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Posted By Topic » New Children of the Gods idea- the Children of Bes
Moar Barmu
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Member Since: 10/16/2018
Member: 3146
Total Posts: 25
Posted: Tuesday, Oct 16, 2018 at 10:17 AM
I was thinking about a number of ideas for the Wargods universe, as any fan would. There needs to be Dwarves in this universe. Yes, Totanem are sort of Dwarves, but I want humanoid Dwarves. I also wanted to avoid Norse/viking stuff, as I prefer the Mediterranean and like to avoid Northern /European mythology. I also wanted to incorporate Carthage/Phoenicia in the world. so here is my idea. Bes was a Phoenician god popular in Egypt, he was a Dwarf and I believe he was worshipped in Carthage too. He reminds me of those Punic dramatic masks with the distorted/deformed face. Bes also reminds me of the Mesopotamian creature Humbaba too, which is a fun thought. So here is the idea. Bes, like Isis, is a foreign god who comes to Aegyptus after the other gods leave to fill in the divine power vacuum. He comes with his own Children of Bes from Phoenicia, but he also takes over Pharos, the cosmopolitan port city of Aegyptus in the Aegyptus book that is basically Alexandria. Local Asar adopt him, tired of the wars between the old gods, and some humans from Carthage or whatever the equivalent is, come over too. So his core troops will be City Dwellers of Pharos and Dwarves (which would be a mix between real human dwarves and mythological dwarves but with a Mediterranean theme) and the special units would be Carthaginians and maybe some elite Dwarves. A special monster that the Children of Bes can hire would be the amphibious Leviathan from Phoenician/Biblical mythology; another possibility is the ground-dwelling Behemoth.

The Children of Bes would be opposed by the Heru and the Typhon but supported by the Anubi, Khmeru, and Tethru.

Moar Barmu
Group: Site Member
Member Since: 10/16/2018
Member: 3146
Total Posts: 25
Posted: Tuesday, Oct 16, 2018 at 12:15 PM
Warbands of Bes can be led by three kinds of Harbinger- Dwarf Harbingers of Bes, Asar Harbingers of Bes, and Carthaginian Harbigners of Bes. All can be Famous or Infamous. Dwarf and Asar Harbingers of Bes use Dwarf and City-Dweller of Pharos units are their core units, as described above and count Carthaginian units are allies, despite being of the same god. Carthaginian Harbingers of Bes can count the Carthaginian units as core units, but as these are special units, they have the same restrictions as for elite units and Asar City-Dweller units count as allies instead of core, despite being of the same god. Carthaginian Harbingers still count Dwarf units as core. There is a Dwarf specialist and a Carthaginian specialist and all Harbingers of Bes can bring one of each, but you can three Dwarves if your Harbinger is a Dwarf and three Carthaginians if you are Carthaginian. If your Harbinger is Asar, you can four specialists total from the list of Asar Spies, Dwarf specialist, and Carthaginian specialist, but no more than two of any type. As for allies, you can also have Anubi, Khemru, Tethru and if you are Famous, Iknumi allies (from the Children of Amun list). Your Faction (god)-specific abilities will only work on Bes-worshippers, including City-Dwellers or Carthaginians that count as allies. The Dwarf specialist is the Stonesage. He or she is dedicated to preserving the ancient Phoenician culture in the new, strange land of Aegyptus. He can be included in famous or Infamous warbands but if you take one of more Stonesage, you cannot any allies that do not worship Bes. The Stonesage buffs all Bes units and characters, but especially Dwarves. He has a defensive nature both in his own stats and abilities and in his buffs. The Carthaginian specialist is the Paymaster. A mercenary at heart, he or she does not have the same problems working with non-Bes worshippers. The Paymaster can work for Famous or Infamous Harbingers of Bes. The Paymaster buffs Carthaginian units but also redcues the cost of non-Bes allied units in the warband. Priests of Bes can be Asar, Carthaginian or Dwarf. Unlike the other specialists, Priests of Bes can be used in non-Bes armies, as can Dwarf units and characters, however only Dwarf Priests of Bes can be used in non-Bes armies. Unlike Stone sages, Dwarf Priests of Bes, or Stonepriests, are pretty openminded. All Priests of Bes confer upon Bes untis and characters Amulets of Bes, which give +2 Defense (Defend Rating) when the unit or character has not moved (or if a model is in a chariot, it always has the bonus). Prists of Bes have the standard Priest rules, however each type of Priest of Bes is slightly different. Firstly, the three types of Priest of Bes have different stats. Asar will have the standard Asar Priest bonuses, while Carthaginian Priests will have +1 Discipline and +1 Attack and Dwarf Priests will have +1 Defend/Defense and +1 Discipline. In addition each type has one unique special ability. Asar Priests of Bes, or Pharian Priests for their home city, can use their Rally ability twice a game. Carthaginian Priests of Bes or Seapriests because of the maritime nature of Carthaginian life, are amphibious and can render all Bes models within 12'' (including Chariots) amphibious. Dwarf Stonepriests suffer no penalty in rough terrain and gain +1 Defense in rough terrain and give these abilities to all Bes models including Chariots within 12''. Also, 1 Sorceror can be purchased in the warband as normal, but only Asar can be Masters of words. Dwarf and Carthaginian sorcerors use ancient magics from the Near East, Mesopotamian sorcery, which I am in the process of working on. As for special units and monsters, I think I will eventually have two special units, one Dwarf, one Carthaginian, plus on special monster, the Leviathan. I am working on a Carthage faction for Olympus that will share the Carthaginian elements here. also, I would liek to work on a new setting within the Wargods world, Wargods of Mesopotamia/Babylonia.

Moar Barmu
Group: Site Member
Member Since: 10/16/2018
Member: 3146
Total Posts: 25
Posted: Tuesday, Oct 16, 2018 at 1:20 PM
I messed up the Priest bonuses. The god determines bonuses not the race. So, while i am keeping the special abilities for the Priests, I am standardizing the Priests fo different races' bonuses. All Priests of Bes get +1 Defend/Defense and +1 Discipline. As for the special units, the Carthaginian unit is called the Sacred Band. It can be used in the Cult of Bes army in Aegyptus or in the Carthage army list i am working on for Olympus. Only a Carthaginian Harbinger/Demigod can include the Sacred Band and in Bes armies, only one Sacred Band unit is ever allowed, otherwise obeying the rules for elite units. The Sacred Band, being an import from an Olympus army, can use the phalanx formation. It is a hoplite unit. It counts as a core unit, thus generating two characters, one of which may be a Sacred Band character. The only difference between the Sacred Band of Bes and those in the Carthage list is that it is a Bes unit. This means that ti can benefit from Bes-only abilities and buy amulets of Bes. It also has one unique Bes ability. The Sacred Band's job is to represent the glory of Carhtage and protect the Carthaginian Harbinger/Demigod. Harbingers of Bes are both agile and tough and so are their bodyguards. Within 12'' of the Carthaginian Harbinger of Bes, the Sacred Band gains the Defenders of Bes ability, which means that they gain +1 Defense when in melee with models not engaging the Harbinger and +2 Defense when in melee with models engaging the Harbinger. They also have Sacred Guard, which all Sacred Band units have, meaning that when their Harbinger is attached to them, no ability can single him or her out, even the Provocation. Instead a Sacred Band model automatically is destroyed to cancel the attack or Provocation.So a Harbinger trying to cause a Provocation will charge in, cause the Sacred Band model to sacrifice itself and then it will be forced back the minimum distance to be out of combat. the Harbinger can only try once. Other attacks or spells can affect the unit as many times as necessary. as for Sacred Band characters they can Intervene which allows them to charge a model engaging the Harbinger and then if engaged in the same melee combat as the harbinger can use Sacred Guard. an attached Sacred Band character can use Sacred Guard if within 6'' of his or her Harbinger even though not attached to the same unit. Sacred Band have +1 Discipline relative to Carthaginian units but have otherwise normal stats, including a defense stat of just 4. They are armed with spears, hand weapons (edged), large shields and medium armor. They can buy amulets and heavy armor, but suffer the normal movement penalty for heavy armor.

As for the Dwarf special unit, the Stoneguard, they will follow a Dwarf or Asar Harbinger of Bes. Dwarves of Bes, unlike some other Dwarves in Mesopotamia, are not naturally that tough but use special abilities to toughen up. Unlike regular Dwarf warriors of Bes, they are standardly trained and equipped, as befits the standing army of Bes. also a defensive unit like the Sacred Guard, they can hit harder than them and are a little more tactically flexible. Whereas sacred Band and other Bes units can purchase Amulets of Bes, Stoneguard already wear amulets of Bes without needing to buy a Priest of Bes. amulets of Bes give the unit +2 Defense when standing still, however their special ability, Players of Bes, represents their ability to move more freely than other Dwarves of Bes and their abiltiy to perform for their god in theatrical displays. players of Bes allow them to gain +1 Defense even when moving and allows them to gain +1 Attack when standing still in addition to their normal +2 Defense bonus. They are so agile in their stone armor that they can use their agility while in combat to move around in small but surprising ways even while their models are technically stationary. Stone Guard start off with a Defense of 5 instead of 4. They are equipped with spears, hand weapons (blunt), shields and medium armor. They can buy large shields and heavy armor (together). If they purchase the upgraded armor (stone armor), they lose 1 move but otherwise retain their agility (the attack bonus above) and cna never have their armor rating lowered or ignored for any reason.

Moar Barmu
Group: Site Member
Member Since: 10/16/2018
Member: 3146
Total Posts: 25
Posted: Tuesday, Oct 16, 2018 at 10:09 PM
Dwarf Warriors of Bes statline- Move- 5, Wounds 1, Attacks 1, Attack-4, Defense 4- Missile-4, Arcane- 6, Discipline- 6, with Amulets of Bes, they have Defense 6 when standing still. They have two special abilities, one is more of an upgrade option than an ability per se. Like the Stone Guard, Dwarf Warriors can buy heavy armor and large shields to gain Stone armor, losing 1 Move but gaining immunity to their armor rating being lowered or ignored. Also, Dwarf Warriors have a more standard special rule, Dourhanded, which gives +1 Attack rating when standing still to receive a charge, with two-handed blunt weapons, and polearms, spears, even when not setting for charge. Also Stone Guard now can upgrade their spears to polearms. Dwarf Warriors are an adaptable unit, able to a decently agile unit or a heavy infantry unit.

Moar Barmu
Group: Site Member
Member Since: 10/16/2018
Member: 3146
Total Posts: 25
Posted: Tuesday, Oct 16, 2018 at 10:27 PM
Stone Guard of Bes statline- Move- 5, Wounds- 1, Attacks- 1, Attack-4, Defend/Defense-5, Missile- 4, Arcane 6, Discipline -6, with Amulets of Bes, Defense of 7 when standing still, 6 when moving. They have Stone Armor and Dourhanded. They are a special unit following the elite unit rules but otherwise you are not limited in how many you can have. Sacred Band of Bes statline- Move- 5, Wounds- 1, Attacks- 1, Attack- 4, Defend-4, Missile- 4, Arcane- 5, Discipline- 7 Fearless when within 6'' of Harbinger, Sacred Guard, Defenders of Bes

Moar Barmu
Group: Site Member
Member Since: 10/16/2018
Member: 3146
Total Posts: 25
Posted: Tuesday, Oct 16, 2018 at 10:46 PM
Asar of Pharos are normal City-Dweller troops. Carthaginian Warriors have the following statline- Move- 5, Wounds- 1, Attacks- 1 Attack- 4, Defend-4, Missile- 4, Arcane-5, Discipline 6; they are Hoplites and can assume the Phalanx formation (same with the Sacred Guard) What do you think of these rules so far? I have the specialists and Leviathan to work on,

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