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===Units=== |
===Units=== |
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{{unit-o|Cultist|TT|*}} |
{{unit-o|Cultist|TT|*}} |
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− | {{unit|Acolyte|TT|6|1|0|Passion|alt=(Classic)|alt2=(Alternate)|ava=[''Classic''] [[Alternate Faction Acolytes]] {CW-U12} (x6), [https://petersengames.com/the-games-shop/acolyte-blister-pack/ Acolyte Blister Pack] {RPG-CG-A} (x2)<br>[''Alternate''] [[Tcho-Tcho]] {CW-F5} (x6), [https://petersengames.com/the-games-shop/cultic-set-2/ Cultic Set 2] {EHP-5} (x6) |
+ | {{unit|Acolyte|TT|6|1|0|Passion|alt=(Classic)|alt2=(Alternate)|ava=[''Classic''] [[Alternate Faction Acolytes]] {CW-U12} (x6), [https://petersengames.com/the-games-shop/acolyte-blister-pack/ Acolyte Blister Pack] {RPG-CG-A} (x2)<br>[''Alternate''] [[Tcho-Tcho]] {CW-F5} (x6), [https://petersengames.com/the-games-shop/cultic-set-2/ Cultic Set 2] {EHP-5} (x6), [https://petersengames.com/the-games-shop/tcho-tcho-acolyte-blister-pack/ Tcho-Tcho Acolyte Blister Pack] {RPG-F5-A} (x3) |
+ | |quote=The Tcho-Tcho tribe worships the Great Old Ones in twisted rites. A Tcho-Tcho can be all-too-easily underestimated as a mere primitive, instead of feared as the magic adept and skilled killer that he really is. |
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− | |quote=From his ancient tome he intones the words of power. Beware, sane world. The realm of madness awakens at his command. |
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|etc=The alternate sculpt units replace the classic sculpt Acolytes, and were originally developed for ''[https://petersengames.com/evil-high-priest/ Evil High Priest]''. |
|etc=The alternate sculpt units replace the classic sculpt Acolytes, and were originally developed for ''[https://petersengames.com/evil-high-priest/ Evil High Priest]''. |
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}}{{unit|High Priest|TT|3|3|0| |alt=(Classic)|ava=[[Tcho-Tcho]] {CW-F5} (x3), [https://petersengames.com/the-games-shop/tcho-tcho-high-priest-blister-pack/ Tcho-Tcho High Priest Blister Pack] {RPG-F5-P2} (x2) |
}}{{unit|High Priest|TT|3|3|0| |alt=(Classic)|ava=[[Tcho-Tcho]] {CW-F5} (x3), [https://petersengames.com/the-games-shop/tcho-tcho-high-priest-blister-pack/ Tcho-Tcho High Priest Blister Pack] {RPG-F5-P2} (x2) |
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|abi={{abi|Unspeakable Oath|Ongoing|At the end of any player's Action (even if it is not your turn), Sacrifice your High Priest (return him to your Pool) and gain 2 Power. This may also be done during the Gather Power and Doom Phases.}} |
|abi={{abi|Unspeakable Oath|Ongoing|At the end of any player's Action (even if it is not your turn), Sacrifice your High Priest (return him to your Pool) and gain 2 Power. This may also be done during the Gather Power and Doom Phases.}} |
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|notes=The High Priest is a new type of Cultist, it is Recruited like an Acolyte. Each High Priest generates 1 Power during the Gather Power Phase, can Create and Control a Gate, and can be Captured. Each Faction has only a single High Priest available.<br>This unit may also be used as one of the [[Unique High Priests]]. |
|notes=The High Priest is a new type of Cultist, it is Recruited like an Acolyte. Each High Priest generates 1 Power during the Gather Power Phase, can Create and Control a Gate, and can be Captured. Each Faction has only a single High Priest available.<br>This unit may also be used as one of the [[Unique High Priests]]. |
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− | |quote= |
+ | |quote=The worship focus of the Tcho-Tcho cult, the high priest leads their rituals to enslave the great old one, and bend that cosmic horror to the will of his tribe. |
}} |
}} |
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{{unit-o|Monster|TT}} |
{{unit-o|Monster|TT}} |
Revision as of 18:44, 18 May 2020
Tcho-Tcho is a faction released with Onslaught Two.
Components
Faction
Setup | |||
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8 Power, 6 Acolytes, and a Controlled Gate in the Area with this Glyph: | |||
Unique Ability | |||
Feast (Gather Power Phase): Gain +1 Power for each Area containing both a Desecration token and one or more of your Units. | |||
Spellbook Requirements | |||
Awaken the King in Yellow. | Successfully Desecrate an Area marked with this Glyph: | ||
Successfully Desecrate an Area marked with this Glyph: | Successfully Desecrate an Area marked with this Glyph: | ||
As your Action, select another player to gain 3 Doom points. | Awaken Hastur Receive 1 Elder Sign. | ||
Spellbooks | |||
File:Spellbook - Tcho-Tcho (He Who is Not to be Named).png | He Who is Not to be Named (Action: Cost 1): Move Hastur to any Area containing a Cultist of any Faction. You may then take a second, different Action. You may NOT take The Screaming Dead as your second Action. | ||
File:Spellbook - Tcho-Tcho (Passion).png | Passion (Ongoing): When one or more of your Cultists are Eliminated by an enemy (Killed, Captured, etc.), gain 1 Power. | ||
File:Spellbook - Tcho-Tcho (Shriek of the Byakhee).png | Shriek of the Byakhee (Action: Cost 1): Move any or all Byakhee from their current Area(s) to any one Area on the Map. | ||
File:Spellbook - Tcho-Tcho (The Screaming Dead).png | The Screaming Dead (Action: Cost 1): Move the King in Yellow to an adjacent Area. Any Undead in the same Area can move with him for free. You may then take a second, different Action. You may NOT take He Who is Not to be Named as your second Action.
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File:Spellbook - Tcho-Tcho (The Third Eye).png | The Third Eye (Ongoing): If Hastur is in play, the cost of Desecration is reduced by 1. If the Desecration succeeds, you also receive 1 Elder Sign. | ||
File:Spellbook - Tcho-Tcho (Zingaya).png | Zingaya (Action: Cost 1): Choose an Area containing any of your Undead and at least one enemy Acolyte Cultist. Your enemy Eliminates one of his Acolyte Cultists from that Area. Place an Undead from your Pool into that Area. |
Units
Cultists | |||||||||
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Image | Unit | Quantity | Cost | Combat | Spellbooks | ||||
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Acolyte | 6 | 1 | 0 | Passion | ||||
Availability: [Classic] Alternate Faction Acolytes {CW-U12} (x6), Acolyte Blister Pack {RPG-CG-A} (x2) [Alternate] Tcho-Tcho {CW-F5} (x6), Cultic Set 2 {EHP-5} (x6), Tcho-Tcho Acolyte Blister Pack {RPG-F5-A} (x3) | |||||||||
The Tcho-Tcho tribe worships the Great Old Ones in twisted rites. A Tcho-Tcho can be all-too-easily underestimated as a mere primitive, instead of feared as the magic adept and skilled killer that he really is. | |||||||||
The alternate sculpt units replace the classic sculpt Acolytes, and were originally developed for Evil High Priest. | |||||||||
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High Priest | 3 | 3 | 0 |
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Unspeakable Oath (Ongoing): At the end of any player's Action (even if it is not your turn), Sacrifice your High Priest (return him to your Pool) and gain 2 Power. This may also be done during the Gather Power and Doom Phases. | |||||||||
Notes: The High Priest is a new type of Cultist, it is Recruited like an Acolyte. Each High Priest generates 1 Power during the Gather Power Phase, can Create and Control a Gate, and can be Captured. Each Faction has only a single High Priest available. This unit may also be used as one of the Unique High Priests. | |||||||||
Availability: Tcho-Tcho {CW-F5} (x3), Tcho-Tcho High Priest Blister Pack {RPG-F5-P2} (x2) | |||||||||
The worship focus of the Tcho-Tcho cult, the high priest leads their rituals to enslave the great old one, and bend that cosmic horror to the will of his tribe. | |||||||||
Monsters | |||||||||
Image | Unit | Quantity | Cost | Combat | Spellbooks | ||||
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Undead | 6 | 1 | * | Zingaya | ||||
Combat: Roll 1 fewer die than the total number of Undead in the Battle (e.g., 4 Undead roll 3 dice). | |||||||||
Availability: Tcho-Tcho {CW-F5} (x6), Undead Blister Pack {RPG-CG-Y1} (x3) | |||||||||
Awakened by the power of the King in Yellow, it is no zombie, nor yet a vampire, but an undead mockery, alive and awake and obedient. | |||||||||
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Byakhee | 4 | 2 | * | Shriek of the Byakhee | ||||
Combat: Roll 1 die more than the total number of Byakhee in the Battle (e.g., 4 Byakhee roll 5 dice). | |||||||||
Availability: Tcho-Tcho {CW-F5} (x4), Byakhee Blister Pack {RPG-CG-Y2} (x2) | |||||||||
"Not altogether crows, nor moles, nor buzzards, nor ants, nor vampire bats, nor decomposed human beings; but something I cannot and must not recall."—H. P. Lovecraft | |||||||||
Great Old Ones | |||||||||
Image | Unit | Quantity | Cost | Combat | Spellbooks | ||||
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King in Yellow | 1 | 4 | 0 |
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How to Awaken King in Yellow:
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Desecrate (Action: Cost 2): If the King is in an Area with no Desecration token, roll 1 die. If the roll is equal to or less than the number of your Units in the Area (including the King), place a Desecration token in the Area. Whether you succeed or fail, place a Monster or Cultist with a cost of 2 or less in the Area. | |||||||||
Availability: Tcho-Tcho {CW-F5} (x1), King in Yellow Blister Pack {RPG-CG-Y3} (x1) | |||||||||
Herald of Hastur; ruler of madness and art and joy and pain. Seek not to know what lies behind the Pallid Mask. | |||||||||
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Hastur | 1 | 10 | * |
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How to Awaken Hastur:
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Combat: Equals the current Cost of a Ritual of Annihilation. | |||||||||
Vengeance (Post-Battle): If Hastur is involved in a Battle, choose which Combat results are applied to which enemy Units (e.g., apply a Kill to a particular Great Old One). | |||||||||
Availability: Tcho-Tcho {CW-F5} (x1), Hastur Blister Pack {RPG-CG-Y4} (x1) | |||||||||
Hastur the Unspeakable. Just saying its name can bring about its undesired, frightful presence. |
Expansion Units
Cultists | |||||||||
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Image | Unit | Quantity | Cost | Combat | Spellbooks | ||||
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Acolyte | 1 | 1 | 0 | |||||
Availability: CW Onslaught 3 Stretch Goal Box {CW-E20} (x1) | |||||||||
This unit is used as a Handicap Acolyte. | |||||||||
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High Priest | 1 | 3 | 0 |
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Unspeakable Oath (Ongoing): At the end of any player's Action (even if it is not your turn), Sacrifice your High Priest (return him to your Pool) and gain 2 Power. This may also be done during the Gather Power and Doom Phases. | |||||||||
Notes: The High Priest is a new type of Cultist, it is Recruited like an Acolyte. Each High Priest generates 1 Power during the Gather Power Phase, can Create and Control a Gate, and can be Captured. Each Faction has only a single High Priest available. This unit may also be used as one of the Unique High Priests. | |||||||||
Availability: [Alternate] High Priests {CW-U3-O3} (x1), Cultic Set 2 {EHP-5} (x1), Cultic Set 3 {EHP-6} (x1) | |||||||||
He leads the rites of old. It is time to awaken the great old ones! Iä! Iä! | |||||||||
The alternate sculpt unit replaces the classic sculpt High Priest, and was originally developed for Evil High Priest. | |||||||||
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Brain Cylinder | 4 | 0 | 0 | |||||
Notes: Brain Cylinders are a new type of Cultist. They cannot be Recruited normally, nor can they be placed on the Map due to special abilities that place Units (such as Tcho-Tcho's Desecrate). They cannot use the Move Action, but they may perform any other game Action in addition to all Cultist functions—i.e., they earn Power during the Gather Power Phase, Create, Control, and Abandon Gates, and permit the Recruitment of Cultists in their Areas. To Move a Brain Cylinder, one of your other Units must Move with them. Your Brain Cylinders accompany your other Unit(s) for free in a Move Action, and a single Unit can carry multiple Cylinders. You can also bring Brain Cylinders along using a movement-like ability, as long as that ability allows you to bring other, non-specific Units along. For example, you can relocate them with Submerge, but not with Screaming Dead, Seek and Destroy, Necrophagy, or Shriek of the Byakhee, because these last four mention specific Units that can be moved. Something that modifies the Move Action, such as the Shantaks' Horror Steed ability, would allow it to transport any number of Brain Cylinders (in addition to a Cultist). As Brain Cylinders are Cultists, they benefit from any Spellbooks or abilities that affect Cultists (for example, Black Goat's Frenzy provides them with 1 Combat). They are NOT Acolytes, however, and so to affect a Brain Cylinder, an ability must specify that it affects Cultists (or Units). Brain Cylinders cannot be assigned Pain results in Battle. Because of this, they tend to be left behind in Areas as their owners are driven away in Battle. They are also immune to Pain-like retreats, such as Windwalker's Howl or Pains inflicted by Opener's Dread Curse. Kills can still be assigned to them (remember, Kills must be assigned before Pains, so Brain Cylinders cannot help you avoid Kills or Eliminations in Battle). Important: In addition, Brain Cylinders by themselves do NOT prevent Units from being Pained into their Areas in a Battle. Brain Cylinders by themselves cannot surround and therefore Eliminate enemy Units. Capturing a Brain Cylinder is like Capturing any other Cultist, and follows the same rules. However, when a Cylinder is Captured, you may choose instead to "Convert" it into a Cylinder of your own Faction's Color, leaving it on the Map. Each Faction has a hard limit of 4 Cylinders, so if you already have four Brain Cylinders in play and Capture a fifth, it cannot be Converted. It must be placed on your Faction Card to be Sacrificed in next Gather Power Phase. | |||||||||
Availability: [Token] Yuggoth Map {CW-M3} (x4) [Figure] Shining Trapezohedron {CW-E15} (x4), Brain Cylinder Blister Pack {RPG-E15-10} (x1) | |||||||||
This helpless human, reduced to a mere living brain by the surgical and mechanical skill of the aliens, can now only communicate through electronic devices. What wisdom or warning can he relate? | |||||||||
The Brain Cylinder figures replace the Brain Cylinder Tokens. | |||||||||
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Dark Demon | 1 | 1 | 0 |
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How to Obtain the Dark Demon Loyalty Card: In the Doom Phase, when it is your turn to perform a Ritual of Annihilation, you may pay 2 Doom to obtain this Loyalty Card and then place the Dark Demon matching your Faction's color anywhere on the Map. If you wish, you may also perform a Ritual of Annihilation. Each of the other Factions permanently loses an Acolyte from their Pools (or from the Map, if all are in play) and then adds to their Pools a Dark Demon of their Faction's color. | |||||||||
The Summons (Ongoing): Any Faction with a Dark Demon in its Pool cannot take any Action other than Recruiting the Dark Demon. (You can still choose to drop your Power to 0 and take no more Actions this Action Phase instead). Metamorph (Ongoing): Dark Demons are a new type of Cultist and are treated as Cultists in every way, but they produce 0 Power during the Gather Power Phase. They are Recruited rather than Summoned, so a Controlled Gate is not needed to bring them into play. Dark Demons may Create and Control Gates, and they are worth 1 Power when Captured. They can be targeted by any Spellbooks or abilities that reference Cultists, but not Acolytes. | |||||||||
Availability: Masks of Nyarlathotep {CW-U10} (x1) |
Other components
Other components | |||||
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Image | Component | Quantity | Notes | ||
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Faction Card | 1 | |||
Availability: Tcho-Tcho {CW-F5} (x1) | |||||
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Faction Token | 1 | |||
Availability: Tcho-Tcho {CW-F5} (x1) | |||||
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Power Marker | 1 | |||
Availability: Tcho-Tcho {CW-F5} (x1) | |||||
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Doom Marker | 1 | |||
Availability: Tcho-Tcho {CW-F5} (x1) | |||||
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Growth Counter | 1 | |||
Availability: Tcho-Tcho {CW-F5} (x12) | |||||
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Custom Dice | 1 | Used for Desecration | ||
Availability: Custom Dice Pack {CW-E14} (x1) | |||||
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Gate | 1 | Used for Colour Out of Space | ||
Availability: Eldritch Gate Pack {CW-U9} (x1), Eldritch Gate Pack {CW-U9-O3} (x1) | |||||
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Battle Dice | 20 | |||
Availability: Battle Dice - Tcho-Tcho {CW-U17} (x20) | |||||
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Neutral Unit Identifier | 6 (25mm) 3 (40mm) 3 (50mm) 1 (80mm) |
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Availability: Neutral Unit Identifier {CW-U26} (x13), Neutral Unit Identifier {CW-U26-O4} (x13) |