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Tatongōl 1.3.0

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Tatongōl theme

 

----- ARMY -----

1 General and 3 Core Units making up for at least 50% of army total. Rest as described below.

The army in general has very little uniformity, so Models can be of varying poses, armour and weaponry -if kept within the same weapon category (amount of hands and reach) and as much 'What you see is what they wear' armour as possible.

 

----- COMMAND -----

1 Sunchild of the Sky / Moonchild of the Steppes (Gen) 

MOVE ATTACK STRENGTH REACH ARMOR HEALTH MORALE
10 1 0 0 1-5 2 9

Command Level: May buy up to Command Level 8.

Wield either: 1 1H sword, 1 1H club, 1 2H sword, 1 2H spear, 1 2H club, 1 crossbow, 1 bow, or 1 1H lance if mounted.

May buy Shield if not missile, dual or 2H wield

Mount: Horse /

MOVE BARDING
20 0-3

Windhorse /

MOVE BARDING
22 0-3

Camel /

MOVE BARDING
16 0-2

Yak /

MOVE BARDING
18 0-3

Snow Lion

MOVE ATTACK STRENGTH REACH BARDING
22 1 2 0 0-3

If the General is a Sunchild, it may be a Cyan Mentalist up to lvl 5.

If the General is a Moonchild, it may be a Red Mentalist up to lvl 5.

If Sunchild is General, it may buy a Black Crown for 10 points. (Adds to Black Hat dancer ability).

If Moonchild is General, it may buy a Golden Helmet for 10 points. (Adds +1 Morale to Steppes Core Units).

 

0-2 Generals Sky/Moonguard in 1 unit of 1-2 (Cmd)

If a Skychild is General, Guards must be Dabdo Jumpers

MOVE ATTACK STRENGTH REACH ARMOR HEALTH MORALE
10 1 0 0 1-5 1 -

Wielding their ritual 2H Silvery Slapper Club: r1, s1

Special rule: Wound Soaker

Mount: As General.

 

If a Moonchild is General, Guards must be Steppe Chieftains

MOVE ATTACK STRENGTH REACH ARMOR HEALTH MORALE
10 1 0 0 1-5 1 8-

Wield: As General

Shield: As General

Mount: As General

Special Rule: Wound Soaker

 

0-2 Army Banner in 1-2 Units of 1 (Cmd)

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

Wield: 1 1H sword

Mount: Horse /

MOVE BARDING
20 0-3

Windhorse /

MOVE BARDING
22 0-3

Camel /

MOVE BARDING
16 0-2

Yak /

MOVE BARDING
18 0-3

Snow Lion

MOVE ATTACK STRENGTH REACH BARDING
22 1 2 0 0-3

Special Rule: All Tatongol Units within 40 CM gains +1 to Morale. For each Order Token spent the range is extended 10 CM and +1 to the roll.

 

0-2 Musician in 1-2 unit of 1 (Cmd)

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

Wield: 1 1H Vajra, r0, s0

Special Rule: All broken Tatongol Units within 40 CM may take a Morale test to see if they rally. For each additional Order Token spent the range is extended 10 CM and +1 to the roll.

Mount: Horse /

MOVE BARDING
20 0-3

Windhorse /

MOVE BARDING
22 0-3

Camel /

MOVE BARDING
16 0-2

Yak /

MOVE BARDING
18 0-3

 

----- CORE -----

Core Units may buy a Banner, a Musician, and a Champion with Command Level 1-3, for 10 points per level

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

 

0-12 Wind of the Sky in 1-2 units of 4-8 (Cor) if Gen is Sunchild

Armour class 01: cloth

Armour class 02: cloth, arm greaves, loincloth

Armour class 03: cloth, arm greaves, loincloth w. reinforced edge, pauldrons

Armour class 4+

MOVE ATTACK STRENGTH REACH ARMOR HEALTH MORALE
10 1 0 0 1-4 1 7

Crossbow, Bow, Spear, 1/2 1H Sword, 1 2H sword

May buy Shield if not missile, dual or 2H wield

 

0-12 Storm of the Sky in 1-2 units of 4-8 (Cor) if Gen is Sunchild

Armour class 01: cloth

Armour class 02: cloth, arm greaves, loincloth

Armour class 03: cloth, arm greaves, loincloth w. reinforced edge, pauldrons

Armour class 4+

MOVE ATTACK STRENGTH REACH ARMOR HEALTH MORALE
10 1 0 0 1-4 1 7

Crossbow, Bow, Spear, 1/2 1H Sword, 1 2H sword, 1 2H lance, 1 2H short Bow if Mounted

May mount: Horse

MOVE BARDING
20 1-3

The Unit may buy Snow Armour @ 10 pts, adding 1 to Armour with no move penalty.

May buy Shield if not missile, dual wield, 2H wield or mounted.

 

0-8 Mounted Gust of the Sky in 1 unit of 2-8 (Cor) if Gen is Sunchild

Armour class 01: cloth

 

Armour class 02: cloth, arm greaves, loincloth

Armour class 03: cloth, arm greaves, loincloth w. reinforced edge, pauldrons

MOVE ATTACK STRENGTH REACH ARMOR HEALTH MORALE
- 1 0 0 1-3 1 7

1 1H Sword / 1 2H Short Bow

Mount: Horse

MOVE BARDING
20 1-3

The Unit may buy Snow Lions @ 19 Points per mount + barding

MOVE ATTACK STRENGTH REACH ARMOUR
22 1 2 0 0-3

The Unit may buy Snow Armour @ 10 pts, adding 1 to Armour with no move penalty.

The unit may buy 1 Hunting Hawk for each model @ 34 points each

MOVE ATTACK STRENGTH REACH ARMOUR HEALTH
24 1 0 0 0 1

 

0-12 Wind of the Steppes in 1-2 units of 4-8 (Cor) if Gen is Moonchild

Armour class 01: cloth

Armour class 02: cloth, arm greaves, loincloth

Armour class 03: cloth, arm greaves, loincloth w. reinforced edge, pauldrons

Armour class 4+

MOVE ATTACK STRENGTH REACH ARMOR HEALTH MORALE
10 1 0 0 1-5 1 7

1 2H Bow, Spear, 1/2 1H Sword, 1 2H sword

May buy  Shield if not missile, dual or 2H wield

 

0-12 Storm of the Steppes in 1-2 units of 1-8 (Cor) if Gen is Moonchild

Armour class 01: cloth

Armour class 02: cloth, arm greaves, loincloth

Armour class 03: cloth, arm greaves, loincloth w. reinforced edge, pauldrons

Armour class 4+

MOVE ATTACK STRENGTH REACH ARMOR HEALTH MORALE
10 1 0 0 1-5 1 7

1 2H Bow, 1 2H Spear, 1/2 1H Sword, 1 2H sword, 1 lance, 1 2H Short Bow if mounted

May mount: Horse

MOVE BARDING
20 1-3

The Unit may buy Wings of Wind adding +1 move @ 10 points

May buy Shield if not missile, dual wield, 2H wield or mounted.

 

0-8 Mounted Gust of the Steppes in 1 unit of 1-8 (Cor) if Gen is Moonchild

Armour class 01: cloth

Armour class 02: cloth, arm greaves, loincloth

Armour class 03: cloth, arm greaves, loincloth w. reinforced edge, pauldrons

MOVE ATTACK STRENGTH REACH ARMOR HEALTH MORALE
- 1 0 0 1-4 1 7

1 1H Sword / 1 2H Short Bow

Mount: Horse

MOVE BARDING
20 1-3

The Unit may buy Wings of Wind adding +D3 move/+D6 to charge @ 10 points

Unit may buy Feathered Snowflake Horses from Staria @ 12 points each

MOVE BARDING
22 1-3

The unit may buy 1 Hunting Hawk per model @ 34 points each

MOVE ATTACK STRENGTH REACH ARMOUR HEALTH
24 1 0 0 0 1

 

----- AUXILIARY -----

0-6 Monks in 1 unit of 1-6 (Aux)

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

May wield: 1 2H Meteor Hammer, r3 / 1 2H Staff, r2.

 

0-16 Peasants in 1-2 units of 4-8 (Aux)

MOVE ATTACK STRENGTH REACH ARMOR HEALTH MORALE
10 1 0 0 1-2 1 6

1H weapons / 2H weapons

 

0-6 Dabdo Jumpers in 1 unit of 1-6 (Aux)

MOVE ATTACK STRENGTH REACH ARMOR HEALTH MORALE
10 1 0 0 1-2 1 -

Wield: 1 2H Pole r2, 1 2H Meteor Hammer r 3.

Special Rules: Cause FEAR

 

0-6 Awakened Yar'lun in 1 unit of 1-6 (Aux)

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

Wield: 1 1H Kora Sword / 1 1H Club / 2 1H Daggers / 1 2H Trifork / 1 2H Spear / 1 2H Meteor Hammer / 1 2H Club

Special Rule: These may buy Musician, Banner and Champion.

 

0-8 Prisoner in 1-2 unit of 1-4 (Aux)

These can be bought as detachment to any Wind or Storm Unit, but never in a larger Unit than their parent Units size.

MOVE ATTACK STRENGTH REACH ARMOR HEALTH MORALE
10 - 0 0 1 1 -

They may be fielded as one of these types:

If their parent Unit is equipped with missile weapons; they may be fitted with large hayballs, blocking line of sight to Units of any base type. They may be ignited by fire arrows from their parent Unit, making each Prisoner Rampage, causing Fear to anyone within 10 CM.

With Cangue, blocking line of sight to Units of similar base type behind them. When their Parent unit Charge they are forced along and as long as they are alive, they soak up enemy damage.

Mocking Feathers; a thin top plank with large coloured feathers, blocking Line of Sight to Cavalery Sized Bases, can be bought @ 10 points.

Both types activate at the same time as their parent, but can't Charge or Attack by themselves. They merely add their special ability to their parent, the Units behind and the Battlefield in general. If coming outside their parents Charge range, they will flee further away from their parent Unit, attempting to leave the Battlefield.

 

0-2 Dream Shaman in 1-2 units of 1 (Aux)

MOVE ATTACK STRENGTH REACH ARMOR HEALTH MORALE
10 1 0 0 1 1 8

Wield Hand Drum and/or Hand Bell and/or Handheld Prayer Bell, all are r0, s0

Special Rule: Healing

 

0-4 Black Hat Dancer in 1 unit of 1-4 (Aux)

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

They wield 1 Meteor Hammer, and may buy a Musician.

Special Rules: Dances through the Battlefield, banishing all hostility and unworldly things. So, enemy within 8" + 2" per Unit Model must pass a Morale test to Charge or Attack. Furthermore, their Banish Dance can force 1 Arisen Unit, or 1 Attacking Unit to Break. If the General is Sunchild and wears the Black Crown, they may use its energies should their Banish Dance fail, and force the target to re-roll the test.

 

----- MACHINES -----

0-1 War Wagon in 1 units of 1 (Mac)

A two steed pulled Wagon with a crew of 4 Models.

crew

MOVE ATTACK STRENGTH REACH ARMOR HEALTH MORALE
10 1 0 0 1-3 1 7

wield 1 2H Weapon.

They may buy Bows, r20, s0.

Horse

MOVE ATTACK STRENGTH REACH BARDING HEALTH
20 0 0 0 0-3 1

Construction

 MOVE   ARMOUR  HEALTH
-6 3 5

Each steeds reduce the Wagon move modifier by 2 .

Special Rule: Steeds are hit on 1, Wagon on 2-4 and Crew on 5+.

 

0-1 Bolt Thrower in 1 units of 1 (Mac)

A Crew of 4 move and operate this Machine.

MOVE ATTACK STRENGTH REACH ARMOR HEALTH MORALE
10 1 0 0 1-3 1 7

1 1H Weapon

Construction

MOVE ATTACK STRENGTH REACH ARMOUR HEALTH
-4 1 2 70 3 4

Each lost crew reduce Macine move by 2.

Special Rule: Construction are hit on 1-3 and crew on 4+.

 

0-1 Trebuchet in 1 units of 1 (Mac)

A Crew of 4 operates this Machine.

MOVE ATTACK STRENGTH REACH ARMOR HEALTH MORALE
10 1 0 0 1-2 1 7

1 1H Weapon

Construction

MOVE ATTACK STRENGTH REACH ARMOUR HEALTH
- 1 3 100 3 3

Special Rule: Prebattle Deploy (Deployment Zone)

 

0-1 Stone thrower in 1 units of 1 (Mac)

A Crew of 4 operates this Machine.

MOVE ATTACK STRENGTH REACH ARMOR HEALTH MORALE
10 1 0 0 1-3 1 7

1 1H Weapon

Construction

MOVE ATTACK STRENGTH REACH ARMOUR HEALTH
-6 1 3 80 3 3

Special Rule: If it moves, it takes an action to prepare it for firing again.

 

0-1 Battering ram in 1 units of 1 (Mac)

A crew of 6 operates this Machine.

MOVE ATTACK STRENGTH REACH ARMOR HEALTH MORALE
10 1 0 0 1-3 1 7

1 1H Weapon.

Construction

MOVE ATTACK STRENGTH REACH ARMOUR HEALTH
-4 1 3 1 3 4

The construction gives crew+1 Armour.

Special Rule: Each lost Crew reduce move by 2.

 

----- SUPPORT -----

0-1 Book of Dead Spiritcaller in 1 unit of 1 (Sup)

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

Wield: Hand Bell and Prayer Wheel, r0, s0

Special Rule: Spiritcallers can buy Mana Manipulator up to level 5.

Special Rule: Can Summon 1D4 Ghosts that may Charge & Attack a visible Unit within range before they dissolve again.

MOVE ATTACK STRENGTH REACH ARMOR HEALTH MORALE
10 - - 0 - 1 -

They ignore Terrain, Are immune to Psycology. Armed with a Vajra, they wound 1 enemy in base-to-base contact who fail a Morale roll. They can only be harmed by Magic or Dispels and dissolve at once if their Spiritcaller dies.

 

0-4 Transport Carts in 1 unit of  1-4 (Sup)

MOVE ATTACK STRENGTH REACH ARMOUR HEALTH
- - - - 3 2

For each Mounted Unit a Cart can be bought @ 13 Pts.

May be deployed as one continued wall up to 45 CM into the battlefield.

 

0-5 Heavinly Stairs in 1-5 Units of 1 (Sup)  if Gen is Sunchild

This Divine Object is called "... a heavenly hand", extending divine energies.

REACH ARMOUR HEALTH
1DA * HEALTH 4 5

Special Rule: Prebattle Deploy (Deployment Zone).

 

0-5 Feasting Platforms in 1-5 Unit of 1 (Sup) if Gen is Moonchild

This Divine Object is called "... of many moans", awaiting its foe-stuffing layer for champions to feast upon.

REACH ARMOUR HEALTH
1DA * HEALTH 4 5

Special Rule: Prebattle Deploy (Deployment Zone).

 

----- ALLIES -----

0-4 Bambur Ye'Til of the Peaks in 1 unit of 1-4 (All) if Gen is Sunchild

MOVE ATTACK STRENGTH REACH ARMOR HEALTH MORALE
13 2 1 1 2 2 6

2 Great Claws, r1,s1

Special Rule: Cause FEAR

 

0-4 Bambur Ye'Til of the Caves in 1 Unit of 1-4 (All) if Gen is Moonchild

MOVE ATTACK STRENGTH REACH ARMOR HEALTH MORALE
12 1 2 2 2-3 2 6

1 2H weapon, r2,s2

Special Rule: Cause FEAR

Tatongol - beta 0.1

As I've changed the Tatongol to resemble both Mongols of the Steppes and Tibetans of the Mountains, I have also taken the time to begin darfing out what Tatongol army would be like. So I updated the thread and will move it to playable armies when I get a tad longer down the road.

Tatongol - beta 0.2

I've found out that the Monks as such consist of 2 types; Regular Monks as seen in many fantasy and tabletops, and then a more hard core brutes, the Dob-dob's: https://en.wikipedia.org/wiki/Dob-dob

Also theres some sort of Shaman musicians (Lama Mani) seemingly walking around with hand bells, hand drums and/or a handheld prayer wheel: https://en.wikipedia.org/wiki/Prayer_wheel

These will be Support Unit. https://www.youtube.com/watch?v=gglsoln829E

 

The monks playing Dungchen horns, will be a Command Unit: https://en.wikipedia.org/wiki/Tibetan_horn

 

1st Children of the Sky concept

Decided to include 0-1 Unit of Black Hat Dancers, with Abilities to banish Arisen or calm Attackers.

Black Hat Dance

Tatongol 0.3

Decided to insert 2 General types, Sunchild (Tibet inspired) and Moonchild (Mongol) inspired. Selecting either will limit some picks.

Some Units may now only be picked if General is their type.

Moved Black Hat Dancers from Aux to Sup.

Inserted a Ghost summoner to Sup.

Allowed the Generals guard for both types.

Gave each fraction an option to improve 1 of their mounted Units.

Both fractions can have the geresun bamburshe legend; Sunchilds Ye'Til and Moonchilds Archaic.

Awakened inspiration...

https://en.wikipedia.org/wiki/Kham

Tatongol 0.4

Altered the way Spiritcaller Ghosts are equipped and how they deliver Wounds.

All with vajra a ritual weapon symbolizing the properties of a diamond(indestructibility) and a thunderbolt(irresistble force).

1 with huge Praying Wheel, 1 with huge Bell, 1 with Wisdom sword, 1 with Damaru drum.

Vajra in right hand, Damaru as well. Bell in left, hand at hearts height, Varja/Damaru a little lower.

Tatongol 0.5

Monks and Peasants moved from AUX to COR

Added an Army Drum to CMD, and a War Wagon to MAC for Moonchild fraction.

Lowered several units Morale

Lowered Wind & Storm Model totals and their Unit sizes.

Added a Prisoner Unit.

Tatongol 0.6

Added units of Mounted Gusts who can buy attacking Hunting Hawk.

Removed shield option from mounted.

Tatongol 0.7

Added Bolt Thrower to Engines.

Added Transport Wagons to Support.

Altered Black Hat Dancers and Sunchild slightly.

Tatongol 0.8

Altered cost, effects and description of Prisoners.

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