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Forces of Warmachine: The Llaelese Resistance

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  • Forces of Warmachine: The Llaelese Resistance

  • What's going on?

    In early August, I got a crazy idea to create a Forces of Warmachine book that represented something that people have been calling for

    for years: The Llaelese Resistance. What you hold in your hand is the sum of months of work by myself, a cadre of creative gamers

    from across the country, and anyone with a bright idea on the Privateer Press Forums. This is a copy of the first installment of

    The Resistance, free to take and play test. Try it out, do whatever you want with it, just let us know what you think!

    What is The Resistance?

    Unlike The Highborn Covenant, which is a collection of mercenaries hired by a couple of Llaelese nobles, The Llaelese

    Resistance represents the impoverished masses in Llael fighting with no support. From the lowest of castes to the disenfranchised ex-officers and individual specialists, The Resistance fighters don't

    fight for glory or money, they fight because they must. Bested on all sides, they can either pick up a weapon or watch as their land

    gets burned in the fires of war and their families die to bombard fire or starvation.

    What's the goal?

    When I started this whole thing, I never imagined it getting this big. I thought I'd post 15 or so entries, maybe expose some people to the

    existing fluff and expand on it on my own if no one else would. What happened was unprecedented. Within a week, people kept coming

    back, over and over again, to hammer out these rules. The Fan Creation community, which is usually tiny and often overlooked,

    really got behind the project. It started being taken seriously, and within a month it was already one of the most viewed topics in Fan

    Creation History.

    It started to look like a business plan rather than a fun sketch. It started looking serious. The momentum hasn't stopped. Every day, we're updating and discussing this. The local community and our

    local game stores have expressed intense interest. What was once a creative outlet is starting to look like a legitimate product. So

    here's what we want to do:

    Sell it to Privateer Press.

  • Not for money, mind you, but as a concept. We want to be able to tell them that their gamer base has come together to put this entire

    faction in their hands. We want to deliver our specific hopes for a faction of our design and have them publish it. In an Insider? Sure. In No Quarter? Even better. But why not as a fully fledged faction? If

    we can do the footwork, if we can show them that hundreds of people have play tested hundreds of games and thousands of people

    support this, why shouldn't we? So that's where you come in.

    How can I help?

    By play testing! Although dozens of games have been run with this army already, the more minds we get on this, the better. Play as

    many games as you can with as many different army compositions as you can. Try to break this faction, or see what it's like at its

    weakest. Take notes the entire time. Then, when you've got a solid idea, send it to us.

    You can find us on the Privateer Press forums under Fan Creation - Forces of Warmachine: The Llaelese Resistance. Or, for a more

    direct line, email me at [email protected]

    Everything you do and say will impact the final outcome of this product, so get as involved as you can. Check out the discussion and

    try out the rules as they change. Better yet, try tweaking them yourself and tell us what you come up with. Not everyone's ideas

    will make it to the final product, but they will all help steer us in the right direction.

    Sincerely, Thank you.

    -Michael Murphy

  • Table of Contents:

    Basics of the Llaelese Resistance

    Tactics and Information

    History of Llaelese Resistance

    The Composition of the Llaelese Resistance

    Theme Forces

    Warcasters

    Warjacks

    Units

    Solos

    _____

  • The Llaelese Resistance army is a stand alone army made for the world of Warmachine. It represents the poor and downtrodden, the patriots, and those trapped between a rock and a hard place. These soldiers recieve little to no funding, and fight the entirety of the Iron Kingdoms to

    keep what little they have.

    A Llaelese army may hire any mercenaries who would normally work for The Highborn Covenant. Additionally, Ashlynn d'Elyse, non-character mercenary warjacks, Anastasia DiBray,

    Gorman di Wulfe, Ragman, and Taryn di la Rovissi are considered Resistance models when taken with this army.

    Tactics:

    The Resistance is a hit and run army. Comprised of impoverished exiles and underfunded experts, they must rely on wit and skill rather than raw power and durability.

    Almost all of the force will die to a stiff breeze, so avoid AOEs. Play to their advantages; high defense and great maneuverability. Many units like duelists and Amythest Rose Gun Mages

    excel in accuracy and skill. With this army, the greatest defense is a good offense.

    Thematically, The Llaelese resistance is a skirmisher army, using guarilla warfare and cover to ambush opponents before vanishing into the ruins of their once great cities. Playing them as such can be a great tactic as many models have both pathfinder and prowl (if not stealth). Bushwack is

    also a great ability to get important models out of danger.

    Llael is short on patriots. Its resistance is a dwindling few, and only the best or the lucky have survived. The Llaelese resistance boasts some of the best models available, but at a high price.

    Expect your army to be smaller than you would probably like.

    History of the Llaelese Resistance

    Khador invaded the western border of Llael in the winter of 604 AR, and by early spring of 605 AR, Prime Minister Archduke Deyar Glabryn had conceded and welcomed the invaders as

    occupiers. Shortly after, The Protectorate of Menoth sent troops to the eastern border to harbor safe passage for pilgrims. This eventually developed into The Northern Crusade. The absolute

    desolation has left copious corpses for Cryx to harvest, And Ios's strategic positioning just to the north lends an air of danger. While Cygnar has no direct conflict with Llael, they have removed

    their token forces from the occupied lands which they'd sworn to defend.

    This is the harsh reality that every Llaelese citizen must come to terms with. This is what the Llaelese Resistance fights against. It is no simple matter of ousting the invading Khadorans, but freeing Lleal of all occupation. Its fields are harvested by troops, and its citizens' souls are stolen

    by gods, good or bad depending on your point of view.

  • Those few who are still loyal to Llael fight valiantly to reclaim it. It is no simple matter though, as even their own government tries to stamp them out. Prime Minister Archduke Glabryn has

    held regency over the country for near two decades, and his cooperation with Korsk and betrayal of his people has let him stay in power. His head is at the top of many revolutionaries hit lists.

    The resistance is based out of Vauxsauny, a small vineyard that's been transformed into a fortress, and Rhydden, the eastern most city which Khador has yet to conquer. It is comprised of

    a smattering of surviving army veterans, volunteers from organizations like The Order of the Golden Crucible, and the few remaining Royal High Guard and Amethyst Rose Gun Mages.

    Their dwindling numbers make survival a near insurmountable struggle against the ever expanding tide of the Khadoran Empire.

    The Composition of the Llaelese Resistance

    The Llaelese Resistance is fragmented between a large number of different organizations, divided by regional and political stances. This makes each cell largely governed by its own

    leadership, and communication between cells is only temporary. This can lead to large headaches for anyone who captures Resistance Fighters, as not much information can be gotten from

    interrogation. While The Highborn Covenant out of Rhydden is technically in command of The Resistance, and certainly helps to supply it, their orders are few and far between. The Highborn Covenant concerns themselves much more with traditional military engagements and reclaiming land, where The Resistance is concerned with harrying the occupying forces and making war far

    too costly to maintain for all invaders.

    Aside from sabotage of military infrastructure and assassinations of collaborators, these groups also publish underground newspapers, gather intelligence and maintain various escape networks that help allies trapped behind enemy lines escape hostile territories. The resistance includes both

    men and women from every occupation and class.

    Among the first to volunteer were former soldiers, most often officers who had escaped or evaded capture. While Llael's established military was weak, it harbored many of the most

    patriotic citizens, and those who had seen the absolute terror of the Khadoran war machine in action could not sit idly by while it ravaged their homeland.

    The most widespread form of resistance is non-violent. Often, even citizens who are not part of The Resistance will pass information along to them. Striking is the most common form of passive resistance and often takes place on symbolic dates, such as the anniversary of the

    invasion, the day Llael was established as an independent nation, and the late King di la Martyn's birthday. The largest was the so called "One Hundred Thousand Man Strike", which originated in

    steamwork plants all across Merywyn on the first anniversary of the occupation. News of the strike spread like wildfire through underground communications, and neighboring cities adopted

    the strike with fervor. While the High Command is not afraid of slaughtering a few hundred dissidents, it quickly became obvious that they could not quell this strike with force unless they wished to entirely level the steam engineer population of Llael. With an active war all around them and warjacks in need of repair, this would be unacceptable. After five days, the workers

  • were given a small raise in rations, though the leaders of the strike were "relocated". These strikes continue to happen every few months, with varying degrees of success.

    Active resistance within Llael developed from the very first days of the occupation and took several directions. Armed resistance, in the forms of sabotage or assassinations, take place, but

    are only part of the "active" resistance's scope of activity. Some groups have very specific forms of resistance and became extremely specialized, like Service D, many of whose members work as aids to the occupier's postal service, which focus on intercepting letters of execution and then warning the denounced person to flee. In this way, they have already succeeded in intercepting

    over 2,000 letters.

    Llael's strategic location and The Golden Crucible's Thunderhead Fortress means that it constitutes an important supply hub for the whole Khadoran army and particularly those engaged

    in northern Cygnar. Sabotage is therefore an important duty of The Resistance. Following the Northern Crusade's arrival, The Resistance began to step up its sabotage against Khadoran

    supply lines across the country. In only the first six months afterwards, 25 railroad bridges, 65 locomotives, 1,365 wagons and 17 tunnels were all blown up by The Llaelese Resistance. In one notable action, 600 Khadoran soldiers were killed when a railway bridge between Elsinberg and Merywyn over The Black River was blown up by 40 members of the resistance, including the

    Warcaster Flynn di Glynt. Through its sabotage activities alone, The Resistance has required the Khadorans to expend exorbitant man-hours of labor on repairing damage done.

    Assassination of key figures in the hierarchy of Khador and collaborationist hierarchy has become increasingly common. Informants and suspected double agents are also targeted; certain more zealous cells claimed to have killed over 1,000 traitors between within six months of the

    arrival of The Northern Crusade (a coincidence that is not lost on the less zealous).

    During the occupation, underground press has seen an explosion of popularity. Dozens of printers from all over the country publish anonymous local news letters to be distributed in

    secret. These detail troop movements, road closures, recent Resistance victories, and civilian supply hubs. Each is meant to only be relevant for a day or two, meaning any old letters that are found by Khadoran soldiers were by and large useless. The somewhat clumsy but none the less

    massive intelligence network of The Resistance means that this news is often brought to the attention of militia leaders before the same news reaches the Khadoran Command. The

    underground press also prints humorous cartoons and propaganda, often depicting the Khadorans as drunk and incompetent giants before the quicker, wiser, more flexible Llaelese characters.

    Intelligence gathering was one of the first forms of resistance to grow after the Llaelese defeat and eventually developed into complex and carefully structured organizations. This information

    focuses both on Khadoran troop movements and other military information, but was also is essential for keeping The Resistance and Highborn Covenant abreast of the attitudes and

    treatment of the Llaelese public. Each network is closely organized and carries a code name. The most significant is "Luc", led by Anastasia di Bray and Duke Greygore Delryv IV, which has

    over 1,000 members feeding it information which is passed directly to Rhydden.

  • Resistance fighters who are captured can expect to be interrogated, tortured and either summarily executed or sent to a Khadoran Gulag. 200 resistance members involved in underground press

    alone have already been arrested during the war. In total, some 15,000 members of the resistance have been captured, of whom, roughly 8,000 were executed or died in captivity.

    The Khadorans requisitioned the former Llaelese army Redwall Fortress, near Llael's western border, which has been used for torture and interrogation of political prisoners and members of the resistance. Around 7,500 inmates passed through the camp at Redwall Fortress where they were kept in extremely degrading conditions. Around 700 people were killed in the fort itself,

    with at least 500 of them dying from deprivation or torture.

    The Resistance must also face betrayal by the very people they're fighting to protect. Some Llaelese welcomed the Khadorans, as the rule of the Llaelese Aristocracy had put many in absolute poverty. Others were out for the bounty on known Resistance leaders. Militias of

    collaborationists began to participate actively in reprisals for attacks or assassinations by The Resistance. These included both reprisal assassinations of leading figures suspected of resistance

    involvement or sympathy or retaliatory massacres against civilians.

  • Tier Lists

    Marshal Ashlynn d'Elyse - Loaded Dice Warjacks: Remy, Non-Character Llaelese Warjacks Units: Amethyst Rose Gun Mages, Duelists, Militia Irregulars and Irregular unit attachments. Solos: Fynch d'Lamynse, Anastasia di Bray, Minor Warcaster, and Militia Sabatuers Tier 1: The army includes only models listed above - +1 to starting the game roll. Tier 2: The army includes Fynch d'Lamynse - Amethyst Rose Gun Mages become FA:2 Tier 3: Ashlynn's battle group includes Remy - The battle group gains Advance Deploy. Tier 4: Ashlynn's battle group includes three or more warjacks - After armies are deployed but before the first players first turn, one unit may redeploy for each warjack in Ashlynn's battle group. Lord Gregore Delryv IV, Duke of Rydden - Hit and Run Warjacks: Non-Character Llaelese warjacks, Guillotine. Units: Militia Irregulars and Unit Attachments, Militia Skirmishers, Militia Outriders, Spectors, and War Dogs. Solos: Jacues Lumier, Militia Snipers, Militia Sabatuers. Tier 1: The army includes only the models listed above - Expand your deployment zone by two inches. Tier 2: The army includes Militia Outriders - Militia Outriders become FA:2. Tier 3: The army includes Militia Irregulars with a Unit Attachment - Units gain Pathfinder on turn 1. Tier 4: The army includes Guillotine - Delryv's battle Group gains Advance Move. Master Aurumn Ominus Alcemist Flynn di Glynt - Fools Gold Warjacks: Non-Character Llaelese Warjacks. Units: Militia Skirmishers, War Dogs, Specters, Crucible Guard. Solos: Akina Barakovna, Bain di la Glaeys, Militia Snipers, Militia Sabatuers. Tier 1: The army includes only the models listed above - Units cost one less point. Tier 2: The army includes two units of Crucible Guard - Add one Militia Sniper for free. Tier 3: The army includes three Militia Sabatuers - Start the game with three 5" Aoe smoke effects in play. You may place these smoke effects anywhere within 12" of your deployment zone. These last for one round. Tier 4: Flynn di Glynt's battle group includes only models with at least one ranged weapon - Flynn di Glynt's battle group gains Advance Move.

  • Magus Damien Sperling - Expatriates Warjacks: Non-Character Llaelese Warjacks. Units: Hammerfall Highshield Gun Corps, Hammerfall Forgeguard, Militia Irregulars and unit attachments, Militia Outriders Solos: Merryl Lorrys, Ogrun Bokor, Punchello, Saboteurs Tier 1: Includes only units above - This army can include Grenadier and Charger light warjacks and up to one Cyclone, Defender, or Hammersmith heavy warjack. One of these warjacks must be bonded to Damien. This army can include Trencher units and non-character solos. These are Llaese units instead of Cygnaran and can include attachments. Tier 2: Includes two or more units of Militia Irregulars - add one Trencher Master Gunner ignoring cost and FA restrictions. Tier 3: Includes two or more Trencher units - place one trench template completely within 20" of the back edge of your deployment zone for every two units in the army Tier 4: Includes 3 or more warjacks - Models may begin the game affected by Magnus Damien Sperling's upkeep spells. Spells are free to upkeep for the first turn.

  • Warcasters Marshal Ashylnn d'Elyse One of the greatest leaders of the resistance has always been Ashlynn d'Elyse. For the last six years, her determination, her willingness to give everything she has left for the good of the people, and her quest for vengeance has never wavered. She is a symbol of hope to the people, and legends of her daring hit and run raids have spread from Imer to Korsk, where they can no longer afford to refer to her as "that rebel girl". Her time in the field as strengthened her already unprecedented duelist abilities and tested her bonds with both her men and her warjacks, who she tends to see as older brothers. She is a threat no man can ignore, whether they be Khadoran invader, Protectorate 'savior', or Cryxian abomination. Marshal Ashlynn d'Elyse, Epic Warcaster Llaelese Resistance Warcaster Spd 7, Str 5, Mat 9, Rat 6, Def 17, Arm 15, Cmd 9 WJ Points +6, Life 14, Foc 6 Hope- pow 5, p+s 10 -Magic weapon, Critical Decapitation, Weapon Master Hand Cannon Rng 12, Aoe -, Rof 1, Pow 12 Virtuoso This model may make ranged and melee attacks during the same activation. Gunfighter If engaging, this model may make a ranged attack against the engaged model. Acrobatics This model may move through other models as long as there is room for this models entire base on the other side. This model may not be targeted by free strikes. Fleche After this model is missed by a melee attack, this model may immediately make a melee attack against the model that missed. After the attack is resolved, this model may move 2. It may not be targeted by free strikes during this move. Spells: Flashing Blade C:1 / R:Self /Aoe:- /Pow:- / Up: No /Off: No. This model immediately makes one normal attack with one of its melee weapons against each enemy model in its LOS that is in the weapons melee range. These attacks are simultaneous. Distraction C: 2/ R: 8/ Aoe:- / Pow:- / Up: No /Off: Yes. Target enemy warrior model / unit cannot make ranged attacks and suffers -2 Def and Mat for one round. Sidekick C: 3/R: 6/Aoe:- /Pow:- / Up: Yes /Off: No. Target warjack in this models battlegroup cannot be knocked down, pushed, placed, or moved by a slam and gains +2 Def. While this model is B2B with target model, it cannot be knocked down, pushed, placed, or moved by slam attacks and gains +2 Def. Refuge C: 2/ R:6/ Aoe:- /Pow:- /Up: Yes /Off: No. When target friendly faction model hits an enemy model during its activation, immediately after its combat action ends, the affected model can make a full advance. It may not be targeted by free strikes during this movement. Tornado C: 4/ R: 10/Aoe:- /Pow: 13/ Up: No/Off: Yes. Models hit by this spell are slammed 1d6 in a random direction. Collateral damage is Pow 13.

  • Feat: Guided by Fate Friendly faction models in Ashlynn control area gain +1 MAT and +1 RAT. Any attack roll resulting in a direct hit is also considered to be a critical hit. Guided by Fate lasts for one round. Using Marshal Ashlynn d' Elyse: Ashlynn's seen a lot of growing up over the years. She takes her rightful place as one of the most skilled duelists in the iron kingdoms with Mat . She is truly a fearsome force on the battlefield now, but has become a super solo. Her toolbox of abilities keep her in the middle of the fray, affording less opportunity to play the support role she used to. Her spell list has some gems added to the old standards, but they cost far too much to make her a spell slinger. You'll have to choose which one or two you decide to use, and that's if you choose not to camp focus to aid her paper thin armor. Using Epic Ashlynn will force you to consider every move and push combat by your terms. She also has a touch more affinity for her warjacks over troops now from spells, but her feat takes advantage of a Llaelese theme: Crits. Any unit that has a crit effect will become devastating on your feat turn, not to mention Ashlynn herself. She'll really benefit from units that can stand alone and will also require a good amount of support from her army, so keep that in mind when building lists. Given the right angle, she is a dervish that will wreak absolute havoc on her enemies.

  • Lord Gregore Delryv IV, Duke of Rydden Copied from the world guide: An unlikely hero and leader if there ever was one, Lord Delryv has impressed even members of his own family with how he has risen to meet the recent challenges. The Delryv family has long held power in Rhydden and managed the most lucrative vineyards in the region. Lord Delryv is but twenty four years old and he recently inherited the estate from his father. He is one of the few living (distant) relatives of King di la Martyn and is thus one of the few possible claimants to the Llaelese throne. For this reason, his family kept a very low profile during the years of Glabryn's "rule." Were it not for the invasion Gregore probably would have lived a sedate life as a pampered vintner lord noted only for his rash temper and tendancy to provoke duels of honor. However, since the execution of his leige, the Archduke Balen di Voxsauny, he has come into his own as a protector of the refugees and a patriot of Llael. He opened Voxsauny to those seeking shelter from the occupiers and put the entire populace to work constructing defenses and housing for the displaced. Gregore has been training with grizzled veterans of the local soldiery. End quote. He also discovered a rare spark of a warcaster. While some magical training was part of an extravagant education, he'd never before had reason to work with labor jacks, let alone Warjacks. In the over half decade since the invasion, his haphazard training as a warcaster has proved key in maintaining the independence of his refuge. Lord Gregore Delryv IV, Duke of Rydden Llaelse Resistance Warcaster spd 8, str 6, mat 5, rat 6, def 16, arm 14, cmd 8 WJ Points +5, Life 17, Foc 6 Whip pow 2, p+s 8 -Chain Strike (4" reach during activation), Knock down Mount pow 10 Heirloom Rifle Rng 10, Rof 1, Aoe -, Pow 12 -Magic Pathfinder Extended Control Area - Delryv's control area is extended by 2". Light Cavalry

  • Spells Mage Sight C: 2/ R: CTRL/ Aoe: 5/ Pow:- /Up:Yes /Off:No. Place a 5 Aoe completely within this models control area. While a model is within the Aoe, models in this models battle group ignore forests and cloud effects when drawing line of sight to it, and stealth when attacking it. Refuge C: 2/ R: 6/ Aoe:- / Pow:- /Up: Yes/Off: No. When target friendly faction model hits an enemy model during its activation, immediately after its combat action ends, the affected model can make a full advance. It may not be targeted by free strikes during this movement. Deflection C: 2/R: Self/Aoe: CTRL/Pow:- /Up: No/Off: No. While in this models control area, friendly faction warrior models gain +2 Arm against ranged and magic attack damage rolls. Deflection lasts for one round. Full Throttle C: 3/R: Self/Aoe: CTRL/Pow:- /Up: No/Off: No. Warjacks in this models battlegroup beginning their activations in its control area can run, charge, make slam or trample power attacks without spending focus that activation. While in this models control area, models in its battlegroup gain boosted melee attack rolls. Full Throttle lasts for one round. Road to War - C: 3/R: Self /Aoe:CTRL /Pow:- /Up: No /Off: No. Friendly faction non-warcaster models activating in this models control area gain +2 movement this turn. Easy Rider - C: 3/R: Self/Aoe:CTRL /Pow:- /Up:No /Off:No. Friendly faction models beginning their activation in this models control area gain pathfinder. Easy Rider lasts for one round. Feat: Disengage Friendly faction models in Delvyn's control area gain +3 DEF, Side Step, and Dodge for one round. (A model with Dodge can advance up to 2" after an enemy attack that missed it is resolved unless it was missed while advancing. It cannot be targeted by free strikes during this movement. When a model with Side Step hits with either an initial attack or a special attack which is not a power attack, that model can advance 2". It cannot be targeted by free strikes during this movement.) Using Lord Gregore Delryv IV, Duke of Rydden: First Light Cavalry Caster! Gregore embodies hit and run. He is fairly weak in terms of actual armor, and being a large model he will be spotted, but his abilites and those he gives his army should help you avoid being attacked all together. At 4" reach, he has more than enough room to knock down a couple of models over the heads of his troops, or allow a warjack to squeeze in and take advantage of that knock down (and block retaliatory strikes). When he can't get a good KD target, he has his rifle to fire a shot before running away with Light Cav Rules. His spell list allows your army to be guarilla fighters. With refuge, a model/unit can emulate his light cav abilities and run away after striking. Full throttle lets your warjacks function without taking too many of his precious focus. His feat is really the kicker though, allowing your models to outmaneuver all but the quickest opponents.

  • Master Aurumn Ominus Alcemist Flynn di Glynt The Thunderhead Fortress of The Order of the Golden Crucible once stood as a testament to what man can achieve. The birthplace of the fire arm and countless other alchemical and arcane discoveries, it is a place of legend. Only the best are accepted into the Order's ranks, and few ever rise to the top. Flynn di Glynt was one of those few. Laeryn was one of the most defensible cities in Llael. Home of the Crucible it was expected to hold out indefinitely against the Khadoran invasion. The Order's soldiers are the finest in Llael, and they dealt crippling blows to the Khadoran supply lines. Months in, however, the city gates opened from the inside, and Khador conquered the city completely. There were elements of The Order that still wanted to fight, but they were crushed quickly, and with extreme prejudice. The leaders of The Order were executed along with their entire families, and those that did not submit to the Greylord's rule were put to the axe immediately. These are the memories of Flynn di Glynt. A native Ryn, he fought bravely all through the siege. After the gates were opened, he was ordered by the leaders to stand down and lead the rebellion underground. In the years since, he's escaped and established contacts within the Order, feeding supplies to the resistance while sneaking members of the Order to safety. A rare talent that never came to fruition in the peaceful days was his ability to control warjacks. As an Order member, this was invaluable in research, but only in a clinical setting. Why risk your life in a battlefield when you could make yourself rich producing new weapons in the lab? Since the occupation, these skills have been put to the test time and again, and years have taught him the grim reality of war. Master Aurumn Ominus Alcemist Flynn di Glynt Llaelese Resistance Warcaster Spd 5, str 5, mat 5, rat 6, def 15, arm 15, cmd 8 WJ Points +5, life 14, foc 8 Trench Knife pow 2, p+s 7 Heavy Rifle Rng 14, rof 1, Aoe -, pow 12 -Cumbersome Bomb Rng 8, Rof 2, Aoe *, Pow * Alchemical Mask This model ignores gas effects. When determining LOS or resolving attacks, this model ignores cloud effects. Immunity: Corrosion + Fire Stealth Bombs: Each time this model makes a normal ranged attack with this weapon, choose one of the following abilities. -Flare Bomb: Pow 12, Aoe 4. Models hit lose stealth for one round. -Reality Bomb: Pow-, Aoe 5. Models hit lose incorporeal for one round. -Sensory Scramble Bomb: Aoe 5. The aoe is a cloud effect. Models with Eyeless Sight cannot ignore the cloud. The Aoe remains in play for one round. -Relay Point: Instead of making an attack place a relay marker on a small base anywhere full within this weapon's range. Flynn may channel spells through this model as if it was an Arc Node. Remove the relay marker at the end of Flynn's activation.

  • Spells: Parasite C: 3/R:8 /Aoe:- /Pow:- /Up: Yes /Off: Yes. Target model / unit suffers -3 Arm. This model gains +1 Arm. Venom -C: 2/R: SP 8/Aoe:- /Pow: 10 /Up: No /Off: Yes. Venom causes corrosion damage. Models hit suffer the corrosion continuous effect. Mage Blight -C: 5 /R: Self /Aoe: CTRL /Pow:- /Up: No /Off: No. While in this models control area, living enemy models cannot cast spells or use feats. Mage Blight lasts for one round. Explosivo -C: 1/R: 6/Aoe:- /Pow:- /Up: No /Off: No. When target friendly model makes a normal attack with a non-spray ranged weapon, the model gains Magical Weapon. If the weapon was Aoe:-, it becomes Aoe: 3. An affected model cannot participate in a combined ranged attack. Models in the Aoe other than the model directly hit suffer blast damage, but do not suffer any other effects of the attack. Explosivo expires immediately after resolving this models next ranged attack. Explosivo lasts for one round. Ironflesh C: 2 /R: 6 /Aoe:- /Pow:- /Up: Yes /Off: No. Taget friendly warrior model / unit gets +3 Def, but suffers -1 Spd. Feat: Bombs Away Models in di Glynt's control area may re-roll all deviation distances and directions for one round, and their blast damage rolls are boosted. Using Flynn di Glynt: A spell caster and bombadier, Flynn is a great support caster. His bombs provide enough shut down to take the legs out from your opponent. His stealth ability gives him a little more survivability when he's throwing them around too. di Glynt's spell list is exactly what you'd expect from an alchemist and support caster. di Glynt understands chemistry and the arcane so much, he doesn't even need a lab for some of his concoctions! Parasite debuffs those hard to crack models, while giving him enough armor to not die immediately. Venom is just a great chemistry set gone wrong. Explosivo combined with his feat makes for a fun turn, and mage blight is critical to shutting down your opponent on that one perfect turn. Don't forget to drop Iron Flesh on any of the already high def targets to make them untouchable or mediocre militia units to give them a chance.

    Magus Damien Sperling

  • Not all who fight in the Resistance are Llaelese. The sudden attack and rapid closing of major travel routes left many foreigners stranded when the war broke out. Similarly, at the outset of conflict hundreds of foreign warriors rushed in to support Lleal, either out of good will or for profit. Damien Sperling was a young warcaster then. Only a year out of journeyman rank, he was still fond of words like 'honor' and 'duty'. Sent as part of the Cygnaran aid, he was almost constantly on the front lines. This is where 'honor' and 'duty' meant very little, and the harsh realities of war set in. Up until then, combat had always been for far off fields, abandoned forests, or military fortresses. Now, he was seeing combat among cities still populated by citizens. He had to endure more innocent lives lost and ruined than he could have ever imagined. To see a soldier die is regrettable, but it is part of war. To see the charred and battered husks of civilian men, women, and children was not something he could have anticipated. When Cygnar pulled all support from Llael, Damien Sperling went rogue and remained. Wanted as deserters by the Cygnaran crown, he and a few loyal or displaced troops remained to defend what they now call home. Magus Damien Sperling Llaelese Resistance Warcaster Spd 6, str 6, mat 7, rat 5, def 14, arm 16, cmd 9 WJ points +6, life 15, focus 6 Truth pow 6, p+s 12 -reach, magic Hand Cannon rng 12, rof 1, aoe-, pow 12 Warjack Bond - Damien may bond with one of his warjacks. The warjack gains Counter charge. Spells: Arcane Shield C: 2/R: 6/Aoe:- /Pow:- /Up: Yes /Off: No. Target friendly model/unit gains +3 Arm. Arcane Bolt - C: 2/R: 12/Aoe:- /Pow:11 /Up: No /Off: Yes. Fox Hole - C: 2/R: CTRL /Aoe: 5 /Pow:- /Up: Yes /Off: No. Place a 5 Aoe anywhere completely in this models control area. Models in the Aoe have cover and do not suffer blast damage. When drawing LOS to a model not completely within the Aoe, ignore intervening models completely within the Aoe. Guided Fire - C: 3/R: Self/Aoe: CTRL /Pow:- /Up: No /Off: No. While in this models control area, models in its battlegroup gain boosted ranged attack rolls for one turn. Scramble - C: 3/R: 10/Aoe: -/Pow:-/Up: No /Off: Yes. Target enemy warjack immediately advances its current Spd in inches in a direction determined by the deviation template. During this movement, it moves through models with smaller bases if it has enough movement to move completely past their bases. Models it moves through are knocked down. The warjack is knocked down if it contacts an obstacle, obstruction, or a model with a base equal to or larger than its own. A warjack can be affected by Scramble only once per turn. Feat: Mass Shift

  • Select a number of friendly faction warrior models in Damien's control range equal to 5 + the number of focus on Damien. You may place those models anywhere completely within 4" of their current location. Using Magus Damien Sperling: Damien gives the resistance something they desperately need: survivability. He has exceptional defensive stat buffs, and enough versatility to make sure your guys get where they need to be. He is purely support, but boy is he good at it. Note his tier list. Damiens few loyal men bring the training and tools of Cygnars military, and combined with Llaelese tactics, these men create a potent force.

  • Warjacks

    Arquebus, Llaelese Light Warjack More bodged together than the more sophisticated Vanguard and Estoc, The Arquebus is comprised of parts found on the run. Many scrap built warjacks consist of simple labor jack chassis (and really any will do), combined with a warjack cortex, and equipped with whatever is common and laying around. This particular combination has been prized for its disposability, running into the fray, slug gun firing, and taking charges while still pumping out damage. When the going gets tough, there's little to be lost with sacrificing it when compared to a more valuable and delicate warjack. Arquebus Spd 6, str 7, mat 6, rat 6, def 14, arm 15 4 points, (Buccaneer grid), FA: U Bardich pow 4, p+s 11 -Reach Scatter Gun Rng: Spray 8, Rof 2, Pow 12 Assault Stand and Shoot - Once per turn on your opponent's round, after an enemy model declares a charge against this model, before the charge is made, this model may make a range attack against the charging model. Using the Arquebus: The Arquebus is a quick little jack for rock bottom points. With both Assault and Stand and shoot, youre bound to get off more than a few spray attacks. His scatter gun also has Rof 2, allowing a 4 pt. model to take out swaths of infantry. At four points, Arquebus can support the role of a tarpit. Its almost certainly guaranteed to damage all but the toughest foes if its charged, and having reach means not much is getting past it.

  • Remy, Character Vanguard In the legends told of Ashlynn d'Elyse, there is always a constant companion. In years to come, murals will be painted of the girl who rescued Llael, and right behind her will be a warjack, heavy shield in hand, ready to defend her. The Vanguard is the defining Llaelese warjack. Though it took years to convince anyone in Lleal to fund it, the light Chassis became a much sought after prize. Warcasters wanted it for it's battlefield prowess, and the wealthy wanted it as a trophy. As much a statement of wealth as it is of power, The Vanguard is and will continue to be one of the few gems Llael ever produced. Remy, however, takes protection to another level. Remy is Ashylnn's personal Vanguard. From the very earliest days of the invasion, he has been at her side. Originally purchased by her father as a means of protection, he became as much a friend and older brother in Ashlynn's eyes. Through years of constant strife, Remy has been rebuilt uncountable times. The Vanguard is known for its toughness, and this one has pushed that limit consistently. Trial and error has taught Remy to mirror his warcaster, striking when the moment is right before deftly dodging out of reach. Remy Spd 6, str 9, mat 7, rat 6, def 14, arm 17 Points: 7, (Vanguard Grid), FA: C Shield Cannon rng 8, rof 1, aoe 3, pow12 Tower Shield pow 1, p+s 10 -shield Guisarm pow 4, p+s 13 Quick Draw - Once during your opponenet's turn, when an enemy model within 8" of this model that is in its LOS targets Remy or it's warcaster, with a ranged attack, this model may make a ranged attack against the enemy model before it makes its attack roll. If this model's ranged attack hits, the enemy model suffers no damage, but its attack automatically misses. [Affinity: Ashylnn] Big Brother - After an enemy model ends its movement within 6" of Remy, Remy may automatically charge the target and make one free charge attack against it. After the attack is complete, Remy may make a full advance, ignoring free strikes. Set Defense Using Remy: Remy is the quintessential guard dog made of metal. With Llaelese warcasters, he gives a better ranged game than a standard vanguard, and has slightly elevated stats for survivability. Still bringing ranged protection in the form of Quick Draw instead of Shield Guard, Remy is now taking no damage from incoming ranged attacks and your caster does not have to stay within 2" of him. Where he really shines is with Ashlynn (as is fitting). With Standard Ashlynn, admonition allows her to hop back a couple of paces while Remy pushes the line forward and away from her. With Epic Ashlynn, the two work in tandem to clear the field of anything in the way, with Ashlynn playing a slightly more offensive roll, and Remy backing her up with the defense. With Side Kick on Remy and Refuge on Ashlynn, you have a solid hit and run team (even if it does cost 33% of Ashlynn's focus to upkeep)

  • Estoc, Llaelese Heavy Warjack The Estoc is a relatively new creation. Although it was designed to pierce Khadoran armor as suspicions grew in the days just prior to the invasion, hang ups, politics, dwindling funds, and general lack of interest by most parties meant a rare few rolled off the assembly line before the invasion actually occurred. The line was run almost entirely on special commissions from the few wealthy Llaelese warcasters who could afford them. Since the invasion, blueprints have been smuggled to key mechanics. Creating an Estoc takes time and precision. Just as the warjack must be honed in its skill, so too must the mechanic that makes one. Any two bit bodger can cram together a nomad in a pinch. In order for the Estoc to run at maximum potential, each movement must be balanced and graceful. To this end, there is also significantly less room for clunk, bulky armor. This results in a graceful, quick warjack, but they tend to be very delicate. Estoc Spd 6, str 10, mat 7, rat 5, def 13, arm 17 9 points, (nomad damage grid-2 boxes), FA:2 Longblade pow 3, p+s 13 -Armor Piercing Open Fist pow 3 P+S 13 Parry This model cannot be targeted with free strikes. Using the Estoc: First, let's address its weaknesses. Seeing a pow 13, boostable, armor piercing weapon that could potentially get three attacks a turn sounds great. But let's consider that it has two less boxes of health than an already weak nomad, and effectively two less armor, at three more points. Be careful! I'd dare say putting a vanguard on this guy wouldn't be a waste of points. He'll die to anything another heavy can throw at him. Moving on to more cheerful points, he has a pow 13, boostable, armor piercing weapon that could potentially get three attacks a turn. That means everything from heavy trolls and skorne beasts to khador's toughest and even colossals will be edging around this guys threat range. Enjoy that board control! Try to use the Estoc as a counter charge model. Set something else up to take your opponent's first wave and run this guy in as retaliation.

  • Guillotine (Collaboration with Madadh and Slamsgiving) In times that seem so long ago now, King Rynar commissioned a wonder for the ages. His mad plan would be to create a titan like the colossals of old, towering and opulant, a vintage idea thrust into the future. The thing would be gilt and gemmed, gleaming and visible for miles, taller than any tower, a true show of Llaelese wealth and power. Not only beautiful to behold, the titan would be quicker, more graceful, agile. It would be stronger, mightier than any the world had seen. The king envisioned a golden monstrosity that would be a one man army, laying waste to droves of soldiers and decimating other, lesser warjacks indiscriminately. These things never came to pass. The envy of every nation was never constructed, and the kings interest waned. The pieces that had been made were packed up and buried in an anonymous warehouse. Until recently. When the resistance found this warehouse, they quickly sold off the various construct pieces. Their gold and inset gems alone funded the rest of the construction, and would the high tech bits would be entirely unusable without a fully stocked and technologically advanced laboratory. The true treasure was the cortex within this gold plating. More advanced than any seen in the modern world, this cortex alone was worth a king's ransom. Initial testing found it to be quicker than most combatants made of flesh and bone, with an innate understanding of combat. Unfortunately, the cortex was too quick for even the Estoc's precision chassis, and having been made for a colossal, was far too large. For years, pieces were scavenged, stripped, and crafted from battle fields across Llael. The final product was an unfathomable and unrepeatable success. Guillotine stands taller than most Khadoran warjacks, with just as much power. He wields a long and broad headsman's sword, the very one used to execute dozens of nobles who opposed Khador's rule. He also hefts a massive cannon, which adorned the king's own flagship. While painstaking detail makes Guillotine more movable than and standard warjack, the cortex is capable of so much more still. When infused with arcane energies and in conjunction with a talented warcaster's will, Guillotine is able to show its true potential in short bursts. Guillotine Llaelese Character Heavy Warjack SPD 5, STR 10, MAT 7, RAT 6, DEF 13, ARM 18 12 Points, Nomad Damage Grid, FA:C Executioner's Blade: POW 5, P+S 15 Critical Decapitation (on a critical hit, damage exceeding the targets armor is doubled), Reach, Targeted Strike (when this model damages an enemy warjack or warbeast you choose the column or spiral that the damage is applied to) Rifled Cannon: RNG 14, ROF 1, AOE -, POW 10 -Armor Piercing

  • Heavy Boiler: This model can run without spending focus. Cleave: Once per activation when this model destroys an enemy model with a melee attack it can immediately make one additional melee attack. Synthetic Prodigy: At the start of this model's activation it gains one focus if its Cortex system is not crippled. Perfect Balance: This model is immune to CRAs, CMAs, backstrikes, and can stand up for free during its activation if knocked down. Precision Engineering: Guillotine cannot be repaired. Using Guillotine: Guillotine is a precision armor destroying weapon, capable of demolishing tough enemies in a single turn. He gives you the options of armor piercing for heavy armor or decapitation for low armor/high health. His gun has a long enough range to guarantee you'll take out something's system before lines clash. Best of all, it's super focus efficient, running for free AND making a focus of its own! Dont forget Cleave, as you can drop an extra attack after all is said and done. Ashlynn synthesizes very well with Guillotine, as her feat automatically triggers all critical effects, which includes his swords decapitation.

  • Units Militia Irregulars Taken from NQ In times of invasion, every citizen must take up arms. Many volunteer, but at times drafts are necessary. In a rare instance, men and older boys may be press ganged into service to protect the many innocents. The Llaelese Militia is as rag tag as it gets, comprised of any race, gender, and age, outfitted simply with rifles and a sharp blade, and taught to never get caught. Militia Irregulars spd 6, str 4, mat 5, rat 4, def 13, arm 12, cmd 7 FA: U 4pts for 6 6pts for 10 Rifle Rng 10, rof 1, aoe-, pow 10 Rapier pow 3, p+s 7 -Critical Brutal Damage Bushwack Using the Militia: At first, the Militia is unimpressive. Let's look at it for what it is though. Cheap. Dirt cheap in an army of expensive toys. Beyond that, they have a solid ranged weapon and bushwack, which ought to keep them alive for a while longer if you're careful. If they do get clogged up in melee, their rapiers at least give them a chance for survival. Where they really shine though is with a little support. A well placed cloud gives them something to run behind. Any of the innumerable defense buffs add to their survivability (well beyond what you paid for them), and Roulette makes them at least competent melee combatants. eAshlynns feat turns them into monsters, allowing them to charge with pow 7+4d6 guaranteed. They perform even better with

    Militia Veteran Officer While the irregular militia is comprised of impoverished amateurs, they work far better with a knowledgeable soldier at their head. Some are surviving members of Llaels army, still too proud, patriotic, or foolish to lay down arms. Some are members of the Cygnaran army, left behind (either intentionally or otherwise), who have found a new use for their skills. Regardless of their origin, solid military training makes the militia less fodder, more soldier. Militia Veteran Officer (Creation of Madadh) 2 points, Militia Irregular Unit Attachment, FA:1 spd 6, str 5, mat 6, rat 5, def 13, arm 12, cmd 9 Pistol Rng 10, rof 1, aoe-, pow 10

  • Rapier pow 3, p+s 8 -Critical Brutal Damage Attachment [Militia Irregulars] Bushwack For Llael!: Once per game while in formation, this model can use this ability during its unit's activation. This activation, models in this unit gain an additional die on their attack rolls and Assault. Granted: Ranked Attacks Officer Using Militia Veteran Officer: A solid set of stats is never unwelcome in a below average unit, but what this guy brings is one turn of massive destruction. Giving the militia assault and ranked attacks means they're turning out 22 attacks with a full unit! And they're all boosted! This takes their terrible rat and gives you hope, and makes fishing for criticals on the rapiers a sure deal. They'll still have trouble punching through heavy armor, but for an 8 pt unit, this is going to be one big turn of cramming chaff down your opponent's throat.

  • Militia Skirmishers Comprised of odds and ends that would rather take the first wave than run and hide from cover, the skirmishers are a rare and unusual breed when sat next to more conventional armies. In Llael, they are just every day soldiers. Some wish for death, dishonored or brutalized into suicidal depressions. Some have had everything they loved taken from them and want only bloody revenge. Some are simply bands of duelists looking to contribute what they know. Regardless, these militiamen are the true show of duty and honor, for few will make it through unscathed. Militia Skirmishers Spd 6, Str 6, mat 5, rat 5, def 13, arm 12, cmd 7 FA:U 5pts for 6 7pts for 10 Hand Weapon x 2: pow 3, p+s 9 Ambush - You can choose not to deploy this unit at the start of the Game. If it is not deployed normally, you can put it into play at the end of any of your Control Phases after your first turn. When you do, Choose any table edge except the back of your opponent's deployment zone. Place this unit in formation within 3 of the chosen table edge. Dedication - After this model is boxed, it may immediately make a full advance, ignoring free strikes, and perform one melee attack. Hinder - Enemy models within 5" of a model in this unit suffer -2 spd for one turn. Using Milita Skirmishers: Another pitiful stat line for rock bottom price. The difference is this one is getting you two (arguably weak) melee attacks a round, and a good chance at a third before your next turn. There's a number of ways you can use these men, and it's as easy as how you support them. As a front line, simply running them in to butcher anything in sight and clog up the middle of the field is a solid choice. With any of the armor reducing tools available, they become a dirt cheap blender. Hinder means that even if they don't hit a whole lot, your opponent's next turn is going to be taken up getting rid of them and being slowed if the skirmishers are ignored. Add in Ambush for that extra bit of surprise. Just remember to place them!

  • Militia Outriders Llael has no shortage of horses. A common possession of aristocracy and the wealthy, they are even kept well in stables on rural ranches. Adding into that the innumerable horses needed for every day professions, a good cavalry unit is a given. The survivors are too few in number and not nearly skilled enough to charge head first through the lines though. A much safer and preferred method is harrying the enemy's lines with rifle shots made from horseback at break-neck speeds. Militia Outriders Light Cavalry Unit Spd 8, str 5, mat 5, rat 6, def 15, arm 12, cmd 8 5 boxes each, FA: 1 6pts for 3 9pts for 5 Repeating Carbine rng 12, rof 1, aoe-, pow 12 -Snap Fire Sabre pow 3, p+s 9 Mount pow 10 Pathfinder Using Militia Outriders: Now we're beginning to see the army come into its own. The ability to hit and run is what the Resistance is based around, and these models clearly exemplify it. They seem straight forward, but consider what any warcaster can do for them. di Glynt's Explosivo alone makes them death machines.

  • Amethyst Rose Gun Mages The Order of the Amethyst Rose is a gun mage circle of legend. The flashy, dramatic cousin to Cygnar's Order of the Arcane Tempest, the Amethyst Rose has had countless sons and daughters of individual note. They focus on individual flair and style rather than the blunt military forwardness of their southern relatives. The order itself is more like a dueling and pistoleer college. The gun mages are not organized into any rank or file, they do not square themselves into units. Free will is a given, and respect for skill is often the only defining feature of who is "in charge". The mages are free to come and go as they like. Duels are provided for with exuberance, and tests of skill are expected every day. The mages themselves are free to pursue whatever endeavors they wish, so long as their dues are covered. Many are proxies for duels, body guards, or adventurers. A fair few have made it into generations of The Royal High Guard. Still some turn their back on Llael entirely, caring little for its schemes, politics, and corruption, preferring the open road. Amethyst Rose Gun Mages Spd 6, Str 4, mat 5, rat 7, def 15, arm 11 7pts for 4, FA:1 Amethyst Rose Magelock Pistol rng 10, rof 2, aoe-, pow 10 Rapier pow3, p+s 7 -critical brutal Bushwack Double Tap - Amethyst Rose Gun Mages may make two ranged attacks during activation. Both Barrels* - Instead of making two magelock pistol attacks, a model in this unit may make one attack at Pow 14. Rune shots - Each time a model in this unit makes an attack using its Magelock Pistol, select one of the following: -Ricochet-After this model hits the target, select another target within 4" of the original. Make a secondary attack against that target with the original target as the origin. -Mage Bane - This model gains Arcane Assassin for this attack. (When making attacks, ignore focus points over boosting the targets power field, and spell effects that add to Def and Arm) -Phantom Seeker A model with phantom seeker ignores Los when making ranged attacks. The model ignores concealment and cover when resolving ranged attacks. Using Amethyst Rose Gun Mages:

  • Now we see the elite side of The Resistance. And boy is it elite. Bushwack lets you get just a little closer to the action than you'd like before running away. Keep in mind, you do not get aiming bonuses if you intend to use bushwack. However, it provides an incalculable amount of maneuverability that should never be underestimated. While they lose Snipe, Thunderstrike, and Critical Brutal, their toolbox is just as fantastic. Ricochet lets you take that extra 4" from snipe, provided there is a target in front, but it also lets you get hits on that juicy second line or shoot around corners. At the very least, it provides an opportunity to eliminate to targets over one. Arcane Assassin takes off the edge from magic buffs, making those impenetrable adversaries at least touchable. Phantom seeker means you can hold them behind any number of defensive structures and still take your shots. These are not your grandfather's gun mages. Keep in mind, Amethyst Rose Gun Mages get two attacks per turn. With Ricochet shots, its possible for a unit to pump out 16 pow10s every turn. While the pow isnt anything to write home about, thats a lot of potential for carnage. All of this comes at a price though, as a unit of four costs almost two points apiece, and you cant take more than one.

    tensen01.deviantart.com

  • Duelists Llael is renown for its dueling academies. The very culture of dueling was developed and refined in Llael, and its sons and daughters take to it with gusto. Before the war, these men and women would have made a grand living as elite body guards or proxies in noble's duels. Now, they form great forces that divide and conquer enemy troops with practiced skill and ease. Duelists spd 6, str 5, mat 7, rat 6, def 16, arm 13, cmd 8 5 pts. for 3, FA:2 Dueling Blade pow 4, p+s 9 -Weapon Master Dueling Pistol Rng 10, Rof 1, AOE -, pow 10 -Critical Brutal Damage Sprint At the end of this models activation, if it destroyed one or more enemy models with melee attacks this activation, it may make a full advance. Parry This model cannot be targeted with free strikes. Riposte When this model is missed by an enemy melee attack, immediately after the attack is resolved it can make one normal melee attack against the attacking model. Perfect Balance - This model is immune to CRAs, CMAs, backstrikes, and can stand up for free during its activation if knocked down. Virtuoso This model can make melee and ranged attacks during the same combat action. When this model makes its initial attacks, it can make both its initial ranged and melee attacks. Gunfighter - If engaging, this model may make a ranged attack against the engaged model. Using Duelists: One of the definitive Llaelese themes, maybe second only to the Amethyst Rose, Llaelese duelists bring the power! Note, you only get three of them, and they're expensive. You'll need to protect them somehow, so be smart. Once they get into combat though, they are wrecking machines. With Weapon Master, you're doing 4d6+9 on a charge. Not only that, you're running away if you kill them. With their high defense, most things are likely to miss them, and then you get to smack them all over again. Best of all, their skill is so great that they prevent your opponents from ganging up, which is a critical skill in many troops.

  • War Dogs With war tearing apart a civilization of excess and decadence, many pets have been left to fend for themselves. Adding to that, the bottom crust of Llael's underground no doubt had a number of guard dogs and dog fighting rings. In times of war, even feral pack of wild dogs can be used as cheap soldiers. Many can be trained though, either to sniff out enemies or track them. Hunting is a sport of the aristocracy, and many hounds are now without a home. All of these displaced, vicious canines make a fine asset to the scavengers of the resistance. War Dogs Spd 7, str 6, mat 5, rat 2, def 14, arm 11, cmd 7 Life:5, FA: 2 3 pts. for 2 Bite pow2, p+s 8 -Trip: Small base models hit by this attack are knocked down. Pathfinder Take Down Models hit by melee attack from this model lose tough for the attack. Models boxed by this model are removed from play. Sniff 'em Out - Enemy models within 5" of a War Dog model lose Stealth. Gang When making a melee attack targeting an enemy model in melee range of another model in this unit, this model gains +2 to melee attack and melee damage rolls. Using War Dogs: Upon first glance, war dogs are certainly underwhelming. But another look reveals that they're just basic, but still brutal. At 1.5 pts a piece, they are significantly cheaper than other knockdown options. They have the speed to get ahead of your troops and cause havoc, setting up charges or easy ranged shots. Having gang means that even hard to hit models are probably tasting mud. Their best ability however, is Sniff 'em Out. Just by being within 5", all models lose stealth. That means they can run 14" through terrain and still tag a model that was originally 19" away! Plus, consider that you're effectively centering a 10" non-stealth aoe on them, and give that they're as far apart as they can be, you'll have a 19" line where everything loses stealth (5" from the left, 7" between, 5" to the right, and a couple inches for the bases)

  • Specters There is no defining Specters. They are not a well-known unit or tactical team. They are not organized, not hired, and answer to no one. They are the spirits of the long dead, and those haunted by them. They are the resistance embodied, and vengeance given flesh. Specters are faceless, anonymous, shadows in the dark. They are an urban legend, told around campfires and in prison blocks. Certain signals are known to few individuals. A black curtain drawn in a window, a strip of purple cloth around a lamp post, crate of apples knocked on its side in an alley. Those who know these signals know only one other thing: where to meet. At that destination, they gather already obscured by masks or hoods. No members identity is known to the others. There, instructions are already waiting. Assassinations, slaughters, flank attacks, or terrorist actions are detailed and planned. That very night, they strike. What each member uses as their weapon is their own choosing. Some have fine stilettos that would fetch a high price or land them in a gulag. Others use shivs, made from broken shards of glass or a broken bottle. Poison is hard to come by on the street, but any number of substances react badly when forced into the body. Lantern oil is easily available and sure to cause substantial damage. Regardless of how they arrive, how theyre bedecked, and who they are, Specters are a terror to all of Llaels enemies. They are swift, silent, and leap from shadows. Those who die by their hands never even know theyre under attack. Specters Llaelese Resistance unit Spd 7, Str 5, Mat 6, Rat 5, Def 15, Arm 12, Cmd 8 5pts for 6, FA:1 Assassin's Blade pow 4, p+s 9 -Poison Stealth Shadow Play If a model in this unit damages one or more enemy models with a melee attack during its combat action, at the end of its combat action, you can place one model in this unit in formation 1 away from another model in this unit. Prey After deployment, but before the first players turn, choose an enemy model/unit to be this units prey. Each model in this unit beginning its activation within 10 of the prey gains +2 movement that activation. Models in this unit gain +2 to attack and damage rolls against the prey. When the prey is destroyed or removed from play, choose another model/unit as prey. Using Specters: Specters are a fun unit capable of more mobility than anything else in the game. Consider that they're speed 7, and shadow play means that after a model in the unit damages a target, another model in the unit may be placed anywhere within 1" of any other model in the unit. Given solid rolls, this unit can make it across the board in a turn and still kill things on the way. It's tricky to figure out the first time, but boy is it fun. They fall short in raw stats, but they have abilities to help them. Poison adds another die to damage on living targets, and prey will have them hitting just about everything they call as targets.

  • Crucible Guard The trained guard of The Golden Crucible is a legendary force of power. Beholden to no nation and constantly supplied with some of the greatest fire arm and alchemical technology, they are equals to even the best Cygnar has to offer. They are the greatest professionals money can buy and trained relentlessly. These are not those guards though. After the fall of Leryn, The Thunderhead Fortress, the center of The Golden Crucibles power, was compromised. Only a few made it out of the Fortress before it was completely locked down, and since then only a small trickle have been smuggled out. These men now stand with the Resistance, using slightly outdated but still exceedingly powerful weapons against any incursion against Llael. Crucible Guard (Collaboration with Madadh and Slamsgiving) Llaellese Resistance Unit SPD 5 STR 6 MAT 6 RAT 7 DEF 12 ARM 16 CMD 9 7pts for 6, 11pts for 10, FA:2 Crucible Rifle RNG: 10, ROF: 2, AOE: -, POW: 13 -Beat Back After a model is hit by an attack with this weapon, push it 1 directly away from this model. This model may advance 1. Trench Sword POW: 3, P+S: 9 Alchemical Mask: Ignore gas & cloud effects Defensive Line While in B2B with another model in this unit, this model gains +2 Arm. Dual Shot This model may make two ranged attacks each turn. Immunity: Corrosion & Fire

  • Solos Fynch d'Lamynse A former member of the High Royal Guard, Fynch d'Lamynse stands as a paragon of arcane arts and gun play. If there was ever a leader among the Amethyst Rose Gun Mages, it would have been him. In point of fact, a large cadre of them still defer to him as their commander. Aside from corralling any available gun mages into service, Fynch is also the right hand man of non-other than Ashlynn d'Elyse. He defended the king beside her father, though he was very young back then. He brings a depth of experience and a voice of wisdom to The Marshal's camp, as well as ensuring her troops are up to par.

  • Fynch d'Lamynse Amethyst Rose Gun Mage Character Solo SPD 6, STR 6, MAT 5, RAT 8, DEF 16, ARM 13, CMD 9 Life 5, FA:C Pts 3 Decatur (Magelock Pistol) RNG:10, ROF:1, AOE -, POW:10 Commander Bushwack Gun Figther - If engaging, this model may make a ranged attack against the engaged model. Anatomical Precision - Quick Draw - Elite Cadre [Amethyst Rose Gun Mages]: Models of the selected type in this army gain Quick Draw. Rune Bullets: Each time Fynch makes an attack roll with Magelock Pistol, choose one of the following. -Ricochet: After this model hits the target, select another target within 4" of the original. Make a secondary attack against that target with the original target as the origin. -Hellfire Bullet: Models hit are set on fire. -Phantom Seeker: -Mage Bane: This model gains Arcane Assassin for this attack. Using Fynch d'Lamynse: For 3 points, Fynch takes a unit of Amethyst Rose over the top. Now not only are they each putting out truly massive amounts of fire power before running away, they're deflecting ranged attacks against them. This means your opponent will have to work extra hard to kill one of the army's most elite units. Fynch himself brings a couple of subtle but key qualities to the table. Commander is a much needed ability in this army, since the average cmd is 7. Sniper lets you put damage exactly where it's needed, and Hellfire Bullet has the potential to continually damage those tougher models.

  • Akina Barakovna Akina is a native daughter of New Umbrey. It is a duchy in Laedry that has been historically contested between Khador and Llael for centuries. In times past, to say border skirmishes happened in New Umbrey frequently would be a massive understatement. Though it is a mining duchy, the earth is littered with more bones and wrecked jack carcasses than any ore. Centuries of battles have ingrained a passionate hatred for Khador in the New Umbreans. Reclaiming this land was one of the key justifications for Khador to invade, and as the first land taken, they were brutal. Examples needed to be made immediately, and New Umbrey was the place for it to happen. Dissidents were butchered, hung, burned alive, and more. This, beyond anything, has endured The Resistance to Akina's heart. In times past, she was part of the High Royal Guard. The burning and sacking of her home land has crushed her. She has lost everything and everyone she held dear, and now she fights only for vengeance. Akina Barakovna Llaelese Character Solo SPD6, STR 5, MAT 5, RAT 5, DEF 15, ARM 11, CMD 9 Life 5, FA:C 4 points Arkantrik Staff POW: 4, P+S: 9 Winds of the North SPR 8", POW: 12 -Critical: Freeze Ambush - You can choose not to deploy this unit at the start of the Game. If it is not deployed normally, you can put it into play at the end of any of your Control Phases after your first turn. When you do, Choose any table edge except the back of your opponent's deployment zone. Place this unit in formation within 3 of the chosen table edge. Set up: Before armies are deployed, select one friendly faction unit. That unit gains Ambush. Akina must be deployed at the same time as that unit. Magic Ability [8] -Shadows: Target friendly faction unit within 5" gains Stealth. Akina also gains stealth. -Misfortune: Target model/unit within 8" rolls one extra die on attack rolls. Discard the highest die. -Double Time: Target friendly faction unit within 5" gains Reform. Akina also gains Reform. Using Akina Barakovna: A grand master of making your army hit and run, Akina Barakovna is a monster. Choose a unit to deploy late game behind enemy lines or at a strategic position, give them stealth, move them faster, or make it harder for the enemy to retaliate. She is a tool box of guerrilla warfare! Keep Wind of the North in mind! With a significant lack of AOEs to choose from, and nearly no spray templates even available, it's a great way to get rid of infantry quickly. That being said, she'll generally have better things to do.

  • Bain di la Glaeys Bain is a patriot, loyal only to the crown. When the crown cracked, so did he. A member of the High Royal Guard, Bain insists that the order still exists and its members are still tasked with finding a new king. In the meantime, he is hellbent on dethroning the impostor Prime Minister who bastardizes the entire monarchy. Bain's true goal is to restore Llael to its historical might, a center of magical and alchemical achievement, political innovation, and social prosperity. In times of peace, he sat by while the society slowly ate away at itself, hoping that the king would bring them into a new era. No more will he sit idly by. By blood or by virtue, he will find and protect the New King of Llael. Bain di la Glaeys Llaelese Character Solo SPD 6, STR 5, MAT 5, RAT 8, DEF 16, ARM 14, CMD 9 Life 5, FA:C 3 pts Hand Cannon x 2 RNG: 12, ROF: 1, AOE-, POW: 12 Tough Gunfighter Black Penny Assist - Bain gains an extra die on damage rolls vs. models that are engaged Swift Hunter - After killing a model with a ranged strike, this model may move 2". Ruination - After armies are deployed but before the first turn, place one 150mm wreck marker per 25 pts in your army anywhere on the field that is not in your opponent's deployment zone. Using Bain di la Glaeys: Bain is fairly straight forward. As a support solo, he can get critical models unengaged before their activation, or get the job done after they've wiffed a couple of rolls before running to the next spot that needs help. Offensively, he's not as spectacular as Holt, but can give himself a bonus to damage on a charge since the enemy that he's attacking is in fact engaged. Ruination is an oddball mini tier benefit, basically taking your opponent's plans and turning them into tears. Watch their reaction as you place large swaths of difficult terrain right in front of their non pathfinder models.

  • Merryl Lorrys Merryl Lorrys was a mercenary once. A simple soldier of fortune, selling her sword to the highest bidder. Things changed when Khador started flexing its muscles. A native Nyss, she was always at odds with her own culture. An outcast and a rebel through her whole life, she never harbored much love for her homeland. Now, with Khador on the move, it's only a matter of time before they start eradicating the native elves of the north, and this thought deeply troubles her. It's only after something is threatened that you know how much it truly means to you. Merryl sees the Llaelese resistance as the best way to halt Khadoran advances in the north. Whether fighting for Ryn, Menites, Dwarfs or even beside Iosans, every Khadoran she slays is one more that wont set foot on her ancestral home. Merryl Lorrys SPD 7, STR 5, MAT 7, RAT 5, DEF16, ARM 14, CMD 8 5 life, FA:C 2 points. Nyss Claymore pow 5, p+s 10 -Weapon Master Parry This model cannot be targeted with free strikes. Sprint At the end of this models activation, if it destroyed one or more enemy models with melee attacks this activation, it may make a full advance. Rapid strike When this model makes a melee attack as its initial combat action, it can make a second melee attack for free. Using Merryl Lorrys: Admittedly an excuse to get Benoir d'Elyse into the game, Merryl is none the less a great asset to any army. She is self sufficient, brutal, and quick. At effectively def/arm 16/16, most things are going to struggle to hit her. With sprint, you can charge 10", slice twice, and run 7" away without free strikes. She works great as an elite troop, or as a flanking dervish.

  • Punchello, Gobber Clown There was once a king of Llael, though that was too long ago to remember now. The king had a jester, a well known Gobber named Punchello. It was said that the only thing the king liked more than fine Rynnish wine was a fine Rynnish comedy, and Punchello wrote the best. The only love stronger than the kings was the love of Punchello to his king. Truly one of the most devoted servants, Punchello was enamored. When the king died, he was crushed. His heart was cleaved in two and the pieces never recovered. His plays, the few he wrote after, were tragedies that would make The Butcher of Khardov cry. He was quickly disposed of and thrown in the streets. When Khador invaded, Punchello's mind snapped. The final straw was seeing the great works his king had made, the lands he'd ruled over, the people he'd ignored... all burned. Insane beyond reckoning, Punchello fashioned a scepter from wood and stone and went about a mad rampage, slaying anyone who dared defile even a single Llaelese stone. No one knows when Punchello will show up. He is not part of any regulated regiment. He simply appears in a frenzy, throwing a flurry of wild blows and horrific insults before being beaten to near death. Every battle he participates in he is almost certain to die from. And every battle he participates in, he walks away from, limping, missing a finger or an eye or an ear, bleeding out, but still alive. Punchello, Gobber Clown SPD 6, STR 4, MAT 6, RAT 5, DEF 15, ARM 12, CMD 8 5 life, FA:C 2 pts. Scepter of the King pow 4, P+s 8 Throwing knives rng 8, rof 2, aoe-, pow 2 -Snap Fire Anatomical precision -When this model's melee damage roll fails to exceed the ARM of the living model hit, the model suffers 1 damage. Berserk When this Model destroys one or more models with a melee attack during its combat action, immediately after the attack is resolved it must make an additiona melee attack against another model in its melee range. Overtake When this model destroys one or more enemy warrior models with a normal melee attack, after the attack is resolved this model can immediately advance up to 1 Ambush You can choose not to deploy this unit at the start of the Game. If it is not deployed normally, you can put it into play at the end of any of your Control Phases after your first turn. When you do, Choose any table edge except the back of your opponent's deployment zone. Place this unit in formation within 3 of the chosen table edge. Distracting - Models within 1" suffer -2 mat. Using Punchello: This guy is easily the greatest gamble you could take in an army that loves gambling. Anatomical precision means that no matter what damage you roll, most things are dying. Berserk and overtake mean he's going on a killing spree. It also means that killing spree could take out a significant number of your own troops. Be careful here.

  • Jude There is a legend, that in The Great Cathedral of Asc. Rowan in Merywyn, there is a bell ringer. Not just any bell ringer, a giant, grotesque, monstrosity of a beast. They say his name is Jude. Jude is a deformed and titanic orgun. He was placed at the steps of the Cathedral as a baby and raised within the church. Quiet and shy, he was never curious to see the outside world. When war came to Merywyn, the Cathedral was the only building in the whole city that came through unscathed. Jude took this as a sign. Looking out among the masses huddled in the pews and halls, he knew that he must defend the weak and helpless, as Asc. Rowan would. Without a word, Jude left and never looked back. Jude uses his massive size and strength to overpower all but the strongest of opponents. He immediately comes to the aid of injured allies, beating back wave after wave while they are rescued. Jude SPD 6, STR 11, MAT 6, RAT 4, DEF 14, ARM 15, CMD 6 Medium base Life: 8, FA:C 3 points 2x Open fist POW: 2, P+S: 13 -Grab n' Smash Morrowan Tough Titanic - Jude may make power attacks. He may target models of larger base size as if he was that base size. Defend the Weak - Once per turn, after a friendly living model is damaged, Jude may make an immediate advance directly toward that friendly model. Using Jude Jude is a big puppy. And a cheap freebooter. As another Morrowan, he can help your other priests out (like gallant and constance). His ability to grab n' smash is outstanding for 3 points, and access to (admittedly weak) power attacks can be helpful in the right situation. He can also reposition towards those units that need support.

  • Militia Sniper With Widowmakers being a mainstay of the Khadoran occupation forces, a number of longer ranged rifles have fallen into Resistance hands. In addition, The Order of the Golden Crucible once boasted one of the finest rifle corps in Immoren. Whether professional soldier or simply a crack shot with a pilfered rifle, the militia snipers an an incalculable force, firing crack shots from the windows and rooftops of ruined cities. Militia Sniper SPD 6, STR 4, MAT 5, RAT 7, DEF13, ARM 12, CMD 7 Life: 5, FA: 2 2 pts Repeating Long Gun RNG: 14, ROF: 2, AOE -, POW: 10 Rapier POW: 3, P+S: 7 -Critical Brutal Unseen Assassin: When this model destroys an enemy model with a normal ranged attack, non-fearless models within 3" of the boxed model must immediately make a command check or flee. Advance Deploy Dual Shot Prowl Sniper Using Milita Snipers: Essentially taking the place of Long Gunners in The Resistance forces, a militia sniper brings to the table a number of advantages as a solo. First, this guy's got bushwack, letting you pop off both shots before repositioning. Second, he's got prowl, meaning if you're behind any sort of concealment you get stealth. Probably just as well, because his defense is not amazing. Get familiar with fear, because this guy is making it happen. Using psychology is one of the best things a weak army can do, and he does it well.

  • Jacques Lumier Jacques was once a famed duellist. It was said he was the greatest in the land, and that no man could beat him with sword, pen, or tongue. His wit was as sharp as his blade, and both his duels and his monologues would keep lookers on in suspense for hours. When the invasion came, he lost everything. His wife was brutally murdered in front of him and his estate burned down. Now, he fights only to protect. His life is worthless and he craves death, wishing only to save as many innocents as he can, that no one else suffers the terrible agony he lives with every day. Jacques Lumier Llaelese Character Unit Attachment Spd 6, Str 7, mat 7, rat 6, def 16, arm 15, cmd 8 Life 5, FA:C 2 pts Rapier pow 3, p+s 10 -Critical Brutal Fearless Duelist Riposte Attachment [Llaelese Militia, or Llaelese Skirmishers] - Jacques may be added to Llaelese Militia of Llaelese Skirmisher units. If the unit has Bushwack or Ambush, Jacques gains it. Coupe - After an enemy model targets a model in this unit within 2" of Jacques with a melee attack, you may redirect the attack to Jacques. Using Jacques Lumier: A minor guard dog for the less elite units, Jacques is a bit of a speed bump for your opponent to get through. While he only covers a total of about 5", a lot of the attacks targeting anything in that area will result in the attacker being taken out of commission. He's not incredibly tough though, as duelists tend to be. Once a blow lands on him, expect him to be taken out.

  • Llaelese Minor Warcaster Slightly changed from NQ. Llael has not had a significant army in a very long time. For years, anyone who had warcaster potential was better off hiring themselves out to the highest bidder rather be put on minor patrol duties or guarding merchant shipments. Those that worked for the crown were generally poorly trained and of no significant talent. That being said, when war broke out, each of these ill taught novices became a rare asset to The Resistance. Llaelese Minor Warcaster Llaelese Journeyman Warcaster Spd 6, str 6, mat 6, rat 6, def 14, arm 14, cmd 9 Life: 5, Foc: 4 3 points, FA: 1 Hand Cannon Rng 12, rof 1, aoe -, pow 12 Mechanika Rapier pow 3, p+s 9 -Magic, Critical Brutal Journeyman Warcaster Parry Spells: Fortune Chain Blast Quicken Using Llaelese Minor Warcasters: Lets start with the stats. His offensive stats are about average, with his defensive stats being sub par. His Cmd is high though, and should be used. His power field gives him higher hit points in a generally squishy army, and his focus is a major boon to this army. His weapons are standard, and Parry lets him get out of sticky situations if he survives long enough. His spells really let him shine though. With most units having some sort of critical effect or generally poor mat, Fortune lets them reroll for hits and crits. Chain blast lays the hurt on infantry, but the real kicker is Quicken on a stick, making an already mobile army that much more blitzy. Well worth his 3 points. The only problem is using your focus efficiently, since you will definitely not have enough to do everything you want to.

  • Militia Sabatuer Spd 6, Str 5 , rat 6, mat 4, def 14, arm 12, cmd 8 2 pts., Life: 5, FA: 3 Rifle rng 10, rof 1, aoe -, pow 10 Grenade rng 6, rof 1, aoe 4, pow 12 -arcing fire, knock down, cumbersome Sword pow 3, p+s 8 Bushwack Set Trap* - Place a 4" aoe anywhere entirely within 6" of this model. Models entering or ending their activation within the AOE suffer a pow 12 damage roll and continuous fire. Traps last for one round. Last Resort - If this model is boxed, center a 4" aoe on it. All models in the Aoe suffer continuous fire and are knocked down. Using a Militia Sabatuer: The handler of explosive and AOEs in this army is certainly not a Golden Crucible knock off. Throwing around pipe bombs and molotovs, the grenadier is just going to make life hell for your opponent. Arcing fire lets you sit him behind the lines and huck bombs over walls. Taking three of these guys and setting traps in front of your front line has been a favorite tactic since their first game. Lastly, if things go really bad, he's bound to take a couple of models with him before he dies. Just make sure he's well out of reach of your own models first.

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