EvilGong

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Black Seers

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.

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from the evil mind of   David F M Brown dfmbrown@mpx.com.au
this site was rapidly constructed by a gang of slavering orcs,

~ otherwise known as B Squared