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.
Free Web Hosting