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T’Aurs 1.0.14

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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 CHARGE ATTACK STRENGTH REACH ARMOR HEALTH MORALE
9 11 1 1 1 0-4 3 9

Command Level: May buy up to Command Level 5.

Wiels: Any army weapon

May buy Shield

 

0-2 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 neck hump and dewlap.

MOVE CHARGE ATTACK STRENGTH REACH ARMOR HEALTH MORALE
9 11 1 1 1 0-4 2 9

Wield: As the general.

Armour: as general

Shield: as general

Special Rule: Wound Soaker

 

0-1 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 CHARGE ATTACK STRENGTH REACH ARMOR HEALTH MORALE
9 11 1 1 1 0-3 2 8

Wield: any 1 hand

Special rule: Cause FEAR to all foes within 12".

 

0-1 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 CHARGE ATTACK STRENGTH REACH ARMOR HEALTH MORALE
9 11 1 1 1 0-3 2 8

Wield: any 1 hand

Special rule: Add +1 to any friendly Unit Morale within 12".

 

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

These are often 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 CHARGE ATTACK STRENGTH REACH ARMOR HEALTH MORALE
9 11 1 1 1 0-3 2 8

Weapons: Any army weapon

May buy Shield

Special rule: Chieftains has their own Command level of 1.

 

- - - - - - - - - - - - - - - - - - - - - - - - Core - - - - - - - - - - - - - - - - - - - - - - - -

Any CORE unit may buy...

1 Banner adding +1 to Morale.

1 Musician with Carnyx Horn making the Unit cause Fear.

1 Champion with Command level 1.

 

0-8 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 CHARGE ATTACK STRENGTH REACH ARMOR HEALTH MORALE
8 10 1 1 1 0-2 2 8

Weapons: any

Unit can buy Scouting for 20 points.

 

0-8 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 CHARGE ATTACK STRENGTH REACH ARMOR HEALTH MORALE
9 11 1 1 1 0-3 2 8

Weapons: 2H Falchion/Bludgeon/Glaive/Spear/2H Greataxe/Trifork, r1

 

0-8 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 CHARGE ATTACK STRENGTH REACH ARMOR HEALTH MORALE
9 11 1 2 1 0-4 2 8

Weapons: 1 2H weapon, r2, s1 / 1 or 2 1H weapons, r1

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

May buy Shield @ 5 pts per Model.

 

0-8 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 CHARGE ATTACK STRENGTH REACH ARMOR HEALTH MORALE
8 10 1 2 1 0-4 3 8

Weapons: 2 hand weapons, r2, s1

May buy Shield @ 5 pts per Model.

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

 

- - - - - - - - - - - - - - - - - - - - - - - - Auxiliary - - - - - - - - - - - - - - - - - - - - - - - - -

0-8 Wildhoofs in 1-3 units of 1-4 (Aux)

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

MOVE CHARGE ATTACK STRENGTH REACH ARMOR HEALTH MORALE
9 11 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 armour making them immune to Magic @ 5 pts per factor.

 

0-8 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 CHARGE ATTACK STRENGTH REACH ARMOR HEALTH MORALE
9 11 1 1 1 0-2 2 8

Weapons: 1 Trifork & 1 Net

SPECIAL: Scouting, Ambush

 

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

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

MOVE CHARGE ATTACK STRENGTH REACH ARMOR HEALTH MORALE
8 11 1 1 1 0-2 2 8

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

Can buy feral hounds

0-4 Feral Hounds

MOVE CHARGE ATTACK STRENGTH REACH ARMOR HEALTH MORALE
9 11 1 1 1 0-1 1 -

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

 

- - - - - - - - - - - - - - - - - - - - - - - - Machines -- - - - - - - - - - - - - - - - - - - - - - - -

- - - - - - - - - - - - - - - - - - - - - - - - Support -- - - - - - - - - - - - - - - - - - - - - - - -

0-2 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 CHARGE ATTACK STRENGTH REACH ARMOR HEALTH MORALE
8 10 1 1 1 0-2 2 8

Weapons: None, but wield magic Staffs.

May Buy Mana Manipulator up to level 6

 

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

Jafarabadi Buffalo are the preferred T'Aurs to carry their huge 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 CHARGE ATTACK STRENGTH REACH ARMOR HEALTH MORALE
8 10 1 2 1 0-3 3 8

Wield: any 1 hand

May buy Shield.

Special Rule:

 

- - - - - - - - - - - - - - - - - - - - - - - - Allies - - - - - - - - - - - - - - - - - - - - - - - -

T'Aurs may include a Wickeryadi or 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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