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Your army general must be one of the generic Heroes from your army book, purchased with no magical upgrades (including magical items or other similar upgrades). Heroes can begin the game with non-magical armor and weapons, as well as mounts. The only exception to this rule is that if your hero needs an upgrade to be a level 1 wizard (such as a Warlock Engineer or Branchwraith) you may purchase this upgrade to start. When you first select your army general you must select an Archetype to represent his personality and style of leadership. A characters Archetype entitles him to one special Starting Abilities and a list of abilities he can gain later by achieving Hidden Objectives. You cannot take a Lord choice as part of a warbands army.
Warband Limitations
No more than 2 wizard levels total You can never field more than one model of each of the following unit types. Armies that can take any of these as units with multiple models are still limited to a single model. If a hero, unit or model has several of these types, then it fulfills both categories. War Machines or Chariots Fliers (Flying core units, such as harpies and bat swarms are not limited to a single model in a unit) Monsters (including monstrous mounts)
Archetypes
Archetype Intellectual Veteran Barbarian Trickster Noble Magician Assassin Shaman Description Once per game, a unit led by this character can reform for free (as if it had a musician and/or made a successful leadership check after losing combat). After terrain placement, player can reposition 1 piece of terrain if a 5 or 6 is rolled on a D6. A unit led by this character automatically passes their first Panic check, as well as their first Fear or Terror check. A unit led by this character gains D3 to their first charge roll. Once per game, a unit led by this character can add 1 to their rank bonus when calculating combat resolution, for a maximum rank bonus of 4. Decision must be made before blows are struck. A unit led by this character automatically rallies after choosing Flee as a charge reaction. Enemies cannot march within 10 of the character or his unit unless they pass a Ld test. When in a unit, this character automatically passes their first Look Out Sir roll. The character's armor save is increased by 1 in the first challenge he fights in. Once per game, you can reroll your result on the Miscast table and choose either result. Player may re-roll 1 die for purposes of determining which spells they start the game with. You may deploy this character after determining who will have the first turn (following all normal deployment rules). During the first charge to the flank or rear of the game, the character gets +1 S. Once per game, you may select a full turn in which you gain +1 to casting and dispelling in addition to normal bonuses. Turn must be chosen before Winds dice are rolled.
Assassin
Intellectual
Veteran
Barbarian
Trickster
Noble
Magician
Shaman
X X X X X X X X X
Hold Fast Lethal Blow Mighty Blow Military Intelligence Nullifier Perceptive
X X X X X X X
X X X X X X X X
X X X X X X X X
Strong Blows Once per game, before the start of close combat, the character and any unit he leads may reroll all failed to wound rolls in Close Combat. Tactician Vicious Pursuit You can always choose your Hidden Objective. This unit adds D3 to any pursuit or overrun roll. X
Game Setup
This battle takes place on a 4' x 4' playing area. Deployment will be using the standard warhammer rules (Pitched Battle Battleline) unless otherwise noted in the scenario. Step 1 Place Terrain: Each map contains 1d3 pieces+2 forests , following the normal warhammer rules, unless the scenario specifies otherwise. There is no magical terrain. Step 2 Determine Side and Deploy: As per normal warhammer rules. Step 3 Who goes first: As per normal warhammer rules.
Length of Game
The game lasts 6 turns, or until an opponent is completely destroyed.
WINDS OF MAGIC
Instead of the normal 2d6 roll, replace with 2d3 following all the same rules for channeling
Hidden Objective
If you complete your hidden objective (whether or not you win the battle), you may choose a new archetype ability from the list available to your General.
Character Recovery
Whenever a character model is removed from the field of battle (either by being killed or fleeing off the table), they are required to make a Recovery Roll. Models which are considered champions (even unique named Champions) automatically recover and do not need to roll on the recovery table. To make a Recovery Roll, roll a D66. To roll a d66, roll 2 different colored d6s. One will be the 10s and one will be the 1s. For example, if you rolled two dice and rolled a 1 and a 5, you would use 15. Consult the Character Injury Table to determine how the ch aracter was affected by his wounds. Apply the effects of the Character Injury Table immediately. Most effects are cumulative, but no attribute can be reduced below 1. If a roll would reduce an attribute below 1, reroll the result. Players who complete their secret objective may, instead of rolling for an ability, remove one injury the character already had.
Character Injuries
Roll 11-12 13-14 15-16 21-24 25-32 33-36 41-44 45-52 53-56 61-63 64-65 66 Result Multiple Injuries. Roll 2 times on this table, ignoring any result from 11-12 and 61-66. Amnesia. Lose all archetype upgrades. If character has no archetype, reroll. Brained. Character (and any unit he leads) gains Stupidity. Leg Wound. -1 M. Arm Wound. -1 S. Chest Wound. -1 T. Injured Eye. -1 BS. Shattered Elbow. -1 WS. Nervous Condition. -1 I. Full Recovery. Miraculous Recovery. You may remove one previous injury (your choice). Survives Against the Odds. The character gains an archetype ability
If your character is a wizard, you must roll a D66 on the following table:
Wizard Injuries
Roll Result
11-12 Multiple Injuries. Roll 2 times on this table, ignoring any result from 11-12 and 61-66. 13-14 Amnesia. Lose all archetype upgrades. If character has no archetype, reroll. 15-16 Brained. Character (and any unit he leads) gains Stupidity. 21-24 Broken Staff. -1 to casting. 25-32 Clouded Mind. -1 to dispelling.
33-36 Gazed into the Warp. -1 L. 41-44 Leg Wound. -1 M. 45-52 Chest Wound. -1 T. 53-56 Arm Wound. -1 S. 61-63 Full Recovery. 64-65 Miraculous Recovery. You may remove one previous injury (your choice). 66 Survives Against the Odds. The character survives and gains an archetype ability.
Starting Army
Each starting army will be 300 points. Every week, players will add 75 points to their existing army.
Saving Points
If you wish to buy something more than 75 points, you will need to save up your points to spend later. However, you will not get any sort of underdog bonus for fighting with fewer points.
Army Restrictions
Dwarves- Runes count as magical upgrades and may only be taken after week 1 Empire-Warrior priest counts as a lvl 2 wizard Wood Elves- Alter Kindred cannot be your general Bretonnians-Not required to bring a Battle Standard Bearer. Lizardmen-Razordon/Salamander count as a warmachine Tomb Kings/Vampire Counts-Warbands may be led by any standard hero, which acts as the creator (for crumble) Ogre Kingdoms- Fire Belly cannot be your general, any unit that counts as a chariot/warmachine takes up both slots
Warriors of Chaos- Marks count as magical upgrades and may not be taken till minimum unit size has been met. Daemons of Chaos- Pink Horrors count towards your wizard level cap. Flamers of Tzeentch count as a warmachine and only one may be taken. Skaven- Scavenge pile items may not be taken week 1, weapons teams count as a warmachine, doomwheel counts as both warmachine and chariot, doom rocket upgrade counts as warmachine
Total Army Cost Week 5 Unit Type Core Hero Non Core Special Rare Total Army Cost Week 7 Unit Type Core Hero Non Core Special Rare Total Army Cost
450
525
Total Cost
Total Cost
600
675
Total Cost
750
Remember, you cannot spend more in any category than you have spent in your Core Units.