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Old January 25th, 2018, 11:18 PM
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TheAverageFan TheAverageFan is offline
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Re: TAF's Customs TREANT AND UNIQUES

@Dragnaxx32 the missing Index images have been fully reuploaded, including the Glyphs. I'll slowly work on the rest of the thread over the next few weeks. In the meantime here's some new units for the first time in ten years (been on the back burner for so long they're rather cold now).

Character Bio: The forest looks more like a crypt than an actual catacomb: faded trees twisted and petrified in a crown of wooden madness. The Lich feels right at home.

With but a wave of his withered hand the Lich summons a book bound in flesh. His rotted teeth twist upward in a sickly smile as he opens it and reads aloud. The words echo in silence, the branches bending in the wind the only reply. But he is not alone--slowly the bark moves and the roots snap out of the ground. Another part of Valhalla poisoned with this necrotic magic. The trees are alive.


Another Utgarian Uncommon Hero, the Bleakewoode Treants are heavy-hitters with a lot of offensive and defensive potential. Wood Hammer Special Attack is the same a Shurrak's SA, but it can overextend the Treant so it must be used wisely. They are already difficult to kill on their own, so the extra offensive output can be a trap. Additionally, Forest For The Trees can further reduce enemies' defensive capabilities.

Character Bio: Not all Stalo are bozos. Specific squads of them are trained into elite assassins to be unleashed back into the world without a care for who survives. To most, that makes the Heart of Clubs Harlequins cruel abominations. To Yrsa, that makes them great party guests.

The first of our two unique squads, the Harlequins are extremely dangerous in the right situations. Bloody Giddiness enables them to get in an extra attack when they wound an enemy, but only if they use the ranged/melee option they didn't use for the first attack. Given rules of engagement the ranged-to-melee option is easier to use but that gets you closer to the enemy. And with only 3 defense that can be dicey with a Unique Squad. High-risk-high-reward is the name of the game here.

Character Bio: Unit 1 ceased its movement, signaling to its sister mech. Unit 2 halted, the Sicarii on board switching on its HUD and peering skyward. Single Kyrie, 25.4 Hixels away, 78 degrees. Scout.

For anyone else, it would be an unreachable target. For anyone else, it wouldn't be sanctioned to kill an unarmed messenger. Not for the Sicarii. Unit 2's cannon fired.

"Direct Hit, Unit 2. Continue northwards." Unit 1's mech started up again, moving on ahead as if nothing had happened. Feathers began to fall from the sky as the pair marched on.


These sniper mechs are quite the unique squad to play. Right off the bat Range 8 Attack 4 is great, especially with the high mobility of 5 Move and their latter 2 powers. However their first power, Longshot Barrel prevents them from attacking figures within 2-4 spaces. That plus the low attack count that comes with being a Unique 2-Man squad can lead to a quick demise if not played correctly. Like most sniper units, the Walkers can be either a powerful Hero killer or fall quickly without causing too much damage.

~TAF

(figures used:
Treant = Black Scorpion Treant
Harliquins = Warhammer Harliquins
Precitus Walkers = Warhammer something-something-Sicarii)

TAF was the Storyteller...
in THE ENEMY'S LAST RETREAT

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