13 Jan 2006
Here is an army list I'm working on. I have always been fascinated by the hobgoblins and their mongolian type theme. A while back on a different site I posted a hobgoblin army list, but it turned out to be too much a a historical-type army list than a fantasy one. Here is a new army list I am developing (and would love help on!) that is more fantasy and less historical mongolia.
As a quick note, the fluff is pretty crappy as is and I plan on cleaning it up over time. After the army list I will have a list of stuff I am still working on.
The Hobgoblin Empire
By Ogodei
Rules
Cowardly- Any unit that is cowardly automatically fails any Panic or Break test it is required to make.
Hobgoblins by nature are extremely cowardly creatures, despite their ruthlessness and love for battle.
Brand Prowess- Any model with a brand (including magical Brands) that joins a unit that is Cowardly allows the unit to take Panic and Break tests, but with a -1 penalty.
Brands signify a hobgoblins fearlessness, and that being said will inspire nearby hobgoblins.
Cunning- If a unit with cunning comes into contact with an enemy warmachine void of crew, it may permanently attach three of its own members to the warmachine and operate it as if it were owned by the hobgoblin player. Units with three or less models remaining may not employ Cunning.
During the mighty Hobgoblin Empire of Hobgobla Khan, the hobgoblins showed an aptitude for employing enemy warmachines against them. This imbedded ability to operate warmachines shows a deep cunning, but does not gift hobgoblins with the wisdom to build machines themselves.
Expert Rider- Any model with Expert Rider who is using a Hobgoblin bow may fire the first shot before moving and the second shot after moving, with no movement penalty to the shot. Any model who is mounted is Fast Cavalry, if the usual Fast Cavalry conditions are met.
Hobgoblins are some of the best mounted archers in the world. They are able to shoot a steady shot even while their giant wolf is bounding across the plains.
Items
Lariats- A model with a Lariat strikes first in combat, unless its opponent has the ability to strike first in which case it goes by initiative. If the model with the Lariat hits its target, that target may only get only attack this combat round.
Lassoing is common of the Steppe. Used to bring down large creatures and also in games, hobgoblins have mastered the ability of limiting a targets mobility with the snaring of the lariat.
Hobgoblin Bow- Shortbow, Multifire (x2)
Hobgoblins are world-renowned archers who wield composite bows which are light and easy to fire in rapid succession.
Lords
Khanite
The Khanites of the Steppe are the Khans hand-picked generals, each chosen for their battle prowess, ruthlessness, and bravery. While many hobgoblins are both battle-proven and ruthless, few have the resolve to fight in the face of fear and destruction as do the Khanites. Each Khanite rules over a clan on the Steppe. Khanites always have brands as well as tattoos, to show their fearlessness and to dissolve that confidence among their troops.
M WS BS S T W I A LD
Khanite 4 6 5 4 4 3 4 4 8
Special Rules: Proof of Rule, Expert Rider
Proof of Rule- A Khanite must always take a brand, and as such always counts as branded.
Dreggiss
The oldest of the magic-wielding female Dregs, the Dreggisses have near complete control over the raw winds of magic that make their way to the Steppe.
M WS BS S T W I A LD
Dreggiss 4 3 3 3 4 3 3 1 7
A Dreggiss is a level 3 wizard who may use the Lores of Beast, Fire, and Life.
Heroes
Chief
Under the Khanites are the chiefs. A chief is a warrior picked by the Khanite for his own aptitude in battle. The chiefs of the Steppe typically do not have the resolve that the Khan or Khanites have, but have the skill and cunning required to lead their brethren. It is common for a chief to be branded.
M WS BS S T W I A LD
Chief 4 5 4 4 4 2 3 3 7
Special Rules: Expert Rider
Dreg
Hobgoblin females are prone to feel the touch of the winds of magic that blow through the endless blue skies of the step. This constant tap into such raw power drains the females, slowly withering them into leathered and wrinkled beings. But this transformation comes with power. The longer and more willing a female attunes herself to these powers through the shamanistic rituals of the hobgoblins, the more apt she becomes to wield them against foes.
M WS BS S T W I A LD
Dreg 4 3 3 3 3 2 3 1 6
A Dreg is a level 1 wizard who may use the Lore of Life, Beasts, or Fire.
Brandah (Brander)
Within hobgoblin society, courage is a favored characteristic. Being said, a ritualistic practice as old as the race is that of being branded. A brand is a painful and frightening experience, involving the searing hot metal of the brand being pressed nearly to the bone within a hobgoblins flesh. Some brands are given using a brand with magical properties either imbedded in it or within the flames of the fire. This ceremony and tradition is symbolic and has an effect on status within hobgoblin society. A brand represents fearlessness, and puts a hobgoblin within the upper tiers of its community. It is the Brandas, the hobgoblins with a fetish for fire, metal, and the smell of searing flesh, that are trusted to administer these brands. In battle, Brandas have been known to perform complex rituals passed down for generations to bestow mystic powers upon any branded members of the army.
M WS BS S T W I A LD
Brandah 4 4 4 3 3 2 3 2 6
Special Rules: Cowardly
Core
Hobgoblins
Hobgoblins of the Steppe by their nature are warriors, cunning and ruthless. They are also cowards. While loving battle, they only love battle when they have the upperhand. At a moments notice a hobgoblin will run when he suspects his advantage is gone. Due to this aspect of their nature, hobgoblins have an almost chivalric respect for courage. Only the courageous ascend to lead the hobgoblins to battle, and only the courageous can keep the hobgoblins from running at the first sign of trouble. Many a tale tell of Brettonian questing knights gaining feast and festival among hobgoblin villages on account of their fearlessness.
M WS BS S T W I A LD
Hobgoblin 4 3 3 3 3 1 3 1 6
Giant Wolf 9 3 0 3 3 1 3 1 3
Special Rules: Cowardly, Expert Riders, Cunning
Nomads
Unlike the warrior hobgoblins of the armies of the Khan, the nomads are the peasants of the Steppe. Unlike typical peasants of other regions, nomads are hardened into warriors of nearly the same right as those trained in the armies by harsh life on the Steppe. They are hunters, gatherers, guards and leaders of their small communities and this being said are more apt for attacking with cunning then the amassed warriors.
M WS BS S T W I A LD
Nomad 4 3 4 3 3 1 3 1 6
Giant Wolf 9 3 0 3 3 1 3 1 3
Special Rules: Cowardly, Migrant Fighters, Expert Riders
Migrant Fighters- Once before the game begins you may move the Nomads.
Special
Snarlahs (Snarlers)
Named after the snarling wolves of the Steppe, these hobgoblins are those who are the bravest of all hobgoblins. Through certain acts, they have earned the right to be given the Fang brand, a brand around the mouth that signifies the epitome of hobgoblin fortitude. They have received this honor by traveling to the great maw down south, the very maw that made the ogres flee and gave the Steppe to the hobgoblins, a place to terrifying for all but the most brave hobgoblins to venture. Others gained the right after fighting in the face of overwhelming horror in defense of Hobgoblia, the capital of the Steppe in the Dragons Teeth valley.
M WS BS S T W I A LD
Snarler 4 4 3 3 3 1 4 1 6
Giant Wolf 9 3 0 3 3 1 3 1 6
Special Rules: All Snarlers count as being branded. Immune to Psychology, Cunning
Undahhands (Underhands)
Many many generations ago, the Hobgoblins held an empire spanning from Cathay in the east to the worlds edge mountains in the west. This empire was built within a single generation under the first Khan, Hobgobla Khan. With the power to inspire his fellow hobgoblins to bravery unseen before or since, the hobgoblins fought back the trained armies of Cathay, the tribes of brutal ogres in the southern steppe, the beasts of the mountains of mourn, the sturdy ranks of the chaos dwarves in the dark lands, and the countless tribes of greenskins in the west. But with the passing of Hobgobla in one of the largest battles in history to the hands of the Cathayans, the empire crumbled due to treachery among the Khanites. The hobgoblin empire was cut into pieces, with the hobgoblins to the west allieing with their greenskin cousins, and the hobgoblins to the south in constant war with the ogre tribes. Cathay built a tremendous wall that would forever keep the hobgoblins from entering their lands.
Since then, the western hobgoblins have changed alliances to that of the Chaos Dwarves. Some however prefer not to be servants to the stunties, and have managed through near-heroic acts to not only escape from servitude but steal many weapons and items from their former masters. These undahands are respected for their daring and their treachery, and using their dwarven weapons are able to deliver destruction in battle. They are prone to treachery though, and a restock of ammunition or a promise of wealth will have them attacking their own troops without hesitation.
M WS BS S T W I A LD
Underhand 4 3 3 3 3 1 3 1 6
Special Rules: Cowardly, Cunning, Treacherous, Stolen Gadgets
Treacherous- Roll at the beginning of your turn. On a 1, the Underhands give in to a bribe by the enemy and fire at any eligible target your opponent chooses. If one is not in range, they do nothing.
Stolen Gadgets-
Wretches
Hobgoblin armies move in huge packs, with the families of the warriors moving with the armies. This movement will many times attract the nomadic clans who will join forces with the Khanites army. The females will often band together and head to battle to sing their eerie throat-song. This song has the power to chill even strong-willed warriors to the bone and break their spirit, while hobgoblins in fact love the sound of it.
M WS BS S T W I A LD
Wretch 4 3 3 3 3 1 3 1 6
Special Rules: Cowardly, Throat-Song
Throat-Song- During the shooting phase, choose an enemy unit within 12. This unit must now past a leadership test at -1. If the unit fails, it immediately breaks. If the unit is in combat, instead of breaking, they get -1 to hit if they fail. May do Throat-Song while in combat.
Trackahs (Trackers)
Trackers are the nomads whose job it is to track down and capture or slay the huge beasts of the Steppe. Working in large packs (when fighting monsters, it takes lots of hobgoblins to keep their confidence), they are able to capture and tame many of the Steppe beasts, then goad them into battle for a local Chief or a Khanite.
M WS BS S T W I A LD
Tracker 4 3 3 3 3 1 3 1 6
Special Rules: Cowardly, Beast Chasers, Scout, Skirmish, Captured Beast
Beast Chasers- As long as the unit has over a Unit Strength of 10, it is not subject to the Cowardly rule.
Captured Beast- The unit may be accompanied by a beast it has captured. When accompanied by a yakkhan, the unit becomes a Rare choice. When accompanying a beast, the unit loses the ability to Scout. They are deployed as a normal unit, with a monster placed within the unit. If the unit is completely destroyed except the monster, roll on the Monster Reaction table.
Shooting at the Trackahs when they have a Captured beast is randomised as such:
Bonnacon1-2
Hobgoblins 3-6
Death Worms 1
Hobgoblins 2-6
Yakkhan 1-3
Trackahs 4-6
Rare
Tengri
The endless ocean of sky over the Steppe is home to vultures the size of dragons, a blaring sun, and the Tengri. These sky spirits make their homes here, where the flat land offers them comfort, a visual parallel of their own airborn home. The Tengri are worshipped by the hobgoblins, who fear them. Often, the devious and mischief-loving Tengri will come down to help a hobgoblin army defeat their enemy. Tengri appear as large-rounded blue humanoids, with an almost mirage-like visage. They never touch the ground, but instead float as if in water, and have long fangs, claws, and wild hair.
M WS BS S T W I A LD
Tengri 3 4 0 4 4 3 6 2 8
Special Rules: Mirage, Fly, Mischievous
Mirage- Sometimes weapons will pass straight through a Tengri, othertimes they will induce mortal harm. A Tengri has a 5+ ward save against mundane weaponry.
Mischievous- Tengri love to play with their enemies, using their simple magic to confuse or disarm their opponents. All mundane weapons count as a single hand weapon against Tengri. (Note this does allow foot units to use hand weapons in conjunction with shields)
Beasts
Bonnacon
Among the beasts captured by the trackers is the Bonnacon. At first seeming to be a black bull, at closer inspection one notices differences, such as the lack of tail and the horse-like mane. A Bonnacon is a creature of fiery temper, and as such not only can breath fire but produces flaming wastes (which are often the prize of nomadic tribes, the Bonnacon essentially produces never-ending fire from which to cook and stay warm).
M WS BS S T W I A LD
Bonnacon 7 3 0 5 4 3 4 3 5
Special Rules: Causes Fear, has a S3 breath weapon, is Frenzied, and has Flaming Wastes.
Flaming Wastes- If a Bonnacon and his trackers are broken in combat and pursued, the pursuers take D6 S4 hits which count as flame attacks.
Death Worms
Trackers who head south, towards the desolate wastes that surround the Great Maw often find Death Worms. These appear to be spawn of the Great Maw itself, being plump, 2 meter long worms with huge razor filled maws and no visible eyes, but in reality are horrendously mutated Steppe worms, burrowing creatures which are poisonous to eat. Their larger counterparts have mutated to spit venomous goo, and are captured due to their easy ability to control.
M WS BS S T W I A LD
Death Worm 5 2 0 4 3 1 1 2 4
Special rules: Immune to Psychology, Spit, Gnashing Teeth
Spit- Death Worms may Spit during the Shooting phase, even if they have moved. Spit has a range of 12, and inflicts D6 S4 hits with no armor saves allowed.
Gnashing teeth- Attacks made by a Death Worm count as armor piercing.
Yakkhan
Named after the hobgoblin rank of khan, a yakkhan is a Steppe yak of immense size and power. These creatures can pummel entire villages into dust by themselves. It is rare a yakkhan is tamed, usually they are killed and can feed a clan for weeks, and the hide can make dozens of yurts. When one is tamed however, its owner is able to crush any who stand in his way.
M WS BS S T W I A LD
Yakkhan 8 4 0 6 5 5 3 4 5
Special rules: Causes Terror, Pummel, Large Target, Thick Pelt
Pummel- When a Yakkhan charges, it causes D6 S6 impact hits.
Thick Pelt- The thick and coarse pelt and furs on a Yakkhan give it a 5+ armor save.
As a quick note, the fluff is pretty crappy as is and I plan on cleaning it up over time. After the army list I will have a list of stuff I am still working on.
The Hobgoblin Empire
By Ogodei
Rules
Cowardly- Any unit that is cowardly automatically fails any Panic or Break test it is required to make.
Hobgoblins by nature are extremely cowardly creatures, despite their ruthlessness and love for battle.
Brand Prowess- Any model with a brand (including magical Brands) that joins a unit that is Cowardly allows the unit to take Panic and Break tests, but with a -1 penalty.
Brands signify a hobgoblins fearlessness, and that being said will inspire nearby hobgoblins.
Cunning- If a unit with cunning comes into contact with an enemy warmachine void of crew, it may permanently attach three of its own members to the warmachine and operate it as if it were owned by the hobgoblin player. Units with three or less models remaining may not employ Cunning.
During the mighty Hobgoblin Empire of Hobgobla Khan, the hobgoblins showed an aptitude for employing enemy warmachines against them. This imbedded ability to operate warmachines shows a deep cunning, but does not gift hobgoblins with the wisdom to build machines themselves.
Expert Rider- Any model with Expert Rider who is using a Hobgoblin bow may fire the first shot before moving and the second shot after moving, with no movement penalty to the shot. Any model who is mounted is Fast Cavalry, if the usual Fast Cavalry conditions are met.
Hobgoblins are some of the best mounted archers in the world. They are able to shoot a steady shot even while their giant wolf is bounding across the plains.
Items
Lariats- A model with a Lariat strikes first in combat, unless its opponent has the ability to strike first in which case it goes by initiative. If the model with the Lariat hits its target, that target may only get only attack this combat round.
Lassoing is common of the Steppe. Used to bring down large creatures and also in games, hobgoblins have mastered the ability of limiting a targets mobility with the snaring of the lariat.
Hobgoblin Bow- Shortbow, Multifire (x2)
Hobgoblins are world-renowned archers who wield composite bows which are light and easy to fire in rapid succession.
Lords
Khanite
The Khanites of the Steppe are the Khans hand-picked generals, each chosen for their battle prowess, ruthlessness, and bravery. While many hobgoblins are both battle-proven and ruthless, few have the resolve to fight in the face of fear and destruction as do the Khanites. Each Khanite rules over a clan on the Steppe. Khanites always have brands as well as tattoos, to show their fearlessness and to dissolve that confidence among their troops.
M WS BS S T W I A LD
Khanite 4 6 5 4 4 3 4 4 8
Special Rules: Proof of Rule, Expert Rider
Proof of Rule- A Khanite must always take a brand, and as such always counts as branded.
Dreggiss
The oldest of the magic-wielding female Dregs, the Dreggisses have near complete control over the raw winds of magic that make their way to the Steppe.
M WS BS S T W I A LD
Dreggiss 4 3 3 3 4 3 3 1 7
A Dreggiss is a level 3 wizard who may use the Lores of Beast, Fire, and Life.
Heroes
Chief
Under the Khanites are the chiefs. A chief is a warrior picked by the Khanite for his own aptitude in battle. The chiefs of the Steppe typically do not have the resolve that the Khan or Khanites have, but have the skill and cunning required to lead their brethren. It is common for a chief to be branded.
M WS BS S T W I A LD
Chief 4 5 4 4 4 2 3 3 7
Special Rules: Expert Rider
Dreg
Hobgoblin females are prone to feel the touch of the winds of magic that blow through the endless blue skies of the step. This constant tap into such raw power drains the females, slowly withering them into leathered and wrinkled beings. But this transformation comes with power. The longer and more willing a female attunes herself to these powers through the shamanistic rituals of the hobgoblins, the more apt she becomes to wield them against foes.
M WS BS S T W I A LD
Dreg 4 3 3 3 3 2 3 1 6
A Dreg is a level 1 wizard who may use the Lore of Life, Beasts, or Fire.
Brandah (Brander)
Within hobgoblin society, courage is a favored characteristic. Being said, a ritualistic practice as old as the race is that of being branded. A brand is a painful and frightening experience, involving the searing hot metal of the brand being pressed nearly to the bone within a hobgoblins flesh. Some brands are given using a brand with magical properties either imbedded in it or within the flames of the fire. This ceremony and tradition is symbolic and has an effect on status within hobgoblin society. A brand represents fearlessness, and puts a hobgoblin within the upper tiers of its community. It is the Brandas, the hobgoblins with a fetish for fire, metal, and the smell of searing flesh, that are trusted to administer these brands. In battle, Brandas have been known to perform complex rituals passed down for generations to bestow mystic powers upon any branded members of the army.
M WS BS S T W I A LD
Brandah 4 4 4 3 3 2 3 2 6
Special Rules: Cowardly
Core
Hobgoblins
Hobgoblins of the Steppe by their nature are warriors, cunning and ruthless. They are also cowards. While loving battle, they only love battle when they have the upperhand. At a moments notice a hobgoblin will run when he suspects his advantage is gone. Due to this aspect of their nature, hobgoblins have an almost chivalric respect for courage. Only the courageous ascend to lead the hobgoblins to battle, and only the courageous can keep the hobgoblins from running at the first sign of trouble. Many a tale tell of Brettonian questing knights gaining feast and festival among hobgoblin villages on account of their fearlessness.
M WS BS S T W I A LD
Hobgoblin 4 3 3 3 3 1 3 1 6
Giant Wolf 9 3 0 3 3 1 3 1 3
Special Rules: Cowardly, Expert Riders, Cunning
Nomads
Unlike the warrior hobgoblins of the armies of the Khan, the nomads are the peasants of the Steppe. Unlike typical peasants of other regions, nomads are hardened into warriors of nearly the same right as those trained in the armies by harsh life on the Steppe. They are hunters, gatherers, guards and leaders of their small communities and this being said are more apt for attacking with cunning then the amassed warriors.
M WS BS S T W I A LD
Nomad 4 3 4 3 3 1 3 1 6
Giant Wolf 9 3 0 3 3 1 3 1 3
Special Rules: Cowardly, Migrant Fighters, Expert Riders
Migrant Fighters- Once before the game begins you may move the Nomads.
Special
Snarlahs (Snarlers)
Named after the snarling wolves of the Steppe, these hobgoblins are those who are the bravest of all hobgoblins. Through certain acts, they have earned the right to be given the Fang brand, a brand around the mouth that signifies the epitome of hobgoblin fortitude. They have received this honor by traveling to the great maw down south, the very maw that made the ogres flee and gave the Steppe to the hobgoblins, a place to terrifying for all but the most brave hobgoblins to venture. Others gained the right after fighting in the face of overwhelming horror in defense of Hobgoblia, the capital of the Steppe in the Dragons Teeth valley.
M WS BS S T W I A LD
Snarler 4 4 3 3 3 1 4 1 6
Giant Wolf 9 3 0 3 3 1 3 1 6
Special Rules: All Snarlers count as being branded. Immune to Psychology, Cunning
Undahhands (Underhands)
Many many generations ago, the Hobgoblins held an empire spanning from Cathay in the east to the worlds edge mountains in the west. This empire was built within a single generation under the first Khan, Hobgobla Khan. With the power to inspire his fellow hobgoblins to bravery unseen before or since, the hobgoblins fought back the trained armies of Cathay, the tribes of brutal ogres in the southern steppe, the beasts of the mountains of mourn, the sturdy ranks of the chaos dwarves in the dark lands, and the countless tribes of greenskins in the west. But with the passing of Hobgobla in one of the largest battles in history to the hands of the Cathayans, the empire crumbled due to treachery among the Khanites. The hobgoblin empire was cut into pieces, with the hobgoblins to the west allieing with their greenskin cousins, and the hobgoblins to the south in constant war with the ogre tribes. Cathay built a tremendous wall that would forever keep the hobgoblins from entering their lands.
Since then, the western hobgoblins have changed alliances to that of the Chaos Dwarves. Some however prefer not to be servants to the stunties, and have managed through near-heroic acts to not only escape from servitude but steal many weapons and items from their former masters. These undahands are respected for their daring and their treachery, and using their dwarven weapons are able to deliver destruction in battle. They are prone to treachery though, and a restock of ammunition or a promise of wealth will have them attacking their own troops without hesitation.
M WS BS S T W I A LD
Underhand 4 3 3 3 3 1 3 1 6
Special Rules: Cowardly, Cunning, Treacherous, Stolen Gadgets
Treacherous- Roll at the beginning of your turn. On a 1, the Underhands give in to a bribe by the enemy and fire at any eligible target your opponent chooses. If one is not in range, they do nothing.
Stolen Gadgets-
Wretches
Hobgoblin armies move in huge packs, with the families of the warriors moving with the armies. This movement will many times attract the nomadic clans who will join forces with the Khanites army. The females will often band together and head to battle to sing their eerie throat-song. This song has the power to chill even strong-willed warriors to the bone and break their spirit, while hobgoblins in fact love the sound of it.
M WS BS S T W I A LD
Wretch 4 3 3 3 3 1 3 1 6
Special Rules: Cowardly, Throat-Song
Throat-Song- During the shooting phase, choose an enemy unit within 12. This unit must now past a leadership test at -1. If the unit fails, it immediately breaks. If the unit is in combat, instead of breaking, they get -1 to hit if they fail. May do Throat-Song while in combat.
Trackahs (Trackers)
Trackers are the nomads whose job it is to track down and capture or slay the huge beasts of the Steppe. Working in large packs (when fighting monsters, it takes lots of hobgoblins to keep their confidence), they are able to capture and tame many of the Steppe beasts, then goad them into battle for a local Chief or a Khanite.
M WS BS S T W I A LD
Tracker 4 3 3 3 3 1 3 1 6
Special Rules: Cowardly, Beast Chasers, Scout, Skirmish, Captured Beast
Beast Chasers- As long as the unit has over a Unit Strength of 10, it is not subject to the Cowardly rule.
Captured Beast- The unit may be accompanied by a beast it has captured. When accompanied by a yakkhan, the unit becomes a Rare choice. When accompanying a beast, the unit loses the ability to Scout. They are deployed as a normal unit, with a monster placed within the unit. If the unit is completely destroyed except the monster, roll on the Monster Reaction table.
Shooting at the Trackahs when they have a Captured beast is randomised as such:
Bonnacon1-2
Hobgoblins 3-6
Death Worms 1
Hobgoblins 2-6
Yakkhan 1-3
Trackahs 4-6
Rare
Tengri
The endless ocean of sky over the Steppe is home to vultures the size of dragons, a blaring sun, and the Tengri. These sky spirits make their homes here, where the flat land offers them comfort, a visual parallel of their own airborn home. The Tengri are worshipped by the hobgoblins, who fear them. Often, the devious and mischief-loving Tengri will come down to help a hobgoblin army defeat their enemy. Tengri appear as large-rounded blue humanoids, with an almost mirage-like visage. They never touch the ground, but instead float as if in water, and have long fangs, claws, and wild hair.
M WS BS S T W I A LD
Tengri 3 4 0 4 4 3 6 2 8
Special Rules: Mirage, Fly, Mischievous
Mirage- Sometimes weapons will pass straight through a Tengri, othertimes they will induce mortal harm. A Tengri has a 5+ ward save against mundane weaponry.
Mischievous- Tengri love to play with their enemies, using their simple magic to confuse or disarm their opponents. All mundane weapons count as a single hand weapon against Tengri. (Note this does allow foot units to use hand weapons in conjunction with shields)
Beasts
Bonnacon
Among the beasts captured by the trackers is the Bonnacon. At first seeming to be a black bull, at closer inspection one notices differences, such as the lack of tail and the horse-like mane. A Bonnacon is a creature of fiery temper, and as such not only can breath fire but produces flaming wastes (which are often the prize of nomadic tribes, the Bonnacon essentially produces never-ending fire from which to cook and stay warm).
M WS BS S T W I A LD
Bonnacon 7 3 0 5 4 3 4 3 5
Special Rules: Causes Fear, has a S3 breath weapon, is Frenzied, and has Flaming Wastes.
Flaming Wastes- If a Bonnacon and his trackers are broken in combat and pursued, the pursuers take D6 S4 hits which count as flame attacks.
Death Worms
Trackers who head south, towards the desolate wastes that surround the Great Maw often find Death Worms. These appear to be spawn of the Great Maw itself, being plump, 2 meter long worms with huge razor filled maws and no visible eyes, but in reality are horrendously mutated Steppe worms, burrowing creatures which are poisonous to eat. Their larger counterparts have mutated to spit venomous goo, and are captured due to their easy ability to control.
M WS BS S T W I A LD
Death Worm 5 2 0 4 3 1 1 2 4
Special rules: Immune to Psychology, Spit, Gnashing Teeth
Spit- Death Worms may Spit during the Shooting phase, even if they have moved. Spit has a range of 12, and inflicts D6 S4 hits with no armor saves allowed.
Gnashing teeth- Attacks made by a Death Worm count as armor piercing.
Yakkhan
Named after the hobgoblin rank of khan, a yakkhan is a Steppe yak of immense size and power. These creatures can pummel entire villages into dust by themselves. It is rare a yakkhan is tamed, usually they are killed and can feed a clan for weeks, and the hide can make dozens of yurts. When one is tamed however, its owner is able to crush any who stand in his way.
M WS BS S T W I A LD
Yakkhan 8 4 0 6 5 5 3 4 5
Special rules: Causes Terror, Pummel, Large Target, Thick Pelt
Pummel- When a Yakkhan charges, it causes D6 S6 impact hits.
Thick Pelt- The thick and coarse pelt and furs on a Yakkhan give it a 5+ armor save.
