"With the knights came what seemed a second, irregular army on tough swift ponies. These dismounted and formed their ranks on foot - stolid Bossonian archers, and keen pikemen from Gunderland, their tawny locks blowing from under their steel caps." -The Scarlet Citadel
"The supposedly dead man was rushing upon him, eyes blazing with indisputable life, his short sword gleaming in his hand." -The Slithering Shadow (aka Xuthal of the Dusk)
"Instantly the monster whirled and was upon him like the rush of wind through tall grass. The long knife quivered in its neck, point and a foot of blade showing on one side, and the hilt and a hand's breadth of steel on the other, but it only seemed to madden the giant reptile. The great head towered above the man who faced it, and then darted down, the venom-dripping jaws gaping wide." -The People of the Black Circle
Over the last dozen weeks, we have teased most of the mechanics for Conan: Rise of Monsters. As we get ready to release the Quick-Start rules, we're going to begin looking at the units that you might select for your army. First, let's take a look at one of the signature units from the Circle of Iron: the Bossonian Archers.
"They were far outnumbered, and the Shemitish bow had the longer range, but in accuracy the Bossonians were equal to their foes, and they balanced sheer skill in archery by superiority in morale, and excellence in armor. Within good range they loosed, and the Shemites went down by whole ranks." -The Scarlet Citadel
We're wrapping up our Fate Card previews today with a double dose - four more cards! Our next set of previews will get into specific units so that you can start thinking about how you'll build your force as we get ready to release the Quick-Start Rules. For now, let's get into this last round of cards...
Many of the Fate Cards we've talked about so far have been focused on gaining specific tactical advantages in the middle of combat. However, sometimes it may be more effective to just thwart your opponent's plans. As you've seen, the Legion of Set is particularly focused on that approach, whereas the Circle of Iron tends to spend more time building its own advantage. However, both of today's cards are simple and direct methods for upsetting the enemy.
This week's Fate Cards are focused on bringing wounded or lost units back into the fight. Be sure to read Part 1 if you want to see how Fate Cards are used in the game.
Last time we explained how Fate Cards are used in general and talked about a couple of specific cards. Today we're going to continue with more card discussion.
Now that we've covered the basic mechanics, it's time to explore Fate Cards. Because sometimes the winds of fate can turn for or against you in the most unexpected ways...