Forum
Tatongōl 1.3.0
Quote from IoM-Christian on 2020-09-11, 14:52
----- 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


| ----- 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
Quote from IoM-Christian on 2022-06-02, 17:22Tatongol - 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 0.1
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.
Quote from IoM-Christian on 2022-06-03, 12:56Tatongol - 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
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

Quote from IoM-Christian on 2022-06-05, 22:03Decided to include 0-1 Unit of Black Hat Dancers, with Abilities to banish Arisen or calm Attackers.
https://www.namgyalmonastery.org/the-rituals/ritual-dances/black-hat-dance/
Decided to include 0-1 Unit of Black Hat Dancers, with Abilities to banish Arisen or calm Attackers.
Quote from IoM-Christian on 2022-06-06, 22:53Tatongol 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 0.3
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...
Quote from IoM-Christian on 2022-06-07, 21:44Tatongol 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.
https://youtu.be/3xzdJYpR1nM
Vajra in right hand, Damaru as well. Bell in left, hand at hearts height, Varja/Damaru a little lower.
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.
Quote from IoM-Christian on 2022-06-13, 08:33Tatongol 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 0.5
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.
Quote from IoM-Christian on 2022-06-14, 17:31Tatongol 0.6
Added units of Mounted Gusts who can buy attacking Hunting Hawk.
Removed shield option from mounted.
Tatongol 0.6
Added units of Mounted Gusts who can buy attacking Hunting Hawk.
Removed shield option from mounted.
Quote from IoM-Christian on 2022-06-15, 12:02Tatongol 0.7
Added Bolt Thrower to Engines.
Added Transport Wagons to Support.
Altered Black Hat Dancers and Sunchild slightly.
Tatongol 0.7
Added Bolt Thrower to Engines.
Added Transport Wagons to Support.
Altered Black Hat Dancers and Sunchild slightly.
Quote from IoM-Christian on 2022-06-16, 17:18Tatongol 0.8
Altered cost, effects and description of Prisoners.
Tatongol 0.8
Altered cost, effects and description of Prisoners.
