and the option to bow is replaced by crossbow (+8pts). He may also ride a horndeer (+14pts). If he rides a horndeer he may have a spear (+3pts).

*Battle Standard Bearer
One Brave in the army may carry the Battle Standard for +25 pts. The Battle Standard Bearer cannot be the army’s General even if he has the highest Leadership value in the army. The Battle standard Bearer cannot be given any non-magical equipment except for light armour. The Battle Standard Bearer may have any magic banner (no points limit), but if he carries a magical banner he cannot carry any other magical items.

_ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _

Shaman - 65 pts.

M4 Ws3 Bs3 S3 T3 W2 I3 A1 LD8

Weapons & Equipment:
Hand Weapon

Magic:
A Shaman is a level 1 wizard, and may choose spells from lores depending on from which 'Northern region he is from. (see below)

Options:
-May choose Far Northern, or common magical items worth up to 50 pts.
-May be upgraded to a level 2 Shaman for 35 pts.

Special rules:
northern traditions, 'Northern tribes

Northern tribes
Any Shaman must be from one region of Far North. Choose one option:

Pinelander
If this option is taken, the Shaman benefits from the special rules that apply to Pinelanders and he may have hiking equipment (+10 pts). The shaman may choose spells from the Lore of Far North, or from Lore of Life.

Farlander
If this option is taken, the Shaman benefits from the special rules that apply to Farlanders and he may also ride a horndeer (+14pts). The shaman may choose spells from the Lore of Far North, or from Lore of Beasts.

_ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _

Core

Far Northern Peasants 5pts/model

M4 Ws3 Bs3 S3 T3 W1 I3 A1 Ld7

Unit size: 10+

Equipment:
Hand weapon

Options:
- May have light armour for +1 pts/model and/or shield for +1pts/model.
- Upgrade one Peasant to a Musician for +5pts.
- Upgrade one Peasant to a Standard Bearer for +10pts.
- Upgrade one Peasant to a Knife Toting Rowdy (+1 Ws, +1 A) for +15pts.

Special rules:
Northern traditions, Northern tribes

Northern tribes
any unit of Peasants must be from one region of Far North. Choose one option:

Harmlanders
The unit benefits from the special rules that apply to Harmlanders. In addition, they may be equipped with great weapons for +2pts/model, as heavy weapons that can cause a lot of damage are usually chosen by Harmlanders in combat.

Pinelanders
The unit benefits from the special rules that apply to Pinelanders. In addition, the may be equipped with additional hand weapons for +2pts/model, as most of them are skilled craftsmen and trained to use light axes, therefore preferring them in combat too.

Farlanders
The unit benefits from the special rules that apply to Farlanders. In addition, the may be equipped with spears for +1pts/model. This represents the fact that spears are used to herd large flocks of reindeers, and because of this, Farlanders have natural talent when using their spears on combat.

_ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _

Peasant Bowmen - 7pts/model

Unit size: 10+

M4 Ws3 Bs3 S3 T3 W1 I3 A1 Ld7

Weapons & equipment: Hand weapons and bows

Options:
- Upgrade one Peasant to a Musician for +5 pts.
- Upgrade one Peasant to a Standard Bearer for +10pts.
- Upgrade one Peasant to a Bear Slayer (+1BS) for +5pts.

Special rules:
Northern Traditions, Northern tribes

Special Options:
Any unit of Peasant Bowmen must be from one region of Far North. Choose one option:

Harmlanders:
The unit benefits from the special rules that apply to Harmlanders. In addition, the unit may replace their bows with longbows for +1pts/model, as the lands of Harmland are mostly plains and long ranged bow fire has proved to be a good defense for them.

Pinelanders:
The unit benefits from the special rules that apply to Pinelanders. In addition, they may be given skirmish -special rule for +1pts/model. This represents the fighting style used by Pinelander bowmen: Moving swiftly and shooting from the cover of the woods. If this option is chosen, the unit cannot have a Standard Bearer.

Farlanders:
The unit benefits from the special rules that apply to Farlanders. In addition, the unit may replace their bows with crossbows for +1pts/model, as crossbows are hunting weapons used only in northern regions of Far North.
_ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _

Wolf packs - 9pts/model

M:9 WS:3 BS:- S:3 T:3 W:1 I:3 A:1 LD:6

Unit size: 5+

Weapons & Equipment:
Fangs and furious temperature. (hand weapon)

Special Rules:
Animals, fast cavalry

Animals
Wolves of Farland are not ever the main core of any army, they are only allies called by the wish of a shaman. Thus, Wolf Packs do not count towards the minimum amount of Core units.

_ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _

Special

Axemen of Harmland - 13 pts/model 0-1

M4, Ws4, Bs3, S3, T4, W1, I4, A1, Ld8

Unit size: 10-20

Weapons and equipment:
Hand weapon, Great Axe, light armour and shields

Options:
-Harmlanders may be armed with additional axes for no additional pointscost.
-One Harmlander may be promoted to a Tough for 12pts, giving him +1A
-One Harmlander may be promoted to a musician for 6pts.
-One Harmlander may be promoted to a standard bearer for 12pts. He may be given a magical banner for up to 50 points.

Spec. rules:
stubborn, Northern traditions, Harmlanders

_ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _

Farlander horndeer Riders 18pts/model

Rider M4 Ws4 Bs3 S3 T3 W1 I3 A1 Ld8
Horndeer M7 Ws3 S3 T3 W1 I3 A1 Ld5

Unit size:5+

Equipment: Hand weapon, light armour, spear, shield, ride horndeers.

Options:
- Upgrade one Farlander to a Musician for +7pts.
- Upgrade one Farlander to a Standard Bearer for +14pts.
- Upgrade one Farlander to a Chieftain (+1A) for +14pts.
- One unit of Horndeer Riders may choose a magic banner worth of up to 50 points.

Special rules:
Northern traditions, Tusker Charge, Farlanders

Tusker Charge
When horndeer Riders charge, the horndeers get +1 to their S value to the end of that close combat phase.

_ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _

Border Rangers 13pts/model

M:5 WS:4 BS:4 S:3 T:3 W:1 I:3 A:1 Ld:8

Unit size: 5-15

Weapons & equipment:
Two hand weapons, bow, Hiking Equipment.

Options:
- May have light armour for +1 pts/model.
- Upgrade one Border Ranger to Tracker for +6pts. He gets +1 Bs.

Special rules:
Northern traditions, Hiking Equipment, Skirmish, Scouts, pinelanders

Hiking Equipment

Border Rangers use specially designed hiking equipment to travel great distances in wilderness with considerable speed. During wintertime they use skis and sticks, but during summertime they use legendary birch bark shoes, that make runners step much lighter, especially in forests and mountains. Models using Hiking Equipment gain +1 M (already included in the profile). They may now move in difficult terrain without any penalties. For them very difficult terrain is considered only difficult. They may even march in difficult and very difficult terrain.

_ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _

Rare

'Northern Fiends: 45pts (0-1 per shaman or greatshaman)

M:6 WS:4 BS:1 S:5 T:4 W:3 I:3 A:3 LD:8

Unit size: 3+

options:
-When choosing 'Northern fiends, you must choose which kind of fiends they are. Your whole unit of fiends must be the same species, chosen from the list below:

-Snow fiends (enemies trying to hit Snow fiends suffers a -1 to hit roll in close combat. Makes fiends flammable due the thick fur covering them) 5pts. extra per fiend.
-Cave fiend (+4 scaly skin, due the hardened skin these fiends need in mountain terrain) 10 pts. extra per fiend.
-Forest fiend (may move trough woods without penalty) 5 pts. extra per fiend.

-The unit may promote one fiend to an Ancient for additional pointscost of 10. The Ancient gains +1 attack.

Special Rules:
Fear, Bestial cunning, Called by a shaman, 'Northern traditions

Bestial cunning
The fiends of Far North are beasts nevertheless, but cunning and intelligent. The 'northern shamans communicate with these fiends, and know their own language that the fiends use. They are as well protecting their homeland from invaders and people who claim to rot and destroy the lands.

But, the fiends will not take orders from, or understand the local hero leading the 'Northern force, and so cannot use the generals Ld in any case, not use any re-rolls due BSB. In addition to this, fiends have lived their whole lives in wilderness, and know how to move in wilderness. After deployment, and after any scouts have been deployed, the fiends may make an additional move with their basic movement value, but may not march. They can still charge, if there are any enemies within their charge range, and in line of sight.

Called by a shaman
Only shamans may communicate with fiends, as they use their own kind of language. Fiends may only be chosen in the army if the army contains a shaman.

_ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _

The Ancestors 19pts/model

M6 Ws3 Bs3 S3 T3 W1 I1 A1 Ld7

Unit size: 5-15

Weapon's and equipment:
Hand weapons

Options:
-One Ancestor may be promoted to a Champion of Dead for 10 points. He gains +1 A.
-One Ancestor may be promoted to a Standard bearer for 10 points.
-One Ancestor may be promoted to a musician for 5 points.

Special Rules:
Fear, Ethereal, The spirit world, The undead, Immune to Psychology, Aura of Sorrow

The spirit world
Ancestors are not from this material world we know. They cannot be harmed by normal weapons we possess, but nevertheless they cannot harm any flesh in any way with their own weapons. Only weapon they have is their fearsome appearance and ice cold and unnatural touch. Whenever an Ancestor hits it's opponent, no roll to wound is made. Instead, the model hit makes an instant toughness test (ie. rolls a d6 and compares it to his T attribute). If the test is passed, the model survives the fatal cold strike, and nothing else happens. If the test is failed, however, the enemy model suffers one instant wound, with no armour saves allowed. Any magical saves (Ward saves and saves from magical armour, for example) may be made as normal.

The undead
Yet, even it is not possible to destroy an Ancestor with any steel sword we possess, Ancestors' existence is based on the fear and doubt of enemy’s mind. Whenever Ancestors lose in close combat, they do not have to make any break tests. They always hold their ground. But, when they lose the combat, the unit suffers as many wounds as Ancestors have lost the combat. For example, Ancestors lose the combat by 2, and so 2 Ancestors lose the grip of this world instantly and disappeared. The Ancestors may not be joined by characters, excluding Champion of Dead. And, as the dead do not have mind of their own, and a shaman keeps them summoned, their reactions are not the best there is. So, Ancestors may not march in any situation.

Aura of Sorrow
Not every 'Northern warrior is pleased to see their dead relatives, maybe even family members, fighting alongside against the same enemy. Therefore any unit, friend or foe, decrease their Ld value by 1 when being within 8" of Ancestors.

Ethereal
The Ancestors may not be harmed at all by any mundane weapon. Only magical items, weapons and magic spells affect the Ancestors.

_ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _

Brown Bear - 90

M6 Ws3 Bs0 S6 T5 W3 I4 A4 LD7

You may include up to 2 bears as a Rare choice

Unit size: 1 bear

Weapons: Fangs and teeth

Special rules:
cause fear, thick skin, Chase, Animal

thick skin
Gives the bear 4+ armour save, which is affected by armour save modifiers as normal

Chase
Brown bear will always pursue a fleeing enemy. Even shamans' control cannot stop the wild bear from chasing it's prey.

Animal
Since bears have always hunted and lived in forests and wilderness, difficult terrain has no effect to bears' movement, expect watery obstacles and terrain.
_____________________________________________________________

LORE

Lore of Far North
This lore is used by the most potent shamans in Far North. In the snowy pine forest of Far North, these ancient shamans practice their spells to control the nature of Far North.

1. Flock of Crows..............................Cast on 5+
The shaman summons a large flock of enchanted crows of Far North. These magical birds attack the enemies with their sharp talons and vicious beaks.
When cast, the spell causes 2D6 Strength 2 hits on a single enemy unit within 24” of the caster.

2. Call of the Wilderness……………………..Cast on 6+
Remains in play
When the people of Far North get affected by this spell, they become surefooted and agile and can walk in the densest of woods and bogs.
Cast on a friendly Far Northern unit. While affected, the unit may move through any difficult or very difficult terrain with no penalties.

3. Mosquito swarm............................Cast on 7+
Remains in play.
The shaman calls upon the most vicious mosquitoes from Far North. These tiny bugs create a great pain for the enemy when they fly into their eyes and start to suck blood from their enemies.
The spell affects one enemy unit within 24” of the caster. The affected unit suffers a -1 to hit with all shooting and close combat attacks they make.

4. Frostwinds........................................Cast on 8+ Remains in Play
When a shaman casts this spell, a huge blizzard surrounds one enemy unit. This causes some enemies to collapse from cold and chills their body into a junk of frozen flesh.
The spell affects one enemy unit within 24” in line of sight of the caster. The affected unit suffers 2D6 Strength 2 hits in the beginning of every magic phase (both 'Northern player and the enemy). If the unit suffers any casualties it may not shoot in their next shooting phase. This spell remains in play until the caster wishes to end it (which he may do anytime), decides to use another spell or is slain.

5. The Song of The Great Swamp……………………Cast on 11+
This spell twists the earth into a deep swamp which devours anyone who steps into it.
When the spell is successfully cast, the player places the small round template anywhere within 18” and in his line of sight. No Far Northern units can be under the template. Any enemy models which are even touched by the template must make an initiative test or get swallowed into the summoned swamp (count as slain). No armour saves are allowed against this spell (armour doesn’t help you from sinking into a swamp), but ward saves are possible. Characters can make a “Look out sir” throw normally. For the next movement phase, the template counts as difficult terrain. Note that this difficult terrain is no longer a magical effect so it can affect even a Steam Tank which is normally immune to spells.

6. Wolf's Howl...........................................Cast on 12+
The shaman starts to howl like a wolf, trying to call all the wolves of Far North. If they hear the call, the entire battlefield is filled with terrible wolf howls.
When successfully cast, the wolves have heared the shaman's call, and their howl is horrible to hear. Every unit, yes, every, in close combat at the very moment the spell is cast, must take a panic test. Units immune to psychology are immune to the effect.

REFERENCES:

LORDS:
Warchief - 95 pts.
M4 Ws6 Bs4 S4 T4 W3 I5 A4 Ld9
Farlandish Great Shaman - 185 pts.
M4 Ws4 Bs3 S3 T4 W3 I3 A1 Ld8

HEROES
Brave* - 65 pts.
M4 Ws5 Bs4 S4 T4 W2 I5 A3 LD8
Shaman - 65 pts.
M4 Ws3 Bs3 S3 T3 W2 I3 A1 LD8

CORE
Far Northern Peasants 5pts/model
M4 Ws3 Bs3 S3 T3 W1 I3 A1 Ld7
[Peasant Bowmen - 7pts/model
M4 Ws3 Bs3 S3 T3 W1 I3 A1 Ld7
Wolf packs - 9pts/model
M:9 WS:3 BS:- S:3 T:3 W:1 I:3 A:1 LD:6

SPECIAL
Axemen of Harmland - 13 pts/model 0-1
M4, Ws4, Bs3, S3, T4, W1, I4, A1, Ld8
Farlander horndeer Riders 18pts/model
Rider M4 Ws4 Bs3 S3 T3 W1 I3 A1 Ld8
Horndeer M7 Ws3 S3 T3 W1 I3 A1 Ld5
Border Rangers 13pts/model
M:5 WS:4 BS:4 S:3 T:3 W:1 I:3 A:1 Ld:8

RARE
'Northern Fiends: 45pts/model
M:6 WS:4 BS:1 S:5 T:4 W:3 I:3 A:3 LD:8
The Ancestors 19pts/model
M6 Ws3 Bs3 S3 T3 W1 I1 A1 Ld7
Brown Bear - 90pts/model
M6 Ws3 Bs0 S6 T5 W3 I4 A4 LD7

____________________________________________________________

Koko roska on minulla nyt koneella varmassa tallessa (varmuuskopiokin on), ja sieltä voidaan poimia kaikki laadukas uuteen, tulevaan synkkään Far Northiin. Hail Trolls! Uutena innoittajana Kuusikeiju fluffeineen. Häneltä tulemme kysymään apua vaikeina aikoina. Kiitos. Pam-pu pitännee fluffia ja listan varmuuskopiota nettisivuillaan, eli nou hätä. Etsikää hänet käsiinne jos kiinostaa millään tasolla, minä vain päivittelen tätä listaa. ;)

Last edited 29.4.2006 klo 17:27
Viimeksi muokannut Rune, La 29.04.2006 09:54. Yhteensä muokattu 217 kertaa.
#Ostium
http://cabal-ostium.blogspot.fi/

For a Pessimist, I'm pretty Optimistic
Icar0s
Viestit: 785
Liittynyt: Pe 16.05.2003 14:52
Paikkakunta: Helsinki

Viesti Kirjoittaja Icar0s »

Aikas hyvällä mallilla on nuo joukot, special rulet, magic itemit + muut mitä sieltä nyt löytyykään....
"Licence to screw up Commander, you heard it straight from the ship!" - Joker, Mass Effect 2
Avatar
JarLoz
Viestit: 1367
Liittynyt: Su 27.07.2003 18:20
Paikkakunta: Helsinki
Viesti:

Viesti Kirjoittaja JarLoz »

Öö-- Tuo Equipment List on vähän kumma. Ei tämä nyt sentään mikään 40K ole, missä on erikseen joku Wargear... No jaa, joku saa selittää minulle tämän tarkoituksen.

Edit: Rämeen listan Tursolla on vähän turhankin kova vaikutus verrattuna Casting Valueen. Olkoonkin, että vesialueita näkee harvemmin, mutta silti.

Ja loitsulistoissa tulisi olla yleensä kuusi loitsua, loitsujen randomointia varten.
Viimeksi muokannut JarLoz, To 01.01.2004 18:46. Yhteensä muokattu 1 kertaa.
Icar0s
Viestit: 785
Liittynyt: Pe 16.05.2003 14:52
Paikkakunta: Helsinki

Viesti Kirjoittaja Icar0s »

JarLoz kirjoitti:Öö-- Tuo Equipment List on vähän kumma. Ei tämä nyt sentään mikään 40K ole, missä on erikseen joku Wargear... No jaa, joku saa selittää minulle tämän tarkoituksen.
Voihan sen nimeä aina muuttaa....
"Licence to screw up Commander, you heard it straight from the ship!" - Joker, Mass Effect 2
Avatar
Rune
Peliporukkavalvoja
Viestit: 6376
Liittynyt: Ma 06.01.2003 14:18
Paikkakunta: Joensuu

Viesti Kirjoittaja Rune »

Niin, ajattelin sen toimivan vähän samalla lailla kuin Cult of Ulricin talismaani listan. Eivätkä muut ole ainakaan vielä pahemmin valittaneet, joten kuvittelin ihmisten hyväksyvän sen. :) Mutta, siitäkin voidaan keskustella.
#Ostium
http://cabal-ostium.blogspot.fi/

For a Pessimist, I'm pretty Optimistic
Cresent
Viestit: 82
Liittynyt: To 09.10.2003 16:59

Viesti Kirjoittaja Cresent »

Toi harppu vois olla jotain et saa heittää ylimääräsii taika noppia taiottaessa
Avatar
Nostra
Viestit: 1390
Liittynyt: Ma 10.11.2003 15:37
Paikkakunta: Kangasala
Viesti:

Viesti Kirjoittaja Nostra »

Olikos tuossa mitään sotakoneita, tahi chariotteja? miten olisi reki, porojen tai hevosten vetämänä, koiravaljakko tjsp.?

Tuohon viinaksiin tuli mieleen pontikka/korpikuusen kyyneleet? kuinkas tuo sointuisi teidän tekijöiden korviin?
Avatar
pamp-pu
Viestit: 2196
Liittynyt: Su 15.12.2002 13:39

Viesti Kirjoittaja pamp-pu »

Hmmm... Tursoon voisi pistää lisäksi, että yksikkö jonka Iku vetää suohon tms., ottaa D6/D3 uhria (hukkuvat).
Viimeksi muokannut pamp-pu, To 01.01.2004 18:49. Yhteensä muokattu 1 kertaa.
Avatar
Rune
Peliporukkavalvoja
Viestit: 6376
Liittynyt: Ma 06.01.2003 14:18
Paikkakunta: Joensuu

Viesti Kirjoittaja Rune »

Joo, salmiakki vodkan tilalle voisi pontikan laittaa. Ei tullut silloin muutakaan mieleen. :) Mutta minä itse luovuin rekiajatuksesta jo aika alkuvaiheeseen, jotenkin se menisi sellaiseksi leikiksi, kun konversioita joulupukista (jota ei tähän tule, petskules!) alkaisi ilmestyä tiuhaan tahtiin. Mutta mutta, ei se liian hullu idea ole. Pitäisi vain säätää hiukka.
#Ostium
http://cabal-ostium.blogspot.fi/

For a Pessimist, I'm pretty Optimistic
HLLT
Viestit: 266
Liittynyt: Su 19.01.2003 11:17
Paikkakunta: Helsinki

Viesti Kirjoittaja HLLT »

ompa hyvä lista hauska ainakin jos haluat lisää yksiköitä voisit lisätä "lapin kullan etsijät" ja hero "lapin kullan nähnyt" ja vielä loordi "lapin kullan juonut/löytänyt".
Avatar
JarLoz
Viestit: 1367
Liittynyt: Su 27.07.2003 18:20
Paikkakunta: Helsinki
Viesti:

Viesti Kirjoittaja JarLoz »

Hmm... Juopot eivät ole Skirmishereitä? Eikös niiden pitänyt olla Skirmaajia? Korjaappa pikaiseen, jos tämä oli virhe.
Avatar
pamp-pu
Viestit: 2196
Liittynyt: Su 15.12.2002 13:39

Viesti Kirjoittaja pamp-pu »

HLLT kirjoitti:ompa hyvä lista hauska ainakin jos haluat lisää yksiköitä voisit lisätä "lapin kullan etsijät" ja hero "lapin kullan nähnyt" ja vielä loordi "lapin kullan juonut/löytänyt".
Tyyliin "Knight errant - knight of the realm - questing knight - etc..."
Viimeksi muokannut pamp-pu, To 01.01.2004 18:57. Yhteensä muokattu 1 kertaa.
Ropetus
Valvoja
Viestit: 2848
Liittynyt: To 10.04.2003 18:53
Paikkakunta: Tampere

Viesti Kirjoittaja Ropetus »

Minulla olisi omat versiot noista yksiköistä valmiina. Voitaisi laittaa kaikki ehdotukset esille ja sitten äänestää. Tässä jokatapauksessa nämä minun ideani.

Kirjoitan lisää kun jaksan. Seuraavaksi tulee Lappalaisyksiköt.

Ja muuten, pitäisiköhän suomalaisilla olla jonkinlainen sotakone?

EDIT: Nämä minun ideani löytyvät nyt tuosta Runen viestistä.
Viimeksi muokannut Ropetus, To 01.01.2004 19:43. Yhteensä muokattu 2 kertaa.
Avatar
JarLoz
Viestit: 1367
Liittynyt: Su 27.07.2003 18:20
Paikkakunta: Helsinki
Viesti:

Viesti Kirjoittaja JarLoz »

Hmm.. Sotakone? Sampo tulee ekaksi mieleen, mutta siitä tulisi varmaan paremminkin Anvil of Doomin tapainen härveli. Sotakoneista voisi laittaa vaikkapa Stone Throwerin, tai Bolt Throwerin, himan modifoituna.
Snogo
Viestit: 77
Liittynyt: Pe 04.07.2003 15:11
Paikkakunta: Espoo

Viesti Kirjoittaja Snogo »

se etä tappelut tapahtuu suomessa on IHAN *PIIIIP* JUUSTO
mä olen 110% tota juttua vastaan

/edit en itse lukenu tota juttuu lopuun ja huomasin tossa yhessä vaiheessa että ne o härmäläisi ja niil animosity.
Viimeksi muokannut Snogo, To 01.01.2004 19:04. Yhteensä muokattu 2 kertaa.
Avatar
JarLoz
Viestit: 1367
Liittynyt: Su 27.07.2003 18:20
Paikkakunta: Helsinki
Viesti:

Viesti Kirjoittaja JarLoz »

Härmäläisille, ei hämäläisille. Ja niillähän on Finnish Animosity.

Väinämöisen kanteleeseen voisi kehittää tälläiset säännöt:

Kantele, Points Cost 100+ pistettä

Kantele antaa omistajalleen bonustaian, jonka voi taikoa ja dispellata normaalisti. Taian nimi on Kantelen Soitto.

Kantelen Soitto. Casting Value 10+. Remains in play.
All Finish units cause fear/are Unbreakable/are Subborn (Tai jokin muu hieno efekti.)
Viimeksi muokannut JarLoz, To 01.01.2004 19:10. Yhteensä muokattu 1 kertaa.
Avatar
pamp-pu
Viestit: 2196
Liittynyt: Su 15.12.2002 13:39

Viesti Kirjoittaja pamp-pu »

Ehdotus taikaesineeksi:

Axe of Lalli........ 35 pts

The axe of the legendary Lalli, who killed Henrik the Bishop with this very same weapon.

The bearer of this weapon gains +1 Strength and +1 Initiative, and hates Wizards of all kind.

Onko liian juusto??
Avatar
Nostra
Viestit: 1390
Liittynyt: Ma 10.11.2003 15:37
Paikkakunta: Kangasala
Viesti:

Viesti Kirjoittaja Nostra »

Sotakoneista tuo sampo kuulostaa parhaimmalta,--ja kuten sanottu, niin se olisi ehkä enemmänkin Anvilin tapainen härveli--. Kun tässä vaivasin aivonystyröitäni Suomalaisten käyttämillä sotakoneilla, niin onko noita paljoa? en muista ainakaan, että katapultteja tai spearchukkia olisi taisteluissa nähty. Tykkejä ehkä, mutta pitääkö kaikki sitten mennä historian mukaan? eipä kaiketi.
Eli sotakoneisiin voisi laittaa Sampon (väinämöinen + 2 lapland shaman?, paljolti Anvilin säännöillä), sitten tykin ja/tai stonarin. Kuulostaako mahdottomalta?

Taas takaisin chariotteihin, joista mainitsin ylempänä, niin jos tulisi poro/hevosreki, niin kyllähän tuollaisen konffaaminen onnistuisi, vielä jos se olisi rare uniitti, niin niitä ei paljoa tarvisi, ja eipä paljoa tehtäisi. No, edelleenkin te olette ne, jotka päättävät.
HLLT
Viestit: 266
Liittynyt: Su 19.01.2003 11:17
Paikkakunta: Helsinki

Viesti Kirjoittaja HLLT »

pamp-pu kirjoitti:
HLLT kirjoitti:ompa hyvä lista hauska ainakin jos haluat lisää yksiköitä voisit lisätä "lapin kullan etsijät" ja hero "lapin kullan nähnyt" ja vielä loordi "lapin kullan juonut/löytänyt".
Tyyliin "Knight errant - knight of the realm - questing knight - etc..."
ajattelin jotain questing kinight, miner ja slayer kombinaatiota ja ne herot ja loordit vain parempia versioita niistä
Eraphion
Viestit: 1074
Liittynyt: Ma 21.07.2003 17:46
Paikkakunta: Helsinki

Viesti Kirjoittaja Eraphion »

Toi reilumeininki vois olla ihan yleisesti 'In Finland we call this Reilumeininki' ettei liian...joltain..kuullosta.
Sitten tohon johonkin loreen 'Cover the sun' tai jotain [kaamostyyliä] 12+
-2 to all shooting -remains in game.. tai jotain..

Ja kannatan edelleen noita karjalaisia itkunaisia ^_^
Vastaa Viestiin

Palaa sivulle “FB: Armeijat ja yksiköt”