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{{unit|Acolyte|TT|1|1|0| |alt=(Handicap)|ava=[[CW Onslaught 3 Stretch Goal Box]] {CW-E20} (x1) |
{{unit|Acolyte|TT|1|1|0| |alt=(Handicap)|ava=[[CW Onslaught 3 Stretch Goal Box]] {CW-E20} (x1) |
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|etc=This unit is used as a [[Handicap Acolyte]]. |
|etc=This unit is used as a [[Handicap Acolyte]]. |
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− | }}{{unit|Brain Cylinder|TT|4|0|0| |alt=Token|p=*|alt2=Figure|ava=[''Token''] [[Tcho-Tcho]] {CW-F5} (x4), [[Yuggoth Map]] {CW-M3-O3} (x4)<br>[''Figure''] [[ |
+ | }}{{unit|Brain Cylinder|TT|4|0|0| |alt=Token|p=*|alt2=Figure|ava=[''Token''] [[Tcho-Tcho]] {CW-F5} (x4), [[Yuggoth Map]] {CW-M3-O3} (x4)<br>[''Figure''] [[Shining Trapezohedron]] {CW-E15-O2} (x4), [https://petersengames.com/the-games-shop/brain-cylinder-blister-pack/ Brain Cylinder Blister Pack] {RPG-E15-10} (x1) |
|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).<br>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.<br>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).<br>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).<br>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).<br>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.<br>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. |
|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).<br>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.<br>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).<br>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).<br>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).<br>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.<br>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. |
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|quote=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? |
|quote=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? |
Revision as of 12:51, 19 May 2020
Tcho-Tcho is a faction released with Onslaught Two.
Components
Faction
Setup | |||
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After all other players have set up except Opener and Windwalker: 8 Power, 6 Acolytes, and a Controlled Gate in an empty Area containing a Faction Glyph. Set Ubbo Sathla's Growth counter to 0 on the Doom track. If the High Priest expansion is in use, replace 1 Acolyte with a High Priest. | |||
Unique Ability | |||
Sycophancy (Doom Phase): When an enemy player does a Ritual of Annihilation, either you gain 1 Doom or he earns 1 fewer Doom, his choice. | |||
Spellbook Requirements | |||
Another player performs a Ritual of Annihilation OR Another player has 15 Doom |
Earn an Elder Sign | ||
Own 3 or more Elder Signs | As an Action, remove your Controlled Gate in your Start Area | ||
Any Great Old One is Killed in Battle | Awaken Ubbo-Sathla | ||
Spellbooks | |||
All Tribes | |||
Hierophants (Ongoing): When you earn a Faction Spellbook (including this one), place a High Priest at one of your Gates. If there are no High Priests in your Pool, instead advance Ubbo-Sathla’s Growth counter by 1. When this Spellbook is first taken, if you are using the High Priests expansion, then all Factions place a High Priest at one of their Gates. | |||
Soulless (Ongoing): When Captured and Sacrificed, your Cultists provide 0 Power (instead of the normal 1 Power). | |||
Terror (Battle): Choose one:
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Tsang Tribe | |||
Idolatry (Action: Cost 1): Select an Area containing another Faction's starting Glyph (even if that Faction is not in play). Move any or all of your Units in adjacent Areas into the selected Area. | |||
Martyrdom (Post-Battle): If your High Priest is assigned a Kill, all Kills assigned to your other Units become Pains instead. | |||
Tablets of the Gods (Doom Phase): When you perform a Ritual of Annihilation, you also receive 1 additional Elder Sign for each Gate at which you have any High Priests. Then, Eliminate all your High Priests (this is not optional). | |||
Leng Tribe | |||
Dark Rituals (Action: Cost 0): Flip this Spellbook face down. All Factions with your High Priest(s) in their Start Area must pay you 2 Power or 2 Doom (their choice). A faction with less than 2 Power or Doom is immune. Flip this Spellbook face up again at the Doom Phase. | |||
Fulmination (Post-Battle): If Ubbo-Sathla is Killed in Battle, you may remove it from the game permanently, and gain 1 Elder Sign for each Unit Killed (by either side) in that Battle. | |||
Surprise! (Action: Cost 2): Choose an enemy faction. That player selects and Eliminates one of their Acolytes; replace it with a Proto-Shoggoth from your Pool. | |||
Sarkomand Tribe | |||
Doomsday (Once Only): If you have a Controlled Gate, flip this card face down, then immediately take from the Pool one Independent Great Old One with a cost of exactly 2 or 4 and place it at that Gate. Take its Loyalty Card. | |||
Inerrant (Doom Phase): When you perform a Ritual of Annihilation, gain 1 additional Elder Sign for each enemy-Controlled Gate at which you have any Great Old Ones. | |||
Otherworld Alliances (Ongoing): Your Neutral Monsters and Terrors have +1 Combat. |
Units
Cultists | |||||||||
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Image | Unit | Quantity | Cost | Combat | Spellbooks | ||||
|
Acolyte | 6 | 1 | 0 | Soulless | ||||
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. | |||||||||
Classic sculpt units were provided in Onslaught Three for consistency with other factions. | |||||||||
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High Priest | 3 | 3 | 0 | Martyrdom Hierophants Tablets of the Gods
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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) [Alternate] High Priests {CW-U3-O3} (x1), Cultic Set 2 {EHP-5} (x1), Cultic Set 3 {EHP-6} (x1) | |||||||||
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. | |||||||||
The alternate sculpt unit replaces the classic sculpt High Priest, and was originally developed for Evil High Priest. | |||||||||
Monsters | |||||||||
Image | Unit | Quantity | Cost | Combat | Spellbooks | ||||
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Proto-Shoggoth | 6 | 2 | 1 | Terror | ||||
Availability: Tcho-Tcho {CW-F5} (x6), Proto-Shoggoth Blister Pack {RPG-F5-P1} (x1) | |||||||||
Created by evil past comprehension, the proto-shoggoth is a formless horror that can masquerade, at least temporarily, as a person. | |||||||||
Great Old Ones | |||||||||
Image | Unit | Quantity | Cost | Combat | Spellbooks | ||||
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Ubbo-Sathla | 1 | 6 | * |
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How to Awaken Ubbo-Sathla:
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Combat: Equal to Growth counter on the Doom track. | |||||||||
Hell's Banquet (Doom Phase): Once Ubbo-Sathla has been Awakened, starting with the following Doom phase, and whether or not Ubbo-Sathla is still in play, roll 1d6 and increase its Growth counter by the die roll. | |||||||||
Availability: Tcho-Tcho {CW-F5} (x1), Ubbo-Sathla Blister Pack {RPG-F5-P3} (x1) | |||||||||
The unbegotten source lies at the ancient origin of the world, guarding the carefully inscribed tablets of the elder gods. Can this being, and the wisdom it protects, be brought forward to our time? And if so, should it? |
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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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] Tcho-Tcho {CW-F5} (x4), Yuggoth Map {CW-M3-O3} (x4) [Figure] Shining Trapezohedron {CW-E15-O2} (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. | |||||||||
|
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) | |||||
|
Growth Counter | 1 | |||
Availability: Tcho-Tcho {CW-F5} (x12) | |||||
|
Custom Dice | 1 | Used for Hell's Banquet | ||
Availability: Custom Dice Pack {CW-E14} (x1) | |||||
|
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) |