Encyclopedia Medivo, 5th Edition
Posted: Tue Jan 28, 2014 5:56 pm
I'm revising my homebrew armylist yet again (mostly wording but some units and mechanics will be getting tweaked) and I thought I might as well share it!
For reference, you can check the '4th edition' through the link in my sig to compare changes.
I'm interested in constructive feedback and proofreading as well (I tend to have a blindspot for my errors and most of you are native speakers).
Once I'm done with all the reworking, I will probably end up posting a general changes list to make it easier to see what has been altered.
To start things off, I'll begin with Imperial infantry and cavalry units (warning: mass amount of text incoming)
Workers
Ever-vigilant, these craftsmen help the Imperial army in times of war by building fortifications and repairing broken equipment. They are rather weak in combat and as such are better suited for support.
Stats:
Worker:
1d6-1 skill
5 inch movement
1d6-2 armor
Armed with simple tools (use rate 3, 1d6 damage, close combat).
Swordsmen
The main infantry of the Empire: as all Imperial troops, they are well disciplined, albeit poor in terms of damage. Best used for locking opposing melee units in combat.
Stats:
Swordsman
1d6 skill
5 inch movement
4 armor
Officer
1d6+1 skill
5 inch movement
1d10 armor
Special:
• Unity: Troops are disciplined enough to remain as a squad even if they lose their officer.
Armed with swords (use 2, 1d6 damage, close combat), and shields (use 2, 1d6 armor while parrying). The officer wears armor (+2 armor).
Crossbowmen
Imperial ranged troops. They are worthless in melee but compliment swordsmen very well.
Stats:
Crossbowman
1d6 skill
5 inch movement
4 armor
Officer
1d6+1 skill
5 inch movement
1d10 armor
Special:
• Unity: Troops are disciplined enough to remain as a squad even if they lose their officer.
Armed with crossbows (use 3, 1d6+1 damage, 10 inch range).
Löwengard
Elite Imperial foot soldiers; usually used as retinue for commander or royalty. They have higher damage output and better base armor, but they lack the sometimes very useful armor bonus shielded minifigs have.
Stats:
Löwengard
1d6+2 skill
6 inch movement
5 armor
Löwengard Captain
1d6+2 skill
6 inch movement
1d10+1 armor
Special:
• Unity: Troops are disciplined enough to remain as a squad even if they lose their officer.
• If the hero has no action but a Löwengard minifig has, it can redshirt willingly for the hero unit.
Armed with halberds (ur3, 1d6+2 damage, close range).
Battle Cleric
They are blessed minifigs who weave the winds of magik for healing purposes mostly, but they got other tricks too. Namely a huge flanged mace. Battle-clerics are semi-heroic units that easily overpower individual troops but can be overwhelmed by squads. Probably the best way to use them is have it join the front row of a squad then attack/tithe accordingly.
Stats:
1d6 skill
5 inch movement
4 armor
2 hit points
Special:
• Magik (clerical): clerics can use magik as heroes use their feats. Spells they're good at: Restoring hit points, Resurrecting minifigs, Dispelling foul magiks, Casting defensive barrier (as a reaction), Repel Undead.
Armed with flails (ur3, 2d6 damage, close range)
DWARVES
Hailing from the Northern mountain range of Karak-Nar, the Dwarves are the most respected allies of the Empire.
Crimson Guard
The Crimson Guard are stout warriors who can take a lot of punishment and therefore are ideal to escort hero units.
Stats:
Crimson Guard
1d6 skill
5 inch movement
5 armor
Crimsonbeard Officer
1d6+1 skill
5 inch movement
1d10 armor
Special:
• Grudge: when a dwarf dies, the rest swear to avenge him. Thus they receive a grudge point.
• Grudge points can be used to give a temporary +1 skill/movement/armor for a round.
• Shield wall (1 action (the officers is enough); the squad gains automatic parries, full cover (+2 skill to hit them with ranged weapons) and a POP of 2. As a drawback, minifigs with shield wall activated cannot sprint and they can only counterattack).
Armed with bearded axes (use 2, 1d6+1 damage, close combat) and heavy dwarven shields (use 2, 1d10 armor when parrying).
Irongut Warriors
The Irongut clan is the most ferocious of the dwarves. They represent the fast attack option for dwarves: as such they are more fragile but can provide sudden bursts of damage which can be devastating.
Stats:
Irongut Warrior
1d6 skill
6 inch movement
4 armor
Irongut Officer
1d6+1 skill
6 inch movement
1d10 armor
Special:
• Grudge: when a dwarf dies, the rest swear to avenge him. Thus they receive a grudge point.
• Grudge points can be used to give a temporary +1 skill/movement/armor for a round.
• Frenzy: The minifig may choose to deliver a flurry of blows instead of a regular swing. Its controller may roll twice for damage after skillcheck, and deal the combined amount minus 1 of the rolls to the opponent. This wears out the minifig though, replacing its base armor value for 1d6 until the following turn.
Armed with steel war axes (use 2, 1d6+2 damage, close combat) and dwarven bucklers (use 2, provides 1d4 armor when parrying).
Miners
When a dwarf reaches a certain age, he decides to retire from fighting and do what a dwarf does best: digging for treasures. This doesn’t mean that they won’t use their picks to crack some skulls if needed, though. Miners are average melee units but their burrow ability gives them a slight edge over other units, as it provides the squad a quick and safe way to reposition and deliver sneak attacks.
Stats:
Miner:
1d6 Skill
5 inch Movement
4 Armor
Miner Officer
1d6+1 Skill
5 inch Movement
1d10 Armor
Special:
• Grudge: when a dwarf dies, the rest swear to avenge him. Thus they receive a grudge point.
• Grudge points can be used to give a temporary +1 skill/movement/armor for a round.
• Burrow: The unit may choose to burrow themselves and move underground with double movement speed. Burrowing counts as a full action, but resurfacing is only a quick action.
• Mad Mead: The miners chug their favourite dwarven stout to enhance their fighting capabilities, giving them a plus 2 skill modifier for one turn. This ability can only be used once per battle.
Armed with Mining Picks (use 3, 1d6+2 damage, close combat) and Mugs of Ale.
ELVES
Hailing from the Eastern lands beyond the Evergreen Woods, the secretive elves ally themselves with the Empire if needed.
Silver Spears
These resilient warriors possess mighty fighting capabilities. Pure stats wise they are probably the best Imperial melee unit with good damage and adjustable armor value.
Stats:
Phalanx
1d6+1 skill
7 inch movement
5 armor
Phalanx Captain
1d6+2 skill
7 inch movement
1d10 armor
Special:
• Shield wall (1 action (the officers is enough); the squad gains automatic parries, small cover (+1 skill to hit them with ranged weapons) and a POP of 2. As a drawback, minifigs with shield wall activated cannot sprint; their movement is also reduced by 2 inches and they can only counterattack).
Armed with mithril spears (use 3, 1d6+2 damage, close combat) and elven shields (use 2, 1d6 armor when parrying).
Elven Longbowmen
As all elves, the ones on Medivo are masters of the bow and arrow as well. These are the best ranged infantry units, outranging almost every other ranged infantry.
Stats
Longbowman
1d6+1 skill
7 inch movement
4 armor
Longbowman Captain
1d6+2 skill
7 inch movement
1d10 armor
Armed with elven longbows (use 3, 1d6+2 damage, 12 inch range).
CAVALRY
Knights
Cavalry are probably the most powerful land units; their charge can be surely devastating. They can be considered a one-trick penis unit as usually they don’t get the chance to charge for a second time; however, with lucky rolls they probably don’t need one. They are also good at outrunning infantry and striking ranged infantry, who usually stand no chance against them.
Stats:
Knight
1d6 skill
5 inch movement
4 armor
Special:
• Unity: Troops are disciplined enough to remain as a squad even if they lose their officer.
Armed with lances (use 4, 2d6 damage, close combat/charge), swords (use 2, 1d6 damage, close combat), shields (use 2, 1d6 armor when parrying). All of them wear armor (+2 armour).
Runeknights
The most powerful knights who could manage to control the power of ancient runic magiks. Runeknights are the stronger and faster versions of vanilla knights however their runic skillset makes them far more versatile.
Stats:
Runeknight
1d10 skill
7 inch movement
2d6 armor
2 hit points
Special:
• Rune Magik: Activating rune powers is a quick/free action, but only one of the rune spells can be used per turn; runes can be used as response action. One rune power can only be used once in a battle per runeknight.
Runes:
• Rune of the Swift Winds: gives a unit 1d6 bonus movement until the end of the turn.
• Rune of Shielding: gives a unit 1d6 armor bonus against an attack. This rune can be used as a reaction.
• Rune of Smiting: 6 inch range. Deals 1d6 damage to a single opponent. Damage only checks for the base armor of the target and ignores any additional armor.
Armed with lances (use 4, 2d6 damage, close combat), runeswords (use 3, 1d6+2 damage, close combat), shields (use 2, 1d6 armor when parrying), and armor (+2 armor, for the horses too).
Dawnriders
Dawnriders are elven cavalry units, they are less armored than Imperial knights, but fare better in close combat.
Stats:
1d6 skill
5 inch movement
4 armor
Dawnrider Champion
1d6+1 skill
6 inch movement
1d10 armor
Armed with lances (use 4, 2d6 damage, close combat/charge), elven longswords (use 3, 1d6+2 damage, close combat), shields (use 2, 1d6 armor when parrying). All of them wear armor (+2 armour).
Gryphonriders
Gryphonriders are the most mobile of all cavalry units; however they are the least armored as well, making them great for harassment and flanking but not direct assault.
Stats:
Gryphonrider
1d6 skill
5 inch movement
4 armor
Gryphonrider Champion
1d6+1 skill
6 inch movement
1d10 armor
Gryphon
1d6 skill
12 inch movement
1d10 armor
2 hp
Attack:
Claw (use 2, CC, 1d6+1 damage)
Special:
• Flyer (can move through obstacles and enemy units)
Armed with lances (use 4, 2d6 damage, close combat/charge) and elven longswords (use 3, 1d6+2 damage, close combat).
Tomorrow I will finish the Imperial overhaul with all the special units.
For reference, you can check the '4th edition' through the link in my sig to compare changes.
I'm interested in constructive feedback and proofreading as well (I tend to have a blindspot for my errors and most of you are native speakers).
Once I'm done with all the reworking, I will probably end up posting a general changes list to make it easier to see what has been altered.
To start things off, I'll begin with Imperial infantry and cavalry units (warning: mass amount of text incoming)
Workers
Ever-vigilant, these craftsmen help the Imperial army in times of war by building fortifications and repairing broken equipment. They are rather weak in combat and as such are better suited for support.
Stats:
Worker:
1d6-1 skill
5 inch movement
1d6-2 armor
Armed with simple tools (use rate 3, 1d6 damage, close combat).
Swordsmen
The main infantry of the Empire: as all Imperial troops, they are well disciplined, albeit poor in terms of damage. Best used for locking opposing melee units in combat.
Stats:
Swordsman
1d6 skill
5 inch movement
4 armor
Officer
1d6+1 skill
5 inch movement
1d10 armor
Special:
• Unity: Troops are disciplined enough to remain as a squad even if they lose their officer.
Armed with swords (use 2, 1d6 damage, close combat), and shields (use 2, 1d6 armor while parrying). The officer wears armor (+2 armor).
Crossbowmen
Imperial ranged troops. They are worthless in melee but compliment swordsmen very well.
Stats:
Crossbowman
1d6 skill
5 inch movement
4 armor
Officer
1d6+1 skill
5 inch movement
1d10 armor
Special:
• Unity: Troops are disciplined enough to remain as a squad even if they lose their officer.
Armed with crossbows (use 3, 1d6+1 damage, 10 inch range).
Löwengard
Elite Imperial foot soldiers; usually used as retinue for commander or royalty. They have higher damage output and better base armor, but they lack the sometimes very useful armor bonus shielded minifigs have.
Stats:
Löwengard
1d6+2 skill
6 inch movement
5 armor
Löwengard Captain
1d6+2 skill
6 inch movement
1d10+1 armor
Special:
• Unity: Troops are disciplined enough to remain as a squad even if they lose their officer.
• If the hero has no action but a Löwengard minifig has, it can redshirt willingly for the hero unit.
Armed with halberds (ur3, 1d6+2 damage, close range).
Battle Cleric
They are blessed minifigs who weave the winds of magik for healing purposes mostly, but they got other tricks too. Namely a huge flanged mace. Battle-clerics are semi-heroic units that easily overpower individual troops but can be overwhelmed by squads. Probably the best way to use them is have it join the front row of a squad then attack/tithe accordingly.
Stats:
1d6 skill
5 inch movement
4 armor
2 hit points
Special:
• Magik (clerical): clerics can use magik as heroes use their feats. Spells they're good at: Restoring hit points, Resurrecting minifigs, Dispelling foul magiks, Casting defensive barrier (as a reaction), Repel Undead.
Armed with flails (ur3, 2d6 damage, close range)
DWARVES
Hailing from the Northern mountain range of Karak-Nar, the Dwarves are the most respected allies of the Empire.
Crimson Guard
The Crimson Guard are stout warriors who can take a lot of punishment and therefore are ideal to escort hero units.
Stats:
Crimson Guard
1d6 skill
5 inch movement
5 armor
Crimsonbeard Officer
1d6+1 skill
5 inch movement
1d10 armor
Special:
• Grudge: when a dwarf dies, the rest swear to avenge him. Thus they receive a grudge point.
• Grudge points can be used to give a temporary +1 skill/movement/armor for a round.
• Shield wall (1 action (the officers is enough); the squad gains automatic parries, full cover (+2 skill to hit them with ranged weapons) and a POP of 2. As a drawback, minifigs with shield wall activated cannot sprint and they can only counterattack).
Armed with bearded axes (use 2, 1d6+1 damage, close combat) and heavy dwarven shields (use 2, 1d10 armor when parrying).
Irongut Warriors
The Irongut clan is the most ferocious of the dwarves. They represent the fast attack option for dwarves: as such they are more fragile but can provide sudden bursts of damage which can be devastating.
Stats:
Irongut Warrior
1d6 skill
6 inch movement
4 armor
Irongut Officer
1d6+1 skill
6 inch movement
1d10 armor
Special:
• Grudge: when a dwarf dies, the rest swear to avenge him. Thus they receive a grudge point.
• Grudge points can be used to give a temporary +1 skill/movement/armor for a round.
• Frenzy: The minifig may choose to deliver a flurry of blows instead of a regular swing. Its controller may roll twice for damage after skillcheck, and deal the combined amount minus 1 of the rolls to the opponent. This wears out the minifig though, replacing its base armor value for 1d6 until the following turn.
Armed with steel war axes (use 2, 1d6+2 damage, close combat) and dwarven bucklers (use 2, provides 1d4 armor when parrying).
Miners
When a dwarf reaches a certain age, he decides to retire from fighting and do what a dwarf does best: digging for treasures. This doesn’t mean that they won’t use their picks to crack some skulls if needed, though. Miners are average melee units but their burrow ability gives them a slight edge over other units, as it provides the squad a quick and safe way to reposition and deliver sneak attacks.
Stats:
Miner:
1d6 Skill
5 inch Movement
4 Armor
Miner Officer
1d6+1 Skill
5 inch Movement
1d10 Armor
Special:
• Grudge: when a dwarf dies, the rest swear to avenge him. Thus they receive a grudge point.
• Grudge points can be used to give a temporary +1 skill/movement/armor for a round.
• Burrow: The unit may choose to burrow themselves and move underground with double movement speed. Burrowing counts as a full action, but resurfacing is only a quick action.
• Mad Mead: The miners chug their favourite dwarven stout to enhance their fighting capabilities, giving them a plus 2 skill modifier for one turn. This ability can only be used once per battle.
Armed with Mining Picks (use 3, 1d6+2 damage, close combat) and Mugs of Ale.
ELVES
Hailing from the Eastern lands beyond the Evergreen Woods, the secretive elves ally themselves with the Empire if needed.
Silver Spears
These resilient warriors possess mighty fighting capabilities. Pure stats wise they are probably the best Imperial melee unit with good damage and adjustable armor value.
Stats:
Phalanx
1d6+1 skill
7 inch movement
5 armor
Phalanx Captain
1d6+2 skill
7 inch movement
1d10 armor
Special:
• Shield wall (1 action (the officers is enough); the squad gains automatic parries, small cover (+1 skill to hit them with ranged weapons) and a POP of 2. As a drawback, minifigs with shield wall activated cannot sprint; their movement is also reduced by 2 inches and they can only counterattack).
Armed with mithril spears (use 3, 1d6+2 damage, close combat) and elven shields (use 2, 1d6 armor when parrying).
Elven Longbowmen
As all elves, the ones on Medivo are masters of the bow and arrow as well. These are the best ranged infantry units, outranging almost every other ranged infantry.
Stats
Longbowman
1d6+1 skill
7 inch movement
4 armor
Longbowman Captain
1d6+2 skill
7 inch movement
1d10 armor
Armed with elven longbows (use 3, 1d6+2 damage, 12 inch range).
CAVALRY
Knights
Cavalry are probably the most powerful land units; their charge can be surely devastating. They can be considered a one-trick penis unit as usually they don’t get the chance to charge for a second time; however, with lucky rolls they probably don’t need one. They are also good at outrunning infantry and striking ranged infantry, who usually stand no chance against them.
Stats:
Knight
1d6 skill
5 inch movement
4 armor
Special:
• Unity: Troops are disciplined enough to remain as a squad even if they lose their officer.
Armed with lances (use 4, 2d6 damage, close combat/charge), swords (use 2, 1d6 damage, close combat), shields (use 2, 1d6 armor when parrying). All of them wear armor (+2 armour).
Runeknights
The most powerful knights who could manage to control the power of ancient runic magiks. Runeknights are the stronger and faster versions of vanilla knights however their runic skillset makes them far more versatile.
Stats:
Runeknight
1d10 skill
7 inch movement
2d6 armor
2 hit points
Special:
• Rune Magik: Activating rune powers is a quick/free action, but only one of the rune spells can be used per turn; runes can be used as response action. One rune power can only be used once in a battle per runeknight.
Runes:
• Rune of the Swift Winds: gives a unit 1d6 bonus movement until the end of the turn.
• Rune of Shielding: gives a unit 1d6 armor bonus against an attack. This rune can be used as a reaction.
• Rune of Smiting: 6 inch range. Deals 1d6 damage to a single opponent. Damage only checks for the base armor of the target and ignores any additional armor.
Armed with lances (use 4, 2d6 damage, close combat), runeswords (use 3, 1d6+2 damage, close combat), shields (use 2, 1d6 armor when parrying), and armor (+2 armor, for the horses too).
Dawnriders
Dawnriders are elven cavalry units, they are less armored than Imperial knights, but fare better in close combat.
Stats:
1d6 skill
5 inch movement
4 armor
Dawnrider Champion
1d6+1 skill
6 inch movement
1d10 armor
Armed with lances (use 4, 2d6 damage, close combat/charge), elven longswords (use 3, 1d6+2 damage, close combat), shields (use 2, 1d6 armor when parrying). All of them wear armor (+2 armour).
Gryphonriders
Gryphonriders are the most mobile of all cavalry units; however they are the least armored as well, making them great for harassment and flanking but not direct assault.
Stats:
Gryphonrider
1d6 skill
5 inch movement
4 armor
Gryphonrider Champion
1d6+1 skill
6 inch movement
1d10 armor
Gryphon
1d6 skill
12 inch movement
1d10 armor
2 hp
Attack:
Claw (use 2, CC, 1d6+1 damage)
Special:
• Flyer (can move through obstacles and enemy units)
Armed with lances (use 4, 2d6 damage, close combat/charge) and elven longswords (use 3, 1d6+2 damage, close combat).
Tomorrow I will finish the Imperial overhaul with all the special units.