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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

Red Emperor
4 10
6 10
Superhero
20 -i-
6
Bat
4 6
9 2
Hero
4 10
6
Oakfed
18 12
10
Sun Hawke
6 6
10
Ethilrist
4 10
7
Delecti
5 10*
2

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.


Rukh
16 18**
16 16
Lightwalker!
22 -i-
14 14
Swordd
16 16
+2 +6
OEKa
4 8
5
Stormwalkers
7 5
20 20
Arkanan*b
3 9
6 2
Sande
5 12
5 9
Kar Mantac
7 10
4

*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).


Grhthswyndra
20 20
6 6
A Kingb
3 9
5
Dukesd
1 4
+1
usurper's bardichef
12 8
-1 +1
Chaos Dragon!
7 9
10 3
Arkananc
2 6
4 0
Sand
4 10
5 8
Karakane
15 20
5 4

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.


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