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Ok.
This is a rough draft job, I'm using analogs, not the exact units, in order
to make it easier to change over to a board game format and for ease in mental
framing.
KEY
Unit Characteristics
| Combat Factor |
Magic Factor |
| Movement |
Range |
SAMPLE UNITS
e The fire elementals that are embodied in the road way
built by the Rukh can be treated as if they were three units similar to this
one.
|
|
Lightwalker!
| 22 |
-i- |
| 14 |
14 |
|
|
|
|
|
|
|
*after transformation (2-6-4-0 before) (his twin-son is now 2-4-6-2).
Carries Ma'at Shekath Ptah (+7-+7-0-+2) (twin-son carries
dire song +3-+4--1--1). Ma'at Shekath Ptah
when used by a fire creature is cumulative with other weapons.
** x2 vs creatures of darkness, carries Lightning Strike
12-12-+6-+2. Has an attack like Craigspider's pillar of fire (cast
balefire), it wounds superheroes and destroys their stacks, otherwise destroys
up to 2d3+3 hexes (may reduce hexes destroyed) turning into clear terrain.
May continue to use attack until 12 hexes have been consumed. May
limit the attack to only against creatures of chaos or darkness rather than
against all units in an area. When so used it does not destroy terrain.
May use three times.
a has 2 dukes, 2 units of berserk champions (5-6-4), 2
units of unicorns (3-5-6)(skirmishers), a baboon troop (4-3-3) and the scorpiod
guard (9-7-6-3).
! x2 vs creatures of chaos. Retains -i- characteristic
for defensive magic even when stacked with best friend (the Rukh). Can
exert defense at range (e.g. vs. the balefire stream of
Grhthswyndr). When stacked with
the Rukh they are x2 vs. creatures of
darkness, x2 vs. creatures of chaos, x4 vs darkness creatures of chaos.
b has knights (4-4-6), 2 units of pike phalanxes (5-5-3),
2 units of newtling skirmishers (2-4-4). Can call on two of the fire
elementals bound in the road. Note that they can not move beyond their
movement factor from the road.
c statistics include personal guard. It carried
tooth (6--3-+1-+2). That weapon has been lost since the
encounter with the Rukh. This Kar Manta was similar to Delecti in many ways.
It had two units of lesser vampires (3-3-4), three of zombies (2-2-3), five
of skeletons (1-1-2) (treat as Delecti's zombie army for combat purposes,
but not destroyed if contact is cut off).
d the sword of severance. It is a great
weapon.
e after the transformation of Arkanan. See below
for his pre-transformation statistics. In both cases he is accompanied
by a hero band that is embodied on the dream level rather than the physical
one. Can manifest dream warriors (dream warriors have a combat factor
= 1/2 of the combat factor of the enemy. Their abilities stack [so
three units of dream warriors would have a combat factor 1.5 times that of
the enemy, and that amount would be added to other units attacking the defending
unit or defending with the dream warriors]. They have a movement factor
of 12 and they defend with Sand's magic factor. Currently he can manifest
up to four units. Before the transformation of Arkanan he could manifest
one).
|
|
|
|
usurper's
bardichef
| 12 |
8 |
| -1 |
+1 |
|
|
|
|
|
a after transformation. The
Chaos Dragon was his
best friend. When stacked together, add their magical ranges for total
range. Has the special power, the balefire stream. It extends,
in a straight line, for 2d6+2 hexes. It destroys all units in those
hexes, units that can take a wound, take 2d6+2 wounds. Any unit with
-i- for magic factor makes a heroic escape and is not wounded (e.g. unstacked
superheros). [runes were disorder, chaos, magic {magic instead of -i-}]/
b any of the five kings
c before transformation
d typical khan, leader, etc. Each king had d3+1.
The OEK has 2,
Grhthswyndr had six and Arkanan.
Both had various magical corps, generally 2-5-3-5 or 2-4-2-5 units
as well as units similar to the puppeteers (these were dream and illusion
masters, with armies). Both had magical creatures as allies,
Grhthswyndr having giants (10+d6-10-6),
rock satyrs (5-5-5), demon hounds (7-7-10) and demon heavy cavalry troops
(6-5-6). The kings had great lizards (similar to RM-WB trachodons),
sylphs (3-5-20-*), stone golems (8-2-3) and shapechangers (7-*-6-*) (they
can switch Combat Strength for Magical Strength or vice versa. One
is 2, the other is 7. When physical strength is 7, movement is 6 and
range is 2. When magical strength is 7, movement is 2 and range is
6).
e the Kar Manta's Master.
f x1.5 if used by chaos rune affiliate,
x2.0 if used by disorder rune affiliate.
! A creature of darkness and chaos.
Copyright 2001-2003 Stephen R. Marsh and
Heather N. Marsh
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