Gong
Catalogue
listings suitable for Black Seers
Packs EGP 16
Individual codes - EG 65, 1, 87-91
What
you need to know about Black Seers
The
Black Seers are a major religious- magical cult organisation.
The Seers practice arcane magical activities and are rumoured to possess
great secrets about the unseen world.
The
Seers prefer to meddle in the affairs of others by magic, spies and murder;
however their cultists are trained in military affairs - including arcane
unarmed fighting techniques. Lower
ranking seers also fight with daggers, molten metal and bronze disruptive horns.
Seers
are dressed in clothes of vaguely Arabic-Indian style, often in brown and green
robes for lower ranks black for higher - turbans and sandals were worn by most
seers. Seers could summon demonic entities from the beyond and hurl
magic, especially explosive clouds, at the enemy in artillery style.
Many
human nations end up fighting on behalf of the Seers without ever understanding
the deep reasons for the military actions.
DBFi
Style Army list
Warm
Ag 0. Rv, M, Rgo, H(G), H (S), BUA.
C-in-C as Reg
Ps (X) @ 26AP or Reg Ps (I) @ 21AP
1
Ally-general as above or Reg Bd (F) @ 7AP 1-2
High-ranking priests - Reg Ps (I) @ 1AP or Reg Ps (X) @ 6AP
1-6
Extra to give priests or generals up to (S) Magic ability @ 0-13AP
Any
Lower-ranking Seers - Reg Bd (F) @ 7AP or Reg Ps (X) @ 6AP
12-45
Seers with Disruptive horn - reg Art (I) @ 4AP
1-6
Upgrade any priest or Seer to explosive cloud thrower-controller
- Reg Art (S) @ 10AP
- or all Irr Exp (O) @ 7AP 0-6
Trained wolves or other wild animals - Irr Beasts (I) @ 3AP
0-1
Seer on magic carpet or similar - Reg Flyer (I) @ 8AP
0-1
Enchanted victims, Irr Hd (F) @ 1AP or Irr Sneaker (I) @ 1AP
0-1
Summoned Demon - Irr Demon (O) @ 22AP 0-1
Agents or assassins - Irr Sneaker (S) @ 3AP 0-1
Stone fortifications for camp TF @ 1AP, or elsewhere - @
2AP 6-18
Any
Sub-continental Indian or Arabic human allies
HOTT
style armies
General
Magician @ 4AP 1
2
Magician Other priests @ 4AP 1 8
Seers - Blades @ 2AP 5
18
Artillery - Seers with horns or explosives @ 3AP
1
21
Beasts - wolves @ 2AP 1
23
Horde - massed accoyltes @ 1AP
1 24
Alternatives -
Flyer - Seer on magic carpet or similar @ 2AP, God - Demon from the
beyond @ 4AP, Sneakers - spy or assassin @ 3AP
Stronghold -
strange pyramid-like temple.
FR! style army suggestions
Infantry
Lower-ranking
seers - Handweapons @30
8-24
Adepts - handweapons+ Elite + Bow + Poison @70
0-4
Extra to equip any handweapons with Bombs @10
Any
High ranking seers - Elite Fanatics @60
0-2
Skirmishing seers - Skirmishers @20 4-12
Seers on magic carpets or similar - Skirmishers + Bomb + Flying @50
0-1
Drug crazed conscript rabble - Mobs @10
0-2
Hapless, cowering slaves - Offerings
@5
0-6
Monsters
Previously summoned demon - Large Monster + Magic Use @120
0-1
Specials
Malevolent
non corporeal extraplanar entities - Minor spirits @60
0-2
Characters
General
@150 1
Extra to give general “Mark of Evil” @10
0-1
Heroes @20 0-3
Extra to equip any hero with “Exceptional Armour” @10
0-1
Extra to equip any hero with “Exceptional Weapon” @10
0-1
Elite Assassins @50
0-3
Thieves - @10 0-2
Planar Wizard - @100 (or Wizard @50/100)
0-1
Wizard - 50/100 or War Cleric @50/100
0-1 of each
Extra to equip
any character with a “Magic Ward” @40 0-1
Extra to
give any character “Protection from Magic” artifact @40
0-1
Extra to give
any character “Stored Spell” artifact @var. 0-1
Special Rules
If
the optional character types are not being used then substitute Wizard for
planar wizard. Black Seers are masters at gleaning information by covert
means, if the optional scouting rules are used, they may buy scouting factors at
half the normal cost. Any
“Blast” spells cast by a wizard are +1 to damage. The
Black Seers use drug crazed rabble to disrupt the enemy, as such, they are
expendable and so any demoralised or destroyed rabble do NOT count toward
victory each turn. Rabble can be
jugganaughted.