The Church of the Silenced Bell

Strategy
Strategy: ccdd
2,000 points, Support Value 2.
0 engineers.
Cavalry: 0
Phalanx: 4 Formations
Skirmishers: 4 Formations
Ranged: 8 Formations
Siege Engines: 0
Characters: 5
  • Terror 16/16 Formations, +d
  • Shock 4/16 Formations, +b
  • Fanatics 8/16 Formations, +d

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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
    Shadebound Universal Rules
    • All Shadebound are immune to Psychology, meaning they ignore Terror and any rules that would affect their Command Value, including ignoring the penalty for enemies within 20cm.
    • Instability: At the start of the player’s own Command phase, before making any initiatives moves, all friendly Shadebound Formations that have taken at least 1 casualty (i.e. lost at least 1 Unit out of 3) must make an ‘Instability’ test. Roll a D6. For each additional Unit the Formation has lost (i.e. has only 1 Unit remaining from 3) and if the unit is further away than 20cm from a friendly Hero deduct 1 from the roll.
    • Shadebound cannot act on Initiative unless they are Fanatics.

     

    Shadebound Unit Types
    Troop Type Attack Range Hits Armour Command Size Cost Notes Upgrades
    Shadebound Infantry 3 - 4 4+ - 3 110 Shock, Terror, Fanatics Bodyguard +20, Elite +10
    Lesser Shadebound Infantry* 1 15cm 4 6+ - 3 80 Terror, Fanatics, Skirmish, 30cm Move Elite +10
    Shadebound Infantry 3 - 4 5+ - 3 90 Phalanx, Terror Bodyguard +20, Elite +10, Shieldwall +5
    Shadebound Infantry 2 15cm 4 6+ - 5 100 Levy, Terror Shieldwall +10
    Shadebound Captain Subordinate +2 - - - 8 - 60 - -
    Vizier Lanard Ringer Leader +1 - - - 9 - 150 -1 cmd to enemies within 30cm

     

    4 x each shadebound unit type, 4 Shadebound Captains, Lanard = 1910 points.

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