FIELDS OF WAR

Stygians
Written by: Aaron Basham Edited by: Nikola Dabić

The Stygians are an ancient race with blue skin, white hair and pointed ears. They were once the rulers of the entire continent, but by trying to stop the never ending invasions of Goblins and Trolls, their might had crumbled and their once great Empire had been reduced to a small Kingdom on a chain of islands, this chain of Islands is known as Stygia. But now, the Stygians had risen again, to expand their kingdom, and to get new allies. A Stygian warrior is well trained, in the body, the mind and the soul. The army of Stygia must not fall, for their entire race depends on it.

INFANTRY
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-Perioikoi
Below the citizens are the Perioikoi, or militia, who trained only a few weeks a year and are deployed only within the local area as a defensive force, making up about half of any Stygian army. They are cheap and expendable, thus the Stygian Generals do not fear loosing many, as a matter of fact, most of their tactics require lots of Militia deaths. M Cs Ss P Ar L At Sp Co Pts. N 5” 4plus 5plus 3 2 1 1 5 2 100 20 Type: Infantry Equipment: Dagger, Javelin Command Points: 1 Upgrades: May be given Shields for 20pts. May be given a War Horn for 5pts and a Banner for 10pts. May upgrade a model to a Champion for 5pts. _

-Hoplite
The Hoplites, the backbone of any Stygian army, fight in dense columns with the spear points from several ranks projecting out from the formation, they thus present a formidable block bristling with spears held above the shoulder. In battle they close in with the enemy as a pushing wall of shields, stabbing with their spears over the shields, while men behind would push those in front and stab over them. This fighting is face-toface and terrifying, requiring high skill and discipline, battles are usually short but deadly. M Cs Ss P Ar L At Sp Co Pts. N 4” 3plus 3 5 1 1 3 4 140 20 Type: Infantry Equipment: Aspis, Spear, Heavy Armor Rules: Hoplite Run Command Points: 2 Upgrades: May be given a War Horn for 5pts and a Banner for 10pts. May upgrade a model to a champion for 5 pts.

-Hypaspist
Alarxis' great army of conquest includes three regiments of Hypaspist. These are apparently the best of his peasant infantry and of equal status and ability of his Foot Companions, most of noble blood. They are used to rapidly close in with the enemy and distract them, allowing the Companion Cavalry to hit the enemy from a side or the rear. M Cs Ss P Ar L At Sp Co Pts. N 4” 3plus 3 5 1 2 4 4 200 20 Type: Infantry Equipment: Shield, Sword, Heavy Armor Rules: Hoplite Run Command Points: 2 Upgrades: May be given a War Horn for 5pts and a Banner for 10pts. May upgrade a model to a Champion for 5pts. _

-Toxotes
After centuries of warfare that was decided by Hoplite battle, the Stygians began using a variety of units weapons after the superiority of combined arms that was demonstrated convincingly by other races. The first of these troops were the Toxotes, light infantry with short bows, which prove quite efficient at long range, showering their enemies with arrows, while Hoplites close in on the enemy. M Cs Ss P Ar L At Sp Co Pts. N 5” 5plus 3plus 3 2 1 1 4 3 100 20 Type: Infantry Equipment: Dagger, Short Bow Command Points: 1 Upgrades: May exchange their Short Bows for Long Bows for 20pts. May be given a War Horn for 5pts and a Banner for 10pts. May upgrade a model to a Champion for 5pts.

ELITE CORE
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-Phalanx
The Phalanx is the Stygian heavy infantry formation used from the age of the Stygian Empire to its fall by the hands of the Goblins and even today. Stygian infantry fighting from the Phalanx was the finest in the eastern world for several centuries; no other infantry faced it in hand-to-hand combat and won until the new tactics of combined arms made it obsolete. M Cs Ss P Ar L At Sp Co Pts. N 3” 3plus 4 6 1 2 3 5 180 15 Type: Infantry Equipment: Aspis, Spear, Phalanx Armor Rules: Not 1 Step Command Points: 2 Upgrades: May be given a War Horn for 5pts and a Banner for 10pts. May upgrade a model to a Champion for 5 pts. _

-Hippikon
The old Stygians had foregone cavalry in favor of armies consisting entirely of Hoplite infantry. Hippikon cavalry and light troops are raised to support the Hoplite infantry, armed with swords, Aspis and light armor. They rush into battle, crushing into the enemy lines with great speed. M Cs Ss P Ar L At Sp Co Pts. N 8” 3plus 5plus 3 3 1 2 4 4 135 15 Type: Cavalry Equipment: Sword, Horse Command Points: 1 Upgrades: May be given a War Horn for 5pts and a Banner for 10pts. May be given Aspis for 15pts, Light Armor for 15pts, and/or Lances for 15pts. May upgrade a model to a Champion for 5pts.

-Icarus
The Icarus are Stygian warriors who create wings using wood as the base, and then add feathers on it and glue them together with hot wax. When the wings are complete, they are ready to soar to the skies and scout the area ahead for the Stygian army, harassing their enemies from the skies, causing a commotion, making it easier for the Stygian army to crush their foes. M Cs Ss P Ar L At Sp Co Pts. N 5” 5plus 3plus 3 2 Type: Infantry Equipment: Dagger, Short Bow Rules: Fly Command Points: 2 1 1 4 3 165 15

WARMACHINES
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-Petrobolos
The catapult, most common in the ancient age, was a traction catapult called a Petrobolos (literally ''stone-thrower'') by the Stygians. The best Petrobolos of the age throw stone weighing around 125 pounds. Rocks of this weight plunging down walls and buildings are capable of devastating damage. M Cs Ss P Ar L At Sp Co Pts. N 2” - 2 Type: Warmachine Equipment: Catapult Crew: 3 Perioikoi Rules: Cohort, Warmachine Command Points: 2 1 50 1

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-Trireme
A Standard Trireme is about 120 ft long and manned by over a 100 oarsmen and can cover about 180 nautical miles at a constant speed of 7.5 knots. They also have square sales, which cannot always be used on the temperamental Stygian Sea. During the wars of conquest with the Goblins, Alarxis commands over 200 of these ships. M Cs Ss P Ar L At Sp Co Pts. N 4” 3plus 5plus Type: Ship Equipment: Catapult Crew: 6 Toxotes Rules: Ship, Transport Command Points: 4 6 4 2 1 1 3 80 1

Leaders
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-Talos, the Golden One
Talos was the last Stygian Emperor and had decided that instead of dying by the hands of the Trolls and Goblins, he would trap his soul inside a magical stone. He was discovered 2000 years later by Alarxis and then placed inside a golden, metal giant, thus Talos became the first Colossus. It is thanks to Alarxis that Talos can once more command Stygian troops on the fields of battle, and strike fear into the hearts of his opponents. M Cs Ss P Ar L At Sp Co Pts. N 6” 2plus 5 7 5 3 2 Type: Infantry Equipment: Great Sword Rules: Automaton, Horror, Loner, Unique, Protection (3+) Command Points: 6 5 125 1

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-Strategos
A Stygian Strategos is mostly a descendant of noble blood and thus he may be able to own a large amount of land and have his own personal army. The Strategos come together to meet with the King of Stygia (currently Alarxis) to gain new orders, be it to repel intruders, aid an Ally, or to expand the borders of Stygia. A Strategos is well respected in both the Stygian army and in Stygian society. M Cs Ss P Ar L At Sp Co Pts. N 4” 3plus 3 5 3 3 3 7 75 1 Type: Infantry Equipment: Sword, Shield, Heavy Armor Rules: Hoplite Run, Loner, Not 1 Step Command points: 5 Upgrades: May be given a Horse for 35pts and if mounted on a Horse may be given a Lance for 5pts. May exchange his shield for an Aspis for 5pts. May exchange his Heavy Armor for Phalanx Armor for 10pts but then he may not take a Horse. May take the Army Banner for 25pts.

-Archon
An Archon is thought to be a messenger of the Stygian Gods, and they are well respected for it. An Archon usually spends his time praising the Gods for rain, healing a village from a plague, predicting catastrophes, advising a Stygian noble, or aiding a Stygian army in conquest. They are very powerful wizards, quite possibly the best in the entire world. M Cs Ss P Ar L At Sp Co Pts. N 5” 4plus 5plus 4 2 3 1 Type: Infantry Equipment: Staff (counts as Halberd) Rules: Messenger of the Gods, Loner, Inspiring Command Points: 4 Upgrades: May take Light Armor for 5 pts. 2 5 70 1

-Kynigos
A Stygian Kynigos is the most loyal servant of the Stygian Goddess of Hunting, usually spending his/her time patrolling the woodlands, or taming wild monsters in the name of the Stygian civilization. His/her favorite mount is the thick skinned Nemos Lion, which I very rare and very ferocious. When a Kynigos appears in the field of battle, he/she sees the battlefield as his/her hunting ground, his/her army as his/her pack and the enemy as his/her pray and thus the hunt begins. M Cs Ss P Ar L At Sp Co Pts. N 5” 3plus 3plus 3 4 3 2 5 6 100 1 Type: Infantry Equipment: Dagger, Short Bow, Light Armor Rules: Caster (Heal, Fear), Loner Command Points: 4 Upgrades: May exchange his/her Short Bow for a Long Bow for 5pts, May be given a Shield for 5 pts. May be given a Nemos Lion for 35pts.

STYGIAN MAGIC, RULES AND EQUIPMENT
These are objects which are unique to the Stygian city-states and their armies.

-Special Rules:
Name: Hoplite Run Messenger of the Gods Lightweight Effect: On the turn in which a unit with this rule charges into combat they gain 1P until the end of the turn. A unit that has this rule is a Caster who may select any one spell from the Core Rulebook. May be taken in conjunction with a 2 handed weapon

-Close Combat Weapons and Other:
Name: Nemos Lion Aspis Phalanx Armor Rules: Increase M to 7'', +1At , +2Co, +1Ar, fear, change unit type to Monster. +1Ar, Lightweight +3Ar, +1P, -2M, -2Sp

-Commands:
Name: Will of the Gods Cost: Effect: 1 Roll a D6: 1 - Great Threat - the unit needs to pass a Co test or flee. 2 - Bad Omens - the unit needs to pass a Co test, if it fails, it must do nothing for the rest of the turn (or flee if they are in combat) the Stygians believe that bad luck is about to befall them. 3 - All is well with the Gods - proceed with the turn as normal 4 - Favor from the Gods - The Stygians may reroll ANY tests they need to pass for the rest of the turn - they believe that the Gods somewhat favor them and are motivated. 5 - Holy Blessings - The Stygians gain +1Po or +1Ar (your decision) for the rest of the turn - The Stygians believe or are blessed by the Gods and had gained a new strength. 6 - The Gods are with us! - The Stygians gain effects from both 4 and 5 until the next turn - The Stygians truly are being aided by their Gods in this battle; therefore they become far more powerful.

END...

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