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Arisen 1.7.0
Quote from IoM-Christian on 2022-05-02, 06:35
In Third Age 4286, when the Isle of Ljostari sank and Mt. Vula erupted, the Deep Blue Tsunami, an enhanced mixture of Astral Mana and Worldly Water, flooded many Isles several miles inland. This disaster heralded the Fourth Age and created the Arisen. The now-contaminated sea has since been called 'The Deep Blue'.
Deep Blue Drops
The general gain 1 'Deep Blue Drop' per unit of 4+ models, and 1 per chariot/war machine at the beginning of the turn.
Maelstroem Mists (SPELLS)
As the general is a Maelstroem Mist Masters they may blind-draw Maelstroem Mist cards at the beginning of each game round. The amount drawn equals the generals Maelstroem Mist 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 Mist card at any instant during the round and the casting costs are shown on the cards. When the round is over, all Maelstroem Mist cards are returned to the deck, and it's reshuffled.
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 'Deep Blue Drops' for activation.
The General may turn the opponents casualties into new Arisen Zombies. These 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.
The Arisen don't use Divine Objects, but have their own Command Shrines with ranges depending on the amount of Deep Blue Drops.
Arisen Presence
The entire Arisen Army cause Fear
----- ARMY ----- 1 General and Core Units making up for at least 60% of army total.
- Arisen must be led by a Tomb King or a Maelstroem Lich
- Arisen buy Command levels to their Champions for Unit self-activation
- Arisen can convert enemy casualties to Zombies or use their Soul Essence as 'Deep Blue Drops'
- Arisen Generals can boost as many Units as they can afford payment for Maelstroem Mist cards
----- COMMAND -----
1 General in 1 unit of 1 (Gen)
General must be either Tomb King or a Maelstroem Lich and buy Maelstroem Mist Master Levels up to 5 @20 points each.
Tomb King can be any type of mummified remains, from self walking and fighting bandaged, to dried in carcasses carried by bearers or at litters.
MOVE ATTACK STRENGTH REACH ARMOR HEALTH MORALE 9 1 1 0 0-4 2 9 Any melee weapon type.
Special Rule: Rot Dust
May mount a Sphinx Palanquin.
The Sphinx Palanquin is carried by 2-6 bearers, each pair of bearers adds 2 to its move.
MOVE ATTACK STRENGTH REACH ARMOR HEALTH MORALE 10 1 1 0 0-4 1 - Any melee weapon type.
MOVE MORALE ARMOUR HEALTH 0 - 4 4
Maelstroem Lich was formerly a living being of any 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 mount: /Palanquin carried by 2-6 bearers, each pair of bearers adds 2 to its move.
MOVE ARMOUR HEALTH 0 4 4
May mount Arisen Stallion.
MOVE BARDING 22 0-2
0-2 Tomb King Mummy Guard in 1 unit of 1-2 (Cmd) (Only if Thomb King 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 Dust
0-2 Maelstroem Lich Wight Guard in 1 unit of 1-2 (Cmd) (Only if Maelstroem Lich is General)
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, Deep Blue Mist
0-2 Arisen Heralds in 1-2 units of 1 (Cmd) - Battle Banner
MOVE ATTACK STRENGTH REACH ARMOR HEALTH MORALE 9 1 0 0 0-4 1 - Any 1H melee weapon.
Special rule: Each Arisen Herald add +1 to the Generals Morale.
0-2 Arisen Musician in 1-2 units of 1 (Cmd) - Battle Musician
MOVE ATTACK STRENGTH REACH ARMOR HEALTH MORALE 9 1 0 0 0-4 1 - Any 1H melee weapon.
Special rule: Each Arisen Musician adds 1 Drop of The Deep Blue to the Army.
----- CORE ----- Core Units may buy Banner and Musician, 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 Mummy infantry in 1-2 units of 2-8 (Cor)
MOVE ATTACK STRENGTH REACH ARMOR HEALTH MORALE 9 1 1 0 0-3 2 - Wield: Any melee weapon type.
Special Rule: Veteran, Rot Dust
0-48 Skeleton in 1-4 units of 4-12 (Cor)
MOVE ATTACK STRENGTH REACH ARMOR HEALTH MORALE 9 1 0 0 0-5 1 - Any melee weapon type, or javelin, bow.
May buy Shield.
Infantry Units may buy Scouting
Units may buy arisen horse
MOVE BARDING 18 1-3
0-24 Zombie infantry in 1-3 units of 4-8 (Cor)
MOVE ATTACK STRENGTH REACH ARMOR HEALTH MORALE 9 1 0 0 0-5 1 - Any melee weapon type, or javelins.
May buy Shield.
Special Rule:
0-24 Draugr infantry in 1-3 units of 4-8 (Cor)
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.
Special Rule: Deep Blue Mist, Terraintravel (water)
0-16 Ghost in 1-2 units of 1-8 (Cor)
These etheral remnants are but a faint images of their former self, almost hardly physical they are hard to damage with non magical attacks.
MOVE ATTACK STRENGTH REACH ARMOR HEALTH MORALE 11 1 0 0 0 1 - Wield: Any melee weapon.
Units may mount Ghost Steeds
MOVE BARDING 22 1-3 Special Rule: Ghoststep, Etheral
----- AUXILIARY ----- Auxiliary don't generate Drops of The Deep Blue for their General.
0-24 Ghoul infantry in 1-3 units of 4-8 (Aux)
Most often encountered in the sunlands or polar deserts. The ghoul lure unwary people into the desert wastes or abandoned places to slay and devour them. They also preys on children, and eats the dead. They take the form of the person most recently eaten, if still varm, but as the effect fades over time the adaptive looks are generally gone on 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.
Special Rule: Deep Blue Mist, Ghoststep, Etheral
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.
Special Rule: Deep Blue Mist, Ghoststep, Etheral
0-8 Skeleton Barrel Band in 1-2 units of 1-8 (Aux)
MOVE ATTACK STRENGTH REACH ARMOR HEALTH MORALE 9 1 0 0 0-2 1 - Wield: Explosive powder barrel, torch.
Units may buy shield.
Special Rules: May buy Scouting. When exploding each roll D6A for damage Strength and template radius.
----- MACHINES ----- 0-4 Skeleton Chariot in 1 unit of 1 (Mac)
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.
0-4 Skeleton Catapult in 1 unit of 1 (Mac)
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 -
0-4 Skeleton Bolt thrower in 1 unit of 1 (Mac)
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 Soul Essence to Drops of The Deep Blue at the Generals disposal.
2 Crew 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 Large Arisen it has...
MOVE ATTACK STRENGTH REACH ARMOR HEALTH MORALE 12 1 1 1 0-3 2 - Special Rule: generates Drops of The Deep Blue.
----- 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.

In Third Age 4286, when the Isle of Ljostari sank and Mt. Vula erupted, the Deep Blue Tsunami, an enhanced mixture of Astral Mana and Worldly Water, flooded many Isles several miles inland. This disaster heralded the Fourth Age and created the Arisen. The now-contaminated sea has since been called 'The Deep Blue'.
Deep Blue Drops
The general gain 1 'Deep Blue Drop' per unit of 4+ models, and 1 per chariot/war machine at the beginning of the turn.
Maelstroem Mists (SPELLS)
As the general is a Maelstroem Mist Masters they may blind-draw Maelstroem Mist cards at the beginning of each game round. The amount drawn equals the generals Maelstroem Mist 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 Mist card at any instant during the round and the casting costs are shown on the cards. When the round is over, all Maelstroem Mist cards are returned to the deck, and it's reshuffled.
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 'Deep Blue Drops' for activation.
The General may turn the opponents casualties into new Arisen Zombies. These 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.
The Arisen don't use Divine Objects, but have their own Command Shrines with ranges depending on the amount of Deep Blue Drops.
Arisen Presence
The entire Arisen Army cause Fear
| ----- ARMY ----- |
1 General and Core Units making up for at least 60% of army total.
- Arisen must be led by a Tomb King or a Maelstroem Lich
- Arisen buy Command levels to their Champions for Unit self-activation
- Arisen can convert enemy casualties to Zombies or use their Soul Essence as 'Deep Blue Drops'
- Arisen Generals can boost as many Units as they can afford payment for Maelstroem Mist cards
| ----- COMMAND ----- |
1 General in 1 unit of 1 (Gen)
General must be either Tomb King or a Maelstroem Lich and buy Maelstroem Mist Master Levels up to 5 @20 points each.
Tomb King can be any type of mummified remains, from self walking and fighting bandaged, to dried in carcasses carried by bearers or at litters.
| MOVE | ATTACK | STRENGTH | REACH | ARMOR | HEALTH | MORALE |
| 9 | 1 | 1 | 0 | 0-4 | 2 | 9 |
Any melee weapon type.
Special Rule: Rot Dust
May mount a Sphinx Palanquin.
The Sphinx Palanquin is carried by 2-6 bearers, each pair of bearers adds 2 to its move.
| MOVE | ATTACK | STRENGTH | REACH | ARMOR | HEALTH | MORALE |
| 10 | 1 | 1 | 0 | 0-4 | 1 | - |
Any melee weapon type.
| MOVE | MORALE | ARMOUR | HEALTH |
| 0 | - | 4 | 4 |
Maelstroem Lich was formerly a living being of any 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 mount: /Palanquin carried by 2-6 bearers, each pair of bearers adds 2 to its move.
| MOVE | ARMOUR | HEALTH | |
| 0 | 4 | 4 |
May mount Arisen Stallion.
| MOVE | BARDING |
| 22 | 0-2 |
0-2 Tomb King Mummy Guard in 1 unit of 1-2 (Cmd) (Only if Thomb King 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 Dust
0-2 Maelstroem Lich Wight Guard in 1 unit of 1-2 (Cmd) (Only if Maelstroem Lich is General)
| 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, Deep Blue Mist
0-2 Arisen Heralds in 1-2 units of 1 (Cmd) - Battle Banner
| MOVE | ATTACK | STRENGTH | REACH | ARMOR | HEALTH | MORALE |
| 9 | 1 | 0 | 0 | 0-4 | 1 | - |
Any 1H melee weapon.
Special rule: Each Arisen Herald add +1 to the Generals Morale.
0-2 Arisen Musician in 1-2 units of 1 (Cmd) - Battle Musician
| MOVE | ATTACK | STRENGTH | REACH | ARMOR | HEALTH | MORALE |
| 9 | 1 | 0 | 0 | 0-4 | 1 | - |
Any 1H melee weapon.
Special rule: Each Arisen Musician adds 1 Drop of The Deep Blue to the Army.
| ----- CORE ----- |
Core Units may buy Banner and Musician, 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 Mummy infantry in 1-2 units of 2-8 (Cor)

| MOVE | ATTACK | STRENGTH | REACH | ARMOR | HEALTH | MORALE |
| 9 | 1 | 1 | 0 | 0-3 | 2 | - |
Wield: Any melee weapon type.
Special Rule: Veteran, Rot Dust
0-48 Skeleton in 1-4 units of 4-12 (Cor)


| MOVE | ATTACK | STRENGTH | REACH | ARMOR | HEALTH | MORALE |
| 9 | 1 | 0 | 0 | 0-5 | 1 | - |
Any melee weapon type, or javelin, bow.
May buy Shield.
Infantry Units may buy Scouting
Units may buy arisen horse
| MOVE | BARDING |
| 18 | 1-3 |
0-24 Zombie infantry in 1-3 units of 4-8 (Cor)
| MOVE | ATTACK | STRENGTH | REACH | ARMOR | HEALTH | MORALE |
| 9 | 1 | 0 | 0 | 0-5 | 1 | - |
Any melee weapon type, or javelins.
May buy Shield.
Special Rule:
0-24 Draugr infantry in 1-3 units of 4-8 (Cor)
| 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.
Special Rule: Deep Blue Mist, Terraintravel (water)
0-16 Ghost in 1-2 units of 1-8 (Cor)
These etheral remnants are but a faint images of their former self, almost hardly physical they are hard to damage with non magical attacks.
| MOVE | ATTACK | STRENGTH | REACH | ARMOR | HEALTH | MORALE |
| 11 | 1 | 0 | 0 | 0 | 1 | - |
Wield: Any melee weapon.
Units may mount Ghost Steeds
| MOVE | BARDING |
| 22 | 1-3 |
Special Rule: Ghoststep, Etheral
| ----- AUXILIARY ----- |
Auxiliary don't generate Drops of The Deep Blue for their General.
0-24 Ghoul infantry in 1-3 units of 4-8 (Aux)
Most often encountered in the sunlands or polar deserts. The ghoul lure unwary people into the desert wastes or abandoned places to slay and devour them. They also preys on children, and eats the dead. They take the form of the person most recently eaten, if still varm, but as the effect fades over time the adaptive looks are generally gone on 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.
Special Rule: Deep Blue Mist, Ghoststep, Etheral
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.
Special Rule: Deep Blue Mist, Ghoststep, Etheral
0-8 Skeleton Barrel Band in 1-2 units of 1-8 (Aux)

| MOVE | ATTACK | STRENGTH | REACH | ARMOR | HEALTH | MORALE |
| 9 | 1 | 0 | 0 | 0-2 | 1 | - |
Wield: Explosive powder barrel, torch.
Units may buy shield.
Special Rules: May buy Scouting. When exploding each roll D6A for damage Strength and template radius.
| ----- MACHINES ----- |
0-4 Skeleton Chariot in 1 unit of 1 (Mac)
| 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.
0-4 Skeleton Catapult in 1 unit of 1 (Mac)
| 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 | - |
0-4 Skeleton Bolt thrower in 1 unit of 1 (Mac)
| 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 Soul Essence to Drops of The Deep Blue at the Generals disposal.
2 Crew 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 Large Arisen it has...
| MOVE | ATTACK | STRENGTH | REACH | ARMOR | HEALTH | MORALE |
| 12 | 1 | 1 | 1 | 0-3 | 2 | - |
Special Rule: generates Drops of The Deep Blue.
| ----- 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.
Quote from IoM-Christian on 2022-05-02, 13:12Inspiration for the army:
Inspiration for the army:
Quote from IoM-Christian on 2022-05-04, 06:27Arisen 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 0.2
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
Quote from IoM-Christian on 2022-06-04, 21:45Arisen 0.3
Merged General into Command Section.
Arisen 0.3
Merged General into Command Section.
Quote from IoM-Christian on 2022-07-24, 14:39Arisen 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 0.4
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.
Quote from IoM-Christian on 2022-07-25, 11:01Arisen 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 TerrorGhost Step (#)
A Taint that allow its Unit to ignore Terrain effects;
• 1 Drop ignore difficult
• 2 Drops ignore impassableBlessed 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 0.5
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.
Quote from IoM-Christian on 2022-07-26, 16:51Arisen 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 0.6
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.
Quote from IoM-Christian on 2022-08-14, 12:48Arisen 0.7
Added Deep Blue Tsunami (#)
Prevent or Dispel 1 Spell per Drop used.
Arisen 0.7
Added Deep Blue Tsunami (#)
Prevent or Dispel 1 Spell per Drop used.
Quote from IoM-Christian on 2022-08-16, 18:00Arisen 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 1.0
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.
Quote from IoM-Christian on 2022-08-17, 08:41Arisen 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.
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.
