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
2 Engineers
Two Engineers - 50 points each, 100 points total.
1,000 points total.
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