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