Saturday 3 April 2021

Krieghammer Factions: The Empire

I want to try out some quick FKR Skirmish battles (http://lizardmandiaries.blogspot.com/2021/03/methods-for-fkr-skirmish-game.html), so I decided to convert some of the warhammer factions to be used in an FKR type game. I'm calling it Krieghammer! I've listed a cost to make it easier for people to put together a comparable warband to fight others with. 

(I've also converted Beastmen: https://lizardmandiaries.blogspot.com/2021/04/krieghammer-factions-beastmen.html )

(Also, join the Krieghammer Discord if you are interested: https://discord.gg/FAGRQjfeHs ) 

The Empire: 

Militia: Conscripted peasant. Armed with a poor quality spear or club. Low morale. Easily scared.  

Cost: 0.5 


Imperial Trooper: Experienced, full time soldier. May be armed with a mace, sword or halberd. Wears leather armour and a breastplate. 

Cost:

Archer:  Experienced, full time soldier. Armed with a longbow. Wears leather armour. 

Cost:

Knight: A person of noble birth, trained their entire life in the art of chivalry and combat. Armed with a sword and great shield. Wears heavy plate armour. Incredibly brave and stoic. 

Cost:

Mounted Knight:  A person of noble birth, - trained their entire life in the art of chivalry and combat. On horseback and can charge at great speeds, trampling and crushing smaller foes. Armed with a sword, spear and great shield. Wears heavy plate armour. Incredibly brave and stoic.

Cost: 4

 

Rifleman: Experienced, full time soldier. Armed with a very accurate, long ranged and armour piercing rifle that takes - effort and time to reload. Also has a knife. Wears leather armour and a breastplate.  

Cost: 3

 

Cannon: A wheeled iron cannon. Huge, heavy and slow. Operated by three engineers - trained more in science than war (they each have a dagger). May fire a single huge cannon ball, or sacks of grapeshot. Reloading the cannon takes effort and time. Can easily get stuck in mud or other poor terrain. 

Cost: 5  

Warrior priest: A fanatical person of faith who has trained their entire life - in the art of prayer and combat. Armed with a warhammer and shield. Wears heavy plate armour. Can heal wounds by the power of prayer. Can curse monstrous non human beings. Bestowed with gods given supernatural luck. Can become enraged with uncontrollable fury at the sight of the wicked.   

Cost: 5

 

Wizard: Wears robes. Armed with a staff. Insightful and learned. Can imbue beings with supernatural strength, luck or weakness. Can sense and see things that are far away. Can summon and launch flames. 

Cost: 5

 

Lord:  A person of noble birth, trained their entire life in leadership and governance. On horseback. Armed with a sword and pistol. Wears leather armour and a breastplate. Inspires any nearby units to fight better, - harder and more fearlessly. 

Cost:

The following units were converted by @ManicInsomniac on the discord! 

Witch Hunter:

Armored with chain mail and leather armor, layered with blessed scrolls underneath. Armed with a two handed longsword and a repeater pistol. Effective one on one duelists. Inspires fear in nearby allies, and can kill those who flee to restore morale for the rest.

Cost: 4


Outriders:

Wear plate armor and ride an unarmored horse. Armed with a repeater handgun, inaccurate but capable of scything through unarmored infantry and punching through heavy armor. Can't fire while in motion.

Cost: 3

Flagellant: Zealous and frenzied warrior armed with a pair of clubs. Totally unarmored. Very little fear, they welcome the chance to die and suffer in their Gods name.

Cost: 1



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