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Arisen 1.11.0

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Arisen Theme

In Third Age 4286, when the Isle of Ljostari sank and Mt. Vula erupted, it created the Deep Blue Tsunami. The tsunami was an enhanced mixture of Astral Mana and Worldly Water, which 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 the 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 mummified ruler or a selfmade lich and buy Maelstroem Master Levels up to 5 @20 points each.

 

Mummified Ruler 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.

 

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
22 0-2

Special adds +1 to riders health.

 

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

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)

These wights see it as their greatest honour to protect their lich lord.

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 HEALTH
18 +1

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

 

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 HEALTH
18 +1

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

 

----- 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)

A mummy perform its general orders regardless of its race or cultural origin. The only things that set them apart are their ragged weapon, armour, attire, and apparel.

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 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 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 HEALTH
18 +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 be Veteran or Elite.

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)

 

0-16 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 HEALTH
22 +1

Special Rule: Ghoststep, Etheral

 

----- AUXILIARY -----

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

 

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

Ghouls are most often encountered in the sunlands or polar deserts. The ghoul lures unwary people into the desert wastes or abandoned places to slay and devour them. They also prey on children and eat the dead. 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

 

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

 

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 HEALTH
22 +1

Special Rule: Ghoststep, Etheral, Rot

 

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

 

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 HEALTH
22 +1

Special Rule: Ghoststep, Etheral, Rot

 

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

Ethereal flanking chok-infantery floating unhindered across the battlefield, carrying ice-cold armor-piercing astral tainted mana-water from the deep blue tsunami.

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

May buy shadow Steed at 25 points.

MOVE HEALTH
22 +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: GhoststepEtheralDire 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: GhoststepEtheral, ScoutingAura 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)

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
16 1-3

Construction

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

Each stted cancels 2cm construction penalty.

 

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

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)

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)

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

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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