Author Topic: Shadows of the Apt Factions (Insect-kinden)  (Read 5114 times)

Karasu

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Shadows of the Apt Factions (Insect-kinden)
« on: September 16, 2014, 06:13:06 AM »
The factions in this thread are all inspired by the work of Adrian Tchaikovsky in his Shadows of the Apt series, something I can't recommend too highly.  Because I am trying to create a selection of units that match the reported battles in the books and the comments on the military he made in his blog, this was more akin to creating a historical faction.

As a very brief introduction, each race (or kinden) has links to a particular kind of insect, which gives them related superhuman abilities, like flight, hive-mind or energy blast stings.  These are considered normal, not magic.  The kinden are either Apt (technologically competent and innovative) or Inapt (believers in magic like prophecy and shape-shifting).

Ant-kinden City-state

Ant-kinden are the pre-eminent soldiers of the world of Shadows of the Apt.  The hive-mind that all ants participate in allows the general to better command his troops,  a major to know of everything around his battalion and a soldier to spot an enemy’s distraction.  They are an apt race and make use of tried-and-true technological innovations.  The favourite enemy of an Ant city is different Ant city

Faction Abilities
Mind Link:  When you spend a Command Action to change a unit’s standing order, you may also change the standing order of another of your units.
Shared Awareness:  Your units may Final Rush an enemy unit even if it is outside their Front Arc.

Ant-kinden Crossbowmen - Core  310 points
A (3) 6 / 5    D 1 / 2      Range 14   MC 3.5      Courage 12
5G 3Y 3R
(+2) 0 / 0 +1 / 0 when engaged.  Ranged attack is Line-of-sight.
The weapon of the revolution still finds use as a staple of Ant armies.

Ant-kinden Milita  - Core  145 points
A (5) 5 / 5    D 2 / 1      Range -      MC 3.5      Courage 11
4G 3Y 3R
In times of war, every adult Ant can be called on to serve in the army, forming a militia that is the equal of less warlike kinden’s line troops.

Ant-kinden Scouts - Core  102 points
A (3) 5 / 5    D 1 / 1      Range 10.5   MC 3.5      Courage 11
3G 2Y 2R
Skirmisher. +2 / 0 v Ranged attacks.  Ranged attack is Line-of-Sight.
Because of the capabilities of a city-state’s hive mind, loose formations of scouts litereally give their general a view of the battlefield

Ant-kinden Spearmen - Core  270 points
A (6) 6 / 5    D 2 / 2      Range -      MC 3.5      Courage 12
5G 3Y 3R
Spears
Although many of the city-states prefer the crossbow and sword combination, some still use spears.

Ant-kinden Swordsmen - Core  250 points
A (5) 6 / 5    D 2 / 2      Range -      MC 3.5      Courage 12
5G 3Y 3R
Not all regiments of an ant army are necessarily issued with crossbows.

Ant-kinden Ballistae - Standard  320 points
A (4) 5 / 7    D 1 / 2      Range 21   MC 2.5      Courage 12
3G 2Y 2R
(+1) -1 / -2 when engaged.  Move or Shoot.  Cannot shoot over blocking terrain.
The Ants are an apt kinden but not given to fast innovation.  The technology they use tends to be bought from Beetles or long-established, like the Ballista

Ant-kinden Cavalry - Standard  150 points
A (4) 5 / 5    D 2 / 2      Range -      MC 6      Courage 12
3G 2Y 1R
Cavalry.  +1 / 0 when charging.
Some city-states still use horse-mounted scouts for fast, long-range scouting.

Ant-kinden Sentinels - Standard  390 points
A (5) 6 / 6    D 2 / 3      Range -      MC 2.5      Courage 13
6G 2Y 3R
Veterans armoured from head to toe in the heaviest plate available can anchor a line against the most determined opposition.

Giant Ant Swarm - Standard  140 points
A (8 ) 4 / 4    D 1 / 1      Range -      MC 5      Courage -
3G 3Y 3R
Always has Close Orders, may not be direct-controlled or given Order Modifiers.  Passes all courage checks.

Ant-kinden Nailbow Squad - Elite  210 points
A (4) 5 / 7    D 1 / 2      Range 7      MC 3.5      Courage 12
3G 2Y 2R
When making a ranged attack, each 6 rolled cancels 1 hit. (-1) -0 / -2 when engaged.  Ranged attack is Line-of-sight.
Despite their reliability issues, Beetle-produced nailbows are popular for the way a man-portable weapon can pierce sentinel plate.

Battle-automotive - Elite  550 points
A (3) 5 / 5    D 0 / 5      Range -      MC 5      Courage 13
7G 7Y 0R
Colossal.  Fearsome.  Wheeled.  2 Impact hits.  (3) 6 / 5 Range 14 Line-of Sight.  Attacks with Power 4 or less cannot damage this unit.  Command Cards may not be played on this unit.
These steam-powered vehicles are the cutting edge of technology.  Their metal hulls are almost impervious, allowing the crew to fire the mounted crossbows with relative impunity.

Flying Ant Cavalry - Elite  200 points
A (3) 5 / 5    D 1 / 3      Range 10.5   MC2. 5      Courage 11
2G 2Y 2R
Cavalry.  Flying 7.  (-0)-2 / -2 when engaged.
If in dire straits, a city may roust the fertile, winged adults from the city’s as an airborne cavalry.  They can carry two, with one devoted to managing the mount and the other armed with the ubiquitous crossbow.

Cards
Combat Reform:  Play this card only if engaged, before your opponent rolls to hit.  During the courage clean-up phase, if this unit is still in contact with one or more enemies, it may carry out the reform maneouver, but must still be in contact with all enemies that it was in contact with before the maneouver.

Co-ordinated Attack:  Play this card before you roll to hit. (+1) +0 /+0.  If you cause any damage, cause 1 more damage.

Co-ordinated Defense:  Play this card before your opponent rolls to hit, or before a courage check.  +1 / +0 and +3 Courage until the end of the turn.

For my Brothers:  Play this card after one of your units routs.  Mark 1 damage on the unit, their opponent(s) do not get to make a free strike.  Rally this unit at the end of the turn.

Precision Volley:  Play this card on an unengaged unit during your Movement and Command Phase.  This unit may not become engaged this turn.  You may give this unit a target unit command Modifier.  This unit gains (+0) +1 / +0 for the rest of the turn.
« Last Edit: April 01, 2015, 05:23:44 AM by Karasu »

Karasu

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Re: Shadows of the Apt Factions (Insect-kinden)
« Reply #1 on: September 16, 2014, 09:48:45 AM »
The Commonweal is a nation of the Inapt, with extremely competent noble rulers leading levied peasants.  Most nobles are Dragonfly-kinden: archers and swordsmen known for their agile flight.  They employ Mantis-kinden, the best warriors in the world, and levy the lower-classes of their own people and Grasshopper-kinden.

Faction Abilities
Prophecies:  During army creation, you may buy up to 4 points of Intelligence (as per Kingdoms) for 10 points each.

Inspiring Leaders:  Any unit in edge-to-edge contact with a unit with the inspiring trait gains +1 courage.  NB, a flying unit cannot be in contact with a unit on the ground.

Dragonfly-kinden Archers - Core  240 points
A (4) 6 / 5    D 2 / 1      Range 14   MC 3.5      Courage 12
3G 3Y 2R
Flying 6. Agile.  (-0) -2 / -2 when engaged.
Dragonfly-kinden are expert archers.

Dragonfly-kinden Levy - Core  150 points
A (6) 5 / 5    D 2 / 1      Range -      MC 3.5      Courage 11
3G 3Y 4R
Flying 6. Agile. Spears
Peasants are equipped with spears made from simple stalks of bamboo, cut at an angle to give a sharp point

Dragonfly-kinden Mercers - Core  200 points
A (3) 6 / 6    D 2 / 2      Range -      MC 3.5      Courage 13
3G 3Y 2R
Flying 6. Agile. Inspiring.
Mercers are mixture of knights-errant and sheriffs, hunting bandits and criminals.  In time of war, they group together to fight in squads

Grasshopper-kinden Levy  - Core  110 points
A (6) 4 / 5    D 1 / 1      Range -      MC 3.5      Courage 10
3G 3Y 4R
Spear. Reduce the MC penalty of any non-water terrain by 1.
Most grasshoppers are peaceful by nature, making their peasant levies little more than fodder.

Dragonfly Cavalry - Standard  250 points
A (4) 6 / 5    D 2 / 2      Range 10.5   MC 2.5      Courage 13
3G 2Y 1R
Cavalry.  Flying 11. (-0) -2 / -2 when engaged.
The riding dragonflies of the nobles give an unparalleled manoeuvrability to mounted archers.

Dragonfly-kinden Knights - Standard  450 points
A (4) 6 / 5    D 2 / 3      Range 10.5   MC 5      Courage 13
3G 2Y 2R
(+2)+0 / +1 +1 / 0 when charging.  Inspiring. Spend 1 CA to replace this card with a Noble Mounts unit and a Dismounted Dragonfly Knights unit on Rf orders.  Both units take damage equal to the amount of damage this unit has suffered.
After a mounted charge, nobles will sometimes use their wings to take flight and rain arrows on the enemy survivors from the safety of the sky.

CicadaCavalry - Standard  145 points
A (4) 5 / 5    D 2 / 1      Range -      MC 6      Courage 11
2G 2Y 2R
Cavalry.  (+0) +0 / +1 +1 / +0 when charging.
The Cicada-kinden live as tribes of nomadic horsemen who pay tribute to the Commonweal and sometimes provide troops for them.

Mantis-kinden Warband - Standard  230 points
A (3) 6 / 6    D 3 / 2      Range -      MC 5      Courage 14
4G 2Y 2R
Flying 5. Impulsive.
The Mantis holds within the lands of the Commonweal are always willing to go to war when asked.

Dismounted Dragonfly Knights - Elite  250 points
A (3) 6 / 5    D 2 / 2      Range 14   MC 3.5      Courage 13
3G 2Y 2R
Flying 5. Inspiring.
Even a dragonfly-kinden finds that a full set of chitin armour reduces their freedom of action when flying.

Mantis-kinden Weaponmasters - Elite  480 points
A (5) 7 / 6    D 3 / 3      Range -      MC 5      Courage -
4G 2Y 2R
Flying 5.  Fearsome.  Impulsive. Passes all courage checks.
The best of the best, Weaponmasters are each worth 10 lesser men, with a seemingly magical ability to keep going despite their wounds.

Stick-kinden - Elite  80 points
A (3) 5 / 4    D 1 / 0      Range 5      MC3. 5      Courage 11
2G 3Y 1R
Javelin.  Skirmisher.  +2 / +0 v Ranged attacks.  +1 / +0 in Woods.
The reclusive Stick-kinden rarely leave their forest homes, but have sometimes contributed small groups of javelin-wielding skirmishers.

Noble Mounts - Special
A (2) 4 / 4    D 1 / 1      Range -      MC 6      Courage 12
3G 2Y 2R
Always has Hold Orders, may not be direct-controlled or given Order Modifiers.  This unit is destroyed if it fails a rout check.

Cards
Ancient Craftsmanship:  Play this card before a roll to wound.  The unit gains (+0) +0 / +1 or  +0 / +1.

Butterfy-kinden Healers:  Play this card during your Movement & Command phase.  Heal 1 point of damage

Desperate Measures:  Play this card during your Movement & Command phase.  This unit gains (+2) +1 / +1 -1 / -1 for the rest of the turn, and you cannot play any more cards on it this turn.

Headhunting:   Play this card before rolling to hit with an engaged, non-charging unit.  This unit gains (+1) +1 / +0.  The opponent cannot play a blue card.
Commonweal warriors frequently target opposing leaders.

Omens:  Play this card during your Movement and Command Phase.  Select a Command card from your deck or discard pile and add it to your hand.
« Last Edit: September 20, 2016, 08:01:00 AM by Karasu »

BubblePig

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Re: Shadows of the Apt Factions (Insect-kinden)
« Reply #2 on: December 02, 2014, 08:03:14 PM »
I will have to put that series on my to read list. I like the ant faction abilities. Nothing overly shiny but quite useful. I wonder if the dragonfly faction ability has equal utility, but I haven't used intelligence all that much since the deployment rule change. I have been thinking about an overhaul of the rules for flying units for some time now, and these units might provide good fuel for considering the ramifications.

Karasu

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Re: Shadows of the Apt Factions (Insect-kinden)
« Reply #3 on: December 05, 2014, 10:02:49 AM »
If you're looking for ways to test the implications of flight, let me present the Wasp Empire, who had been engaged in a twelve-year long war with the Commonweal at the start of the series

The Wasp Empire is an aggressive, expansionist Apt force.  Conquered cities have their numbers conscripted into 'Auxilian' units that are sent far off to fight for the empire.

Faction Abilities
Ancestor Art: Spend a CA to mark the Ancestor Art box in a unit.

Rage:  Wasp-kinden are easily provoked to a fury, making them more vulnerable but more dangerous at the same time.  Any unit with Rage gains (+0)+1/+0 -1/+0 and +1 Couragewhen in the Yellow or Red.

Ant-kinden Auxilians- Core  255 points
A (5) 6 / 5    D 2 / 2      Range -   MC 3.5      Courage 12
4G 4Y 3R
Erase the Ancestor Art mark on this unit to Final Rush outside the front arc.
Ant-kinden are happy to fight whoever the Empire point them at.

Bee-kinden Auxilians- Core  200 points
A (6) 5 / 5    D 2 / 2      Range -      MC 3.5      Courage 11
3G 4Y 3R
Spears.  +1 Power while the Ancestor Art box is marked.  Erase the Ancestor Art mark on this unit to pass a courage check.
Bee-kinden are known to go into fanatical rage to protect their Queen.  The Empire holds bee Queens as hostages to ensure their fierce loyalty.

Skater-kinden Auxilians- Core  235 points
A (4) 5 / 5    D 2 / 1      Range 10.5      MC 5      Courage 11
3G 3Y 2R
(-0)-2/-2 when engaged.  Erase the Ancestor Art mark to let this unit treat water and marsh as clear terrain for this turn.
Skaters are not particularly effective warriors but are willing to employ their shortbows from the surface of ponds or rivers.

Wasp-kinden Light Airborne  - Core  150 points
A (5) 5 / 5    D 1 / 1      Range -      MC 3.5      Courage 12
4G 4Y 3R
Flying 5.  Rage.  Erase the Ancestor Art mark to give this unit access to the Pila rule for the turn.
Every male Wasp is expected to serve some time in the Light Airborne.

Wasp-kinden Spearmen  - Core  180 points
A (6) 5 / 5    D 1 / 2      Range -      MC 3.5      Courage 12
4G 4Y 3R
Spear.  Rage.  Erase the Ancestor Art mark to give this unit access to the Pila rule for the turn.
Heavier armour leaves the Medium Infantry unable to fly, but their stings can still be lethal.

Leadshotters - Standard  300 points
A (3) 5 / 8    D 1 / 2      Range 21   MC 2.5      Courage 12
2G 3Y 2R
No Ancestor Art box.  (0)-1/-4 when engaged.  Move or Shoot.  Ranged attack is Line-of-sight.

Wasp Cavalry - Standard  225 points
A (4) 5 / 6    D 2 / 2      Range -      MC 5      Courage 12
2G 2Y 2R
Cavalry.  Flying 11. Rage.  Erase the Ancestor Art mark to give this unit access to the Pila rule for the turn.
Giant Wasps are barely controllable, but can be persuaded to attack the enemy in preference.

Wasp-kinden Hornets - Standard  230 points
A (7) 5 / 5    D 1 / 1      Range 3.5      MC 3.5      Courage -
4G 4Y 3R
Pila. Flying 5. Rage. Erase the Ancestor Art mark to give this unit's Pila ability (+2)0/0 for this turn.  Always has Close orders.  Passes all courage checks.
Hornets are recruited from the primitive hill tribes that were the birth of the Empire.

Wasp-kinden Sentinels - Standard  280 points
A (5) 5 / 6    D 1 / 3      Range -      MC 2.5      Courage 13
4G 4Y 3R
Rage.  Erase the Ancestor Art mark to give this unit access to the Pila rule for the turn.

Heliopter - Elite  350 points
A (3) 5 / 5    D 0 / 3      Range 10.5      MC 0      Courage 12
4G 4Y 0R
Flying 7.  Large.  No Ancestor Art box.  Ranged attack is Line-of-sight.  Attacks with Power 4 or less cannot damage this unit.
These flying machines help the Wasps maintain air superiority over a battle with repeating crossbows.

Mole Cricket-kinden Auxilians - Elite  270 points
A (5) 4 / 7    D 1 / 3      Range -      MC  5      Courage 10
5G 0Y 5R
Large.  Erase the Ancestor Art mark to remove a wall marker this unit is touching or gain (0)+1/+1 v Earth, stone or Fortifications.
These massive people are peaceful by nature, but their ability to dig through solid rock makes them valuable in sieges.

Wasp-kinden Snapbowmen - Elite  210 points
A (4) 5 / 6    D 1 / 1      Range 17.5      MC 3.5      Courage 12
3G 3Y 3R
Flying 5. Rage. Erase the Ancestor Art mark to grant this unit the Pila ability for this turn.  (0)-1/-2 when engaged.

Cards
Death from Above: A(+0)+1/+0.  If this unit is a flyer it gets an additional A(+0)+0/+1.

Fight for your Family:  Courage phase.  All units get +2C.
Auxilians who flee from combat can expect to have their family back home punished.  Wasps, meanwhile, fear the disdain of their relatives.

Inland Rekef:  After failed rout check.  Discard X cards.  Lower the result by (X+1)x2.
The Rekef are spies and secret police, willing to execute an officer summarily for cowardice.

Shock Tactics: Before to hit.  A(+1)+0/+0.  The targetted unit gets -1C for the rest of the turn.

Superior Training:  Play this card during your Movement and Command Phase.  A unit gets A(+0)+1/+0 D+1/+0  and +1C until the end of the turn.  No other cards can be played on it this turn.
« Last Edit: April 01, 2015, 05:37:22 AM by Karasu »

Karasu

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Re: Shadows of the Apt Factions (Insect-kinden)
« Reply #4 on: January 23, 2015, 06:48:23 AM »
Since I'm stubborn, I'll keep posting the various factions from the series when I feel like it.  This one was chosen because of the discussions about crossbows.  You'll see why.  For comparison, Scorpion-kinden are about on the same scale as Lizardmen Tyrants and giant scorpions are the size of a charger.  

The Many of Nem

The Nem is a vast desert, unsuitable for civilisation.  Around the edges of it live semi-nomadic tribes of Scorpion-kinden, who have no name for themselves other than The Many.  They are a large and brutish people, but Apt, surviving off the meager desert flora and fauna between raids on more advanced cities.  Once a generation or so, a charismatic leader manages to pull them together into an army.  Recently, the Wasp Empire has supplied them with more advanced weapons, as a way of putting unexpected pressure on their enemies.

Faction Abilities
Unstoppable Horde: At the start of your turn, rally all of your routing units.

Giant Scorpions - Core  180 points
A (8 ) 4 / 6    D 1 / 2      Range -   MC 5      Courage 11
3G 3Y 3R
Fearsome.  Stupid. Causes 1 extra Impact Hit each round while engaged.
Scorpion-kinden have a closer relationship with their beasts than most, and many still practice the Ancestor Art of communication.  Pets or hunting companions can easily be turned to fierce opponents.

Scorpion-kinden Axemen - Core  270 points
A (5) 5 / 7    D 1 / 3      Range -   MC 3.5      Courage 11
4G 3Y 5R
Impulsive.
Giant two-handed axes are favourite weapons.

Scorpion-kinden Berserkers- Core  250 points
A (7) 5 / 6    D 1 / 3      Range -   MC 3.5      Courage 11
4G 3Y 5R
Impulsive.

Scorpion-kinden Tribesmen- Core  265 points
A (5) 5 / 6    D 2 / 3      Range -   MC 3.5      Courage 11
4G 3Y 5R
Impulsive.
Most of the Many make use of patchwork armour and use salvaged weapons and shields

Scorpion-kinden Youths- Core  100 points
A (5) 4 / 5    D 1 / 2      Range -   MC 3.5      Courage 10
3G 3Y 4R
Impulsive.
The youngsters in their first battle have to make do with broken hand-me-downs rather than proper weapons and armour.

Scorpion Cavalry - Standard  290 points
A (6) 5 / 6*    D 1* / 3      Range -   MC 5      Courage 11
3G 2Y 4R
Cavalry. Impulsive. (0)0/+1 +1/0 when charging. Causes 1 extra Impact Hit each round while engaged.
Scorpion riders need to sit off-centre, to allow their mount's sting access to the enemy.

Scorpion Chariots - Standard  240 points
A (4) 5 / 6*    D 2* / 3      Range -   MC 5      Courage 11
4G 4Y 2R
Cavalry. Impulsive. Wheeled.  (0)0/+1 +1/0 when charging. Causes 1 extra Impact Hit each round while engaged. If unengaged Chariots become engaged on the flank while on Close, they are considered Charging.

Scorpion-kinden Archers - Standard  190 points
A (4) 5* / 5*    D 1 / 3      Range 14   MC 3.5      Courage 11
3G 2Y 4R
Impulsive. (0)-2/-1 when engaged
Most ranged weapons are not considered worthwhile by Scorpion-kinden.

Scorpion-kinden Veterans - Standard  320 points
A (5) 6 / 7    D 1 / 4      Range -   MC 2.5      Courage 12
4G 3Y 5R
The most powerful of the tribes are fully fitted out in captured metal and chitin armour.

Deep Desert Scorpion - Elite  500 points
A (3) 5 / 8    D 2 / 4      Range -   MC 5      Courage 11
6G 5Y 4R
Colossal. Terrifying.  Stupid. Causes 1 extra Impact Hit each round while engaged.
On rare occasions scorpions grow to massive size (I made this up entirely, but given there are archer fish that can eat low-flying aircraft, I feel justified).

Obsolete Imperial Leadshotters - Elite  250 points
A (3) 4 / 8*    D 1 / 2      Range 21   MC 2.5      Courage 11
3G 3Y 3R
When making a ranged attack, each 6 rolled cancels 1 hit.  (0)0/-3 when engaged.  Move or Shoot.  Ranged attack is Line-of-sight.
These Imperial Army surplus cannons are not very reliable, but some Scorpions are quite taken with the explosions, not matter where they end up.

Scorpion-kinden Crossbowmen  317 points
A (3*) 5 / 6    D 1 / 3      Range 14   MC 3.5      Courage 12
4G 3Y 5R
(+2) when engaged.  Ranged attack is Line-of-sight
The Wasp discarded these weapons because cranking them for reloading took too long, but the Scorpions can manage it through sheer muscle power.

Cards
Mighty Charge Play before rolling to hit when charging.  A(0)+0/+1, cause a minimum of 1 damage.

Pre-emptive Retreat Play before opponent rolls for damage.  Prevent 2 damage, this unit routs and then gets D+3/+0 v Free Strikes.

Rally Stragglers Play during the Movement & Command phase.  Heal 2 damage on a unit that was routing at the start of the turn or 1 damage on an unengaged unit.

Overbear Play before opponent rolls to hit when charging.  D +1/+1

Breakthrough Play before rolling to hit.  A(+1)+1/+1.  This unit takes 1 damage.
« Last Edit: April 01, 2015, 05:44:48 AM by Karasu »

Karasu

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Re: Shadows of the Apt Factions (Insect-kinden)
« Reply #5 on: March 31, 2015, 10:51:35 AM »
The mention in the Vikings of Midgard thread of both flying and Impulsive made me want to bump this thread, with one faction that is very impulsive and another two with lots of flyers.

I would appreciate it if there was some comment, even if that was "We're not interested in these, you can stop posting them".  :)

I also feel that I ought to add something each time I post here, so:

The Spiderlands

Not so much a nation as a collection of inapt noble houses that use their political expertise to stay on top.  Their armies are frequently made up of hired mercenaries and forces from the various satrapies under Spider control.  This leads to a flexible and reactive army at its best but a somewhat mismatched army at its worst.

Faction Abilities
Pillage:  Spend a Command Action to mark or erase the mark in this box.  While this box is marked, the unit does not make free strikes against routing enemies.  If a unit with this box marked routs or destroys its enemy, it may heal 1 box at the end of the turn.

Ant-kinden Mercenaries - Core  245 points
A (5) 6 / 5   D 2 / 2     Range -   MC 3.5     Courage 12
4G 4Y 3R
This unit may Final Rush outside of its Front Arc.
Like ants everywhere, city-states under a Spider Satrap are willing to fight anyone.

Fire Ant-kinden Heavy Crossbowmen - Core  345 points
A (3) 6 / 6   D 2 / 2     Range 14   MC 2.5     Courage 12
4G 4Y 3R
(+1) +0 / -1 when engaged. Ranged attack is Line-of-sight.  May not Move & Shoot. This unit may Final Rush outside of its Front Arc.
The pavise-bearers in these units work flawlessly with their arbalest-using brothers to make an effective force.

Satrapal Spearmen - Core  130 points
A (6) 4 / 5   D 1 / 2     Range -   MC 3.5     Courage 10
3G 3Y 4R
Spear.
Less warlike kinden are still expected to provide troops who are armed by their rich Satraps.

Satrapal Swordsmen - Core  110 points
A (6) 4 / 5   D 1 / 2     Range -   MC 3.5     Courage 10
3G 3Y 4R
Less warlike kinden are still expected to provide troops who are armed by their rich Satraps.

Spider-kinden Skirmishers - Core  80 points
A (3) 5 / 5   D 1 / 0     Range 10.5   MC 3.5     Courage 11
3G 2Y 1R
Skirmisher. Ignore MC penalties for Terrain.  +2/0 v Ranged attacks.  (0)-2/-2 when engaged.
Not all spiders are members of the nobility.

Fly-kinden Slingers - Standard  120 points
A (3) 5 / 5   D 2 / 0     Range 7   MC 3.5     Courage 10
2G 3Y 1R
Skirmisher.  Flying 7. Agile. +2/0 v Ranged attacks.  (0)-2/-2 when engaged.  Ranged attack is Line-of-sight.
Flies make excellent harassers, but the general should bear in mind their innate survival instincts.

Jungle Ant Swarm - Standard  150 points
A (8 ) 4 / 5   D 2 / 1     Range -   MC 3.5     Courage -
3G 3Y 3R
No Pillage box. Ignore MC penalties for Woods or Forest.  Passes all courage checks.  Has close orders unless a Jungle Ant-kinden Warband is in the army.
Some Jungle Ant savages bring swarms of large jungle ants with them to battle.

Jungle Ant-kinden Warband - Standard  130 points
A (5) 5 / 5   D 2 / 1     Range -   MC 3.5     Courage 12
3G 3Y 4R
Ignore MC penalties for Woods or Forest.  This unit may Final Rush outside of its Front Arc.
The nomadic tribes of primitive ant-kinden are sometimes tempted to leave their jungles.

Scorpion-kinden Linebreakers- Standard  250 points
A (5) 5 / 7   D 1 / 3     Range -   MC 3.5     Courage 10
3G 3Y 4R
Impulsive
Very little can stand in the way of a Scorpion wielding a massive two-handed sword.

Dragonfly-kinden Airborne Archers- Elite  230 points
A (4) 6 / 5   D 2 / 2     Range 14   MC 3.5     Courage 12
2G 4Y 2R
Flying 6.  Agile.  (0) -2 / -2 when engaged.
Generations ago, a large group of these kinden came into the Spiderlands from the north and settled there.

Mercenary Dragonfly Cavalry - Elite  250 points
A (4) 6 / 5   D 2 / 3     Range 10.5   MC 2.5     Courage 12
2G 3Y 1R
Cavalry. Flying 11.  (0) -2 / -2 when engaged.
These archers are able to shoot from the backs of their huge 4-winged steeds.

Spider Scout Cavalry - Elite  150 points
A (4) 5 / 5   D 2 / 1     Range -   MC 6     Courage 11
2G 2Y 2R
Cavalry. Ignore MC penalties for Terrain.  No impact hits caused or received.  Skirmishers, Cavalry and Ranged get (-2)0/0.
These archers are able to shoot from the backs of their huge 4-winged steeds.

Cards
Bounty:  Play during the Movement & Command phase.  Gain 4 Command Actions to mark or erase Pillage boxes.

Copperweave:  Play before opponent rolls to hit or damage.  The attacker gets (-1) 0 / 0, prevent 1 damage

Distraction:  Play during the Movement & Command phase.  Spend 1 Command Action.  The opponent has q less Command Action on their next turn.

For the Honour of the House:  Play before rolling to hit.   A(+1)+0/+0.  Place this card on one of your engaged units.  The next time it attacks, play this card on that unit.

Spy Reports:  Play during the Movement & Command phase.  Look at your opponent's hand.  Gain 2 Command Actions to change standing orders.
« Last Edit: April 01, 2015, 05:48:46 AM by Karasu »

BubblePig

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Re: Shadows of the Apt Factions (Insect-kinden)
« Reply #6 on: March 31, 2015, 08:29:55 PM »
I am interested in these factions, but feel as if I would make more useful comments once I have
a) read the books
b) gotten around to fleshing out the improved flying rules I have had on the (way back) back burner for a couple years now

That said a couple off the cuff comments:
Costing: It is hard for me to evaluate a unit without a cost associated with it. If you could convince somebody with access to the formula to crunch them through that would be great, or failing that ballpark them yourself. An advantage to ballparking them is that you will inevitably be way off on one or more units at which point the temptation for someone to cost them with the formula becomes greater. One thing I have probably mentioned on other threads is that I do not feel that the formula adequately captures the diminished likelihood of getting your points worth for such things as impulsive, stupid, autoclose, etc. (ymmv; I do not claim to be an expert.) Also, IIRC, flying does not cost anything at all, which I think is a big thing to get free.
Munchkinizing: There seems to be a tendency for factions to creep upwards in battle-effectiveness or to contain abilities impossible to cost due to rock paper scissors effect. You seem to have avoided this pitfall (and a tip of the hat to you because imo that rarely happens) in fact the faction abilities seem at first glance to be a bit underpowered, but again, it is hard to say without unit point costs and the ability to do some sample builds.

Karasu

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Re: Shadows of the Apt Factions (Insect-kinden)
« Reply #7 on: April 01, 2015, 06:01:31 AM »
Thank you for the comments and suggestion.  I've eyeballed some costs by playing with my spreadsheet of published units and doing comparisons.  Some units are obviously completely different from normal, so I've just had to make some numbers up.

I think I was helped in keeping things balanced and reasonable by the fact that there is actually a body of work describing (in greater or lesser detail) each of the factions.  Because I can go to something which says (for example) "Mantis-kinden are the best individual warriors in the world, but Ant-kinden are better soldiers" I can use that to decide that Ants have above-average skill, but lots of Green boxes, whereas Mantids have the best skill, but with less Greens and probably Impulsive.  In some ways it's like doing a historical faction more than a new fantasy one, where decisions are entirely free.

RushAss

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Re: Shadows of the Apt Factions (Insect-kinden)
« Reply #8 on: April 01, 2015, 10:57:50 AM »
Faction Abilities
Pillage:  Spend a Command Action to mark or erase the mark in this box.  While this box is marked, the unit does not make free strikes against routing enemies.  If a unit with this box marked routs or destroys its enemy, it may heal 1 box at the end of the turn.
I think this is really weak as a faction ability because it may prevent you from destroying an enemy unit if the box is checked.  It would almost never be worth it to me to check the box.  And if I read this correctly, you also have to spend a CA to erase the box.  My thought is that you should have this as a built in ability like Lizardmen Blood Frenzy and then create a new faction ability.
"We are young wandering the face of the Earth
Wondering what our dreams might be worth
Learning that we're only immortal for a limited time"
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Karasu

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Re: Shadows of the Apt Factions (Insect-kinden)
« Reply #9 on: April 01, 2015, 03:19:45 PM »
Faction Abilities
Pillage:  Spend a Command Action to mark or erase the mark in this box.  While this box is marked, the unit does not make free strikes against routing enemies.  If a unit with this box marked routs or destroys its enemy, it may heal 1 box at the end of the turn.
I think this is really weak as a faction ability because it may prevent you from destroying an enemy unit if the box is checked.  It would almost never be worth it to me to check the box.  And if I read this correctly, you also have to spend a CA to erase the box.  My thought is that you should have this as a built in ability like Lizardmen Blood Frenzy and then create a new faction ability.

So, instead something like this as a static ability:
Quote from: Army ability
Pillage:  If one of your units is about to make a free strike, you may instead forfeit that attack and heal 1 damage on the unit.
and add something else for CA usage?

Okay, what do the books say about Spiderlands armies? 
Quote from: Adrian Tchaikovsky
Spider armies, although disorganised, slow to muster, slow to march, can grow to remarkable sizes, as once a war effort appears to be underway, formerly uncommited Aristoi houses will decide that they have no wish to be left out, and turn up with their own troops whether invited or not. Government and direction of these forces often devolves to a collection of equal-ranked representatives of the major houses present. Despite this picture of waste and inefficiency, Spiders are a clever people, and their history is replete with a number of ingenious strategists. Their ability to out-think and predict their opponents is notable.

I'm currently at a loss on this one...

BubblePig

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Re: Shadows of the Apt Factions (Insect-kinden)
« Reply #10 on: April 08, 2015, 11:11:15 AM »
One thought that occurred to me on the flying units is that up to this point, all flying units are large or colossal. A big consideration for me when I want to give my opponents fits and staggers with a flying unit, is that he might take archers. There is nowhere to hide that unit where he can't hit me, and those hit-boxes cost me over 50 points each. The Wasp Empire might be too strong because they do not have these liabilities. Wasp-kinden Light Airborne are only 150 points, so I could easily see someone taking a line of Ant-kinden and saving 300 points for 2 Light Airborne to jump behind the line once the opponent is too engaged to have an answer. Same deal with Dragon Fly Levy. I really haven't thought this through because it just occurred to me, but I was wondering if you had considered this.
« Last Edit: April 08, 2015, 11:14:23 AM by BubblePig »

Karasu

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Re: Shadows of the Apt Factions (Insect-kinden)
« Reply #11 on: April 08, 2015, 06:09:42 PM »
What you describe is one of the main tactics of the Wasp Empire in the books: a battle-line of heavy Auxilians or Medium Infantry, possibly strengthened with a Sentinels at a key point, with spare Light Airborne to provide a maneouverable threat.  It's one reason why they're an Empire and a threat.

Ant-kinden are willing to stir the fertile winged ants from their nests under the city to pin such flying problems.  Another solution for Ants is to have some sort of 'backstop'.  With their 360-degree charge arc, 1 unit of mounted scouts can cover a pretty large area for flankers.

Spiders and Dragonflies respond with their own flyers, Scorpions just press forward to break the line anyway.

Other factions that I've not put here yet include Collegium (an eclectic Beetle-kinden city that like new technology and 'bows'), Khanaphes (a more traditional beetle city with chariots, cavalry, spear and bow) and about 18 other units split between 4 or 5 lesser factions.

Karasu

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Re: Shadows of the Apt Factions (Insect-kinden)
« Reply #12 on: September 01, 2015, 10:28:36 AM »
Hello again!

Since there was talk of Egyptian Mythology, this is the pseudo-Egyptian force from one of the novels.

The Dominion of Khanaphir

Faction Abilities
Traditionalism
Spend a Command Action to mark a Tradition box.  while marked, the unit has D +1/+0 and +1 Courage.  Erase the mark if the unit is taken under direct control or has its order changed.
Established Practice
Spend up to 60 points.  After deployment, for each 15 points spent mark a Tradition box.

Khanaphir Chariots - Core 270 points
A (4) 5 / 5   D 2 / 3     Range 10.5   MC 6     Courage 11
3G 2Y 2R
Cavalry. Wheeled. (0)-2/-2 when engaged. If Unengaged Chariots become Engaged on the flank while on Close, they are considered Charging.

Khanaphir Milita - Core 125 points
A (5) 5 / 5   D 2 / 1     Range -   MC 3.5     Courage 11
3G 5Y 3R

Khanaphir Milita Archers - Core 150 points
A (4) 5 / 5   D 1 / 1     Range 14   MC 3.5     Courage 11
2G 4Y 2R
(0)-2/-2 when engaged.

Khanaphir Milita Spear- Core 170 points
A (6) 5 / 5   D 2 / 1     Range -   MC 3.5     Courage 11
3G 5Y 3R
Spear

Sand Beetle Cavalry - Core 215 points
A (4) 5 / 5   D 2 / 2     Range 7   MC 7     Courage 11
3G 2Y 2R
Cavalry. Flying 5. Ignore MC penalties for Dunes.  (+1)0/0 when engaged.  (0)0/+1 +1/0 when charging.

Dominion Levy 70 points
A (5) 4 / 4   D 1 / 1     Range -   MC 3.5     Courage 10
2G 4Y 3R
No Tradition Box

Khanaphir Armoured Archers  175 points
A (4) 5 / 5   D 1 / 2     Range 14   MC 3.5     Courage 12
3G 3Y 3R
(0)-2/-2 when engaged.

Khanaphir Heavy Spear  240 points
A (6) 6 / 5   D 2 / 2     Range -   MC 3.5     Courage 12
4G 4Y 3R
Spear

Khanaphir Skirmishers  70 points
A (3) 5 / 4   D 1 / 0     Range 5   MC 5     Courage 10
2G 3Y 1R
Skirmisher.  +2/0 v ranged attacks.

Khanaphir Guard Cavalry - Elite 375 points
A (6) 6 / 6   D 2 / 3     Range -   MC 7     Courage 12
3G 2Y 2R
Cavalry. Flying 5. Ignore MC penalties for Dunes.  (0)0/+1 +1/0 when charging.

Khanaphir Royal Guard - Elite 350 points
A (5) 6 / 6   D 1 / 3     Range -   MC 3.5     Courage 12
4G 4Y 3R

Marsh-Dweller Warband - Elite 150
A (3) 6 / 5   D 3 / 0    Range 10.5   MC  5    Courage 14
3G 2Y 2R
Skirmisher. Flying 5. No Tradition box. +2/0 v ranged attacks.  Ranged attack is line-of-sight.

Cards
Yeah, I'm kind of short on these ones.
The Masters Stir
Play During the Movement & Command Phase.  All opposing units take a Fear check.

Karasu

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Re: Shadows of the Apt Factions (Insect-kinden)
« Reply #13 on: October 21, 2015, 10:25:14 AM »
I felt the need to do something with this again, so I turn to the last main faction of this series for this installment.

Feedback (including correct costing!) on this or any previous faction is much appreciated.  I occasionally think that I'm overlooked since I'm on the other side of the pond, which makes attending Co5N impossible for me to attend. :(

COLLEGIUM

This is a faction of industrious, technically innovative but mostly inoffensive types, who are forced into war to defend themselves from more aggressive but less progressive antagonists.

Faction Abilities
Ingenuity
During Army building, Command Cards cost 15(??) instead of 25.

Collegium Artillery- Core 350 points
A (4) 6 / 7   D 1 / 1     Range 21   MC 3.5     Courage 11
3G 3Y 2R
Wheeled. (0)-2/-2 when engaged. Move or Shoot.
The artificer workshops of collegium turn out high-quality engines of war, normally for sale, but in times of desperation crewed by their inventors or academic geniuses.

Collegium Milita - Core 175 points
A (5) 5 / 5   D 2 / 2     Range -   MC 3.5     Courage 11
3G 5Y 3R
The Militia are more used to dealing with raucous students or angry drunks, but will fight to protect their home.

Merchant Company Crossbowmen - Core 210 points
A (3) 5 / 5   D 1 / 1     Range 14   MC 3.5     Courage 11
3G 5Y 3R
(+2)0/0 +1/0 when engaged.  Ranged attack is Line-of-sight.
Apt volunteers were taught the use of the historical revolutionary weapon.

Merchant Company Pikemen - Core 170 points
A (6) 5 / 5   D 2 / 1     Range -   MC 3.5     Courage 11
3G 5Y 3R
Spear
Inapt volunteers used long spears to protect the flanks of the Crossbow units.

Ant-kinden Exiles - 310 points
A (3) 6 / 5   D 1 / 2     Range 14   MC 3.5     Courage 11
5G 3Y 3R
(+2)0/0 +1/0 when engaged.  Ranged attack is Line-of-sight.
Even denied their mind-link, because of their varied birthplaces, the mismatched Ant units out-performed their Beetle hosts.

Armoured Automotives 450 points
A (3) 5 / 5   D 0 / 4     Range -   MC 5     Courage 11
5G 5Y 30
Large. Wheeled. 2 Impact hits.  Attacks with Power 4 or less cannot damage this unit.
Clockwork or steam-powered carts were covered in metal sheets and forced into combat.

Collegium Nailbow Squad  190 points
A (4) 5 / 7   D 1 / 1     Range 7   MC 3.5     Courage 11
2G 3Y 2R
When making a ranged attack, each 6 rolled cancels 1 hit. (0) -1/-3 when engaged.  Ranged attack is Line-of-sight.
The spring-loaded ammunition feeds of these hand-held black-powder weapons are somewhat unreliable.

Collegium Piercer Squad  190 points
A (3) 5 / 7   D 1 / 1     Range 7   MC 3.5     Courage 11
2G 3Y 2R
(0) -1/-3 when engaged.  Ranged attack is Line-of-sight.
Piercers use black powder to propel javelins from their 4 barrels either individually or all at once.

Collegium Sentinels  270 points
A (5) 5 / 6   D 1 / 3     Range -   MC 3.5     Courage 12
4G 4Y 3R
Initially the closest thing Collegium has to a standing army, they are trained to be able to function unhindered in full sentinel plate.

Experimental Artillery - Elite 450 points
A (4) 5 / 8   D 1 / 1     Range 24.5   MC 2.5     Courage 11
2G 3Y 3R
Wheeled. When making a ranged attack, each 6 rolled cancels 1 hit. (0)-1/-3 when engaged.  Move or Shoot.
Each of these is a unique device at the cutting edge of the artificer's art.

Heavy Airborne - Elite 130 points
A (4) 5 / 6   D 1 / 1     Range 3.5   MC 2.5     Courage 11
3G 3Y 3R
Flying 5. (0)-2/-3 when engaged.
Mostly lacking wings of Art, the Beetles of Collegium turned to wings of Artifice instead, and grenades.

Merchant Company Snapbowmen - Elite 210 points
A (4) 5 / 6   D 1 / 1    Range 17.5   MC  3.5    Courage 11
3G 4Y 3R
(0)-1/-2 when engaged.
Later in the war, the volunteer merchant companies started using the new weapon.

Cards
Beetles Endure
Play this card after taking damage.  If the unit took at least 2 damage, prevent 1 damage.

Improved Metallurgy
Play this card before the enemy rolls to hit or to damage.   D+1/+0 or D+0/+1.

Last-ditch Effort
Play this card after a unit is about to be destroyed.  Instead, leave it in play with 1 Red box left unmarked and the H order.  This unit passes all rout tests this turn.

Prototype Weaponry
Play this card before rolling to hit.  A(+1)+1/+1 and any 6 rolled on to hit cancels a hit.

Unorthodox Tactics
Play this card during the Movement and Command phase.  3 enemy units get (-1) 0 / 0 for the the rest of the turn.

BubblePig

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Re: Shadows of the Apt Factions (Insect-kinden)
« Reply #14 on: November 05, 2015, 04:00:02 PM »
Sorry you are feeling overlooked. If I had the formula I would help you tweak the unit costs.
My initial reaction to a command card discount as a faction ability is that it is a bit under powered on its own although it might become powerful at some level of spamming.