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■ Arisen 1.11.0

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Arisen Theme

Third Age was the birthing age of Arisen; in the year 42 the first Gorge Lord spawned, later Vular raised deceased relatives. But in 4286, when Mt. Vula erupted, the Isles of Ljostari and the middle of Great-Fjella sank. A enhanced tsunami of Astral Mana, Lake Leani's and Worldly Water swept the world, it flooded deep into fjords, rivers, streams, marshes, and across the lowlands of the Isles several kilometres inland. The disaster heralded the Fourth Age and created a vast amount of Arisen, a unifying term for those spirits across races and cultures brought back to worldly existence in decaying husks and carcasses. The enhanced flooding also tainted underground reservoirs, lakes, and ponds of both cultivated lands and the remains of the ancient Lush Green. These reservoirs emit a worldly mist from which the Arisen draws power. The now-contaminated world sea has since been called 'The Deep Blue', as it is able to turn drowned humans into arisen.

 

----- ARMY -----

Arisen can be from any of the human races and cultures, and as such its almost impossible to make a complete list of what you may field. The below is a general guideline to composition and stats, but actual model designs and flavour texts may vary in your army roster as you see fit. The Arisen infantry use 25*25mm bases, except Ghoul which use 30*30mm bases.

1 General and Core Units making up for at least 60% of army total.

Magic Mist Drops

The mist from tainted lakes, ponds, wells, streams, and their own breath energize the arisen and fuel their tainted magic. The general gain 1 'Magic Mist Drop' per unit of 4+ models, and 1 per chariot/war machine at the beginning of the turn.

Maelstroems  (SPELLS)

As the general is a Maelstroem Master they may blind-draw Maelstroem cards at the beginning of each game round. The amount drawn equals the generals Maelstroem Master level + the die roll of an average D6 (2, 3, 3, 4, 4, 5). After reviewing the drawn cards, an amount equal to the roll is returned to the deck. The general may use Maelstroem cards at any instant during the round and the casting costs are shown on the cards. When the round is over, all Maelstroem cards are returned to the deck, and it's reshuffled.

Gravecalling

If the General is slain, each Unit rolls for Gravecalling. On 1 + the amount of rounds since the general's death, it's removed as a casualty. If resisting each Unit still generates their own 'Magic Mist Drops' for activation.

Arisen Embrace

The General may turn the opponents casualties into new Arisen Zombies, or use their Soul Essence as 'Magic Mist Drops'. These Zombies can only be activated by the General, unless they get into Base-to-Base contact with, and are merged into a Champion led Unit of similiar type.

Mist Conduits

The Arisen don't use Divine Objects, but have their own Shrines with ranges depending on the amount of Magic Mist Drops.

Arisen Presence

The entire Arisen Army cause Fear

 

----- COMMAND -----

1 General in 1 unit of 1 (Gen) 

The General must be either a Gorge Lord, a Mummy Lord or a Lich Lord and buy Maelstroem Master Levels up to 5 @20 points each.

 

0-1 Gorge lord

Gorge lords are descendants of those Ka' Narag embraced, with an ability allowing them to transform into those they consume. Powerful, flesh-consuming, gluttonous undead rulers are tied to their realms, which include canyons, ravines, valleys, deep chasms, and mountain passes. They embody an eternal hunger, gluttony, and mass consumption. In folklore, they are often coming to engulf and consume all!

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

Any melee weapon type.

Special rule: Fleshfeaster, Infestous

 

0-1 Mummy lord

A Mummy Lord is generally a self walking and fighting bandaged ruler, but can be any type of mummified carcass or remains, carried by bearers or at a litter.

MOVE ATTACK STRENGTH REACH ARMOR HEALTH MORALE
9 1 1 0 0-4 2 9

Any melee weapon type.

Special Rule: Rot

 

May mount a Sphinx.

MOVE ATTACK STRENGTH REACH ARMOR HEALTH MORALE
14 2 4 1 4 3 -

 

May mount a Scorpion.

MOVE ATTACK STRENGTH REACH ARMOR HEALTH MORALE
14 3 3 2 3 3 -

 

May be on a Palanquin carried by 2-8 bearers.

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

Bearers may wield a 1H melee weapon.

 MOVE  MORALE   ARMOUR  HEALTH
0 - 4 4

Each pair of bearers adds 2 to its move.

 

0-1 Lich Lord

A formerly living being of any human race, who willingly traded its soul for mastery of Maelstroem Magic.

 

MOVE ATTACK STRENGTH REACH ARMOR HEALTH MORALE
10 1 0 0 0-3 2 9

Any melee weapon type.

 

May be on a Palanquin carried by 2-8 bearers.

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

Bearers may wield a 1H melee weapon.

 MOVE  MORALE   ARMOUR  HEALTH
0 - 4 4

Each pair of bearers adds 2 to its move.

 

May buy undead steed/undead dire wolf at 21 points.

 

MOVE BARDING HEALTH
18 0-3 +1

Special adds +1 to riders health.

 

0-2 Gorge Lord Guard in 1 unit of 1-2 (Cmd) (Only if Gorge Lord is General)

Gorge Lord Guard ghouls are extremely wild.

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

Wield: As the general.

Special Rule: Wound Soaker, Fleshfeaster, Infestous

 

0-2 Mummy Ruler Guard in 1 unit of 1-2 (Cmd) (Only if Mummified ruler is General)

The elite, heavily armored husk-sworn tasked with protecting the Arisen commander. Their hollow bodies are packed with pressurized rot-dust and concentrated mist; to strike one down in close quarters is to unleash an explosion of corrosive fumes and toxic decay.

MOVE ATTACK STRENGTH REACH ARMOR HEALTH MORALE
9 1 1 0 0-4 2 -

Wield: As the general.

Special Rule: Wound Soaker, Rot

 

0-2 Lich lord Guard in 1 unit of 1-2 (Cmd) (Only if a Lich is General)

The elite, heavily armored husk-sworn tasked with protecting the Arisen commander. Their hollow bodies are packed with pressurized rot-dust and concentrated mist; to strike one down in close quarters is to unleash an explosion of corrosive fumes and toxic decay.

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

Wield: As the general.

Mount: As the general.

Special Rule: Wound Soaker, Rot

 

0-2 Arisen Heralds in 1-2 units of 1 (Cmd)

Battle Standard Bearer

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

Any 1H melee weapon.

May buy undead horse/undead dire wolf at 21 points.

MOVE BARDING HEALTH
18 0-3 +1

Special rule: Each Arisen Herald add +1 to the Generals Morale. Infestous if Ghoul.

 

0-2 Arisen Musician in 1-2 units of 1 (Cmd) - Battle Instrument Bearer

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

Any 1H melee weapon.

May buy undead horse/undead dire wolf at 21 points.

MOVE BARDING HEALTH
18 0-3 +1

Special rule: Each Arisen Musician adds 1 Magic Mist Drop to the Army. Infestous if Ghoul

 

----- CORE -----

Core Units may buy Banner and Instrument, each adding 1 Combat Die to the Units amount.

Core Units may buy a Champion with Command Level 1-3, for 10 points per level

 If a champion is opted as SKIRMISH leader, it gains Inspirator (D6A)

 

0-16 Mummified infantry in 1-4 units of 2-8 (Cor)

Preserved in dry crypts or salt-laden coastal tombs prior to the eruption of Mt. Vula, these ancient warriors walk with rigid, unnatural purpose. Bound tightly in rot-drenched bandages and bearing forgotten heraldry, their desiccated bodies are far tougher than ordinary skeletal remains, silently absorbing blows that would cleave a living man in two.

 

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

Wield: Any melee weapon type.

2 units may be Veteran or Elite.

Special Rule: Rot

 

0-48 Skeleton in 1-4 units of 4-12 (Cor)

A skeleton is a long-dead, fleshless human. Stripped of flesh by time and the brackish waters of the Deep Blue, these bleach-boned marchers respond to the ebb and flow of dark mana. Standing in silent formation with rusted blades and withered shields, they form the relentless spine of the Arisen vanguard.

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

Any melee or missile weapon type.

May buy Shield.

2 units may be Veteran or Elite.

Normal infantry Units may buy Scouting

Units may buy arisen undead mount

May buy undead horse/undead dire wolf at 21 points.

MOVE BARDING HEALTH
18 0-3 +1

 

0-24 Zombie infantry in 1-4 units of 4-8 (Cor)

A zombie is a recently dead fleshy human who does the orders of its general, regardless of its race or cultural origin. The only things that set them apart are their ragged armour, attire, and apparel.

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

Any melee weapon type, or javelins.

2 units may buy Shield.

Special Rule: Rot Mist

 

0-24 Draugr infantry in 1-4 units of 4-8 (Cor)

A draugr is a drowned human who does the orders of its general, regardless of its race or cultural origin. The only things that set them apart are their ragged armour, attire, and apparel.

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

Any melee weapon type, or sling (prevent shield).

May buy Shield.

2 units may be Veteran or Elite.

Special Rule: Rot Mist, Terraintravel (water)

 

0-24 Ghoul infantry in 1-3 units of 4-8 (Cor)

Feral scavengers twisted by the lingering rot of magic-laden graves. Hunched, yellow-fanged, and driven by an insatiable hunger for rotten flesh, these prowlers leap upon isolated prey, tearing through armor with filthy, paralyzed claws. Ghouls are most often encountered in the sunlands or polar deserts where they lures unwary people slay and devour unweary people. They take the form of the person most recently eaten, if still warm, but as the effect fades over time, the adaptive looks are generally gone from those accompanying forces on the march.

MOVE ATTACK STRENGTH REACH ARMOR HEALTH MORALE
11 2 0 0 0-2 2 -

Use their Claws or wield improvised melee clubs.

Special rule: Fleshfeaster, Infestous

 

----- AUXILIARY -----

Auxiliaries don't generate magic mist drops for their general.

0-16 Ghost in 1-2 units of 1-8 (Cor)

A ghost is a long-dead, corpseless ethereal remnant of a human who does the orders of its general, regardless of its race or cultural origin. The only things that set them apart are the faint images of their former selves: ragged armour, attire, and apparel. They are hardly physical and are difficult to damage with non-magical attacks.

MOVE ATTACK STRENGTH REACH ARMOR HEALTH MORALE
11 1 0 0 0 1 -

Wield: Any melee weapon.

May buy shadow Steed at 25 points.

MOVE BARDING HEALTH
22 0-2 +1

Special Rule: Ghoststep, Etheral

 

0-8 Wight in 1-2 units of 1-8 (Aux)

Once noble champions, warlords, and heavily armored husks pulled from submerged battlefields and ancient barrows. Retaining fragments of their former combat mastery, these formidable warriors march in heavy plate tarnished by the brackish sea, wielding massive weapons with devastating force.

MOVE ATTACK STRENGTH REACH ARMOR HEALTH MORALE
9 1 1 0 0-4 2 -

Wield: Any melee weapon.

Units may buy shield.

May buy shadow Steed at 25 points.

MOVE BARDING HEALTH
22 0-2 +1

Special Rule: Ghoststep, Etheral, Rot

 

0-4 Wraith in 1-2 units of 1-4 (Aux)

Malicious, shadow-draped phantoms bound to the world by deep-seated anguish and the pull of the Astral Mana. Unlike lesser floating spectres, Wraiths possess a focused, vindictive intelligence; they glide across the battlefield wielding ethereal scythes and blades that pass harmlessly through steel to slice directly through the victim's soul.

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

Wield: Any melee weapon.

May buy shadow Steed at 25 points.

MOVE BARDING HEALTH
22 0-2 +1

Special Rule: Ghoststep, Etheral, Rot

 

0-4 Spectre in 1-2 units of 1-4 (AUX)

Incorporeal remnants of souls caught between life and the abyss. Gliding silently above the mud and gore, these haunting apparitions drift through physical obstacles, carrying ice-cold armor-piercing astral tainted mana-water from the deep blue tsunami they freeze the hearts of mortal men with their icy, wailing touch.

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

May buy shadow Steed at 25 points.

MOVE BARDING HEALTH
22 0-2 +1

Special Rule: Ghoststep, Etheral, Spirit Drain

 

0-4 Banshee in 1-2 units of 1-4 (AUX)
Trapped spirits from "The Deep Blue" calamity, whoms drowned screams now echoes across battlefields as ranged disrupters and anti-morale support.
MOVE ATTACK STRENGTH REACH ARMOR HEALTH MORALE
11 1 0 0 0 1 -

Special Rules: Ghoststep, Etheral, Dire Cry

 

0-4 Shadows in 1-2 units of 1-4 (AUX)

Shapeless stealth scouting and warmachine hunting shadows created by the toxic, enigmatic mist, emitting from the tainted moist sources and underground reservoirer.

MOVE ATTACK STRENGTH REACH ARMOR HEALTH MORALE
11 1 0 0 0 1 -

Special Rules: Ghoststep, Etheral, Scouting, Aura Drain

 

0-8 Powder-Pyre Zealots in 1-2 units of 1-8 (Aux)

These can be either skeletons or zombies from any race or culture, so their armour, attire, and explosive devices may vary. Some may be unarmoured, others lightly armoured and carrying barrels, kegs, or bloated zombies filled with flammable materials like resin, tar, and obsidian shards.

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

Wield: Explosive device and torch.

Units may buy shield, Scouting.

Special Rules: When exploding each roll D6A for damage Strength and template radius.

 

----- MACHINES -----

Each  chariot/war machine generate 1 Magic Mist drop at the beginning of the turn.

0-2 Chariots in 1-2 units of 1-2 (Mac)

Constructed from timber and reinforced with iron, these ancient engines crash through enemy lines like crushing waves. Pulled by skeletal steeds or reanimated beasts that feel neither exhaustion nor pain, they act as fast, mobile platforms that siphon the Deep Blue mist to churn up blinding fog as they charge.

They may be manned by either Skeletons, or Zombies.

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

all melee weapons, javelin, bows

Steed

MOVE BARDING HEALTH
18 0-2 +1

Construction

MOVE CHARGE ATTACK STRENGTH REACH ARMOR HEALTH MORALE
-4 - 1D3 3 0 3 5 -

Each steed cancels 2cm of construction penalty.

 

0-2 Catapults in 1-2 units of 1-2 (Mac)

Improvised from the salvaged  remains of leviathans or ancient siege engines brought up from inundated ruins, these artillery pieces hurl payloads steeped in concentrated foulness. Rather than simple stone, they launch waterlogged, rot-infested projectiles or burning, mist-soaked bags that explode upon impact—shattering shield walls while spreading psychological terror and choking, tainted rot clouds and mists.

They may be manned by either Skeletons, or Zombies.

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

all 1h melee weapons

construction

MOVE CHARGE ATTACK STRENGTH REACH ARMOR HEALTH MORALE
-4 - 1 2 60 3 5 -

 

0-2 Bolt throwers in 1-2 units of 1-2 (Mac)

Originally crafted to impale rival naval vessels during the Second and Third Ages, these heavy ballistas have been adapted for field warfare. Manning crews of artillerists turn crank mechanisms with mindless, mechanical precision, firing iron-tipped bone shafts or heavy harpoons capable of skewering heavily armored ranks or pinning monstrous beasts to the earth.

They may be manned by either Skeletons, or Zombies.

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

Melee weapons

construction

MOVE CHARGE ATTACK STRENGTH REACH ARMOR HEALTH MORALE
-4 - 1 1 75 3 5 -

 

0-1 Cadaver Wagon in 1 unit of 1 (Mac)

A groaning, iron-bound cart piled high with the stagnant remains of the fallen. Driven by mist-bound magic, this wretched vessel acts as a mobile conduit for necrotic mana, continually seeding the air with choking fog while feeding fresh corpses to the army's reserves. The Cadaver Wagon is a horrible sight, as it moves around collecting corpses of slain foes, transforming their Spirits Magic Mist Drops at the Generals disposal.

They may be manned by either Skeletons, or Zombies.

4 Crew, 1 on wagon, 3 with Pitchforks

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

construction

MOVE ATTACK STRENGTH REACH ARMOR HEALTH
-4 D6A 2 0 5 5

Pulled by 2 Arisen steeds it has...

MOVE ATTACK STRENGTH REACH ARMOR HEALTH MORALE
18 0 0 0 0-3 1 -

Pushed by 1 Monster it has...

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

 

----- SUPPORT -----

0-1 Shrine Macabre in 1 unit of 1 (Sup)  - any General

Constructed from consecrated gravestones and tainted relics, these floating or towering monoliths draw power directly from underground mist reservoirs. They pulse with ethereal blue energy, weaving a dense protective fog that toughens the armors and hides of all Arisen fighting beneath its shadow.

REACH ARMOUR HEALTH
8 CM * HEALTH 4 5

Special rule: Prebattle Deploy (Deployment Zone) Gives +1 Armour to all Units within Reach.

 

0-1 Organ Casket in 1 unit of 1 (Sup) - Tomb King only

REACH ARMOUR HEALTH
8 CM * HEALTH 4 5

Special rule: Prebattle Deploy  (Deployment Zone). Gives +1 Strength to all Units within Reach.

 

0-1 Phylactery in 1 unit of 1 (Sup) - Lich Priest only

REACH ARMOUR HEALTH
8 CM * HEALTH 4 5

Special rule: Prebattle Deploy (Deployment Zone). Gives +1 Move to all Units within Reach.

Inspiration for the army:

King of war - undead

Arisen 0.2

Added option to included General unit(s) not bought as General as extra Command

Added 0-1 Shrine Macabre in 1 unit of 1 - Any type of Shrine

Altered Skeleton Infanry, so 1 unit may buy SCOUTING

 

Arisen 0.3

Merged General into Command Section.

Arisen 0.4

Implemented Deep Blue Drops.

Gave the army list a major overhaul.

Changed Generals to be only Tomb king (Essence) or Lich Priest (Mental) and gave them different mount options.

Added Musician to Command.

Set minimum Unit size to 4 for all Core.

Moved Ghoul from Auxiliary to Core.

Added Cadaver Wagon and Vampire.

Arisen 0.5

I've created 9 Cards to be used with Drops of The Deep Blue;

Title/Drop cost/Effect

Underground Ambush (2)

A Taint which removes a Unit of Skeleton or Ghost and replace it by a marker. Each Round underground, allow the Unit to reappear up to 12" from its marker.

Lethal Strike (1)

A Taint that strengthen the arms, focus the mind and eye of a Unit. So that its Attacks get +1 to Strength.

Towering Presence (#)

A Taint that bestow its Unit a Towering presence;
• 1 Drop gives Fear
• 2 Drops gives Dread
• 3 Drops gives Terror

Ghost Step (#)

A Taint that allow its Unit to ignore Terrain effects;
• 1 Drop ignore difficult
• 2 Drops ignore impassable

Blessed Wrappings (2)

A Taint that give each Unit model +1 Health, which are automatically soaking up the first Wound Models recieve.

Petrifying Gaze (1)

A Taint that gives the Unit a Petrifying Gaze, which Hand-to-Hand opponents must avoid by passing a Morale Roll.

Unholy Appetite (1)

A Taint that enable the Unit to have all Hits saved by the enemy, rerolled if at least one Unholy Appetite Attack caused a wound.

Graves Call (#)

A Taint that allow a Unit to restore D3 lost models, up to but not exceeding its initial size, per Drop Used.

 

Arisen 0.6

Merged Human Draugr into Arisen, which now can include all Race and Beast types.

Removed Command Levels.

Elaborated and refined The Deep Blue Drop use.

Changed Command Unit effect radius.

Added Draugr as Core Unit.

Arisen 0.7

Added Deep Blue Tsunami (#)

Prevent or Dispel 1 Spell per Drop used.

Arisen 1.0

Removed all Arisen Morale values as only their Generals Morale matter.
Elaborated on Cadaver Wagon stats and abilities.
Moved Skeleton Cavalry to Core.
Added Zombie and Ghost Calalry.
Arisen can convert slain enemies to Zombies or use their Soul Essence as DoTDB.
Added Arisen Embrace (0) Spell that can convert foes to Zombies.

Arisen 1.1

Gave the Liche Priest 2 Health.

Moved both generals Guard types from Auxiliary to Command.

Gave both Guard Units the new Ability: Wound Soaker.

Added stats for both panalquins.

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