The Army of the Luminators

Composition

Manpower

  • ser Kedrick Brightborn
  • Marshal Ardenta
  • 3 Units of Luminators, elite skirmishers, each with one Flamethrower team.
  • 6 Units of Enkindled, equipped with Medium Armour and an array of melee weapons.
  • 6 Units of Enkindled, equipped with Medium Armour, Crossbows and Pavisse.
  • 3 Units of Enkindled Skirmishers equipped with Bows.
  • 2 large groups of Ashborn Militia, each led by a Luminator.
  • A Trebuchet, and a Unit of Enkindled Engineers equipped to man it.
  • Several Enkindled Engineers and Ashborn Labourers.
  • Strategy
    Strategy: cccd
    1,000 points, Support Value 1.
    2 engineers.
    Cavalry: 0
    Phalanx: 0
    Skirmishers: 2 Formations
    Ranged: 4 Formations
    Siege Engines: 1
    Characters: 2
  • Bodyguard 6/9 Formations, +d
  • Terror 3/9 Formations, +b

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    Resources

    Story Points
    Military Units
    Warmaster Unit Profiles
    Useful Lists
    Winter Art Challenge 2024
    Alchemy Primers

     

    Player Characters

    Lady Ophelia Foxworth-Hayford
    Lady Terin Gaunt-Foxworth
    ser Mattheo Foxworth
    Colrin Blest
    King Tyon I Cray
    Sigrid Ashwood
    ser Allon Stormborn
    ser Odric Vortane
    Lord Tylan Hewlett
    ser Callor Perryn
    ser Ashtin Phyrefenn
    Lyra
    The War For The Foxworth Secession 454KS
    The War for the Restoration of House Somercrag, 455KS

     

    Player Settlements

    The Settlement Creation System
    Settlement Management Sessions
    Settlement Conquest
    Fairstrand
    Southbay
    Greater Stallken
    The High Hill Holding

     

    Player Councils

    Anatomy of a Ruling Council
    Royal Council
    The Duchal Council of House Foxworth
    Foxworth Council Hawthorne Duchy Era
    The Council of Southbay
    The Duchal Council of House Southbay
    The Council of Greater Stallken
    The Council of High Hill

     

    Maps

    The Continent of Greland
    The Kingdom of Hillhurst
    The Kingdom of Rotheval
    The Kingdom of Irogonie
    The Lamas Plains
    The Swamps of Baycotte
    The Kingdom of Somercrag
    Bayglen
    The Duchy of the Lands North of the Witwells - House Foxworth Era
    Fairdeep
    The Duchy of the Lands North of the Flametongue
    The Duchy of the Witwells and their Foothills
    The Duchy of the Lands Between the Forks of the Flametongue
    The Duchy of the Lands Between the Mountains - House Southbay Era
    The City of Southbay
    The Duchy of the Lands East of the Hespeaks - House Hayford Era
    The Continent of Amoth
    Tollingbell
    Luminator Special Rules
  • Flame Markers: A Flame Marker blocks line of sight. A Unit which voluntarily crosses a Flame Marker during a Move or Charge immediately suffers three Firearm ranged attacks (unless they have already taken damage from that marker this turn, such as during a Stand & Shoot charge reaction). Treat any Wounds from this attack like those from a Stand & Shoot charge reaction (carrying them over to the first round of combat or the Shooting phase as appropriate). A Unit which is forced to move into a Flame Marker (for example by Drive Back or from losing combat) is destroyed. At the beginning of each of their turns, before making Intiative moves, the player who placed the Flame Markers rolls a die for each one. On a 1-3, remove the Flame Marker. On a 4-5 the Flame Marker remains in play. On a 6+, place an additional Flame Marker in contact with the Flame Marker, then resolve an Attack using the rules for Flamethrowers at Range described below as the fire spreads.
  • Flamethrowers at Range: When a Formation with one or more Units with Flamethrowers makes a Ranged Attack, roll one die for each Unit with Flamethrowers. If the unit did not Move in the preceding Orders phase, it takes this check on 2d6 instead. For each result of 5+, place a Flame marker fully within 20cm of that unit, then resolve three Firearm shooting attacks against each Unit (not Formation) within 5cm (regardless of friend or foe) of each Flame marker. Engaged units cannot be driven back by Flamethrowers, but carry any wounds inflicted over to the first round of shooting. For the purposes of determining Drive Back direction, treat the attack as originating from the Flame marker. A Unit can make a Flamethrower ranged attack even if no enemies are in range, and never needs to target a unit to do so. Subtract 2 from this roll if a Water Feature is present within 10cm of the Flame Marker. Add 1 to this roll if an area of flammable Difficult Terrain is within 10cm of the Flame Marker, or add 2 to this roll if the Flame Marker is on or in contact with a Forest, Stakes, or a Wooden Structure.
  • Flamethrowers in Melee: Units with Flamethrowers score hits in combat on a 3+ against undefended enemies. Units with Flamethrowers count as defended in their first round of combat against a Charging enemy.

  • 1x3 Luminators
    One Formation, each comprised of three Units of Skirmish Infantry with Elite, Bodyguard, Terror and Fanatics and armed with Flamethrowers - 115 points.
     

    2x3 Enkindled Infantry
    Two Formations, each comprised of three Units of Medium Infantry with Bodyguard - 55 points each, 110 points total.
     

    2x3 Enkindled Crossbows
    Two Formations, each comprised of three Units of Medium Crossbows with Bodyguard and Pavisse - 70 points each, 140 points total.
     

    1x3 Enkindled Skirmishers
    One Formation, comprised of three Units of Skirmish Archers with Bodyguard - 40 points.
     

    2x6 Ashborn Militia
    Two Formations each, comprised of six Units of Levy Light Infantry with Shock and Terror - 100 points each, 200 points total.
     

    1x Trebuchet
    1 Trebuchet - 100 points.
     

    ser Kedrick Brightborn
    A Knight-General with a Flamethrower - 155 points.
     

    Marshal Ardenta
    A Captain - 40 points
     

    2 Engineers
    Two Engineers - 50 points each, 100 points total.
     

    1,000 points total.

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