Forces oF Nature - Mantic · PDF fileForces oF Nature Alignment: Neutral Army Special Rules Keepers of the Balance When in melee against units whose alignment is Good or Evil, all

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  • Forces oF NatureAlignment: NeutralArmy Special RulesKeepers of the BalanceWhen in melee against units whose alignment is Good or Evil, all units in this list count as Vicious.

    Wild CompanionA Wild Companion is a feral animal that is bound by magical means to a Druid or other master of the natural lore. Mark a Hero that is accompanied by a Wild Companion with a suitable model a panther, bear, wolf, hawk, etc. The Hero then counts as being equipped with a throwing weapon (12 range) that can be used only once per game (remove the animal model once it has been unleashed). This weapon can only be used against Heroes, Monsters, War Engines and units of Infantry or Cavalry of 10 models or less: the wild beast refuses to attack any body of troops larger than that.

    When you send the beast to seek its prey, roll 5 dice to hit, regardless of the firers Attacks. The beast always hits on 4+, regardless of modifiers, and has the Piercing (1) rule. Then, for any point of damage caused, roll to hit and to damage again, as the beast savages the victims. Repeat this process again and again until you fail to score any damage, at which point the beast has been slain or has wandered off to lick the gore off its paws/claws/talons.

    Naiads Infantry Unit Size Sp Me Ra De At Ne Pts

    Troop (10) 5 4+ 3+ 10 10/12 60

    Regiment (20) 5 4+ 3+ 10 13/15 80

    Horde (40) 5 4+ 3+ 20 20/22 150

    Special: RegenerationIn addition, Naiads treat all water-based terrain features as open ground (agree which terrain this applies to at the beginning of the game)Options Banner (+15 pts) Musician (+10 pts)

    Normally gentle spirits of pool, lake, stream and font, the Naiads can be dangerous opponents when their anger is aroused by the befouling of their watery abodes. Then, they rise in great numbers, and walk the lands of Mantica in search of revenge, armed with their traditional tridents and nets. As long as they remain in proximity of water, or even above underground water that can seep into their limbs through the earth, their flesh can regenerate the most grievous of wounds.

    Gnomes Infantry Unit Size Sp Me Ra De At Ne Pts

    Troop (10) 4 4+ 5+ 10 10/12 85

    Regiment (20) 4 4+ 5+ 10 13/15 115

    Horde (40) 4 4+ 5+ 20 20/22 220

    Special: Crushing Strength (1)Options Banner (+15 pts) Musician (+10 pts)

    Gnomes are underground dwellers, creatures so attuned to their subterranean realm that it is rumoured that they spawn out of the very rocks. In battle, their grey, flinty skin combines with the polished obsidian armour to form a truly formidable defence. They fight with the mattocks and other tunnelling implements that are the most common trading tools of their race.

    Sylvan Kin Infantry Unit Size Sp Me Ra De At Ne Pts

    Troop (5) 6 4+ 4+ 10 10/12 60

    Half-Regt (10) 6 4+ 4+ 10 11/13 105

    Regiment (20) 6 4+ 4+ 20 14/16 140

    Special: VanguardOptions Banner (+15 pts) Musician (+10 pts)Spirits and faery folk of the forest realms, these creatures can assume many guises fauns, dryads, sprites and will-o-the-wisp. They tend to be shy and peaceful in nature, but if their forest realm is threatened, or by the command of their sylvan lords, they can be summoned in great numbers, assuming a frightening war-like aspect and fighting with the unbridled fury of the Great Wild.

  • Salamanders Infantry Unit Size Sp Me Ra De At Ne Pts

    Troop (10) 5 4+ 4+ 10 10/12 75

    Regiment (20) 5 4+ 4+ 10 13/15 100

    Horde (40) 5 4+ 4+ 20 20/22 190

    Special: Crushing Strength (2)Options Banner (+15 pts) Musician (+10 pts)Salamanders are fire-people; reptilian in appearance, they wear little armour and instead rely on their red, scaly skin for protection. The great heat of their blood is manifest from the billowing vapours that constantly exude from their slavering mouths and it seems to be channelled through their crude weapons, which sear and burn as much as they cut and crush.

    Forest Shamblers Large Infantry Unit Size Sp Me Ra De At Ne Pts

    1 6 4+ 5+ 3 -/12 40

    Troop (3) 6 4+ 5+ 9 -/14 90

    Regiment (6) 6 4+ 5+ 18 -/17 160

    Special: Shambling, Crushing Strength (1), Vanguard.

    Options Banner (+15 pts) Musician (+10 pts)Slumbering spirits of nature that normally reside within the trunks of ancient trees or in the vines and plants that form the living veins of soil and marsh, the Forest Shamblers can be aroused by the magic of the Druids and unleashed against the invaders as slow but unstoppable humanoid beings, made of wood, foliage, mud and stone.

    Air Elementals Large Infantry Unit Size Sp Me Ra De At Ne Pts

    Troop (3) 10 4+ 5+ 9 -/15 120

    Regiment (6) 10 4+ 5+ 18 -/18 220

    Special: Shambling, Crushing Strength (1) Fly

    Water Elementals Large Infantry Unit Size Sp Me Ra De At Ne Pts

    Troop (3) 5 4+ 5+ 9 -/15 90

    Regiment (6) 5 4+ 5+ 18 -/18 160

    Special: Shambling, Crushing Strength (1), Renewal (see page 32)In addition, Water Elementals treat all water-based terrain features as open ground (agree which terrain this applies to at the beginning of the game)

    Summoned on the battlefield by the Druids, these creatures are the true incarnation of the natural energies that form everything in Mantica (both living and inanimate matter.) They resemble very large humanoids, roughly the size of an ogre, and move slowly across the field, crushing all before them like an unstoppable tide of Fire, Water, Air or Earth.

    Earth Elementals Large Infantry Unit Size Sp Me Ra De At Ne Pts

    Troop (3) 5 4+ 6+ 9 -/15 90

    Regiment (6) 5 4+ 6+ 18 -/18 160

    Special: Shambling, Crushing Strength (1)

    Fire Elementals Large Infantry Unit Size Sp Me Ra De At Ne Pts

    Troop (3) 5 4+ 5+ 9 -/15 80

    Regiment (6) 5 4+ 5+ 18 -/18 140

    Special: Shambling, Crushing Strength (2),

  • Unicorn Monster Unit Size Sp Me Ra De At Ne Pts

    1 12 3+ 5+ 3 14/16 150

    Special: Crushing Strength (2), Regeneration, Heal (3), Inspiring, Individual

    The truest incarnation of the freedom and grace of the natural world. Unicorns cannot be tamed and cannot be ridden, even though legends tell that a maiden can actually achieve this feat. Whether that is true or not, these magical creatures are powerful allies of the Druids fast, deadly and capable of restoring the most grievous of wounds with but a glance.

    Centaurs Cavalry Unit Size Sp Me Ra De At Ne Pts

    Troop (5) 8 3+ 4+ 5 9/11 60

    Regiment (10) 8 3+ 4+ 10 12/14 105

    Special: Crushing Strength (2)

    Options Banner (+15 pts) Musician (+10 pts)Brutal incarnation of the most basic urges and instincts that rule the natural world, the Centaurs are quick to anger and merciless in their rage. They are however very unreliable on the battlefield, as they are prone to stop fighting right in the middle of an ongoing battle in order to indulge in an orgiastic celebration of victory.

    Basilisk Monster Unit Size Sp Me Ra De At Ne Pts

    1 7 3+ 6+ 5 14/16 200

    Special: Crushing Strength (2), Zap (6).

    Options Can have wings, gaining Fly and increasing Speed

    to 10, but reducing Defence to 5+ (+25 pts)This term groups a number of earth-spirits that assume the shape of weird beasts, often sporting elements of many different creatures mixed in the most bizarre of fashion reptile, mammal and bird. They are known by the peoples of Mantica as Basilisks, Cockatrices, Chimeras, Gorgons... many names and many forms, but all with the terrifying ability of dealing death with but a glance.

    Tree Herder Monster Unit Size Sp Me Ra De At Ne Pts

    1 6 3+ 6+ 5 18/20 275

    Special: Crushing Strength (3), Vanguard

    Possibly the longest-lived mortal beings of all of Mantica, the Tree Herders remember the days when the Celestians walked alone through the virgin forests of a primeval world, still unspoilt by war and grief. These creatures are benign and care deeply for the other dwellers of the forest, so when angered they make the most implacable of foes.

    Druid Hero Unit Size Sp Me Ra De At Ne Pts

    1 5 4+ 4+ 1 12/14 150

    Special: Individual, Inspiring, Heal (2), Zap! (3), Breath Attack (9), Dark Surge (10)

    Options Can ride a stag, horse, lesser unicorn or similar

    mount, increasing Speed to 9, for +10 pts. Up to two Wild Companions (+15 pts each)In battle, the Druids can manipulate elemental energies of the world of Mantica to unleash ruination upon their enemies but they also to heal and guide the creatures that fight on their side, which most often they themselves would have summoned to the battlefield to defend order and balance.

  • Keris and ShaarlyotHow can a man and a spirit of the air be in love? Even though he is a young and headstrong Druid initiate, bearer of the Solar Staff, and she is a princess of her kin and a gifted air-shaper? The nigh-impossibility of their relation and the opposition it met amongst both Shaarlyots people and the Druid order are the subject of many a ballade, and yet their love endures. The couple have lived an amazing series of adventures in defence of the Whychwell Forest, resisting the attempt of both the Elves and the Undead to upset the natural balance of that great wood.

    Keris [1] Hero Unit Size Sp Me Ra De At Ne Pts

    1 5 4+ 4+ 1 12/14 180 Special: Individual, Inspiring, Heal (1), Zap! (2), Breath Attack (7), Dark Surge (8), Solar Staff

    Options Can be accompanied by Ozzee (+20 pts)

    Shaarlyot [1] Hero Unit Size Sp Me Ra De At Ne Pts

    1 6 4+ 3+ 1 12/14 180

    Special: Individual, Fly, Inspiring (Sylphs and Air Elementals only), Breath Attack (15), Heal (5, Sylphs and Air Elementals only), Wind of Vyuu

    Options Can be accompanied

    by Tiffee (+20 pts)

    Solar staffThe bearer has a single ranged