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. |