Water Demons Stats (and Updates)

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Water Demons Stats (and Updates)

Post by Bragallot » Thu Jun 09, 2011 7:06 pm

After their victory at Gelron, the Waterdemons were widely praised for their efforts. They looted up and reassembled their army in the months following the fight.

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A heavily armed, infantry-based army of the Kingdom, almost unstoppable in melee but somewhat tactically rigid.

Faction Powers / Strengths
Tough: All Waterdemons have +1 armour to what normal figs would have.
Waterdemons: All Waterdemons may 'teleport' so to speak from any part of the area that is water to any other part that is water, using their actions or for free if they have an officer.
Immortal (not used in-game): Water Demons are immortal creatures that are 'reborn from the water' a while after they are destroyed. It is a painful process though, and as the Waterdemons increase in age the process of rebirth also slows down exponentially with each death.

Fishstache and Fat Olaf

The leader (formerly King) of the Waterdemons and his son.

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Fishstache Mo: 7” Sk: 2d6 Ar: 7 Heroic feat: Feared, brutal, watery powers. 2 HP

Fat Olaf Mo: 7” Sk: 2d6 Ar: 7 Heroic feat: fat, random stupendous actions, deadly sillyness. 2 HP

- Longsword UR: 4 DMG: 1d6+3
- Shield UR: 2 'DMG': 1d6

Swordsmen

Basic infantry, useful against lightly-armoured opponents or skirmishers.

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Mo: 5” Sk: 1d6 Ar: 6

- Shortsword UR: 2 DMG: 1d6+1

Heavy swordsmen

Ponderous heavy infantry.

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Mo: 4” Sk: 1d6 Ar: 7

- Broadswords UR: 2 DMG: 1d6+2

Axemen

Vicious Elite infantry, known for their devastating charges.

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Technoviking Mo: 5” Sk: 1d6+1 Ar: 7 Officer
Axemen Mo: 5" Sk: 1d6+1 Ar: 6

- Sword of the Skies UR: 3 DMG: 1d6+3 -1 to enemy parry roll Looted from deceased Kerrat commander Skaie
- Axes UR: 3 Da: 1d6+2 (ignores additional armour)

Battlemage

A battle-hardened supportive spellcaster.

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Mo: 5" Sk: 1d6+1 Ar: 7 Water/Lightning Magic.

- Mage stave Ra: 10” UR: 4 Da: 1d6+2 (ignores additional armour)
---------------UR: 4 Da: 1d6 (in cc)

Halberdiers

After their own unit of halberdiers was crushed, the Waterdemons looted and copied the fighting style of their defeated Adlersflügel enemies.

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Mo: 4" Sk: 1d6 Ar: 6 Can form Pikewall at a cost of -1" move, using their action (unless they have an officer leading them). Grants free attack against enemies charging the front before the melee starts. Moving out of formation is free.

Halberds UR: 4 Da: 2d6

Crossbowmen

Because even Waterdemons see the need for some tactical diversity, if only a little.

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Crossbows Ra: 10" UR: 3 Da: 1d6+2

Their current 'creature/creation' is the Water Elemental (blue Bajoenikal) but I'm planning to build something better for them.
Last edited by Bragallot on Fri Jun 10, 2011 6:56 pm, edited 4 times in total.

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Post by White Nun » Thu Jun 09, 2011 7:11 pm

I love the use of blue which strongly ties your Waterdemons together as a unified army.
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Post by aoffan23 » Thu Jun 09, 2011 7:18 pm

I personally preferred when the Waterdemons all had the Viking helmets, as their current equipment makes them look a lot more like just another medieval army.

Besides that, I really like the abilities you gave them. I especially like the ability to teleport through water, it reminds me of unit from Heroscape that could do the same in swamp water.

Now, make a sea serpent for them! 8)
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Post by NapalmKing » Thu Jun 09, 2011 7:26 pm

These I guess are cool but I'm still pissed at them for kicking my ass at gelron :(
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Post by Warhead » Thu Jun 09, 2011 7:27 pm

These guys would have been my second choice as a player. I always think of Fomorian's, there should be a One Eye'd King called Balor.

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...but then you'd need a Slaine MacRoth to kick their arses.
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Post by enders_shadow » Thu Jun 09, 2011 9:52 pm

these guys look great, if a little vanilla... While the extra looting did help tie them together with both the army and the Kingdom as a whole, I still liked the mild norse-helmet, axe-wielding, screaming waterdemons of before. I do like the addition of a mage though, seems like it would go well.

What if you had some 'wild' waterdemons? they would have the viking helmets, and be like the older ones (kind of like what the rebels were to the bulls, except they're fighting on the same side this time)

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Post by Zahru II » Fri Jun 10, 2011 1:15 am

I preferred them when they had horns.
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Post by Killer Karetsu » Fri Jun 10, 2011 4:34 am

Zahru II wrote:I preferred them when they had horns.
Seconded.
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Post by Bragallot » Fri Jun 10, 2011 4:39 am

Yeah, the Viking helmets were more savage and overall badass but you gotta admit this fits better with their colour scheme nao? ^^
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Post by Killer Karetsu » Fri Jun 10, 2011 4:44 am

It does, but now they look like the other kingdoms troops...and that's what they are. :)
Still, your army.
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Post by Bragallot » Sat Jun 11, 2011 5:37 am

Yeah but I wouldn't post them here if I wasn't interested in people's opinions now would I :) I appreciate the feedback and was actually kinda expecting it, but what happened with the helmets is actually I decided against getting a lot more human soldiers, so this freed up those helmets without anywhere really to put them, and I did need the viking helmets on another design, so I swapped them (can't leave so many parts unused ;)). Don't worry, they're still the same hackin', slashin', cursed seadogs they always were though ;) Maybe one day they'll revert to their more savage ways...
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