I didn't say a spear would save your life only that it'd be dangerous to the rider, he would still trample you before his horse died. You are assuming the people who put the spears in the peasant's hands cared?
Yet it is said that the weapons used by wallace at falkirk was spears, not pikes. But the discription of them clearly describes a pike.
Don't care! = Chaos Lords who are at full health are stubborn
Dodge = Assassins may take a LOS roll versus all hits (as long as 5 RnF are present)
Master of the Bow (WE) = May shoot in CC instead of normal CC attacks, similar to S&S, counts towards CR
Master of the Lance (BR) = CC attacks always hit on a 4+
dive for cover:
works just like GtG, but can do it in the enemy shooting phase.
No escape: Chaos Lord & Exalted Hero, during a challenge any 'overkill' wounds can be directed towards a model in the unit of your choice. Roll to hit and wound as you would a regular attack.
One with the arrow: WE chacracters with the 'sniper' special rule do not suffer penalities to hit or wound
Problem with diving for cover is it wont really help in open ground when arrows rain down on your troops from above them. infact im guessing it would increase the chance of them getting hit. Would work for hand guns though i guess![]()
Some sort of rule to help Cavalry back into the game.
It's always bugged me a bit how Ogres get and impact hit and a steel coated horse and rider don't.
Also, I'm not really sure if it would actually change anything, but I want to change the order of hit/wound/save.
Surely you roll to hit, then see if the magical ward deflected the hit, then see if the armour saves the hit, then roll to wound with the attacks that get through the armour, then regeneration.
It just makes more sense (although would slow down the game a bit).
Also, with regeneration, that should be more like the necron thing, so it happens after combat res. and assumes the model is not dead first - I imagine regeneration works a bit slowly
My printable cardboard terrain blog , and the store (latest product: Orc Idol)
Painting log, last pictures: March, 7th, 2013 -> Goblin BSB
Urgat's Armory v0.3 [Blood in the Badlands Siege options]
uh... as people said, kinda wonky.
I do like the idea behind this though. It fits with fluff and does boost the (relatively fragile) combat character. If I was to suggest anything, it would be to downgrade it to a simple ward of 3++ or 2++ for the last wound (can be taken against multi-wound/ Killing blow, but if passed leaves the character on 1 wound). Bearing in mind the Daemonslayer is M3 and can't join units, and it becomes a lot better.
Personally I would prefer to give Daemonslayers HKB (all the time) and allow them to take defensive talismans.
Disembowling slash.
Combat specialist characters only, ie dreadlords etc. ( only w a pair of hw. ).
If one attack hits, wounds, but is saved, the model takes a single str 3 hit as the character takes advantage of the opponent being occupied blocking his her attack.
Limit once per combat round.
Warhammer 6th edition.
Grey knights: wins:8 draws:1 losses:1.
Blood angels: wins:2 draws:0 losses:1.
New projects: dark elves, cygnar, blood angels (brotherhood of blood)
Top one, people would assume that due to a chaos champion, of any kinds pride, that one v one combat stays that way, and its a code of questionable conduct. Ie lord would not lash out at bystanders while he massacres the challenger.... So change to a ld debuff of -1 per 2 overkill pts.
One with the arrow, single shot, refills to hit and wound.
Warhammer 6th edition.
Grey knights: wins:8 draws:1 losses:1.
Blood angels: wins:2 draws:0 losses:1.
New projects: dark elves, cygnar, blood angels (brotherhood of blood)
So people want to boost their characters heh? Fair enough:
Orc characters: Headbutt - at the beginning of the combat, the orc character headbuts his target (1 attack roll to hit as normal). If the attack hits, it doesn't wound, but the opponent needs 6s to hit for the remainder of the turn.
Goblin characters: Groin Puncher - same as Headbutt, just lower.
Heh.
My printable cardboard terrain blog , and the store (latest product: Orc Idol)
Painting log, last pictures: March, 7th, 2013 -> Goblin BSB
Urgat's Armory v0.3 [Blood in the Badlands Siege options]
Urgat, I was going to say, eadd' butt, hell yeah, that's in style, make a toughness test to avoid being dizzy.
Groin punch...... Um, smash em crown jewlz, str test to keep from crying.... ( male characters must test at -1 ) gobbo gets +1 to hit, opponent gets -2.
Warhammer 6th edition.
Grey knights: wins:8 draws:1 losses:1.
Blood angels: wins:2 draws:0 losses:1.
New projects: dark elves, cygnar, blood angels (brotherhood of blood)
Forgive me guys, I'm just going to hit you with some rules I wrote 10 years ago - part of my abandoned project Advanced Warhammer.
Just 2 notes:
1. My version of parry was that enemy re-roll 1 successful hit (Mordheim?)
2. Critical Strike was like Killing Blow except no AS, and 2 Wounds. Applicable to monsters as well.
FORMATIONS
Open Formation - Standard 8th Edition. I had rules where multiple ranks fight in stepped initiative order. Step Up and Supporting attacks is better.
Shield Wall - I've edited it slightly to simplify it.
Some infantry units at different times use the defensive shield wall. Whilst hard to coordinate and slow on the move a shield wall provides some protection from missile fire, and can hold back superior numbers where an open formation would be overwhelmed and fail.
To form into a shield wall formation a unit must pass a leadership test at the beginning of a turn, and only if unengaged in combat. A unit in a Shield wall cannot march. Both the unit and any enemy engaged toward the front facing lose one rank of Supporting Attacks (so normal infantry attack with one rank, horded infantry 2 and so on and so forth.). In addition the unit in Shieldwall formation adds +1 to it's armour save representing the extra protection afforded by the overlapping shields.
The unit counts as being stubborn whilst in combat. However if they lose combat by more than their rank bonus the Shieldwall is broken and they cannot reform and declare a new shieldwall unless they are unengaged.
Additionally if an enemy unit loses combat by less then their own rank bonus they do not flee.
A Unit in Shieldwall formation can elect to pursue a broken enemy but roll 3D6 picking the lowest 2 dice. I they pursue the Shieldwall is considered broken.
Incoming! Or receive fire, or DUCK!
When under fire stationary units do not sit idly by and take fire. Troops duck down and raise their shields against arrows protecting vulnerable spots, or moving out of the way of larger missiles. However, units under fire are susceptible to assaults, being disorderly, distracted and generally rattled by the experience.
A unit that is stationary or has moved up to ½ its move may avoid fire. The unit must take a leadership test at base leadership. Subtract 1 for units with a base initiative of 2 or less, no modifier for units with I3, and a +1 modifier for units of I4 or higher. If successful the units gets an extra +2 to their Armour save. Against missile weapons, which allow no save, the unit receives a 6+ Dodge save.
However if charged next turn, the unit counts as having –1WS for the turn, and the enemy units gains +1 to hit.
Only infantry units equipped with shields, or in cover/difficult terrain can use this formation.
Last edited by Kurnous the Hunter; 11-05-2012 at 13:51.
Orcs & Goblins
Waaagh
The Power of the waaagh is the manifestation of the excitement of greenskins. As Orcs and to a lesser extent goblins get more excited in the heat of battle and grow in confidence the power of the waaagh dissipates. The power of the waaagh is used by shamans instead of the winds of magic for their spellz. However the power of the waaagh also extends to all greenskins. As the waaagh surges, the Orc’s grow more and more confident and furious, peaking to a sense of invincibility. Only is events go against them will the power of the waaagh start to falter, and the greenskins return to their normal selves.
Waaagh Points
1 Defeating enemy unit by 2 or more points in combat
2 Routing enemy unit or destroying them in combat
4 Destroying or routing an enemy unit worth twice the units cost in combat
1 Every unit of Orcs over 20, and goblins 30 within 12”.*
1 Every character of 150 points or under killed by a greenskin character
2 Every character of over 150 points killed by a greenskin character
4 Every special character killed by a greenskin character (unless he himself is one.
1-2 Every point scoring waaagh event observed by unit (within LOS or 12")
-1** Witnessing a friendly unit within 12” break from combat.
-2** Panicking
-4** Being broken and fleeing.
-1** For every greenskin character under 150 points killed by enemy
-2** For every greenskin character over 150 points killed by enemy
* Units that are fleeing, panicking or are broken do not count.
** Black Orc ignore event of all other greenskins, and Orcs ignore these event when they occur to goblins.
Waaagh Table Effect
1-3 None
4 +1 Ld
5-6 +1WS
7 +1I
8 re-rolls LD tests
9 Unit subject to frenzy
ORC ABILITIES
Each and every orc is different. This is not anymore apparent then between Orc Chieftains and normal Orcs, and between each other. Each Orc Chieftain and warlord has a different personality, and temperament, though in no way are any close to nice!
Orc Chieftains can have two skills and Warlords up to three.
Remember that a “premium” is paid for extra skills, 10 points for the second and 15 for the third.
Massive stature 40 points (cannot be given to Black Orcs)
This orc has almost monstrous proportions. Absolutely huge and murderously strong.
Strength is increased to a maximum of 5. Also model receives +1 wounds
Ferocity 25 points
All Orcs are ferocious beasts. However some are monstrously ferocious even compared to their kin. Bloodthirsty and extremely violent these Orcs are terrible to behold.
The model may make an extra attack, for each model it wounds, to a maximum of 2.
Mighty Arm 20 points
This orc is hugely strong. So strong in fact that most weights feel like nothing.
The Orcs Strength is improved by 1 to a maximum of 5. If strength is already 5 the count all hits with +1S. In addition the Orc can carry a great weapon in one arm though the bonus for this weapon is only +1S.
Eadbutt 20 points
Eadbutting is a favourite past time, and important ritual to the orcs, particularly to Black Orcs. Some orcs are skillful enough to use this in battle dazing those foes that come to close before dispatching them.
This attack is made last. If it hits, the enemy must take a toughness test. The target gets an armour save with a –3 modifier. If the model fails the toughness test and armour save then it is dazed and confused the next turn it attacks, losing d3 attacks. If the model rolled a 6 on the toughness test then it also loses 1 wound.
Bellow 20 Points
So ferocious and terrifying is this Orc’s cry that it puts the fear of death to any Orcs who hear it as well as any enemies!
When charging an enemy unit, it must take a leadership test. If failed the unit has
-1WS for that turn. In addition the orc can use this ability to help units close by to rally. Any one unit within 6” is automatically rallied next turn.
Only one of these effects can be used in any one turn.
Strategizt. 25 points
With a deep cunning and a rudimentary intelligence greater the most other orcs, this orc is no idiot.
This Orcs base strategy rating is increased by 2.
Big Waaagh!!! 20 points
More then most Orc Chieftains, this Orc and his actions seem to be able to generate more Waaagh.
The Orc starts with 1 extra Waaagh point at the start of the battle. He also generates an extra waaagh point for his actions.
Indomitable 30 points (Warlord Only)
Orc warlords tend to think of themselves as the hardest of the hard. This warlord thinks that nothing can defeat him and his Orcs, and his troops don’t tend to want to disagree.
The unit is immune to panic, and fear. The unit also counts as stubborn.
Smash! 25 points
Orc chieftains tend to be brutally Strong and extraordinarily heavyset. Some of them have a particular talent at absolutely smashing anything they face. When used with a typically large Orcy weapon, even the largest and mightiest of foes are in grave danger.
Against large creatures, the character can sacrifice all his attacks to make one huge attack. The attack is at +2 S and causes D3 wounds and he can re-roll his to hit roll. If the target is hit, no matter what the result and it still lives, it is stunned causing –1WS, -2I and, -1A on its next turn. Dragons, Hydra’s, and Greater Daemons are immune to being stunned.
Against units he swings at any models in bases to bases contact + those next to them.
Wood Elves
Elven Agility
In battle, elves use their natural speed, grace and reflexes to good effect. On the attack they lash out with blows of blinding speed, often far too quick for the enemy to follow. Attacking an elf is no easy matter either, their keen senses and awesome reflexes mean that they meet blows with ease, deftly parrying or turning aside before the blow strikes. With bows, elves are very quick to draw and notch their arrows with great deftness they aim and fire, often twice as fast as archers of lesser races.
All elves may re-roll failed to hit-rolls in hand-to-hand combat once per turn. Elves with missile weapons fire twice if stationary. In addition Elves receive a 6+ dodge save.
Expert Archers
The Elves of Loren Forest have perfected the arts of bow making and archery beyond that of even the High Elves. All their bows are fashioned perfectly from the best yew trees, and the arrows within a wood elf’s quiver are the most finely balanced and fletched in the world. All Wood elves are taught archery from a young age, not only to hunt, but also to protect themselves from the beasts and evil creatures, which occasionally enter the forest. Wood elves do not suffer the long range “to hit” penalty. When shooting within short range, hits count as a critical strike on a 6+ to wound.
Magical Talent
Elves as a race are blessed with vast magical talent. They can more keenly see the winds of magic, and understand its intricacies better. Magical power more naturally flow to them as though they are conducts of power. Also the long lives of the elves means they have more time to practice, and study magic as an art. This means that elves are great spell-casters; far better then those of lesser races.
All elves may re-roll any results of 1 on any power or dispel dice as well as spell effects. The second roll of a re-roll counts and no further re-rolls allowed unless any other ability states that it can.
The Guardians of Nature
Wood Elf Practitioners of Magic Get a +1 to their casting rolls when using magic’s from the Lore of Beasts and the Lore of Life.
Wood Elf Battle Lore
The Elves of Loren defend their realm with unrelenting ferocity. The powerful Lords of the Forest, many who have been protecting the forest over many centuries have learnt much about the Lore’s of Battle and are amongst the foremost protectors of the forest.
A Forest Lord may have up to three skills.
A Noble or Elite captain may have 2 skills.
The second skill has a 5-point premium and third skill a 10-point premium.
Lore of the Warrior 20 points
The Lords of the Forest are the Foremost and Mightiest of its protectors. Many over the centuries have mastered the Lore’s of Body and Blade, and are able to strike with astounding power.
This ability gives the model +1S in hand-to-hand combat
Lore of Defence 15 points
The warrior is deft and parries enemy blows with disdainful ease.
First hit per combat phase is ignored.
Lore of the Wayfinder 15 points
The warrior is as silent as the most skilled scout; easily avoiding detection by enemy sentries and lookouts.
The character can lead a unit of scouts that use their scouting ability. He may also use this scouting ability as an individual model.
Lore of Swiftness 20 points
Though all elves are graceful and can easily avoid blows, some elves are particularly adept at dodging at the latest of moments
Foot models only. Cannot wear any form of plate Armour. 5+ dodge save
Lore of the Bow 30 points
Skilled beyond the reckoning of his fellow wood elves, yet alone those of other races, this elf has attained True Mastery of the Lore of the Bow.
The model follows the rules for an expert archer. In addition he may fire as many shots as his attacks characteristic, may re-roll any failed to wound rolls, and can target any models benefiting form a “proximity rule”
Lore of the Death Bringer 55 points
Some of the Forest Kindred have after many centuries, and countless encounters with the enemies of the wood, have learnt to bring swift and sure death to any who oppose him.
May only be use with Hand weapons only, including magical hand weapons. Count weapon as an extra +1 to wound enemy, -1save. Causes a Critical Strike on a 4+ to wound.
Lore of Shadowfastness 60 points
Having achieved a perfect unison with the forces of nature, this elf is unrestrained, and as such can become as quick as the shadows themselves.
Models on foot only. Character receives +1M, +2I, +1A, always strikes first and increases their natural dodge save to 5+dodge save
THE EMPIRE
Skills
The Nobles, Knight Captains and other heroes of the Empire, are far more trained, experienced and talented then their regular Brethren. These Skills help represent their additional talents in battle as well as their individuality.
Parry 10 pointsMany of the Empires fine warriors and captains are skilled enough to parry, even with the clumsiest weapons. Perhaps it is this ability, which gives them their Longevity!Model may parry with any weapon. If already able to parry with a weapon then this skill provides an additional parry.
Marksmen 10 points
Many soldiers of the empire as well as nobles learn to shoot a missile weapon to good effect. Some are even more talented then professionals, able to mark out targets at long range with ease and pour out shot after shot of deadly accurate fire.The character may shot twice with a bow, longbow or Crossbow, or once per turn with a black powder weapon. Also may re-roll the first miss per turn.
Ranger 10 points
Able to move silently and unseen this warrior sneaks up on his foes and performs missions of great daring.The character is a scout. He may lead a unit that has the ability or may use it by himself.
Knightly Skill (Knights Only - Free)Trained from a young age with Sword and lance, this warrior’s skill is testament to the martial prowess of all knights.The model may re-roll any misses once when charging. When charged the Knights fight in Initiative Order, unless armed with a double handed weapon. In this case the knight fights in initiative order against other models armed with double handed weapons.
Knightly Slayer (Knights Only – 15 points)A knight of great talent, daring and martial Prowess is able to wield a large blade to strike down the toughest of foes, and is still able to fend off attackers with ease.Knightly Slayer is an upgrade for and also includes the Knightly Skill. The bearer may parry with a double-handed sword. Causes a Critical Strike on a 6+ to wound.
Step Aside 15 pointsThis warrior is expert at avoiding enemy blows at the last moment, ducking, weaving and dodging out of the way.Warrior gets a 5+ dodge save
Great Strength 20 points
Born from Mighty Lineage or brought up in harsh and hard circumstances this warrior is absolutely huge compared to most of his fellow men, and is capable of immense feats of strength.Model gains +1S.
Inspirational 20 PointsThis hero coming from a more common walk of life is a legend among his fellow commoners. As long as he leads them they will be inspired to fight as daringly and bravely as their great hero.The hero and any unit he accompanies may re-roll leadership tests. Also before each close combat the owning player can nominate to add +1 or -1 to any role the hero and the unit will make, for example, to hit rolls. Only units of commoners can be inspired in this way (no reiksguard Foot Knights, Pistoliers or Knights units).
Fine Swordsmen 25 points (Nobles Only)Many noblemen of the empire have served in the Imperial Army at one time either as a pistolier, Knight or a Captain. However some are taught and trained from a young age to duel by expert swordsmen. These men are naturally some of the most talented swordsmen in the Empire!May only use a sword (of any type). The character receives a +1WS and +1I increase.He strikes in Initiative order regardless of who has charged, and may parry twice. This skill cannot be combined with great strength, as these characters are often too large and clumsy to be finely trained, nor can he use parry, as this skill is part of basic training.
Grand Master 25 points (Knight Marshall Only)
Of the Knight Marshall’s of the Empire, the Grand Masters of the Knightly Orders are the most powerful and respected. Knights of their Order revere them and are inspired by their bravery.Marshall gains +1WS. He and any unit of knights he leads are immune to psychology and stubborn. This “skill” does not take up any of the two additional skills a Knight Marshall can choose from. However a Grand Master takes up an additional Hero’s slot.Wizard AbilitiesThe majority of wizards in the empire are trained in the Colleges of Magic. Here they learn how to control their abilities and to weave spells out of a certain strand of magic. They also learn other skills such as mediation and how to focus in the heat of battle, which is much harder then casting spells in relative peace and quiet.
Battle Wizard 15/30 pointsWizard gets +1WS, +1I and +1A. Costs 15 points for Wizards and 30 for Wizard Lords.Being in the heat of battle many times in his life the wizard is experienced in battle conditions, cool under pressure and able to fend for himself in combat.
Wise 15 pointsWise in the ways of magic and his order this wizard is particularly apt at his form of magic, easily remembering key spells which will be of particular use.The Wizard may pick one of his spells. In addition he gains +1 to his casting roll for this spell!
Sigmarite AbilitiesThe Priests of Sigmar are the Keepers of the Faith in the towns and villages all across the empire. Besides being simple Priests they are warriors much like the Deity they worship, and often a Priest of Sigmar is present within the ranks of the Empires armies, not only to bless the soldiers or heal the wounded, but to instil morale and purpose within the ranks, and lend their formidable skills to the battle. When in battle not only do the Priests fight with skill, but many also call upon Sigmar to perform Holy and mystical feats.
Holy Faith 15 pointsSuch is the faith the Priest has in Sigmar that the God protects him and his fellows from dark and sinister magic’sThe Priest and any unit within 6” have a magic resistance of (1). Against any Dark, Necromantic, Chaos or Skaven Sorcery any spell affecting or cast within 6” of the War Priest counts as having being resisted with a magic resistance of (2).
Evangelist 15 pointsThe Priest inspires those around him with the Wrath of Sigmar.The Priest and any unit he is with (not including Knights, Pistoliers or Characters) hate all enemies.
Power of Sigmar 20 pointsThe Great Sigmar has granted the Priest mystical powers.The priest is able to cast 1 Sigmarite Power per turn. All powers are automatically cast at a Power level of 3.
Sigmarite Powers
Bless - may add +1 to any characteristic of a character within 6” or himself, or +1 tohit.Heal - can be used to restore a wound to self or any friendly model within 6”Protect- saves one wound suffered automatically, till Priests next magic phase. Maybe cast on himself or model within 6”.Smite- place a large round template on the War Priest. Any daemon or undead
underneath suffers a S4 hit.
THE EMPIRES ARMOURY
Special Equipment
This section represents all the uncommon and rare equipment that is used by the soldiers of the Empire. It includes items such as Blessed Weapons to innovative black powder weapons such as the repeater handgun.
Fine Nobleman’s Sword 15 pointsA rare work of art by an extraordinary Weapon smith, this weapon is almost perfectly balanced and retains a very keen and powerful cutting edge.Models wounded by this sword suffer a –1 save modifier. In addition the wielder may re-roll one failed to wound roll once.
Holy Hammer 6 pointsMade of Brilliant Steel and engraved with Holy symbols in Silver, this blessed weapon spells doom to Unholy creatures.The weapon ignores daemonic auras. It adds +1 to wound all undead and Daemonic creatures, and also causes double wounds to them, which must be saved separately.
Blessed Sword 6 pointsBlessed in a Holy ceremony in a fountain of Holy water this weapon cuts through evil creatures with little resistance.Adds +1S against undead and Daemonic creatures.
Silver Ammunition +2 points per Missile weapon.The Witch Hunters use silver extensively in their weapons to fight the unholy creatures of Chaos and Undeath. These munitions burn right through them, unravelling the dark energies, which bind them to the mortal plane.Ignores daemonic auras. It adds +1 to wound all undead and Daemonic creatures, and also causes double wounds to them, which must be saved separately.
Hochland Long rifleDeveloped by the Engineers of Nuln for the Hunters of Hochland this firearm is deadly accurate.Range 40”, Strength 4, Black powder weapon. The model armed with this weapon may aim at characters within units, though this would be at –1 to hit, representing the difficulty of picking out a single target amongst many.
Repeater Handgun.Range 20” Strength 4, Black powder weapon, 3x Multiple shots.Witch Hunter AmuletsIt is unusually indeed to see a witch hunter without an assortment or amulets and trinkets. Many regard this as being over superstitious, but the Witch Hunters know better.
Silver Ward 15 pointsAn amulet or Brooch of Pure blessed Silver, is said to ward off evil. Indeed evil creatures are almost blinded by its brilliance, and their powers are often confounded.Undead and Daemonic creatures must take a leadership test when casting a spell at or attacking the bearer. If failed the bearer is at 6 to hit, or in the case of spells cannot be targeted this turn. If passed the witch hunter is –1 to hit by these creatures and has magic resistance of (1).
Bone Relic 15 pointsThe bones of a Holy priest, or a magical creature such as a gorgon or even a dragon are said to protect its wearers from harm.The bearer has a 6+ ward save. Against Undead or Daemonic creatures, and dark magic’s (Dark, Necromantic, Chaos and Skaven) this ward save is increase to 5+.
Lucky Charm 15 pointsMany witch hunter’s carry a number of charms made of strange materials in exotic arrangements. Some of these do indeed have strange properties, which help the wearer.Once per battle the bearer can re-roll any result and add +1/-1 to any roll he makes or affects him. This result cannot be re-rolled and is final.
Last edited by Kurnous the Hunter; 11-05-2012 at 13:48.