| |
 |
Anvil |
AV: 20 |
DV: 5 |
|
|
Health: 240 |
Morale: 11 |
Speed Max: 2.5 |
Entrench: 90 |
Cost:
16 |
Upkeep:
1 |
Role: Infantry |
|
Requirements: Ironwright
Abilities:
Armored: Resist Melee +20%;
Resist Range +20%
Shields:
Resist Range +5%
Description:
Anvils, wrapped
from head to toe in armor, have sacrificed speed for near
invulnerability. The sight of the slow and deliberate line of
Anvils, all swinging their war-clubs as they march, has been known
to break the spirit of even the most courageous enemy.
|
 |
Baluch |
AV: 12 |
DV: 1 |
|
|
Health: 180 |
Morale: 7 |
Speed Max: 3.0 |
|
Cost: 5 |
Upkeep: |
Role: Pack Beast |
Support Only |
Requirements: Gauri Village
Abilities:
Support - Trailblazing: Ignores
Terrain Speed; +3 to Detection Range
Description:
Over the years,
the Gauri have succeeded in partially domesticating the mountain
urossi, which they use as Packbeasts to carry the heavy
stone-cutting equipment and raw materials necessary for their
elaborate construction projects. Only Gauri Settlers and Hammers
are trained in the handling of these otherwise-vicious animals.
|
 |
Forge |
AV: 16 |
DV: 3 |
|
|
Health: 220 |
Morale: 10 |
Speed Max: 3.0 |
Entrench: 60 |
Cost:
10 |
Upkeep:
1 |
Role: Engineer/Infantry |
Requirements: Gauri Village
Abilities:
Agile: Resist Siege Damage
+20%
Siege:
AV +12 vs. Buildings
Support -
Rapid Entrenchment: reduces entrenchment time by 50%
Description:
Unlike other
societies, the Gauri value their builders, known as Forges, no less
than they do their warriors. The strength of the Forges lay in
their ability to construct and repair fantastic defensive positions
and sap enemy fortifications. For this expertise, they are accorded
high honor.
|
 |
Founder |
AV: 10 |
DV: 2 |
|
|
Health: 120 |
Morale: 7 |
Speed Max: 3.0 |
Entrench: 60 |
Cost:
5 |
Upkeep:
1 |
Role: Settler |
|
Requirements: Gauri Village
Abilities:
Build:
20
Description:
Like
Artificers, Gauri Founders are accorded high social stature. They
are trained in understanding the ways of the earth, and thus only
Founders are able to select suitable locations for establishing new
Gauri cities. Furthermore, only Founders are capable of convincing
obstinate Packbeasts to haul the tools necessary for heavy
construction.
|
 |
Hammer |
AV: 24 |
DV: 6 |
|
|
Health: 320 |
Morale: 13 |
Speed Max: 3.5 |
|
Cost:
20
 |
Upkeep:
1
1 |
Role: Cavalry |
|
Requirements: Ironwright, Garrison
Abilities:
Agile: Resist Siege Damage
+20%
Charge:
Duration: 15; Recharge Time: 60;
Enchantment Type: Physical; AV+4; Max Speed +25%
Description:
Mounted upon
feral urossi -- vicious, horned animals native to the high mountains
the Gauri call home -- Hammers don heavy armor and wield even
heavier mattocks from their elevated vantage. Hammers are generally
drawn from the ranks of veteran Settlers who have shown particular
aptitude at handling urossi.
|
 |
Healer |
AV: 8 |
DV: 2 |
|
|
Health: 160 |
Morale: 5 |
Speed Max: 3 |
|
Cost:
22 |
Upkeep:
2 |
Role: Healer |
Support Only |
Requirements: Reliquary
Spells:
Levels Recruit, Regular, Veteran:
Revive:
Target: Same Company;
Area: 15; Recharge Time: 6; Heal: 25; Morale
Gain: 25%
Slow: Target: Enemy;
Area: 3.0; Recharge Time: 10; Duration: 15; Max
Targets: 8; AV:
-1; Recharge Time +50%; Enchantment Type: MagicalLevel
Elite:
Renew:
Target: Same Company; Area: 15;
Recharge Time: 6; Heal: 35; Morale Gain: 50%
Ebb:
Target: Enemy; Area: 3.0; Recharge Time: 10; Duration: 15; Max
Targets: 8; AV:
-2; Recharge Time +50%; Enchantment Type: Magical Description:
Healers combine
the Gauri understanding of the natural cycles of Khaldun with their
knowledge of minerals and exotic compounds. Healers are capable of
feats of healing that seem magical to those uninitiated to their
secrets. Through these arts, Healers provide highly appreciated
support to the Gauri armies.
|
 |
Leader |
AV: 24 |
DV: 6 |
|
|
Health: 300 |
Morale: 10 |
Speed Max: 4.5 |
|
Cost:
8 |
Upkeep:
1 |
Role: Captain |
|
Requirements: Gauri Village
Abilities:
Armored: Resist Melee +20%;
Resist Range +20%
Description:
Grizzled
warriors from all ranks who have proven their fortitude and bravery
on the field of battle become elevated to Captains. Going beyond
even the extraordinary endurance and steadfastness of normal Gauri
soldiers, Captains lead by example.
|
 |
Maelstrom Engine |
RV: 40 |
Range:
20 |
DV: 5 |
|
Health: 400 |
Morale: 55 |
Speed Max: 2.5 |
|
Cost:
50 |
Upkeep:
5
1 |
Role: Siege |
|
Requirements: Lumber Yard, Archive
Resupply Rate: 4%
Maelstrom Bolt: Range: 20; Recharge Time:
5;
Area:
3.5;
Max Targets: 12; Damage:
40 +140
vs. Buildings
Abilities:
Mechanical: Resist Melee Damage +20%; Resist
Range +60%; Immunity to Poison & Disease Enchantments
Description:
The Gauri have
applied their considerable understanding of the stable balance of
the earth to produce precisely the opposite. Maelstrom Engines
harness the instability inherent in all things to produce bolts of
destructive energy. Advancing ever forward on spiked wheels,
Maelstrom Engines are covered in stone and iron, as hard to kill as
they are deadly.
|
 |
Tracker |
AV: 16 |
DV: 3 |
|
|
Health: 180 |
Morale: 9 |
Speed Max: 4.5 |
|
Cost:
6 |
Upkeep:
1 |
Role: Cavalry |
|
Requirements: Gauri Village
Abilities:
Swift: Resist Siege Damage +40%
Support - Archer Foe: +5 AV vs.
Archer
Support - Recon:
+6 to Detection
Range
Description:
These savage
hounds trained by the Gauri as Trackers have, through centuries
spent underground with their masters, acquired preternatural
senses. Swift and sure-footed, Trackers are used by the Gauri as
scouts to ensure that their mountain strongholds remain clear of
dangerous interlopers.
|
| |
|