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Far Reaches

( Hyboria )
WMR Conceptual v02, date 04-13-2021, by Drakonrius

As the onslaught of Fimir kept pushing the Countless warriors and druids had lost their
people of Albion further from their homes, a lives through in an attempt to return to the
single clan set out to sea, in hopes that they ancestral home, leaving them shorthanded
would find a safe haven, from where they and unprepared. Then Beorn noticed that
would send for others to join them. Beorn clan Urkalach had wolfhounds with them and
had heard tales like this as a child and as he as he spoke they listened and obeyed. Then
approached the sea of mists, hoped they he asked to be taken to any hostile beasts,
were true, for his clan could not stand so they showed him the titan birds,
another battle with the demons. Soon after carnivorous creatures larger than an imperial
his boat entered the mists, it plunged horse. Aided by the wolfhounds Beorn
downward as if swallowed by a beast, subdued them, and they too obeyed.
tearing it apart as it smashed against the
tunnel walls. When he awoke, a gathering of So began Beorn’s quest to grow an army
people were tending to his wounds, they that would follow him through the caverns of
spoke to him in a familiar manner, yet more the dragon Fezott. He taught the druids how
ancestral. After thanking them for their to ride the roc and the warriors how to tame
kindness, he explained his plight to them, the adharcach. In a year’s time, Beorn rode
but it was to no avail, as the people of clan with his army to the dragon’s lair, his home
Urkalach would not risk the journey through was calling.
the caverns of Fezott.

(Images are only referential and will be replaced once further development has been successful. I do not own these images.)
Far Reach Army Selector

Troop Type Atks Hits Saves Cmd Unit Points per Min Special Ref.
size unit /
Max

Slingers Infantry 2/1 3 0 - 3 40 1/6 Albion

Wolfhounds Cavalry 3 3 0 - 3 40 -/2 Albion

Savages Infantry 3 3 6+ - 3 45 2/- Empire

Titan Birds Infantry 4 4 5+ - 3 105 -/2 *1 Ogre

Wurms Monster 4 4 6+ - 3 120 -/1 *2 Minotaur

Adharcach Cavalry 3 3 4+ - 3 130 -/3 *3 Cold-One


Knights Knights

Rocs Monster 2 3 6+ - 3 70 -/1 *4 Albion


G. Eagle

Hydra Monster 6/2 4 4+ - 1 135 -/1 *5 D.E.

Champion General +2 - - 9 1 125 1 - Albion

Druid Wizard 0 - - 8 1 65 1/2 - Albion

Tarbh Monstrous +2 - - - - +65 -/1 *6 Bull


Adharcach Mount Rhinox

Roc Mount Monstrous +2 - - - - +20 -/2 *4 Albion


Mount G. Eagle

Dragon Monstrous +3 - - - - +100 -/1 *7 H.E.


Mount Mount

Fenbeast Monster 6 4 5+ . 1 - -/2 *8 Albion

Special Rules
1. Titan Birds. If a Titan Bird unit can use its initiative to 5. Hydra. The hydra causes terror and cannot be brigaded. The
charge an enemy unit of humanoids at the start of the Hydra releases toxic gases with a range of 20 cm and 2 Attacks
Command phase, iit must do so. This happens automatically After each round of combat, if not slain, the Hydra recovers 1
Hit it suffered that round. Hits inflicted are still counted.
and their Commander can do nothing about it. 'Humanoids'
encompasses the races of Dwarves, Elves, Humans and Orcs. 6. Tarbh Adharcach. Only the General may ride the Tarbh
This does not extend to “Undead” Troops. Adharcach. A unit that is joined by a character mounted on this
huge beast cases terror in its enemies.
2. Wurms. Burrowing creatures by nature, Wurms do not have
to be deployed before the game if the player does not wish to 7. Dragons. Generals, Wizards and Heroes can ride Dragons. A
do so. Instead, individual units can be infiltrated onto the character riding a Dragon or a unit joined by one causes terror
in its enemies. A Dragon can fly, increasing its riders’
battlefield once the game has begun. Wurms are subject to
movement from 60 to 100 cm. An extra +3 Attacks are added
Bloodlust - they always use initiative to charge if possible and to those of its rider. Dragons can breathe fire if the character
cannot be given orders instead. Wurms never use initiative to has joined a unit that isn’t engaged in combat, a Dragon ridden
evade and must pursue or advance where possible. They are by a character can’t breathe fire if it is not part of a unit.
also immune to terror.
8. Fenbeast. An individual troop unit that isn’t fielded like
3. Adharcach Knight. Aggressive by nature, adharcach other units in the standard way. Fenbeasts can appear on the
mounts grant their riders +1 Attacks during the first round of battlefield only after a successful casting of “Summon
each combat when fighting to the front. Adharcach Knights Fenbeast”. Fenbeasts cannot be brigaded and never use
cannot form brigades except with other units of the same kind. initiative to move during the Command Phase, as they are
dominated by the will of the Druid who summoned them. They
4. Rocs. Rocs can fly up to 100cm. As a Monstrous Mount, they can move through bogs as though they were open terrain.
can be ridden only by Druids. A Roc ridden by a character can Unlike the wild Bog Beasts from the ‘Dark Shadows’ campaign,
fly, increasing its riders’ movement from 60 to 100cm, and it Fenbeasts will make way for friendly Troops. Fenbeasts are
adds +2 Attacks to those of its rider. terrifying creatures that cause terror.
Far Reach Spells

GU BUAIDH! (To victory!) SUMMON FENBEAST


6+ to cast ..................................................... Range 30cm
4+ to cast ................................................... Range 30cm
The Druid performs one of the most arcane rituals known to her
The Druid clamors to the troops, reminding them of the home order, using her power over the elements to bind together the
that awaits them and how they shall be forever recorded in horrific creature known as the Fenbeast.
history.
The Druid summons forth a Fenbeast. Once summoned, the
This spell can be cast on any friendly unit in combat and within Fenbeast is under the control of the summoning player. Since it
range, whether the Druid can see the unit or not. Every stand in is summoned in the Shooting phase it cannot be given orders
the unit, including character stands, adds +1 to its Attacks until the following turn. It may be summoned into contact with
value during the following Combat Phase. A unit can only have an enemy unit only if that unit is already in combat. It may be
one Gu Buaidh! cast successfully on it at a time. removed from play if destroyed (like any other unit) or if the
loss of a Druid character reduces the number of Druids to less
than the number of Fenbeasts – the owning player chooses a
CALL THE STAMPEDE Fenbeast and removes it from play. Summoning a Fenbeast unit
does not influence army withdrawal calculation in any way and
5+ to cast ................................................ Range 30cm does not have a points value. Fenbeasts may only be given
orders by Druids. Fenbeasts may not be brigaded with other
A resounding blast summons forth the beasts from their homes troops, not even other Fenbeasts. An army cannot have more
to reinforce their battered kindred. summoned Fenbeasts in play than it has Druids.

This spell can be cast on any friendly Monster unit of three


stands that has lost one or two stands as casualties. It does not
matter whether the Wizard can see the unit or not. The unit
regains one stand. The regained stand is placed in formation
with the rest of the unit. If the unit is already in combat the
additional stand can be placed so that it touches the enemy and
will count as charging if the unit has charged. If it is impossible
to position the stand in formation with its unit then the spell
cannot be cast and will not work.

DEALANACH! (Lightning!)

5+ to cast ................................................ Range 30cm

A crackling bolt of lightning bursts from the skies and singes the
enemies of the Far Reach.

Draw an imaginary line 30cm long from the Wizard's stand in


any direction you wish. The line will pass through any
intervening units but not beyond terrain that would normally
stop a missile shot, eg over the crest of a hill, more than 2cm of
woodland, and so forth.

Each unit under the line takes three shooting attacks worked
out in the usual way. Note that this spell can easily affect
several units and will affect all units that fall beneath the line
(including your own). Unengaged units can be driven back by
Dealanach as with ordinary shooting (even including friends).
Engaged units cannot be driven back by the Dealanach but
carry over any hits scored into the first round of combat; any
hits scored count as having been struck in the combat itself.

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