The Unseelie Host

The Unseelie Host is an adaptation of White Wolf's Changeling RPG for Vor: the Maelstrom. I have taken some liberties with the background, including making them more high tech and more organized. After all, the Unseelie Host is a reflection of the darker side of humanity, even in the future...


The Host of the Shadow Court

The Count

A Count (or Countess) is second only to High King David himself and nominally an independent power in his own right. Occaisonally this personage will attend the field of battle to ensure his war machine is protecting his holdings adequately.

MP:12 CC:7 RC:7 POW:5 BOD:5 BRN:7 GUT:8 LIF:3 AR:3 Size:M
Point Value: 75
Availibility: 1 per Host.
Structure: Individual
Equipment: Chimerical armor, Fianna rifle, Fimm pistol.
Options: Dream Bombs (+3 points), replace Chimerical Armor with Armor Nocturne (+10 points), replace Fianna rifle or Fimm pistol with Sacred Weapon (no additional points).
Abilities: The Count may have up to 4 abilities from the Unseelie Abilities list.

Barons

Barons are the most common ranking Nobles above Knights. They attend to warfare when their Knights need support, occaisonally bringing along their own household troops as well.

MP:12 CC:7 RC:7 POW:4 BOD:5 BRN:7 GUT:8 LIF:2 AR:3 Size:M
Point Value: 65
Availibility: 1 per Host, +1 per every 3 Knights.
Structure: Individual
Equipment: Chimerical armor, Fianna rifle, Fimm pistol.
Options: Dream Bombs (+3 points), replace Chimerical Armor with Armor Nocturne (+10 points), replace Fianna rifle or Fimm pistol with Sacred Weapon (no additional points).
Abilities: The Baro may have up to 3 abilities from the Unseelie Abilities list.

Knights

Knights are the backbone of the Unseelie Host. They are responsible for the protection of their vassals and retainers, as well as the organizing and equipping of their Thanes in battle.

MP:12 CC:6 RC:6 POW:4 BOD:5 BRN:7 GUT:7 LIF:2 AR:3 Size:M
Point Value: 55
Availibility: Unlimited
Structure: Individual
Equipment: Chimerical armor, Fianna rifle, Fimm pistol.
Options: Dream Bombs (+3 points), replace Chimerical Armor with Armor Nocturne (+10 points), replace Fianna rifle or Fimm pistol with Sacred Weapon (no additional points).
Abilities: The Knight may have up to 2 abilities from the Unseelie Abilities list.

Thanes

Thanes are commoners who have sworn loyalty to their Nobles. They accompany their Lords to battle, forming bodyguard units to protect their Faerie Masters.

MP:12 CC:4 RC:5 POW:3 BOD:4 BRN:5 GUT:6 LIF:1 AR:3 Size:M
Point Value: 35
Availability: 1 per Holdings ability per Noble.
Structure: 4-8 + accompanying Noble.
Equipment: Chimerical armor, Fianna rifle, Fimm pistol.
Options: 1 model may replace their Fianna rifle with one of the following: Ravager HMG (+55 points), Noctnitsa cannon (+40 points). The entire squad may be armed with Bayonets (+1 point per model). The entire squad may replace their Fianns rifles with Honor blades (no additional PV.)

Special Rules

Retinue: Each Thane squad is a retinue of a Noble member of the Unseelie Host, whether Count, Baron, or Knight. The Thanes must maintain squad coherency with their noble and each otheror be out of coherency. Note that Thanes accomanying a Noble with multiple Holdings must maintain coherency within their own squad, not with members of different squads attached to the same Noble.
Unseelie Abilities: Nobles have access to many abilities allowing them them to move, deploy or attack differently than other models. Unless specificall stated in an Ability description, these abilities do NOT apply to the Thanes. Think carefully before a Noble acquires the ability to leave the Thanes behind...

Motleys

Motleys are groups of Changelings that owe no allegiance to anyone or anything but each other. They accompany the rest of the Host through sheer love of mayhem and violence.

MP:12 CC:6 RC:5 POW:3 BOD:4 BRN:5 GUT:6 LIF:1 AR:3 Size:M
Point Value: 45
Availability: 1 Motley per force, +1 Motley per every 3 Knights.
Structure: 5-10.
Equipment: Chimerical armor, Fianna rifle, Fimm pistol.
Options: The entire squad may be equipped with Dream Bombs (+3 PV per model). Any model may replace their Fianna Rifle or Fimm Pistol with an Honor Blade(no additional PV) or a Sacred Weapon(+3 PV). Up to 2 models may replace their Fianna rifle with one of the following: Ravager HMG (+55 points), Noctnitsa cannon (+40 points).

Nightmares

Nightmares are the stuff of dreams brought to terrible life. Barely controlled by the Glamour of th Unseelie Nobles, they are a fearsome presence on the battlefield.

MP:10 CC:6 RC:0 POW:5 BOD:5 BRN:2 GUT:5 LIF:2 AR:3 Size:L
Point Value: 35
Availability: 1 per force.
Structure: 2-4.

Special Rules

Nightmare Effect: Nightmares affect opponents psychologically as well as physically. Opponents fighting a Nightmare modify their CC and RC by -1.
Chimerical Claws (+5 PV): MPC:3 POW:power+1 AM:-3.

Prodigal Ally

Vampire
MP:12 CC:6 RC:4 POW:4 BOD:5 BRN:6 GUT:6 LIF:2 AR:3 Size:M
Point Value: 50
Availability: 1 Prodigal Ally per Force.
Structure: Individual.
Equipment: .

Shapechanger
MP:12 CC:6 RC:0 POW:5 BOD:5 BRN:4 GUT:7 LIF:3 AR:3 Size:M
Point Value: 60
Availability: 1 Prodigal Ally per Force.
Structure: Individual.
Equipment:

Mage
Wizard. Witch. Warlock. The names used to identify Mages is long indeed. These Prodigals are humans who have awakened their spritual avatar ithin themselves, and can use their expanded awareness to impose their will on the world around them. In combat, this invariably results in large destructon, regardless o the particular style used.

MP:10 CC:4 RC:5 POW:3 BOD:4 BRN:7 GUT:6 LIF:2 AR:3
Size:M
Point Value: 70
Availability: 1 Prodigal Ally per Force
Structure: Individual.
Equipment: Kevlon armor, Pug pistol.
Abilities: The Mage has the ability to alter reality around himself, usually through treemendous energy release. The Mage may choose ONE of the following options at no additional points cost:
Blast: [MP:7 UPT:1 Range: S:10/- M:20/+1 L:30/- POW:6 AM:-2 DAM: Mode:2" blast]
Burst: [MP:6 UPT:1 Range: S:20/+1 M:40/- L:60/-1 POW:6 AM:-1 DAM:2 Mode:none]
Splash: [MP:5 UPT:2 Range: S:-/- M:-/- L:-/- POW:5 AM:-1 Mode:splash]

Skychariot Troop Transports

Sleek and fast, Skychariots are the ubiquitous transport vehicle of the Host. Many variants exist, from cargo haulers to gunships, but the troop transport is the most common type encountered.

MP:20 CC:0 RC:5 TC:2 POW:7 BOD:6 LIF:3 AR:5(2)
Type: Medium Flyer Transport(10)
Point Value: 130
Availability: 1 per Thane or Motley squad.
Equipment: Ravager HMG.
Options: Replace Ravager HMG with Nocnitsa Cannon (+20 PV).

Abilities

Transport: The Skychariot can carry up to 10 Unseelie Fae.
VTOL: Vertical take-off and landing capability enables the Skychariot to clear terrain up to 12 inches tall. It must move around any terrain feature over 12 inches in height.


Unseelie Abilities List

Beautiful People (+8 points): The Noble has an aura of dreamy surrealness. This causes opponents to make all RC and CC attacks against the noble at -1.

Dolorous Blow (+15 points): Once per game the Noble may make a CC attack with the following profile: MP:6 POW:POW+4 AM:-2 DMG:2

Dragon's Ire (+5 points): The Noble recieves +2 to CC when charging into close combat. Small or medium models must make a knockdown test when hit with Dragon's Ire.

Flicker-Flash (+15 points): Once per game, the Noble may be repositioned anywhere on the battlefield. MP: 11.

Flight of Fancy (+10 points): The Noble possesses chimerical wings as part of the faerie mein, allowing a move of 5+d10" that clears obstacles up to 6" high. MP:7.

Ha, Ha! Missed Me! (+10 points): Once per game, the Noble may temporarily withdraw into the Dreaming and ignore any single injury from Ranged or Close combat.

Holdings (+10 points): The Noble is a Lord of a Freehold, and may be accompanied into batte by a retinue of Thanes. Unlike other Unseelie Abilities, a Noble may have Holdings more than once, thereby being accompanied by more than one retinue.

Holly Strike (+5 points): The Noble gains POW: +1 for all Close combat attacks.

Hopscotch (+7 points): The Noble may chance a quick move through the Dreaming. The model scatters 5+d10". MP:6.

Nightmare Visage (+20 points): Once per game, the Noble may tap into he horror of the Dreaming. All models within 6" of the Noble must make a GUT check or Fall Back during their next activation.

There...Not There! (+6 points): The Noble uses a small manipulation of the Dreaming to displace his image. All Ranged attacks against the Noble are made at RC:-1.

Trod (+25 points): Once per game, the Noble may open a pathway through the Dreaming. The Noble and any accompanying Thanes may be repositioned anywhere on the battlefield. The Thanes lose any unused MP for the remainder of the turn. MP:11.

Wraithmist (+10 points): The Noble as learned to manipulate the Mists and fade from mortal view. The Noble may be deployed after all other models, and may be deployed anywhere on the battlefield, but no closer than 13" to an enemy model.


Weapons of the Wild Hunt

Protective Glamours
Chimerical armor
Formed from the very stuff of the Dreaming, Chimerical armor offers the Fae adequate protection from both ranged and melee combat. [AR: 3]
Armor Nocturne
From deeper dreams comes darker armor, offering more protection with little loss of sleep.[AR: 4]

Enchanted Swords and such...
Bayonet
An idea from an earlier time, Bayonets may be affixed to rifles or wielded by hand. The first attack with this weapon when the model is charging is at POW:+2, AM:-2. [MP:3 POW:POW+1 AM:-1]
Honor Blade
Traditionally a weapon associated with the Nunnehi, these blades come in a broad variety of styles with essentially similar effects. [MP:3 POW:POW+1 AM:-1]
Sacred Weapon
The enchanted Swords and Spears of the Unseelie Nobles, these weapons are capable of tremendous destruction in the right hands. [MP:3 POW:POW+2 AM:-2]

Hunting Bows and more...
Dream Bombs
Dream bombs are small handheld explosives designed to thwart the enemy by knocking their awareness partly into the Dreaming. Any model hit by a Dream Bomb must make a BRN check or have its available MP reduced by half during its next activation. [MP:5 UPT:1 Range: S:5/+1 M:10/- L:-/- POW:special AM:no test Mode:indirect, 3" blast]
Fianna rifle
Often disguised as a medieval weapon, this is the standard firearm of the Unseelie Host. The Fianna is as reliable for the Fae as the precursors of the Pitbull were not for the Union... [MP:3 UPT:2 Range: S:10/+1 M:20/- L:30/-1 POW:4 AM:-1 Mode:none]
Fimm pistol
A favorite backup of the Unseelie, this gun is often used in tandem with melee weapons, and sometimes even resembles swords and daggers. [MP:2 UPT:2 Range: S:6/+2 M:12/- L:-/- POW:3 AM:0 Mode:Point Blank]
Ravager HMG
The quintessential Unseelie support weapon, a Ravager shreds opponents with a lethal dose of reality. [MP:6 UPT:1 Range: S:20/+2 M:30/+1 L:50/-1 POW:7 AM:-3 Mode:full auto]
Nocnitsa Cannon
The Unseelie tankbuster of choice, this anti- armor weapon can also be highly effective against infantry targets. [MP:8 UPT:1 Range: S:15/- M:30/+1 L:45/- POW:7 AM:-2 Mode:2" blast]


The Ravages of Banality...

Campaign Force Traits

Faerie Mein: [named character enhancement]

I guess this is growing up: [named character advancement]

Glamour: [named character abilities {glamour magicks for non-seers}]

Prodigal Favor: [additional prodigal allies]

The Temple of Vernax
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