Author Topic: Horned Owl´s house rule units. Not exactly official but...  (Read 8200 times)

Offline Horned Owl

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Re: Horned Owl´s house rule units. Not exactly official but...
« Reply #30 on: December 19, 2012, 10:39:55 AM »
I'll see if I can get some stat lines done for 2nd edition.  It may take forever, but I'll do it.  I'm wondering now about what these sculpts would look like?

Hah! You got me. The sculpts and proxies mentioned are simply educated guesses (but I might scare up Björn for his old Trade Guard miniatures if he´s not too ashamed of them). I don´t do modelling and miniatures painting anymore. But I´m sure there is someone somewhere on this forum who does, and might want to try their hand at a Light Horseman or Slaver.

Stat conversions for 2nd edition would be great. Thanks, Joshua! I´m too old and set in my ways to change editions now...

Since you are the one who started me on this thread, I would of course like to have your opinion on the units. Feel free to be as frank as you like. :)

Edit: grammar.
« Last Edit: December 23, 2012, 05:20:14 AM by Horned Owl »
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Offline arqueek

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Re: Horned Owl´s house rule units. Not exactly official but...
« Reply #31 on: December 19, 2012, 05:51:05 PM »
Hello, it's my first post on this forum :)

I really enjoy your ideas Horned Owl, but something need to be changed.

Compare Firstborn Light Horse with Goblin Lancer. They've got very similiar stats, but firstborn light horse is a little bit better ( 1 more LD, 1 more A). The main problem is that light horse is 17 points cheaper! Well, Im not playing Chronopia for many years, so I may be wrong, anyway IMO it should be fixed ;)


Offline joshuaslater

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Re: Horned Owl´s house rule units. Not exactly official but...
« Reply #32 on: December 19, 2012, 07:03:18 PM »
I'm happy you posted these.  I got some stuff done with the Heresy sculpts, but this thread is really better for Chronopia.  Everything makes sense.  I'll take some time to do the stat lines for 2nd edition, without the point costs, run it by the community to compare them to the other troops, and then go to Thom for the point costs.  It will be better to get things down to something really accurate, and then get the cost. 
May the Dark Lords of Lead-Free Pewter smile kindly upon you.

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Offline Horned Owl

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Re: Horned Owl´s house rule units. Not exactly official but...
« Reply #33 on: December 20, 2012, 06:13:38 AM »
Hello, it's my first post on this forum :)

I really enjoy your ideas Horned Owl, but something need to be changed.

Compare Firstborn Light Horse with Goblin Lancer. They've got very similiar stats, but firstborn light horse is a little bit better ( 1 more LD, 1 more A). The main problem is that light horse is 17 points cheaper! Well, Im not playing Chronopia for many years, so I may be wrong, anyway IMO it should be fixed ;)

Hello Arqueek, and welcome! You´re right, maybe the points cost must be upped a bit. I kept it lower than the Ripper Beast Lancer´s, well, since the Goblin has a lance, giving him a first-round advantage, and the horse lacks the Ripper Beast´s beak attack. (The explanation for the lack of a kick attack, of course, is that it´s a small sturdy pathfinder pony-horse, and not a large, trained warhorse.)

"How was I supposed to know he was an unarmed man? His back was to me."

Offline Horned Owl

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Re: Horned Owl´s house rule units. Not exactly official but...
« Reply #34 on: December 22, 2012, 04:41:28 PM »
How about 54 points for the Light Horse, and 60 for the Leader and Standard?
"How was I supposed to know he was an unarmed man? His back was to me."

Offline Horned Owl

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Re: Horned Owl´s house rule units. Not exactly official but...
« Reply #35 on: December 22, 2012, 05:36:08 PM »


MASKED KNIGHTS
(Helios House / Golden Mask troops)

Guarding the mountain paths and secret passages of Sun-Peak are the Masked Knights, tall Elf warriors clad in golden armour and armed with long spears. They roam the arid mesas around the Order´s fortress and guard the trade passes, turning away trespassers into the Golden Mask´s territory politely but firmly.

How they survive their long sojourns under the blazing sun of the desert has been the wonder of other Elves. Some claim that they are simply masters of desert survival, rivalling the lizards that inhabit their sun-bleached rocky world – and as a fact, the Knights are known to be well versed in the ways of the desert. Others suppose magic; the Lotus Eaters of Sun-Peak are reputed to know the deepest secrets of the Red Lotus Flower. The Masked Knights themselves remain silent on the matter.

What is known is that the golden masks that the Knights wear on their faces are imbued with Lotus energy, warding off harmful fire. Their masters, the Warriors of the Golden Mask, use them to engage enemies, swirling great gouts of Lotus-fire over and around them into the enemy ranks from their lances.

Masked Knights
  CC MW PW Ld Ac St MV DefCost
Knight  12 10 13 2 0 3 22  0 1 42 
Leader  13   10  14  22  -1  1    46 

Special Rules:
Masked Knights and Leader are immune to all harmful Red Lotus magic.
Masked Knights and Leader are immune to Fire-based attacks.
Masked Knights and Leader are immune to Desert Climate effects.

Structure:
4-8 Knights
1 Leader

Equipment:
Masked Knights and Leaders are armed with Oval Spears.

Oval Spear
Polearm
CR MX RM Dam
11 



Masked Knights are basically spearmen without the Brace ability and without shields. The simplest way to represent them is to use standard spearmen, leave off the shields and paint their faces gold to represent the mask beneath the hood. You could maybe sculpt cloaks for them to distinguish them from the spearmen. Or you might use Militia, cut the sickle blades off their halberds and paint their faces golden. The Elven miniatures are rather blocky so their faces look a bit like masks anyway.

Alternatively, one could use Warriors of the Golden Mask and attach different spearheads to them (I like the old version miniature better, but there is no reason why you should not be able to use the new one as well).
« Last Edit: December 22, 2012, 05:47:40 PM by Horned Owl »
"How was I supposed to know he was an unarmed man? His back was to me."

Offline Horned Owl

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Re: Horned Owl´s house rule units. Not exactly official but...
« Reply #36 on: December 22, 2012, 05:46:21 PM »
The points cost is quite high on those, but they have proved devastating in our games since they provide the Warriors of the Sun and Golden Mask with an escort that is invulnerable to their special attacks, and there are quite a few dirty tricks you can pull with spells like Ring of Fire as well. Feel free to experiment!
"How was I supposed to know he was an unarmed man? His back was to me."

Offline Horned Owl

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Re: Horned Owl´s house rule units. Not exactly official but...
« Reply #37 on: January 24, 2013, 06:46:52 AM »


CAIRN GUARD
(Generic Sons of Kronos troops)

The mighty High-Fortresses of the Tribes and the great menhirs sacred to the cult of the Earth Goddess are protected by the grim warriors of the Cairn Guard. Like the Hearthguard, being chosen to serve in the Tribe´s Cairn Guard is a singular honour only bestowed on the strongest of warriors.

Cairn Guard wear nothing save the great full-faced helms that were forged in the mists of time for the Sons of the Goddess when the world was shaped in battle. They fight with short stabbing swords and carry large bronze warshields embossed with the image of the Goddess. In battle, they advance towards their enemies behind a solid wall of bronze before breaking ranks in a sudden and violent charge.

Cairn Guard
  CC MW PW Ld Ac St MV DefCost
Cairn Guard  15 13 14 2 2 3 17  -2 1 43 
Leader  16   13  15  17  -2  1    48 
Hornblower  15 13 14 2 2 3 17  -2 1 52 

Special Rules:
Cairn Guard, Leaders and Hornblowers have the Shield Wall special ability.
Cairn Guard, Leaders and Hornblowers are Immune to Fear.
Cairn Guard and Leaders have the Ferocity special ability, but only if they are not currently forming a Shield Wall.

Structure:
4 to 6 Cairn Guard
Up to 1 Hornblower
1 Leader

Equipment:
Cairn Guard and Leaders are equipped with a Warshield and a Sword. The Cairn Guard Hornblower is equipped with a Warshield, a Sword, and also carries the Glacier Horn.

Sword
Single handed weapon
CR MX RM Dam

The Glacier Horn
As long as the Hornblower is alive, the Cairn Guard are immune to Panic. The Hornblower may spend an action to try and Rally a friendly unit as if he was an Individual.



The Cairn Guard are pretty much there to guard important models like a Wyrd, or to advance across those open areas of the battlefield where their brethren would be cut to pieces. They give a SOK player a different tactical option to the usual SOK duck-and-cover style.

Basically, any scantily clad barbarian figure would probably work for a proxy. One could use the sword-armed Hearthguard model, equip it with a shield and shorten the sword. Shields can be fashioned out of plastic card, carefully heated and bent into shape. 

http://www.darkswordminiatures.com/gallery/V_7401_malebarbarian.htm

This guy has a pretty good pose if you cut off the axe and mount the shield on the arm.

http://www.warpathgames.com/wholesale/warpath.php?m=detail&p=42518

Fenryll has a boxed set of barbarian warriors with replaceable weapons that might work.

http://russian-alternative.ru/en/news_events/the_barbarian_of_wasteland_hero_2/

Yeah, it´s a grrrl. I love the muscular structure on this one. You don´t often see abs on a warrior woman miniature. Besides, who says girls can´t play in the Cairn Guards?
"How was I supposed to know he was an unarmed man? His back was to me."

Offline Horned Owl

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Re: Horned Owl´s house rule units. Not exactly official but...
« Reply #38 on: January 24, 2013, 07:09:59 AM »


FIRSTBORN THANE
(Firstborn troop)

Thanes are low-ranking noblemen with a small military fiefdom, educated in the art of war and strategy at the Academy of War in the capital. A Firstborn Earl may rely on the services of several Thanes, who act as his tactical advisors or are placed in command of groups of knights. In the grasslands, where the distances are vast and the lines of communication tenuous, Thanes are often granted a great deal of independence. They may be trusted with the coordination of several warhosts, or with the maintenance of an entire line of watchtowers. With their mobility and tactical expertise, they have proven indispensable for the One King´s plans on the Burning Plains.

Thanes are armoured in a similar way to Knights and ride strong warhorses. Reflecting their role as commanders and strategists, they seldom carry heavier weapons than the customary straightsword. Since they must be constantly on the move, many of them tend to travel light.

Firstborn Thane
  CC MW PW Ld Ac St MV DefCost
Thane  13 10 16 3 0 - - -
Warhorse  10 - - 2 2 - - - -
Combined - - - - - 6 23  -1 2 72 

Special Rules:
The Firstborn Thane is a Mounted model.
The Firstborn Thane has the Leap Special Ability.
The Firstborn Thane may Rally two units with one action.
The Firstborn Thane may Give Orders to more than one Firstborn Unit in one Turn. The units are activated one after the other, in the order that they are Given Orders to, after the Thane has finished his Turn.
The Warhorse has a Kick attack, Damage 8.

Structure:
INDIVIDUAL
You may only include one Thane for every 2000 points in your army.

Equipment:
The Firstborn Thane is armed with a Straightsword and a Shield.

Straightsword
Single handed weapon
CR MX RM Dam
10 


The Thane is pretty weak on his own. But boy, can he roll up your line if he gets to activate several units to pounce on you in one fell swoop.

If you´ve already proxy-ed Light Horse, the Thane should be easy. Just add a decurion-style crest to the helm, or use the helmet of an Iron Guard miniature.
"How was I supposed to know he was an unarmed man? His back was to me."

Offline Horned Owl

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Re: Horned Owl´s house rule units. Not exactly official but...
« Reply #39 on: January 24, 2013, 08:21:55 AM »


ORC JHEMADAR
(Blackblood troop)


The cream of the Emperor´s great War Schools are the proud Jhemadars: recruited from the ablest warriors, they are placed in command of the Orc and Goblin foot soldiery. A Jhemadar needs to be both resourceful and tough, and vicious enough to be universally loathed and respected by his subordinates – Blackbloods despise weakness, and only a strong leader can keep the unruly warriors of an Orc host in check.

In times of peace, a commander will be assigned to a garrison, and sets his personal pride in keeping his force in constant readiness. He will supervise drills, instill obedience and see to the maintenance of weapons and equipment, to present his Emperor or Satrap at all times with a finely honed host ready to march and fight at the shortest of notice.
Since the Jhemadars are also in charge of the soldiers´ pay and livery, embezzling money is a frequent and accepted way for them to add to their personal fortune. In addition, the Jhemadar and his lieutenants will often bully their soldiers out of the lion´s share of loot. Blackbloods´ tempers being what they are, a greedy Jhemadar must take care: His liege may literally ask for his head if he oversteps the line. And if soldiers successfully revolt against a hated officer, more often than not, the leader of the insurrection will be pardoned and given the loser´s post – Blackblood superiors tend to admire success and temerity.

In true Blackblood fashion, Orc Jhemadars are usually found at the fore of their troops, leading from the front. Many are accompanied by their personal banner bearers to proudly announce their presence to both friend and foe. In camp, the bannermen double as enforcers, aides and lieutenants to the Jhemadar, often carrying long Myrmadon-hide whips to punish insubordinate soldiers on the spot.

Orc Jhemadar
  CC MW PW Ld Ac St MV DefCost
Jhemadar  15 10 16 3 2 3 23  -2 1 66 
Bannerman  12 10 14 2 2 3 21  -1 1 28

Special Rules:
The Orc Jhemadar and Bannermen are immune to Panic and Fear.
The Orc Jhemadar has the Killing Stroke special ability.
As long as the Jhemadar is alive, any Orc or Goblin unit may re-roll all failed morale and fear tests as long as the Jhemadar or one of his bannermen is in line of sight, and closer to the closest (non-hidden) enemy model than they are.
As long as the Jhemadar is alive, any Orc or Goblin unit may re-roll all failed morale and fear tests as long as the Jhemadar or one of his bannermen is in line of sight and in close combat with the enemy.

Structure:
INDIVIDUAL*
Orc Jhemadars are bought as Individuals. They may be accompanied by up to two Bannermen, and in that case will move and fight as a warband. The Jhemadar retains all abilities of an Individual, though (including Giving Orders and Rallying troops).

Equipment:
The Orc Jhemadar is armed with a Falchion and a Shield. The Bannermen are armed with Falchions.

Falchion
Single handed weapon
CR MX RM Dam
11 


The Jhemadar needs to strike a fine balance in combat. If he pitches in too soon, he will be killed. If he keeps back, the troops do not benefit from his example. Leading from the front has its issues.

The Jhemadar may be represented by an Assault Warrior Leader (maybe cutting and scraping off the quiver), and his bannermen by Orc Swordsman standard bearers. If you want to give them extra flair, you can mould cloaks or tiger skin tunics to them with Green Stuff, or add plumes to their helmets.
"How was I supposed to know he was an unarmed man? His back was to me."