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T’Aurs 1.3.2

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T’Aurs theme

When T'aurs go to war, its generally as Units from Lighthoof, Surehoof, Bighoof, Packhoof, Huntshoof, Furhoof, Wildhoof and various staff.

 

ARMOUR & WEAPONS

Both types are made of Ironthorn, Magic Glass, Ljosti Bronze, string, leather, fur,

Generally members of the lower social classes wear the crudest and simplest, least enhanced gear. The higher the social rank or combat proven skills, the more refined elaborately crafted and potent enhanced gear they wear and wield.

 

----- ARMY -----

1 General and 4 Core Units making up for at least 60% of Army total value.

T'Aurs cause Fear and add +1 to Weapon Strength as well as +1 to Weapon Reach due their size.

 

----- COMMAND -----

1 General in 1 Unit of 1 (Gen) 

Krabue Buffalo are some of the most calm and docile T'Aurs, so they are preferred as Generals. Easily recognized by their size, shape and extremely long horns.

MOVE ATTACK STRENGTH REACH ARMOR HEALTH MORALE
13 1 1 1 1-3 3 9

Command Level: May buy up to Command Level 6.

Wiels: Any weapon

May buy Shield

 

0-2 Zebu Guardhoof in 1 Unit of 1 (Cmd)

Their ability to follow orders and high morale makes Zebu the preferred Generals Guards. Easily recognized by the long curved horns, neck hump, and dewlap.

MOVE ATTACK STRENGTH REACH ARMOR HEALTH MORALE
13 1 1 1 1-3 2 9

Wield: As the general.

Armour: as general

Shield: as general

Special Rule: Wound Soaker

 

0-1 Kankrej Battle Blower in 1 unit of 1 (Cmd)

Kankrej T'Aurs are often those carrying very large bulky lure, horn or carnyx announcing their approach with roaring sounds.

MOVE ATTACK STRENGTH REACH ARMOR HEALTH MORALE
13 1 1 1 1-3 2 8

Wield: any 1 hand weapon

Special rule: Cause Terror to all foes who can see the Battle Blower.

 

0-1 Kankrej Battle Herold in 1 unit of 1 (Cmd)

Kankrej T'Aurs are often those carrying the large banner with the colours of the General.

MOVE ATTACK STRENGTH REACH ARMOR HEALTH MORALE
13 1 1 1 1-3 2 8

Wield: any 1 hand melee weapon.

Special rule: Add +1 to any friendly Unit Morale that can see the Battle Herold.

 

0-2 Krabue Chieftains in 1-2 Units of 1 (Cmd)

Krabue buffalo, larger, tougher, more skilled and docile than rank & filers. They also wear and wield gear with more enhancing and potency than the ordinary trooper.

MOVE ATTACK STRENGTH REACH ARMOR HEALTH MORALE
13 1 1 1 1-3 2 8

Weapons: Any army weapon

May buy Shield

Special rule: Chieftains can buy Inspirator.

 

----- CORE -----

Any CORE unit may buy...

1 Banner

A banner adds +1 to Morale.

 

1 Musician with Carnyx Horn

The combination of T'Aurs and Carnyx makes the Unit cause Dread.

 

1 Champion

Champions may buy Command levels 1-3 @ 10 pts per level

 If one is opted as SKIRMISH leader, it gains Inspirator (D6A)

 

0-12 Dexter Shorthoof in 1-2 units of 1-6 (Cor)

Dexter T'Aurs are recognized by their short legs, long broad upper bodies, huge heads with rather small horns and rather much fur.

MOVE ATTACK STRENGTH REACH ARMOR HEALTH MORALE
11 1 1 1 1-2 2 8

Weapons: Any melee.

Units may buy Shield

Units can buy Skirmisher

1 Unit may buy Veteran.

 

0-12 Corrientes Surehoofs in 1-2 Units of 1-6 (Cor)

Corrientes are generally used as Surehoofs of any T'Aurs force and are recognized by the waist / upper body / head fur.

MOVE ATTACK STRENGTH REACH ARMOR HEALTH MORALE
13 1 1 1 1-3 2 8

Weapons: Any melee.

Units may buy Shield

1 Unit may buy Veteran.

 

0-12 Brangus Bighoofs in 1-2 units of 1-6 (Cor)

Brangus most often fill the Bighoof ranks as they are exceptional strong and are easily recognized by the lack of fur and the wide hips and thick lower legs, as well as humped neck and dewlap like the Zebu.

MOVE ATTACK STRENGTH REACH ARMOR HEALTH MORALE
13 1 2 1 1-4 2 8

Weapons: Any melee.

Special rule: Bighoof add +1 on top of the normal T'Aur strength bonus.

Units may buy Shield

1 Unit may buy Veteran.

 

0-12 Jafarabadi Greathoof in 1-2 Units of 1-6 (Cor)

The massive Jafarabadi Buffalo generally fill the ranks of Greathoof. With their somewhat small legs compared to the massive upper body, strong short arms and massive neck topped with thick curved horns they are easily recognized at distance.

MOVE ATTACK STRENGTH REACH ARMOR HEALTH MORALE
12 1 3 1 1-5 3 8

Weapons: 2 hand weapons, r2, s1 or 2 1 hand weapons.

Units may buy Shield

Special rule: Greathoof add +1 on top of the normal T'Aur weapon strength bonus.

1 Unit may buy Veteran.

 

----- AUXILIARY -----

0-12 Wildhoof Flocks in 1-3 units of 1-4 (Aux)

Wildhoof are individuals of all types normally not caring enough for battle strategy or their own safety. Far too eager to plunge into the nearest enemies, they are unwanted in Core Units and instead group with equally wild T'Aurs.

MOVE ATTACK STRENGTH REACH ARMOR HEALTH MORALE
13 1 1 1 0-2 2 -

Weapons: 1 2H weapon, r2, s1 / 1 1H Weapon, r1, s1

Special Rule: Wildhoof are Skirmisher

Any Unit may dual wield 1H weapons.

One Unit may buy Ancient Runes giving them Magic Immunity

 

0-12 Chianina Hunthoofs in 1-3 Units of 1-4 (Aux)

Chianinas long legs makes them perfect for scouting and capturing enemies. If not recognized by their long legs and short body proportions, then their mighty Watushi horns for sure advertize whos charging.

MOVE ATTACK STRENGTH REACH ARMOR HEALTH MORALE
14 1 1 1 1-2 2 8

Weapons: 1 Trifork & 1 Net

SPECIAL: Scouting, AmbushSkirmisher

 

0-2 Mutus Packhoofs in 1-2 units of 1 (Aux)

The furred Mutus are the preferred ones as their thick furred skin easily ignore any hound running amok. But, any T'Aurs can become a pack handler.

MOVE ATTACK STRENGTH REACH ARMOR HEALTH MORALE
13 1 1 1 1-2 2 8

Weapons: any T'Aurs type but prefer Whip and Spiked Glove.

Can buy feral hounds @ 29 point each

0-4 Feral Hounds

MOVE ATTACK STRENGTH REACH ARMOR HEALTH MORALE
18 1 0 0 1 1 7

Hound packs may buy FEAR causing Bone Armour @ 25 points.

 

----- SUPPORT -----

0-2 Bovin Furhoofs in 1-2 units of 1 (Sup)

T'Aurs Mana Manipulators are rarely other types than the furred Bovin, with a Bison head and massive Water Buffalo horns.

MOVE ATTACK STRENGTH REACH ARMOR HEALTH MORALE
13 1 1 1 1-2 2 8

Weapons: None, but wield magic Staffs.

May Buy Mana Manipulator up to level 6

 

0-5 Jafarabadi Battle Totem in 1-5 Units of 1 (Sup)

Jafarabadi Buffalo are the preferred T'Aurs to carry their Wood Totems into battle. With their somewhat small legs compared to the massive upper body, strong short arms and massive neck topped with thick curved horns they are easily recognized at distance.

 

MOVE ATTACK STRENGTH REACH ARMOR HEALTH MORALE
12 1 3 1 1-3 3 8

Wield: any 1 hand

May buy Shield.

Totem bearers may join and move with units.

REACH ARMOUR HEALTH
1DA * HEALTH 4 5

Special Rule: As these Divine Objects are portable, they are not based as normal Divine Objects.

The totem is hit on 4+

 

----- ALLIES -----

T'Aurs may include a Fautyrs CORE Unit, or a Hero of Essence, per T'Aurs Chieftain

Minotaur 0.02

General Command level from 3 to 4.
Greathorns renamed to Generals Herd and elaborated of exuipment options.
lureblowers size lowered to 1
clan herolds size lowered to 1
added chieftains
added totemist
Bighoofs changed to Wildhoofs
Added Thickhides
Added Chariots
added Packhoofs with feral hounds
Changed Auxiliary descrptions and unit sizes
Altered Allies description

Minotaur 0.03

Renamed Minotaurs to T'Aurs

Added Mana Manipulators

Moved Satyrs to Allies

Altered Unit names slightly to reflect the various T'Aur types

T'Aurs 0.04

 

Moved Wildhoof from CORE to AUXILIARY and...
One Unit may buy Ancient Runes armour making them immune to Magic.

One Unit may buy Ancestral Bones armour making them cause FEAR .

 

Altered Armour values for Surehoof & Thickhides so they can't be Armour 0.

 

Hounds may get Skull Armour so they cause FEAR.

T'Aurs 0.05

Changed and added to Wildhoofs Armour options.

Added a Hunters Unit

T'Aurs 0.06

Lowered Lighthoof Morale by 1.

Gave Packhoofs a new Weapon type/combo.

Renamed Thickhides to Bighoofs.

Renamed Shamans to Furhoofs.

T'Aurs 0.07

Altered the theme description so that low class crudeness gear and upper class refined are mentioned.

T'Aurs 0.08

Lowered T'Aurs general move from 8" to 7".

Lowered several Units Health from 3 to 2, so now only the General has 3 Health.

T'Aurs 0.09

Altered Core Units Banners so they add +1 to Morale.

Altered Core Units Musicians so they wield Carnyx Horn making the Unit cause Fear.

T'Aurs 0.10

Due to their size the T'Aurs all add +1 to wielded Weapons Reach.

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