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

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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 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.  
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.  
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* [[Animistic Shaman on Brontops|Animistic Shamans on Brontops]]
* [[Animistic Shaman on Brontops|Animistic Shamans on Brontops]]


On the other hand this tribe e 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.  
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.
Yet they are not orcs and are therefore not affected by effects that only affect orcs.
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'''Endurance''': Accustomed to the icy cold, the orcs of the Behemoth are very resistant to pain.
'''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 ''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:
In addition to this the trolls of the Behemoth benefit from the following aptitude:
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==The Warriors of Stone==
==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 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:
'''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.
*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==
==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.
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==
==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]]."
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.
'''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
'''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.
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.
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They don't have access to artifacts reserved to the faithful of the cult of Jackal.
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:
'''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/0. Destruction/1.
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The effect varies depending on the type of warrior selected:
The effect varies depending on the type of warrior selected:


*Warrior of the Wind: INI+1 until the end of the round.
*'''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.
*'''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.
'''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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