Forest Tribes Army Construction Rules

The Great Forest Tribes march to war under the banner of multiple Chieftains, often under a single Chieftain or council of Chieftains who are leading them. Individual Chieftains lead their own warriors into battle. As such, any army of the Great Forest Tribes can also be viewed a great alliance.

Marching to war is dangerous enough, but it's also dangerous for the people left back in the village to now be apart of a village with a diminished number of warriors. As such, Wilders and Rangers are also often called into battle to bolster numbers so that some warriors can stay home to protect the villages.

## Army Construction Rules

To build an army of the Tribes, you will select a number of models from each Tribal Group. Each Model has a points cost associated with it, and each time you include that model, you must pay the points cost. This goes to towards the total number of points you are allowed to have in the game.

There may be a maximum or minimum number of models required in a tribal group. If there is a minimum, you must select at least that many models to build an army of the Tribes. If there is a maximum, you are never allowed to select more than that for any army. The maximum and minimums may vary depending on the game size. A small game of Chornicles is not meant to be more than 650 points while a regular game is best place at 1300 points or less.

In addition, there are certain bonuses when you select certain combinations of Models in each Tribal Group. These bonuses are mutually exclusive with each other and each requires a certain number, up to a maximum number of Models in that battle group. If you select the appropriate number of Models, you become eligible for that bonus. If you are ever eligible for more than one bonus, you must select the one your army will use.

## Tribal Groups

* **Tribe**
	+ Chieftain (1 - 5)
	+ Tribe Warrior (10 - No Limit)
	+ Tribe Wildguard (0 - 25)
* **Ranger Outfit**
	+ Head Ranger (0 - 2)
	+ Ranger (0 - 20)
	+ Stalker (0 - 5)
* **Wilder Pack**
	+ Berserker (0 - 20)
	+ Howler (0 - 20)
* **Wild Mages**
	+ Bear Shaman (0 - 4)
	+ Druid (0 - 3)

## Army Composition Bonus Rules

If you select the requisite amount of Models as specified, you gain the special rules listed below for each group. Each group can only have one special rule in play for the game. So, if you are eligible for more than one per group, you must select one. The requisite number depends on the chosen game size of either a Regular Game (650-1300 points) or a Small Game (0-650 points). Requisites are listed as follow:

- A single number means EXACTLY that number of that Model.

- A number followed by a "+" means at least or more of the number. Example, 10+ Warriors means 10 OR MORE.

- A number with a dash indicates that you may take the minimum up to the maximum listed for that Model. Example 3-5 means exactly three, exactly four, or exactly five of that Model.

- The first number is the number for a Regular Game. The second number if the number for a Small Game. Example: 1/2 Chieftain means Exactly 1 Chieftain for a Small Game and Exactly 2 Chieftain for a Regular Game.

* **Tribe**
	+ **Tribal Pact** - Tribe Warriors treat the Wild Meter as 1 less when rolling for **Feral Forces**.
		- 3/5 Chieftain
		- 25+/40+ Tribe Warrior
		- 10+/25 Tribe Wildguard
	+ **Great Tribe** - The **Critical Mass** Majority Rule for Tribe Warriors now also grants them +X Yellow Dice (not to exceed the number of Warriors in the DUF). Further, they treat the Wild Meter as +1 for the **Critical Mass** rule.
		- 1/1 Chieftain
		- 30+/50+ Tribe Warrior
		- 10+/20+ Tribe Wildguard
	+ **War Tribe** - Tribe Wildguard may re-roll blanks on Orange Dice.
		- 1+/1+ Chieftain
		- 10/10 Tribe Warrior
		- 25/25 Tribe Wildguard
* **Ranger Outfit**
	+ **Shadow Strikers** - The **Never Miss** special rule for Stalkers is now X +1 Ranged Attacks.
		- 1/1 Head Ranger
		- 0/0 Ranger
		- 5/5 Stalker
	+ **Monster Hunters** - Each Ranger in a DUF counts as 2 Rangers when determining the Model in the Majority.
		- 1/2 Head Ranger
		- 10+/20 Ranger
		- 0/0 Stalker
* **Wilder Pack**
	+ **Primal Fury** - Berserkers are now fast, having 8 inch movement instead of 6.
		- 15+/20 Berserker
		- 0/0 Howler
	+ **Primal Fear** - Howlers gain the special rule: Primal Fear - If a DUF contains 3 or more Howlers, the Enemy DUF must always take a Morale Test with a -2 modified to their chosen Morale Stat after each Combat even if they didn't lose the Combat.
		- 0/0 Berserker
		- 15+/20 Howler
* **Wild Mages**
	+ **Shapeshifters** - Bear Shamans can cast spells while in Werebear form.
		- 4/4 Bear Shaman
		- 0/1 Druid
	+ **War Druids** - Models within 4 inches of a Druid treat the Wild Meter as -1 (cumulative with other rules) when rolling for Feral Forces.
		- 0/1 Bear Shaman
		- 3/3 Druid
	+ **Elders** - Bear Shamans gain the Mage Special rule and can cast spells while in Werebear form. Druids add +1 to all their special rules when determining the current value of the Wild Meter. Druids also gain the Elite role and +2 Acts.
		- 1/1 Bear Shaman
		- 1/1 Druid

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