Fantoria Army Index
Posted: Sun Feb 06, 2011 12:46 pm
What will be a list of all my units and their stats, but for now it's just those I've taken pictures of and are on my computer. (some will have to be updated with newer pics, but it'll do for now)
Pembridge
Cavalry

There's three types of cavalry. Knights, Troopers and Scouts.

Knight
Skill: 1d6+1
Movement: 6"
Armour: 3d6
Armed with lances (Use: 4, Damage: 2d6), shields (Use: 2 Parry:1d6), swords (Use: 2, Damage: 1d6+1) and Horses.
Grey Knight
Skill: 1d6+1
Movement: 6"
Armour: 3d6
Armed with lance (Use: 4, Damage: 2d6), shield (Use: 2 Parry:1d6), sword (Use: 2, Damage: 1d6+1) and Horse.
Special: Leadership, Cavalry Comander: Adds 1d6 bonus to charge attacks. (Use: 4), One turn cool down.

Trooper
Skill: 1d6
Movement: 5"
Armour: 5
Armed with lances (Use: 4, Damage: 2d6), shields (Use: 2 Parry:1d6), swords (Use: 2, Damage: 1d6+1) and Horses.
Officer
Skill: 1d6+1
Movement: 5"
Armour: 8
Armed with lance (Use: 4, Damage: 2d6), shield (Use: 2 Parry:1d6), sword (Use: 2, Damage: 1d6+1) and Horse.
Special: Leadership

Scout
Skill: 1d6+1
Movement: 6"
Armour: 4
Armed with lances (Use: 4, Damage: 2d6), shields (Use: 2 Parry:1d6), swords (Use: 2, Damage: 1d6), Carbines (Use: 4 Damage: 2d6) and Horses.
Officer
Skill: 1d6+1
Movement: 6"
Armour: 5
Armed with lance (Use: 4, Damage: 2d6), shield (Use: 2 Parry:1d6), sword (Use: 2, Damage: 1d6), Carbine (Use: 4 Damage: 2d6) and Horse.
Special: Leadership
Sailers

Sailer
Skill: 1d6
Movement: 5"
Armour: 4
Captain
Skill: 1d6+1
Movement: 5"
Armour: 6
Special: Leadership
Both armed with Hand Axes/Cutlass (Use: 3, Damage: 1d6+1).
Special: Gutter Fighting: +1 to skill, armour and damage for one turn. (One turn cool down)
Also,
Water Mage
Skill: 1d6+1
Movement: 5"
Armour: 6
Armed with staff (Desparate messure, use: 3, Damage: 1d6-2).
Special: Water Magik: Water related spell feat.
Rangers

Ranger
Skill: 1d6
Movement: 5"
Armour: 4
Officer
Skill: 1d6+1
Movement: 5"
Armour: 6
Special: Leadership
Both armed with Bows (Use: 3, Damage: 1d6+1) and Swords (Use: 2, Damage: 1d6).
Guardsmen

Elite Infantry.
Guardsman
Skill: 1d6
Movement: 6"
Armour: 5
Officer
Skill: 1d6+1
Movement: 6"
Armour: 7
Special: Leadership
Special: Barced for impact: When another squad attacks the guardsmen, on the first turn of combat they can parry and counter, without pelenty.
Both armed with Sea Spears (Use 4, Damage 1d6+3) and Shields (Use 2, Parry: 1d6)
They also have a Water Mage.
Undead
Shades

The Shades, shadows carfted into men, they serve as elite infantry. (See the banner, you might notice it has Lucian's Evil Eye on it, and funny enough I'd never watched/read LoTR, when I first came up with it.
)
Shade
Skill: 1d6
Movement: 6"
Armour: 6
Armed with Cursed Blades (Use: 4, Damage: 1d6+3) and Shields (Use: 2, Parry: 1d6)
Un-holy Champion
Skill: 1d8
Movement: 6"
Armour: 10
Armed with Un-holy Blade (Use: 5, Damage: 1d6+4) and Shield (Use: 2, Parry: 1d6)
Special: Leadership
Special: Banner: +1 skill to whole squad.
Also,
Necro Shade
Skill: 1d6+1
Movement: 6"
Armour: 6
Armed with staff (Desparate messure, use: 3, Damage: 1d6-2).
Special: Necromancy: Necromancic spell feat.
War Chariot

Movement: 10"
Armour: 2d10
Side Blades: When moved past a squad, it deals 1d6+2 damage to those on that side.
Spikes: Charge only, Use: 4, 4d6 damage.
Driven by,

Blood Daemon,
Skill: 1d8
Movement: 6"
Armour: 10
Armed with Fire sword (Use: 4, Damage: 2d6+3) and Shield (Use: 2, Parry 1d6, Spike: 1d6 damage to attacker)
Special: Blood Reborn: If a foe is killed within 1" of the fallen Deamon, it can raise on 3+.
Skeleton Archer
Skill: 1d6
Movement: 5"
Armour: 4 (-1 to ranged attacker's skill)
Armed with Crossbow (Use: 3, Damage: 1d6+1)
Also showen is,
Zombie Asassin
Skill: 1d8
Movement: 6"
Armour: 6
Armed with Sword (Use: 3, Damage: 1d6+2) and Cursed Knife (Use: 3, Damage: 1d6+2)
Special: Asassin: Stealth (Moving unseen) and Backstab (Foe has no chance to block or parry), Last Thrust: When a foe passes the fallen asassin, it can make one attack, before dying properly.
Skeletons

Plain old rasied undead.
Skeleton
Skill: 1d6
Movement: 5"
Armour: 4 (-1 to ranged attacker's skill)
Armed with Pole-arms (Use: 3 Damage: 1d6+2)
Officer
Skill: 1d6+1
Movement: 5"
Armour: 5 (-1 to ranged attacker's skill)
Armed with Mace (Use: 3 Damage: 1d6+1, Block breaker (Can't be parried))
They also have a Nerco Shade.
Minor Deamons

Minor Daemon
Skill: 1d6
Movement: 5"
Armour: 4
Armed with Crafted fire (Use: 3, Damage: 1d6+1) and Claws (Use: 2, Damage: 1d6)
Major Daemon
Skill: 1d6+1
Movement: 5"
Armour: 5
Armed with Crafted fire (Use: 3, Damage: 1d6+1) and Claws (Use: 2, Damage: 1d6)
Daemonic Medic
Skill: 1d6+1
Movement: 5"
Armour: 5
Special: Daemonic Medic: Can raise fallen Daemon units.
Witch

Corupt Women, skilled in the Dark Magik.
Skill: 1d6+1
Movement: 6" (Can be upgraded to 10" when on Broomstick)
Armour: 2d6
Special: Dark Magik: Control of the darkest art Spell feats, Witch: Will return to life after death on 3+, unless killed by fire.)
Ghost

Skill: 1d6+1
Movement: 7"
Armour: 2d6 (-1 to attacker's skill)
Armed with Echanted Spear (Use:4 Damage: 2d6)
Zelziekaza

The Daemon Lord, skilled in many arts...
Skill: 1d8 (2 actions)
Armour: 3d10 (3HP)
Move: 10" (flying)
Weapons:
Hand Blades: Use:3 Damage:2d6+2
Scythes: Use:4 Damage:4d6
Wings: Use:2 Knockdown only (disrupts d6 enemys)
Fireball: Use:3 Damage:2d6 (Fire damage)
Mr. Munchy

Skill: 1d6
Movement: 6"
Armour: 2d10 (3HP)
Attacks:
Punch: Use: 3 Damage: 1d10
Swipe: Use: 3 Damage: 1d6+2 (disrupts 1d6 enemys)
BodySlam; Use: 5 Damage: 2d10 (disrupts 1d6 enemys)
and
Grab 'n eat: roll 1d6
1: failed
2: 1 dead enemy
3: 1 disrupted enemy
4: 1 enemy
5: 2 dead or disrupted enemys
6: 2 enemys
Dwarves
Bezerkers

Bezerker
Skill: 1d6
Armour: 6
Movement: 6
Armed with Hammers (Use:4 Damage:1d6+2) or Duel axes (Use:2 Damage: 1d6)
Champion
Skill: 1d8
Armour: 8
Movement: 6
Armed with Great Hammer (Use:5 Damage:3d6)
Special: Beserk rage: For one turn they gain a + 1 mod to all rolls, this has a one turn cool down, Banner: +1 mod to all rolls, Dwarf strenght: While wielding a single weapon dwarves gain a +1 damage mod.
They're useally seen with,
Dwarf Warriors

Dwarf
Skill: 1d6
Armour: 5
Movement: 5
Armed with Axes (Use:2 Damage:1d6), Big shields (Use: 2 Damage: 1d10 parry, shield wall*)
*All units behind the dwarf cannot be attacked until they bypass or kill the wielder.
Special: Dwarf strenght: While wielding a single weapon dwarves gain a +1 damage mod. (Even though this can't aply while they're using their shields...)
Dwarf Mech

Armour: 3d10 (2SP)
Movement: 6
Skill:1d10
Weapons:
Claw: Use: 5, Damage: 3d6
Shield: Use: 3, 3d6 parry
Dwarven Cataplut

Armour: 3d10
Use: 3
Damage: 2d10
Movement: 10"
One action to reload, one to fire. (With a crew of two that's every turn.)
And now for something un dwarf but close.
Titan

Armour: 4d10 (3HP)
Move: 10
Skill: 1d10 (Hero)(2 actions)
Weapons:
Titan Sword: Use:4, Damage:3d6
Shield: Use:3, 3d6 parry
Trollz
First, all Trollz can weild any combination of wepons, Two Two-handed weapons, a Two-handed weapon and shield, etc.
SpearBoyz

Skill: 1d6
Armour: 6 (-1 if attacker is ranged)
Movement: 5
Armed with Spears (Use: 3, Damage: 1d6+1) and shields (Use: 2 Parry: 1d6).
Special: Troll
Officer
Skill: 1d8
Armour: 10 (-1 if attacker is ranged)
Movement: 5
Armed with Spear (Use: 3, Damage: 1d6+1) and shield (Use: 2 Parry: 1d6).
Bezerkerz

Skill: 1d6
Armour: 5 (-1 if attacker is ranged)
Movement: 6
Armed with Klawz (Use: 2, Damage: 1d6+1).
Special: Troll
Officer
Skill: 1d8
Armour: 7 (-1 if attacker is ranged)
Movement: 6
Armed with Klawz (Use: 2, Damage: 1d6+1).
Special: Troll
Orge

Skill: 1d6
Armour: 2d10
Movement: 6"
Armed with Club (Use: 3, Damage: 3d6) and Shield (Use: 2, Damage: 1d10).
Awesomeosaurus

Skill: 1d6
Armour: 3d10
Movement: 10"
Armed with Horns (Use: 3, Damage: 3d6) and Spiked Tail (Use: 2, Damage: 2d6).
On top there's a group of spear chucking Goblins.
Goblin
Skill: 1d6
Armour: 5
Movement: 5"
Armed with Javlins (Use: 3, Damage: 1d6+2) and some other melee weapons (3) Clubs/Sword (Use: 2, Damage: 1d6+1).
Two extra units:
Shamon
Skill: 1d6+1
Armour: 1d6+2
Movement: 6"
Special: Shamon Magik: Shamon spell feats
Captain
Skill: 1d8
Armour: 10
Movement: 6"
Special: Troll
Pembridge
Cavalry

There's three types of cavalry. Knights, Troopers and Scouts.

Knight
Skill: 1d6+1
Movement: 6"
Armour: 3d6
Armed with lances (Use: 4, Damage: 2d6), shields (Use: 2 Parry:1d6), swords (Use: 2, Damage: 1d6+1) and Horses.
Grey Knight
Skill: 1d6+1
Movement: 6"
Armour: 3d6
Armed with lance (Use: 4, Damage: 2d6), shield (Use: 2 Parry:1d6), sword (Use: 2, Damage: 1d6+1) and Horse.
Special: Leadership, Cavalry Comander: Adds 1d6 bonus to charge attacks. (Use: 4), One turn cool down.

Trooper
Skill: 1d6
Movement: 5"
Armour: 5
Armed with lances (Use: 4, Damage: 2d6), shields (Use: 2 Parry:1d6), swords (Use: 2, Damage: 1d6+1) and Horses.
Officer
Skill: 1d6+1
Movement: 5"
Armour: 8
Armed with lance (Use: 4, Damage: 2d6), shield (Use: 2 Parry:1d6), sword (Use: 2, Damage: 1d6+1) and Horse.
Special: Leadership

Scout
Skill: 1d6+1
Movement: 6"
Armour: 4
Armed with lances (Use: 4, Damage: 2d6), shields (Use: 2 Parry:1d6), swords (Use: 2, Damage: 1d6), Carbines (Use: 4 Damage: 2d6) and Horses.
Officer
Skill: 1d6+1
Movement: 6"
Armour: 5
Armed with lance (Use: 4, Damage: 2d6), shield (Use: 2 Parry:1d6), sword (Use: 2, Damage: 1d6), Carbine (Use: 4 Damage: 2d6) and Horse.
Special: Leadership
Sailers

Sailer
Skill: 1d6
Movement: 5"
Armour: 4
Captain
Skill: 1d6+1
Movement: 5"
Armour: 6
Special: Leadership
Both armed with Hand Axes/Cutlass (Use: 3, Damage: 1d6+1).
Special: Gutter Fighting: +1 to skill, armour and damage for one turn. (One turn cool down)
Also,
Water Mage
Skill: 1d6+1
Movement: 5"
Armour: 6
Armed with staff (Desparate messure, use: 3, Damage: 1d6-2).
Special: Water Magik: Water related spell feat.
Rangers

Ranger
Skill: 1d6
Movement: 5"
Armour: 4
Officer
Skill: 1d6+1
Movement: 5"
Armour: 6
Special: Leadership
Both armed with Bows (Use: 3, Damage: 1d6+1) and Swords (Use: 2, Damage: 1d6).
Guardsmen

Elite Infantry.
Guardsman
Skill: 1d6
Movement: 6"
Armour: 5
Officer
Skill: 1d6+1
Movement: 6"
Armour: 7
Special: Leadership
Special: Barced for impact: When another squad attacks the guardsmen, on the first turn of combat they can parry and counter, without pelenty.
Both armed with Sea Spears (Use 4, Damage 1d6+3) and Shields (Use 2, Parry: 1d6)
They also have a Water Mage.
Undead
Shades

The Shades, shadows carfted into men, they serve as elite infantry. (See the banner, you might notice it has Lucian's Evil Eye on it, and funny enough I'd never watched/read LoTR, when I first came up with it.
Shade
Skill: 1d6
Movement: 6"
Armour: 6
Armed with Cursed Blades (Use: 4, Damage: 1d6+3) and Shields (Use: 2, Parry: 1d6)
Un-holy Champion
Skill: 1d8
Movement: 6"
Armour: 10
Armed with Un-holy Blade (Use: 5, Damage: 1d6+4) and Shield (Use: 2, Parry: 1d6)
Special: Leadership
Special: Banner: +1 skill to whole squad.
Also,
Necro Shade
Skill: 1d6+1
Movement: 6"
Armour: 6
Armed with staff (Desparate messure, use: 3, Damage: 1d6-2).
Special: Necromancy: Necromancic spell feat.
War Chariot

Movement: 10"
Armour: 2d10
Side Blades: When moved past a squad, it deals 1d6+2 damage to those on that side.
Spikes: Charge only, Use: 4, 4d6 damage.
Driven by,

Blood Daemon,
Skill: 1d8
Movement: 6"
Armour: 10
Armed with Fire sword (Use: 4, Damage: 2d6+3) and Shield (Use: 2, Parry 1d6, Spike: 1d6 damage to attacker)
Special: Blood Reborn: If a foe is killed within 1" of the fallen Deamon, it can raise on 3+.
Skeleton Archer
Skill: 1d6
Movement: 5"
Armour: 4 (-1 to ranged attacker's skill)
Armed with Crossbow (Use: 3, Damage: 1d6+1)
Also showen is,
Zombie Asassin
Skill: 1d8
Movement: 6"
Armour: 6
Armed with Sword (Use: 3, Damage: 1d6+2) and Cursed Knife (Use: 3, Damage: 1d6+2)
Special: Asassin: Stealth (Moving unseen) and Backstab (Foe has no chance to block or parry), Last Thrust: When a foe passes the fallen asassin, it can make one attack, before dying properly.
Skeletons

Plain old rasied undead.
Skeleton
Skill: 1d6
Movement: 5"
Armour: 4 (-1 to ranged attacker's skill)
Armed with Pole-arms (Use: 3 Damage: 1d6+2)
Officer
Skill: 1d6+1
Movement: 5"
Armour: 5 (-1 to ranged attacker's skill)
Armed with Mace (Use: 3 Damage: 1d6+1, Block breaker (Can't be parried))
They also have a Nerco Shade.
Minor Deamons

Minor Daemon
Skill: 1d6
Movement: 5"
Armour: 4
Armed with Crafted fire (Use: 3, Damage: 1d6+1) and Claws (Use: 2, Damage: 1d6)
Major Daemon
Skill: 1d6+1
Movement: 5"
Armour: 5
Armed with Crafted fire (Use: 3, Damage: 1d6+1) and Claws (Use: 2, Damage: 1d6)
Daemonic Medic
Skill: 1d6+1
Movement: 5"
Armour: 5
Special: Daemonic Medic: Can raise fallen Daemon units.
Witch

Corupt Women, skilled in the Dark Magik.
Skill: 1d6+1
Movement: 6" (Can be upgraded to 10" when on Broomstick)
Armour: 2d6
Special: Dark Magik: Control of the darkest art Spell feats, Witch: Will return to life after death on 3+, unless killed by fire.)
Ghost

Skill: 1d6+1
Movement: 7"
Armour: 2d6 (-1 to attacker's skill)
Armed with Echanted Spear (Use:4 Damage: 2d6)
Zelziekaza

The Daemon Lord, skilled in many arts...
Skill: 1d8 (2 actions)
Armour: 3d10 (3HP)
Move: 10" (flying)
Weapons:
Hand Blades: Use:3 Damage:2d6+2
Scythes: Use:4 Damage:4d6
Wings: Use:2 Knockdown only (disrupts d6 enemys)
Fireball: Use:3 Damage:2d6 (Fire damage)
Mr. Munchy

Skill: 1d6
Movement: 6"
Armour: 2d10 (3HP)
Attacks:
Punch: Use: 3 Damage: 1d10
Swipe: Use: 3 Damage: 1d6+2 (disrupts 1d6 enemys)
BodySlam; Use: 5 Damage: 2d10 (disrupts 1d6 enemys)
and
Grab 'n eat: roll 1d6
1: failed
2: 1 dead enemy
3: 1 disrupted enemy
4: 1 enemy
5: 2 dead or disrupted enemys
6: 2 enemys
Dwarves
Bezerkers

Bezerker
Skill: 1d6
Armour: 6
Movement: 6
Armed with Hammers (Use:4 Damage:1d6+2) or Duel axes (Use:2 Damage: 1d6)
Champion
Skill: 1d8
Armour: 8
Movement: 6
Armed with Great Hammer (Use:5 Damage:3d6)
Special: Beserk rage: For one turn they gain a + 1 mod to all rolls, this has a one turn cool down, Banner: +1 mod to all rolls, Dwarf strenght: While wielding a single weapon dwarves gain a +1 damage mod.
They're useally seen with,
Dwarf Warriors

Dwarf
Skill: 1d6
Armour: 5
Movement: 5
Armed with Axes (Use:2 Damage:1d6), Big shields (Use: 2 Damage: 1d10 parry, shield wall*)
*All units behind the dwarf cannot be attacked until they bypass or kill the wielder.
Special: Dwarf strenght: While wielding a single weapon dwarves gain a +1 damage mod. (Even though this can't aply while they're using their shields...)
Dwarf Mech

Armour: 3d10 (2SP)
Movement: 6
Skill:1d10
Weapons:
Claw: Use: 5, Damage: 3d6
Shield: Use: 3, 3d6 parry
Dwarven Cataplut

Armour: 3d10
Use: 3
Damage: 2d10
Movement: 10"
One action to reload, one to fire. (With a crew of two that's every turn.)
And now for something un dwarf but close.
Titan

Armour: 4d10 (3HP)
Move: 10
Skill: 1d10 (Hero)(2 actions)
Weapons:
Titan Sword: Use:4, Damage:3d6
Shield: Use:3, 3d6 parry
Trollz
First, all Trollz can weild any combination of wepons, Two Two-handed weapons, a Two-handed weapon and shield, etc.
SpearBoyz

Skill: 1d6
Armour: 6 (-1 if attacker is ranged)
Movement: 5
Armed with Spears (Use: 3, Damage: 1d6+1) and shields (Use: 2 Parry: 1d6).
Special: Troll
Officer
Skill: 1d8
Armour: 10 (-1 if attacker is ranged)
Movement: 5
Armed with Spear (Use: 3, Damage: 1d6+1) and shield (Use: 2 Parry: 1d6).
Bezerkerz

Skill: 1d6
Armour: 5 (-1 if attacker is ranged)
Movement: 6
Armed with Klawz (Use: 2, Damage: 1d6+1).
Special: Troll
Officer
Skill: 1d8
Armour: 7 (-1 if attacker is ranged)
Movement: 6
Armed with Klawz (Use: 2, Damage: 1d6+1).
Special: Troll
Orge

Skill: 1d6
Armour: 2d10
Movement: 6"
Armed with Club (Use: 3, Damage: 3d6) and Shield (Use: 2, Damage: 1d10).
Awesomeosaurus

Skill: 1d6
Armour: 3d10
Movement: 10"
Armed with Horns (Use: 3, Damage: 3d6) and Spiked Tail (Use: 2, Damage: 2d6).
On top there's a group of spear chucking Goblins.
Goblin
Skill: 1d6
Armour: 5
Movement: 5"
Armed with Javlins (Use: 3, Damage: 1d6+2) and some other melee weapons (3) Clubs/Sword (Use: 2, Damage: 1d6+1).
Two extra units:
Shamon
Skill: 1d6+1
Armour: 1d6+2
Movement: 6"
Special: Shamon Magik: Shamon spell feats
Captain
Skill: 1d8
Armour: 10
Movement: 6"
Special: Troll