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Chook Riders

Catalogue listings suitable for Chookriders
Packs EG 10, 24
Individual codes - 2,3, 47-50, 57, 99-103

What you need to know about Chookriders

The chookriders are an alliance of human barbarian tribes riding giant chicken-like birds into battle.  The chickens are mostly two-legged but some individuals or tribes prefer the less common four-legged birds.  Chickens were sometimes partially armoured with head and chest protection.  Riders could be lancers, archers or swordsmen.

Chickens are mostly white, but the other colours of smaller domestic modern chickens are also known - one tribe's warlord was noted for his bodyguard of riders all on black chickens.  Favourite tactics involve sending successive skirmish waves against a static opponent and surrounding isolated groups - a reserve of riders on armoured chooks is often deployed to deliver the knockout blow or cover a retreat.

One army collected a number of mutants and monsters - these were kept in pits, either to protect baggage or hidden about the battle field as a nasty surprise.

The only prisoners taken by chookriders are those demanded by mercenary shamen as payment.  Conquered people sometimes provided unenthusiastic foot.  The otherwise unnamed six-armed demons at least once co-operated in assaulting an enemy city.  The demons demanded half the loot and all blonde women prisoners who were subsequently roasted alive, causing only mild regret in the chookriders.

DBFi Style Army list

 Warm.  Ag 2. Rv, RGo, BUA,  H(G).

C-in-C as chookrider or noble                1
Sub-general as above 0-1
Ally-generals as above      0-3
Chookrider armoured nobles - Irr Cv (S) @ 9AP          0-9
Chookriders - Irr LH (S) @ 7AP 20-60
Chookrider scouts - Irr LH (F) @ 4AP 0-1 per command

Six-armed demon allies

Six armed demon ally general - Irr Demon (O) @ 27AP      *1

Six-armed demons - Irr Demon (O) @ 22AP  0-*6

Things from beyond - Irr Lurker (S) @ 3AP          0-2
Mercenary shaman - Irr Ps (I) @1AP or Irr Ps (X) @ 6AP     0-1
Extra to give shaman up to (O) magic ability    Any
Human slaves or conscripts - Irr Hd (O) @ 1AP          0-4
Network of mutant things in pits - TF @ 1AP if protecting camp 2AP otherwise  0-16

Minimums marked * apply if any demons are used, demons must be commanded by a demon general who controls no other troops. 

HOTT style armies

General Knight - armoured chookrider @ 2 AP     1         2
Knights - armoured chookrider riders @ 2 AP    1       4
Riders - chookriders @ 2 AP     7         18
Lurker - mutant things (perhaps in a pit) @ 1 AP    1     19
Behemoth - 6-armed demon @ 4AP  1     23
Hordes - Human slaves or conscripts @ 1AP      1         24

Alternatives - Heroic chookrider @ 4AP, Magician - mercenary shaman @ 4AP, Hordes - massed human slave troops @1AP.

Stronghold -  corral with tethered baggage chooks and guard

FR! style army suggestions

Infantry

Human slaves or conscripts - Mobs @10          0-6

Cavalry

Chookrider armoured nobles -  Heavy Cavalry @40          0-6
Chookriders - Light Cavalry @30          10-30
   Extra to upgrade chookriders to elite @10          0-4

Monsters

Previously summoned demon lord -  Large Monster + Magic Use @120          0-1
Previously summoned demons -  Large Monster @80          0-3

Specials

Network of mutant things in pits -  Traps @20          0-6

Characters

General @150            1
Bearer of the Sacred Banner -  Hero + Army Standard @50 1
Heroes @20  0-3
Earth Shaman - 50/100           0-1
Druid @50/100       0-1

Special Rules

Chooks are deceptively vigorous, the giant riding chooks are faster over medium to long distances than a horse, so all chookrider light cavalry move at 9”/5”.  The mobs can be jugganaughted, if desired.

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from the evil mind of   David F M Brown dfmbrown@mpx.com.au
this site was rapidly constructed by a gang of slavering orcs,

~ otherwise known as B Squared