Noble House overview
The advantages of the mountainous vale make the lands of this noble house exceedingly defendable and the ancestral castle of house Aryan is almost an impregnable fortress, siege engines cannot be used due to the narrow ascent up the mountainous slope. And with a defensive value of six . There are three entrances into the veil one at gull town the infamous bloody gate which many have tried to enter this narrow pass with cliffs hundreds of feet above that cannot be accessed for miles makes the vale easily defendable. Through the fingers there is a places ship can land and a pass call the northern pass next to the twins. The mountains of the moons still have wild tribes that in great times of need can be coaxed into battle with your house.
House Aryan and can muster up to 3 elite unit of Eagles, these Eagles have a combat value of 3, and are not hindered by any terrain, they can pass through um-passable boundaries like rivers and mountains and move two spaces per turn. They can attack the land or the sea.
Armies within the veil have a special ambush ability to allow an avalanche of rocks cleverly hidden in the mountains to fall on an attacking army Army prior to battle roll d4 1 nothing happens 2 3 remove one unit 4 remove two units from attacking army.
House Stark
Holding the vast lands of the North full of game and forging , whenever House Stark armies are in the North they can field one additional unit, per Army without going over the supply limit as soon as they cross their borders that unit must be immediately removed if there is not enough supply. The North is protected by the neck a swamp infested land full of traps the only safe travel is on the main road the leads to mote Cailin. Mountains and forest slow any advancing enemy the North is never really been conquered as a result.
The wildling threat is always a very real and tangible threat to House Stark as they will feel the effects of the wildly raids more than any other house. As a result of House Stark has a hidden reserve of influence tokens specifically saved for Wilding threats. For any threat one influence token is granted from the reserves, for every four threat levels and additional influence token is granted to House Stark, House Stark must always use regular influence tokens in the bidding process to gain these additional bidding token bonuses from their house reserves.
House stark can muster up to 3 units of dire wolves packs, these units do not need to be supplied as they hunt for themselves, they have the combat value of 3, although they suffer a -1 penalty in the region of the Dorn as the heat makes it difficult for them. As they don't need supply they do not count in the maximum Army limits. If one or two units of dire wolfs form an elite strike force, without any other units they may travel 2 spaces when attacking or retreating.
House Tyrell
The Reach is the bread basket of Westros, both in agricultural farming and sheep herding, as result whenever House Tyrell if in their own borders they can have one additional unit in every Army within their border. In addition house Tyrell as long its ports are not under siege to get two gold per port that control. House Tyrell is the only house they can trade supply barrels as part of their negotiation. Swhenever a supply event takes place house Tyrell gets two additional barrels they can use the barrels for trade or for their own uses.
This is how a extra supply barrel Works. Whenever there is a muster event the player holding any extra barrels declares they are going to use their barrel this turn this allows them a larger muster for that turn. The barrel Is placed on the turn marker at the end of the complete turn the barrel is returned to the supply and what ever Army had the additional units must be withdrawn as soon as this apply barrel is gone.
House Tyrell is known throughout Westeros as having the greatest Knights who have been trained in endurance and disciplined to know no defeat. These knights fight at a +3 combat if retreating in a battle they immediately rally when they retreat the unit always stays upright in less destroyed and can immediately fight in the second battle.
The shield islands
Is named by most of Westeros for their protection against the always storming sea in the open waters. But within the small chambers of high garden the secret of the shield islands is known. Although the islands are not habitable house Tyrell has discovered many caves that can hide an entire ship thus there are three cards in the Tyrell house deck that allow you to hide one ship per card in the shield islands. Any other house entering their ships into the shield islands Tyrell if holding these cards can choose to surprise attack those ships granting a +1 attack plus however many hidden ship cards they have. They can also let the ship pass through the shield islands unmolested to be deployed from some later strategy. Note ships do not count in supply token reduction the ships may not leave the shield islands only place ship models on the board it a battle is about to take place all other times house Terrel keeps the secret of the shield islands to themselves.
House Lannister
House Lannister gold mines continue to bring them great wealth and influence in addition to consolidating the minor houses for income there are three gold mines that when Lannister controls receives 3 gold per turn per mine must control the mine with a Garrison. Lannister starts with one gold mine in addition to a minor house card. There are two additional gold mine cards in the Lannister house deck .
House Lannister focus on mining gold has drawn the greatest engineers of Westeros to work for them, as a result they excel in the building of siege engines, house Lannister elite siege engines have a +6 against strongholds and castles and count as a +1 in any other battle
from their ancestral gift The Lannister’s know how to manipulate the situation thus there deck is full of more intrigue cards and diplomacy cards and fewer military cards
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