Difference between revisions of "Horde: The Tribe of the Behemoth"

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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.
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.

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