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Faction Book: Kingdom of Ishida Introduction GROMM is burning Fiction: Midnight Storm The Ishida Legacy and the

Nation of Pajan Pajan: Mightier and Superior to Others Gathering for Battle War Council of the Kingdom of Ishida Force Organizational Doctrine Kingdom of Ishida: Force Listing Forces: Unique Units Forces: Core Units Special Abilities 1 1 2 3 5 6 6 7 9 10 15 22

first edition core rules, which can be downloaded for free. You can also find information for smaller sub-factions that serve the Kingdom of Ishida by checking out the Hollenthon codex series, released along with GROMM at the Shattered Verse Forums. Thank you so much for your interest in this faction book and hope that your battles against any enemies of the Kingdom of Ishida are a complete and total annihilation.

GROMM: Fantasy Skirmish is a FREE game and was created by Neuicon and Sean Daniels. Faction Book: Kingdom of Ishida, written by Neuicon and edited by Kathy Ahern. Material in this book may not be suitable for some younger audiences.

GROMM is burning You must surely notice the new look of this faction book; we have chosen a printer-friendly version and once the final faction book is released, the original GROMM releases will also undergo an update to this style. Welcome to the third official faction book for the GROMM skirmish miniatures game! This book will provide you with all of the information needed to field a warband of the glorious Kingdom of Ishida and unleash their weapons of war on any enemies who dare take up arms against the Shogun! Youll also find a taste of the history of the kingdom along with background to who they are and exactly what they stand for. Ally yourself with the great Mitsunari Ishida, and his Kingdom of Ishida! Some new and exciting additions to the game include the use of the War Councils, which allow players to field specific types of warbands that follow a Force Organizational Doctrine, 1

Introduction GROMM is a fantasy skirmish game, set in a world torn apart by war and destruction. In GROMM, many factions are at war with one another, leaving room for a unique gaming experience. In this faction book, youll find all the information needed to field a warband of the Kingdom of Ishida, servants of the great Shogun, Mitsunari Ishida. This faction book requires that you have a copy of the GROMM

making the game a bit more strategic in how it plays. Both players, however, must choose to follow a War Council in order to field a warband of this type. Should players wish to field their very own warband, then the War Council does not need to be used; just gather your forces normally and get to the bloodshed! This third installment to the faction books for the game of GROMM features every unit available to the Kingdom of Ishida; players who want to mix their factions may do so by using factions from other faction books or the Hollenthon series of Codices, available online at the official Crushpop Productions website and the Shattered Verse Online Forum. All the information you will need to field your warband is located in this faction book; simply refer to the unit in your warband for all of its information. Thank you so much for your interest in GROMM; this game has grown from a small fancreated game to a community-driven project. If you want to help shape the world of GROMM, please join us on the official Shattered Verse community forum. Now, get gaming and get conquering with the forces of the mighty Kingdom of Ishida! Most Excellent Regards! Neuicon and Sean Daniels

Esterlund was home to the Frost Orcs, but this day would see the Halls of Ishida reclaimed from Frost Orc control, which lay just at the outskirts of Esterlund; the great hall had been erected in honor of the Ishidas kingdom stretching out to the frosty mountains, claiming victory for all that come into his path. Clan Shiyo was determined to reclaim the halls and make it available for reinforcements to guard it once more. Sayaka Adachi, leader of the Shiyo Clan, looked up to the skies, and sighed. We are ready, Great Emperor. As the thunder struck, the flash of light saw hundreds of Frost Orcs quietly making their way to the Pajan warriors, and as the thunder died down, their howls grew ferocious as they began charging at their enemies. Swords met in a furious battle of melee as blood spewed about; rain poured down on the warriors of both sides as their bodies smashed into one another. Sayaka, already beheading two Frost Orcs, looked ahead, and watched the Frost Orc leader laying waste to her warriors. She started toward the Orc but was stopped by another foe that was determined to end her life. She disposed of the Orc and leaped at the Frost Orc leader, smashing her kitana into his forearm; he roared in anger and swung his mace against her side. As she fell to the floor, he stood over her. As he leaned forward, she jerked aside and smashed her tanto into his neck, watching his blood run all over her face. Sayaka stood and continued the fight. 2

Midnight Storm It was two minutes to midnight and the Shiyo Clan knew that the battle was about to begin; today was not going to be a very pretty day for neither side of the fight. It was only a matter of when it would begin.

The Ishida Legacy and the Nation of Pajan


The Kingdom of Ishida sits atop the mountains to the east of GROMM, overlooking most of the open terrain that they occupy for the harvesting of crops. Mitsunari Ishida, the great Emperor of the kingdom sits on his throne as the ruler of his people, demanding loyalty and obedience. It is said that the people from the family of Mitsunari Ishida existed long before any other nation or race in GROMM; the first known Emperor of the kingdom was Masayoshi Ishida and had ruled hundreds of years before the Great War of Annihilation which changed the world for all time. History of the Great Fathers of the Kingdom Masayoshi ushered in a period known as the Masayoshi Period and during his rule, all was quiet and peaceful. He had established a well-kept kingdom, both neutral and peaceful; production was of the most importance to the leader, allowing him to bring wealth and prosperity to his people, who had not seen war of any kind since the start of Masayoshis rule. When Masayoshi passed away, the Sadao Period began which ushered in a drastic change in the way the nation was heading; Sadao Ishida gathered a council of leaders, which would begin organizing a national military, for the purpose of defending themselves from any invasion that may come. Sadao knew he wanted to expand his territory and land and this was one way of achieving that goal. Pajan began marching to war, after agreeing with Arcadia that they would only use their military for selfdefense. Sadao would betray an alliance and a treaty he made with the Arcadians and the Elves of Corova. Sadao began by declaring his nation to be in a state of martial governance, which meant that freedoms were stripped and that military recruitment was now forced. They began invading nations allied to the Fendorians and the Elves. Shortly after Sadao passed away, leadership was in turmoil over who was to take the throne, especially after many of the treaties that had been broken and the alliances that were torn apart by the betrayals led by Sadao and his ruthless military government. A small but powerful family was gathering followers throughout the turmoil; the Taguchi Family had gained much political favor for their views and began to take action against the government, which had held no leader. Kaito Taguchi organized an overthrow, which succeeded, bringing to power a new family and a new emperor. The Kaito Taguchi Period had now begun. Throughout his reign on the throne of Pajan, Kaito began to silence his nation; they stopped trading with nations and began to break their promises of recreating lost alliances and treaties. The nation had simply closed itself off and isolated itself from the rest of GROMM. The Third Son of Pajan was about to change things. 3

Rise of the Third Son of Pajan Kaito eventually led his nation to the brink of total decay. The nation lay in ruins and gathered no income, no crops or no power from any source. Only those in power, the Taguchi Family mainly, gained wealth from secretly trading with foreign enemies. Saburo Ishida was threatening a rise in popularity and bringing about the return of his family on the throne of Pajan. Saburo was the son of Sadao Ishida and had convinced many in his favor to overthrow the government of Kaito Taguchi. The country was led to a disastrous civil war, ending in victory for Saburo and his loyal followers. Saburo had slain Kaito in a final battle in front of thousands of soldiers from both sides. He had gone back and forth with Kaito, and ended with his kitana through Kaitos throat. The onlookers all bowed to their new leader when the fight had come to a close. Pajan entered a new period, the Saburo Period and saw wealth return as the broken alliance with Arcadia was re-established and friendships destroyed by previous leaders became new again, as the country worked on gathering their strength and becoming prosperous once again. Saburo had been slain in a battle against the Kriegskult during the War of Annihilation, a war they had tried hard to stay out of. Kriegskult forces were marching towards several citadels and happened to cross paths with Saburo. Upon Saburos passing, the throne was quickly given to his son, Mitsunari Ishida, the current and most famous leader of the Pajan nation. Mitsunari Ishida As soon as Mitsunari entered the throne as Emperor of Pajan, he made it known that he intended on building on the relationships with other nations that his father had already worked hard to establish after the mess leaders before him had created. Through all of this, the Elven nation of Corova still did not trust the Pajan Nation, accusing them of lies and atrocities they committed during previous rule. The Arcadians had claimed that the newly-founded relationship between themselves and the nation of Pajan would usher in a new era of peace and prosperity for all allies. Corova, however, to this day, does not fully comply with the treaties agreed to by Pajan. Establishing the Kingdom of Ishida Mitsunari would later proclaim Pajan to be the Kingdom of Ishida; this would create tension between powerful families within the nation, causing many families to come to disagreements, arguments and ultimately lead to inner conflicts, most notably, from the Toyotomi Family. Hidetoshi Toyotomi was now on the rise. 4

Hidetoshi Toyotomi Hidetoshi had long been a supporter of the Ishida family, providing funds and loyalist support by way of military means. It is speculated that when Mitsunari chose to rename the kingdom to the Kingdom of Ishida, Hidetoshi took great anger to this, believing that his family was chosen to be discarded. Whatever the case may be, Hidetoshi eventually turned on his leader, choosing to side with the Ullarian Overlords in the hopes of obtaining the kingdom for himself. Another civil war within Pajan, was about to begin. Rebellion Toyotomi gathered several of his loyalists and declared rebellion, quickly attempting to overthrow his king and the family that had held power in Pajan for thousands of years. Ullaria dispatched several forces to aid Toyotomi in attempting to destroy Mitsunari Ishida and his kingdom; Arcadia and several allies would see to it that Hidetoshi would not get what he wanted, and eventually pushed him back and out of Pajan.

Pajan: Mightier and Superior to Others


For the nation of Pajan, war is the only answer to peace; they have built several large military training facilities throughout GROMM, especially in smaller towns, which they keep unknown, except for the Arcadians, who often train with the Arcadians and learn from Ishidas close quarters training. Mitsunari Ishida has high standards for his country and his people, which is the reason he personally believes that Pajan, and his kingdom are far superior to any other nation in GROMM. He has a slight distaste for the Elves of Corova, who he fought hard to regain the trust of, only to gain their distrust, because of the failure his grandfathers were responsible for. At present time, the nation is strongly allied to Arcadia, supporting them through economic and military means, providing them the weapons, resources and manpower for war. Invasion of Nikko In the large city of Nikko, an area near the Carpathian Forests, sits the Ishida-populated city which is undergoing an invasion at the hands of the Ullarian Overlords. General Saito Nogawa of the Ishida military has been dispatched to aid the city, as it has been totally overrun by the Ullarian forces, who wish to capture the territory to expand their doom-cults and place new monuments in the land. Campaign information for this invasion will be made available (see Hollenthon for more). 5

Gathering for Battle


While choosing a warband, there is no limit to how one may build a warband, however, another way to play is for both players to agree on consulting the War Council. If players choose to play a game, where they consult the War Council before the battle, then the game is played differently. Consulting the War Council Both players MUST agree to this rule; should players choose not to consult the War Council, then they will simply play a standard game of GROMM without restrictions. Consulting the War Council before a battle begins in GROMM, means that players will choose one warband from several special warbands laid out to them, by their War Council. Point Values Both players will still agree to a total point value for the game; the War Council will simply offer them various methods of constructing their forces (for example, a Force Organizational Doctrine). Mixed Warbands When players consult their War Council, Mixed Warbands are NOT allowed; both players MUST select only units from the faction they are fielding on the battlefield.

War Council of the Kingdom of Ishida


Welcome, commander, to your War Council; here, you will find all the tools needed to field a warband of warriors, leaders and war machines that will utterly wipe out your enemies. Force Organizational Doctrine Each warband available to you is its very own FOD (Force Organizational Doctrine); this doctrine outlines just how your warband must be created, including any special leaders or characters, also giving you room to allow for some customization. Each FOD will offer your warband special rules that will help it during battle, making each outcome unique and each battle a special fight for the glory of your faction! Assigning Units to Slots in Doctrines It can be very important just who is included in your warband, especially alongside the warbands special rules given in the FOD. Always plan on a strategy when creating a warband; take into account any ranged units you may want, certain special units with unique abilities and any other things that may make your warband a mighty and powerful force to deal with. 6

Force Organizational Doctrine


Please select the warband you wish to field below, making sure to follow the rules in warband creation and supplying to the warband any special rules/abilities that are given to the warband. It does not matter the point value of your warband, but you must always follow the Force Organizational Doctrine and carry all of its special rules/abilities.

Onizuka Clan The Onizuka Clan, founded by Noburo Onizuka, has made their services available to all allied factions and to the Kingdom of Ishida. They are merciless assassins, who recruit only the best of the kingdom, making their services known to those who need protection outside the territory from enemies. Force Organization: Mandatory: This Warband must and can only carry up to THREE different Unique Units. Mandatory: ONE unit must be designated the Warbands COMMANDER. Mandatory: This Warband cannot carry any Vehicle or Flyer Units whatsoever.

Commander: One unit in your warband MUST be made the warbands commander; this commanding unit gains the Tough and Close Combat Master special abilities (these abilities do not stack). Glory to Mitsunari Ishida: The entire warband gains the Close Combat Specialist special ability as long as their commander remains alive (this ability does not stack and is lost if that unit is killed in battle).

Order of the Sacred Rose Created by members of the royal family several hundred years ago, their purpose was to protect the family, until more widespread war has caused them to grow into a large order, making their presence known on both the battlefield and in the many skirmishes near the nation of Pajan. Force Organization: Mandatory: This Warband must and can only carry up to FOUR different Unique Units. Mandatory: ONE unit must be designated the Warbands COMMANDER.

Commander: One unit in your warband MUST be made the warbands commander; this commanding unit gains the Tough and Close Combat Master special abilities (these abilities do not stack). Relentless: When a Spearman unit charges and successfully closes in and deals damage to an enemy unit, roll 1d6; on the result of a 5 or 6 the unit may attack again (limited to 2 attacks on the charge). 7

Clan of the Asagiri The Clan of the Asagiri (Morning Fog) is made up of long-time war veterans. Those willing to serve their entire life to the cause of the Kingdom of Ishida make up this legendary clan. Founded over 400 years ago, the Clan of the Asagiri are a legend throughout Pajan. Several stories have been told of the clan, many true and many false, but regardless of what is told, they are true to the fact that they are legendary and a very powerful force in the kingdom. Force Organization: Mandatory: This Warband must and can only carry up to TWO different Unique Units. Mandatory: ONE unit must be designated the Warbands COMMANDER.

Commander: One unit in your warband MUST be made the warbands commander; this commanding unit gains the Tough and Close Combat Master special abilities (these abilities do not stack). Ullarian Hatred: The entire warband gains the Steadfast and Fearless special abilities as long as their enemy warband is a Ullarian warband (these abilities do not stack). True to the Legend: The entire warband gains an additional Wound to their total number of Wounds, but cannot exceed a total number of 5 Wounds.

Royal House of Tokugawa The House of Tokugawa seats hundreds of loyalists to the Ishida family and the kingdom, making up a large percentage of its political supporters. The forces that serve the Royal House of Tokugawa are selected by Hidekazu Tokugawa himself and serve the nation and most importantly, his Royal House of Tokugawa, making them a viable force throughout the kingdom. Force Organization: Mandatory: This Warband must and can only carry up to THREE different Unique Units. Mandatory: ONE unit must be designated the Warbands COMMANDER. Mandatory: This Warband cannot carry any Vehicle or Flyer Units whatsoever.

Commander: One unit in your warband MUST be made the warbands commander; this commanding unit gains the Tough and Close Combat Master special abilities (these abilities do not stack). For Tokugawa: Whenever units from this warband are attacked and wounded, should they survive, they gain a bonus of +1 to their close combat and ranged attack rolls for every point of damage they have taken (this is a stackable ability). Ullarian Hatred: The entire warband gains the Steadfast and Fearless special abilities as long as their enemy warband is a Ullarian warband (these abilities do not stack). 8

Kingdom of Ishida: Force Listing


Welcome to the official force selection for the Kingdom of Ishida; heroes and masters of the art of war and servants to the emperor of all Pajan, Mitsunari Ishida. Nation Alliance: Neutral The forces of Ishida claim prosperity through war at the side of their allies. Players who want to mix their warbands with other factions must choose other factions allied to the Neutral banner, which can always be seen in the Nation Alliance. Nation Special Rule: Merciless in Combat The troops of the Kingdom of Ishida are relentless and merciless in warfare, making them a very powerful force to be reckoned with. Whenever you field a warband of only Kingdom of Ishida units, all the units in the warband gain a +1 to all of their close combat attack rolls. Whenever any units are within 4 inches of a Unique unit, they gain a +2 instead (this bonus is lost when the unit falls out of range with the Unique unit). Loyalty to the Emperor of the Kingdom For all the years that Mitsunari Ishida has spent repairing the nation of Pajan from the mess left by his family and working to restore the alliances broken during those troublesome times, the people of Pajan feel indebted to the great emperor. Their loyalty to him knows no bounds and the people of Pajan are truly a united nation of people loyal to their ruler, forever ready to give their life for him.

A Matter of Honor
It is said that long ago, several men came from the Clan of the White Spider to rid Pajan of the evil that lurked in the Nora Mountains. These men would become legends Hotaru Watanabe led the men into the caves at the head of the mountain, wandering into them with no fear. They were only told that a strange aura had been emanating from the caves and spreading into the town, causing sickness to the people of the villages beyond the town just below the mountain. They came into contact with the Oni Warau, a powerful entity that was later rumored to be one reason for Hidetoshis turning on the kingdom. Whatever happened in those caves is not known, but the only one to come out alive, was Hotaru Watanabe, who would later claim that the Oni devoured the souls of those who went into the cave with him. This is all he said upon returning to the great emperor of Pajan Tell the towns they can rest easy from now on. The evil is no longer in the caves; it is within me. 9

UNIQUE UNIT: Hotaru Watanabe Listen little one, and know that your life is worth more than you will ever know. Hotaru Watanabe, to the Children of the Tiger Clan before the Invasion of Sekigahara Known throughout the Kingdom of Ishida as Firefly, Hotaru has stood by the side of Mitsunari Ishida in several battles, including the skirmish between his legions and the Orcs of the Western Wastes. His sister, Natsuko Watanabe, also a master in the art of battle, has stood by her brother and sworn to uphold the might of her family throughout the kingdom, slaughtering the enemies of her nation. When Hotaru is included in a warband of only Kingdom of Ishida units, he gains an additional Wound and all units within 6 inches of Hotaru gain the Tough special ability (this ability does not stack); the ability is lost if a unit is outside the range. If Hotaru and his sister Natsuko are included in the same warband, they both gain the Evisceration special ability. They work well together and also command their warriors well together. UT Creature Weapon Kitana Sword Sacred Tanto Special Abilities: Unique, Steadfast, Fearless, Close Combat Master Unique Ability: Hotaru is allowed to attack with both of his weapons, counting as one close combat action. AR 3+ WR CC CC W 3 WS 3+ 4+ CST 7 AT 2 1

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UNIQUE UNIT: Raijin, Dynasty Dragon I am more powerful than any of their puny Ullarian minions and I will see to it that they suffer for their ignorance! Raijin, during the Raid on Castle Hollenthon This powerful beast has been summoned to battle on several occasions and is also admired by the many people of Pajan. Raijin is able to communicate with his fellow warriors through telepathy, making it easy to distribute orders around the battlefield and keeping close to his troops when they need him to be there the most. He casts terrible bolts of thunder or fire from his mouth, sending enemies scurrying off the battlefield in the hopes of finding cover. Whenever Raijin is included in a warband of only Ishida units, he gains 2 additional Wounds and also gains the Archaic Flash and Ranged Combat Master special abilities, making him a powerful force. Whenever Raijin is at one point of damage remaining, he gains a +2 bonus to all of his ranged and close combat attack rolls, allowing his enemies to see his power first hand and see the true might of the Ishida Empire. UT Heavy Creature Weapon Raijins Lighting Raijins Fire Raijins Claws Special Abilities: Unique, Fearless, Death Touch Unique Ability: Raijin is able to revive himself at the jaws of death. When Raijin is in killed, roll 1d6; on the result of a 1, Raijin is revived and placed again on the battlefield within 5 inches from the controlling players table edge. This ability is permanent and can be used several times in a single battle. AR 3+ WR 24 18 CC W 4 WS 3+ 4+ 4+ CST 12 AT 4 3 4

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UNIQUE UNIT: Natsuko Watanabe You think you can take me? Try it, Ullarian scum! Natsuko Watanabe, during the Battle of the Thousand Bloodied Knives Younger sister of Hotaru Watanabe, Natsuko came into the art of war at the tender age of 13, when she and Hotaru witnessed the murder of their parents during a small skirmish that broke out in their village of Tenkou when several landlords demanded payment for housing services. She is skilled in the art of spear combat, making her a viable force in any warband. Her loyal warriors follow her into battle and are relentless and fearless. When Natsuko is included in the same warband as Hotaru, they both gain a bonus of +1 to all of their close combat attack rolls (this is permanent and lasts even if one or the other dies in combat). If Natsuko is ever killed in battle, all remaining unit in her warband (mixed or whole) gain the Tough special ability (this ability does not stack). UT Creature Weapon Watanabe Spear Special Abilities: Unique, Reach, Close Combat Master, Steadfast Unique Ability: Whenever a unit attacks Natsuko in close combat, she always strikes first; she can quickly make one close combat attack for free before her enemy is able to make an attack against her. AR 3+ WR CC W 3 WS 3+ CST 6 AT 2

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UNIQUE UNIT: Tetsuo, the Smiling Slaughterer Ha! You havent the slightest of ideas as to where I am going to drain you of your blood, but when I do, will make sure I drink every little drop! Tetsuo, before murdering the Sakashi family Tetsuo hails from the icy region of Fukkaido and is known throughout Pajan as one sadistic, uncaring and totally insane mercenary. Tetsuo has killed men, women, children and totally without regard for human life. It is rumored that he once ate the intestines of a victim during the civil war in Pajan when Toyotomi tried to capture the throne of the kingdom. Whenever Tetsuo is included in a warband (mixed or whole), any friendly units that come within 4 inches of Tetsuo gain the Evisceration special ability (this ability does not stack) and gain a bonus of +1 to their close combat and ranged attack rolls. Tetsuo is a master at combat, and enjoys the smell of blood as it drenches his blades and his body; to him, the death of an enemy is a very sexual pleasure. Tetsuo is indeed an odd person, and is even regarded as a lunatic by many, but his skills cannot be dismissed as nothing (he has many special abilities at his disposal, which makes him a very powerful force in any warband). UT Creature Weapon Ninja Sword Ninja Sword Special Abilities: Unique, Fearless, Close Combat Master, Death Touch, Ripclaw, Wild Attack Unique Ability: Tetsuo is allowed to attack with both of his weapons, counting as one close combat action. He is also a master tactician on the battlefield; whenever he kills an enemy unit, all units within 8 inches of Tetsuo gain a -1 to their close combat and ranged attack rolls until the beginning of the player controlling Tetsuos next turn. AR 4+ WR CC CC W 3 WS 4+ 4+ CST 10 AT 2 2

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UNIQUE UNIT: Kazushi Ishida You will know my steel when it is inside your skull, you little bastards! Kazushi Ishida, before the Great Battle of Endless Nights When he was 17, he became a Samurai warrior, serving his great emperor, warding off legions of enemies in many battles. Younger brother of the emperor, Mitsunari Ishida, Kazushi had grown up always wanting to learn the ways of arcane magic. His older brother swore this would not be, but later allowed him to study, while also taking up arms as a noble Samurai. When Kazushi is included in a mixed warband, he gains the Steadfast special ability. Whenever Kazushi is in close combat with enemies from either the Western Wastes or the Ullarian Overlords, he gains a +1 to his close combat attack rolls. He has long hated the Orcs for their many attacks on helpless Pajan villages, including the attack on the small town of Sato when they invaded the area, killing everything in sight. UT Creature Weapon Kitana Sword Special Abilities: Unique, Close Combat Specialist, Archaic Flash, Thunder Bolt Unique Ability: Kazushi is a practicing arcane master and uses his abilities to cast furious destruction to all of his enemies. Once per game, Kazushi may target an area on the battlefield up to 18 inches away (target area is 5 inches in diameter); all units within the blast area (friendly or enemy) are hit (roll 1d6; hits on 3+). When rolling to hit, roll against every unit in the blast area; each unit is attacked with 1d6 and is hit on a 3+ (each unit hit cannot make an armor save roll). AR 3+ WR CC W 2 WS 3+ CST 6 AT 2

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CORE UNIT: Bushido Spearman Protection comes at a price, and these men of the Ishida military pay it gladly with their lives at all times for the glory of their kingdom. During their wars against the Orcs and the Ullarians, the Kingdom of Ishida have demonstrated that the use of their spearmen are of great value to their effort in keeping their kingdom. They are loyal to their kingdom and most importantly, to their emperor, who gives them strength in his words and his message of spreading his nations power and might throughout GROMM. When the front ranks of an Ishida army are filled with the spearmen of the kingdom, enemies are made sure that they are not just in battle with any military force, but one of power and might. When at least 5 spearmen are included in a warband, they each gain the Tough special ability (this ability does not stack). When a player mixes a warband with both Arcadian and Kingdom of Ishida Spearmen units, regardless of how many (as long as there are 1 of each in a warband), they each gain the Strong special abilities (this ability does not stack). UT Creature Weapon Spear Special Abilities: Reach, *Strong, *Tough AR 4+ WR CC W 2 WS 4+ CST 3 AT 1

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CORE UNIT: Bushido Archer Trained in battle and founded in the traditions of ranged combat, the archers of the Ishida military pride themselves on being accurate and always perfect. When at least 5 archers are included in a warband, they each gain the Tough special ability (this ability does not stack). Anytime archers from the Kingdom of Ishida are included in a mixed warband, they add +1 to their base CST. Regardless of how many archers you choose to add in any mixed warband, each archer included in the mixed warband will add the point to their base cost; archers from the nation of Pajan are not too friendly with units from other nations. They do, however, respect their Arcadian friends; anytime Ishida archers and archers from Arcadia are added in the same mixed warband, both Arcadian and Ishida archer units (regardless of the number of units) gain the Steadfast special ability. This applies to all the archer units from both factions in any one mixed warband. Forever loyal to their emperor, the archers of the Ishida military are proud ranged tacticians. UT Creature Weapon Longbow Special Abilities: Ranged Combat Specialist, *Tough, *Steadfast AR 4+ WR 18 W 2 WS 4+ CST 4 AT 2

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CORE UNIT: Bushido Rifleman The Kingdom of Ishida was the first to experiment with weapons, such as the rifle, and mastered it with perfect proficiency. When players use both spearmen and riflemen from the Kingdom of Ishida in the same warband (mixed warbands is also allowed), a bonus is granted; every time you move a spearmen at least 3 inches directly in front of the rifleman (the spearman must have his back to the rifleman, using himself as a shield), the rifleman gains a +1 modifier to any saving throws he makes. The spearman gains the Tough and Strong special abilities. When riflemen are included in a warband made up of only Kingdom of Ishida units, all riflemen in the warband gain the Steadfast special ability. When riflemen from both Arcadia and the Kingdom of Ishida are included in a mixed warband, then all rifleman units from both factions gain the Stealthy special ability. Never doubt the accuracy of an Ishida rifleman, for it may be the last mistake you make. UT Creature Weapon Rifle Special Abilities: Ranged Combat Specialist, *Tough, *Steadfast, *Stealthy AR 4+ WR 22 W 2 WS 3+ CST 3 AT 2

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CORE UNIT: Samurai Warrior Pajans mightiest warriors come in the form of tempered Samurai warriors, only knowing the way of the sword. They are masters at the art of combat and pride themselves in their mastery. During the reign of Kaito Taguchi, the Samurai were almost completely removed from Pajan and from GROMMs history; he had declared that the Samurai were to be removed from Pajan since they had chosen not to serve him. He began having his military raid several locations prominent with the Samurai and their families, and began a plan of extermination. When Saburo Ishida rose to power, he reinstated the Samurai, trying hard to preserve what they originally established historically. Taguchi had laid waste by having Pajans history burned; what Saburo was able to recover and save, he worked hard to salvage. The Samurai have always been a very important part of Pajans history and are determined to keep fighting for the honor and supremacy of the Kingdom of Ishida. When you include more than one Samurai a warband of only Ishida units, then all Samurai Warriors gain the Steadfast and Wild Attack special abilities. When Hotaru Watanabe is included in a warband (whole or mixed) with any number of Samurai units, Hotaru gains an additional Wound and the Evisceration special ability. UT Creature Weapon Kitana Sword Special Abilities: Close Combat Master, Tough, *Steadfast, *Wild Attack AR 3+ WR CC W 3 WS 3+ CST 4 AT 2

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CORE UNIT: Geisha Assassin Gathered from the many Geisha Houses throughout Pajan, these masters at the art of assassination and stealth attacks against enemies of the Pajan nation launch their techniques against anyone who dares to oppose the Kingdom of Ishida. Geisha Assassins are recruited from the many Geisha Houses in Pajan by the many masters of the Pajan military; they carefully choose which ladies and sometimes have their way with them before sending them out to be trained in the art of assassination. During the raid on Castle Daagoth, a Ullarian Stronghold, several Geisha Assassins infiltrated its deepest ruins and found the leader of the Ullarian cult, the Cult of the Fallen Hydra. The battle had started over several children being captured from Arcadian and Ishida towns that provided vegetation to the kingdoms and had begun sacrificing the children to harvest souls. When the battle had ended, it was the assassins that made it easy for the fight to be over. Geisha Assassins, although female and not looked at in Pajan as equal to man, are looked at with enough respect and loyalty to have earned them a rightful place in Pajans military. Anytime an enemy unit wants to attack a Geisha Assassin, they must first roll 1d6; on the result of a 1-2, they cannot attack the Geisha Assassin, on the result of a 3-6, they can make an attack (this must be rolled each and every time an attack targets a Geisha Assassin. When a warband contains 3 or more Geisha Assassins, they may remain within 2 inches of one another throughout the game (optional). If they remain within 2 inches of each other, they all gain the Evisceration special ability. Geisha Assassins are very aggressive against enemies; if the enemies of this special ability attack are Ullarian units, each attack deals +1 damage. UT Creature Weapon Blessed Tanto Special Abilities: Close Combat Specialist, Stealthy, Tough, *Evisceration AR 4+ WR CC W 2 WS 2+ CST 5 AT 3

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CORE UNIT: Daimyo Priest One of the most important assets to an Ishida warband, these noble priests defend the warriors on their side of the battle, insuring that they remain vigilant and in good health. When Mitsunari Ishida took to his first battle, it was decided that he would be accompanies by several priests, which ended up serving him well; throughout the battle, he would suffer strikes from his enemies, but the priests would continue to aid him in healing and giving him the strength to push through his enemies and clear the battlefield of them. When a mixed warband contains at least 1 Daimyo Priest, every unit in that warband gains an additional wound (up to a maximum of 3). When any number of Daimyo Priests are included in a warband of only Ishida units, all Daimyo Priests gain the Tough special ability. When a Daimyo Priest successfully casts Healing Surge on a member of the Kingdom of Ishida, it heals the unit 2 points of damage, rather than 1. UT Creature Weapon Blessed Tanto Special Abilities: Archaic Flash, Healing Surge, Terrible Sorrow, *Tough AR 4+ WR CC W 2 WS 2+ CST 5 AT 3

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CORE UNIT: Kotodama Master Masters in the arts of arcane magic, these magicians are used heavily on the fields of battle to smash bolts of thunder into their enemies and send them running. Several thousand Kotodama Masters are recruited yearly from all over Pajan and officially trained by the highest of Kotodama Masters in the ranks of the Royal Order of Pajan, the nations largest group of masters in the arts of arcane magic. During the War of Annihilation, these masters were sent to aid the Arcadian Empire during the final days of the war, assisting in the destruction of the Great King Darius and his Kriegskult. The use of the Kotodama Masters was a great tool that has been utilized to this very day. When a Kotodama Master is involved in a close combat, it gains a -1 to all of its close combat rolls; this shows its lack of training in close combat, making it a more useful ranged attack force. When a Kotodama Master successfully casts a special ability attack (any that take up one ranged attack action), roll 1d6; on the result of a 1 or 2, the Kotodama Master may attack again. Keep rolling like this until the Kotodama Master fails and is no longer able to make an attack. UT Creature Weapon Blessed Tanto Special Abilities: Thunder Bolt, Archaic Flash, Terrible Sorrow, Insanity AR 4+ WR CC W 2 WS 2+ CST 5 AT 3

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Special Abilities
Units in GROMM each carry abilities making them different from others during combat in the game. Use this list of special abilities to find those specific to your units.

Healing Surge: Replaces ranged attack action. Target a unit within 12 inches and 1d6; if successful, target unit is heals 1 point of damage (scores on a 3+). Insanity: This unit cannot be the target of special ability attacks. Overpowering: Units struck by a unit with this ability in close combat do not get to make save rolls. Powerhouse: Pick any number of failed close combat attack rolls and reroll them, keeping the results. Ranged Combat Specialist: Roll an additional 1d6 when attacking with a ranged weapon. Ranged Combat Master: Roll an additional 2d6 when attacking with a ranged weapon. Reach: This unit may attack an enemy unit up to 2 inches as if it were in close combat range. Ripclaw: Replaces close combat attack; roll 3d6 to attack (hits on 5+). Screaming Slam: Replaces ranged attack action. Target a unit up to 6 inches (3d6 attack; hits on 4+); all units within 3 inches of the target are also struck (1d6 attack; hits on 5+). Smashing Fists: Replaces close combat attack. Target a unit in close combat (5d6 attack; hits on 4+); all units within 3 inches of the target are also struck (1d6 attack; hits on 5+). Stationary: A unit with this ability must remain in place throughout the game. Steadfast: Roll 1d6 after making a close combat attack; on a 1-2 this unit may attack again. Stealthy: A unit with this ability may move without any terrain penalties. 22

(X) Bolt: Replaces ranged attack action. Target a unit up to 18 inches (3d6 attack; hits on 4+); all units within 2 inches of the target are also struck (1d6 attack; hits on 4+). Archaic Flash: Replaces ranged attack action. Target a unit up to 4 inches (2d6 attack; hits on 4+); all units within 3 inches of the target are also struck (1d6 attack; hits on 5+). Close Combat Specialist: Roll an additional 1d6 when attacking with a close combat weapon. Close Combat Master: Roll an additional 2d6 when attacking with a close combat weapon. Death Touch: Each successful close combat attack that deals damage deals 2 points of damage, rather than 1. Evisceration: Replaces close combat attack action; roll 2d6 when attacking (hits on 4+). Each successful roll counts as two hits, rather than one. Fearless: Units with this ability may never use the Fall Back action when activated. Havoc: All units within 1 inch of a target, targeted by a unit with this ability in ranged combat roll 1d6 after the attack is made at a range of up to 12 inches; on the result of a 1-2 they lose their ability to be activated for the following 2 turns.

Strong: Units with this ability ignore the effects of Overpowering. Terrible Sorrow: Replaces ranged attack; target a unit up to 24 inches away (roll 2d6 to attack; hits on 5+). Each successful score on the dice counts as 2 hits, instead of one. Throw: Replaces close combat attack action; roll to attack (throwing hits on a 4+). If successful, roll 1d6; this is the number of inches the model is thrown; the unit is thrown in a straight line from the unit with this abilitys front facing. Once the model is thrown into its new position it takes 1 damage for every inch it was thrown and cannot be activated until its next turn. Tough: Pick any number of failed save rolls and reroll them, keeping the results. Wild Attack: Replaces close combat attack. Target a unit in close combat (2d6 attack; hits on 3+); enemy units within 2 inches of the target of the attack are also struck (1d6 attack; hits on 5+). Zombification: A unit hit by this unit in close combat rolls 1d6 after the attack is made; on the result of a 1 the unit attacked becomes a zombie on the turn after the following turn. Apply zombie stats to the bitten unit, and it is then controlled by the player controlling the biting unit in the first place.

Factions are fighting for the control of GROMM and to spread the prosperity of their nations, demanding all to see that they are mighty, powerful and not to be toyed with. The Arcadian Empire and the Kingdom of Ishida hold an alliance that has lasted a very long time where as factions like the Fendorians and the Elves of Corova have moved away from them for their later actions. In GROMM, it is up to you to determine the fate of your faction; you will choose who you control, unleash them on the fields of battle and fight to win the day in glorious victory! Claiming Victory It is up to you to fight, you and your opponent each fight for a goal, and for the most part, it is to utterly destroy each other. Using the Codices Hollenthon is Crushpops very own magazine, and in it, youll find tons of new information for GROMM, including new rules, missions, units and more! Take advantage of Hollenthon, because they are free and also offer tons of information on new games and titles by Crushpop Productions. For the Wargamers New things await you in the world of GROMM, including several playable factions; all you need are the right miniatures to represent your units, and you can jump into the action! As always, we thank you for checking out GROMM and hope you enjoy the game as much as we enjoy working on it for all of you. Keep rolling those dice and keep playing the game, because you make it what it is. 23

BURN!
Its no surprise that GROMM is burning; this has been the case for hundreds of years, and the brutalities of war seem to never end. When factions crumble, only then will anyone see peace come to GROMM.

GROMM: Fantasy Skirmish / 2011, Crushpop Productions, Inc. Written and Created by Neuicon and Sean Daniels, Edited by Kathy Ahern www.neuicon.com shatteredverse.forumotion.com

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