Gloranthan Army
Lists for 'Hordes of the Things'
By the Bachi Bouzouk Band
1) Introduction
These
lists are an attempt to catch the Gloranthan spirit and inject it
into HOTT. The basic idea is to add a few rules to keep the
specificity of the runic system without alteration of the game
system. It reflects the vision of Glorantha given in the 2nd
and the 3rd edition of Runequest because we are not
familiar with further evolutions. Some of our choices are arbitrary
and could be criticised by Gloranthan purists, but we fully assume
them. After all Glorantha is a fictional world and the only limits
are those of your own imagination. We should conclude giving the
copyright and trademark of Glorantha and RQ, but we got lost in the
maze of the various company to which it belongs now! So we will just
thank Greg Stafford who basically created and kept alive this rich
world.
2) Optional Rules
2.1) The Runic Compatibility System
Each
unit is associated to one or more runes. Each army is associated to a
combination of runes (for some list the player could choose between
several combinations). When one of an unit's rune correspond to one
of the army's rune, the unit get a Runic Bonus (RB) of +1 when total
score is less than opponent's if in close combat. Runes have been
choosen according to the major deity of each pantheon and/or
association with rulership and/or war.
2.2) The Divine Intervention
If an army has a RunePriest or a Chaman (Cleric), he has the ability to ask for a divine intervention once in a battle: The player can rethrow one dice (either a PIP or a combat dice). Of course the player loose this possibility if the Cleric dies before the bonus is used...
2.3) The Runic Initiative
If all the units in the army (excluding the stronghold) have the same associated runes (which is not necessary associated to the army list eg: a Mostali army made of an hero general and 11 blades units), then the player get a +1 bonus to its pip dices (to a maximum score of 6). However, only a raw score of 6 can be used for summoning Gods or Dragons or returning ensorcelled Magicians or Heroes.
2.4) Army's Special Rules
Some army lists have specific optional rules. Both player should agree to accept it.
3) Army Lists
The army list are provides with troop types stronghold type, associated runes, lists of friends, neutral and foes, optional special rune when available and a short explanation. We also provide a few explanations about the general look of the armies and the miniature we used when available (we used 25-28 mm scale miniatures). Neutral relationship ranges from normal diplomatic exchanges to cold war. When a troop type can benefit of a RB, the rune involved is marked. Be careful with the armies with several choices; the units only get the RB if the rune chosen by the player for the army corresponds to the rune(s) of the troop type (eg a Sartarite Paladin only gets a RB if the general is a sword of Humakt). Friendly armies cannot fight each other (eg: an Aldryami army cannot fight a Sun Dome army).
An army can borrow up to 6 AP of mercenaries to a friendly or neutral army list. It can borrow mercenaries from a neutral list only if it is not fighting against a friend of the army from which the mercenaries are borrowed (eg: Sartarites can borrow Sun Dome Mercenaries, but not for a battle against a Lunar Empire army). Mercenaries never get a RB.
The basic rule of HOTT that no more than 12AP can be spent on units costing more than 2AP applies in all cases.
When leaders of cults can be either a Rune Lord or a Rune priest, or both, the choice has been provided in order that the player can choose between a better warrior or the protection of gods.
3.1) Aldryami
|
Shooter General (WoodLord) P@ 2AP |
1 |
|
regrade General to Hero (WoodLord) @ 4AP |
0 to 1 |
|
Cleric (Elder Sister) P@ 3AP |
0 to 1 |
|
Shooters (Elves) P@ 2AP |
6 to 11 |
|
Lurkers (Dryads or Pixies) P@ 1AP |
0 to 2 |
|
Beast (Wild Boar, Centaurs, etc..) @ 2AP |
0 to 4 |
Stronghold: A Sacred Grove
with the Great Tree in the center
Runes:XeP(Aldrya)
Friends:Sun
Dome, Beastmen
Neutral:Hsunchen, Lunar Empire, Praxian,
Sartarites
Foes:Chaos, Dragonewts, Mostalis, Uz
Optional
Special Rule: None
Aldryamis are Glorathan elves. They are supposed to be vegetables. Trolls understand this word in the food sense of the word.
3.2) Beastmen
|
Warband General (Duck or Satyr and bodyguards) @ 2AP |
1 |
|
regrade General as Beasts (Centaur) b @ 2AP |
0 or 1 |
|
regrade General as Blade (Lesser Minotaur) @ 2AP |
0 or 1 |
|
regrade general as Behemoth (Great Minotaur) @ 4AP |
0 or 1 |
|
Blades (Lesser Minotaurs) @ 2AP |
0 to 3 |
|
Behemoth (Great Minotaurs) @ 4AP |
0 to 2 |
|
Beast (Centaurs) b@ 2AP |
2 to 6 |
|
Shooters (Satyrs with Blowpipes) @ 2AP |
0 to 2 |
|
Lurkers (Satyrs) @ 1AP |
0 to 2 |
|
Water Lurkers (Ducks) @ 1AP |
0 to 2 |
Stronghold: A
Grove
Runes:bm
Friends:Aldryamis
Neutral:Hsunchen, Lunar Empire, Praxian, Sartarites,
Uz
Foes:Chaos, Dragonewts, Mostalis
Optional Special
Rule: none
Beastmen are connected with Nature. There are 4 major species of Beastmen: Centaurs, Minotaurs, Satyrs and Ducks. Some traditions also link Manticores to Beastmen. Beastmen are generally ruled by Centaurs, which are the more numerous of them, but it is not always the case.
3.3) Chaos
|
Warband General (Broo General and bodyguards) @ 2AP |
1 |
|
regrade General to Hero (Vampire, Chaos runelord) @ 4AP |
1 |
|
Magician (Walktopus, Jack o' the Bear) c@ 4AP |
0 to 2 |
|
God (Wakhbot or Cacodemon) @ 4AP |
0 to 1 |
|
Behemoth (DragonSnails, Cave Trolls, etc..) @ 4AP |
0 to 2 |
|
Sneakers (Ogres) d@ 3AP |
0 to 2 |
|
Beast (Scorpiomen, Bugbears and other Chaos Beast) @ 2A |
0 to 2 |
|
Hordes(Broos, Zombies, etc) c@ 2A |
4 to 12 |
Stronghold :An unholy
altar
Runes:cd
Friends:none
Neutral:Hsunchen, Lunar Empire
Foes:Aldryamis,
Beastmen, Dragonewts, Mostalis, Praxian, Sartarites, Sun Dome,
Uz
Optional Special Rule:none
The Chaos forces. It is a mixture of a miniature from various company. Game Workshop Beastmen made excellents Broos.
3.4) Dragonewts
|
Hero General (High Priest) @ 4AP |
1 |
|
regrade General as Aerial Hero (High Priest) n @ 6AP |
0 or 1 |
|
Hero (Priest) @ 4AP |
1 or 2 |
|
Beast (Warriors on Demi-bird) @ 2AP |
0 to 4 |
|
Blades (Warriors/Beaked) @ 2AP |
2 to 4 |
|
Warbands (Scouts/Crested) @ 1AP |
4 to 8 |
Stronghold: The
Nest
Runes:n
Friends:None
Neutral:None
Foes:Aldryamis, Beastmen, Chaos,
Hsunchen, Lunar Empire, Mostalis, Praxian, Sartarites, Sun Dome,
Uz
Optional Special Rule: Always the defender.
The Dragonewts are of Dragon breed. They live by different from any other living creatures so nobody can ally with them. This is the reason why they are quoted as friends or neutral to nobody. As they follow their own way, they usually don't try to interfere with others livings creatures thus if they have to fight, it is to defend their nest from aggressives raiders. Trolls find they have a ash taste. Easy to made with various lizardmen from different companies. Dragonewts are supposed to be left-handed.
3.5 Hsunchen
|
Hero General (Clan Chief) r@ 4AP |
1 |
|
Cleric (Tribal Chaman) m@ 3AP |
0 to 1 |
|
Riders (Barbarian Cavalry) @ 2AP |
0 to 2 |
|
Blades (Barbarian Bodyguards) @ 2AP |
0 to 2 |
|
Warbands (Barbarian Tribal Warriors) m@ 2AP |
2 to 8 |
|
Lurkers (Barbarians Slingers or Archers) @ 1AP |
0 to 2 |
|
Hordes (Elders and youths) @ 1AP |
0 to 1 |
|
Beast (Barbarians monted on Sabertooth Cats, Bears, Wildbear, etc...) b@ 2A |
0 to 6 |
|
regrade Beast as Behemoth (Barbarians on Dinosaur, Mammoth, Rhinos) @ 4AP |
0 to 2 |
|
Flyers (Tribe protecting spirits) r@ 2AP |
0 to 2 |
Stronghold:A Barbarian
camp or a raiding ships
Runes:rm (The
Horned God) or bb(Hykim
& Mikyh)
Friends:none
Neutral:Aldryamis,
Beastmen, Chaos, Lunar Empire, Mostalis, Praxian, Sartarites, Sun
Dome, Uz
Foes:Dragonewts
Optional Special Rule:The
player can choose the pair of runes asssociated with his army instead
of the two already defined. The RB will be provided accordingly. The
player should be able to explain the reason of his choice by a small
myth in 2 to 3 sentences. Better if he sings or declaimes it.
Hsunchen are Gloranthan barbarians. Each tribe has its own totemic animal so an army cannot have both beasts and behemoths. Made with barbarians available from many different company. Dinosaurs, mammoth and beasts are plastic toys.
3.6) Lunar Empire
|
Knight General (Provincial Governor) @ 2AP |
1 |
|
regrade General as Blade (Steel Sword general) |
1 |
|
regrade General as Hero (Seven Mother RL) @ 4AP |
1 |
|
Blades (Steel Sword Legion) @ 2AP |
0 to 1 |
|
Spear (Granite, Marble, Onyx etc Phalanx) @ 2AP |
2 to 6 |
|
Lurkers (Thunder Delta Slingers) @ 1AP |
0 to 3 |
|
Riders (Sable Lancers) @ 2AP |
0 to 2 |
|
Knights (Carmanian or Arrappan armoured cavalry) @ 2AP |
1 to 3 |
|
Warbands (Carmanian Warriors) @ 2AP |
0 to 4 |
|
Magician (Members of the Lunar College of Magic, Walktapus) c@ 4AP |
0 to 1 |
|
Dragon (The Crimson Bat) c@ 4AP |
0 to 1 |
|
Hordes (Broos) c@ 1AP |
0 to 4 |
|
Beast (Scorpiomen, Bugbears and other Chaos Beast) @ 2A |
0 to 2 |
|
Sneakers (Nysalor followers) @ 3AP |
0 to 1 |
Stronghold – square Lunar camp or baggage waggons and pack animals
Runes:X6c
(The Red Moon)
Friends:Sun
Dome
Neutral:Aldryamis, Beastmen, Chaos, Hsunchen,
Mostalis, Praxian
Foes:Dragonewts, Sartarites, Uz
Optional
Special Rule:The Lunar Empire army always get a +1 PIP bonus if
none of the units are associated with Chaos (C).
The imperialist forces issued from a powerful and pragmatic culture. This leads them to ally with Chaos and claim that they can master it. The army is designed as an Hellenistic army with some Imperial Roman and Assyrian elements. Most of the miniatures are from Wargame Foundry. The Crimson Bat is a plastic toy repainted.
3.7) Mostalis
|
Blade general (general and bodyguards) @ 2AP |
1 |
|
regrade the General as Hero @ 4AP |
0 or 1 |
|
Blades (Dwarfs with axes) @ 2AP |
3 to 12 |
|
Behemoth (Jolanti - stone-carved giant) @ 4AP |
0 to 1 |
|
Artillery U @ 3AP |
0 to 1 |
|
Lurker (Explosive booby trap) @ 1AP |
0 to 1 |
Stronghold:A
Forge U
Runes:U
(Mostal)
Friends:none
Neutral:Aldryamis, Chaos, Hsunchen, Lunar Empire, Praxian,
Sartarites, Sun Dome
Foes:Aldryamis, Beastmen, Chaos,
Dragonewts, Uz
Optional Special Rule:none
Mostali are Glorathan dwarves. They are suposed to be mineral. Trolls find them just tasteless. Exclusively made of Wargame Foundry and Game Workshops miniatures. Probably the lesst Glorathan in the spirit, but who can resist the pleasure of playing a dwarf army?
|
Cleric General (Herd-Kahn) m@ 3AP |
1 |
|
regrade the General as Hero General (Herd-Kahn or Storm Kahn) @ 4AP |
1 |
|
Hero (Storm Kahn) @ 4 AP |
0 to 1 |
|
Cleric (Respected Elder) m@ 3AP |
0 to 1 |
|
Knights (Bison or High Llama) m@ 2AP |
0 to 8 |
|
Riders (Sabre, Impala, Unicorn, Zebra) a@ 2AP |
2 to 10 |
|
Behemoth (Rhino) @ 4AP |
0 to 1 |
|
Warbands (Newtlings) @ 2AP |
0 to 2 |
|
Hordes (Bolo-Lizards) @ 1AP |
0 to 2 |
|
Lurkers (Baboon) @ 1AP |
0 to 3 |
|
Sneaker (Morokanth) @ 3AP |
0 to 1 |
|
Flyers (Sylphs - wind elementals) @ 2AP |
0 to 2 |
Stronghold:the Block or a
wagon camp
Runes: mtb (Waha)
or tab (if
general is a Storm Kahn)
Friends:none
Neutral:Aldryamis,
Hsunchen, Lunar Empire, Mostalis, Sartarites, Sun Dome,
Uz
Foes:Beastmen, Chaos, Dragonewts
Optional Special
Rule:none
A highly colourful army. The Praxians are the nomad animal breeders of the plain of Prax. There are five major tribes. Four of them are named according to their mounts (Bisons, High Llama, Impala and Sabre, a kind of antelope). The fifth one is the Morokanth tribe: tapir like creatures breeding humans for their flesh. There are also minor or legendary tribes such as the Rhinos, the Zebras, the Unicorns and the Long Noses. The Morokanths are rated as Sneaker because in the campaign one of us played in his youth a twisted Morokanth who was a recurrent NPC changing side with the wind. It is made of an harcore of Scythians from Wargame Foundry and Old Glory remonted on various animals. Zebra are Wargame Foundry's mules, Bison are from Westwind and Rhino and High Llama are toy figures. Baboon, Morokanth and Newtlings are old Citadel gloranthan figures.
3.9) Sartarites
|
Hero General (Thain, Tribal Champion or Wind Lord) W@ 4AP |
1 |
|
Hero (Wind Lord, Storm Kahn or Sword of Humakt) W@ 4 AP |
0 to 1 |
|
Cleric (Wind Voice) @ 3AP |
0 to 1 |
|
Paladins (Swords of Humakt) t@ 4AP |
0 to 1 |
|
Sneaker (Biturian Varosh or other Issaries Merchant) @ 3AP |
0 to 1 |
|
Riders (Nobility, Tribal Cavalry) a@ 2AP |
0 to 2 |
|
regrade nobility as Blades (Housecarls or Humakti) t@ 2AP |
0 or all |
|
Warbands (Tribal Fyrd) V@ 2AP |
2 to 8 |
|
Lurkers (Sartarite archers, slingers and javeliners) @ 2AP |
0 to 2 |
|
Hordes (Tribal Elders and Youths) @ 1AP |
0 to 2 |
|
Water Lurkers (Ducks) @ 1 AP |
0 to 2 |
|
Flyers (Sylphs - wind elementals) @ 2AP |
0 to 2 |
Stronghold:A wind hill or
a great Hall with ditch and fence
Runes:VaW
(Orlanth) or ty(if
the general is a sword of Humakt)
Friends:none
Neutral:Aldryamis, Beastmen, Hsunchen, Mostalis, Praxian,
Sun Dome, Uz
Foes:Chaos, Dragonewts, Lunar Empire
Optional
Special Rule:none
The rebel barbarians from the hills. Made with a mixt of Celts, Vikings, Saxons and Arthurians. Most of them are Wargame Foundry. The ducks are Glorathan ducks from Citadel.
3.10) Sun Dome
|
Spear General o@ 2AP |
1 |
|
regrade general as Hero General (Light Son) @ 4AP |
0 to 1 |
|
Hero (Light Son) @ 4 AP |
0 to 1 |
|
Spear (Sun Dome Phalanx) o@ 2AP |
2 to 8 |
|
Shooter (Sun Dome Bowmen) o@ 2AP |
2 to 4 |
|
Riders (Sable Lancers) @2AP |
0 to 2 |
|
Flyers (Vroks), @ 2AP |
0 to 2 |
Stronghold: A Sun Dome
Temple
Runes: Yo
(Yelmalio)
Friends:Aldryamis,
Lunar Empire
Neutral:Beastmen, Hsunchen, Mostalis, Praxian,
Sartarites,
Foes:Chaos, Dragonewts, Uz
Optional
Special Rule:none
A Greek-like army made mainly with Wargame Foundry Classical and Hellenistic Greeks. Sables are various Scythians and Parthians on toy antelopes.
|
Cleric General (Dark Troll Matriarch) m@ 3AP |
1 |
|
regrade General as Hero (Karr's son or Zorak Zoran Death Captain) @ 4AP |
0 or 1 |
|
Hero (Karr's son or Zorak Zoran Death Lord) @ 4AP |
0 to 1 |
|
regrade Hero as Paladins (Zorak Zoran Death Lord) t@ 4AP |
0 to 1 |
|
Blades (Great Troll) t @ 2AP |
0 to 2 |
|
Warbands (Dark Troll warriors) m@ 2AP |
2 to 4 |
|
Behemoth (Giant Cave Troll) j@ 4AP |
0 to 2 |
|
Hordes (Trollkins) @ 1AP |
2 to 10 |
|
Lurkers (Especially vicious trollkins) d@ 1AP |
0 to 4 |
|
Hordes (Zombies animated by the Zorak Zoran cult) @ 1AP |
0 to 2 |
|
Beasts (Giant beetles or capricorns) @ 2 AP |
0 to 1 |
|
Sneakers (Black Fang Brotherhood hirelings) d@ 3AP |
0 to 1 |
Stronghold:A dark hole in
the ground or a trollball ground
Runes:dm
(Kyger Litor) or
tdj(if the
General is a Death Captain)
Friends:none
Neutral:Beastmen,
Hsunchen, Praxian, Sartarites
Foes:Aldryamis, Chaos,
Dragonewts, Lunar Empire, Mostalis, Sun Dome
Optional Special
Rule: none
Uz are Gloranthan Trolls. They are the children of Darkness. They are friends to nobody because of their eating habits. Trollish literature is very rich, but mainly based on recipe books about how to prepare the others living species. They nevertheless will ally with others for a short time, especially to fight Chaos, Aldryamis, Dwarves or Sun followers. The army is made of a few old Gloranthan Citadel miniatures and various Troll and orcs from different companies. The recent LotR Games Workshop Uruk-Hai made nice dark trolls and Cavern Troll nice cave trolls, but the prices are prohibitive! Wargame Foundry's orclings are good for trollkins.
4) Units tables
|
NAME |
type |
Rune |
|
Dragonewt Hight Priest |
Flying Hero |
n |
|
The Crimson Bat, Wyrms |
Dragon |
c |
|
God avatar |
God |
* |
|
Airboat |
Airboat |
a |
|
Sylphs, tribe protecting spirits |
Flyers |
R |
|
Any RuneLords |
Hero |
WR |
|
Sword of Humakt, Death Lord |
Paladin |
T |
|
Carmanian or Arrapan heavy Cavalry, Bisons, High Lama |
Knights |
m |
|
Heortling Cavalry, Praxian riders |
Riders |
a |
|
Beasts |
Beast |
b |
|
Cave Trolls, Rhinos, Dinosaurs, Giants |
Behemoth |
j |
|
Any RunePriests, Shamen |
Cleric |
mp |
|
Lunar or Chaos Magicians, Walktopus |
Magicians |
C |
|
Ogres, Blackfang Brothers, Nysalor followers, Issaries Initiates, Morokanths |
Sneakers |
d |
|
Heortling housecarls, Great trolls or Karr's sons, barbarian bodyguards, Humakti, Steelsword Legion, Vampires |
Blades |
t |
|
Lunar or Sun Dome phalanx |
Spears |
o |
|
Heortling, Carmanian or barbarian infantry, Dark Troll, Newtlings |
Warband |
mV |
|
Elvish or Sun Dome archers |
Shooters |
Po |
|
Broos, Trollkins, animated deads, tribal home levies, bolo lezards |
Hordes |
C |
|
Baboons, vicious trollkins, any Slingers or javeliners |
Lurkers |
dp |
|
Ducks, Aquatic Trolls, tritons |
Water Lurkers |
Z |
|
Artillery |
Artillery |
U |
|
Stronghold |
Stronghold |
u |
Table 1: Unit Runes