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Posted By Topic » New Children of the Gods idea- the Children of Amun
Moar Barmu
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Member Since: 10/16/2018
Member: 3146
Total Posts: 25
Posted: Tuesday, Oct 16, 2018 at 11:01 AM
So we all know that Amun never needed Children but things have changed. Amun has been ordered by Ra from beyond the mortal realms to raise an army to defeat the minions of Apophis that remain the world, the Ssyth, I think they are called, but also the rebel Nekharu. Amun, in his aspect as Atum, has always been associated mongeese, my favorite Egyptian animal and he has used his powers to turn loyal Egyptian mongeese, called yb the Greeks ichneumons, into the Iknumi. as the only Child of Ra still left in Aegyptus, as eh remainad invisible but present when the odl gods left, it is up to Amun and his Iknumi army to defeat the Nekaru, ssyth, and all the Infamous in the Land of Aegyptus. As a result, he has secured the great city of Iunu (Thebes) for his Iknumi and has recruited both Asar City-Dwellers and Children of various gods who dwell in Thebes. Needless to say, the recruiting of the Children of other gods to his cause as members rather than as mere allies has caused trouble with the priesthoods of other gods. While the Tethru and Khemru can accept Asar city-Dwellers of Thebes and the Iknumi as upholding the code of Ma'at, any Harbinger of Amun of another god is considered Infamous for abandoning his or her god. Moreover, not every Asar and Iknumi Harbinger of Amun accept the other city-dwellers as legitimate and so many consider them as Infamous. Thus, you can have Infamous Harbingers of Amun even though The Harbinger of Amun fights the Infamous. It is because of the betrayal of the original god not do to being evil. An Asar Harbinger of Amun can be Famous or Infamous, with the Infamous ones having worshiped a different god at one point. Iknumi Harbingers can only be Famous, while you can have a non-Asar, non-Iknumi Child Hrabinger but it must be Infamous.

Not all Children of the Gods will even consider defecting to Amun. The Sebekis are too simple to get the concept of a crusading army of good. The Basti are too selfish. The Tethru are horrified by the idea of divine treason. However, Asar are easily tempted to join the crusade and many noble Heru believe that Amun, not Horus, is the true epitome of good in the world. Anubi who hope for a better world are attracted to the Cult of Amun, while Typhons that could not survive in the desert but were taken in by Thebes relish the chance to kill the infamous. Even some Totanem and Khemru have joined.

The Rules Iknumi- The key to the design for the Iknumi is that their base states are not that good, but they are agile and get bonuses against their favored enemies. They are newly humanoid beings and thus like young children or teenagers, their discipline is poor. They are similar to Basti but more melee-focused and they get lots of bonuses. In terms of points, I think that they would be pretty expensive, Move-6 Wounds- 1 Attacks- 1 Attack Rating- 4 Defense Rating- 3 Missile Rating- 4 Arcane- 7 Discipline- 4 The stats are pretty bad for an expensive unit, except for Arcane and Move. However, the trick to them are special bonuses and rules. Against any model or unit in a warband of an Infamous Harbinger/Demigod or any Undead/ Titan/Wendigo warband, the following bonuses apply, +1 Attack +1 Defense, +2 Discipline

So against an Infamous enemy this is their statline- Move-6 Wounds- 1 Attacks- 1 Attack Rating- 5 Defense Rating- 4 Missile Rating- 4 Arcane- 7 Discipline- 6 Against Nekharu, witches, and necromancers, i.e. evil magic, they gain +1 Attack and +1 Arcane. alsso, their specialist is special kind of Sorceror, which they can take in addition to a Master of Words in Famous warbands only thatcasts spells that strengthen their special bonuses further. When attakcign or being attacked by Nekahru, witches or Necromancers, when fulyl buffed by their specialist- the Sun Mage- they have the following profile: Move-6 Wounds- 1 Attacks- 1 Attack Rating- 7 Defense Rating- 7 Missile Rating- 4 Arcane- 8 Discipline- 7 In addition their special ability allwos them to try to Evade melee attacks from Monsters and Sebeki.

Moar Barmu
Group: Site Member
Member Since: 10/16/2018
Member: 3146
Total Posts: 25
Posted: Tuesday, Oct 16, 2018 at 11:42 AM
For Famous Amun Armies, your core units are Asar City Dwellers of Thebes and Iknumi. You do not have allies per se, but you count the non-Asar City Dwellers that you can take as if they were allies. You get access to the Sun Mage specialist. For Infamous Amun Armies, you do not get access to you specialist, but you can count all of your units as core units. So it is a more balanced army but your Iknumi units are not as good, plus enemy Iknumi units will hurt you badly. Overall, I want to have Famous Harbingers of Amun to have an advantage over Infamous Harbingers of Amun. I generally like having advantages for famous Harbingers which does not seem to be in the game right now.

Moar Barmu
Group: Site Member
Member Since: 10/16/2018
Member: 3146
Total Posts: 25
Posted: Tuesday, Oct 16, 2018 at 12:45 PM
As for special units, I think only one is really necessary. Like the traditional special/elite units- Necropolis Guard and Warhawks, the special unit will come from the Asar side. The Iknumi are special enough. The Asar City-Dwellers fo Thebes have been worshipping Amun the longest and are his most disciplined, loyal servants. Amongst the adopted Children of Amun are elites specialized in destroying evil. These elite units are known as the Lightbringers of Atum, after the justice-seeking aspect of Amun. Unlike the Iknumi, they are more about defending Thebes than attacking evil directly. Thus they punish evil units and characters rather than give bonuses to allies or themselves. They essentially are a debuffing unit. The downside is that they have a poor opinion of magic, meaning that only Sun Mages are allowed in an army that includes them. They are an elite unit, obeying the restrictions for such as normal, except you can only have one such unit for every 2,000 points in your army. you can always have such unit as normal. Lightbringers have three special abilities. They can use one of these special abilities every turn as long as they do not move but if attacked, they can still use these abilities on their turn in melee combat. These abilities are all resistable using Arcane saves: Shining Light- any and all enemy Infamous units and characters lose 4 inches on their charge range and -1 on their Attack rating. It lasts until the enemy has fought an entire combat. Bite of the Mongoose- one enemy Infamous model or unit within 12'' loses 1 Defend/Defense Rating and is vulnerable to Iknumi's Bounding Leap ability (Bounding Leap allows them to evade melee attacks from Monsters and Sebeki normally plus to vulnerable models, they gain +1 Attack (+2 to Monsters and Sebeki) and can evade in melee any model). This last one entire combat. Atum's Pincushion- one enemy Infamous unit or Chariot within 12'' counts as short range for all missile attacks by Amun worshippers for one round of shooting. Lightbringers themselves have fairly normal stats. They have hand weapons (edged),spears and large shields, medium armor, can purchase amulets of Amun or Atum and have the same stats as Asar City Dwellers, except they have a defend/defense rating of 5 instead of 4. They can have characters as other elite units. These characters ave the same special abilities but if Independent characters, the range on all abilities is 8''. when attached ta Lightbringer unit, the Lightbringers's abilities have a 16'' range. Armies of Amun can have priests of Amun or Atum. Priests of Amun are as in the rulebook, except armies of Amun can have as many priests of Amun as allowed by your Amun units. Priests of Atum are new, they represent one aspect of the god Amun, as opposed to a different god. Thus all Amun armies can have one Priest of Atum. The new converts to Amun are not yet ready for the cult of Atum, so while priests of Amun can be any race allowed in the army, Priests of Atum can only be Asar or Iknumi. also, while Priests fo Atum will follow any Harbinger of Amun regardless of Infamy or race, only Famous Asar and Iknumi Harbingers can take up to three of them instead of one. Priests of Atum are normal priests except they give out amulets of Atum instead of Amun. A Priest of Atum gains +1 Move and +1 Attack to their stats, as all Priests get bonuses. Amulets of Atum grant +1 Defense and +1 Attack to the recipient unit or character, on top of all other in-faction bonuses and buffs, but only against models in an Infamous warband. Only Asar and Iknumi follwoers fo Amun may receive amulets of Atum, while any followers of Amun can received amulets of Amun.

Moar Barmu
Group: Site Member
Member Since: 10/16/2018
Member: 3146
Total Posts: 25
Posted: Tuesday, Oct 16, 2018 at 9:31 PM
Some of the synergy built into this faction is too strong. Amulets of Atum on top of Iknumi characters and units' special abilities with the Sun Mage abilities is just too much. I could just make the amulets work on Asar, but that is no fun. Instead the Amulets increase Missile rating for the bearer or bearers against Infamous models by 1. Lightbringers are very powerful, so I made that they can use each special ability just once a game. I also replaced their spears with bows.

Moar Barmu
Group: Site Member
Member Since: 10/16/2018
Member: 3146
Total Posts: 25
Posted: Tuesday, Oct 16, 2018 at 9:31 PM
Some of the synergy built into this faction is too strong. Amulets of Atum on top of Iknumi characters and units' special abilities with the Sun Mage abilities is just too much. I could just make the amulets work on Asar, but that is no fun. Instead the Amulets increase Missile rating for the bearer or bearers against Infamous models by 1. Lightbringers are very powerful, so I made that they can use each special ability just once a game. I also replaced their spears with bows.

Moar Barmu
Group: Site Member
Member Since: 10/16/2018
Member: 3146
Total Posts: 25
Posted: Tuesday, Oct 16, 2018 at 9:45 PM
In order to limit the possibilities of the synergies, while a warband of Amun may hire a Master of Words, you do have to choose between a Sun Mage and a Master of Words. My idea is that the Sun Mage has great power but a smaller array of spells than Masters of Words. You always can use any of his of her spells. The Sun Mage has a base pool of Spell Points and can gain more through Witchbane. He has 1 Spell Point for each point of Arcane Rating. This means that he has 9-10 spell points. But his spells each cost only 1 spell point. He also has the Efficiency special rule, meaning that you can cast one spell for free for turn, meaning that even after you run out of spell points, you can still cast at a lower level. Sun Mages only ever have four spells. Three of them are buffs that enhance only Iknumi models (Sun Strength, Defend against Darkness, and Steelfur) and of these only Steelfur has an effect against Famous armies. The Sun Mage, which is an Iknumi model, can benefit from those three spells. The fourth spell is Bounding Leap, which only works on Asar City-Dwellers, including Lightbringers, and gives them the Iknumi ability Bouding Leap. Yes this means that Light Bringers can give themselves the improved Bounding Leap from Bite of the Mongoose.. This is why Lightbringer abilities can only be used once a game each.

Moar Barmu
Group: Site Member
Member Since: 10/16/2018
Member: 3146
Total Posts: 25
Posted: Tuesday, Oct 16, 2018 at 9:45 PM
What do you think of this faction/sub-faction so far?

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