Noble House Overview
House Baratheon
Baratheon house comes from the storm lands, their ships have learned to navigate the most severe weather in Westeros,
Thus all storms at sea Baratheon ships get a +3 on a roll.
Every ship entering the storm lands, or the storms beyond the shield islands must roll on the storm table found in the back of the rulebook per house Baratheon also has two additional storm cards that can be played anywhere on the board in their house deck. Other ships cannot support troops due to the stormy seas, they can sail through the waters cannot remain.
House Baratheon is known for its elite forces of Hoblars fast-moving light horsemen that can strike the flanks of the enemy with such speed and surprise. These units have a +3 combat and can move one additional space when attacking or retreating
Baratheon military genius is reflected by their leadership and the higher number of military cards in their house deck
The desert lands of the southern regions of Dorn with their intense heat an baking sun has withered many a Army attacking House Martell. They have never been defeated on their own land . Any other houses fighting in the region of the dorn loses a -1 combat strength, and house stark because of the extreme temperature change fight at a -2 combat strength. Sadly your Army also suffers a -2 penalty in the North.
House Martell knows where all the hidden caches of water and escape routes amongst the caves, and rocks of the desert, any time the house needs to retreat and it's in an area with rocks they retreat safely and cannot be pursued. In addition they may remain in the same section and be considered hidden. With the exception of the open desert dragons and flying creatures cannot harm Martell's forces if they are in the rocks See rules on hidden
House Martell breeds and raises gigantic creatures called elephants these creatures fight with 3 combat, and can serve as a ramming siege engine adding an additional +2 when Laying siege to a stronghold. They do suffer a -1 penalty when fighting north of the river due to the extreme temperature drop.
House Greyjoy
The iron born, are the Masters of sea , especially in black market trading for every ship in your fleet Not Engage in battle can Collect one gold for their black market trading.
House Greyjoy has an elite fleet of raider ships, the ships have painted the color of the sea and disguised in such a way that they can pass through any area that is occupied by enemy ships the ships due to their speed they can travel 2 spaces. These are exclusively raidrt ships, they can raid on any land with a shore line and up to one space from that shore line. On land they are always considered to be raiding put the ship half on the shore and a half on the water to indicate they are in their raiding mode. On the sea if raiding must use order tokens they may engage in a battle and have a combat value of 1 but can retreat up to two spaces. This house the tests the iron throne and gains many victory points from rebelling against the iron throne and becoming a separate kingdom.
House Tully (River Lords)
all trading in traffic has to cross the great River, and so this house continues to profit from this traficc e, the toll to cross an Army is usually ½ of the units rounded up in gold in addition for merchant traders they get one gold per turn for tolls in bridge crossing.
The River Lords have elite units that are called River Rats , River rats, travel in elite small strike squads . River rats are allowed to be used from 1 to 3 units and forgo the Army restriction of 2 units they have a secret way of moving up and down the river with uncanny speed. River rats can move to any space as long as it's bordering the great River, as they seemingly pop out of the water they fight with a +3 due to their enemies surprise. As long as River rats are on the River they do not need supplies and do not count in the Army total limitations.
River rats are not restricted from traveling in regular armies but they do lose the above abilities and flight at a +2 and count as the regular supply.
Targaryen
Dragon Stone Island the last of the great Andel peoples is the ancestral home of the Targaryens their large black walls engulf the entire city, a few houses across the shore on Westeros are still loyal to the Dragon Lord.
House Targaryen, mystical bloodline allows them to command dragons, dragons fight at a +3 combat, can fight on land or sea, are not restricted by mountains or rivers and can cross over any non-passable land boundaries. Dragons have the ability to move two spaces when attacking or retreating. dragons when attacking castles reduce the defensive value by 2. Dragons breath weapon allows them to remove uints before battle begins .roll tides of battle dice and remove that many units before battle begin.


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