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Fautyr 1.0.5

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Fautyr Theme

 

Fautyr are a flexible and mobile force throughout most of the forests and are in a near constant state of war with Races who clear wilderness and create settlements. They are a threat to caravans, traders, travellers and isolated settlements. Fautyr use deception and speed to outmanuver powerful enemies and at times strike from enemy flanks or rear while it is engaged at front. Swarming unprotected warmachines and wizards or running down fleeing enemy units their game, Fautyr use speed and mobility to break Units from multiple directions and are particularly effective against heavily armored slow opponents vulnerable to rain of arrows, javelins, and slings.

Their weapons are mostly made of Ironthorn, Bluewood and Ljosti Bronze.

Special rule: Any Fautyr Core Unit may CHARGE meanwhile playing their flutes, MEZMERIZING enemies who don't pass Morale. All Fautyr are SKIRMISHERS.

 

- - - - - - - - - - - - - - - - - - - - - - - - ARMY - - - - - - - - - - - - - - - - - - - - - - - -

1 General and Core Units making up for at least 50% of Army total value.

 

- - - - - - - - - - - - - - - - - - - - - - - - Command - - - - - - - - - - - - - - - - - - - - - - - -

1 General in 1 Unit of 1 (Gen) [UB]

MOVE CHARGE ATTACK STRENGTH REACH ARMOR HEALTH MORALE
8 12 1 0 0 0-2 2 8

Command Level: May buy up to Command Level 5.
Weapons: Any army weapon
May buy Shield

May mount a Unicorn

MOVE CHARGE ATTACK STRENGTH REACH ARMOR HEALTH MORALE
12 16 2 0 1/0 3 1 -

2 Combat Dice (1 Horn, r1 & 1 Hoof, r0)

Special Rule: Makes rider immune to Astral and Deep Blue Magic.

 

0-2 BarkHorns in 1 Unit of 1-2 (Cmd)

BarkHorns are elite troopers seeing no greater glory than safeguarding their General.

MOVE CHARGE ATTACK STRENGTH REACH ARMOR HEALTH MORALE
8 12 1 0 0 0-2 1 8

Wield: As the general.

Special Rule: Wound Soaker. May not be chosen if the General is mounted on Unicorn.

 

0-1 Noisehorn in 1 unit of 1 (Cmd)

These musicians comes with instruments larger and stronger than Unit drums, horns and harps.

MOVE CHARGE ATTACK STRENGTH REACH ARMOR HEALTH MORALE
8 12 1 0 0 0-1 1 7

Special rule: Units within 12" may re-roll a failed Morale test.

 

0-1 Branch Weaver in 1 unit of 1 (Cmd)

Each Branch Weaver carries a distinct branch with leaves and decoration instilling great Morale.

MOVE CHARGE ATTACK STRENGTH REACH ARMOR HEALTH MORALE
8 12 1 0 0 0-1 1 7

Special rule: Units within 12" gains +1 to Morale tests.

 

- - - - - - - - - - - - - - - - - - - - - - - - Core - - - - - - - - - - - - - - - - - - - - - - - -

Any CORE unit may buy 1 banner, 1 musician and 1 champion with Command level 1.

 

0-6 Stouthorns in 1-2 units of 1-4 (Cor)

MOVE CHARGE ATTACK STRENGTH REACH ARMOR HEALTH MORALE
8 12 1 0 0 0-3 1 8

Weapons: 1H Whip, r0 / 1H Sword, r0 / 1H Club,r0 / 1H Axe, r0 / 1H Spear, r1

May Dual Wield

Can buy Shield, preventing Dual wielding, @ 3 point per model.

 

0-6 Herbhorns in 1-2 units of 1-4 (Cor)

Agile Fautyr often enjoying ale, fungi and trance dancing before throwing themselves into melee.

MOVE CHARGE ATTACK STRENGTH REACH ARMOR HEALTH MORALE
8 12 1 0 0 0 1 7

Weapons: 1H Whip, r0 / 1H Sword, r0 / 1H Club,r0 / 1H Axe, r0

May Dual Wield

Unit may buy Wardancer @ 30 pts.

 

0-6 Sharphorns in 1-2 units of 1-4 (Cor)

MOVE CHARGE ATTACK STRENGTH REACH ARMOR HEALTH MORALE
8 12 1 0 0 0-1 1 7

Weapons: 1H Whip, r0 / 1H Sword, r0 / 1H Club,r0 / 1H Axe, r0 / 1 2H Longbow, r24

May buy Sharpshooter @ 25 point

 

0-6 Swifthorns in 1-2 units of 1-4 (Cor)

Long legged Fautyr are often picked to these Units.

MOVE CHARGE ATTACK STRENGTH REACH ARMOR HEALTH MORALE
8 12 1 0 0 0-1 1 7

Weapons: 2H Sling, r6 / 1H Javelin, r8 / 1 2H Composite Bow, r20

May buy Hunting Birds @25 pts.

MOVE CHARGE ATTACK STRENGTH REACH ARMOR HEALTH MORALE
10 18 1 0 0 0 1 -

Special rule: If a Unit has Hunting Birds, its engaged melee foes must pass a Morale test to fight back.

 

0-6 Sneakhorns in 1-2 units of 1-4 (Cor)

MOVE CHARGE ATTACK STRENGTH REACH ARMOR HEALTH MORALE
8 12 1 0 0 0-1 1 7

Weapons: 1H Whip, r0 / 1H Sword, r0 / 1H Club,r0 / 1H Axe, r0 / 2H Sling, r6 / 1H Javelin, r8 / 1 2H Composite Bow, r20

May buy Ambush @ 30 point

 

- - - - - - - - - - - - - - - - - - - - - - - - Auxiliary - - - - - - - - - - - - - - - - - - - - - - - - -

0-6 Scouthorns in 1-2 units of 1-4 (Aux)

These Fautyr are specially trained Scouts.

MOVE CHARGE ATTACK STRENGTH REACH ARMOR HEALTH MORALE
8 12 1 0 0 0-1 1 7

Weapons: 1H Whip, r0 / 1H Sword, r0 / 1H Club,r0 / 1H Axe, r0 / 2H Sling, r6 / 1H Javelin, r8 / 2H Composite Bow, r20

 

0-2 Beasthorn in 1-2 units of 1 (Aux)

These Fautyr have special trained Beasts, working as their masters command.

MOVE CHARGE ATTACK STRENGTH REACH ARMOR HEALTH MORALE
8 12 1 0 0 0-1 1 6

Weapons: 1H Whip, r0

0-2 Wolf

These Beasts must stay within range of their masters.

MOVE CHARGE ATTACK STRENGTH REACH ARMOR HEALTH MORALE
8 14 1 0 0 0 1 6

0-2 Feral Hound

These Beasts must stay within range of their masters.

MOVE CHARGE ATTACK STRENGTH REACH ARMOR HEALTH MORALE
7 12 1 0 0 0 1 7

0-2 Badger

These Beasts must stay within range of their masters.

MOVE CHARGE ATTACK STRENGTH REACH ARMOR HEALTH MORALE
5 10 1 0 0 0 1 -

 

0-2 Krampur in 1-2 units of 1-2 (Aux)

Wearing large hideous and fanged masks, sharp large clawed wargloves and swinging heavy chains they charge howling and snarling upon enemies. Who must pass Morale or be struk with fear.

MOVE CHARGE ATTACK STRENGTH REACH ARMOR HEALTH MORALE
7 12 1 0 0 0-2 2 -

Weapons:  2 1H Clawed Glove, r0 and 1 2H Chain, r1

Special rule: Cause FEAR

 

- - - - - - - - - - - - - - - - - - - - - - - - Machines -- - - - - - - - - - - - - - - - - - - - - - - -

 

- - - - - - - - - - - - - - - - - - - - - - - - Support -- - - - - - - - - - - - - - - - - - - - - - - -

0-1 Druidhorn in 1 Unit of 1 (Sup)

MOVE CHARGE ATTACK STRENGTH REACH ARMOR HEALTH MORALE
8 12 1 0 0 0-1 1 7

Weapon: 1H Sigil, r0

Can buy Mana Manipulator up to level 6 @ 10 pts per level and chose any Colour of the Wheel.

 

0-5 Fautyrian Cornucopia in 1-5 Units of 1 (Sup)

Fautyrian Cornucopia radiates its Divine effect radiates its effect across the Battlefield in pulsing vawes.

Each crew member wears an Ironthorn Crown giving it 1 attack, r0.

MOVE CHARGE ATTACK STRENGTH REACH ARMOR HEALTH MORALE
8 12 1 0 0 0 1 8

Cornucopia:

MOVE CHARGE ATTACK STRENGTH REACH ARMOR HEALTH MORALE
-2 - - - D6A * HEALTH 3 5 -

Special rule: Terraintravel (Forest).

 

- - - - - - - - - - - - - - - - - - - - - - - - Allies - - - - - - - - - - - - - - - - - - - - - - - -

Fautyr may include 1 Archaic / Taurs / Moss'Ari CORE Unit or Hero per CORE unit of 3+ Faun .

HEROES: Anyone from Essence/Mentalism

IOM-Peter has reacted to this post.
IOM-Peter

Fautyr 0.02

Altered some Unit names.

Altered some unit descriptions.

Fautyr 0.03

Lowered most Units armour values.

Edited Krampur Weapon description.

Fautyr 0.04

Changed it so only Core can Mesmerize when charging.

Changed all Core Unit names and allowed weapons.

Owlscouts havibg Owls does no longer prevent certain weapons.

Fautyr 0.05

Renamed Barkcapes.

Raised amount of Blitzers and moved them to Cor.

Renamed Owlscouts to Scouts and moved them to Aux.

Lovered Krampur amount and moved them to Sup.

 

Fautyr 1.0

Renamed as good as all Units.

Altered a lot of size requirements, weapon and abilities.

Added Hyperlinks to Unit Abilities listed in Rules::Abilities.

Fautyr 1.01

Added Beasthorn Unit.

Fautyr 1.02

Added Cornucopia (Cmd)

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IOM-Peter

Fautyr 1.03

Gave the General the option to mount a Unicorn.

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IOM-Peter
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