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Mermerant 1.2.1

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The Mermerant

When wanderers and indigenous peoples came together, it was either fugitive couples trying to make a living or those marrying into noble families to strengthen their position and leverage their circumstances. Regardless, they all became close cousins, and their descendants became known as the Mermerant.

Over time, they grew into a large empire with elaborate ceremonies and rituals. The wealthy and powerful began caring for the needy, and within a few generations, they had established a class of knights, a man-at-arms’ levy, and summoned militia if need be. These knights have grown into three distinct classes: questing knights, battle knights, and guardian knights.

Because the Mermerant live all across the known world, their armies consist of more than just their imperial household warriors.  Many local special forces exist and regularly participate in a crusade or call for defence.  As a result, their core forces may comprise units that would normally be considered auxiliary soldiers.

 

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

Mermerant Warband and Battle armies both require one royal general as commander and core troops worth at least 60% of the army's total value. If it is simply a skirmish army, it may choose one of its circle nobles as commander.

There must be at least 1 unit of nobles and 1 unit of men-at-arms in the army for each 500 points.

The Mermerant Vows

Mermerant armies are exceptionally impressive, including many facets of their indigenous and wandering heritage, and each Mermerant army unit makes a single vow before heading towards victory.

 

Peasant's Vow: The Blood and Breath Offering

"We, the sons and daughters born to labour and serve, now embrace the opportunity to make the greatest sacrifices for our admirable rulers and to become shields for our realm." This I vow with my blood and breath."

Before taking up arms, people who make this vow must participate in a solemn rite before daybreak. Each aspirant carves their name onto a wooden shield, indicating their willingness to serve. Then they kneel in front of a knight they idolise and say the vow loudly, exhaling their "breath" on the shield before making a small cut in their hand to spill "blood" upon it. The shield is then torched to represent their prior li

Models with the Peasant's Vow treat all friendly units with the Questing Vow, the Battle Knight's Vow, or the Grail Vow as having the Inspiring Presence special rule.

 

Quest's Vow: The Trial of the Unyielding Path.

"I set my gaze and my lance, my symbol of duty, and take up my quest. No obstacle will stand firm, and no plea for help from my lips, or I will be judged idle. This I swear on my blood and my breath."

Aspirants must embark on a journey alone, venturing beyond their kingdoms into the wilderness, ancient ruins, or lands afar, proving they can survive and uphold their duty without guidance. Along the way, they must assist anyone in need, defending the weak and seeking wisdom from old warriors. Only after returning with a token—be it a relic, trophy, or even scars that tell their story—do they receive their steed and take their place as questing knights.

Units with the Quest's Vow may reroll failed Morale tests.

 

Battle Knight's Vow: The Oath of Horns and Banners

"My service, loyalty, body, and soul, I pledge to my Lord. To the sound of horns and under swaying banners, I ride out in their name and for our realm. This I swear on my blood and my breath."

On the eve of their first battle, questing knights to become battle-proven assemble under fluttering banners while war horns echo across the land. There they must touch their liege’s sword with their own and repeat the vow with unwavering conviction. To seal the oath, they receive a ceremonial blow from the flat of their liege’s blade—a symbolic "death" of their old life as a mere fighter, reborn as a sworn knight.

Units with the Knight's Vow ignore disorder among friendly units.

 

Guardian's Vow: The Rite of Eternal Vigilance.

"Our Realm, that which is sublime, will be protected and preserved." My determination knows no boundaries, and I will protect it. This I vow with my blood and breath."

Before swearing the Guardian's Vow, Battle Knights must spend a sleepless night in meditation in front of a sacred item (a holy flag, an artefact, or a great ancestor's tomb), focussing on their responsibility to protect what is most valuable. They swear the pledge with their hand on the sacred item at daybreak and are then anointed with oil or sanctified water.

Units carrying the Guardian's Vow are immune to magical attacks.

 

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

  1 General in 1 Unit of 1 (CMD)

These strategic masterminds, chosen among their royal nobles to hopefully give their contingents a victory to sing about, bring along two things. They provide a grand morale boost and engage in extensive troop command. They emerge on the battlefield in their full splendour, prioritising recognition over safety. This is actually beneficial, as only the astute ones return home to hear their praises expressed in grand poems.

MOVE ATTACK STRENGTH REACH ARMOR HEALTH MORALE
9 1 0 0 1-5 2 9

May buy up to Command Level 7.

Wield: Any melee weapon.

May buy Shield

May mount a warhorse.

MOVE ATTACK STRENGTH REACH ARMOR HEALTH MORALE
20 1 0 0 0-3 1 -

Special rule: Lance Formation

 

0-2 Royal Bodyguard in in 1 Unit of 1-2 (CMD)

One of the highest accolades a Mermerant knight may receive is becoming a member of their ruler's personal guard. This not only elevates them and their family's prestige, but it also recognises their skills and loyalty. They fully honour this recognition, even at the risk of their own lives. As a result, they cannot break from combat and will never flee regardless of battlefield conditions. Only if their leader dies will they withdraw and regroup.

MOVE ATTACK STRENGTH REACH ARMOR HEALTH MORALE
9 1 0 0 1-5 1 -

Equipped as the General.

Special rule: Wound Soaker, Lance Formation

 

0-8 Nobles of the Circle in 1-8 Units of 1 (Cmd)

Each Mermerant realm selects one knight of each colour in the magic wheel. The nobles of each colour on the greater isles compete yearly to represent their isle. Of these, only one will emerge as the spoke-colour of the Mermerant Wheel.

MOVE ATTACK STRENGTH REACH ARMOR HEALTH MORALE
9 1 0 0 1-5 1 8

Wield: any weapon.

May buy shield.

Special Rule: Inspirator (D3)Shieldbasher

If one is chosen as a SKIRMISH leader, it gains Inspirator (D6A)

May buy mount:

Horse

MOVE BARDING
20 0-2

Warhorse

MOVE ATTACK STRENGTH REACH ARMOR HEALTH MORALE
20 1 0 0 0-3 1 -

Special Rule: Lance Formation

 

 

0-1 Battle Musician in 1 Unit of 1 (Cmd)

Blazing horns and booming drums are employed to convey the general's commands with greater precision. Knowing his plans, these musical strategists and tacticians communicate his orders further, even in the midst of war.

MOVE ATTACK STRENGTH REACH ARMOR HEALTH MORALE
9 1 0 0 1-4 1 8

Wield: Sword, r0

May buy horse

MOVE BARDING
20 0-2

Special Rule: Units with Line of Sight to the Battle Musician may reroll their Inspirator (x) once per Round.

 

0-1 Battle Banner in 1 Unit of 1 (Cmd)

It's not really necessary because their faith is strong, but it serves to maintain morale as well as clarify their general's presence at a distance. They use heroic banner-bearers to communicate their general's commands throughout the battlefield. These bannerbearers, adorned with vibrant colours and intricate designs, move strategically among the ranks, their banners fluttering prominently to catch the eye of the troops. This visual communication reinforces the general's orders and inspires the soldiers, reminding them of their shared purpose and unwavering resolve in the heat of battle. Units may try to pass a morale test that they failed when they can see the banner.

 

MOVE ATTACK STRENGTH REACH ARMOR HEALTH MORALE
9 1 0 0 1-4 1 8

Wield: Sword, r0

Special Rule: If a unit has line of sight to the army banner, the effects of the chosen banner may be applied.

may mount horse

MOVE BARDING
20 0-2

 

0-2 Damsel of The Mist in 1-2 Units of 1 (Cmd)

The Mermerant Damsels are disciples of Mermerant's first ruler, Raul D’Bridge, and their devotion to his daughter, Leani Ze'Araki, and her sacrifice empower them to bestow the Mist of Vornir Tears on the knightly troops they join. The Mist of Vornir Tears envelops the troops in an ethereal fog, enhancing their resilience in battle. With each Damsel present, the Mermerant Damsels channel the spirit of Leani, ensuring that her legacy lives on through the valour of those who fight in her name.

MOVE ATTACK STRENGTH REACH ARMOR HEALTH MORALE
9 1 0 0 1-4 1 8

Wield: a wand and a sigil.

May buy mount as the unit they join, or if alone any other army mount.

Special Rules: Each Damsel in the army adds Magic Ward (1) save to units with a Damsel.

 

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

The core of the Mermerant army rank and file troops are nobles or levies. Nobles can be either aspiring sergeants, squires, errants, or proven knights. As nobility spans a broad social spectrum, they include several unit types. Typically heavy cavalry, officer class, or strategic key elements. Nobles may command nobles, men-at-arms, levies, and allies. Some nobles have their own retinue of squires and sergeants, which not only provide a professional fighting force alongside the noble but might also take to the field themselves.

Levies consist of men-at-arms or peasants, providing the bulk of the army's infantry. Men-at-arms are not nobles but long-term soldiers who serve for pay or through other obligations. They are better trained and equipped than peasant levies and can be commanded by attached nobles. Their role is to enforce where tactically needed, or as missile troops, delivering support. Peasant levies in large numbers are often called up to serve, primarily as infantry. They are armed with basic weapons and fight at the command of their assigned, often local, lords. Some of the levies are often equipped as missile troops to deliver ranged support. Their role is to swarm the battlefield and hold enemies at bay.

These two groups have different obligations and, based upon their origin, have different training and equipment.

Core Units may buy 1 Champion Drillmaster (x) @ 10 point each, 1 Banner, and 1 Musician.

At 20 point a Noble of the Circle may join a unit, preventing it from taking a normal champion. Nobles of the Circle have Drillmaster (3).

 

Special Rule: For each drill (x), a unit may gain 1 of the following traits: Fearless, VeteranScouting, Marksman, Sharpshooter, or Skirmisher (pick terrain type before deployment).

 

4-48 Nobles in 1-12 Units of 4-12 (COR)

Well-versed in lore, customs, and often battle, they spend most of their time in prayer or study during times of peace. They take more solace in serving their goddess spiritually as scholars and educating her faithful servants on the matter. They can often be found walking around in towns and villages preaching about the tenets of the Lady to anyone who will listen.

Nobles start their battlefield history as squires or sergeants; when elevated, they become knights errant, youngsters so eager in proving themselves that they frequently endanger themselves, their unit, and the whole warhost. Recklessness that can lead to unnecessary losses, so it is essential for these aspiring knights to learn the value of strategy and restraint, as true honour resides not just in bravery but also in wisdom.

When squires, sergeants, and errants become knights, they must not only preserve their character as an example of knightly virtue for others to follow but also rule and defend their people while unquestioningly serving their feudal lord. Upon investiture, a knight is tasked with overseeing a domain, which is typically a few acres of land, a village, or a castle. The greatest deed they can perform is going to war in the name of Leani Ze’Araki, the Lady of the Lake.

MOVE ATTACK STRENGTH REACH ARMOR HEALTH MORALE
9 1 0 0 1-5 1 8

Wield:  1H melee weapon

May buy Shield

1 unit may be Battle Knight; May buy Flankforce.

1 unit may be Quest Knight; May  buy Vanguard.

1 unit may be Guard Knight; May buy Shieldbasher.

1 unit may be Paladin Knight; May buy Cataphract.

1 unit may be Templar Knight; May buy Dual Wield if infantry.

1 unit may be Errants, having the Impetuous trait; May buy Ambush, Flankforce.

Units may buy Warhorse @ 25 pts each, and lance r2, s1 @ 3 pts each.

MOVE ATTACK STRENGTH REACH BARDING HEALTH MORALE
20 1 0 0 0-3 1 -

Special rule: May form Lance-formation

 

0-12 Noble Retinue in 1-4 Units of 1-4 (Cor)

They begin their military careers as noble squires, exceptional individuals from humble backgrounds, or seasoned sergeants. These retinue units have many duties, such as taking care of noblemen's horses and armour; they also train intensely in combat and chivalry. This apprenticeship not only prepares them to become knights, but it also builds a sense of loyalty and honour that will shape their future roles in society.

 

MOVE ATTACK STRENGTH REACH ARMOR HEALTH MORALE
9 1 0 0 1-4 1 7

May buy hand weapon, shortbow/javelin,

May buy Shield

Units of Sergeants may buy one of these; Flankforce, Vanguard

2 Units may buy horse

MOVE BARDING
20 0-2

Wield: Lance

*Squire units of 1 may attach to, and equip like, a Grand Noble of the Inner Circle, gaining Wound Soaker.

 

4-72 Men-at-arms in 1-18 Units of 4-12 (Cor)

Men-at-arms are the fortunate ones who have been chosen by nobility to get military training and even be paid for it. They frequently ended up poorer than their rural counterparts due to equipment costs. They typically acted as the armies' backbone, supplying expertise and a sense of discipline in warfare. At times, they managed to rescue armour and priceless loot or act so heroically that they became squires or even knights. Knights were often revered figures, celebrated in tales of bravery and chivalry, yet the path to knighthood was fraught with challenges. Many men-at-arms aspired to this honour, dedicating themselves to the rigours of combat and the code of conduct that defined their noble calling.

 

MOVE ATTACK STRENGTH REACH ARMOR HEALTH MORALE
9 1 0 0 1-4 1 7

May buy hand weapon, missile weapon, 2-hand weapon

May buy shield.

1 unit may be guerrilla and gain Moving Shooter @ 10 point

1 unit may be horse tamers and gain Spear-wall @ 10 point

1 unit may be wilderlings and gain Ambush @ 10 point

2 units may buy horse/camel

MOVE BARDING
20 0-2

 

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

0-48 Militia in 1-6 Units of 6-8 (Aux)

Although each Mermerant community has people trained as men-at-arms, there are times when there aren't enough suitable bodies available. As a result, the local nobility may order commoners to form militias, take whatever weapons they can find, and wear whatever protection they can find.

These irregular forces resemble local customs more than other units in the Mermerant army, and they have little understanding of what fleeing and surrendering bring about. Thus, they have far less loyalty to their summoners than core soldiers do. Their motivations are often rooted in a desire to protect their homes and families rather than allegiance to a noble house. Consequently, while they may fight fiercely in the heat of battle, their resolve can waver if they perceive that their lives are in jeopardy or that the cause is lost.

 

MOVE ATTACK STRENGTH REACH ARMOR HEALTH MORALE
9 1 0 0 1-3 1 6

Wield: Whatever they could get their hands on (with same reach)

 

0-12 Fanatic Pilgrims in 1-2 Units of 2-12 (Aux)

Many commoners, as well as some nobles, have stopped praising their saint, Leani Ze’Araki, and have returned to worshipping their old gods. Some of these to such a degree that they have discarded all their belongings and merely wander their realms in rags, praising their god, at times whipping themselves into a chanting frenzy. Frenzy, they seek a connection with the divine that they believe has been lost in the materialism of their former lives. As the sun sets, the echoes of their chants fill the air, a haunting reminder of their desperation and longing for redemption.

MOVE ATTACK STRENGTH REACH ARMOR HEALTH MORALE
9 1 0 0 1-2 1 -

Wield: whip, club

Immune to Psychology

 

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

As all these can be aimed to shoot high, all may buy Spotter(s) for 15 points each.

 

0-1 Bombard in 1 unit of 1 (Mac)

These great barrels of destruction are mostly seen used in sieges as they are cumbersome to transport and slow to setup and load. But at times they are seen in crusade skirmishes used to target and destroy especially difficult or important foes at great distance.

4 Crew, armed with hand weapons.

MOVE ATTACK STRENGTH REACH ARMOR HEALTH MORALE
9 1 0 0 1-3 1 7

Construction

MOVE ATTACK STRENGTH REACH ARMOUR HEALTH
-4 1 4 100 5 4

Each Crew casualty increase its move penalty by 2.

Special Rule: May only shoot 1 time per turn.

 

0-2 Cannon in 1-2 Units of 1-2 (Mac)

These barrels of destruction are more often seen in both sieges and in crusade skirmishes, as they are less problematic to handle for destroying targets at great distance.

3 Crew, armed with hand weapons.

MOVE ATTACK STRENGTH REACH ARMOR HEALTH MORALE
9 1 0 0 1-3 1 7

Construction.

MOVE ATTACK STRENGTH REACH ARMOUR HEALTH
-3 1 3 80 4 3

Each Crew casualty increase its move penalty by 2.

Special Rule: May only shoot 1 time per turn.

 

0-1 Rocket in 1 Unit of 1 (Mac)

Used to lobbing spetacular rain of death onto foes safely tucked away in remote camps or trying to outflank.

4 Crew, armed with hand weapons.

MOVE ATTACK STRENGTH REACH ARMOR HEALTH MORALE
9 1 0 0 1-3 1 7

Heavy Rocket (Use Artillery Die).

MOVE ATTACK STRENGTH REACH ARMOR HEALTH
-3 3 2 70 3 3

Each Crew casualty increase its move penalty by 2.

Special Rule: May only shoot 1 time per turn.

 

0-1 Mortar in 1 Unit of 1 (Mac)

Lobbong heavy hollowed explosive shells over the battlefield to deal damage far away is their speciality.

4 Crew, armed with hand weapons.

MOVE ATTACK STRENGTH REACH ARMOR HEALTH MORALE
9 1 0 0 1-3 1 7

Heavy Shell (Use Artillery Die).

MOVE ATTACK STRENGTH REACH ARMOR HEALTH
-4 R5 3 90 4 4

Each Crew casualty increase its move penalty by 2.

Special Rule: May only shoot 1 time per turn.

 

0-1 Firebomb Trebuchet in 1 Unit of 1 (Mac)

Used for targeting supplies, command camps, outflankers, or defenders on walls or in cover, in a rain of burning missiles

5 Crew, armed with hand weapons.

MOVE ATTACK STRENGTH REACH ARMOR HEALTH MORALE
9 1 0 0 1-3 1 7

(Use Artillery Die).

MOVE ATTACK STRENGTH REACH ARMOR HEALTH
- 1 3 100 5 3

Special Rule: Prebattle Deploy (Deployment zone), May only shoot 1 time per turn.

 

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

0-2 Mana Weavers in 1-2 Units of 1 (Sup)

As they are in contact with their deties Mana Manipulators does not consume actions but Magic Shards to release energies of the chosen paths.

MOVE ATTACK STRENGTH REACH ARMOR HEALTH MORALE
9 1 0 0 1-3 1 8

Wield: hand weapon

may mount horse

MOVE BARDING
20 0-2

May buy magic levels up to 6.

 

0-2 Healing Maidens in 1-2 Units of 1 (Sup)

These maidens at times takes to the battlefields to heal the nearby wounded, using channelled energies and sacred balm.

MOVE ATTACK STRENGTH REACH ARMOR HEALTH MORALE
9 1 0 0 1-3 1 8

Wield: sceptre and balm

May mount horse

MOVE BARDING
20 0-2

May buy healing (6)

Special Rule: may attempt to heal units within 20 cm.

 

0-6 Defenders (Sup)

These homeland patriots, often clad in bizzare armours and helmets, are willing to  advance, secure, and hold a location at any cost.

MOVE ATTACK STRENGTH REACH ARMOR HEALTH MORALE
7 1 1 1 3 1 -

Wield: Crude cumbersome swords.

May buy Flankforce., Spear-wall

Special rule Prebattle Deploy (own table side), Immune to Psychology,

 

0-6 Milestones in 1-6 Units of 1.

Milestones are Divine Shrines praising any of the Gods.

REACH ARMOUR HEALTH
D6A * HEALTH 5 5

Special Rules: Prebattle Deploy (table side), and must be deployed at least 6" apart from other friendly Milestones.

 

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

0-12 Fylgin Warriors in 1-2 Units of 2-12 (All)

 

MOVE ATTACK STRENGTH REACH ARMOR HEALTH MORALE
9 1 1 0 1-3 2 7

Wield:

may buy, Veteran, Vanguard, Skirmisher

 

Mermerant 0.1.0

Alrered all move and charge stats.

Lowered Nobility, and most other units morale by 1.

Adjusted armour and barding values.

Elaborated on light support options.

 

Mermerant 0.2.0

Added/edited numbers for:
Mounted Heavy Support

Added/edited descriptions for:
Nobles of the Circle, Knight Paladin, Knight Templar, Knight Sergeants, Knight Errants, Men-at-arms, Mounted Light Support, Mounted Heavy Support, Fylgin Warriors, Fanatic Pilgrims

Added/altered equipments for:
Men-at-arms, Mountain Skirmishers, Mounted Light Support, Mounted Heavy Support, Fylgin Warriors

Added/altered Special Rules for:
Battle Musician, Battle Banner, Mounted Light Support, Mounted Heavy Support

Changed Unit name for:
Knight Paladin, Knight Templar, Knight Sergeants, Knight Errants, Skirmishers, Mounted Light Support, Mounted Heavy Support

Removed:
Mounted Catalaz Aaxi

Mermerant 0.3.0

Added the new stats bar for all units

Added warhorse stats to General, Nobles of the Circle, Knight Paladin, and Knight Templar

Added camel stats to Mounted Light Support

changed descriptions and stats for Heavy Cannon, Light Cannon, Rockets, Firelance Carts, Firebomb Trebuchet

Updated Healing (x) ability header

Edited Healing Maiden healing description and added link

Mermerant 0 3.1

Lowered the entire armys morale by 1, as to better resemble their decline from former glory, and the fact that they lean heavily on Inspiring Presence.

Also moved the Fylgin from Auxiliary to Allies.

Mermerant 0 3.2

Changed Support troops  to 16 models, and light cannons to 2.

Also added these special rules and ability options to the list:

1 General in 1 Unit of 1 (Gen) Lance Formation
0-2 Royal Bodyguard in in 1 Unit of 1-2 (Cmd) Lance Formation
0-8 Nobles of the Circle in 1-8 Units of 1 (Cmd)Inspirator
0-2 Battle Musician in 1-2 Units of 1 (Cmd) Reroll Inspirator
0-2 Battle Banner in 1-2 Units of 1 (Cmd) --Charging Roar--, Fear, Reorder
0-2 Damsel of The Mist in 1-2 Units of 1 (Cmd)
6-24 Knight Paladin in 1-4 Units of 4-12 (Cor) Lance Formation, Fearless, 1 Dual Wield, Veteran
6-24 Knight Templar in 1-4 Units of 4-12 (Cor) Lance Formation, Fearless, 1 Dual Wield, Veteran
6-24 Knight Errants in 1-6 Units of 4-12 (Cor) Dual Wield, Vanguard
6-24 Knight Sergeants in 1-4 Units of 4-12 (Cor)Fearless, Flankforce, Spear-wall, Vanguard, Veteran
6-12 Squires in 1-4 Units of 3-4 (Cor) Flankforce, Vanguard
6-48 Men-at-arms in 1-6 Units of 4-12 (Cor) Detachment, 1 Ambush, 1 Fearless, 1 Marksman, 1 Moving Shooter, 1 Scouting, Sharpshooter, Spear-wall
0-48 Militia in 1-6 Units of 6-8 (Aux)
0-16 Wildernes Guerrilla in 1-2 Units of 4-8 Ambush, Fearless, 1 Marksman, 1 Moving Shooter, 1 Scouting, 1 Sharpshooter, Vanguard, 1 Veteran
0-18 Light Support in 1-2 Units of 2-6 (Aux) Flankforce, 1 Moving Shooter, 1 Scouting, 1 Sharpshooter, 1 Skirmisher (x)
0-16 Heavy Support in 1-3 Units of 2-6 (Aux) Flankforce, Vanguard
0-12 Fanatic Pilgrims in 1-2 Units of 2-12 (Aux)Immune to Psychology
0-2 Heavy Cannon in 1-2 units of 1-2 (Mac)
0-2 Light Cannon in 1-2 Units of 1-4 (Mac)
0-2 Rockets in 1-2 Units of 1-2 (Mac)
0-2 Firelance Carts in 1-2 Units of 1 (Mac)
0-1 Firebomb Trebuchet in 1 Unit of 1 (Mac) Prebattle Deploy (x)
0-4 Mana Weavers in 1-4 Units of 1 (Sup)
0-2 Healing Maidens in 1-2 Units of 1 (Sup)
0-6 Defenders (Sup) Prebattle Deploy (x), Immune to Psychology, Flankforce, Spear-wall
0-6 Milestones in 1-6 Units of 1. Prebattle Deploy (x)
0-12 Fylgin Warriors in 1-2 Units of 2-12 (All)

PS: Still working on Battle Banner options.

Mermerant 0 3.3

Nobles of the Circle in 1-8 Units of 1 (Cmd) can now be SKIRMISH GAME TYPE army leaders

There must be at least 4 knights in the army, but which type are free picks.

Reduced knight model numbers

removed Dual Wield from paladins

Added (Aux) to Wilderness Guerrilla, made them Flankforce, and refined what and how they can buy abilities.

Reduced Mana Weavers from 4 to 2.

Mermerant 1.0.0

The army is as such totally remade. Theres only knights, knight retinue, and men-at-arms as core now. Each of these types, have several options for how units come and may act.

Introduced a drilled system that units now may develop from.

And much more.

 

Mermerant 1.1.0

Edited the Mana Manipulators description so it is clear how they perform actions.

Mermerant 1.1.1

Reduced Misty Damsel armour to 1-4.

Reduced normal horse barding to 0-2.

raised light cannon reach to 80.

changed Rocket Launcher to 3 Attacks, and reach 70.

changed firelance cart to 5 attacks, and reach 60.

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