Difference between revisions of "Horde: The Tribe of the Behemoth"
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[[Category:Thematic Army Packs]] | [[Category:Thematic Army Packs]] | ||
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<tab name="Horde: The Tribe of the Behemoth">[[File:card_behemoth_hordethetribeofthebehemoth.png|thumb|Horde: The Tribe of the Behemoth]]</tab> | |||
<tab name="Horde: The Tribe of the Behemoth">[[File:card_behemoth_hordethetribeofthebehemoth2.png|thumb|Horde: The Tribe of the Behemoth (pg 2)]]</tab> | |||
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'''The tribe of the Behemoth can be played in''' ''Confrontation'' '''and in''' ''Rag'Narok'' '''by respecting the following rule modifications. Three cards supplied with this issue of Cry Havoc! (vol 2) present the characteristics and abilities of three Characters of the tribe of the Behemoth: [[Vijkhal the Brave]], [[Tumahk, The Voice of the Wind]], and [[Kolghor]]. The profile card of the [[troll of the Behemoth]] is also provided.''' | |||
The tribe of the Behemoth has no contact with the [[orcs of Bran-Ô-Kor]]. To play using an army of this clan, all its fighters must come from the clan of the Behemoth. They cannot benefit from any allies or be played as allies of another army (not even of an army of orcs of Bran-Ô-Kor), or hire mercenaries. The only exception to this rule concerns orcs of the clan of [[Horde: The Trackers of Bran-Ô-Kor|trackers of Bran-Ô-Kor]], including [[Carbone]]. These can be played as allies of the tribe of the Behemoth in the usual way. | |||
An orc can be turned into a fighter of the tribe of the Behemoth at an additional cost of 3 A.P. (The additional cost of the tribe's Characters is already included in the value indicated on their reference cards. | |||
The following types of fighters cannot join the tribe of the Behemoth: | |||
* Orc of Bran-Ô-Kor Characters | |||
* [[Brontops Rider|Brontops Riders]] | |||
* [[Animistic Shaman on Brontops|Animistic Shamans on Brontops]] | |||
On the other hand this tribe has built strong relations with the trolls that already lived in the mountains on their arrival. The trolls of the Behemoth are considered to be full-fledged members of the tribe and are therefore counted as allies. They can benefit from the leadership of orcs of the Behemoth as well as from the "Mountaineer" aptitude. They have also been converted to the orcs' cult by the keepers of the Tree-Spirit and are therefore counted when calculating their temporary faith. | |||
Yet they are not orcs and are therefore not affected by effects that only affect orcs. | |||
The trolls of the Behemoth can only fight as part of an army of orcs of the Behemoth. | |||
==Tribal Particularities== | |||
All orcs of the tribe of the Behemoth as well as the trolls of the Behemoth who fight by their sides benefit from the following special rule: | |||
'''Mountaineer''': This rule only applies if the army of the Behemoth includes a standard-bearer, a musician and a Character endowed with the "Leadership" ability. The effect applies even if this war staff's members are not within leadership range of each other at the end of deployment. | |||
At the end of the approach phase, after all miniatures, even scouts, have been deployed, all of the tribe of the Behemoth's fighters can march. This free movement can allow a fighter to leave his deployment zone. It can also bring him into charging range of an enemy, but not into base-to-base contact with one. | |||
The orcs of the tribe of the Behemoth are also endowed with the "Endurance" ability in addition to those they already have: | |||
'''Endurance''': Accustomed to the icy cold, the orcs of the Behemoth are very resistant to pain. | |||
*In ''Confrontation'' they ignore the penalties bound to Light Wounds. They suffer the penalties bound to being Stunned and to Serious and Critical Wounds in the normal way. | |||
In addition to this the trolls of the Behemoth benefit from the following aptitude: | |||
'''The Bone Grinders''': At the beginning of the battle each troll can, if they player controlling him wishes, pick up a stone in order to throw it into the face of the first enemy fighter to come along. This stone is represented by a counter placed on the troll's base. As long as he is carrying this stone his MOV rate is reduced by 2.5. The troll can nevertheless rid himself of this stone at the moment that he is activated if the player controlling him wishes. | |||
A troll carrying a stone can throw it during any firing phase. The stone has a range of 10-15-30 cm and a STR of 9, and the troll has an AIM rate of 2. This shot is considered to be heavy artillery fire and all rules concerning firing (counter-charge firing, precision firing, etc.) apply in the usual way. | |||
Once the troll has thrown the stone or gotten rid of it in order to advance faster, he concentrates fully on the battle and cannot pick up other stones. | |||
==The Warriors of the Wind== | |||
The orcs of the tribe of the Behemoth don't worship the god Jackal. Yet the "[[Jackal Warrior]]" profile can be used under the denomination of the "[[Warrior of the Wind]]." He benefits from the same characteristics and abilities, but the effects bound to Jackal Warriors do not affect him. | |||
The most valorous warriors of the wind are given the honor of bearing the mark of Elokani, the spirit of the Great Wind. Within an army, for every even incomplete 100 A.P. of warriors bound to the tribe of the Behemoth, a warrior of the wind can be endowed with the mark of Elokani at an additional cost of 3 A.P. The Mark of Elokani gives its bearer the "Loyal / 1" ability. | |||
==The Warriors of Stone== | |||
The Warriors that the orcs of Bran-Ô-Kor call "[[Amok Slayer|Amok Slayers]]" are called "[[Warrior of Stone|Warriors of Stone]]" by the members of the tribe of the Behemoth. They benefit from the following special capacity instead of the "[[The Amok Flail|Amok Flail]]." | |||
'''The Warriors of Stone''': | |||
*In ''Confrontation'', when a warrior of stone charges an opponent, the latter is now Stunned until the end of the round. This effect does not apply to simple engagements. When a warrior of stone is charged he does not suffer charging penalties. If the warrior of stone is charged a second time during the same round or by several opponents at the same time, then only the charging penalty is applied. | |||
==The Patrollers of the Behemoth== | |||
Any [[Orc with Crossbow|orcish crossbowman]] of the clan of the Behemoth can be endowed with the "Scout" ability at an additional cost of 4 A.P. Each of his firing ranges is increased by 5 cm and his "Brutal" ability then applies to his Aim Rolls instead of his Attack Rolls. | |||
==Magicians== | |||
Instinctive magic is an innate characteristic among the orcs. However, the mystic warriors of the tribe of the Behemoth haven't developed the same bond with they adopted homeland; they benefit from the following aptitude instead of the "[[The Blood of Bran-Ô-Kor|Blood of Bran-Ô-Kor]]." | |||
'''Mystic Inspiration''': At the beginning of any round, before making the Tactical Roll, any mystic warrior of the tribe of the Behemoth can make use of this aptitude. The player controlling him then rolls 1d6. The roll of the die can be neither cancelled nor modified by any game effect. Depending on the result, the player gets a certain number of counters that can be used to improve the mastery of his spells as if they were mana gems. These counters cannot be used in any other way. | |||
'''1-2''': 1 counter; '''3-4''': 2 counters; '''5-6''': 3 counters | |||
These counters cannot be kept from one round to the next. The unused ones disappear at the end of the round after the Mana Recovery Roll. These counters do not count in the magician's mana reserve. | |||
However, the concentration this capacity requires causes the mystic warrior to love 1 point in INI until the end of the round. | |||
==The Faithful== | |||
The faithful of the tribe of the Behemoth practice a cult vowed to the mountains and the wind. They cannot call miracles of the cult of Jackal, but they can call those of the Paths of Destiny and the Universal Cult, even if they are Warrior-Monks. | |||
The "[[Jackal Master of Rites]]" are called "Keepers of the Tree-Spirit" in the tribe of the Behemoth. They are not considered to be warriors of the wind and they benefit from the following special aptitude instead of the "[[Jackal's Servants]]" special capacity | |||
They don't have access to artifacts reserved to the faithful of the cult of Jackal. | |||
'''The Keepers of the Tree-Spirit''': Like the Jackal Masters of Rites, they can choose their Aspects between the two following configurations: | |||
*Creation/1. Alteration/0. Destruction/1. | |||
*Creation/1. Alteration/1. Destruction/0. | |||
The keepers of the Tree-Spirit inspire the tribe's best warriors in combat. At the beginning of the hand-to-hand combat phase each keeper of the Tree-Spirit can select one and only one warrior of the wind or warrior of stone standing in his aura of faith. He doesn't have to have him in his line of sight. The keeper must then sacrifice 1 T.F. point. It is not possible to spend more T.F. points to increase the effect of this capacity. This spending of T.F. cannot be censured. | |||
The effect varies depending on the type of warrior selected: | |||
*'''Warrior of the Wind''': INI+1 until the end of the round. | |||
*'''Warrior of Stone''': Gets the "Fierce" ability until the end of the round, but he is obligated to use War Fury until the end of the round. | |||
'''Vijkhal the Brave''' is a warrior of stone champion and benefits from their aptitude. '''Tumahk''' is a keeper of the Tree-Spirit champion, benefits from their aptitude and can choose two miracles when the armies are being built. However, his aspects are set. |
Latest revision as of 21:20, 19 May 2022
The tribe of the Behemoth can be played in Confrontation and in Rag'Narok by respecting the following rule modifications. Three cards supplied with this issue of Cry Havoc! (vol 2) present the characteristics and abilities of three Characters of the tribe of the Behemoth: Vijkhal the Brave, Tumahk, The Voice of the Wind, and Kolghor. The profile card of the troll of the Behemoth is also provided.
The tribe of the Behemoth has no contact with the orcs of Bran-Ô-Kor. To play using an army of this clan, all its fighters must come from the clan of the Behemoth. They cannot benefit from any allies or be played as allies of another army (not even of an army of orcs of Bran-Ô-Kor), or hire mercenaries. The only exception to this rule concerns orcs of the clan of trackers of Bran-Ô-Kor, including Carbone. These can be played as allies of the tribe of the Behemoth in the usual way.
An orc can be turned into a fighter of the tribe of the Behemoth at an additional cost of 3 A.P. (The additional cost of the tribe's Characters is already included in the value indicated on their reference cards.
The following types of fighters cannot join the tribe of the Behemoth:
- Orc of Bran-Ô-Kor Characters
- Brontops Riders
- Animistic Shamans on Brontops
On the other hand this tribe has built strong relations with the trolls that already lived in the mountains on their arrival. The trolls of the Behemoth are considered to be full-fledged members of the tribe and are therefore counted as allies. They can benefit from the leadership of orcs of the Behemoth as well as from the "Mountaineer" aptitude. They have also been converted to the orcs' cult by the keepers of the Tree-Spirit and are therefore counted when calculating their temporary faith.
Yet they are not orcs and are therefore not affected by effects that only affect orcs.
The trolls of the Behemoth can only fight as part of an army of orcs of the Behemoth.
Tribal Particularities
All orcs of the tribe of the Behemoth as well as the trolls of the Behemoth who fight by their sides benefit from the following special rule:
Mountaineer: This rule only applies if the army of the Behemoth includes a standard-bearer, a musician and a Character endowed with the "Leadership" ability. The effect applies even if this war staff's members are not within leadership range of each other at the end of deployment.
At the end of the approach phase, after all miniatures, even scouts, have been deployed, all of the tribe of the Behemoth's fighters can march. This free movement can allow a fighter to leave his deployment zone. It can also bring him into charging range of an enemy, but not into base-to-base contact with one.
The orcs of the tribe of the Behemoth are also endowed with the "Endurance" ability in addition to those they already have:
Endurance: Accustomed to the icy cold, the orcs of the Behemoth are very resistant to pain.
- In Confrontation they ignore the penalties bound to Light Wounds. They suffer the penalties bound to being Stunned and to Serious and Critical Wounds in the normal way.
In addition to this the trolls of the Behemoth benefit from the following aptitude:
The Bone Grinders: At the beginning of the battle each troll can, if they player controlling him wishes, pick up a stone in order to throw it into the face of the first enemy fighter to come along. This stone is represented by a counter placed on the troll's base. As long as he is carrying this stone his MOV rate is reduced by 2.5. The troll can nevertheless rid himself of this stone at the moment that he is activated if the player controlling him wishes.
A troll carrying a stone can throw it during any firing phase. The stone has a range of 10-15-30 cm and a STR of 9, and the troll has an AIM rate of 2. This shot is considered to be heavy artillery fire and all rules concerning firing (counter-charge firing, precision firing, etc.) apply in the usual way.
Once the troll has thrown the stone or gotten rid of it in order to advance faster, he concentrates fully on the battle and cannot pick up other stones.
The Warriors of the Wind
The orcs of the tribe of the Behemoth don't worship the god Jackal. Yet the "Jackal Warrior" profile can be used under the denomination of the "Warrior of the Wind." He benefits from the same characteristics and abilities, but the effects bound to Jackal Warriors do not affect him.
The most valorous warriors of the wind are given the honor of bearing the mark of Elokani, the spirit of the Great Wind. Within an army, for every even incomplete 100 A.P. of warriors bound to the tribe of the Behemoth, a warrior of the wind can be endowed with the mark of Elokani at an additional cost of 3 A.P. The Mark of Elokani gives its bearer the "Loyal / 1" ability.
The Warriors of Stone
The Warriors that the orcs of Bran-Ô-Kor call "Amok Slayers" are called "Warriors of Stone" by the members of the tribe of the Behemoth. They benefit from the following special capacity instead of the "Amok Flail."
The Warriors of Stone:
- In Confrontation, when a warrior of stone charges an opponent, the latter is now Stunned until the end of the round. This effect does not apply to simple engagements. When a warrior of stone is charged he does not suffer charging penalties. If the warrior of stone is charged a second time during the same round or by several opponents at the same time, then only the charging penalty is applied.
The Patrollers of the Behemoth
Any orcish crossbowman of the clan of the Behemoth can be endowed with the "Scout" ability at an additional cost of 4 A.P. Each of his firing ranges is increased by 5 cm and his "Brutal" ability then applies to his Aim Rolls instead of his Attack Rolls.
Magicians
Instinctive magic is an innate characteristic among the orcs. However, the mystic warriors of the tribe of the Behemoth haven't developed the same bond with they adopted homeland; they benefit from the following aptitude instead of the "Blood of Bran-Ô-Kor."
Mystic Inspiration: At the beginning of any round, before making the Tactical Roll, any mystic warrior of the tribe of the Behemoth can make use of this aptitude. The player controlling him then rolls 1d6. The roll of the die can be neither cancelled nor modified by any game effect. Depending on the result, the player gets a certain number of counters that can be used to improve the mastery of his spells as if they were mana gems. These counters cannot be used in any other way.
1-2: 1 counter; 3-4: 2 counters; 5-6: 3 counters
These counters cannot be kept from one round to the next. The unused ones disappear at the end of the round after the Mana Recovery Roll. These counters do not count in the magician's mana reserve.
However, the concentration this capacity requires causes the mystic warrior to love 1 point in INI until the end of the round.
The Faithful
The faithful of the tribe of the Behemoth practice a cult vowed to the mountains and the wind. They cannot call miracles of the cult of Jackal, but they can call those of the Paths of Destiny and the Universal Cult, even if they are Warrior-Monks.
The "Jackal Master of Rites" are called "Keepers of the Tree-Spirit" in the tribe of the Behemoth. They are not considered to be warriors of the wind and they benefit from the following special aptitude instead of the "Jackal's Servants" special capacity
They don't have access to artifacts reserved to the faithful of the cult of Jackal.
The Keepers of the Tree-Spirit: Like the Jackal Masters of Rites, they can choose their Aspects between the two following configurations:
- Creation/1. Alteration/0. Destruction/1.
- Creation/1. Alteration/1. Destruction/0.
The keepers of the Tree-Spirit inspire the tribe's best warriors in combat. At the beginning of the hand-to-hand combat phase each keeper of the Tree-Spirit can select one and only one warrior of the wind or warrior of stone standing in his aura of faith. He doesn't have to have him in his line of sight. The keeper must then sacrifice 1 T.F. point. It is not possible to spend more T.F. points to increase the effect of this capacity. This spending of T.F. cannot be censured.
The effect varies depending on the type of warrior selected:
- Warrior of the Wind: INI+1 until the end of the round.
- Warrior of Stone: Gets the "Fierce" ability until the end of the round, but he is obligated to use War Fury until the end of the round.
Vijkhal the Brave is a warrior of stone champion and benefits from their aptitude. Tumahk is a keeper of the Tree-Spirit champion, benefits from their aptitude and can choose two miracles when the armies are being built. However, his aspects are set.