Re: A fourth age
Alright, my thoughts for a fourth age nation; the bastard child of Ulm and Marignon.
Model: the 30 Years War and the wars in and around the Reformation.
Guns? Well, maybe an armor-nullifying 1/3 turn fire arquebus, -1 precision and medium-range.
Some Ulm-style heavily-armored units- but armor is starting to be reduced in the face of firearms. Truckloads of pikemen. Zweihanders. Landsnecht with 1-shot pistols.
Fitting with the reformation theme (priesthood of believers,etc), most of these units have a recruit-anywhere sacred version. Same statistics, except maybe +1 morale. Balance it by raising the costs to recruit. "Devout Zweihander", "Devout Arquebuser", etc.
"In the turmoil and bloodshed of the coming of the new god, devout followers and fanatics are to be found in all walks of life in Ulm."
Should be a capitol only sacred- maybe stealthy troops that work with the spy/assassin?
Fanatic/Ranter- lvl 1 priests with stealth and spy.
Theologians- lvl 2? priests with random level 1 (100% FAES+ 10% FAES) magic. Close to old age. Research bonus or penalty? (Bookish, but do they have a research-hindering attitude?)
Natural Philosopher- Capitol-only mages. 2 levels of random magic (100% chance FAWEN times 2+ 10% FAWESN, research bonus). Immune to drain scale.
Capitol-only spy/assassin.
Capitol-only cannon. Hellaciously expensive. 1% chance of exploding each time they fire (which is only 1/3 rounds)
Heroes:
Melancthon- With a misshapen head and a weak body, he is the greatest of Ulm's theologians, and a powerful earth mage to boot.
Maxwell Oldtown- Genius inventor. Stat him like the maker of the maze but young and with a research bonus.
Götz von Berlichingen- Mercenary knight with the iron hand. Just a tough, skilled guy with good leadership. Maybe awe and an iron-hand zero-range attack.
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