Topic: Other Army Lists

I was just wondering if anybody had put together more army lists they'd be willing to share?  Just as additional reference material for designing my own.

Les

Re: Other Army Lists

Well, can't say I'd have what you'd call a "standard" army list, but I'll put up my "Peasant kingdom of Peasantry" list later on, if you'd like.

Re: Other Army Lists

great, anything at all!

my motives are twofold, one I want to convince my mate with nine different GW armies it would be worth giving FTM a shot... (and since one of those is Brettonnian your peasants will be nice!)

and the other.. time to dig out my old GW Zoats and work out rules for them  lol

Re: Other Army Lists

Well, here's a list of the things that will be included, going from memory.

Troops:

Peasant conscripts
Peasant Veterans
Peasant archers
Peasant horsemen
Peasant angry mob
Peasant outlaws
Organized Peasants
Peasant Zombies
Free Lances

Personalities:
Town captain
Exiled knight
Hermit wizard
Local priest
Peasant Champion (Warrior)
Peasant Champion (Wizard)
Drifter swordsman

Monsters-
Golem
Stitched abomination
Ancestral guardian

Re: Other Army Lists

Anyway:

Peasant Kingdom of Peasantry

Peasantry is a largely agricultural segment of land. The nobles tend to live as absenteee landlords, meaning that the countryside is largely dominated by small, easily sacked and burned villages. The peasants, while being almost nauseatingly wholesome, tend to be easily cowed by passing invaders. For the most part, that is, as an attempt to sack one of the peasant villages can be a game of Russian roulette. One never knows who may have taken up residence or might be passing through, so would be petty tyrants would be best advised to stay back an observe any villages before attacking. Who knows when a prophesied savior might show up in one.


Peasant conscripts:

The basic force of Peasantry, these tend to be easily driven from the field. There always seem to be a large number of them, but the only danger posed by them is that the sword-arms of soldiers may grow sore before they finish the enemy.

Peasant Conscripts (6)

Infantry, Move 4
2d4 Melee,
Defense 1
Wounds 2
Morale 9+
Rabble

Peasant Archers:

These range to anything from hunters to dedicated archers required to train by royal decree. While normally resentful at being put into battle, those that form the core of a standing army tend not to have a problem with regular food and pay. Can be especially effective against arrogant knights making a slow charge over a muddy field.

Peasant Archer (26)
Infantry, Move 4
2d4 Melee
2d10/10 Ranged
Defense 1
Wounds 2
Morale 8+
Undisciplined

Remove Undisciplined (30)

Peasant Angry Mob

While peasants are normally unwilling fighters, there can be instances where they can be whipped into a single-minded frenzy, such as when someone needs a good lynching, or they're tired of the nearby necromancer creating unnatural things. Whuile single-minded in purpose, they are difficult to command due to their turbulent nature.

Peasant Angry Mob (18 )
Infantry, Move 4
2d4 Melee
Defense 1
Wounds 2
Morale 8+
Undisciplined, Frenzy, Impetuous

Peasant Veterans

Sometimes, peasants actually survive battles they go into, and develop a certain hardiness when it comes to armed combat. While still no as good as an organized foce, they are able defenders against common threats. They even have a tendency to use looted or kept equipment from ther stint in pitched warfare.

Peasant Veterans (33)

Infantry, Move 4
2d6 Melee
Defense 2
Wounds 2
Morale 7+
Veteran
Add disciplined (52)

Peasant Horsemen:

While noramlly employed as couriers and scouts, these peasants can be assembled as an ad-hoc cavalry unit, if enough of them can be found for such a venture. While capable of a good charge, they lack the discipline and equipment of regular armored cavalry, and should not be employed against them.

Peasant Horsemen (35)
Cavalry, Move 8
2d6 Melee
Defense 1
Wounds 3
Morale: 8+
Undisciplined

Peasant Outlaws:

Hard times can produce hard men, and some of these can become quite adept at the art of relieving wealthier men of their posessions. While generally shunned by law-abiding townsfolk, to peasents, they may lead the life that they only dream of living. They may be grudgingly emplyed for guerilla warfare when their lands are at stake, and the outlaw lifestyle makes them experts at that manner of warfare.

Peasant Outlaws (67)
Infantry, Move 4
2d6 Melee
2d10/8 Ranged
Defense 1
Wounds 3
Morale 7+
Forester, Undisciplined, Quick-firing

Free Lances

While some knights and nobles have their own castles, there are many more who didn't inherit much more than a name and a title. These landless but skilled and impeccably equipped cavalrymen often band together and sell their services to whoever needs extra armored cavalry in the field. On rare occasions, a village will purchase their protection directly. Given that the battlefield is often their only path to glory and wealth, any ideas of running away tend to be given a second thought.

Free Lances: (152)
Cavalry, Move 8
2d10 Melee
Defense 3
Wounds 4
Morale: 7+
Banner
Add disciplined (240) Steadfast (186) or both (294)

Organized peasants:

When properly drilled, equipped, and led, peasants can actually be a force to be reckoned with. While not up to the caliber of professional soldiers on their own, they can still present a strong and costly front to any would-be opponent. While nobles may rarely see fit to do so on their own, some can see the benefits of having an armed force in every village.

Organized Peasants (29)
Infantry, Move 4
2d6 Melee
Defense 2
Wounds 2
Morale 7+
Steady
Add Disciplined (46) Banner (37) Both (59)

Personalities:

Town captain:

In general, the town captain is the toughest guy in town, and has some fighting experience, either in a pitched battle or against unscrupulous bandits. either way, he knows some of the ins and outs of organized warfare, and tries to apply it to people who usually don't. His success may vary wildly, but at least he can get people to look like they're ready for a battle.

Town captain (90)
Personality, Move 4
2d8 Melee
Defense 2
Wounds 4
Command dice: 1D8
Fearless

Knight-in-Exile

There is of course, the occasional knight who may seem too chivalrous for his own good for the tastes of his lord. Rather than doing away with him, however, he may be put out to pasture... Literally.  These men can be indispensible when it comes to combat, as their own noble training and experience on the battlefield can make them fearsome opponents to man and beast alike.

Knight-in-exile: (244)
Personality, Move 8
2d10 Melee
Defense 3
Wounds 4
Command Dice: 1d10
Irresistable Charge, Steady
Add Fearless (298)

Local Priest

Practically every village or group of hamlets has its own church to the various gods, and the local priest is well in tune with their needs, whether it be healing, marriage, or any number of things that require the attention of his skill with both doctrine and magic. Due to the regular turmoil, they can also assist in the defense of their flock.

Local Priest (219)
Personality, Move 4
2d6 Melee
Defense 2
Wounds 3
Command Dice: D8
Magic Dice: 2D6
Magic resistance: 1

Hermit Wizard

The quiet, peaceful surroundings of the Peasantry countryside offer a respite for older men of learning to settle down, away from the pressures of urban or courtly life. While generally quite skilled in the magical arts, they only tend to come out when they feel personally threatened or an old enemy shows up. They're not as quick as they used to be, either.

Hermit Wizard (147)
Personality, Move 4
2d4 Melee
Defense 1
Wounds 2
Command dice: 1D6
Magic Dice: 2D12
Magic Resistance: 1

Peasant Champion

While the regular peasant tends to stick to his farming roots, there are many times when someone in the countryside has a destiny. They may be the heir to a far-off kingdom, destined to forge a new country of their own, or are merely imbued with the courage, leadership, and possibly equipment  to defend their home against men, beasts, giants, and monsters of all descriptions. Their trining may not even be confined to one discipline, either, but the most common types are those of the courageous warrior or the prodigal wizard.

Peasant champion (Warrior) (1383)
Personality, Move 4
3d10 Melee
Defense 3
Wounds 6
Command dice: 2d6
Magic resistance 1
Fearless, Horror, Piercing, Quick, Steady

Peasant Champion (Wizard) (1176)
Personality, Move 4
2d4 Melee
Defense 1
Wounds 6
Command dice 2d6
Magic Dice 2D12
Magic Resistance 4
Cause Fear, Swimmer

Monsters

Golem

Whether created to help with the work, or simply intimidate attackers, a creature that's immensely large, strong, and has no weak points that fleshy creatures commonly have, can be quite useful to throw against a line of battle. Whether made of clay or stone, these creatures can be very difficult to destroy.

Golem (312)
Monster, Move 4
2d12 Melee
Defense 4
Wounds 8
Magic resistance 1
Steady, Horror, Trample

Stitched Horror

The mass graves created by plague or war in the countryside make for fine tools for Necromancers that wish to ply their trade in the realm between life and death. Some create new creatures made out of the remains of the dead, and infused with the power of unlife. However, these creatures have a disturbing tendency to retain some degree of intelligence, and behave more like men than the common zombie. They are extremely resilient due to their amalgamated nature, and are strengthened by the magic that holds their sinews together.

Stitched horror (130)
Monster, Move 4
3d6 Melee
Defense 3
Wounds 6
Cause Fear, Horror, Undead</r>

Re: Other Army Lists

Very cool, Rifleman.

I have some forces tucked away someplace that I could dig up and post...

Re: Other Army Lists

that is exceptional  8)

a very high standard army list, thanks Rifleman, much appreciated.

Re: Other Army Lists

Well, I have a few myself. I've been converting the armies I made for D&D into FtM.

Anyway, next up will be the Queendom of Calania. Going from Memory again:

Regular troops:

Greenwood infantry
Armored swordsmen
Royal pikes
Calanian bowmen
Repeating crossbowmen
Queen's Lancers
War elephants
Valkyrie guard (foot)
Valkyrie guard (Mounted)

Personalities:
Sword Captain
Pike captain
Knight Lord
Valkyrie captain
Warpriest
Warmage

Monsters:
Royal Golem
Mountain Giant
Maneater beetle

Artillery:
Scorpion
Onager

Re: Other Army Lists

Well, here I go.

Queendom of Calania

The Queendom of Calania is something of an oddity both politically and geogrphically. Politically, it is the only matriarchal monarchy on the continent. Geographically, it has been said tyhat the gods used the region as a testing ground before they took the creation of the rest of the world more seriously. High mountains, windswept plains, Steaming jungles, and pestilential swamps can all be found in the country. While it was originally thought that the land was too infested with orcs and other savages to be fit for civilized nations, the kingdom's namesake carved her kingdom out of the land and subdued enough of the wilderness for the first cities to be successful. When the chronicles say that she led "men of iron", they mean that literally, in some cases.


Greenwood infantry

The seemingly arbitrary placement of dense forests and jungles throughout Calania has given rise to a whole new class of infantryman, one whose primary duty is to act as a scout in places unsuitable for mounted troops. Experts at traversing the woods, they also act as the primary ambushers and harassers for the Calanian army.

Greenwood infantry: (46)
Infantry, Move 4
2d6 Melee
Defense 2
Wounds 3
Morale 7+
Forester
Add: Disciplined (73)

Armored swordsmen

The sheer excess of iron found in Calania (Some farmers have overturned chunks of ore while plowing their fields), plus their multitude of skilled blacksmiths beans that they can practically mass-produce suits of cheap, heavy armor for used in their military. The armored swordsmen form the core of the Calanian army, able to deflect blows that would cripple most other soldiers. As their armor is heavy enough to remove the need for a shield, they are also free to weild two-handed weapons in combat... any pity the foolish soldier who thinks that makes them slow and vulnerable.

Armored swordsman
Infantry, Move 4
2d8 Melee
Defense 3
Wounds 3
Morale 6+
Add Veteran (67) Banner (77) Both (95)

Royal Pikes

The pikemen of the Calanian infantry provide two essential services for the field armies of Calania. For one, they provide protection for the bowmen. Secondly, they provide a place for cavalry to regroup behind without fer of persuit. While they can join in the regular line of battle in the advance, their main virtue is defending against charges. their raxor-sharp spearpoints can make a compelling case for an enemy not to persue such a maneuver.

Royal Pikes: (72)
Infantry, Move 3
2d8 Melee
Defense 2
Wounds 3
Morale 6+
Steady, Piercing
Add Disciplined (114)  Banner (102) Both (161)

Calanian bowmen.

While not spectacular archers like the elves or Thrandian longbowmen, the Calanian archers still do their job well of shooting down enemies at a distance. The abundance of iron means that even the archers get a decent degree of protection from enemy attack, and are also armed with better-quality hand weapons than the average arrowslinger.

Calanian Bowmen: (60)
Infantry, Move 4
2d6 Melee
2d10/10 ranged
Defense 2
Wounds 3
Morale 7+
Add Veteran (73) Quick-Firing (85) Both (104)

Repeating Crossbowmen

Perhaps one of the most odd peices of equipment to come out of Calania is the repeating crossbow. Whil lacking the sheer punch of the standard type, it can fire bolts faster than most trained longbowmen can fire arrows. The main drawback, of course, is its shorter range, which mean that it's generally reserved for ambushes and other situations were range isn't necessarily as important.

Repeating crossbowmen: (71)
Infantry, Move 4
2d4 Melee
3d10/8 ranged
Defense 2
Wounds 3
Morale 7+
Add

Queen's Lancers

The regular armored cavalry of the Queen's army, the Queen's lancers tend to favor reavy raiding attacks against enemy rather than barreling straight through the line. While this may not work as well, against very heavily armored troops, it can be downright deadly against lighter formations. They actually favor lighter thrusting spears over the heavier lances used by Thrandian Knights, as it allows them to engage enemies a little more swiftly.

Queen's Lancers (170)
Cavalry, Move 8
3d8 Melee
Defense 3
Wounds 4
Morale 6+
Add Disciplined (268) Fallback (268) Both (424)

War elephants

Armored war elephants are perhaps the most vicious contribution the Calanian forces have made to warfare. Their size, strength, and tougness would be fearsome enough, but the fact that they can be coordinated to provide a devastating charge against any humanoid creature. The Calanians have also placed towers on their elephants so that archers can fire from the backs of the beasts. Their main disadvantage is tha they're not easily controlled after a charge, and that their drivers tend to get into their job just a little too much.

War Elephants: (472)
Cavalry, Move 7
3d10 Melee
2d8/8 ranged
Defense 3
Wounds 6
Morale 6+
Free-Firing, Horror, Impetuous, Slow-moving

Valkyrie Guard

These are the elite forces of the Calanian army, the Valkyrie guard are an all-female force that acts to "show the flag" whenever the Queendom ever needs to show that it's serious about protectin a particular interest. However, they are not a force that is merely for show. They are as strong on horseback as off it, proficient with almost all of the weapons that are worth wielding on the battlefield They are unrelenting in combat, and are almost incorruptible: Not one member of the guard has ever been bribed to stay out of battle.

Valkyrie Guard: (Foot) (179)
Infantry, Move 4
3d8 Melee
2d8/8 Ranged
Defense 3
Wounds 4
Morale 5+
Quick-firing
Add Banner (283) Disciplined (283) Both (447)

Valkyrie guard (Horse) (437)
Cavalry, Move 8
3d10 Melee
2d8/8 ranged
Defense 3
Wounds 5
Morale 5+
Disciplined
Add Banner (690)

Personalities

Sword Captain

The Sword captain is a typical commander in the Calanian army, having risen to a small command through the ranks due to a successful term of service. Outfitted in the panoply of an armored swordsman, typically with an identifying mark of rank, he uses his experience to direct the men under his command into battle.

Sword Captain (116)
Personality, Move 4
2d8 Melee
Defense 3
Wounds 4
Veteran
Command dice: 1d8

Pike captain

The Pike captain is tasked with holding together the tight formations that pikemen need to hold in order to be an effective fighting unit. While an excellent warrior in his own right, forged by years of service in the pike phalanx, His focus on keeping his own units in proper fighting order renders him less able to control other units in the field.

Pike Captain (174)
Personality, Move 3
2d8 Melee
Defense 3
Wounds 4
Veteran, Steady, Piercing
Command dice: 1d6

Knight Lord

While the cavalry is an essential component of any army, the presence of one of the Calanian Knight Lords is a sure sign that a battle has merited the undivided attention of one of the Queen's generals. clad in the finest armor, and armed with the finest weapons, his presence is not merely as a general but also as a symbol of the might of Calania itself. As such, he creates an almost tangible aura of command, and lmost doesn't need to act to command the troops.

Knight Lord (615)
Personality, Move 8
3d10 Melee
Defense 4
Wounds 4
Command dice 2d6
Veteran, Irresistable Charge

Warmage (I decided to combine Warpriest and Warmage, as unlike in DnD, there is no real spell list distinction)

The wizards of Calania, unlike those in some other nations, tend to undergo martial as well as magical training in order to increase their survivability on the battlefield. The range of magical effects may very well mean that a wizard may find himself under the arrows of the enemy, and so it is not uncommon to see mailed men with spellbooks as well as swords. However, this divided training means that their magial ability can be more inconsistant than pure wizards.

Warmage (211)
Personality, Move 4
2d6 Melee
Defense 2
Wounds 3
Command Dice 1d8
Magic Dice 1d12
Magic resistance 1

Valkyrie Captain

The process of training Valkyrie guard members is grueling, and those that become exceptional despite the intense hardship are some of the greatest warrioprs on the continent. There is no weapon that does not come easily to them, no enemy that can truly resist their charge, and equipped with some of the finest arms ever turned out by human smiths, they are truly a sight to behold on the battlefield. Their martial prowess is matched only my their ability to command.

Valkyrie Captain (779)
Personality, Move 8
3d10 Melee
2d10/10 Ranged
Defense 4
Wounds 5
Command dice 2d8
Irresistable charge
Add Veteran (955)

Monsters

Royal Golem

Humanoid constructs built out of two and a half tons of iron, painted deep blue and gilded, the Royal golems are the unwavering servants of the Queen herself, and act as her bodyguards. However, if the conditions are proper, she may allow one or two to be lent to a particular commander. Their effect on the battlefield can be devastating, as they are at once front-line infantry, psychological warfare, and seige engines. Seeing one's fellow literally crushed under the fist of a 12-foot tall emotionless automaton shaped like a giant suit of armor is thoroughly unnerving to all but the most steadfast soldiers, and the fact that they are made of near-solid iron means that sometimes heavy seige weapons are the only viable means to remove them from the field.

Royal golem (712)
Monster, Move 4
3d12 Melee
Defense 5
Wounds 10
Cause Fear, Horror, Trample, Fearless.

Mountain Giant

There are may tribes of Giants that live in the mountains of Calania, and on occasion, individual giants may offer their service to the army, for a reasonable price. Usually, however, it is a bargain, considering the services they can render. They are expert marksmen with their boulders, and the sheer strength of the giants can render powerful blows against any sort of foe, magical or mundane.

Mountain Giant (381)
Monster, Move 5
2d12 Melee
3d10/12 ranged
Defense 3
Wounds 8
Trample, Quick Fire


Maneater Beetles

Giant beetle is not merely a zoological term in Calania, as the land breeds beetles the size of horses, with natural armor as strong as some lesser armors that come out of the Calanian armories, as well as pincers that can snap men in half. While not necessarily tamed by the Calanian forces,  they can be maneuvered to attack enemies of the kingdom through careful positioning: Maneater beetles are fiercely territorial, and attack anything that comes near their hidden nests.

Maneater Beetle (78 )
Monster, Move 8
2d6 Melee
Defense 2
Wounds 2
Chaotic, Ignores Terrain</r>

Re: Other Army Lists

These army lists are great.  I know that we can make up our own armies for FTM but some of us just don't have the time to spare to point up an army (I  have two very little boys and a busy full time job - some people have more energy than I do but usually I'm shattered at the end of the day).    This is FTM's single point of failure that I see the apparent lack of downloadable army lists.

Could all the army lists be gathered in one place and posted somewhere?  I'm happy to go through the forum and pull out all the lists people have posted and put them into word documents - but who do I send them to?  I can put them up on Media fire and post a link on the list.

David Grumbleguts.   sad

Re: Other Army Lists

Treeman wrote:

This is FTM's single point of failure that I see the apparent lack of downloadable army lists.

Forgive me, but I find it odd that you would declare this to be a "point of failure" for FTM. The book contains a broad selection of army lists, and extensive instructions on how to create your own. This topic contains additional player-generated lists. I fail to see how the facts that there aren't as many as you would like, or that they are not in a format you might prefer, can be seen as a failing of the game itself.

Could all the army lists be gathered in one place and posted somewhere?  I'm happy to go through the forum and pull out all the lists people have posted and put them into word documents - but who do I send them to?  I can put them up on Media fire and post a link on the list.

If you (or others) are willing to put together lists in a common format, I'm sure that would be welcomed. There is a Files section in this forum where they can be uploaded. (Just zip 'em first; the forum won't accept raw Word files.)

Daniel Kast
Majestic Twelve Games
cricket@mj12games.com

Re: Other Army Lists

And now a smaller force list, but this force has a different purpose: You call this Archaeology?

The Lunar Expeditionary Army.

It is not often that the gods make their presence as clear as blown-glass, but there are times, most usually in antiquity, when they have stretched forth their hands to their favored peoples and left a mark on the earthly history that cannot be ignored.

The nation of Gerodia  once dominated a large part of one of the greater continents of the world, but success in ancient days  drew jealousy from others, most likely because it was attained at the expense of others, justly or not. So it was that this ancient nation found itself beset by enemies in all places, and those devils that war eternally against the creation of gods sent forth their own terrors to sack the countryside. Even the cities that formed the center of this country could not last, and the great harvest sowed by the war and reaped by the vultures, the ravens, and the wolves was a grim reminder of the  fate that awaited those who hid within the walls once their enemies broke the gates. Seeing no way out, they turned to the one thing that might yet deliver them- prayer. As it usually is in times of calamity, the gods seemed to answer back with their most common reply of silence, but, in time, a message was sent back from the heavens by the goddess of our moon, who offered refuge within her own domain for those survivors of Gerodia, so long as she would be their only goddess, and no other.

The choice between certain demise and religious restriction was hardly a difficult one.

The next day, the invaders stormed each and every last city, mounting the walls and exploring the cities- but the whole of the people of Gerodia, and many of the tomes that possessed their ancient knowledge, seemed to have been whisked away like dust on the spring breeze, with neither hide nor hair to be found. The invaders turned their rage on each other, having only plunder to both console and divide them, for their enemies had escaped under their noses with neither warning nor trail.

It was in this way that the people of Gerodia came to live on the moon itself, in the care of its goddess, Railia. They rebuilt their homes in the new land granted to them by the merciful goddess, and fulfilled their part of the bargain of being her chosen. No temple or shine on the moon was dedicated to anything but the goddess that had saved them. In time, however, their thoughts turned back towards the realm they had left behind, not for any love of territory or borders, but because they had left a number of tomes and treasures of their ancient land behind. in the time of their absence, however, many nations had sprung up on the continents, ones that might jealously guard such ancient relics, not to mention the monsters and bandits that may well have stolen such items in the generations that had passed since the great exodus.

The Gerodians, however, had refined their arts of war as much as their other sciences, and set about recreating their old army with the tools available to them on the moon. The goddess's hounds were tamed as mounts, lunar ore became lunar steel, and the inhabitants of the moon divined a way to create a "bridge" between the moon and the earthly realms- and it was in this way that those who inhabit the moon began to launch expeditions to the earthly realms to recover their lost patrimony, and let woe come upon those who would hinder them.

Units:

Lunar Soldiers

The silvery sheen on their gear aside, the basic soldiers of the Lunar Army would not seem especially out of place in the army of one of the Earthly nations, being well-drilled heavy infantry equipped with decent armor, a tall shield, and a long sword. These formations might also find themselves equipped with long spears and fight as phalanxes in defensive operations, or if a battle against significant cavalry is expected.

Lunar Soldiers: (55)
Infantry
Movement: 4
Melee: 2d8
Defense: 3
Wounds: 3
Morale: 6+

Add: Disciplined (87) banner (77) Both (122)
For Lunar Phalanx, Add: Slow-Moving, Steady, Piercing. (73)

Lunar Bows

According to those who have seen such things, such is the training of the Lunar soldier that all that seems to be required to turn a lunar soldier into a bowman in the field is to remove some of the fittings of his armor, and replace his arms with an astoundingly powerful bow of a make not yet determined. When Sir Joseph Kallarand was asked by visiting friends how strong the bows of those from the moon were, he would merely reach from under the table and take out an old kite shield, of which one of the quarters had been shattered into splinters by one of the errant missiles.

Lunar Bows (73)
Infantry
Movement: 4
Melee: 2d4
Ranged 2d10/10
Defense: 2
Wounds: 3
Morale: 6+
Piercing, Hesitant

Add: Quick-Firing (110) Free-Firing (110) Both(156)

Silver Guard

The elite infantry of the Lunar forces, the Silver Guard seems to be deployed with a great deal of discretion.While they have been observed here and there, they have only rarely been deployed in formation for battle. When they have been ordered to strike, though, it was described as if a river of steel had burst through a dam that had long restrained it. It is likely that those soldiers best able to use the fine arms and armor at the command of these men are chosen for the ranks, for when they strike, it is with the strength of horses in the shape of men.

Silver Guard (194)
Infantry
Movement: 4
Melee: 2d10
Defense: 4
Wounds: 4
Morale: 5+

Veteran, Irresistible charge

Add: Banner (306), Frenzy (335)

Blademasters

Blademasters are Lunar warriors who have consecrated their lives to the art of the sword in service to the goddess. They are an order of armsmen who are not beholden to those who command the Lunar army, but rather are loosely attached to the priesthood. small numbers of them have been spotted waging their own battles against orc raiding parties, bandit holds, and other opponents in order to hone their particular craft. while looked upon with some degree of suspicion by more straight-laced commanders, the battle-sense of the blademasters allow them to coordinate their ferocious attacks in ways that can allow them to break enemy formations in two at crucial moments. Some of the earthly kings have even attempted to hire these adventurers for their own uses.

Blademasters (268)
infantry
Movement: 5
Melee: 3d8
Defense: 3
Wounds: 4
Morale: 6+

Chaotic, Trample

Add: Fearless (329), Banner (379)

Lunar Lancers
After receiving some defeats at the hands of one of the earthly dukes, the lunar forces were not seen again for the next decade. Some were convinced that these battles had convinced the lunar folk to stop seeking their patrimony, but once those ten  years had ended, a courier arrived to the duke's manner bearing a message from a lunar commander, reading simply. "I am here once more to do what I must. come at me again, and our lances shall match yours." Knowing not what was meant, he sent out his armsmen as well as mercenary knights to defeat the lunar force.

The defeated survivors came back with extraordinary tales. The battle had commenced simply enough, but the ranks of the enemy opened up to let their own mounted soldiers through. They were as knights, armored riders that attacked from a charging mount and wielding long lances and swords, but the beasts they rode were massive, terrible reptilian hounds the size of the largest horses, with four red eyes and thick, broad scales that were strong as any barding. The most fearsome part of them was the roar the beasts made as they charged home, for it pained the mind as well as the ears. the told of men who were seized by terror before a drop of blood was shed, others who huddled in grief as the sum misfortunes of their whole lives crashed down upon their heads at once, and another who had all the hope and heart of his being carried away on the sound, so he simply drew his dagger and slew himself where he stood. More tales would come in later years, and that some of these riders even preferred to ride beasts that could be only barely restrained from charging forth at any instant of the battle, for their ferocity made them as deadly than their riders.

Lunar Lancers (268)
Cavalry
Movement: 7
Melee: 3d8
Defense: 3
Wounds: 6
Morale: 5+
Horror

Add: Disciplined (424) Banner (424) Both (671)
For Lunatic Lancers, add: Impetuous, Frenzy (402)

Lunar Zealot

The ancient knowledge of the Gerodians encompassed many things. one of the expressions of this are the so-called zealots, soldiers of the Lunar army who sacrifice the whole of their lives to the lunar army by undergoing a range of alchemical and magical treatment to transform them into powerful, monstrous warriors that are placid out of battle but become bloodthirsty terrors within. warriors so transformed stand 8-9 feet tall, their massive frames capable of withstanding incredible punishment. Their lack of survival instinct is offset by the thick suits of armor that they wear, and they wield massive two-handed weapons, usually polearms or hammers. The treatments sometimes cause them to develop unintended, but beneficial features to their role as living war-engines of the lunar army.

Lunar Zealot (255)
Monster (Size 1)
Movement: 5
Melee: 3d12
Defense: 4
Wounds: 8
Morale: -
Impetuous, Frenzy

Add: Regeneration (509)

'"Dragon's head" artillery

While this weapon was first seen as being used to destroy the wall  of an ancient vault, its application on the battlefield has been keenly felt by earthly soldiers that have had the misfortune of coming across a detachment of lunar soldiers that have had one of these devices on hand. This magical/mechanical devices is called as such because those who have been struck by the explosive spheres of light launched by this weapon seem to have been utterly incinerated by the sheer heat of the attack.

"Dragon's head" artillery (93)
Artillery
Movement: 4
Melee: 2d4
Ranged: 3d10/12
Defense: 1
Wounds: 4
Morale: -
Piercing

"Crescent"/Sergeant

So called due to the crescent-shaped crest on their pauldrons, these are the most common field commanders of the Lunar Army. Consummate professionals with a good aptitude for commanding men, these sergeants have arms and armor well befitting soldiers of their station and importance in the army, as many stragglers who have attempted to secure themselves a fine ransom have found out at the ends of their lives.

Lunar Sergeant (158)
Personality
Movement: 4
Melee: 2d10
Defense: 3
Wounds: 6
Command: d12
Morale: -

Silver One
The Silver Ones are priests and priestesses of the goddess that accompany the detachments of the Lunar Army to the earthly realms. As each detachment has at least one, it is suspected that they provide more functions to the army than merely slinging magic about the battlefield, which they do with a good degree of competence.

Silver One (115)
Personality
Movement: 4
Melee: 2d6
Defense: 2
Wounds: 4
Morale: -
Magic: d12
Magic resistance 1

"Half"/Captain

So called because of the Half-moon crest on their pauldrons, the Captains of the Lunar forces are only seen when extended battles are required to accomplish a particular expedition's goals. As experienced officers of the lunar army, they are quite capable at both directing their men, and easily moving to where his direction is most needed at any time.

Lunar Captain (285)
Personality
Movement: 4
Melee: 3d8
Defense: 3
Wounds: 6
Command: 2d8
Morale: -
Veteran

"Full"/General

So-called because of the full-moon crests on the pauldrons of their armor, the high commanders of the Lunar are rarely seen, much less so in actual command on the field. Given that the lunar army is built around making forceful expeditions to another world rather than mere nations separated by turf, their ability to command is superb. Among the lunar generals, however, there are tales of Selene the Undying, a Lunar general who has been rewarded for exemplary service with the miraculous power to withstand almost any punishment inflicted upon her- one orcish witness says he fired upon her with a ballista bolt, striking her well and fully as she conversed with an aide in a watchtower. After landing from the great height, she got up, and calmly pulled the bolt from her wound before continuing her conference.

Lunar General (497)
Personality
Movement: 4
Melee: 2d10
Defense: 4
Wounds: 6
Command: 3d10
Morale: -
Magic Resistance 1

Selene the Undying: Add Regeneration (995)</r>

Re: Other Army Lists

The history of the victors.

Trolls (Earth Elves).

For a long time, the ancient race known as the trolls was though to be extinct, and good riddance. They were, as the stories go, wiped out by the elves, and it is their account of the matter that has survived. According to their official history of that ancient conflict, it was fought before the days that other races came into the world. The trolls were said to be massive, hideous creatures that were little more than beasts, with terrible claws and teeth that could not be permanently slain without burning the bodies in their entirety after the battles were done. However, the elves eventually prevailed over this foe, making the world just a bit safer for themselves and those peoples that emerged from the imagination and works of the gods.

Naturally, the truth is a bit complicated.

The Elves were indeed the first peoples. The high elves were created in the image of the imagination and wisdom of the gods, as creatures of a subtle nature who were to make fine things to further enhance the glory of the world. There were another set of elves, however, to embody the strength and imposing will of the gods, to act as a bastion against those creatures of the chaos that had survived the ordering of creation, and they too, were given a certain gift of craft. These two were meant together to furnish the world with people that would further glorify the ancient gods.

However, one "gift "that was not intended to fall to the high elves was that of pride.

As far as they were concerned, they did not need the protection of these "divine babysitters", and, in secret, plotted to bring down their brother race so that they might have all of the lands of creation to themselves. Their own loftiness caused them to believe they were above such needs, and that the gods were snubbing them by honoring the achievements of the Earth Elves as equally as their own. All that was needed was for one moment, one distraction when they could unleash their plans.

It came when the god who headed the creation of the elves was involved in a struggle against the first god of war, and with his eyes elsewhere, the high elves fell upon the others upon which they shared the created world. they killed many of their brother race in their sleep, or by ambush in dark places, or through some sorcerous means, until no more could be found, scattered to the far corners of the earth where they could not be found, in places that were deemed not yet safe by the gods.

However, the god of elves slew the first god of war, spilling his blood upon creation, from which sprang the race of orcs, which prompted other gods to create their own peoples to properly contain this calamity of creation- thus establishing the state of affairs that would exist to the present after the ordering of creation.

It was just a few years ago, however, that an elven fortress was found destroyed near the borders of their great woods, one that had checked the advance of bandits and orc raiders for generations. Standing within the mustering square was a great sword taller than a man, from which hung a sign in ancient elvish, reading- "We walk thusly, and take large steps."

The "trolls" had returned, and returned with fury.

Overview

The Earth Elves, or "trolls" resemble elves in terms of certain features, such as a general grace of movement, pointy ears, some resemblance to humanity, and the like. However, they stand roughly 8-9 feet tall, with some variation, and uniformly possess an astounding amount of physical strength. their skin tends towards the darker side, and their hair is generally white or black, with little variation between.

They had managed to survive the loss of their struggle by congregating in hidden enclaves where even humans and orcs didn't dare to inhabit due to the hazards, and it was in those places that they have been practicing their craft of weapons and magic- it was through this magic that they were able to find other surviving enclaves and organize, able to secretly send materials and supplies to each other, with the occasional bit of tacit approval from the dwarves. With this, they have been able to organize a force of their own with the ultimate objective of taking a chunk of their ancestral homelands back for themselves.

Soldiers

Auxiliares

The trolls know that they lack manpower, so they are more than willing to take on armed bands and other groups of soldiers from other peoples in order to supplement their own numbers and needs. These are usually either mercenaries looking for new plunder to augment their pensions, or just soldiers who have banded together out of deep-seated grudges against the elves or whoever the trolls happen to be fighting that day.

Auxiliary infantry (40)
Infantry
movement 4
melee atk: 2d6
Defense 2
Wounds 3
Morale: 7+
Veteran

Auxiliary horsemen (158)
Cavalry
movement 7
melee atk: 2d10
Defense 3
Wounds 5
Morale: 5+

Add: Veteran (194) Banner (250) Both (306)

Auxiliary Archers (54)
Infantry
movement 4
melee atk: 2d4
Ranged atk: 3d10/10
Defense 2
Wounds 3
Morale: 7+
Hesitant

Add: Veteran (66)

Auxiliary commander (84)
Personality
movement 4
melee atk: 2d8
Defense 3
Wounds 4
Morale: -
Command: d6


Troll Guardsmen

The closest thing the trolls have to a basic soldier, these well-equipped and hardy warriors are usually found guarding the enclaves and secret roads from raiders, a job they do quite well in their own right due, in part to the fact that few peoples have encountered trolls in recent years.

Troll Guardsmen (87)
Infantry
movement 5
melee atk: 2d10
Defense 3
Wounds 5
Morale: 6+

Add: Veteran (106) Banner (122) Both (150)

Troll stakers

Some trolls soldiers are armed with a peculiar missile weapon, one that seems to resemble a crossbow bot seems to fire long, iron stakes. While some surmise that such weapons were originally used against creatures like the fair folk, a sharp chunk of iron has universal applications when fired at high velocity into the bodies of one's enemies.

Troll stakers (119)
Infantry
movement 5
melee atk: 2d6
Ranged Attack: 2d12/8
Defense 3
Wounds 5
Morale: 6+

Steel Warriors

While the trolls field many troops (Some field forces may consist more of other creatures than trolls themselves), perhaps the most iconic to those hearing about them and facing them in battle are the so-called steel warriors. Clad from head to toe in full suits of mithril plate armor etched lovingly with scenes of battle and history, and armed with huge warhammers and swords, the Steel warriors act as a force of mobile, vigorous battering rams on the field. While their combat style has been described by some as plodding, they require an enormous amount of force or magic to remove from the battlefield, their armor entirely stubborn against all but the heaviest projectiles and weapons- the warrior underneath only marginally less so.

Steel Warriors (201)
Infantry
Movement 5
melee atk: 2d12
Defense 5
Wounds 6
Morale: 5+
Impetuous

Add: Frenzy (349), Irresistible Charge (285), Horror (246)

Troll Warmaster

These armored commanders are the ones most commonly seen directing trolls to battle. They have the utmost trust in these commanders, who have a good aptitude for the arts of command and are selected by battlefield merit.

Troll Warmaster (265)
Personality
movement 5
melee atk: 2d12
Defense 4
Wounds 6
Morale: -
Command: d12

Troll Priest

It is unknown what gods favor the trolls in their struggle, but these battlefield clergy still speak their prayers in ancient elvish, and as survivors can attest, their calls for miracles are still heeded by whatever power governs the hearing of such pleas.

Troll priest (157)
Personality
movement 5
melee atk: 2d8
Defense 3
Wounds 5
Morale: -
Magic: d10

Add: Magic resistance 1 (193)

Mithrispider

The origins of this automaton are quite unknown, but this six-legged, lovingly detailed war machine is constructed out steel and armored with mithril, and driven by unknown means. While its heavy legs have little difficulty crushing and spearing those who come too close, its "mouth", an open spot near the front, is capable of unleashing discharges of wild, raw magical energy at distant opponents. Whether the trolls built this weapon themselves, discovered it while excavating some of their enclaves, or some combination of both is not yet known.

Mithrispider (346)
Artillery
movement 4
melee atk: 3d10
Ranged atk: 3d10/10
Defense 5
Wounds 8
Morale: -</r>