Author Topic: Hawkshold Rebels  (Read 540 times)

Fingolfin

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Hawkshold Rebels
« on: October 25, 2015, 03:43:10 PM »
As always, comments are appreciated.

Hawkshold Rebels

Introduction

When the King of Hawkshold was informed of the rebellion in the North, he laughed.  “Northern Hawkshold is sparsely populated, and the nobles there are poor,” he said.  It was only after the rebels defeated three different armies that the King began to be worried.  Survivors of the battles said that some the rebels were clad in Orcish platemail, and some even spoke of seeing goblins on the field.  Though the Orcs denied it, everyone knew the truth.  The Orcs were supporting the rebels.

Army Ability

Well Supplied:  This army gains an additional 10% of the point value of the army during army creation.  

Units

   Rebel Militia (Core)  5/4/5  2/2  R-  C-11  M-3.5” 3/3/4

   Rebel Bowmen (Core)  4/5*/5*  0/1  R-10.5”  C-10  M-3.5  2/3/3
0/-2/-2 while engaged.

   Peasant Pikemen (Core)  7*/5*/5*  1*/1  R-  C-11  M-2.5”  5/2/3
-2/0/0 while Charging.  0/+1/0 and +1/0 against Cavalry and/or Large Units.  0/0/+2 while holding against Charging Cavalry and/or Charging Large Units.

   Goblin Auxiliaries (Core)  3/5/5  1/2  R-  C-11  M-3.5  3/2/2

   Goblin Scouts (Core)  4/5/5  1*/2  R-  C-11  M-7”  2/1/1
Cavalry.  +1/0 while charging.  +2/0/0 against routing units.

   Rebel Swordsmen  5/5/5  2/3  R-  C-12  M-2.5”  5/2/3

   Rebel Spearmen  6*/5*/5*  2/3  R-  C-12  M-2.5”  5/2/3
-1/0/0 while Charging.  0/+1/0 against Cavalry and/or Large Units.  0/0/+2 while holding against Charging Cavalry and/or Charging Large Units.

   Rebel Crossbows  3*/5/5  1/3  R-14”  C-12  M-2.5”  5/3/3
+2/0/0 while engaged.  Ranged attack is Line of Sight.

   Rebel Heavy Infantry  3/5/5  3/3  R-  C-13  M-2.5”  3/3/3

   Orc Shocktroopers (Elite)  4/5/6  1/3  R-  C-13  M-3.5”  4/3/2
Two impact hits.

   Orc Elites (Elite)  4/6/6  2/3  R-  C-13  M-3.5”  4/3/2

   Rebel Knights (Elite)  4/6/6*  2*/3  R-  C-13  M-5”  2/2/1
Cavalry.  0/0/+1 and +1/0 while charging.

Cards

Untrained Desperationx2
Play during an attack before you roll to hit. Your unit gains +1/+1/+1.  Play only if that unit is core.

Mad Chargex2
Play during an attack before you roll to hit. Your unit gains +2/0/0.  If your unit is charging, it also gains 0/0/+1 and Fearsome. Play only if that unit is core.

Mad Unpredictabilityx2
Play during an attack before you roll to hit.  Your unit gains +1/+1/0 or +1/0/+1.
Or play during an attack before your opponent rolls to hit.  Their unit gains -1/0/0, and your unit gains +1/0 or 0/+1.  
Play only if your unit is core.

Reinforcex2
Play during the Movement and Command Phase.  One of your units that is backed up is healed two damage, and the unit that is backing up the other unit takes two damage.

Surprising Couragex2
Play during the Movement and Command Phase.  All of your core units gain +3 courage for the turn.

PS: Gull, you'll have to let me know if I handled your orcs properly.  

Next Faction Hint:Celts, Wolves, and More!
   
« Last Edit: November 29, 2015, 09:24:54 PM by Fingolfin »
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