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Post by RuneCaster_Aris on Sept 28, 2012 14:51:54 GMT -5
(While working on faction symbols for 1.1, I invented four Great Houses and general themes for each. I felt these were good enough to be brought to light, even if they are unofficial, and hope maybe they may inspire a few gamers to join into the ranks of the House Guard...)Houses are unique in that though they maintain their own standing armies, have their own internal politics and motivation, they are not their own governments. The houses owe their allegiance to the Commonwealth above all, however, the houses among themselves are fiercely competitive over everything from wealth to military might. Under amendment 616 of the Commonwealth charter, the houses may do battle with each other, so long as it has no ill effect on the commonwealth as a whole. What this breaks down to is that the houses may kill each other off, but unless Commonwealth profits are effected, they will not intervene. Though there are numerous Houses, there are only four Great Houses. The difference breaks down to size. A house may control Four planets at most, however a Great House is allowed to claim as many as double that number. In order to gain this privilege, a House must defeat a Great House in large scale combat. Though this is not infrequent, most Houses accept their minor standing as it still grants them many privileges that most single-planet governments merely dream of, and that open war often costs more in lives and resources than many Houses can muster or afford if they lose. Houses are known to field unique weapons and war machines not seen else where in the universe and in many cases, these machines fill a particular niche that embodies the motto or viewpoint of the House. One example is Great House Ironboar's "Razorback" Assault Walker, a machine that could be considered a giant four legged battering ram with a rear mounted command pod, and a head that looks similar to a rock-borer drill, built souly to breach enemy fortifications and allow infantry to storm in and engage in close quarters combat. Each house also holds their military tradition in very high regard as combat is how they earned their spot on the galactic stage. Because of this pride, Houses will often forgo aspects of combat entirely. Great House Trinis'Dal will never field any kind of anti-gravity unit, as they feel that it makes things too easy and thus would make their tank battalions, who pride themselves on their driving abilities, lazy. Over the next week (or two depending on the time I have) I will begin to post histories, and army lists for each of the four Great Houses. This will be the order in which they will be post: Great House Ironboar Great House Trinis'Dal Great House Twilight-Sun Great House Ravenmoor
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Post by RuneCaster_Aris on Sept 28, 2012 15:00:26 GMT -5
House IronboarSystem: Atheros Home World: Arthes Capital: Castle Bright-Forge Controlled planets: 8 (off record 12) Percent of Population in Military Service: 20% active, additional 15% reserve House Motto: “Iron within, Iron though out.” Common Battle Cry: “Blood and Iron!” “As the Boar, we charge!” Infantry known as "Dragoons" Specialists known as "Centurians" House Ironboar is named after its founder, Duke Tobias Ironboar. The Duke had a simple mindset towards government: The strong will rule. It is the one rule of the inner politics of the House; disputes between factions are settled by non-lethal, (though extremely brutal) combat. These duals are highly ritualized, and are the closest thing to a “religious practice” that exists within the House. If not for these rituals and traditions, then the House would no doubt descend into chaos. It is also due to these duals of strength that there is no set head family, and as such, Ironboar’s alliances seem to sway with every dual. House Ironboar places a heavy class-system on its subjects; this too, is also centered on the laws of Dueling. For example, one law states that a challenge to take another’s class position may only be allowed if the antagonizer is at two or fewer classes below the defender. In this way, over the course of generations, even the lowliest serf of the house could rise to become a Duke, (as is the case of Duke Reginald Truearm). House Ironboar believes heavily in assault tactics and employs very little that will otherwise hamper this mindset. All infantry are trained in assault and close combat, at the cost of only adequate ranged weapon training. Tanks are rare, but support APC’s are heavily used, either of these will be sure to have some kind of weapon installed to allow them the glory of close combat. Mecha are almost entirely close combat oriented, occasionally, a shoulder mounted siege cannon is mounted to help break down enemy fortifications to allow soldiers to partake in the glory and honor of hand to hand combat. Many armies have taken this lack of ranged combat as a weakness to be exploited, but this has time and again proven to be folly. In recent history, the Ironboar have started an open war against the Ravenmoor due to many philosophical disputes and "eye for an eye" raids and attacks. The Ironboar feel strongly that without a ridged system of government, the Ravenmoor are weak, frantic fools who don't know their place individually, or in the galaxy at large. Ironboar propaganda has also promoted these claims that the Ravenmoor worlds are ripe for the taking, and more than one commander is chomping at the bit to be the first to cross the threshold into Ravenmoor space, spearheading an invasion. In spite of their ruthless appearances, the Ironboar devote a portion of their time to mastering the artistic. Ironboar clay-works and illustrated manuscripts are in high demand across the Commonwealth for their unique color patterns, and calligraphy. Many great Ironboar heads of house, and generals, are also well known for several artistic masterpieces, and though not outwardly stated, a leader without artistic mastery will never reach the respect that they may feel they deserve by social rank alone. House Ironboar carved their empire in blood and toil and it’s hardened warriors and citizens are among the most proud and intimidating of the Commonwelth. Great House Ironboar Special RulesDesign note: These rules, until such a time that they are deemed otherwise, are house/homebrew rules. They have no merit in any kind of official play, but are built to add flavor to your games, and hopefully create four well accepted, and played factions to the game. Iron over LeadAll Great House Ironboar may never have a shoot higher than a "Trained" level. However, subtract 1 from the cost of your selected Assault stat, (example: Seasoned status costs 4 points, however if an Ironboar chooses the Seasoned status, it only costs 3). First to charge...Any unit that chooses to attack in Close Quarters in the same turn it came into base contact with an enemy my re-roll any failed Hit dice one time. ...Last to fall.If a unit ends it's turn at below half it's initial number, or has less than half it's remaining wounds, you may choose to either have the unit gain +1 soak, or +1 damage. This effect may only occur once per game and is permanent, so it would be wise to place a token as to which status you selected for it.House Ironboar Edict of War:The warriors of the Ironboar have a stern belief that the sound of hundreds of armored transports, marching infantry, and towering war machines is a near holy thing. This belief is founded in the psychological effect that has on the enemy as the deafening roar and trembling earth wear on the opponents psyche. You may not take any ASV, AAV, or Artillery of any kind. You may not take Hover or Grav options on vehicles that grant that option. You may include up to, (and no more than) one Tank and one Mecha. Any Transport vehicle may be purchased at -5 points from it's final points cost. Unique ItemsBoarblades 2 points // Close Quarters Weapon// Any Infantry, Specialist, CommanderDAMAGE 7 AP 1A unit equipped with Boarblades has a scimitar in each hand. These weapons are extremely durable, highly polished neo-steel and are 98% vibration resistant. These allow +1 soak from any weapon with a damage rating of 6 or less. The Iron Duke5 points // Close Quarters Weapon // Commander Only // One per ArmyDAMAGE: 8 AP:1This staff has a scimitar blade off each end, and is a symbol of the unending onslaught of House Ironboar's war front. contained within this weapon are some of the best technologies the house has to offer; from nano-shields to gyroscopic balancers. This weapon gives +3 soak against the first ranged attack the unit receives in the game with damage 7 or greater, as well as a +1 against any weapon damage 6 or less. In addition, this unit is given +1 Assault, and may attack twice in close combat. Electro-Flux Cannon4 points // Tank Main Weapon //may be taken by any GSV tank or mechaRANGE 10 DAMAGE 0 AE 5A weapon designed to take out ranged weapons, allowing the Ironboar to reach the enemy safely before engaging in close quarters combat. The cannon fires a small stealth drone that upon reaching it's target sets up a electronic flux field, both highly magnetizing the interior components of machine weapons, and frying the electronics of digital weapons making either unreliable to fire at best, or reducing them to stylized clubs at worst. To fire, pick a point between the cannon and 10 inches away, and place a 5" round blast marker. Any units under this area subtract 3 from any shooting rolls, (but not damage rolls) until the beginning of your next turn. If a unit moves out of the blast area, they are no longer effected and may shoot normally. Perk: Fusion-forged Armor4 points // Vehicle PerkThis vehicle's armor was forged at an in-orbit forgery using the latest in Ironboar Fusion techniques. This bulky armor grants +3 soak against all attacks, however the unit has -1 movement, and -1 guard.
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Post by demonetrigan on Sept 29, 2012 12:39:14 GMT -5
House IronboarSystem: Atheros Home World: Arthes Capital: Castle Bright-Forge Controlled planets: 8 (off record 12) Percent of Population in Military Service: 20% active, additional 15% reserve House Motto: “Iron within, Iron though out.” Common Battle Cry: “Blood and Iron!” “As the Boar, we charge!” House Ironboar is named after its founder, Duke Tobias Ironboar. The Duke had a simple mindset towards government: The strong will rule. It is the one rule of the inner politics of the House; disputes between factions are settled by non-lethal, (though extremely brutal) combat. These duals are highly ritualized, and are the closest thing to a “religious practice” that exists within the House. If not for these rituals and traditions, then the House would no doubt descend into chaos. It is also due to these duals of strength that there is no set head family, and as such, Ironboar’s alliances seem to sway with every dual. House Ironboar places a heavy class-system on its subjects; this too, is also centered on the laws of Dueling. For example, one law states that a challenge to take another’s class position may only be allowed if the antagonizer is at two or fewer classes below the defender. In this way, over the course of generations, even the lowliest serf of the house could rise to become a Duke, (as is the case of Duke Reginald Truearm). House Ironboar believes heavily in assault tactics and employs very little that will otherwise hamper this mindset. All infantry are trained in assault and close combat, at the cost of only adequate ranged weapon training. Tanks are rare, but support APC’s are heavily used, either of these will be sure to have some kind of weapon installed to allow them the glory of close combat. Mecha are almost entirely close combat oriented, occasionally, a shoulder mounted siege cannon is mounted to help break down enemy fortifications to allow soldiers to partake in the glory and honor of hand to hand combat. Many armies have taken this lack of ranged combat as a weakness to be exploited, but this has time and again proven to be folly. House Ironboar carved their empire in blood and toil and it’s hardened warriors and citizens are among the most proud and intimidating of the Commonwelth. Next Post to come: House Ironboar Units 20% of Population of 8 planets in military service thats 1 in 5. That is a ridiculously high level. in 1939 with a population of 69Million, and having spent nearly 10 years building up and preparing for a war, the Germany army was about 5Million so less than 10%. Not sure that allowing for the young and old you could keep the rest of your society operating with this level?
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Post by Mr. Harold on Sept 29, 2012 15:43:03 GMT -5
These icons are great! I really like the backgrounds too, I look forward to seeing the rest. When you have robots and (almost) unlimited fusion energy it creates a surplus of available workforce
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Post by RuneCaster_Aris on Sept 29, 2012 17:59:49 GMT -5
The state of the House is one where military service is what every citizen aspires to attain, why there is such a huge military populace. The military acts as kind of a "common ground" for all citizens. In the class based hierarchy, a (skilled) recruit could move his way smoothly up the ranks and earn the right to challenge a top general or even adviser to the Duke. The whole of the society is very Spartan-esque. As for economy, the main income of the house is though control of a series of jump points essential for Commonwealth trade. They are able to place high tolls on these points as even the extreme costs they impose and enforce are still far more cost effective than taking "the long way 'round". This too is another reason for the immense size of the House military, as enforcing these taxes, (and the occasional boarding operation) are a financial priority. The House imports most of their necessities from minor Houses which have signed or have married into permanent allegiance and non-aggression contracts. The main reason this House hasn't risen to dominate the other houses does largely fall on the greatest flaw of its adapted political system. With leaders changing constantly, viewpoints change, priorities change, and only the most grand, generalized visions for the house exist. Honor and Glory over all else. This is true
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Post by RuneCaster_Aris on Oct 2, 2012 21:37:23 GMT -5
Due to a personal emergency, I am going to be withholding the rest of this thread for the time being, as well as taking some time off the forums. I will be back soon, keep an eye for me!
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Post by Mr. Harold on Oct 2, 2012 22:38:35 GMT -5
oh man, I hope all turns out ok! best wishes your way!
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Post by twogunsblazing on Oct 5, 2012 4:28:16 GMT -5
Due to a personal emergency, I am going to be withholding the rest of this thread for the time being, as well as taking some time off the forums. I will be back soon, keep an eye for me! I hope everything works out ok for you mate. Best wishes...
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Post by RuneCaster_Aris on Oct 9, 2012 23:16:53 GMT -5
I'm going to be making a few small changes to the House Rules. I will make the edits in the previous posts before posting the other houses (starting later today 10/10)
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Post by RuneCaster_Aris on Oct 10, 2012 12:36:58 GMT -5
House Ironboar rules added in.
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Post by twogunsblazing on Oct 10, 2012 19:44:04 GMT -5
House Ironboar rules added in. Some very interesting reading and ideas mate, well done. In regards to the House Ironboar rule "Last to Fall". Is this a one-off bonus? If not, and the unit receives this bonus at the end of each turn when meeting this condition, I can see a cumulative effect that will make the unit near invincible. For example, if in the first turn of the game, a unit of Ironboar gruntz loses half their squad to an artillery strike, by the end of the game they may have +6 Soak or +6 Damage...or more if the game goes for more turns... Also, it's not really explained why Hover or Grav options aren't available. For an army that relies on getting into close combat quickly (as all close combat orientated armies do) then not allowing the two quickest methods of getting into close combat is a pretty big downside, especially when there will also be hardly any tanks or mechs with firepower to support the close combat troops on their advance to close combat. (Edit: same with aerial support vehicles - not allowing these will hamper the mobility needed for a close combat based force). I'd probably allow hover and grav in APC's at least so that the close combat gruntz squads could more quickly close in close combat as well as easily use terrain for their approach to close combat in the absence of heavy fire supoort from tanks and mechs...
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Post by RuneCaster_Aris on Oct 10, 2012 20:13:21 GMT -5
Thanks for the reply! I'm going to answer your feed back...
In regards to the House Ironboar rule "Last to Fall". Is this a one-off bonus? If not, and the unit receives this bonus at the end of each turn when meeting this condition, I can see a cumulative effect that will make the unit near invincible.
For example, if in the first turn of the game, a unit of Ironboar gruntz loses half their squad to an artillery strike, by the end of the game they may have +6 Soak or +6 Damage...or more if the game goes for more turns...
It was an oversight of mine as I meant to say that it's a one time event. After your unit is below half, you get +1 to Soak or Damage, and that's what it gets for the rest of the game. It starts and ends at +1.
Also, it's not really explained why Hover or Grav options aren't available. For an army that relies on getting into close combat quickly (as all close combat orientated armies do) then not allowing the two quickest methods of getting into close combat is a pretty big downside, especially when there will also be hardly any tanks or mechs with firepower to support the close combat troops on their advance to close combat. (Edit: same with aerial support vehicles - not allowing these will hamper the mobility needed for a close combat based force).
I'd probably allow hover and grav in APC's at least so that the close combat gruntz squads could more quickly close in close combat as well as easily use terrain for their approach to close combat in the absence of heavy fire supoort from tanks and mechs...
I added this into the fluff, but essentially, it's a tradition. The Ironboar are some of the most brutal fighters in the known universe and probably top among non-enhanced human stock. They hold some things like aerial forces, and long ranged weapons to be against their close-quarters ethos. The sound and feel of the earth beneath them has a deep impact with the warriors. Each warrior knows that his battlemates are standing on the same earth, feeling the same blasts, and enduring the same punishment, from the lowliest House Guard to the Duke himself. Because of this reliance on the wheeled and tracked, they have perfected the technology and enhanced it to be superior to others of similar make, (hence the points reduction).
Also, keep in mind that APC's are big for these guys. Super heavy transports and beefed up APC's built to carry many infantry squads to the front lines are a staple of the Ironboar, and something that I would encourage in army making.
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Post by RuneCaster_Aris on Oct 10, 2012 21:48:05 GMT -5
House Trinis'Dal System: Betheros Home World: Cindel (3rd moon of Malthor) Capital: Hileast Prime Controlled planets: 7 (off record 9) Percent of Population in Military Service: 10% active, additional 5% reserve House Motto: “We are the Hunters” Common Battle Cry: “The hunter strikes!” Infantry known as "Huntsman" Specialists known as "Master Hunters" Tank battalions are know as “Hunting Parties” (or HP's for short)House Trinis'Dal started as a Minor House with a niche in the industry of wild game. The house happened across a system in it's early days of claim-staking on a system with five inhabited words, each with unique and diverse life. Many of these creatures were of such beauty, terror, or intrigue that many Houses and governments wished to have them in their zoos or personal collections. This became a double edged sword for the fledgling House. As demand went up, the natural livestock dwindled until only a few animals remained. By this point the Minor House had become quite wealthy and decided to re-prioritize the House plans. For the next fifteen years the House was silent. So much so that the Great Houses began to think it had disband and began to fight for who would control the holdings. Great House Ironboar won the shares in combat, and proceeded to begin landing operations on the outter most world of Ri'Tel. The following thirty-seven days were recorded in the House Records as “The days of Hell.” From the moment the first drop ship landed, long range fire began to immediately destroy key units and war machines from apparently thin air, then silence. Each time a new directive was made, or a new path was plotted, heavy fire would shred those that dared venture. Patrols sent out wouldn't return, their bodies discovered later buried beneath the earth, or hidden in trees. Ironboar command began to feel they were helplessly being corralled to some destination. On the thirty-fifth day of occupation there was something wrong in the air, every Dragoon and Centurion couldn't shake the feeling of being watched. A perimeter was set-up, and guards posted, but the feeling remained. At exactly 1200 hours, standard time, a single individual appeared at the main checkpoint of the base, apparently from thin air and demanded to see the Duke. The Duke met him at the gate and words were had, what words exactly are anyone’s guess, but apparently the new comer threatened the Duke, whom replied famously; “You and what army?” At this, and a snap of the new comers fingers, a shimmer filled the air and the smell of ozone overcame the Ironboar as hundreds of stealthed tanks lowered their Mirage Fields, reveling they had completely surrounded the base. Shocked into submission at what was seen as dishonorable tactics to the Ironboar, and the sheer out numbering, the Ironboar surrendered. The Duke was ransomed back to his house for an untold sum, and a charter granting the Trinis'Dal Great House status. A feat that has not been forgotten by the Ironboar. It was here that Count Dravis Meran revealed himself, and earned his (in)famous reputation. Off the battlefield, those of the Trinis'Dal lead a very non-technological lifestyle. Most civilians live in rustic villages where hunting and fishing and agriculture are the main ways of food production, and villages act more as extended family units than vast spaces of people. A rather unusual and unique cultural trait among the Trinis'Dal is the "Crossing". Long ago the Trinis'Dal learned the potential long-term problems of small, 100 person villages and gene-pool limitations. Once a year, during the Winter Solstace, Several children from one village will fly to a village on the opposite side of the world, to be raised there, and once during the summer solstice, several young adults travel to near by villages to live and begin families. This ensures a random shuffle of individuals and create strong genetics that allows the Trinis'Dal to maintain their rural lifestyle. House Trinis'Dal brings to the Commonwealth it's unique stealth tank battalions, and some of the best ranged fire power in the galaxy. They are well regarded for their hit-and-run tactics, and masterful strategy. Design note: It's not uncommon for tanks to have the hides of exotic beasts, slain by the tank crews, bolted onto the hulls as grim trophies. This adds a feral appearance to the tank, but this has never been discouraged by the high command.Great House Ironboar Special Rules Design note: These rules, until such a time that they are deemed otherwise, are house/homebrew rules. They have no merit in any kind of official play, but are built to add flavor to your games, and hopefully create four well accepted, and played factions to the game. Masters of the HuntAt the beginning of the game, you may set up one unit as if it had the rules for Infiltrator special rule. Armored InfantryA Hunter Party may be taken as infantry selections with the following rules: - Each Hunter Party consists of three tanks. - Each tank must have the following basic stats: Type: Tank // Size: Light // Must have the same Mobility type // May only have one main weapon and no other weapons of any kind. All tanks must stay within 4” of each other to maintain coherency. Let slip the beasts of war...Sometimes as a distraction method, the Trinis'Dal will let slip one of their “larger” specimen onto the battle field. Use the Monster building chart to create such a creature, and subtract 5 points from it's final cost. House Trinis'Dal Edict of War:The warriors of Trinis'Dal much prefer to hunt in their tanks and light mecha. Like a hunter taking on dangerous game, they maneuver carefully looking for the best shooting lanes to take their shot. Patiently they await the perfect opportunity to deal a devastating kill shot. Though Infantry are not unheard of, House Trinis'Dal will always take tanks over any 'soft' targets. Due to the way of the hunt, House Trinis'Dal never brings any mecha larger than medium-class. Though they do make use of ASV and AAV, they are rare, you may take no more than two of either of these unit types. Unique ItemsLong-Bow Cannon3 points // Tank Main Weapon or Mecha main weapon // One per Hunter Party, may be taken by any non-HP tank or mechaRANGE 20 DAMAGE 12 AP 3The ultimate in anti-armor weapons, this long barreled gauss-cannon is equipped with some of the most powerful targeting systems available. A tank with a Long-Bow Cannon can only ever fire once per turn, regardless of any special rules stating otherwise. When damage dealt by this weapon would score a critical hit, if the critical is confirmed, you may choose which system is effected on the other unit. Perk: Mirage Field Generator4 points // Vehicle PerkA unit, invisible to all spectrum of light is the most highly coveted secret of the Trinis'Dal. These tanks can only remain invisible for so long, however, usually it is long enough. This grants the tank with +2 guard from range attacks, as well as subtracts 3” from the range of any unit targeting it.
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Post by twogunsblazing on Oct 11, 2012 9:13:16 GMT -5
I like the idea of a Mirage Field Generator, very cool!
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Post by RuneCaster_Aris on Oct 17, 2012 22:17:03 GMT -5
Great House Twilight-Sun System: None Home World: None Capital: Twilight Fleet Controlled planets: 7 (off record 10) Percent of Population in Military Service: Unknown House Motto: “We are the Pure.” Common Battle Cry: “From twilight come.” Infantry known as "Initiates" Specialists known as "Adepts" Mecha are know as “Masters”House Twilight-Sun earned it's status though a monopoly on five major components used in the development of mecha, and untold patents on many others. The house earns it's income by allowing other companies to use less efficient versions of it's own technologies, while taking from those companies a moderate tax for using those designs. This method has never been argued for two key reasons, first being that for the amount these companies make on their products, they can afford the payment, and second, they are well aware they are getting “last year's model” of goods. These companies know full well that no matter what they field against Twilight-Sun, it would be far inferior in quality and performance. Technology is the backbone of House Twilight-Sun. It is said everything in the house contains an element of this superior technology built into it, from pots to people. And unlike many rumors that spread about the Great Houses, this one is true. This is most obvious in their military where all soldiers are implanted with several technologies in which to make them superior soldiers, the most famous being a thin but durable second skin which allows them to interface with any of the technology at their disposal with a mere touch. There are side effects to these implants, from the benign (like the hue of one's skin becoming blue) to the more ominous (rumors of low-born candidates being implanted with mind-control chips). After a lengthy stay at the level of Initiate, the best are chosen for new implants which will begin to allow them to integrate with special powered armor with control systems that are almost identical to that of mecha. Unlike traditional power armor, these suits are controlled mostly by mental command and have almost no physical input. The Adept literally sits and thinks his actions on the battlefield. After a number of five hundred victories is reached in such armor, the Adept goes though the “Master's Trial”. This is highly secretive but there are plenty of rumors, most abound is the rumor that the brain is removed from the Adept and placed into a special core which is inserted into a mecha. This rumor is particularly disturbing as it is noted that Masters are never seen outside of their mecha, and during conferences among battlefield leaders, a remote holo-disk attends, projecting an animated image of the Master. The fact that Mecha among the Twilight-Sun even seem to be more human like is another disturbing allude to this rumor. All forces have very technical roles on the battlefield, each is trained in a specific aspect of the battlefield and relies on other units to fill in the weakness gaps. However, Masters seem to always have a specialty, but are equipped to deal with any situation. For example, the Master known as “Blazearm” is outfit with several heavy beam cannons for long range bombardment, however it also has two large heat blades that extend from the Mecha's forearms. Another, Master Windedge, holds in his Mecha's hands a beam sword based on that of ancient earth 'claymore' sword, however, his chest compartment holds three large bore gatling-cannons to soften up range targets. For those not directly in the military, to live is to lead a life of worship. The Twilight-Sun have a vast and complex religion based around ascension, and for those unable to assent, they can reach a state of immortality by maintaining the great Masters and their Mecha. This life is hard, and dangerous, as radiation poisoning is common near the power plants of these giant machines, but the promise of immortality in having ones name permanently added to the memory bank of the Master they served is such a powerful motivating force for these worshipers that even those who take severe injury continue to work, lest they risk dying and not being remembered. This religion is lead by the mysterious individual known only as "The High Exalted". His body and visage is hidden under heavy black robes, he is seen only by those about to die, and by the Masters themselves. It is said he speaks to his practitioners once a year from a distance to renew the faith before going back to his unknown doings. House Twilight-Sun, though shrouded in rumor and suspicion, has maintained a key role in Commonwealth industry and politics, and and on the field of battle, their impressive technology is felt to deadly effect Great House Twilight-Sun Special Rules Design note: These rules, until such a time that they are deemed otherwise, are house/homebrew rules. They have no merit in any kind of official play, but are built to add flavor to your games, and hopefully create four well accepted, and played factions to the game.
Trans-Human IdeologyAll warriors and diplomats of Twilight-Sun are enhanced by cyborg components. All models that have access to the “Automation” perk must take it. Specter in the ChasisMasters have sacrificed their weak, imperfect flesh for the strength and power of a mechanized body. As such, they have a tentancy to move their mecha more like their own body than a machine, sometimes able to instinctively dodge attacks that would leave the Mecha crippled. If a critical hit would effect a Mecha, roll a mental check, if you succeed, the critical does it's damage as normal, but no systems can be compromised. Masters of the MachineTwilight-Sun has mastered the art of Mecha construction. All Mecha purchase at 4 points reduced from their base points cost. House Twilight-Sun's Edict of War:Twilight-Sun has focused it's efforts on Trans-Human warriors, slowly moving from group combat, to solitary war machines. Because of this, specialists may never be attached to squads, as they are being trained to work in a solitary environment. Twilight-Sun also has a fanatical belief that the better the technology the better the unit, therefor the options of Wheeled and Tracked may never be taken in a Twilight-Sun army. Unique ItemsTwilight Lance5 points // Mecha main weaponRANGE Close Quarters / 2 DAMAGE 7 (15*) AP 1 (4*)This weapon takes the form of a powerful hydraulic or rocket enhanced lance based on the design of ancient earth knights. The weapon is a powerful close combat weapon, able to reach out and attack an opponent without them able to attack in kind. Additionally this weapon on a charge can deal a single devastating blow capable of causing massive damage to an enemy unit. This model may attack any enemy up to 2 inches away with it's lance, this includes attacking over a unit to hit one on the other side, (there MUST be line of sight to the model being attacked.) Additionally, on the charger is where this weapon is most effective. If this model moved into range to use the Twilight Lance, if this unit opts to attack with it's lance using its second activation, it deals 15 Damage and has an AP of 4 instead of it's normal Aamage and AP Sun Shield3 points // Mecha main weaponRANGE Close Quarters DAMAGE 0 AP 0The Sun Shield takes it's design from the ancient 'tower shield' of earth's medieval warfare. This device takes up an entire arm hard point, and though it cannot be used effectively in any form of attack, it provides outstanding defense due to several layers of armor, and two build in shield generators, (one for kinetic dampening, one for energy dispersal). A Mecha armed with a Sun Shield gets +2 Soak from ranged weapons, and +3 soak from Mecha/Large Monster close quarters attacks. Mod: Midnight Configuration5 points // Mecha onlyThe Midnight Configuration (MC) is a strange device that encases the brain capsule of a Master. This device helps create more effective neural links and helps the brain analyze floods of tactical data, and further anticipates enemy maneuvers and attacks. While the MC grants the Master extremely potent and near superhuman response time, and abilities in their Mecha, the Master must endure nearly crippling floods of information that are just shy of overloading the Master's brain. Sometimes, an overload occurs and the brain literally re-boots, this can be overriden by the Master, but at great cost to the Master or the Mecha. A unit with the Midnight Configuartion gains +2 to all stats, and a +1 to all rolls to hit. However, at the beginning of an activation, you must make a mental check, with a negative modifier equal to the current turn, (turn one = 1-, turn two =-2, etc) if failed you may choose to either have your mecha do nothing that activation round, (it effectly has zero activation points to use) or you can opt to have one of your systems take a critical hit, (roll as normal). Design note: When I built these rules, I was very much thinking of anime like Gundam, Escaflone, and the like with more human-esque machines. Frankly, manga-style mecha would be perfect for this house.
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