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Archaic 1.0.17

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Archaic theme

The Archaic are oldest of all humans, with no known mixing with non-human races and are very tough and resilient towards magic. Their armies are generally a mixture of various Archaic sub-races; Denisov, Neander, Heidel, Herto, Egaster, Roden, Floren, Ubag, Antesse, Garectus, Naledi, Erectus and Missing-Links. Only a few of these are able to lead them in warfare, but they all play their part when defending their Neolithic settlements or trotting off to war.

 

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

Army Special: All Units are Skirmisher and use their Generals Morale value for tests if they have Line of Sight.

1 General and 4 Core Units making up for at least 35% of Army total value.

 

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

1 General in 1 Unit of 1 (Gen)

MOVE CHARGE ATTACK STRENGTH REACH ARMOR HEALTH MORALE
6 7 1 0 0 1-3 2 10

Command Level: May buy up to Command Level 8.

Special Rule: Makes models within 8" immune to Morale failure.

Wield either: 1 long spear / 1 2H club / 1 Great hammer / 2 1H clubs

Mount either:

Mammoth

 MOVE  MORALE   ARMOUR  HEALTH
7 - 3 2

3 Combat Dice (2 Tusks & 1 stomp)

May buy Ancient Charging Roar for 10 point.

Woolly Rhino

 MOVE  MORALE   ARMOUR  HEALTH
8 - 4 2

Ljostari Elk

 MOVE  MORALE   ARMOUR  HEALTH
9 - 1-3 2

 

0-1 Brute Biggie General Guard in 1 unit of 1 (Cmd)

These rather large brutes must join the General.

MOVE CHARGE ATTACK STRENGTH REACH ARMOR HEALTH MORALE
6 7 1 0 0 1-3 2 -

Wield either: Must equip as General

Mount: Must mount as General

Special Rule: Wound Soaker

 

0-2 Battle Weaver in 1-2 units of 1 (Cmd)

MOVE CHARGE ATTACK STRENGTH REACH ARMOR HEALTH MORALE
6 7 1 0 0 1-3 2 8

Wield: 1 club.

Special Rule: Allow for 1 free 8" Order passing per Turn.

 

0-2 Battle Howler in 1-2 units (Cmd)

MOVE CHARGE ATTACK STRENGTH REACH ARMOR HEALTH MORALE
6 7 1 0 0 1-3 2 8

Wield: 1 1H weapon.

Special Rule: Instrument allow models within 8" to Reorder without spending an Order.

 

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

Special Rule: @ 25-point, a Core Unit can buy FEAR causing tattoos. (must be visible to opponent)

 

0-4 Netters in 1-2 units of 2-4 (Cor)

MOVE CHARGE ATTACK STRENGTH REACH ARMOR HEALTH MORALE
6 7 1 0 0 1-2 2 8

Wield: Net & Rock

 

0-6 Jaw of Earth in 1-2 units of 1-6 (Cor)

MOVE CHARGE ATTACK STRENGTH REACH ARMOR HEALTH MORALE
6 7 1 1 0 1-2 2 8

Wield: 2 2h Clubs / 2h Tree-trunk, Large Rocks

Special: Cannibalism

 

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

MOVE CHARGE ATTACK STRENGTH REACH ARMOR HEALTH MORALE
6 7 1 1 0 1-2 2 8

Wield: Bow / Javelin

 

0-6 Haze-Spinners in 1-2 units of 1-6 (Cor)

MOVE CHARGE ATTACK STRENGTH REACH ARMOR HEALTH MORALE
6 7 1 1 0 0-1 2 8

Wield: Hand Weapons

Special Rules: Enemy units must take a LD test before charging them. Can Mesmerize

 

0-6 Out-flankers in 1-2 units of 1-6 (Cor)

MOVE CHARGE ATTACK STRENGTH REACH ARMOR HEALTH MORALE
6 7 1 1 0 1-2 2 8

Wield: Spear / 1H Mammoth fang / Throwing rocks / Javelin

 

0-6 Archaic Fists in 1-2 units of 1-6 (Cor)

MOVE CHARGE ATTACK STRENGTH REACH ARMOR HEALTH MORALE
6 7 1 1 0 1-3 2 8

Wield: 1 2H Stone Axe / 1 Long spear / 2 1H clubs / Axes / Spiked clubs / Spear

 

0-6 Forestflock in 1-2 units of 1-6 (Cor)

MOVE CHARGE ATTACK STRENGTH REACH ARMOR HEALTH MORALE
6 7 1 1 0 1 2 8

Wield: Throwing rocks / 1H club

Special Rule: Ignore Woodlands movement penalty

 

0-4 Ljostari-Elk Riders in 1 unit of 1-4 (Cor)

 MOVE  MORALE   ARMOUR  HEALTH
- 7 1-3 2

Wield either: 1 long spear / 1 2H club / 1 Great hammer / 2 1H clubs

 MOVE  MORALE   ARMOUR  HEALTH
9 - 2 1

It has 2 attack die

 

0-2 Trappers in 1 unit of 1-2 (Cor)

MOVE CHARGE ATTACK STRENGTH REACH ARMOR HEALTH MORALE
5 7 1 1 0 1-2 1 7

Special rule: ignore difficult terrain.

 

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

 

0-2 Firestarter in 1-2 Units of 1 (Aux)

MOVE CHARGE ATTACK STRENGTH REACH ARMOR HEALTH MORALE
6 7 1 1 0 1-2 2 8

Special rule: Can create spreading fires (Fire-template) causing FEAR.

 

0-1 Ancestorian in 1 unit of 1 (Aux)

MOVE CHARGE ATTACK STRENGTH REACH ARMOR HEALTH MORALE
6 7 1 1 0 1-3 2 7

Special Rule: Each handle a group of 1-6 Missing Links.

 MOVE  MORALE   ARMOUR  HEALTH
7 - 2 1

 

0-1 Fangclaw in 1 unit of 1 (Aux)

MOVE CHARGE ATTACK STRENGTH REACH ARMOR HEALTH MORALE
6 7 1 1 0 1-3 2 7

Special rule: Each handle a group of 1-3 Sabre-tooth Tigers. Cause Fear

 MOVE  MORALE   ARMOUR  HEALTH
8 - 2 2

 

0-1 Beak-Squeakers in 1 unit of 1 (Aux) 

MOVE CHARGE ATTACK STRENGTH REACH ARMOR HEALTH MORALE
6 7 1 1 0 1-3 2 7

Each handle a group of 1-2 Big-Beaks.

 MOVE  MORALE   ARMOUR  HEALTH
9 - 1 1

Special rule: Big-Beaks. Cause Fear

 

0-1 Twisted Twin in 1 units of 1 (Aux)

GARECTUS

Each Garectus is controlled by it Ubag twin, who is carried by their mother.

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

UBAG & MOTHER

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

Special Rules: Garectus cause Fear. If the Ubag carrying mother dies, the Garectus Rampage

 

0-4 Beast Riders in 1-2 units of 1-4 (Aux)

MOVE CHARGE ATTACK STRENGTH REACH ARMOR HEALTH MORALE
- - 1 1 0 1-3 2 8

Wield either: 1 long spear / 1 2H club / 1 Great hammer

Mammoth Mount:

 MOVE  MORALE   ARMOUR  HEALTH
7 - 3 2

Special Rule: causes Fear. 2 Combat Dice.

May buy Ability; Ancient Charging Roar, for 10 pts.

 

Wholly Rhino Mount

 MOVE  MORALE   ARMOUR  HEALTH
8 - 4 2

Special Rule: causes FEAR. They have 1 attack die each

 

Big Beak Mount

Wield either: 1 spear / 2 1H clubs

 MOVE  MORALE   ARMOUR  HEALTH
9 - 1 1

Special rule: It has 1 attack die

 

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

 

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

0-1 Shaman in 1 unit of 1 (Sup)

MOVE CHARGE ATTACK STRENGTH REACH ARMOR HEALTH MORALE
6 7 1 1 0 1-2 2 9

May buy Healer Levels up to 8, @ 5 points per Level.

Special Rule: Healing allows  a revieving roll for models who reached 0 Health, within 8" +1" per level bought..

 

0-8 Parent of Tribes Totem in 1-8 Units of 1 (Sup)

The Archaics faith are to the Divine Realms, thus can they only pick Greater Gods Totems.

MOVE CHARGE ATTACK STRENGTH REACH ARMOR HEALTH MORALE
- - - - D6A * HEALTH 4 5 -

Special Rule: Prebattle Deployment (Deployment Zone).

 

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

Heroes Max 1 Hero at game start per Weaver. (from the realms of: Cyan, Green, Yellow)

Other Races: Maximum 5% of total army cost from Ogryl, Utarik, Moss'ari, Izir, Utarik, Clovincaz, Findograa, Tatongol, Markian, Darim, Ortagui, N'aldan, Common, and Realmar.

Archaic 0.01

Archaic theme

Their armies generally consist of a mixture of the various sub-tribes of Archaic, be that close to modern humans known as Cromagi, the stronger and less subtle Neander, or the most rough and supposingly original of all -the Heibeger. At times they also include pre Heibeger creatures called Missing Links, the most rough and oldest of humankind. Which can only participate in strategic and tactical warfare, if controlled by brighter individuals.

The Archaic lot are the oldest of the Human races and unlike those with known lineage back to other races, their origin is shrouded in the mists of world dawn. They are very resilient towards magic and extremely strong and generally tend to themselves in tribes of 20-50 individuals, especially shunning any of the greater races.

 

The leaders and units are from these three 'contingents'.

contingent Heibeger [short & rough]

contingent Neander [large & muscular]

contingent Cromagi [tall & slim]

 

1 General, 4 Core and any amount of Command, Auxiliary, Special, Machines, Allies and Heroes as per Unit/Size limitations below.

Armour cost 1 point per Armour value.

Weapon cost 3 Point + 1 point per inch Range.

 

- - - - - - - - - - - - General - - - - - - - - - - - -

1 Chieftain in 1 Unit of 1 (any contingent)

Move 6, Morale 8, Die 1/2

Wield either: 1 long spear, r1 / 1 2H club, r1 / 1 Great hammer, r1 / 2 1H clubs, r0

Mount either: Mammoth/ Wolly Rhino / Ljostari Elk

Armour: 1-3

Special Rule: Makes models within 8" immune to Morale failure.

 

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

0-4 Battle Weaver in 1-4 units of 1 (any contingent)

Move 6, Morale 9, Die 1

Wield: 1 club, r0.

Armour: 1-3

Special Rule: Carries a Battle Banner making models within 8" immune to Morale failure, and allow for Order passing.

 

0-4 Battle Howler in 1-4 units (any contingent)

Move 6, Morale 9, Die 1

Wield: 1 sword(katana), r0.

Armour: 1-3

Special Rule: Instrument allow models within 8" to Reorder without spending an Order.

 

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

0-16 Ripper in 1-4 units of 4-8 (contingent Heibeger)

Each carry random hand weapon(s)

 

0-16 Whackers in 1-2 units of 8-16 (contingent Neander)

Each carry 2 one-hand wooden shafted stone headed axes.

 

0-16 Pokers in 1 unit of 1-16 (contingent Cromagi)

Each carry a huge spear.

 

0-8 Mamoties’ (10 pts) in 1-4 units (contingent Heibeger)

Each wield a mammoth fang.

Very heavy fur/skin armour?

 

0-8 Crushers in 1-2 units of 1-6 (contingent Neander)

Each carry a thick tree trunk.

 

0-8 Smashers in 1 unit of 1-8 (contingent Cromagi)

Each hold 1 two-handed wooden shafted stone head hammer.

 

0-8 Throwers in 1-4 units of 1-4 (contingent Heibeger)

Each carry hand sized rocks.

 

0-8 Lobbers in 1-2 units of 1-4 (contingent Neander)

Each hold large head/chest sized rocks.

 

0-8 Shooter in 1 unit of 1-8 (contingent Cromagi)

Each wield a bow.

 

0-8 Catcher in 1-2 units of 1-8 -cause FEAR (contingent Heibeger)

Each carry a 1 hand throwing net and a hand sized rock.

 

0-8 Haze-spinners in 1 unit of 1-8 – cause MESMERIZE (contingent Neander)

Enemy units within 16" must take a LD test before charging them.

 

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

0-8 Firestarter in 1 unit of 1-8 – cause FEAR (contingent Cromagi)

Enemy units within 16" must take a LD test before charging them.

 

0-4 Shaman + 5 pts per level) in units of 1 (contingent Neander)

Healer that allow models who died within 8" (+1" per level) a roll with the 'life die'.

 

0-2 Ancestorian (30 pts) in 1-2 units of 1-2 (contingent Heibeger)

Each handle a group of 4 Missing Links.

 

0-2 Fangclaw (30 pts) in 1 unit of 1-2 (contingent Neander)

Each handle 2 Sabre-tooth Tigers.

 

0-2 Lil'Put (30 pts) in 1-2 units of 1 – cause FEAR (contingent Cromagi)

Each handle a Mountain Giant.

 

0-2 Mammoth Rider in 1-2 units of 1 – cause FEAR (contingent Heibeger)

 

0-4 Rhino Rider in 1-2 units of 1-4 – cause FEAR (contingent Neander)

 

0-6 Megaloceros Rider in 1 unit of 1-6  – cause FEAR (contingent Cromagi)

 

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

Heroes (50 pts) Max 1 Hero at game start per Weaver. (from the realms of: Cyan, Green, Yellow)

Other Races: Maximum 5% of total army cost from Ogryl, Utarik, Moss'ari, Izir, Utarik, Clovincaz, Findograa, Tatongol, Markian, Darim, Ortagui, N'aldan, Common, and Realmar.

Archaic 0.02

Altered the catapult into a trebuchet with a crew of 5, range battlefield and cost 50 pts.

Archaic 0.03

Altered the nace name to Archaic, made Neander one of 3 race contingents.

Adjusted many unit type point costs and amount in some.

Added a couple of new unit types and altered some others -and threw artillery engines out.

Archaic 0.04

Changed Crom's men to Cromagi

Changed Heiberger to Heibeger

Changed Sabre Tooth Tiger handler to Neander and Lil'Put handler to Cromagi.

Archaic 0.05

Changed Army description to the revised composition system.

Archaic 0.06

Changed:
General Special rule.

Moved Haze-spinners, Catchers, Shooters, Lobbers and Throwers from Auxiliary to Core.

Elaborated: most subrace units have been collapsed

Archaic 0.07

Removed Mount restrictions towards Archaic subclasses.
Changed Archaic Move from 6 to 5.
Lowered Archaic Morale from 8 to 7.
Specified Mount cost & stats.

Note the altered Charge distance rule.

Archaic 0.08

Added Rerolls   (Spc)

10 point: 1 Morale Reroll

10 point: 1 Combat Die Reroll

 

ARMY COMPOSITION

1 General, 4 Core and any amount of Command, Auxiliary, Special, Machines, Allies and Heroes as per Unit/Size limitations below.

Armour cost 1 point per Armour value.

Weapon cost 3 Point + 1 point per inch Range.

 

- - - - - - - - - - - - General - - - - - - - - - - - -

1 Chieftain in 1 Unit of 1 (Gen) (any contingent)

 MOVE   MORALE   ARMOUR 
5 8 1-3

Special Rule: Makes models within 8" immune to Morale failure.

Wield either: 1 long spear, r1 / 1 2H club, r1 / 1 Great hammer, r1 / 2 1H clubs, r0

Mount either:

Mammoth

 MOVE   MORALE   ARMOUR 
6 - 3

Woolly Rhino

 MOVE   MORALE   ARMOUR 
7 - 4

Rim-Elk

 MOVE   MORALE   ARMOUR 
8 - 2

Big-Beak

 MOVE   MORALE   ARMOUR 
9 - 1

 

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

0-4 Battle Weaver in 1-4 units of 1 (any contingent)

 MOVE   MORALE   ARMOUR 
5 7 1-3

Wield: 1 club, r0.

Special Rule: Carries a Battle Banner making models within 8" immune to Morale failure, and allow for Order passing.

 

0-4 Battle Howler in 1-4 units (any contingent)

 MOVE   MORALE   ARMOUR 
5 7 1-3

Wield: 1 1H weapon, r0.

Special Rule: Instrument allow models within 8" to Reorder without spending an Order.

 

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

Army must have at least 4 Core Units, worth at least 35% of army value.

 

0-42 Heiberger in 1-12 units of 4-8

 MOVE   MORALE   ARMOUR 
5 7 1-3

Wield: Random hand weapon(s), r0 / 1H Mammoth fang, r1 / x Throwing rocks, r8 / Net & Rock, r1

Special Rule: May buy masks that makes the unit cause FEAR.

 

0-24 Cromagi in 1-3 units of 1-8

 MOVE   MORALE   ARMOUR 
5 7 1-3

Wield: Huge Spear, r1 / 2H Stone Head Hammer, r1 / Bow, r12

 

0-36 Neander in 1-6 units of 1-6

 MOVE   MORALE   ARMOUR 
5 7 1-2

Wield: Tree trunk, r2 / Large Rocks, r6 / 2H Stone Axe, r1

 

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

0-8 Cromagi Firestarter in 1 unit of 1-8

 MOVE   MORALE   ARMOUR 
5 7 1-2

Special rule: cause FEAR. Enemy units within 16" must take a LD test.

 

0-8 Neander Haze-spinners in 1 unit of 1-8

 MOVE   MORALE   ARMOUR 
6 7 1

Special Rules: Enemy units must take a LD test before charging them. Can MESMERIZE

 

0-4 Neander Shaman + 5 pts per level) in units of 1

 MOVE   MORALE   ARMOUR 
5 8 1-2

Special Rule: Allow models who died within 8" (+1" per level) a roll to be restored 'the life die'.

 

0-2 Heiberger Ancestorian (30 pts) in 1-2 units of 1-2

 MOVE   MORALE   ARMOUR 
5 6 1-3

Special Rule: Each handle a group of Missing Links.

 MOVE   MORALE   ARMOUR 
7 - 2

 

0-2 Neander Fangclaw (30 pts) in 1 unit of 1-2

 MOVE   MORALE   ARMOUR 
5 6 1-3

Special rule: Each handle 2 Sabre-tooth Tigers.

 MOVE   MORALE   ARMOUR 
9 - 1

 

0-2 Cromagi Lil'Put (30 pts) in 1-2 units of 1

 MOVE   MORALE   ARMOUR 
7 8 1-2

Special Rule: Each handle a Mountain Giant. Cause FEAR

 

0-4 Mammoth Riders in 1-2 units of 1-4

 MOVE   MORALE   ARMOUR 
6 7 1-3

Wield either: 1 long spear, r1 / 1 2H club, r1 / 1 Great hammer, r1

 MOVE   MORALE   ARMOUR 
6 - 3

Special Rule: causes FEAR. It has 2 attack die, r1

 

0-6 Rim-Elk (Megaloceros) Riders in 1 unit of 1-6

 MOVE   MORALE   ARMOUR 
6 7 1-3

Wield either: 1 long spear, r1 / 1 2H club, r1 / 1 Great hammer, r1 / 2 1H clubs, r0

 MOVE   MORALE   ARMOUR 
8 - 2

Special Rule: causes FEAR. It has 2 attack die, r0

 

0-4 Rhino Riders in 1-2 units of 1-4

 MOVE   MORALE   ARMOUR 
6 7 1-3

Wield either: 1 long spear, r1 / 1 2H club, r1 / 1 Great hammer, r1

 MOVE   MORALE   ARMOUR 
7 - 4

Special Rule: causes FEAR. They have 1 attack die each, r0

 

0-6 Big-Beak Riders in 1 unit of 1-6

 MOVE   MORALE   ARMOUR 
6 7 1-2

Wield either: 1 long spear, r1 / 1 2H club, r1 / 1 Great hammer, r1 / 2 1H clubs, r0

 MOVE   MORALE   ARMOUR 
9 - 1

Special rule: It has 2 attack die, r1

 

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

Heroes (50 pts) Max 1 Hero at game start per Weaver. (from the realms of: Cyan, Green, Yellow)

Other Races: Maximum 5% of total army cost from Ogryl, Utarik, Moss'ari, Izir, Utarik, Clovincaz, Findograa, Tatongol, Markian, Darim, Ortagui, N'aldan, Common, and Realmar.

Archaic 1.0

Totally rewamped the Archaic army...

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