środa, 4 marca 2015

Eagle Rampant - skirmishing in the age of Rome and its enemies! !!!WIP!!!

Mam przyjemność przedstawić pierwszy fanowski projekt dodatku do gry; Lion Rampant.
Projekt ten powstaje przy współpracy Nathana z bloga NATHOLEON`S EMPIRE 
Projek będzie obejmował 2 części; pierwsza bardziej szczegolowa to kampania Cezara w Galii (za ten projekt odpowiada w większej czesci Nathan) druga to bardziej ogólna część obejmującą Imperium Rzymskie w czasach swej największej chwały (1AD/117AD)...ale nie tylko
Na początek - sily Cezara w Galii

W przygotowaniu;

  • Imperial Legioneries
  • Auxilia Legion
  • Exploratores
  • Imperial German Bodyguard (plemię Batavi)


Ok....im pleased to sheer with You our first unofficial fan made supplement for Lion Rampant - EAGLE RAMPANT! The project is run by me and Nathan from NATHOLEON`S EMPIRE
The supplement will focus on 2 things (time periods?) firs one is more specific - its Caesar in Gaul (Nathan is the head designer here) and one is more, let say open - its Roman Empire "in full glory" (1AD-117AD - not only...) - i`m the head of this project
I bring You, Caesar legions in Gaul! 

In development;

  • Imperial Legioneries
  • Auxilia Legion
  • Exploratores
  • Imperial German Bodyguard (Batavi Tribe)

***
Sily Cezara w Galii \ Caesar forces in Gaul





LEGIONARIES
Legionaries form the backbone of the Roman army. Well trained, well equipped and well led they are expensive in points but rock solid on the table. As they are a drilled formation they usually fight in a two-deep line with bases touching together, but this affords them a +1 armour bonus when attacked. When in danger from shooting the legionaries can form a testudo, or tortoise, which gives them extra cover from missile fire. Finally the Legions have a nasty surprise for any would be attackers with their pila.
UNIT NAME
Legionaries
POINTS
6
Attack
6+
Attack Value
4+
Move
5+
Defence Value
4+
Shoot
6+
Shoot Value
5+/6”
Courage
4+
Maximum movement
6”
Armour
3
Special rules
Testudo; Pila; Drilled
Models per unit: 12
SPECIAL RULES:
·         Testudo: There needs to be 6 or more models to form a testudo. On a move order form the unit into a three rank formation with equal numbers in each rank or as close to it as you can get. A testudo cannot form in Rough terrain or in cover. Testudos increase their Armour by 1 point against shooting attacks, but decrease their Defence value by -1 if Attacked and contacted by enemy.
·         Pila: All legionaries are armed with two pila that can be thrown at enemy as a shooting order. When Attacked the legionary unit may test to throw its pila just prior to contact as a charge reaction. Pila may be used twice by a unit in a game, after which they are exhausted. Pila may not be used by a unit in testudo formation.
·         Drilled: So long as their bases are touching and they are arrayed in a two deep line legionaries gain the benefit of close order training. This enables them to gain a +1 armour advantage in Attacks when defending as the men protect each other with their shields.
UNIT UPGRADES:

·         None.

NUMIDIAN LIGHT HORSE
The Numidian cavalry are some of the finest skirmishing horsemen in the world. Their ability to evade is legendary, usually on the heels of a hail of javelin throwing.
UNIT NAME
Numidian horsemen
POINTS
5
Attack
7+
Attack Value
5+
Move
5+
Defence Value
6
Shoot
6+
Shoot Value
5+/12”
Courage
5+
Maximum movement
12”
Armour
3
Special rules
Skirmish; Evade
Models per unit: 6
SPECIAL RULES:
·         Skirmish: As an ordered activation, successful on a 5+, the unit may choose to make a half move and Shoot either before or after this movement takes place.
·         Evade: When an enemy has successfully diced to attack this unit, but before it moves, this unit may test to evade at 7+. If it succeeds, it immediately carries out a skirmish action targeting the Attacking unit only, may not move closer to the Attacking unit, and must avoid other units by 3” as usual; casualties inflicted in the skirmish action cause a Courage test or Lucky Blow only at the end of the Attack. The charging unit then moves its full charge distance following the Evading unit; if it makes contact it Attacks with the evading unit reducing its armour to 1, and if it cannot contact it must move as close as possible. If the evade test fails, the unit stands in place and awaits attack without moving or shooting, and its armour drops to 1 during the Attack. Evade cannot be used if the unit is Battered.

NUMIDIAN SKIRMISHERS
Numidians don’t just ride horses. Some of them run around and throw javelins too.
UNIT NAME
Numidian skirmishers
POINTS
2
Attack
7+
Attack Value
6
Move
5+
Defence Value
6
Shoot
7+
Shoot Value
5+/12”
Courage
5+
Maximum movement
8”
Armour
1
Special rules
Hard to target; Skirmish; Evade; Fleet Footed
Models per unit: 6
SPECIAL RULES:
·         Hard to target: Skirmishers count as Armour 2 versus Shooting and may only be targeted within 12”.
·         Skirmish: As an ordered activation, successful on a 7+, the unit may choose to make a half move and Shoot either before or after this movement takes place.
·         Evade: When an enemy has successfully diced to attack this unit, but before it moves, this unit may test to evade at 7+. If it succeeds, it immediately carries out a skirmish action targeting the Attacking unit only, may not move closer to the Attacking unit, and must avoid other units by 3” as usual; casualties inflicted in the skirmish action cause a Courage test or Lucky Blow only at the end of the Attack. The charging unit then moves its full charge distance following the Evading unit; if it makes contact it Attacks with the evading unit reducing its armour to 1, and if it cannot contact it must move as close as possible. If the evade test fails, the unit stands in place and awaits attack without moving or shooting, and its armour drops to 1 during the Attack. Evade cannot be used if the unit is Battered.
·         Fleet Footed: This unit does not halve its movement in Rough terrain.

CRETAN ARCHERS
These men from the island of Crete were used throughout the Roman world as auxiliary support.
UNIT NAME
Cretan Archers
POINTS
4
Attack
7+
Attack Value
6
Move
6+
Defence Value
6
Shoot
6+
Shoot Value
5+/18”
Courage
4+
Maximum movement
6”
Armour
1
Special rules
-
Models per unit: 12
SPECIAL RULES:
·         None
UNIT UPGRADES:
·         Expert @ 1 point per unit. Shoot value becomes 4+.

4 komentarze:

  1. Ooooo jestem zainteresowany:) Choć dopiero na Lion Rampart czekam. Ale Skirmish Ancient może być fajny:)

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    Odpowiedzi
    1. Michale zapraszam - pisz na
      onebasewargames-@-gmail.com
      oczywiscie bez "-" ;)
      Wysle ci co tam jeszcze mamy

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    2. ok, dzięki. Jak mówie wpierw bazowy system muszę obczaić co i jak i jak bedzie dobre to coś dla swoich Galów i Rzymian stworzę. Aaaa to od razu zapytam czy w Lion Rampart można stworzyć coś z okresu Dark Age czy tylko póżniejsze czasy średniowiecza??

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    3. pisz maila odpowiem na wszystkie pytania :)

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