the ralgard - Spartan Games

Transcription

the ralgard - Spartan Games
INTRODUCTION
An elite warrior race hailing from the jungle island of Traargant, the
Ralgard are feared by all the races that share a border with them.
Their brutality and savagery is legendary amongst the folk of their
homeland, but in the lands of the Uncharted Seas, they have been
nothing more than a dark fable, an enigmatic presence that not even
the Dragon Lords could perceive.
The Ancients first encountered the Ralgard in 3684 of the old calendar.
Many lives were lost as both races slaughtered each other for two
days and two nights. When morning came on the third day, almost
four thousand warriors lay dead or dying amongst the blood stained
fields. The shamans from both sides agreed to parley, and met at the
center of the battlefield, conducting talks and prayers together. It was
five days before an agreement was reached, the Ralgard swearing an
oath of allegiance, known to history as the Blood Oath. Since then, the
Ralgard have been the vanguard of the Ancients, loyal and fearless, an
iron fist that crushed all that stood against them.
In service of the Blood Oath
In 3588, following a crushing defeat at the hands of the Dragon Lords,
the Ancients fled to the lands of Gamorria, in what has been called
the Exodus. Driven by shame and a yearning for vengeance, the
commanders of the remaining Ancient forces began to build a new
empire in the lands they had settled. Their goal was simple – rebuild
their might, forge an army the likes of which the world had never seen,
and smite their old foes from existence.
By the time the Ancients encountered the Ralgard some sixty years
later, they had managed to amalgamate their resources, having settled
the lands on the coast of Gamorria. War became commonplace as
the Ancients expanded their domain, hunting down magical artefacts
and resources to fuel their growing armies. It was during this time of
expansion that the legends of a feared warrior race became known
to the leaders of the Ancients. Seeing their potential as shock troops,
plans were immediately put forward to integrate these warriors into
Ancient culture. With the aid of the Ralgard, the Ancients knew that
the Dragon Lords would suffer terribly for humiliating them in the past.
During this time, the Ralgard had no concept of a naval force, choosing
instead to wage war on foot. Their code of war was simple – wherever
they could march, they attacked. Once a year, for about two weeks,
there is a season called the “low water”, when the island province of
Traargant is linked to the lands of Hantook by a 48 mile long walkway. It
was during this time that the Ralgard would march to war, securing new
lands and riches in the name of their Elders. The armies would wage
campaigns for several years, cut off from their homeland, returning to
the walkway to cross once again only when victorious.
Ralgard armies are organized into groups called Tek’Far, composed
of about 5,000 troops. This in turn is broken down into ten Gak’Rar
of 500 troops each, and this is further divided into ten Kek’Rar of 50
troops. This organization stems from the tribal ancestry of the Ralgard,
with each Gek’Rar representing the warriors of a single tribe, and the
Kek’Rar denoting warriors of a single clan withing that tribe.
Naval Might
Once the Blood Oath was sworn, the Ancients rapidly
taught the Ralgard the skill of shipbuilding, and within three
years the Ralgard were able to roam the seas of Gamorria,
swiftly becoming a scourge upon the races that lived there.
Whilst the Ancient shipwrights began to redevelop their own navy, the
Ralgard continued their study of naval warfare and ship design, making
the ships given to them by the Ancients truly their own. Ralgard culture
places great emphasis on ornate armour, the complexity of the design
marking the prowess and standing of the warrior wearing it, and so it
is no surprise that this feature of their identity has been carried over
to their ships. Massive sails denoting tribal and clan markings propel
beautifully designed warships to battle, heavy with ornate armour
speaking of past glories and numerous battle honours.
But this was not enough to subjugate Gamorria. A continent of such size
would need more than a navy and an army to conquer. The engineers
of the Ancients sought out a solution to this dilemma, and look to the
skies for ways to aid their troops in war. And the solution they devised
was a simple one: war balloons. Of course, despite the simplicity of the
idea, it still took four decades to perfect the designs of the machines,
and their first trials met with as many failures as successes. But by 3690
the Ancients and their Ralgard allies were masters of land, sea and air.
The nations of Gamorria would fall one by one over the next several
hundred years, the banners of the Ralgard spreading like a plague
across the lands.
FACES OF DEATH
A typical Ralgard warrior is a 6-7 foot tall humanoid, though of much
stouter chest than a typical man. Most Ralgard tend to be bald, though
some do grow a set of spines near the back of their scalps. The skin
of a Ralgard is leathery to the touch, and almost as tough. The face of
the Ralgard is not that remarkable, other than to say it is bereft of any
real character. The eyes are sunken and dark, and the mouth a simple
orifice through which food is consumed, but the overall demeanour of
a Ralgard is dark and sombre.
Physically, as stated, a Ralgard is a tall specimen and what is worth
noting is the long arms which extend down to the knees on most
individuals. In a more perfect specimen of warrior the shoulders are
wide and powerful. The most unusual physical design of a Ralgard
is its legs, or more notably its ankles. Long and lean and powerful,
development of this species has created a fast warrior, nimble and built
to run down its prey.
The armour of a Ralgard is his pride and joy, and important status
symbol he alone cares for. Every decoration is hand etched by the
warrior himself, a record of his accomplishments in battle. As their
armour grows more ornate, the Ralgard in question invariably finds
himself being promoted to higher and higher positions of authority,
with the commanders of the Ralgard forces being bedecked in stunning
armour that is more impressive than many ceremonial armours used
by the other races.
However, that does not mean the armour is merely for show – a
culture of war has made the Ralgard appreciate functionality over
aesthetic, and whilst their armour may seem to be just for show, it can
withstand any blow just as well as full plate mail. Select few Ralgard
may even run out of space for their battle honours on their armour.
These gifted individuals, obviously favoured by the Elders, are granted
large banners attached to their backs, on which they can continue to
mark their deeds.
Copyright © Spartan Games 2010
Hailing from a jungle land, the Ralgard have typically had poor
access to metals, most of which were used for armour, limiting their
armaments mostly to pole arms. However, since the Blood Oath, the
Ancients have provided them with enough resources to begin training
new warriors, armed with great-swords. These have proven lethally
effective, especially in naval boarding actions, where a few Ralgard can
wade through a horde of enemy crew, swinging their weapons in large
arcs and cleaving through flesh and bone.
With the coming of the Ancients, Ralgard society has undergone several
changes, moving away from its tribal roots. Competition between clans
lessened as the Ancients continued to provide them with enemies to
fight, resulting in increasing unity amongst the Ralgard. This came to
a head when the Council Of Elders was formed, the ruling force of
the Ralgard, consisting of the heads of the most ancient tribes under
the guidance of the Ancients. This made the race even deadlier than
before, as without the internal power struggles that had kept their
spread in check until now, the Ralgard could seep out of Traargant like
a wave, drowning all those who opposed them with steel and flame.
THE RALGARD
Weaponry employed by the Ralgard is brutal and savage. The rapid
killing of an enemy is what appeals to a warrior, the ability to see and
feel the life force of an enemy leave their body as death takes them
only spurs the Hunt. Long double edged blades are employed to strike
an opponent down, hand blades and stabbing spikes are common,
allowing a Ralgard to look into the eyes of an enemy as they slay them.
Missile weapons are used, although many warriors shun then. The
task of slaying an enemy weakly is given to auxiliary troops known as
a Bal’Nak.
The KekRar (the smallest formation of a TekRar) is almost like a family
group. The 50 troops within it are more than likely from the same area
of Traargant, born together, raised together and entering the military
together. In command of the KekRar is a Warrior Lord, or Shar’Nak,
and below this leader are 5 sub-commanders (Ar’Nak), each with 10
warriors (Dar’Nak - see image below). The KekRar is a tight tactical
formation, each warrior knowing all of the warriors they fight with,
willing to give their lives for each one. The Shar’Nak is the holder of life
and death for this fighting formation.
When at sea, a Shar’Nak will look to transport his troops onboard a
Kalor Cruiser or a Raknarl Heavy Cruiser. The commander of this vessel,
known as a Shar’Nak Tor, is in control of not only his own crew and
troops, but also those of the Shar’Nak. ABSOLUTE trust is placed in the
ability of a vessel’s commander.
THE DEATH BRINGERS
There are several ship types already defined for this race, including:
• Vantak Class Battleship
• Raknarl Class Heavy Cruiser
• Kalor Class Cruiser
• Hantak Class Frigate
• Jarak War Balloon
• Kantos War Tug
• Dralnak Balloonship
• Tervak’Nar Class Flagship
These vessels form the core of the naval offering for this race, but as
with all races the ship options will be expanded upon on a rolling basis.
STANDARD FLEET COMPOSITION
The normal building block of a naval formation is the Battlegroup and
a standard Ralgard offering consists of:
1 x Vantak Class Battleship
3 x Kalor Class Cruiser
6 x Hantak Class Frigate (Generally split into 2 squadrons of 3 each)
Each ship has a Fleet Point Value and this is the number used to
calculate how many ships can be deployed on a tabletop for a game.
The above mentioned Ralgard Battlegroup would cost a player 475
Fleet Points and is calculated as follows:
115 Points for the Battleship
60 Points per Cruiser
30 Points per Frigate
Different scenarios will allow players to construct their fleets in various
ways, with some forcing a player to have a pre-set number of ships and
classes, and others simply allowing a player to buy ships based on a
fixed point value. Sometimes a scenario may call for a force of ships to
break the normal ‘rules’ of a fleet composition.
RAKNARL Class HEAVY CRUISER
The Raknarl Class Heavy Cruiser is a well rounded design that can fight
at range, carry out Boarding Assaults, and weather enemy assaults
with equal ease. Armed with a vicious ram, it is capable of gutting and
plundering most enemy ships it comes across.
SPECIAL RULES: Armoured Forecastle
DRALNAK CLASS BALLOONSHIP
Swift and graceful, the Dralnak Balloonships have now become an
increasingly common sight to denizens of the Broad Blue. Highly
trained, their crews coordinate their attack runs with deadly effect. They are particularly strong hunters of small vessels, but larger ships
can usually fend them off with the threat of Defensive Fire.
This model CANNOT ram non-Flying models
This model CANNOT board other models/ships. But it CAN be boarded
by other Flying models if they are capable of boarding
SPECIAL RULES: Pack Hunters (broadsides)
KANTOS CLASS TUG
Designed to tow the massive Ralgard War Balloons, the Kantos is a
heavily armoured Frigate sized ship designed to operate in pairs for
redundancy, but capable of striking out on their own if the need arises.
Enemies learn quickly to avoid boarding a Kantos, because despite their
apparently small crew the War Balloon it tows has a host of warriors
ready to drop ropes and descend to assist in fighting off invaders.
A Ralgard War Balloon begins tethered to two Kantos class Tugs which
are placed against the sides of the flying base on either side of the post
facing forward. Use the War Balloon’s movement stat and template
while towing, or move 5+D3” (roll once for the squad) in the direction
of the wind if no longer being towed. The Tugs and War Balloon move
as a single model but are attacked and take damage separately.
If the War Balloon rams or collides at sea level only one Tug is affected,
use its ram or hull rating. The other Tug will stay in place with no
collision. In any boarding action use the War Balloon’s crew rating
and if the boarding is lost both Tugs are destroyed as well. A Kantos
that becomes derelict is cut free from the War Balloon and will drift
normally. If a War Balloon wins a boarding action against a sea level
model, it can only drift 2” and may not fire during its next activation as
the crew climbs back up the ropes.
A Tug can separate from the War Balloon at the start of movement
(but after any untethered War Balloons move) and tether to another
War Balloon in their squad if there is room by touching its base. A
Tug cannot separate if it is the last Tug attached to a balloon. Tugs
will automatically separate if the War Balloon is destroyed. A squad
with only Tugs remaining does not generate a card. Tugs cannot make
gunnery attacks while towing.
JARAK CLASS WAR BALLOON
The Jarak class War Balloon is an imposing sight, looming over the
Copyright © Spartan Games 2010
battlefield like an eye of judgment in the sky. With a full 360 degrees
of fire, it can command a flank or take a central position. However, the
Ralgard commander must take care to protect his Tugs or risk losing
control over its mobility.
This model CANNOT ram non-Flying models
This model CANNOT board other models/ships. But it CAN be boarded
by other Flying models if they are capable of boarding
SPECIAL RULES: Cumbersome Flier, Free Floating, Radial Fire, Tether
TERVAK’NAR CLASS FLAGSHIP
While the majority of the Ralgard tongue remains a mystery to the
linguists of the Uncharted Seas, there is one word that has now
become well known to commanders of naval vessles across the Broad
Blue - Tervak’Nar. The massive front cannon of this flagship has been
known to literally slam ships backwards with its force, and those
captains who have so far survived an engagement with a Tervak’Nar
swear on all that is sacred that these ships feed on the life energy of
the crew of the ships that it destroys.
When this model destroys, captures in a Boarding Action, or causes
a Critical Hit against an enemy model, it gains one Hunt token up to
a maximum of five. You cannot gain more than one Hunt token per
attack. You can then spend these tokens to improve the capability
of the flagship, as if some unseen force is taking the energy of your
victory and allowing your crew to hunt the enemy:
1 Token:
2 Tokens:
5 Tokens:
+1AD on a gunnery attack (up to +3)
+1”
movement
for
a
turn
Gain the Tough Crew MAR rule for one round of a Boarding Action
SPECIAL RULES: Hard Impact (Fore)
Copyright © Spartan Games 2010
3
5
MOVE
10”
HULL
2
CREW
RAM
2
2
This is a Small Class Standard ship
Uses the Small template for moving and firing
This ship IS affected by the wind direction
Deployed in Squadrons of 2 to 4 Models
-
-
Turrets
Aft
Port
Fore
-
DR
CR
MOVE
HULL
CREW
RAM
1
7
7
5
-
-
-
4
6
8”
4
6
4
2
6
6
3
-
-
3
3
3
-
-
-
4
-
-
-
-
-
2
3
3
-
-
3
-
-
-
-
-
4
-
-
-
-
-
This is a Medium Capital Class Standard ship
Uses the Medium template for moving and firing
This ship IS affected by the wind direction
Deployed in squadrons of 2 to 3 Models
Points Cost: 30
Points Cost: 60
Port
Fore
Aft
Turrets
CREW
RAM
1
15
15
7
4
-
DR
CR
MOVE
HULL
CREW
RAM
1
8
8
5
-
-
8
9
8
2
13
13
6
3
-
5
7
7”
5
7
Red 6
2
7
7
3
-
-
3
9
9
5
-
-
3
4
4
-
-
-
4
4
4
-
-
-
4
-
-
-
-
-
This is a Large Capital Class Standard ship
Uses the Large template for moving and firing
This ship IS affected by the wind direction
Deployed in Squadrons of 1 Model
Turrets
HULL
6”
Aft
MOVE
11
Fore
CR
6
Port
DR
VANTAK BATTLESHIP
Starboard
Starboard
BONE
THE
RALGARD
GRIFFONS
Range Band
SHROUD
THE
MAGES
RALGARD
Starboard
KALOR CRUISER
Range Band
5
BONE
THE
RALGARD
GRIFFONS
Turrets
5
Aft
1
Fore
Port
CR
Range Band
DR
Starboard
HANTAK FRIGATE
Range Band
BONE
THE
GRIFFONS
RALGARD
RAKNARL
HEAVY CRUISER
This is a Medium Capital Class Variant ship
Uses the Medium template for moving and firing
This ship IS affected by the wind direction
Deployed in squadrons of 2 to 3 Models
Special Rules: Armoured Forecastle
Points Cost: 115
5
-
3
-
DR
CR
MOVE
HULL
CREW
RAM
1
7
7
7
7
-
3
5
10”
3
2
2
2
3
3
-
-
-
5
7
6”
4
6
2
2
6
6
6
6
-
3
4
4
4
4
-
4
-
-
-
-
-
This is a Small Class Special Flying model
Uses the Small template for moving and firing
This ship IS affected by the wind direction
Deployed in Squadrons of 2 to 3 Models
Special Rules: Pack Hunters (broadsides)
3
-
-
-
-
-
4
-
-
-
-
-
Port
Fore
Aft
Turrets
CREW
RAM
1
15
15
10
4
-
DR
CR
MOVE
HULL
CREW
RAM
1
2
2
-
-
-
9
10
9
2
13
13
8
3
-
3
6
8”
2
1
2
2
-
-
-
-
-
3
9
9
6
-
-
3
-
-
-
-
-
4
4
4
5
-
-
4
-
-
-
-
-
This is a Large Capital Class Special ship
Uses the Large template for moving and firing
This ship IS affected by the wind direction
Deployed in Squadrons of 1 Model
Special Rules: Hard Impact (fore)
Aft
HULL
6”
Points Cost: 155
Turrets
MOVE
11
Fore
CR
7
Port
DR
TERVAK’NAR
FLAGSHIP
Starboard
Starboard
BONE
THE
RALGARD
GRIFFONS
Points Cost: 80
Range Band
SHROUD
THE
MAGES
RALGARD
Range Band
Points Cost: 50
This is a Large Capital Class Special Flying model
Uses the Medium template for moving and firing
This ship IS affected by the wind direction
Deployed in squadrons of 1 to 2 Models
Special Rules: Cumbersome Flier, Free Floating, Radial
Fire, Tether
Turrets
5
Side 4
1
Side 3
RAM
Side 2
CREW
Side 1
HULL
JARAK
WAR BALLOON
Range Band
MOVE
Turrets
CR
Aft
Port
DR
DRALNAK
BALLOONSHIP
Fore
Starboard
BONE
THE
RALGARD
GRIFFONS
Range Band
BONE
THE
GRIFFONS
RALGARD
Points Cost: 80
KANTOS
BALLOON TUG
This is a Small Class Standard ship
Uses the Small template for moving and firing
This ship IS affected by the wind direction
Deployed in squadrons of 2 Models
Copyright © Spartan Games 2010
Points Cost: N/A