|Posted by SotF on May 7, 2010 at 11:37 PM||comments (0)|
Crew: 1 Handler,Archer Unit
Upgrades: ExtraArcher Platform, Armor Plating, Arrow Slits (Requires Armor Plating), EliteHandler
Special: Archer Unitsmay be upgraded as per the Archer choice. Extra Platform requires the seperatepurchase of an Archer Unit
Crew: 1 Handler, 1Archer
Abilities: Shrug Off
Upgrades: ExtraArchers (Up to 3 extra archers), Armor Plating, Elite Handler, Helmet Spikes
Attacks: Trample,Ram, Archers, Officer
Special: Archers aretreated as an Archer Unit concerning abilities, using number of archers
Crew: 1 Handler
Upgrades: EliteHandlers, Lancer, Thrust, Brace (Requires Lancer), Larger Unit (Up to 4 extraunits), officer
Attacks: Ram, Overrun(Requires Lancer)
Special: Takes halfdamage from collisions
Crew: 1 Handler
Upgrades: EliteHandlers, Evade, Composite Bow, Barrage, Larger Unit (Up to 4 extra units),Officer
Special: Enemy mustreroll the first sucessful attack on this unit each round
Upgrades: Longbow,Piercing Arrows (Requires Longbow), Improved Spread, Officer, Extra Archers (Upto 12 extra units)
Force: 8+ Commander
Upgrades: Pikes,Guardian, Hold The Line, Extra Spearmen (Up to 12 extra units)
Special: Reroll asingle failed attack on an adjacent enemy that moved into range this turn
Abilities: Barrage,Stealth, Advanced Deployment, Woodsman
Upgrades: Longbow,Piercing Arrows (Requires Longbow), Vanish, Officer, Poisoned Arrows, ExtraHunters (Up to 3 extra units)
Special: Gains doubleterrain defense bonus'
Abilities: Brace,Guardian, Escort
Upgrades: Hold TheLine, Reach (3"), Avoidance, Officer, Drive Back, Extra Titan Guard (Up to6 extra units)
Crew: 1 Elite Handler,2 Archer Units
Abilities: Crush,Recovery, Shrug Off, Inspiration
Upgrades: ArmorPlating, Arrow Slits (Requires Armor Plating), Improved Recovery, Focus Fire
Attacks: Trample,Earthquake, Master Handler
Special: Archer Unitsmay be upgraded as per the Archer choice. Allies within 12" and line ofsite gain Recovery
Abilities: Stealth,Vanish, Woodsman, Advanced Deployment, Forward Push, Recovery, Harry
Upgrades: PiercingArrows, Vanish, Officer, Poisoned Arrows, Longshot, Bow Master
Special: Gains doubleterrain defense bonus', Non-Heavy Allies gain Advanced Deployment
|Posted by SotF on May 7, 2010 at 11:28 PM||comments (0)|
The idea of the nomads came from the concept of the sauropod and herd migrations.
Instead of building cities and fortresses, the Nomads have tamed the Sauroposeidon herds that migrate through the area and live in structures strapped to these mighty beasts while rangling other species to serve as combat and exploration mounts.
Different groups of them are referred to as herds, namely due to their "cities" are infact seperate herds of the sauropods. Few creatures would attack a herd, and those that do can be fought by the Nomads living on them.
They also raise hadrosaurs similarly to cattle as a food source.
Each Herd of Nomads tatoo their beasts with patterns that tend to contain elements unique to their herd with minor elements from their "Home" herd if they joined the herd.
Unlike their beasts, the Nomads rarely have any body ornamentation with the exception of a single tattoo that encircles the neck on members that have married and the head of the tribe has another.
They have little in the way of metal, most of which is used for small blades and other needed materials. The elite forces are equipped with metal arrowheads or spear tips.