27
7/26/2019 visions 04 http://slidepdf.com/reader/full/visions-04 1/27 Spring 2005 1 1  Visions Issue 4 Spring 2005 Editors Glenn McClune Mario N. Bonassin Contributing Writers Glenn McClune David McGee Ross Franks Interior Artwork Mario N. Bonassin Glenn McClune Excelsior Entertain- ment From the depths of the Fallen Lands To the Jungles of Venus We will take you to the Edge of your World. VISIONS ISIONS ISIONS A Warzone and Chronopia Fanzine

visions 04

Embed Size (px)

Citation preview

Page 1: visions 04

7/26/2019 visions 04

http://slidepdf.com/reader/full/visions-04 1/27

Spring 2005

11 

VisionsIssue 4

Spring 2005

Editors Glenn McClune

Mario N. Bonassin

Contributing WritersGlenn McClune

David McGeeRoss Franks

Interior ArtworkMario N. Bonassin

Glenn McCluneExcelsior Entertain-

ment

From the depths of the Fallen Lands

To the Jungles of Venus

We will take you to the Edge of

your World.

VISIONS

ISIONS

ISIONS

 

A Warzone

and Chronopia Fanzine

Page 2: visions 04

7/26/2019 visions 04

http://slidepdf.com/reader/full/visions-04 2/27

Spring 2005

22 

Contents

Chronopia 3Tactics—Action Allocation and CC 4Painting Guide—Swamp Goblins 5Terrain Workshop—Jungle Plants 6Scenario—The Toxic Swamps 7

Warzone 8Tactics—General RC Tactics 9 Scenario—Interrogation 11 Cerulean Mists ToC  Appendix A Ultimate Warzone Index Appendix B 

From the Editor:

Welcome to Issue number 4 of Visions, first of all,Thanks, I had a great turn out early into this issue mak-ing it a quick assembly. Mario has done a great jobwith the layout in Issue three so I attempted to replicatemuch of it here, I hope you like the result. I decided totheme the Issues, one theme for Chronopia and one forWarzone. This issues themes are the Fallen Land andVenus.

Thanks and as always submissions make this maga-zine, the more steady our supply of articles the fasterthe Issues can be churned out. So keep it up.

Thanks,Glenn McClune

Page 3: visions 04

7/26/2019 visions 04

http://slidepdf.com/reader/full/visions-04 3/27

Spring 2005

33 

Chronopia—War

in the Eternal

Realm

Page 4: visions 04

7/26/2019 visions 04

http://slidepdf.com/reader/full/visions-04 4/27

Spring 2005

44 

then charge, use the ones with less actions be-

fore those with more so their actions will bemore effective. Make sure the last to charge isa leader or champion, or for example like Elven

 Axemen the standard since he has more at-tacks per action, the extra CC and DAM bo-

nuses will make his attacks much more effec-tive. Unless of course he'll only be able tospend one action in CC.

When fighting warbands, try to use figureswith fewer actions first, spread them amongst

the front of the opponents warbands, thenmove in your nearer figures and gain themultiple attacker bonuses as much as possi-ble. Leaders and champs go last and attackwhatever you haven't killed yet.

Now take a look at the first photo, you cansee a Reaper moving from the rear of the war-band to fight a sister. It costs him one action tomove up and then a charge. Now if the Sisterwas on wait she probably would have counter-

charged which would remove her wait counterso the other guys would have an easier time.Now in the 2nd photo theother Reaper can charge inand then have another attack.He’ll have a +2 bonus on thefirst action and a +1 on the2nd. If you reversed thesetwo, then he would have got-ten a +1 on the first action, butno bonus on the 2nd and theother guy would have gotten a+2 on his charge and thatwould have been it.

So by simply moving properly you can increaseyour odds of hitting and killing a target quicklyand efficiently, this is especially needed whenusing the Stygian and SoK since youwill have less models every hit

counts.

Tactics—Properly using Activa-

tions when getti ng to CC.

By Glenn McClune

If you seem tohave troublegetting maxi-mum effective-ness out of

your CC unitsit is probablybecause youare not activat-ing them prop-erly. There isa science to activating your CC units to get themost effectiveness out of them.Firstly always remember when you select aunit, you move ONE figure at a time, if your op-ponent moves them all he/she is cheating in a

far larger way than you realize.Let's say you are in charge distance some canget there with one actionsome with two, withoutrealization you grab theclosest figure and runhim into CC. Bad move,your opponent may ormay not know that you

 just lowered the effec-tiveness of the entire

warband.

When fighting individualsfollow these guidelines, ifyou can get figures in with a charge and thenfollow-up attacks (if they'll have left over ac-tions), then do so, but leave charge lines open.Make sure to note if you have perhaps two fig-ures which can get there with an action left af-ter the charge, the rest will be required to move

First Move

Second

Page 5: visions 04

7/26/2019 visions 04

http://slidepdf.com/reader/full/visions-04 5/27

Spring 2005

55 

Painting Clin ic—Swamp Gob-

lins

 

By Glenn McClune

This is a painting guide for quick and easy SwampGoblins. Grab your swampies, assemble them andget them cleaned up for painting.First step is preparation for painting. You’ll want tothin down some tacky glue and then glue sanddown to the base plate. Next you’ll need to whip outsome black primer and spray them down.

Next, we take out a dark shade of gray and drybrush it over the whole model and base-plate. Ifyou are not familiar with the term “dry brush” it sim-ply means dip your brush into the paint and thenwipe most all of the paint off on a paper towel untillittle to no paint comes off. Then brush your figure,what happens is the paint will stick to the highlights,bringing out the details of the figure. Repeat with acouple of lighter shades of gray.

Next we’ll paint the skin tones and details, I use adark brown watered down a little for the flesh, be-cause he is already highlighted the shading willshow through, you may need to do a couple of lay-ers to make it look right. For details I use greens,blues and gold. Paint whatever looks like it needsdetail. For weapons I paint them gray and shadethem up a bit more. I use brown on the weaponshafts.

Now if you feel up to it, painting in theeyes can bring a lot of character to yourmodel. Grab a nice fine brush, or a

toothpick shaved down to a sharp tip.Pull out some yellow paint and then verycarefully paint in his eyes, if you make amistake don’t fret, it isn’t a huge deal,

 just make sure to use very little paint. Ifyou messed up anywhere this is the time tofix it, grab whatever color needed and touch upthe figure.You’ll note we never painted the armor, that is be-cause with the shading it doesn’t really need it,they’ll look like ants. Also you mustn’t forget the

base, paint it dark green and dry brush it with a

lighter shade.

Grab some Gloss Coat and slap on two layers, thenget some Dull Coat and put a layer on. Now if youwant them to look really good, get some brush onGloss coat and carefully paint over the armor. Thiscreates a nice shine that looks as though his armoris actual carapace.

Now for a more ad-vanced paint schemepick two non-

clashing colors,groups I have usedare Red and Tan,and Teal and Gray. Ihave also seen Yellowand Black (Wasps), Redand Blue (Clashes too much to me)and many other colors, when picking your colors geta book on bugs from your local library and pickthrough it, you’ll see a lot of spiffy colors, also checkodd plants, these could also have your army onthem. Anyways, to do stripes you’ll need a steadyhand. For something like is on my Mantis GuardLeader or Blowpipers, you’ll need to wet blend, thisisn’t hard, but you need to be patient. Paint on yourmain color and when it is still wet paint on your sec-ondary color in the pattern you want, be it along thebottoms or top (Mantis Guard), or else from centerout (Blowpipes) just work the colors out and mix itwith the wet paint already on it, if the paint starts to

dry and it doesn’t look right, add just a littlewater and continue.

I hope you have found this Tutorial helpfuland good luck with your Swampies.

Page 6: visions 04

7/26/2019 visions 04

http://slidepdf.com/reader/full/visions-04 6/27

Spring 2005

66 

Terrain Workshop—Jungle

Plants

 

By Glenn McClune

This Guide is to show you how to makeJungle plants for Chronopia and theyshould also work for Warzone.Oddball plants can be made from and numberof things, for this exercise we will use the fol-lowing things, a tennis ball, Green Garden

Foam (Really cheap), Aquarium Plants, and Li-chen.

 Aquarium plants are ob-viously the easiest towork with as they areprepainted and every-thing all you need todo is glue them to abase. I just grab an

 AOL cd; cover the hole inthe middle with a scrap of card and

then glue a layer of sand down, next paint thesand green and shade it. Once the base isdone, grab a handful of Aquarium plants of dif-ferent types and a bit of Lichen. Glue themdown and to disguise the glue location addsome lichen around the bottoms, it creates anovergrown look since you wouldn’t tread thereoften. This is relatively simple and looks prettygood.Now doing something with a tennis ball is odd Iknow, just bear with me, these make very alien

and odd looking plants. Take and cut out ahole in the side of it. Glue the ball down with theside facing out and then glue the piece you cutout onto the base facing down. Mix up someplaster and coat the thing, and I mean coat it.No fuzzies should be coming through when youare done. Spray paint it and paint whatevercolors you want, be it green brown or pink, it willbe odd no matter what you do.

 And the most challenging yet best looking of

them all, Spore Pods made of Gar-

den Foam, these are my favoriteand I have a handful of these totoss around my table. I just cutthe foam down into smallblocks of whatever size I

wanted the pods to be. Thencarve them into a pod-type shape

with a knife. After they are of thebasic shape, rub the pod with your fin-

gers, it will wear down pretty easy making ahuge mess, but it works great. I like to make

patterns in the pods by rubbing grooves into itwith my finger and then drawing lines in with apaintbrush handle. After you get a handful intoappropriate shapes, glue them down onto somebases and paint away, note that you can spraypaint this, it doesn’t melt. After that glue somelichen down around them to cover up anythingyou did wrong and to cover the glue joints.This concludes the Jungleterrain making processwhich I use

Page 7: visions 04

7/26/2019 visions 04

http://slidepdf.com/reader/full/visions-04 7/27

Spring 2005

77 

Scenario -The Toxic Swamps

By Glenn McClune 

Motives You and a small unit are to traverse into the jungles ofthe Fallen Land into an area known as the Toxic Swampsin search of a lost Scion Stone rumored to be here. ThisScion Stone is said to have belonged to the Priestesswho almost overtook the world once. The paths aretreacherous but you must succeed.

Players 2-3 Players

Points: 1 or 2 of the players need to bring 500 pt armies,and one player will “run” the Event, he needs a handful ofSwamp Goblins, oddball Monsters and maybe some Sty-gian.

VC The Searching Parties (Players with actual armies)win if the find the lost Stone and escape to their deploy-ment zone alive. The player who plays as the SwampCreatures wins if he eliminates the other Players. TheStone is worth 300 VP.

Set-up You will need very dense Jungle and Swamp Ter-

rain for this game. This requires large pieces of the

board to be covered in hazardous terrain, I recommendusing dark green and brown felt patches all over theboard or else using hills fit closely together, there shouldbe paths between into more open areas, there needs tobe 3-6 more open areas, with various bits of terrain inthem. Also one or two (Depending on player count)paths need to run to the edge of the table. Place Chits inevery open area, they need to be identical on the top and

then one will be marked as the Stone on the bottom.

Deployment The Warbands will deploy within the path,the Swamp player does not deploy at this time.

Special RulesPlayers may move through dense areas at half move-ment (Even with Swamp Warrior) and the encounter ratedoubles (Every Activation)

 At the Beginning of every other activation the SwampPlayer rolls on chart below once per player.Roll Effect1-2 Hunting Spider3 Giant Scorpion4-5 1d6 (4) Swamp Goblin Spearmen

6-7 1d3 (2) Heavy Spearmen8 1d3 (2) Blowpipers9 1d3 (2) Stygian Warriors (Any Variety)10 1d3 (2) Stygian Reapers11-13 1d3 (2) Giant Snakes14 2x Hunting Spiders15 2d6 (6) Swamp Goblin Spearmen16 1d6 (4) Heavy Spearmen17 1d6 Stygian Warriors18 1d6 (4) Giant Snakes19-20 Roll a Jungle Hazard Effect Centered on a Ran-dom model

Please not that the Swamp Player should not try andmassacre the players if too many creatures are on theboard he should forgo rolling, he should never outnumberthe players.

To attempt to find the Scion Stone a player must move upto the Chit and expend one action searching it, flip overthe chit, if blank he finds nothing, if it holds the Stone hemay pick it up with his next available action. He mustthen carry it back to the area he deployed to win.

(The Example map show how your area could look theBrown line shows the Deployment area and the greendots represent tokens, also note the Giant Scorpion andGiant Snakes cards are on the final page)

Page 8: visions 04

7/26/2019 visions 04

http://slidepdf.com/reader/full/visions-04 8/27

Spring 2005

88 

Warzone—

Universe Under

Siege

Page 9: visions 04

7/26/2019 visions 04

http://slidepdf.com/reader/full/visions-04 9/27

Spring 2005

99 

Tactics Chapter 1 – Ranged

Combat

By David McGee

Ranged combat is an art form. At times, itseems like so much chaos and random lead-slinging, but, if done properly, can be not onlyeffective, but intimidating and deadly. It canwipe out entire squads, and reduce the amountof fire the enemy can throw back at you.

Ultimate Warzone® simulates the stresses of

battle by forcing one to fire at the nearest avail-able target. This represents the soldier wantingto kill what he/she perceives to be the greatestimmediate threat to their own life. With propermaneuvering and concentration of available

firepower, this can be used to great effect

against the enemy.

When using a “shooty” army, concentrate yourunits. By doing this, will bring as much avail-able firepower to bear on the enemy’s unit(s).This can be accomplished in many ways, theeasiest of which is proper deployment. Whensetting up your unit cards, be sure group similarsquads of ranged weapon equipped soldiers/units/vehicles. Not doing so spreads firepower,reducing the number of shots you can put on

one particular unit and makes picking off yourown units easy for the enemy. Do not bunchthem too close together, as this can make the

enemy’s template weap-ons more effective thanthey should be. If youhave a mix (shootyunits/CC units) I still rec-ommend concentration.This can clear a path forthe CC troops to get to

where they need to be.

If you have support unitsand/or battle-suits(Vulkans, Phoenixes,etc.), keep these withyour troops. They aretargets for the enemy.Use your grunts as ei-ther a screen, or a diver-sion, as these units arecapable of tearing wholeunits apart, and the en-emy will want themgone. Vehicles are awhole other entity, but

should still start near friendly troops in order to

Page 10: visions 04

7/26/2019 visions 04

http://slidepdf.com/reader/full/visions-04 10/27

Spring 2005

1010 

breakout and exploit a weakness of the en-

emy’s.

When maneuvering into position for the shot(s),take care to ensure that the enemy will be keptin your arc of fire, and you LOS. There is noth-ing more frustrating than assuming a hardenedfire position, only to have the enemy skirt it andtry to find a back door. If the only target avail-able is a weak squad of grunts, remove themwithout second thought. Not only will this helpdemoralize the enemy, but they will not be able

to fire back. Seldom should you need to useTac Sense, but, if the unit beyond the immedi-ate target is of greater threat/importance, thenuse it, but be aware that you are leaving an en-emy in closer range/position to fire back at you.

Use weapons/platforms that receive multipleROF/action (the Vulkan being one of this au-thor’s personal favorites). In this way, when thetarget drops on the first shot, subsequent shotsare not wasted, and receive the initial bonuses

when shooting following targets.

Use aim, when necessary, to achieve the mosthits possible. The more hits you score, thegreater your chance will be to wound your tar-get. Depending on RC and penalties/bonuses,aiming can greatly increase the effectiveness ofa shot. Further, if you have to shoot at thesame target a second time, you keep the aimbonus without spending another action.

Load outs can enhance a soldier’s ability to getshots on their target. No sniper should be with-out a datascope/bipod combo. When a sniper(a whole other article, to be sure)aims, combined with the sniper’sskills and load outs, “one shot – onekill” is not only attainable, it is

virtually guaranteed. At a base RC of 11, anExtreme Range shot with a bipod/datascopecombo and aim, gives a sniper a shot that hitson 17 or less, and does 16 damage on impact!

Got a vehicle in your sights? This is a great

way to put a wound on it, and, if you’re into thevehicles “unsafe” wounds, makes it easier to hitthat Chain Reaction result!

When using these tactics, it is important to re-member that you do not leave yourself open tooutflanking or susceptible to para-deploy. Awise commander leaves his force flexibleenough to respond to possible surprises by theenemy. But as long as one brings as much fire-power to bear on the enemy as is possible, then

one forces the enemy to react, instead of beingforced to react to the enemy. Take the battle toyour enemy, and ensure maximum damage.Concentrate firepower!

Page 11: visions 04

7/26/2019 visions 04

http://slidepdf.com/reader/full/visions-04 11/27

Spring 2005

1111 

Scenario: Interro-

gation

By Ross Franks

Pancreasboy)

Motive: An important mem-ber of a nearby force hasbeen captured by an enemysquad for interrogation. Intelreports he has been taken toa nearby building and willprobably be interrogated be-fore being executed or until reinforcements ar-rive. Will he talk, only time will tell...

Players: 2

Setup: Place a building or structure in the cen-tre of the board. A squad of the captor armymay be deployed within it, along with a cap-tured sgt (with no equipment or weapons) from

the captured army player (each player choosesfrom their created force).

The captured model's force (the rescuers) aredeployed along one table edge as normal.

Reinforcements for the captor's force will arriveon the opposite table edge after Turn 1, on aD20 roll of 10 or above (roll for each squad, in-dividual, etc), they can then use their full AC's.The dice roll will decrease by 2 with the pro-

ceeding Turns, making the chance of reinforce-ments more likely.

VP: If the rescuers can get their captured sgt totheir deployment zone, they win.If the captors interrogate the captured modelsuccessfully or get him to their deploymentzone, then they win.

Points: Equal, 750 points+

Special: No models may infiltrate.The captured model must be in base to base(btb) contact to interrogate or to be moved.The captors can inject a truth drug into the cap-tured model if they are in btb contact for 1 AC.The drug takes full effect in 2 whole turns. Onthe 3rd turn the interigator can try to prise theinformation out of the captured model for 1 AC.

Both the captured model and the interrigatormodel make an opposed roll adding their LDvalues to their rolls. If the interrogator wins, thegame ends, and they are the victors. If the inter-rogator fails he can continue to try and interro-gate the captured model using 1 AC for eachtry. (Only 1 model may be the interrogator perturn).If the captured model is killed by the captors be-fore he releases the information then they auto-matically lose.

If the captured model is killed by "friendly fire",continue play as a normal battle. (Revenge issweet)

Page 12: visions 04

7/26/2019 visions 04

http://slidepdf.com/reader/full/visions-04 12/27

Spring 2005

1212 

New Special Ability

Wild Beast - This Creature requires some sortof trainer or keeper that is capable of controllingit. Controllingunits will have the Beastmaster special ability. Ifthe creature does not have one than it acts ran-domly,it usually has an idea what it is trying to accom-plish but it's mind is easily clouded by other ef-fects.It suffers from Blood Frenzy when out of con-trol. This blood frenzy assumes everyone is an

enemythough. If not suffering from Blood Frenzy di-rectly then roll on the following chart.1-5 --- Move Randomly (Roll as Deviation)6-8 --- Does Nothing (Goes on Wait)8-14 --- Attacks Nearest Enemy15-17 --- Attacks Nearest Unit (Friend or Foe)18-20 --- Attacks Nearest Friendly Unit 

   G   i  a  n   t   S  n  a   k  e

    C   C  :   1   0

   R   C  :   8

    P   W  :  —

   L   D  :   1   0

    A   C  :   2

   M   V  :   4

    W   D  :   1

   A   R  :   1   5

    S   T  :   4

   S   Z  :   2

    D  e   f  :  -   1

   E  q  u   i  p  m  e  n   t  :

   B   i   t  e   C   R

   M   D   (  -   4   )

   M   X   (  -   8   )

   D   A   M

   C   C

______

______

   8   (   R  e  s   i   d  u  a   l   )

   C   R

   M   D   (  -   4   )

   M   X   (  -   8   )

   D   A   M

_____

______

______

_____

   S  p  e  c   i  a   l  s  :   C  o   l   d  -   B   l  o  o   d  e   d   (   8   5   ) ,   C   l   i  m   b ,   (   8   5   )

   B   l  o  o   d   F  r  e  n  z  y   (   8   5   )

   G   i  a  n   t   S  c  o  r  p   i  o  n

    C   C

  :   1   2

   R   C  :   8

    P   W

  :  —

   L   D  :   8

    A   C

  :   2

   M   V  :   6

    W   D  :   3

   A   R  :   1   6

    S   T

  :   6

   S   Z  :   4

    D  e

   f  :  -   4

   C   T  :        1        0   5

   E  q  u   i  p  m  e  n   t  :

   2  x   C   l  a  w  s ,   S   t   i  n  g

   C   R

   M   D   (  -   4   )

   M   X   (  -   8   )

   D   A   M

   C   C

______

______

   1   2

   C   R

   M   D   (  -   4   )

   M   X   (  -   8   )

   D   A   M

   C   C

______

______

   1   5   (   S  e  e   S  p  e  c   i  a   l  s   )

   S  p  e  c   i  a   l  s  :

   W   i   l   d   B  e  a  s   t ,   D  e  s  e  r   t   W  a  r  r   i  o  r   (   8   6   ) ,

   C  a  u  s  e   F  e

  a  r ,   C  o   l   d  -   B   l  o  o   d  e   d   (   8   5   ) ,   F  e  a  s   t   (   8   6   ) ,

   H  u  n   t  e  r   (   8

   8   ) ,   S  e  c  o  n   d  a  r  y   A   t   t  a  c   k   (   9   0   ) ,   P  o   i  s  o  n

   S  c  o  r  p   i  o  n   S  p  e  c   i  a   l  s

   P  o   i  s  o  n  —  a  n  y

  c  r  e  a   t  u  r  e  s   t  r  u  c   k   b  y

   t   h  e  s   t   i  n  g  a   t   t  a  c   k

   h  a  s   h   i  s  a  c   t   i  o  n  s  r  e  -

   d  u  c  e   d   b  y   1   f  o  r

   2   t  u  r  n  s   d  o   t  o  a  n  e  u  -

  r  o   t  o  x   i  n  w   h   i  c   h  m

  a   k  e  s   t   h  e  s  c  o  r  p   i  o  n  s

  p  r  e  y  e  a  s   i  e  r   t  o   f  e  e   d  o  n .   I   f   h   i   t   b  y   t   h  e

   S   t   i  n  g  n  o  a  c   t  u  a   l  w  o  u  n   d  s  a  r  e   t  a   k  e  n .

 

Page 13: visions 04

7/26/2019 visions 04

http://slidepdf.com/reader/full/visions-04 13/27

Cerulean Mists and Engines of War: Content Summary

Introduction: Cataclysm Page 1

Consider the Source: A few words from the Designer Page 2

Table of Contents Page 3

The Gathering Storm Page 4

The Rules of War

Rule Revisions- The Altered World Page 15Aerial Combat Redux Page 16

Morale Page 17

Toxins and Disease Page 20Advanced Spell Casting Page 21

 New Rules- The Weaves of Magic Page 27Warp Lord Spells Page 28

 Necromancer Spells Page 30

Visceramancer Spells Page 32Fire Spells Page 34

Crystal Magics Page 36

Wind Magic Page 38

Earth Magic Page 40Hyrdromancy Page 42

Chrono Magic Page 45

Earth Mother Rituals Page 47 Naqada Rune Magic Page 49

Rituals of the Red Winters Page 51

Dark Invocations Page 53Shaman Lore Page 55

 New Special Abilities- Page 58

Ambush Page 58Amphibious Page 58

Aura of Decay Page 58

Beheading Page 58

Blood Whip Mastery Page 58Discordance Page 59

Enhanced Charge Page 59Executioner Page 59

Hardy Page 59Healing Page 59

Inspiration Page 60

Lightning Reflexes Page 60

Page 14: visions 04

7/26/2019 visions 04

http://slidepdf.com/reader/full/visions-04 14/27

  Mining Page 60

 Nimbus of Darkness Page 60Plague Page 61

Psychic Feast Page 61

Protector Page 61

Regeneration Page 61Scale Page 62

Skirmisher Page 62

Superior Vision Page 62Swarm Attack Page 62

Traitorous Contacts Page 62

War Cry Page 62

Army Modifications Page 64

Cerulean Loci Page 68

Siege Warfare in the Eternal Realm Page 72

Campaigns in Chronopia Page 80

 New Troops Page 86

Blackbloods

Dominar with Pride Page 87Houri Page 88

Goblin Ifits Page 89Emperors Guard Page 90

Shofi Page 91

Djinn Page 92Apprentices Page 93

Devout

Unholy Champion Page 95Bone Golem Page 96

Bane Guard Page 97

Arch Necromancer Page 98Visceramancer Page 99

Thralls Page 100

Charnel Golem Page 101Vermin Swarms Page 102

Abominations Page 103

DwarvesMiners Page 104

Page 15: visions 04

7/26/2019 visions 04

http://slidepdf.com/reader/full/visions-04 15/27

  Breech Teams Page 105

Vulture Handlers Page 106Engineers Page 107

Dragon Clan Netters Page 108

Dragon Clan Flame Guard Page 109

Dragon Clan Thunderers Page 110Dragon Clan Revanche Page 111

Dragon Clan Harpooners Page 112

Elves

WarWalkers (CP) Page 114

Scourge (JH) Page 115Longbowmen (ALL) Page 116

Umbral Scouts (ALL) Page 116

Ice Witches (SS) Page 117

Fangs of the Serpent (OS) Page 118

Count Elithrion the Flayed,Warmaster (OS) Page 119Dune Guard (TS) Page 120

Reavers (TS) Page 121Scira, Blade Dancer (TS) Page 122

FirstbornRepulsar Lord Page 123

Exemplar Page 124

Earl Page 125 Northern Rangers Page 126

Seraphs and Mews Page 127Mounted Knights Page 128

Knights Temporal Page 129

Men at Arms Page 130Desert Paladins Page 131

Sons of Kronos

Sidhe (TG) Page 133Druin Warden (TG) Page 134

Druin Beastmaster (ALL) Page 135

Crone (ST) Page 136Skathan Witches (ST) Page 137

Aonbarr Raiders (DT) Page 138

Rune Forged (DT) Page 139Firebrands (ALL) Page 140

Stygian

Temple Guard Page 142Handmaidens Page 143

Favored of Tiamat Page 144

Page 16: visions 04

7/26/2019 visions 04

http://slidepdf.com/reader/full/visions-04 16/27

  Javelineers Page 145

Serpent Chariot Page 146Canopic Born Page 147

Sand Devils Page 148

Deep Spawn Page 149

Swamp Goblins

Hunting Spiders Page 151

Hemapterans Page 152Trap Door Spiders Page 153

Foragers Page 154

Canopy Spiders Page 155Bog Worms Page 156

Guardians of the Lotus Page 157

Kardish Keepers Page 158

The FeralSpearmen Page 160

Mantis Warriors Page 161Headhunters Page 162

Berserker Page 163

Shaman Page 164

The Cerulean Horde

Shock Trooper Page 167Magus Page 168

Spawn Page 169Brood Warriors Page 170

Deep Slayers Page 171

Elder Wyrm Page 172

Weapons of War

Blackbloods

Imperial Cannon Teams Page 173Bantu Myrmadon Page 174

DevoutWar Altar Page 175

Warp Cannon Page 176

Dwarves

Driller Units Page 177

Cannon Batteries Page 178

Elves

Dragonbane Scalers Page 179

Page 17: visions 04

7/26/2019 visions 04

http://slidepdf.com/reader/full/visions-04 17/27

  Essence Accumulator Page 180

Firstborn

Catapult Page 181

Chronal Gate Page 182

Sons of Kronos

Light Caster Page 183

Wicker Man Page 184

Stygian

Discus Launcher Page 185Blood Altar Page 186

Swamp Goblins

 Net Riders Page 187

Gourd Cannon Page 188

And so it Begins Page 189

Appendix I- Chronopia Errata

Appendix II- Chronopia FAQ

Appendix III- Chronopia Quick Reference Sheet

Appendix IV- Chariot Racing Rules

Page 18: visions 04

7/26/2019 visions 04

http://slidepdf.com/reader/full/visions-04 18/27

TABLE OF CONTENTSChapter 1: Mutant Chronicles – The

Future of Mankind    5

Chapter 2: The Rules of Warfare    31

0   AN OVERVIEW OF PLAY 

WINNING THE BATTLEDESIGNER NOTES

1  SOME BASIC CONCEPTS1.1  ROLLING DICE

PERFECTFUMBLEOPPOSED ROLLS

1.2  MEASURING 321.3  LINE OF SIGHT

1.4 

TABLE EDGE2 

UNDERSTANDING YOUR TROOPS2.1  MODEL PROFILE

MODEL STATISTICS1)  CC – CLOSE COMBAT 332)  RC – RANGED COMBAT3)  PW – POWER4)  LD – LEADERSHIP5)   AC – ACTIONS6)  WD – WOUNDS7)

 

ST – STRENGTH8)  MV – MOVEMENT9)   AR – ARMOR RATING10)  SZ – SIZE11)  PC – POINT COST

• 

SPECIAL ABILITIES

•  EQUIPMENT

•  CLASSIFICATION 34

 A.I. ASSOCIATED ARMAMENTBEASTS 35CHANNELERSUPERNATURALNECRORGANICNECROBIOTICMORTALSUMMONEDVEHICLE

3   ABOUT YOUR ARMY  36

 A) 

 ARMY STRUCTURE•  GRUNT SQUADS

•  TROOPERS

SQUAD SPECIALISTSSQUAD LEADERSELITE SQUADSOFFICERS AND PERSONALITIESFORCE COMMANDERSSUPPORT UNITS 37

•  MOBILE ARMOR

•   AIR SUPPORT

•   ARTILLERY

•   ADVISORS & CONSULTANTS

4  GAME TERMS 38 4.1  COMMAND DISTANCE

LEADERLESS SQUADS4.2  MODEL’S FACING4.3

 

DEVIATION 39 4.4  TURN SEQUENCE4.5  DETERMINE INTIATIVE4.6  NOMINATE THE FIRST UNIT4.7

 

PLAYERS ALTERNATE ACTIVATING UNITS4.8  END OF TURN

5  USING ACTIONS  40 MOUNTED TROOPS AND USING ACTIONSVEHICLES AND USING ACTIONS

6   AVAILABLE ACTIONS6.1  MOVE ACTIONS

6.1.1  CLIMB6.1.2  JUMP

6.1.2.A  JUMPING DOWN 416.1.2.B  FALLING

Calculating Falling Damage6.1.3  MINIMIZE PRESENCE

6.2   ATTACK ACTIONS  42 

6.2.1 

CLOSE COMBAT ATTACK6.2.2  RANGED ATTACK6.2.3  BREAK AWAY6.2.4   AIM6.2.5  CHANNELING6.2.6  CONCENTRATE6.2.7  SPOT

Making a Spot CheckBonuses and Spot 43Spot and MovementSpot and Close CombatSpot and Ranged CombatSpot and MoraleSpot and ChannelingSpot and Wait

6.2.8 

RALLY6.2.9  GIVE ORDERS6.2.10  WAIT 44

Receiving a Charge While on WaitCounterchargeFiring from WaitBrace for the ChargeWithdrawal

6.2.11  DIVE FOR COVER

7  MOVEMENT, A CLOSER LOOK 45 7.1  Move

7.1.1  Moving Between Friendly Models7.1.2

 

Moving Between Enemy Models7.1.3  Base Contact

7.1.4 

Movement and Terrain•  Normal Terrain

•  Limiting Terrain

•  Rough Terrain

•  Impassable Terrain7.2  TYPES OF MOVEMENT  46 

7.2.1  Prone vs. MP7.2.2  Crawling7.2.3  Flying Models

Flying Unit Terminology

•   Airborne

Page 19: visions 04

7/26/2019 visions 04

http://slidepdf.com/reader/full/visions-04 19/27

•  Earthbound

•   Altitude

•   Ascend

•  Descend 477.2.4  Flying Models & Moving

Flying Model and LOSFlying Models and Command DistanceFlying Models and Movement

 Ascending and DescendingFlying Models and Ranged CombatShooting at FlyersFlying Models and Morale

 Altitude and Terrain 48

8  CLOSE COMBAT8.1  Close Combat and Models8.2  Facing and Close Combat8.3  Size and Close Combat8.4  Multiple Attackers8.5  Equipment and Close Combat 498.6  Close Combat and Movement

8.6.1  Charging8.6.2  Charging and Concealment

8.7  Close Combat and Attacking 50

8.7.1 

StrikeCriticalFumble

8.7.2  Close Combat and DamageDamage vs. ArmorThe Armor Roll

8.7.3  Close Combat and Channeling8.7.4  Close Combat and Terrain8.7.5  Close Combat and Ranged Combat8.7.6  Firing into Close Combat 51

8.8  MODEL TYPE8.8.1   ATTACKING MOUNTED TROOPS IN CC8.8.2  MOUNTED TROOPS ATTACKING IN CC8.8.3  FLYERS IN CLOSE COMBAT

8.9  DOING DAMGE

STRENGTH

9  RANGED COMBAT  52

9.1  Line of Sight and Ranged Combat9.1.1  Target priority and Ranged Combat9.1.2  Size and Ranged Combat 539.1.3  Friendly Models and Ranged Combat9.1.4  Equipment and Ranged Combat

9.2 

Ranged Attacks9.2.1  Fire Actions

Critical RollsFumble 

9.3  Types of Fire Actions9.3.1  Direct Fire9.3.2  Indirect Fire

• 

With LOS (Directly) •  Without LOS (Speculative) 54 

Damage and Indirect FireFire Trajectory

9.4 

Ranged Combat and Damage9.4.1  Ranged Combat and Wait 559.4.2  Ranged Combat and Terrain9.4.3  Line of Sight and Terrain in Ranged Combat

9.5  Cover Protection and Ranged Combat9.5.1  Hard Cover9.5.2  Soft Cover9.5.3  Obscured Cover

9.6  Firing at Mounted Troops  56 

10  FIRE MISSIONS & FORWARD OBSERVERS10.1 Forward Observers 5710.2 Spotting10.3 Fire Missions 5810.4 Designated Artillery 59

10.4.1  Fire Mission Types Anti-Personnel Anti-Vehicle

NBC10.5 Fire Missions by Army

10.5.1  Capitol Weapons1) 94mm AP Folding Fin Aerial Rockets (FFARs)2) GBU-490 AV MOAB Bomb

10.5.2  Bauhaus Weapons 601) 240mm Tapered Bore Helga Cannon2) V-120 Delivered Donnerschlag AV Pod

10.5.3  Imperial Weapons1) AG-188 Sandman Missile2) AGB-90 WP Cluster Bomb 61

10.5.4  Mishima Weapons1) CSSM 4300 Death Blossom Rail Gun2) Yahont-X Land Attack Cruise Missile (LACM)

10.5.5  Cybertronic Weapons1) Z-80 Particle Accelerator Cannon2) Urban Pacification Microwave Projector 62

10.5.6  Brotherhood Weapons1) MK-90 Cardinal’s Fist Smart Bomb2) The Judgment of the Cardinal

10.5.7  Algeroth Weapon 631) Reaper Siege Cannon

10.5.8  Demnogonis Weapon1) Pestilence Plague Gate

10.5.9  Muawijhe Weapons 641)  Will-o-Wisp Flares

PacifismHopelessnessDespair

10.5.10 

Ilian Weapon1) The Void Gate10.5.11 Semai Weapon

1)  Positron Bomb

11  MORALE 65 Morale and Models11.1

 

The Dire Rating11.2

 

The Morale Check11.2.1  Panic11.2.2  Broken

11.3 Rally and Morale11.3.1  Squad Rally

•  Success

•  Failure11.4 Morale and Wait 66

11.4.1 

Firing into Close Combat and Morale11.4.2  Attacking a Friendly Model11.4.3

 

Special Circumstances

12  SPECIAL ABILITIES 69

 Ambush Aura of Corruption Aura of DarknessBarbs of AlgerothBeheadingBerserkBlessed

Page 20: visions 04

7/26/2019 visions 04

http://slidepdf.com/reader/full/visions-04 20/27

Blind FightingBlood Barbs of ValpurgisBodyguardCamouflage (Level 1-3) 70Carnivorous BirthChannelChanneling MediumClimb 71Close Combat Training (Level 1-4)

Commander: UnitCommander: DivisionalCommander: ForceCombat ReflexesCounter InsurgencyDeadshot 72Demolition TrainingDire Rating (Level 1-5)DisguiseDissentionDominating WhispersEctoplasmic Feast 73Enhanced Charge (Level 1-3)EspionageExecution

Fast Shot (Level 1-3)Favor (Level 1-4)FeastFerocityFiendish Torturer 74First StrikeForm FireteamForward ObserverFoul WindGroup AssaultGuerilla TrainingGunslingerHate (Level 1-5)Impenetrability 75ImpersonationInfiltrateInsinuative VisionsInspiration (Level 1-5)Irresistible ParleyKeen Eyes 76Killing StrokeLeapLitany of MadnessLurkMedic (Level 3-6)Mist of Semai 77Natural AttackNecromancy (Level 3-6)Necrorganic Resistance

Necroplasmic EruptionPara-DeployPredator Gaze 78Predator Senses (Level 4-8)Raise UndeadReconnaissance TrainingRegenerate (Level 5-10)Resolve (Level 1-3) 79Revolting PresenceScreeching ProjectileSecondary AttackShadow WalkShambling Horde

Sinstress GazeSniper 80Stalk (Level 6-8)Stealth (Level 1-3)Strategic InsightSurvival Training (Level 1-5)Swarm AssaultSymbiotic Link 81Tactical Sense

TechnomancyTelepathic CommandTunnelUnscrupulousUnseen AssailantVoid Gate 82Void TaintVoid TravelWail of the DamnedWar CryWhispered RevelationsZombie Master

13  CHANNELING 84

13.1  Channeling and ModelsCritical (Natural 1)Fumble (Natural 20)

13.2  Facing and Channeling13.3  Target Priority and Channeling13.4

 

Concentrate13.5  Supernatural Backlash 8513.6  Channeling and Movement13.7  MP and Channeling13.8  Climbing and Channeling13.9  Channeling and Close Combat13.10 Channeling and Ranged Combat13.11 Channeling and Morale13.12 Channeling and Terrain13.13 Channeling and Wait13.14

 

Channeling and Supernatural Powers 86

13.15 

Supernatural PowersNameRange

•  Self

•  Touch

•  Template

•  Measured/LOS

•  LOSMagnitude

 ActionsTypeSaveEffect

13.16 Pre Battle Powers 87

13.17 

SUMMONING POWERSPERFECTFUMBLE

13.18 CONTROLLING A SUMMONED UNIT

14  VEHICLES 89

14.1  Understanding Your Mobile Support UnitsVehicle Profile

1)  Vehicle Type

•  Wheeled

•  Bike

•  Tracked

•  Walkers

Page 21: visions 04

7/26/2019 visions 04

http://slidepdf.com/reader/full/visions-04 21/27

•  Skimmers

•  Flyers2)  Chassis Configuration 90

 Armored Personnel Carriers (APC)

2.0 Understanding Your Mobile Support Units2.1  Traveling in a Transport 912.2  Disembarking a Transport2.3  Surviving a Destroyed Transport

3) 

Vehicles and MovementDrive4)  Vehicles and Close Combat5)  Vehicles and Ranged Combat 926)  Vehicles and Damage

15 

FIELD ENGINEERING 95

15.1  Constructed Terrain PiecesSandbagsBarbed Wire  96Dragon’s TeethTrenches

15.1 

Terrain Options 

Type 97 ARWD

16 

MINES, DEMOLITION & MILIEU 98

Setting MinesDemo Charges 9916.1  Hostile Environments 10016.2  Effects on Play

16.2.1  General Effects 101Reduced MoraleReduced MovementCombat FatigueReduced VisibilityWeapon MalfunctionCommunications FailureFatigueExhaustion

CollapseExposureSpecial Effects 102

16.2.2  Jungle TerrainGeneral Jungle LimitationsSpecial Effects1)  Insect Swarm2)  Venusian Strangle Vine3)  Bog 1034)  Venusian Mantrap5)  Venusian Devil Bats6)

 

Venusian Python16.2.3  Desert Terrain 104

General Desert Limitations1)  Special Effects

2) 

Dust Devil3)  Sink Hole4)  Cloud Burst 1055)  Rock Adders6)  Sand Storm 106

16.2.4   Artic Terrain 107General Artic LimitationsSpecial Effects1)  White Out2)  Hidden Crevasses3)  Extreme Wind Chill4)   Artic Mirage

5)  Minor Avalanche 1086)  Polar Worm 109

16.2.5  Subterranean TerrainGeneral Subterranean LimitationsSpecial Effects1)  Falling Rocks2)  Seismic Tremor3)  Poison Gases4)  Volcanic Venting

5) 

Feral Lampreys6)  Mercurian Komodo Dragon

17  TIME TO ROLL: DEPLOY YOUR ARMY 110

DEPLOYMENT ZONES 111UNIT CARDS & DEPLOYMENTS ZONES

Here’s how it all works!

18  SCENARIOS 113 18.1  Scenario Formats

Motives# of PlayersPointsVictory ConditionsSet-upDeployment

Special Rules18.2  Choosing a Scenario

Scenario 1 – Hold the LineScenario 2 – Tritium Hunt 114Scenario 3 – Capture the Army CommandScenario 4 – Invasion 115Scenario 5 – Escort/AssassinateScenario 6 – Acquisition 116Scenario 7 – DemolitionScenario 8 – Convoy 117

18.3  Special Scenarios – Applying what we taught you18.4

 

Beyond Scenarios 119

19  WEAPONS & EQUIPMENT 120

19.1  Weapon Values1)  Rate of Fire (ROF)2)

 

Weapon Accuracy3)  Weapon Damage4)

 

Weapon Effects 1215)

 

 Anti-Personnel Weapons (AP)6)   Anti-Vehicle Weapons (AV)7)  Vulnerabilities8)  Direct Template9)  Environmental Hazards10)  Indirect Fire11)  Ranged Template12)  Natural Weapons13)  Residual Damage14)  Smoke 12215)

 

Sweep

19.2 

Weapon Profile19.3 

Weapon TypesClose Combat WeaponsWeapon Range

20  MELEE WEAPONS 123

20.1  SINGLE HANDED WEAPONS20.2

 

TWO-HANDED WEAPONS 12520.3  POLEARMS 12620.4  LANCES 127

21  RANGED WEAPONS 

Weapon RangeClose Combat (CC)

Page 22: visions 04

7/26/2019 visions 04

http://slidepdf.com/reader/full/visions-04 22/27

Range Bands•  Point Blank (PB)•  Short Range (SR)•  Medium Range (MR)•  Long Range (LR)•  Extreme Range (ER)

21.1  Sidearms 128PistolsMachine Pistols 129

Machine Pistol Load OutsSub Machine Guns

Sub Machine Gun Load Outs 13021.2  Flechette Weapons

Shot PistolsShot Guns

 Automatic Shotguns 13121.3  Rifles

 Assault Rifles Assault Rifle Load Outs 132

Sniper RiflesSniper Rifle Load Outs

Light Machine Guns 13321.4  Heavy Guns

Heavy Machine Guns

Mounted Machine Guns 134 Autocannons 135Mounted Autocannons or Chain Guns (MACs)Cannons 136Symmetry Accelerator

21.5  Launched WeaponsThrown WeaponsUnder Barrel Grenade Launchers (UBGL) 137Grenade Launchers (GLs) 138MortarsRocket Launchers (RL) 139

Rocket Launcher Load Outs21.6  Flamethrowers

Personal Light Flamethrowers (PLF)Light Flamethrowers (LFT) 140Flamethrowers (FT)Heavy Flamethrowers (HFTs)

21.7 

Special Weapons 14121.8

 

Optional Equipment Load OutsBayonetsCorp Grunt Load Outs  142Corp Elite Load OutsCorp Officers/Leader Load OutsSupport Munitions Load Outs for UBGLs  143Support Munitions Load Outs for MortarsDemolition Specialist Load Outs  144

Demo ChargesMines

Miscellaneous Equipment 145

Chapter 3: The CapitolMegacorporation 147

The Capitol War Machine (The AFC)  159Infantry ForceCapitol Navy Force (CNF)Capitol Ground Force (CGF)

The AFC Infantry  160Light InfantryHeavy Infantry 161

 Airborne Rangers 162

The Freedom BrigadesK-9 Units 163Individuals 164

Light Infantry CaptainHeavy Infantry CaptainSgt. CarterInfantry MajorInfantry Colonel 165Blood and Guts Lt. Colonel

Major Maria del TorresMajor Joe Kowalski 166

Capitol Navy Forces (CNF)  167Sea LionsFree Marines 168

 Assault Marines 169Wailing Banshees 170

 Admiral Colby’s Guard 171Individuals 172

Sea Lion CaptainFree Marine Gunnery Sergeant

 Assault Marine CaptainWailing Banshee CaptainBig Bob Watts 173Nathan R. Parrish, ACGMitch Hunter 174

Capitol Ground Forces (CGF)  175RangersDesert Scorpions 176Sunset Strikers 177Martian Banshees – 13th Division 178Individuals

Ranger CaptainSunset Striker Captain13th Div. Martian Banshee Captain 179Covert Ops SpecialistJake Kramer

AFC SupportMortar Team

Orca Battlesuits 180Purple Shark 181Pegasus Scout Bike 182Great Grey

Capitol Armory  183

Chapter 4: The Bauhaus

Megacorporation 187

The Bauhaus Ministry of War  199The Homebuilder ProtectorateDuke Elector Forces

The Homebuilder Protectorate  200Ducal MilitiaHussarsDragoons 201Legation of the Ministry of Justice 202The Order of the Pauldron 203RecitorsIndividuals 204

ExecutionersHussar Kaptain 205Dragoon KaptainKommandantMajor Max Steiner 206Valerie Duval 207

Page 23: visions 04

7/26/2019 visions 04

http://slidepdf.com/reader/full/visions-04 23/27

House Bernheim  208Mounted HussarsJungle Kommandos 209Strike KommandosIndividuals

Mounted Hussar Kaptain 210Jungle Kommando Kaptain 211Major John Emigholtz

House Saglielli  212Venusian Rangers 213Etoiles Mortant 214HMG-85TIndividuals 215

Venusian Ranger KaptainEtoiles Mortant KaptainVenusian Marshals

House Richthausen  216BlitzersJaegers 217Vulkan BattlesuitsIndividuals 218

Blitzer KaptainJaeger Kaptain

Security Specialist Henrick Wolfe 219House Romanov  220

Romanov BlitzersThe Wolfhead DragoonsViktor Battlesuits 221Individuals 222

Wolfhead Dragoon KaptainHaupt Kaptain Konrad von Juntz

Support Batteries  223Ducal Mounted HMG TeamsHussar Mortar TeamsStrike Skimmer 224GT Off-Road

Bauhaus Armory  225

Chapter 5: The Imperial

Megacorporation 229

The Imperial Regimental Army  247IDMF ForcesThe Clan AlliancesThe Wolfpacks

Imperial Defense Ministry Forces  248ISC GendarmeryISC Iron MastiffsImperial Regulars 249TrenchersWolfbairns 251

Wolfbane CommandosStorm Trenchers 252Blood BeretsIndividuals 253

Gray GhostWolfbane Vanquisher 254Trencher CaptainBlood Beret CaptainWolfbane Packmasters 255ColonelWolfbane Elder ChieftainSean Gallagher 256

Support  257Stormtrencher Mortar TeamThe Hurricane WalkersVermin APC 258Rams Air Cav 259

Imperial Clan Forces  260

Bartholomew AllianceSmythe-Axelthorpe SterlingsMorgan’s Black Berets 261Charles, The Black Prince of Craecy

Grand Murdoch Alliance  262Golden Lions 263Golden PanthersSergeant Edward S. Murdoch 264

The MacGuire Alliance  265Dunsim HuntersThe RamsLt. Colonel Timothy MacGuire 266

Wolf Packs  267Mourning WolvesWarhounds 268Head Hunters

Berserkers 269PathfindersFenris Bike 270Hedgehog Necromower

Imperial Armory  271

Chapter 6: The Cybertronic

Megacorporation 273

The Mishiman Army  293The Overlord’s RetinueLord Heir Armies

The Kamakura  294 Ashigaru

Ronin Samurai 295Crimson Devils 296Faceless 297

The Tokugowa Bushido SamuraiBushido Dragonriders 298Tiger Dragons 299Phoenix Samurai 300HatamotoIndividuals

Demon HunterTatsu 301Liege Lord 302

 AmaterasuSupport  303

 Ashigaru Typhoon Rocket Team Arashi Ryuu Field Artillery 304Ronin Samurai Dragon Packs 305Ronin Oni Light BattlewalkerDragon Bike 306Divine Wrath Strike Craft

The Retinues of Lord Heir Moya  307Sohei of the Soshomara TempleThe Nagano Cult 308Individuals

Hachiman MasadokaSoshomara Enlightened Master 309

Page 24: visions 04

7/26/2019 visions 04

http://slidepdf.com/reader/full/visions-04 24/27

  Support Kenji Class Meka

The Retinues of Lord Heir Maru  310Sohei of the Yorama TempleThe Tanjuro Cult 311Individuals

Moto YakamochiYorama Enlightened Master

Support  312

Bushi Class Meka

The Retinues of Lord Heir Mariko The Kikigomae SoheiDeathbringers 314Individuals

ToshiroYojimboKikigomae Enlightened Master 315

Support  312Typhoon Class Meka

Mishiman Armory  316

Ki Elements  318Soshomara School of Enlightenment

Bending of the Reed

Leopard’s LeapSerpent’s Balance

 Alacrity of SuiseiYorama Temple Ki

Blade DanceThe Tiger’s FuryPillar of StoneIron Will

Shirii Temple List 319Command of HeavenMight of the AntSpiritual RenewalWeeping Blade

 Ancestral AideBlack Temple Ki

Death Blow Assassin’s ShroudTrue SightPool of Night’s Shadow

Chapter 7: The Cybertronic

Megacorporation 321

The Cybertronic Military Battery  337The Cybertronic Army

Military Conflicts and Resolutions (MCR)  338Peoples VolunteersChasseursEnhanced Chasseurs 339

Machinators MK1 340Machinators MK2

Internal & External Security (IES) Shock Troopers 341Reavers 342

 Attila CuirassiersThe 19th Silent 343Mirrormen 344Individuals 345

PV CaptainChasseur CaptainShock Trooper Captain

Vince Diamond 346Dr. Cynthia DianaCyril DentOperations Overseer 347

Support  348Cancer Mounted Machine GunSurveilerScorpion Launcher 349Chem.IMN

TA-6500The Juggernaut Division 350

Eradicator Death Droid.APEradicator Death Droid.AV

Cybertronic Enhancements  351

Cybertronic Armory  352

Chapter 8: Brotherhood

Army of the Faithful    357

The Forces of Light  373The DedicatedFirst DirectorateSecond Directorate

The Dedicated Units  374TrooperElite Troopers 375Paladins

 Arch Primates 376Sacred Warriors 377Individuals

Cardinal Confessor Dominic, the Sheriff of Luna Arch Inquisitor Salvatore Nikodemus 378Redemption Assassin 379Watchmen

Support 380Death Angel

The First Directorate 

PilgrimsResonators 381SentinelsFury Elite 382Individuals

Pilgrim ExecutionerVisionaryKeeper of the Art 383Keeper Miguel Sandoval

The Second Directorate 385ValkyrieMortificatorsCrucifiers 386Vestals

Officers 387InquisitorsInquisitor Majoris

 Assassin 388Blessed Vestal Laura 389Mortificator Crenshaw 390

Aspects of the Art  391 Art of Kinetics

DissipationOverwhelming PresenceThe Cardinal’s Crimson BlowThe Cardinal’s Protection

Page 25: visions 04

7/26/2019 visions 04

http://slidepdf.com/reader/full/visions-04 25/27

Teleportation Art of Dominance 392

The Will of the CardinalEmerald ShroudHeed the WordRestoration of FaithConfusion

 Art of Exorcism 393Exorcise Barrier

Exorcise FleshExorcise DarknessExorcise SpiritExorcise Doubt

 Art of Mentalism 394Litany of MarksmanshipLitany of SovereigntyLitany of SteelLitany of MightLitany of Justice

Brotherhood Armory  398

Chapter 9: The Cartel     401

The Cartel  408

Cartel Security Force (CSF)Cartel Doomtrooper Support

Cartel Security Forces  409Cartel Field AgentsCartel Peace KeepersCartel Security Police (CSP) 410Darkslayer Mercenaries 411Cartel Field SurgeonCSF Sharpshooter 412Special Agent Nick MichaelsDoomtrooper Support 413

Capitol DoomtroopersBauhaus DoomtroopersImperial Doomtroopers 414Mishima Doomtroopers

Cybertronic Doomtroopers 415

Cartel Armory  416

Chapter 10: The Infernal Legions of the

Dark Soul    417

Minions of the Enemy – The Dark Legion  435Dark Apostle ForcesCult ForceHorde Force

The Dark Cults  436 AcolytesInitiatesSacristansDestroyers 437Individuals

Reaper of SoulsTechnomancer 438NecromagusBilly, The Dark ProphetWarlord Stahler 439

Support 440Supreme NecromagusSummoned Specialists

Erisian RazideGolem of Discord

Golem of the VoidGolem of FlameGolem of Ice

Templar Partisans 441

The Horde  442Undead LegionnairesNecromutantsCursed Legionnaires 443Praetorian Stalkers

Individuals 444Centurion PreceptorsGommorian Emasculator

 Archmagus ValpurgisSupport 445

Zurion RazideDefiler PodsRasputin Bolsheviks 446

Common Support  447Neronion RazidePraetorian Behemoth 448Reaver NecrotransportUnholy Carronade 449

Necrobiotic Enhancements  450

Black LungsMark of AlgerothBone CalcificationDark PremonitionNecro-MusclesNecro-ReflexesDark Sight

The Legions of Algeroth  451Neronion LegionnairesNecrotyrantsInfernal Corroder 452Carnal HarvestersIndividuals

Centurion PreceptorsTekron WarmastersRagathol 453Golgotha, The Mistress of PainNepharite of Algeroth 454

 Alakhai the CunningSupport 455

Nasca RazideBio-GiantThe Defiler Pods of Algeroth

The Diseased of Demnogonis  456Blessed LegionnairesKadavers 457Last RitesmanBlight Commando SquadsCairath 458

IndividualsCenturion PreceptorsVoice of DemnogonisNepharite of Demnogonis 459Shekral the PustulatusMortis the Virulent

Support 460Contagion ColossusDefiler Pods of the Befouler

Ilian: Mistress of the Void  462Children of IlianTemplars 463

Page 26: visions 04

7/26/2019 visions 04

http://slidepdf.com/reader/full/visions-04 26/27

  Wheeled TemplarsBrass Apocalypts 464Individuals

Karak the KeeperSinstress Salandria 465Nepharite of IlianVahl’dredd The Hunter

Support 466Mercurian Maculator

Ilian’s Defiler PodMuawijhe: The Prince of Madness  467

Screaming LegionnairesKarnophagesImmaculate Fury 468Zenithian SoulslayersIndividuals 469

Immaculate ImperceptorZenithian Slaughtermaster

 Angel of MercyDoomsday Proclaimer 470Bhalaeron the SandmanNepharite of Muawijhe

Support 471EzoghoulDefiler Pods

Semai: The Eternal Liar  472Heretic LegionnairesDissidents 473Dark HuntsmenCallistonian Intruders 474Individuals

Callistonian SundancerEonian JustifierMetropolitan Prophet 475Heretic CorruptorCallistonian ConquerorKrayst the Dark Litigator 476Nepharite of Semai

SupportInvidian ReaversSoul Reavers 477Defiler Pods of Semai

Dark Legion Armory  478

The Dark Symmetry  483Etheric Lance

 Aura of DarknessBlack KarmaTemporal CompressionExchange Essence

Algeroth, The Patterns of Wrath  484 ApocalypseThe Devouring Darkness

Flow of AcidInvoke FrenzyNecrovisual Symbiosis

Ilian, The Patterns of Power  485Void PhasePower VoidDark LightningDimensional StormConstruct Void GateSoul Wither

Demnogonis, The Patterns of Pestilence and Decay  487Spray of Putridity

Fountain of FilthCloud of FliesThe Stench of CorruptionThe WastingPlague of Flies

Muawijhe, The Patterns of Mindless Abandon & Dreams  489Wind of InsanityBaffling CallConfusion of Conformity

The Mad MarionetteUltimate Nightmare

Semai, The Patterns of Mendacity and Corruption  490Dark PromisesFalse OrdersVeil of DarknessShroud of the DeceiverMisdirectionPhantom Terrain

Chapter 11: Tribes of Dark Eden

<Eurasia>   492 The Tribes of Eurasia  505

Tribes Army

Armies of the Tsar  506SoldatsNorthern SonsShock Soldats 507CossacksIndividuals 508

Jaeger CommandosCossack ScoutsCossack Storm SoldatsSoldat Kommandant 509Cossack KommandantsVicar

Support 510

Soldat SchwerwaffeCrescentia War Parties  511

BrotherboundJihad InfantryKhan’s Guard 512The LamentedIndividuals 513

ProphetSupport

Mahout Dervish

The Army of God  514DisciplesFusiliersEuthanasiCorsairs 515CavaliersIndividuals 516

Cavalier ScoutHeavy CavalierJobian Patriarch

Support 517Greymourns

The Templars  518The HordeGendarme BestalsThe Gendarme 519Panthera Cavalry

Page 27: visions 04

7/26/2019 visions 04

http://slidepdf.com/reader/full/visions-04 27/27

  Individuals 520Sabrebeast Cavalry HarpoonerGendarme Hunter

SupportVerounist Stingray

Crescentian Prophesies  522ForeknowledgeForethoughtForesight

ForeshadowingTemporal Dissonance

Wrought Kin Rituals  523Shield of FaithStain of the Non-BelieverWord of the LordFaith HealingSacrificeHand of God

 Armor of God

Rasputin Armory  525

Crescentian Armory

Inheritor Armory 526

Templar Armory  527