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 purist, but we fully assume them. After all Glorantha is an imaginary world and the only limits are those of your own imagination. We should conclude given the copyright and trademark of Glorantha and RQ, but We are lost in the maze of the various company to which it belongs now! So we will just thank Greg Stafford who basically created and maitained alive this rich world.
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 had been choosen according to the major deity of each pantheon and/or association with ruleship and/or war.
If an army had a RunePriest or a Chaman (Cleric), he had the possibility to ask for a divine intervention once in a battle: The player can rethrow one dice (either an initiative or a combat dice). Of course the player loose this possibility if the cleric die before the bonus is used...
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 (cannot do more than 6). A modified 6 cannot be use for God or Dragon summoning or banishing.
Some army list have specific optional rules. Both player should agree to accept it.
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 exlanations 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 get the RB only if the rune chosen by the player for the army correspond to the rune(s) of the troop type (eg a Paladin get a RB in a sartarite army only 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 he is not fighting against a friend of the army from wich the mercenaries are borrow (eg: Sartarites can borrow Sun Dome Mercenaries, but not for a battle against a Lunar Empire army). Mercenaries never get a runic bonus.
The basic rule of HotT that no more than 12AP could be devoted to units costing more than 2AP applied in any case.
When leaders of cults can be either Rune Lord or Rune priest or both, the choice have been provided in order the player can choose between a better warrior or the protection of gods.
Shooter General (WoodLord) P@ 2AP 1
upgrade 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 sens of the word. Not done yet.
Warband General (Duck or Satyr and bodyguards) @ 2AP 1
regrade General to Beasts (Centaur) b @ 2AP 0 or 1
regrade General to Blade (Lesser Minotaur) @ 2AP 0 or 1
regrade general to Behemoth (Great Minotaur) @ 4AP 0 or 1
regrade general to Hero (Centaur or Duck Hero) @ 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
Aquatic Lurkers (Ducks) @ 1AP 0 to 2
Stronghold: An Ancien Temple in the Wild
Runes: bm
Friends: Aldryamis
Neutral: Hsunchen, Lunar Empire, Praxian, Sartarites, Uz
Foes: Chaos, Dragonewts, Mostalis
Optional Special Rule: none
Beastmen are connected with the Nature. Their is 4 major species of Beastmen: Centaurs, Minotaurs, Satyrs and Ducks. Some traditions link also Manticores to Beastmen. Beastmen are generally ruled by Centaurs, which are the more numerous of them, but it is not a rule. Not done yet.
Warband General (Broo General and bodyguards) @ 2AP 1
regrade General to Hero (Vampire, Chaos runelord) @ 4AP 1
regrade General to Aerial Hero (Vampire) @ 6AP 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 6
Hordes c(Broos, Zombies, etc) @ 2A 4 to 12
Stronghold : Some unholly 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.
Hero General (High Priest) @ 4AP 1
regrade General to Aerial Hero (High Priest) n @ 6AP 0 or 1
Hero (Priest/Nobles) @ 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 obey to rules 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 dont 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.
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 tigers, Bears, Wildbear, etc...) b@ 2A 0 to 6
upgrade Beast to Behemoth (as 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 couple of runes asssociated to his army instead of the two already defined. The RB will be provide 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 beasts and behemoths. Made with barbarians available from many different company. Dinosaurs, mammoth and beasts are plastic toys.
Knight General (Provincial Governor) @ 2AP 1
Regrade the General to Blade (Steel Sword general) 1
Regrade the General to 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 to 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 element. Most of the miniatures are from Wargame Foundry. The Crimson Bat is a plastic toy repainted.
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 gloranthan dwarves. They are suposed to be mineral. Trolls find them just tasteless. Exclusively made of Wargame Foundry and Game Workshops miniatures. Probably the less gloranthan in the spirit, but who can resist the pleasure to play a dwarf army?
Cleric General (Herd-Kahn) m@ 3AP 1
regrade General to 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 colored army. The Praxians are the nomad breeders of the plain of Prax. There is 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 the flesh. There is also minor or legendary tribes like 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 was a recurrent NPC changing side with the wind. It is made of an harcore of Scythian from Wargame Foundry and Old Glory remonted on various animals. Zebra are Wargame Foundry's mules, Bison are from Westwind, Sables from Ral Partha and Rhino and High Llama are toy figures. Baboon and Morokanth are old Citadel gloranthan figures.
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 t(Swords of Humakt) @ 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
Aquatic 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 it are Wargame Foundry. The ducks are glorathan ducks from Citadel.
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 Ral Partha 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 litterature is very rich, but mainly based on recipe books about how to prepare the others living species. They nevertheless can ally with others for a few times especially to fight Chaos, Aldryamis, Dwarves or Sun followers. The army is made of a few old gloranthian Citadel miniatures and various Troll and orcs from different companies. The recent LotR Game 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.
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 |
Aquatic Lurkers |
Z |
Artillery |
Artillery |
U |
Stronghold |
Stronghold |
u |