350 Pts - Griffin of Akkylannie Army
Unit Name ## Mv Ini Att Str Def Res Aim Cou Fea Dis Exp Cost
Griffin Executioner 2 12.5 4 5 7 3 3 - 4 - 6 X 40.0
--Equipment: Sanction Sabre, Defense pistol,
Leather armor; --Abilities: Fanaticism,
Assassin
Griffin Fusilier 3 10.0 2 1 6 3 2 3 2 - 4 X 57.0
--Equpment: Long rifle, Gunpowder horn, Defense
pistol; --Abilities: Fanaticism
#Long Musket STR: 6 / 25-50-75 [0.0]
Templar of the Inquisition 2 10.0 3 4 5 4 11 - 4 - 5 X 58.0
--Equipment: Bastard sword, Shield, Crusader
armor; --Abilities: Fanaticism, Bravery, War
fury
Temple Purifier 3 10.0 3 4 5 4 5 3 4 - 5 X 69.0
--Equipment: Consecrated pistol, Armour, Long
sword; --Abilities: Fanaticism, Bravery, Feint,
Pariah
#Consecrated pistol STR: 6 / 10-15-20 [0.0]
Darkness Hunter (A) 1 10.0 4 4 3 4 3 4 5 - 5 X 39.0
Equipment: Exorcism dagger, Muskets, Torture
accessories; --Abilities--; Fanaticism;
Warrior-Mage; Initiate of Fire; --Path:
Exorcism; --Power: 2; Witch Hunting
#Griffin Musket STR: 6 / 10-15-20 [0.0]
Primal Fire Attack Mana: Fire 1; Power: 2; Difficulty: 7; Path: [5.0]
Elemental; Range: 10cm Area: Individual;
Frequency: 1 Duration: Instantaneous; <<Roll a
D6 after having made a successful Incantation
Roll. The table below indicates the Primal
Attack's effect: (1) the gem breaks in the
Magician's hands, scattering the Mana
uselessly. The Primal Attack has no effect.
(2-3) the gem shatters near the targeted
figurine and frees its energy, the victim is
STUNNED. (4-6) the gem explodes on contact with
the enemy fighter. He suffers a Light Wound.>>
Witch Hunting The Darkness Hunters are specialized in -
fighting against figurines with POWER. Their
Attack and Defence and Aim rolls against this
kind of fighter are all raised by 1 point. The
Darkness Hunters are also equipped with several
muskets which allow them to fire twice per
Firing phase, on the same target, or on two
different targets. The only exception to this
rule will be the Counter Firing, both shots
will then have to be aimed at the same fighter.
Griffin Inquisitor 1 10.0 3 4 7 5 9 - 4 - 6 X 37.0
--Equipment: Judgement Blade, Full armour,
Codex, Gauntlet; --Abilities: Fanaticism,
Warrior-Mage, Initiate of Fire; --Paths:
Redemption; --Power: 2
Primal Fire Attack Mana: Fire 1; Power: 2; Difficulty: 7; Path: [5.0]
Elemental; Range: 10cm Area: Individual;
Frequency: 1 Duration: Instantaneous; <<Roll a
D6 after having made a successful Incantation
Roll. The table below indicates the Primal
Attack's effect: (1) the gem breaks in the
Magician's hands, scattering the Mana
uselessly. The Primal Attack has no effect.
(2-3) the gem shatters near the targeted
figurine and frees its energy, the victim is
STUNNED. (4-6) the gem explodes on contact with
the enemy fighter. He suffers a Light Wound.>>
Griffin Inquisitor The Inquisitors are not Characters. They are -
however linked together by the strength fo
their devotion, thus accessing to certain
powers and magic formulas. When an Inquisitor
casts a spell during the game, he may add as
many points to his Power characteristic as
there are Griffin Inquisitors withing a 5cm
radius around him. An Inquisitor's Power can
increase this way up to a maximum of 5. The
Inquisitor's Power cannot be increased when
trying to Counter.
Magistrate of the Griffin 1 10.0 3 3 6 4 5 3 5 - 6 X 54.0
--Equipment: Sword of Judgement, Blessed Armor,
Sentences, Pistols; --Abilities: Fanaticism,
Warrior Monk, Faithful of Merin/10; Cre: 1 Alt:
0 Des: 1; Sentences; The Order of Just
Punishment
#Pistol STR: 6 / 10-15-20 [0.0]
#Sentence of the Just Cre: 1 Alt: 0 Des: 1; Fervor: 1 Difficulty: 6; [8.0]
Range: 10cm Area: Special; Duration: Until end
of round; <<This Sentence can only be Called
upon befriended figurines having particular
equipment. -When Called onto a fighter equipped
with Blessed armour, he gains 2 points in RES.
If the Divintation Roll is failed, the target
loses 1 point in RES. -When Called onto a
fighter equipped with a Judgement Blade, then
the blade gains 2 points in STR. If the
Divination Roll is failed, the target loses 1
point in STR. All modifiers apply until the end
of the round. Even if a fighter has both types
of the needed equipment, he can only be
targeted once by this Sentence.>>
#Sentence of the Condemned Cre: 1 Alt: 0 Des: 1; Fervor: 2 Difficulty: 7; [15.0]
Range: Special Area: One figurine; Duration:
Until end of round; <<This miracle can be cast
onto any enemy figurine that is in the
Magistrate's line of sight. For the remainder
of the round, if a marksman of the Magistrate's
camp targets the fighter affected by the
Sentence of the Condemned, then the Aim's
conditions are modified in the following way:
If the target is out of range, then consider it
as being within Long range. If it is in Long
range, then consider it as being in Medium
range, and consider a Medium range as being
Short. If the target is already in Short range,
then the miracle gives no further advantage.
Whatever the range may be, the marksman
absolutely must have a line of sight on the
target.>>
The Order of Just Punishment The Magistrates operate under Merin's just gaze -
and benefit from his divine providence. At the
beginning of each round, before the Tactical
Roll, you can roll a D6 for each Magistrate in
your army. On this roll the result of 1 is an
automatic failure which cannot be kept and a 6
cannot be rolled again. At any time during this
round the result obtained can be used to
replace the roll of a die (excepting a Damage
Roll) of a befriended figurine within the
Magistrate's Aura of Faith. Under no
circumstances can this result replace a roll
that has already been made. The Magistrate
himself may use this capacity to replace one of
his own rolls. The unused results are lost at
the end of the round.
Rozpiska raczej malo pancerna za wyjatkiem 2 templariuszy i inkwizytora. Idea jest taka. Dwaj Warrior-Mage - Inkwizytor i Łowca maja czar ktory sa odpalic w walce wrecz, jak im sie uda maja model z lekka rana na starcie, Sedzia z modlitwami powinien pozwolic na skuteczne wyelimnowanie, 1 konkretnego modelu przeciwnika: niech to bedzie Daysatis, czesc War-Staffa, czy tez wrogi mag. Dla przypomnienia Łowcy ciemnosci strzelaja 2 razy ze swoich muszkietów i maja +1 do trafienia i uszkodzen przeciwko magom i kaplanom - Dodatkow UWAGA moga biec i strzelić w tej samej rundzie. Dwaj zabojcy powinni stanowic wsparcie dla stoperów czyli Templariuszy, tak samo Czysciciele z fintą:)
Testowane dzisiaj w Paradoxie, chmm co prawda przegrałem, ale tym razem z mniejsza porazka niz poprzednio:)