H.O.T.T. TROOPS DETAILS "Hordes of the Things" (v2.5)
TROOP BONUSES | |
God, Paladin, Dragon, Stronghold | +6 |
Hero | +5 |
Blades, Airboat, Sneakers | +5 v foot, +3 v others |
Behemoths | +4 v foot, +5 v others |
Spears, Magician, Cleric, Artillery | +4 |
Knights, Beasts, Pikes, Shooters | +3 v foot, +4 v others |
Riders, Warband | +3 |
Flyers, Hordes, Raiders, Skirmishers, Lurkers | +2 |
TROOP MOVEMENT | GOOD |
BAD |
ROAD |
Dragon, Flyers, Aerial Hero, God | 1200 |
1200 |
1200 |
Airboat | 500 |
500 |
500 |
Hero, Paladin, Magician, Raiders | 500 |
200 |
400 |
Beasts | 400 |
400 |
400 |
Riders | 400 |
200 |
400 |
Knights, Behemoth | 300 |
200 |
400 |
Artillery | 200 |
- |
300 |
Warband, Sneakers, Skirmishers | 300 |
300 |
400 |
Other (Blades, Spears, Pikes, Hordes, Shooters, Lurkers, Cleric) | 200 |
200 |
400 |
TROOP TYPE MAY PASS THROUGH | |
Gods/Sneakers | Any (friend/enemy) |
Any | Sneakers (friend/enemy) |
Magicians | Any friend |
Aerials | Any ground troops (except when recoiling) |
Ground Troops | Enemy Flyers/Aerial Heroes/friendly Aerials not in close combat |
Mounted | Friendly Foot facing same/opposite direction (except Pikes). |
Skirmishers | Any friends facing same/opposite direction. |
BASIC ARMY POINTS OF TROOPS (Typical armies are 24AP) | |
Normal Troops* | 2 AP |
Aerial Hero | 6 AP |
Hero/Magician/Dragon/Paladin/Behemoth/God | 4 AP |
Airboat/Artillery/Sneakers/Cleric | 3 AP |
Horde/Lurker | 1 AP |
*Flyers/Knights/Riders/Raiders/Beasts/Blades/Spears/Shooters/Warbands/Pikes/Skirmishers |
TROOP CLASSES | |
Aerials | Gods, Dragons, Airboats, Flyers, Aerial Heroes |
Mounted | Heroes, Paladins, Knights, Riders, Raiders, Behemoths, Beasts |
Foot | Blades, Spears, Pikes, Shooters, Warbands, Skirmishers, Artillery, Hordes, Lurkers, Sneakers, Magicians, Clerics, Stronghold |
TROOP TYPES | DESCRIPTIONS |
BLADES | Warriors trained to fight close together, armed with swords, axes or similar. [20mm,4] |
SPEARS | Infantry such as city militia, trained to fight closely but with only spears. [20mm,4] |
PIKES | Close formation infantry fighting collectively with pikes or very long spears. [20mm,4] |
SHOOTERS | Archers, crossbowmen and others who rely on dense and accurate shooting. [30mm,4] |
ARTILLERY | Projectile-throwing war-engines, such as Catapults or Cannons. [80mm,1 per base] |
WARBAND | Wild warriors that rely on a ferocious
charge more than on military training. [30mm,3] SPECIAL RULES: Impetuous - must move forward 1 base if enemy defeated and not overlapped. |
SKIRMISHERS | Psiloi who fight in a loose swarm, shoot at close range and then run away. [30mm,2] |
HORDES | Masses of not-very-good troops, such
as orcs, goblins, zombies or peasants. [60mm,5-8] SPECIAL RULES: When lost, they can be brought back at a cost of just 1 PIP per base! |
KNIGHTS | Heavily armoured warriors on heavy
horses/chariots who charge regardless of death. [40mm,~3]
SPECIAL RULES: Impetuous - must move forward 1 base if enemy defeated and not overlapped. |
RIDERS | Cavalry mounted on horses or creatures such as flightless birds or lizards. [40mm,3] |
RAIDERS | Light Cavalry or other riders who skirmish using missile weapons at a distance. [40mm,2] |
BEASTS | Packs of carnivores with teeth/claws, like dogs, wolves or hellhounds. IMPETUOUS [80mm,~3] |
BEHEMOTHS | Huge creatures/machines like giants, elephants, dinosaurs or war wagons. IMPETUOUS [80mm,1+] |
FLYERS | Flying creatures, such as winged horses, giant birds or pterosaurs. [40mm,1-3 per base] |
HEROES | Charismatic individual champions, nearly unbeatable in hand-to-hand combat. [40mm,1] |
MAGICIANS | Beings capable of offensive magic such as wizards, necromancers and evil priests. [80mm,1-3] |
CLERICS | Holy priests/priestesses with powers
which are protective rather than offensive. [40mm,1-3] SPECIAL RULES: They hinder all magic in their vicinity (See main sheet: +2 if within 600p). |
PALADINS | Saintly human warriors who have the
strength of ten because their hearts are pure. [40mm,~2] SPECIAL RULE: Paladins can never be generals, being too unworldly for politics. |
DRAGONS | Large armoured flying & perhaps
fire-breathing creatures. Intelligent but arrogant.
[80mm,1] SPECIAL RULES: Cost 6 PIPS to place on the table; Cannot form a group with others.1] |
GODS | Pagan deities and nearly-invulnerable
immortals like Angels and Demons. Fickle. [60mm,1] SPECIAL RULES: Cost 6 PIPS to place on the table; Leave again if their side rolls 1 PIP. |
AIRBOATS | Large magical flying vehicles, used to attack ground troops and support flyers. [80mm,1] |
LURKERS | Things that lurk in dark places to
catch prey, such as giant spiders or bandits. [40mm,~2] SPECIAL RULES: Placed next to enemy that has just entered bad going/water for 1 PIP. |
SNEAKERS | Bands of infiltrators, such as bearers
of magic rings, thieves or assassins. [30mm,~2] SPECIAL RULES: Can pass through most troops; But they can only attack strongholds/generals. |