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Deadzone: Warbands

This is intended to be a modification of the Deadzone rules which allows players to fight skirmishes
between fantasy warbands from the KoW universe. It is not a completely new game, aside from
alternate movement mechanics, a few small tweaks and new force lists, this is still Deadzone.

Movement Changes

Fantasy environments tend to be less ordered and more organic than the urban battlezones of the
future. To allow for this, these rules do away with DZs grid-based movement mechanics. Instead of
defining movement and range in terms of cubes inches are used instead, with 1 cube becoming 3.

For example, the following two units are very similar in game terms:

In Deadzone, a Rebel Trooper has Speed 1-2 (indicating he can move one cube or sprint 2) and his
rifle has a range of 6 cubes.

In Warbands, a Norsican Huntsman has Speed 3-6 (indicating he can move 3 inches or sprint 6) and
his bow has a range of 18 inches.

Models can move in any direction up to their speed value.

In addition, each unit is considered to have control zone (CZ) extending in a 1 radius from the edge
of their base. Having something within a units CZ represents them being close enough to interact
with it, the main reason being for engaging an enemy in hand-to-hand combat, but also for actions
such as opening a crate. Essentially, if something is within a units CZ is it considered to be in the
same cube.

Shoot

Shooting plays a reduced role in the KoW mod. In most factions only the specialists have ranged
attacks.

The mechanics for shooting are identical to Deadzone with the following exceptions:

Clear Shot only confers a +1 bonus

Rules affecting an entire cube (e.g. It Burns) are considered to affect the target model and any other
units with the targets Control Zone.

Fight

Mechanics for fighting in close combat follow the same rules as Deadzoen, with the exception that
the cube is replaced with the control zone. Therefore, models gain bonus dice for moving into the
targets CZ that turn, having friendly models in their targets CZ etc.

Army Lists

Norsican Reavers

The Norsican Reavers are a human faction from the icy north of Mantica. They have a notorious
reputation amongst the more civilised nations of the world as pirates and raiders They are born
warriors who prefer brutal close combat to ranged warfare, every Norsican boy learns how to wield
and axe and a sword as soon as they can pick one up. It is not uncommon to see ogres in Norsican
warbands, they have a natural affinity to one another with their shared love of adventure and
brutality.

Leaders

Thane

Thanes are mighty warriors who lead their men by example

Size Sp S F Sv Arm

1 3/6 6+ 4+ 5+ 1

Weapons: Sword (Range F)

Ability: Rush All unactivated units within 6 of the Thane (including the Thane himself)
may perform a free Move action.

Recon 5+

Skald

Skalds are seers and holy men who interpret the will of the gods

Size Sp S F Sv Arm

1 3-6 6+ 6+ 6+ -

Weapons: Staff (Range F)

Abilities: Blessing of The Gods All friendly units within 6 of the Skald (including the Skald
himself) gain Frenzy (1) and Weight of Fire (1) for the rest of the round.

Recon: 4+

Troops

Warrior

Armed with sword and shield, warriors form the backbone of Norsican raiding parties

Size Sp S F Sv Arm

1 3/6 6+ 5+ 5+ 1

Weapons: Sword/Spear/Axe (Range F)


Slayer

Slayers go to war carrying large two-handed weapons

Size Sp S F Sv Arm

1 3/6 6+ 5+ 5+ -

Weapons: Two-handed sword/axe (Range F, AP1)

Berserker

Berserkers throw themselves into the thick of the fighting with little regard for their own safety

Size Sp S F Sv Arm

1 3/6 7+ 5+ 5+ -

Weapons: Pair of swords/axes (Range F, Frenzy (1)

Specialists

Huntsman

Despite the Norsican preference for hand-to-hand fighting, men who have skill with a bow are still
much sought after

Size Sp S F Sv Arm

1 3/6 5+ 6+ 6+ -

Weapons: Bow (Range 18)

Monsters

Ogre

Size Sp S F Sv Arm

3 3/6 6+ 4+ 5+ 1

Weapons: Big club/axe/sword (Range F, AP1)

Abilities: Tough
Demons of the Abyss

*New Special Rules*

Regeneration (n+) if this unit is injured at the start of its activation, roll a D8. If the role is
successful the unit regains 1 point of damage

Stealthy When this unit is targeted with a ranged attack, it adds +1 Survive dice

Leaders

Abyssal Champion

Size Sp S F Sv Armour

1 3/6 6+ 5+ 5+ 1

Weapons: Sword (Range F)

Abilities: Chant of Hate The target model receives 1+ dice in all Fight tests and gains Frenzy
(1)

Regeneration (6+)

Abyssal Temptress

Size Sp S F Sv Armour

1 3/6 6+ 3+ 6+ -

Weapons: Ornate Blades (Range F, AP1)

Abilities: Mesmerising Gaze Pick one unactivated enemy model with line of sight to the
Temptress. Mark this model as activated.

Stealthy

Troops

Lower Abyssal

Size Sp S F Sv Armour

1 3/6 6+ 5+ 5+ 1

Weapons: Sword (Range F)

Abilities: Regeneration (6+)


Fleshling

Size Sp S F Sv Armour

1 3/6 6+ 6+ 5+ -

Weapons: Sword (Range F)

Abilities: None

Specialists

Flamebearer

Size Sp S F Sv Armour

1 3/6 5+ 6+ 6+ -

Weapons: Firebolt (Range 12, AP1)

Abilities: Regeneration (6+)

Succubus

Size Sp S F Sv Armour

1 3/6 6+ 4+ 6+ -

Weapons: Ornate Blades (Range F, AP1)

Abilities: Stealthy

Monsters

Moloch

Size Sp S F Sv Armour

3 3/6 - 4+ 5+ -

Weapons: Pair of big swords/axes (Range F, Frenzy (1), AP1)

Abilities: Tough

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