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Horned Owl´s house rule units. Not exactly official but...

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Horned Owl:
... Joshua wanted me to share the "house rule" units that I came up with during the course of my own steppe campaign. Most of those should be relatively easy to convert from existing miniatures. Note that those are far from official (but may of course be made so).

Please also note that the stats are First Edition (since I drew up most of the units when Warzone was still in full bloom). Especially the Armour stat would have to be converted if you are to use the units in Second Edition games.

Horned Owl:


FIRSTBORN LIGHT HORSE

Highly mobile and versatile, Light Horsemen are the One King´s eyes and ears on the Burning Plains. They guard the flanks of marching armies, harry the enemy, patrol, forage, scout and carry messages. All Firstborn outposts in the grasslands have warbands of Light Horse in readiness. The hardy warriors of those bands pride themselves that they can ride a hundred and fifty miles a day for a week on minimal rations, and still fight at the end of the journey.

Light Horse wear similar armour to the foot knights, and are armed with straightswords and round shields. Their steeds are a smaller breed than the knights´ warhorses, but they have great endurance and are able to negotiate the most difficult terrain with little effort.

Light Horseman
  CC MW PW Ld Ac W  St MV A  DefS  CostRider  13 10 -  13 2 -  0 - -  - - -  Horse  -   -  -  -  2  -  2  -  -  -  -    -  Combined  -  -  -  -  -  2  - 6  21  -1 2  46
Light Horseman Leader
  CC MW PW Ld Ac W  St MV A  DefS  CostRider  14 10 -  14 2 -  0 - -  - - -  Horse  -   -  -  -  2  -  2  -  -  -  -    -  Combined  -  -  -  -  -  2  - 6  21  -1 2  50
Light Horseman Standard Bearer
  CC MW PW Ld Ac W  St MV A  DefS  CostRider  12 10 -  13 2 -  0 - -  - - -  Horse  -   -  -  -  2  -  2  -  -  -  -    -  Combined  -  -  -  -  -  2  - 6  20  0 2  50
Special Rules:
Firstborn Light Horse are Mounted models.
Firstborn Light Horse have the Leap Special Ability.

Structure:
3 to 6 Light Horsemen
Up to 1 Standard Bearer
1 Leader

Equipment:
Firstborn Light Horse and Leaders are armed with Straightswords and Shields. The Standard Bearer is armed with a Straightsword and carries the Light Horse Standard.

Straightsword
Single handed weapon
CR MX RM Dam -  -  -  10
Light Horse Standard
All hidden models within 12" of the Light Horse Standard have to make a Leadership test at the start of their activation to remain hidden. A model that is not already hidden may not try to Hide inside the 12" radius.



Light Horse miniatures can be fashioned by cutting the legs and half the cloak off Firstborn Swordsmen Knights and attaching the torso to the leg assembly of a generic rider / knight model from a different range. Many mounted miniatures come in two or three parts (horse, legs and torso), so finding a suitable knight for the lower half should not be a problem. The sawn-off cloak is, though, and you´ll end up greenstuffing a new cloak to the miniature´s back. Getting the folds of a cloak billowing in the wind or draped over the horse´s rump right takes practice, of course.

Alternatively, one could use the top half of a Crossbowman Leader figure and leave off the crossbow that would be slung on its back. That way is less flashy, but easier. You would have to provide round shields from a different range, distinguish the leader somehow, and do some tweaking on the standard bearer.

(Rule 34P: Everything can be ponyfied. Alternatively: If it exists, there is pony of it.)

Horned Owl:


ELVEN TRADE GUARD
(Generic Elven troops)

Trade is the lifeblood of the Elven realms: a steady stream of goods and merchandise that fills the coffers of the reigning Houses and ensures the prosperity of the domains. Each Elven city has ports and jetties to allow the Sky Barges to moor, vast storerooms, markets and trade houses where caravans are equipped. Mercantile Houses, often nominally affiliated with one or the other of the Great Houses, handle the bulk of the trade. While each House will go to lengths to present an honourable and fair facade at all times, the cutthroat nature of the competition means that illicit dealings behind the scenes are a practical necessity, and some cities are in a state of continuous, if hidden, war. Blackmail, bribery, sabotage, rigged bids, barratry and arson are the tools of the Elven traders; some (most notably the Obsidian House affiliates) might even resort to assassination to dispose of rivals and further their own profits.

The Trade Guard is administered by the Elven cities. They police the markets, root out smugglers, enforce taxes and tariffs and act as arbiters in trade matters. Warbands of Guardsmen also accompany caravans and Sky Barges to protect them against raiders. While they were originally created to fight the criminal trade practices, more often than not they are paid to look the other way; and many of the Mercantile Houses frequently use their own Trade Guard to spy and carry out sabotage missions against their competitors.

When escorting a caravan or patrolling the harbours, Guardsmen wear light armour similar to the city militia. They are armed with longswords and buckler shields that sport a short blade protruding out from the rim. While they rarely see real battle, most are experienced soldiers who have had their share of skirmishes with Orc and Firstborn raiders (and the occasional rogue Elven pirates), and are quite proficient with their arms.

Trade Guard
  CC MW PW Ld Ac W  St MV A  DefS  CostGuardsman  14 10 -  12 2 1  0 4 16  -2 1 26  Leader  15   10  -  13  2  1  0  4  16  -2  1    28 
Special Rules:
Trade Guardsmen and Leaders have the Secondary Attack special ability.

Structure:
4-8 Trade Guards
1 Trade Guard Leader

Equipment:
Trade Guardsmen and Leaders are armed with Longswords and Spiked Buckler Shields.

Longsword
CR MX RM Dam -  -  -  9 
Spiked Buckler
CR MX RM Dam -  -  -  4  The Spiked Buckler confers -1 to damage in the same way that a shield does, but only against close combat attacks.



Trade Guards are basically Elven Militia with a different set of weapons. It´s possible to cut and scrape the halberds off a warband of Militia, and replace them with bucklers (domed buttons from your local needlework store might work) and swords. The weapons should cover up most of the ugly scratches where you had to scrape and file the shaft of the halberd away from the cloak, but some greenstuffery might be required if you want a smooth miniature. On the other hand, the Militia already come with a nice parrying pose if you glue the bucklers to the raised arm.

The Militia Leader is much easier to convert since he holds the halberd away from him. This means it´s also conceivable to just use a half score of Leader figures for the rank and file Guardsmen, and simply distinguish the warband´s leader by painting or other embellishments.

Edit: You could also use Ghamak´s pretty Ice Guard (Lotus Guard proxies):
http://www.ghamak.com/en/shop-en/ , cut off one sword and add a buckler shield.

joshuaslater:
This is the stuff!!  Great descriptive text to go along with the stats and modelling suggestions.

Horned Owl:
Comments and suggestions are welcome. Especially about the points cost, which has worked as an ad hoc for us in friendly games, but may need a bit of professional tweaking for tournament play.

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