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Justicar Cultist Horde, Organized, Intelligent, Fanatical Firearms (d6 damage) 3 HP 1 armor Close, Reach, Near Special Qualities: Resolute, Suicidal The Justicars are a group of fanatical zealots inhabiting an island chain near Yanthar. Easily identified by their painted faces and painted slapdash armor, the Justicars are one of the most predominant 'gangs' in this region of Lythera. Relaying entirely on numbers to win engagements, they have attempted to attack Yanthar several times in the past, but the tactical maneuvering of Dynara and the crucial role played by the BVR squad remnants during these encounters have seen the nearly tribe-like repelled time and time again. Currently a tenuous cease-fire is in place, allowing the Justicars to visit the colonies on Yanthar but under a strict curfew of when they most depart. The 'cultist' is the name given by the Yantharians to the rank and file grunt in the Justicars. Armed with shoddy weaponry and armor that barely qualifies as such, they're usually nothing more than cannon fodder used to absorb enemy fire and make way for the more specialized units. Instinct: Territorial Control
- 'Might Means Right'
- Can call for backup
- Unafraid of death
- Mixed Units
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Iceborn Dreg Horde Fangs (d4+2 damage) 7 HP 0 armor Close Special Qualities: Encased Heart, Quick, Resilient The iceborn are humans infected with some form of magical malady. Despite being covered in grievous wounds more often than not, they're not considered to be reanimated dead, just unfortunate humans whom have lost their mind to an insatiable hunger and unknowing need to maim - which results in an increased number of iceborn around the kingdom of Avesea.They're very sturdy and extremely resilient, and while enough trauma will destroy an iceborn, the only surefire way is to destroy the heart - which is encased in a cage-like structure of ice and malformed bone. The dregs are considered to be the weakest and most numerous of the iceborn, usually the recent victims of a bite. Their mind rots away almost instantly once the infection reaches the brain (usually in the span 5-10 minutes) and they become a slavering husk of themselves bent on killing anyone nearby save other iceborn. They are most easily associated with rampaging undead, and in some cases that's not to far off the mark. Instinct: To Kill
- Powerful Bite
- Spread Infection
- Can use Weapons
- Above Average Strength
- Feral
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Blackwall Arbalist Group, Stealthy, Organized, Intelligent Lancer (3 DAM 2 piercing) 10 HP 1 armor Reach, Far Special Qualities: Accurate, Veteran, Irregular The militia of Blackwall is comprised entirely of volunteers whom are allowed to use whatever weapon they wish, but they have to provide it themselves unless they happen to be an arbalist. While the majority of settlers within the city prefer the bow for hunting expeditions, the defenders on the wall usually fall back onto the Lancer, one of the few items mass-produced within the city's confines. Accurate, deadly, silent and capable of punching through the thickest of armor, only veterans within the militia are granted permission to use such weapons due to their high material to produce ratios. Of course, an excellent weapon is useless in the hands of one whom doesn't know how to use it. Veteran members of the militia are each given a Lancer and it is up to them whether they use it or not - and most do keep it as a backup weapon or a primary should the barrier walls of the city come under attack. Veterans usually form into small groups of their own volition and form a camaraderie with one another, formulating tactics, attack strategies, and how best to use what little equipment they have. It's not unheard of for these veteran units to take in fresh recruits to train them, resulting in an overall much more powerful force. Instinct: Defend Blackwall City
- Uses crossbow
- Sets up ambushes
- Snipes
- Inspires Allies
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Baldushi Guardsman Group, Organized, Intelligent, Cautious Martial Weapons - (d6 damage) 6 HP 3 armor Close, Reach Special Qualities: Diverse Weaponry, Can defend others. The Baldushi Guard is a organization citizens are conscripted into and trained. They learn to use a range of weapons including, but not limited to, spears, shortswords and shields. Responsible for patrolling and guarding the upper levels of Baldush, the guard is quite plentiful and always responds to situations in, and usually with, force. Garbed in brownish tan longcoats with red-lens goggles and a mask to pull up over their mouth and nose to keep the sand at bay, they look more like brigands and outlaws than a guardsmen. Trained in unit and defensive tactics, the Baldushi Guard is a force to be reckoned with if they've locked down an area and have had time to set up and situate themselves. The guard is broken down into units, with each unit consisting of a captain, an aide and then 7-10 guardsmen. Each unit consists of at least 2-3 riflemen, 4 shield-bearing guardsmen, with the remainder filled by support roles. Instinct: Defend Baldush City
- Defends and fortifies locations.
- Calls for reinforcements.
- Surrounds and overwhelms.
- Shieldwall: +1 Armor for each Guardsman in formation.