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Dark Tusk Blood Totem

Faction: Dwarven

Resembling a massive boar, the Blood Totem of the Dark Tusks is a frenzied killing machine responsible for sending more units running in terror than any other Blood Totem. Standing over 11 cubits in height, this monster is powerful enough to shatter walls and doors and thinks nothing of most obstructions. Like many of its soldiers, the Blood Totem will charge tusk first into battle attempting to gore its enemies and hurl them from its path. Because of its uncontrollable fury, Dark Tusks give this creature a wide berth. When not in battle the Blood Totem is frequently chained to help it control the frenzy that overcomes it with no warning. The bellow of a Dark Tusk Blood Totem has been known to send an entire army of Dark Tusks into berserk fury as well as weaken the bladders of its enemies.



Blood Totem with Keeper
Blood Totem with Keeper
© 1998 Target Games

Dark Tusk Blood Totem
Concept Art




Unit Rules from the 2.Edition.

Article print Type: Close Combat Individual

Dark-Tusk Blood Totem (1) Costs: 135
CCRCPWLDACWDST MVARDEFSZ
1610-10 3595 26-14

Special Rules:
- Steadfast
- Causes Fear
- Killing Stroke
- Berserk
- Subterranean Warrior
- You must have a Keeper to purchase the Dark-Tusk Blood Totem.
Equipment:
- The Blood Totem has a Tusk Attack, Natural Weapon - (1x) Tusk (15).
- The Blood Totem may make a Sweep attack with its massive armes. The Totem selects one model in base-to-base contact with it (front facing only) and makes a normal attack against it. If the attack misses, the Sweep attack is over. If it is successful, the model suffers a Slap Attack, Natural Weapon - (1x) Swepp (14) and is knocked back 2 inches. Whether the model save against the damage of the attack is not important towards being knicked back two inches. A swept model must make an LD test to see if it remains on its feet or is knocked prone. The attack will then continue to the next model at a cumulative -1 to Hit penalty until all available models are either swept away or an attack failed. A seep attac will not force back a model of Size 4 or better.
- The Blood Totem may spend tow actions to make a Grab and Hurl Attack agianst a size 3 or less, Natural Weapon - (1x) Grab (9). The Totem makes a CC attack as normal. If the attack successfully hits, the Totem has Grabbed the opponent and will Hurl it. The grabbed model may immediatly make an opposed ST test to dtermine if it can break free before being used as a missile (assuming it survived any Grab Damage). If the model is not able to break free or dies from the Grab attack, the Totem will throw that model up to 12 inches, substracting one inch per size of the model. Thus a Size 2 Elf could be thrown a maximum of 10 inches. If the thrown model is hurled against another model, resolve the attack as a normal RC attack. If the model hits, its Damage is determined by dividing its armor by 1/2. Thus an armored warrior of AR 22 would inflict a DAM 11 against another model. If the hurled model is not initially killed by the Grab, it must make another AR test against a DAM attack equal to 1/2 of the targeted models armor. If the thrown model misses its mark, follow the rules for Deviation to see where it lands. If it hits another model resolve Damage as described above. If it hits the ground, follow the rules for Falling (distance thrown = 1/2 Falling distance) and the model is considered Prone if it lives.
Classification:
Blessed





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First version from 16.12.2012. Last Version from 02.02.2022.

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