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Ljost Alfar 0.0.4

Ljost Alfar theme centers on solar radiance, disciplined ivory-clad ranks, and the "Best-Born" elitism of Alfar lineages. They fight with a cold, blinding elegance, utilizing light, in their silver- and gold-hued alloys.

 

----- ARMY -----

To ensure they feels like the "fairest and most elite", the army must follow these distribution ratios:

Category Points Allocation (%) Role
Command 15% – 25% Force Multipliers & Morale
Core 25% + The "Ivory Wall" and Foundation
Auxiliary Up to 35% Speed and Tactical Flexibility
Machines Up to 15% Long-range disruption
Support Up to 20% Sustain and Magical Dominance

Ljost Alfar prefer to have the sun bathe their faces and warm their hair, and only in special circumstances will they chose protection over sunshine. Thus, not all units may buy helmets as part of their armour. If eligable, they may buy it for 1 point per model.

Ljost Alfar has a fondness for embedded magic, and thus may some units buy similar Talismans:

TALISMANS

  • Sun Skin; +1 health at 3 point per model.
  • Life Seeker; +1 AIM at 2 point per model.
  • Sun Shield; +1 protection at 1 point per model.
  • Life Soaker; each hit gives +1 additional hit at 2 point per model.
  • Life Drainer; each wound gives +1 additional wound at 3 point per model.
  • Sun Halo; +1 morale at 1 point per unit.
  • Life Shield; 4+ Magic resist roll at 10 point per unit.
  • Stoicheian Skin; 4+ Regenerate roll at 10 point per unit.
  • Divine Conduit; Unit generate D3 Magic Shards at 10 point per unit.
  • Sunflare Ray; Unit gains a 5+ ward save at 10 point per unit.

 

----- COMMAND -----

1 Solar Warden (General) in 1 unit of 1 model at 38 point

A royal blooded mastermind is generally the one leading a Ljost Alfar force.

 

MOVE ATTACK STRENGTH REACH ARMOR HEALTH MORALE
10 1 0 0 2-4 2 11

May wield: Two handed ancestral sword, r1, s2 | Ancestral Hand-and-Half, r1, and Talisman | Spear, s1, r3 | Greathammer, s2,r2 | Trifork, s1,r2 | 1H Short sword.

May buy command levels up to 8 at 10 points each.

May buy: Helmet; shield; "Sun-Mirror" shield that blind attackers. AIM (-1)

May mount: Sunsteed at 17 point

MOVE ATTACK STRENGTH REACH BARDING HEALTH
24 0 0 0 0-2 +1

 

0–2 Godray Guards in 1 unit of 1-2 models at 33 point + 24 point per extra model

Elite personal retinue for the Warden. 

MOVE ATTACK STRENGTH REACH ARMOR HEALTH MORALE
10 1 0 0 2-4 1 -

Wield and equip as general.

Special rule: wound soaker.

 

0–1 Dawn-Herald (Battle Standard Bearer) in 1 unit of 1 model at 33 point

A prince or noble often carries a contingents symbol and colours.

MOVE ATTACK STRENGTH REACH ARMOR HEALTH MORALE
10 1 0 0 2-4 1 10

May buy: Shield, or talisman.

May mount: Sunsteed at 17 point

MOVE ATTACK STRENGTH REACH BARDING HEALTH
24 0 0 0 0-2 +1

 

0–1 Dawn Clarion (Battle Instrument Bearer) in 1 unit of 1 model at 33 point

Only the most skilled musicians of noble blood, with great strategic and tactical understanding are chosen as battle instrument bearers.

MOVE ATTACK STRENGTH REACH ARMOR HEALTH MORALE
10 1 0 0 2-4 1 10

May buy: Shield, or talisman.

May mount: Sunsteed at 17 point

MOVE ATTACK STRENGTH REACH BARDING HEALTH
24 0 0 0 0-2 +1

 

----- CORE -----

Core units may buy a standard, a instrument, and a captain (inspirator[3]).

0-12 Crested Guard Golden-Crests (COR) in 1–3 units of 4–8 models at 118 point + 27 point per extra model

These phalanx are quick to secure flanks, and hold areas won rather well. 

MOVE ATTACK STRENGTH REACH ARMOR HEALTH MORALE
9 1 1 2 3-5 1 10

Wield: spear, s1, r2. And interlocking shields.

May buy helm

Special rule: If in base-to-base with another unit member, each gain Protection (1).

 

0-12 Solaris Guard (COR) in 1–3 units of 4-8 models at 118 point + 27 point per extra model

Disciplined swordmasters, who wield ancestral blades of Mt. Ljostia's lost 'Gate Guards'. They are as good as impossible to push back.

MOVE ATTACK STRENGTH REACH ARMOR HEALTH MORALE
10 1 0 1 2-4 1 10

Wield: Hand-and-Half, r1, and Talisman. | Two handed sword, r1, s2.

May buy helm.

May buy  Sunsteed

MOVE ATTACK STRENGTH REACH BARDING HEALTH
22 0 0 0 0-3 +1

Wield: lance, s1, r2, shield

May buy helm

May buy enhanced barding that reflects the sun, making them harder to hit with ranged attacks (+1 protection) at  2 points

Special rule: if they inflicted any hits in melee they can't be pushed back or break.

 

0-12 Ivory Guard (COR) in 1–3 units of 4–8 models at 118 point + 27 point per extra model

A high diciplined backbone regiment in ivory-white capes and sashes, specially trained in longspear combat.

MOVE ATTACK STRENGTH REACH ARMOR HEALTH MORALE
10 1 1 3 2-4 1 10

Wield: longspear, s1, r3.

May buy helm.

Special rule: May charge already engaged enemies and overreach their own to support the melee.

 

0-12 Border Guard Antumbra Halos (COR) in 1–3 units of 4-8 models at 118 point + 27 point per extra model

Strong polearm masters, wielding heavybladed two-handers to cut through any foes that stand in their way.

MOVE ATTACK STRENGTH REACH ARMOR HEALTH MORALE
10 1 1 1 2-4 1 10

Wield: Two handed Guandao, r2, s2

May buy Halo-Rack.

Special Rule: If they destroy a charged enemy in the first phase, they may go on immediate Overwatch.

 

0-12 Relic Guard (COR) in 1–3 units of 4-8 models at 118 point + 27 point per extra model

With their curve-bladed bardiches they are capable of cleaving the hardest of armours. And are often seen plough right through heavy cavalry, or shieldwalls.

MOVE ATTACK STRENGTH REACH ARMOR HEALTH MORALE
10 1 3 1 2-4 1 10

Wield: Two handed Bardiche, r1, s3

May buy helm.

Special Rule: Treat all Armour groups as 1 less. Thus, an Armour 5, Barding 3, and Shield 1, is not Protection 9, but merely 6.

 

0-12 Zenith Archers (COR) in 1–3 units of 4–8 models at 118 point + 27 point per extra model

These armoured archers deliver long-range thinning of enemy spearheads or tar-pits, and pinning down targets of interest.

MOVE ATTACK STRENGTH REACH ARMOR HEALTH MORALE
12 1 0 0 2-4 1 10

Wield: Sunwood longbow, r60.

May buy: 'Sun-Glass' arrowheads at 10 points. Gives aim(1), and aim(2) against Arisen.

Special rule: Marksmen.

 

----- AUXILIARY -----

0-8 Dawn-Striders (AUX) in 0–2 units of 4–6 models at 106 point + 24 point per extra model

Light infantry operating on the flanks.

MOVE ATTACK STRENGTH REACH ARMOR HEALTH MORALE
10 1 0 0 2 1 10

May buy suncloaks: +1 protection and allow charge across difficult terrain at 5 point each.

Wield: sword | spear, s1,r2.

May buy Flankforce at 10 point.

Special rule: Skirmishers.

 

0-8 Solaris Rays

 

0-8 Prism-Rangers (AUX) in 0–2 units of 4–6 models at 118 point + 27 point per extra model

Skilled in battlefield observation and strategic evaluation of forces these dual-wielding elite infantry are often encountered in advance of their main force.

MOVE ATTACK STRENGTH REACH ARMOR HEALTH MORALE
10 2 0 1 2-3 1 10

Wield: paired 1H weapons, r1.

May buy veteran, vanguard, skirmish, ambush at 10 point each

 

0-8 Sunbeam Riders Zenith Divers (AUX) in 0–1 units of 4–8 models @ 106 point + 24 point per extra model

Trained from childhood, these bold riders are their vanguards eyes.

MOVE ATTACK STRENGTH REACH ARMOR HEALTH MORALE
10 1 0 0 2-3 1 10

Wield: shortbow, r40.

Mounted on Great Hawks

MOVE ATTACK STRENGTH REACH ARMOR HEALTH MORALE
20 1 0 0 2 +1 -

Special rule: Skirmisher.

May buy flankforce.

 

0-8 Halad Sicaris (AUX) in 0–2 units of 4–6 models at 118 point + 27 point per extra model

Each Ljost Alfar domain has their own 'clean-up' elite group, often awaiting the right moment to join the fray and perform a single strategic, or tactically important task.

MOVE ATTACK STRENGTH REACH ARMOR HEALTH MORALE
10 2 0 0 2-3 1 10

Wield: paired 1H Two daggers, r1.

May buy veteran, vanguard, skirmish, ambush at 10 point each

 

0-8 Apex Sun-Souls (AUX) in 0–2 units of 4-6 models at 106 point + 24 point per extra model

These warrior-monks starts to train unarmored melee-arts at an early age. These incredibly agile fighters prefer elaborate knuckles, or thin combat-gloves infused with solar energies.

MOVE ATTACK STRENGTH REACH ARMOR HEALTH MORALE
12 2 1 0 1 1 10

Wield: Knuckles or gloves, s1.

May swap one of their preferred weapons for a Talisman.

 

----- MACHINES -----

0-3 Solar Chariots (MAC) in 1–3 units of 1–3 models at 99 point + 89 point per extra model

2 crew on a swift-moving platform pulled by twin sunsteeds.

MOVE ATTACK STRENGTH REACH ARMOR HEALTH MORALE
10 1 0 15 2-4 1 10

Wield: javelin, r 15

2 Sunsteed

MOVE ATTACK STRENGTH REACH BARDING HEALTH
24 0 0 0 0-2 1

Construction

 MOVE  MORALE   ARMOUR  HEALTH
-4 - 3 3

When charging it delivers D6A damage

Can be upgraded with "Scythed Wheels", s3, r1 on each enemy unit member on impact at 10 point

0-2 Light-Bolt Thrower (MAC) in 0–2 units of 1-2 models at 109 point + 99 point per extra model

3 crew precision-engineered high-tension torsion engine, used for anti-infantry support

MOVE ATTACK STRENGTH REACH ARMOR HEALTH MORALE
10 1 0 60 2-4 1 10

Wield: sword

Construction

 MOVE  MORALE   ARMOUR  HEALTH
-4 - 3 3

 

0-1 Mirror-Glass Array (MAC) in 0–1 units of 1 model at 120 point

3 crew massive lens-based war machine that focuses sunlight into a burning beam.

MOVE ATTACK STRENGTH REACH ARMOR HEALTH MORALE
10 1 0 0 2-4 1 10

Wield: sword

Construction

 MOVE  MORALE   ARMOUR  HEALTH
-4 - 3 3

A Focused Beam of light Anti-Tank/Monster, 3 hits, strenth 3

Refracted Flashes of light delivering a 5 cm blinding  template (-1 AIM)

Distorting glimpses showering a single friendly unit within (10 cm * engine's current health) receives a Protection bonus equal to the engine's current health against missile attacks

.

Unit may buy an 'aimer' crew model, granting a "re-roll to hit" to a Zenith Archer unit within (10 cm * engines current health), by highlighting targets with light at 25 point.

 

----- SUPPORT -----

0-2 Solar Archon (SUP) in 0–2 units of 1 model at 109 point

Masters of solar and celestial sorcery.

MOVE ATTACK STRENGTH REACH ARMOR HEALTH MORALE
10 1 0 0 2-4 1 10

Wield: Staff

May buy mana manipulator levels up to 8 @ 10 points each.

May pick from Path of Sun

May mount Sunsteed at 17 point

MOVE ATTACK STRENGTH REACH BARDING HEALTH
24 0 0 0 0-2 1

 

0-4 Sisters of the Solar Hearth (SUP) in 0–4 units of 1 model at 27 point + unit armour cost

A unit-based healer, that must equip armour as unit.

MOVE ATTACK STRENGTH REACH ARMOR HEALTH MORALE
12 0 0 0 * 1 -

Wield: Sunflare Ray talisman.

Special rule: Healer.

 

0-2 Gilded Godrays (SUP) in 1–2 units of 1 model at 40 point

Ancient, hollow armours of legendary heroes, animated by magic sunrays.

MOVE ATTACK STRENGTH REACH ARMOR HEALTH MORALE
12 1 3 0 5 3 -

Each may have whatever weapons one chose.

 

----- ALLIES -----

0-1 Avatar of the Noon-Day Sun (SUP) in 1 units of 1 at 54 point

A massive, burning elemental entity of pure light.

MOVE ATTACK STRENGTH REACH ARMOR HEALTH MORALE
12 1 3 0 3 3 -

 

Ljost Alfar 0.0.2

Added the helmet rule, and Talismans.

Removed a few redundant units.

Adjusted the entire armies units.

Ljost Alfar 0.0.3

Adjusted unit sizes. Edited Sun-Soul Monks, and Mirror-Glass Array.

Ljost Alfar 0.0.4

Changed armour max to 5 for Golden-Crests.

Renamed Ivory-Sash Spearmen to Ivory Guard. Changed their spear-rule.

Renamed Solaris Blades to Solaris Guard, and changed their weapons.

Renamed Golden-Crest Phalanx to Golden-Crests.

Renamed Dawn-Strider Scouts, to Dawn-Striders.