Nathan przesłał mi kolejna porcje swoich prac - tym razem Galowie!! Czas zabierać się za testy! Powiem szczerze ze wsiąkłem w projekt na całego! Juz niedługo lista do Early Imperial Romans!
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Nathan send me more of his work - its the hairy Gauls!! Enjoy - and playtest the rules!! I must say im soaked in the project! In few day first units from my Early Imperial Roman list :]
GAULS
WARRIORS
Gallic warriors love to get into battle where they can hack
and slash their way through the enemy and collect a few heads along the way.
They are relatively lightly armoured – some will have chainmail armour but many
will simply have their shields.
UNIT NAME
|
Warriors
|
POINTS
|
3
|
Attack
|
6+
|
Attack Value
|
4+
|
Move
|
5+
|
Defence Value
|
5+
|
Shoot
|
-
|
Shoot Value
|
-
|
Courage
|
4+
|
Maximum
movement
|
8”
|
Armour
|
2
|
Special rules
|
Wild Charge
|
Models
per unit: 12
SPECIAL
RULES:
·
Wild Charge: If a unit is within Attack
range of an enemy unit, you must test to activate an Attack; this is the only
order the unit can be given. Wild Charge may not be used if the unit is
Battered.
UNIT
UPGRADES:
·
Expert @ 2 points per unit. Armour
is upgraded to 3.
GAESTATI
These chaps know how to make an impression. Charging wildly,
butt naked, they are a terrifying sight on the battlefield.
UNIT NAME
|
Gaestati
|
POINTS
|
4
|
Attack
|
5+
|
Attack Value
|
3+
|
Move
|
6+
|
Defence Value
|
6
|
Shoot
|
-
|
Shoot Value
|
-
|
Courage
|
4+
|
Maximum
movement
|
8”
|
Armour
|
1
|
Special rules
|
Ferocious; Wild
Charge; Counter-charge versus infantry; Fleet Footed
|
Models
per unit: 12
SPECIAL
RULES:
·
Ferocious: This unit uses its normal Attack/Defence
profile when fighting in rough terrain. Their Defence value remains 6.
·
Wild Charge: If a unit is within Attack
range of an enemy unit, you must test to activate an Attack; this is the only
order the unit can be given. Wild Charge may not be used if the unit is
Battered.
·
Counter-charge against infantry: When an
enemy has successfully diced to Attack this unit, but before it moves, this
unit may test for a counter-charge. This is an attack order at 7+. If it
succeeds, the two units meet a proportionate movement distance between their
start positions, and both count as attacking. If it fails, it stands in place
for the enemy’s charge. This rule does not apply versus mounted units.
Counter-charge may not be used if the unit is Battered.
·
Fleet Footed: This unit does not halve
its movement in Rough terrain.
UNIT
UPGRADES:
·
None: all they need is to let
it all hang out.
NOBLE
CAVALRY
The richer sort of Gaul rides a horse and wears good armour.
Even Caesar likes to hire these guys to fight for him, so you know they have to
be good.
UNIT NAME
|
Noble Cavalry
|
POINTS
|
4
|
Attack
|
5+
|
Attack Value
|
4+
|
Move
|
5+
|
Defence Value
|
5+
|
Shoot
|
-
|
Shoot Value
|
-
|
Courage
|
4+
|
Maximum
movement
|
10”
|
Armour
|
3
|
Special rules
|
Wild Charge;
Counter-charge
|
Models
per unit: 6
SPECIAL
RULES:
·
Wild Charge: If a unit is within Attack
range of an enemy unit, you must test to activate an Attack; this is the only
order the unit can be given. Wild Charge may not be used if the unit is
Battered.
·
Counter-charge: When an enemy has
successfully diced to Attack this unit, but before it moves, this unit may test
for a counter-charge. This is an attack order at 7+. If it succeeds, the two
units meet a proportionate movement distance between their start positions, and
both count as attacking. If it fails, it stands in place for the enemy’s charge. Counter-charge may not be used if the unit is
Battered.
UNIT
UPGRADES:
·
None: They’re pretty hard as it
is.
LIGHT
CAVALRY
These Gauls can afford horses but like to throw javelins from
them and harass the enemy rather than charge headlong into them.
UNIT NAME
|
Light Cavalry
|
POINTS
|
4
|
Attack
|
7+
|
Attack Value
|
5+
|
Move
|
5+
|
Defence Value
|
6
|
Shoot
|
6+
|
Shoot Value
|
5+/6”
|
Courage
|
5+
|
Maximum movement
|
12”
|
Armour
|
2
|
Special rules
|
Skirmish;
Evade; Hard to Target
|
Models
per unit: 6
SPECIAL
RULES:
·
Skirmish: As an ordered activation,
successful on a 6+, the unit may choose to make a half move and Shoot either
before or after this movement takes place. All models in the unit shoot with -1
to their dice scores.
·
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.
·
Hard to target: Light Cavalry count as
Armour 2 versus Shooting and may only be targeted within 12”.
UNIT
UPGRADES:
·
Expert @ 2 points per unit:
Will skirmish without the -1 shooting penalty.
SKIRMISHERS
The Gauls have lost of young warriors who
like to use bows, slings, and javelins to harass and harm the enemy. Regardless
of armament the range remains the same as Gallic warriors do not like standing
off too far from their enemies.
UNIT NAME
|
Skirmishers
|
POINTS
|
2
|
Attack
|
7+
|
Attack Value
|
6
|
Move
|
5+
|
Defence Value
|
6
|
Shoot
|
6+
|
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.
UNIT
UPGRADES:
·
None
Fajnie:) Na pewno się bee chciał zapoznać. Galów u mnie dostatek:)
OdpowiedzUsuńTestuj testuj!!! I koniecznie podziel sie wynikami testow i uwagami!
Usuńok, obczaiłem juz dość proste zasady LR, w sobotę pierwszy battle test zrobię, i następny już będzie Rzymianie vs Galowie;))
OdpowiedzUsuń