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Warbands PT 3

Rules for Warbands in Warhammer Fantasy Battles 6th Edition

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Jez Gray
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0% found this document useful (1 vote)
103 views13 pages

Warbands PT 3

Rules for Warbands in Warhammer Fantasy Battles 6th Edition

Uploaded by

Jez Gray
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF or read online on Scribd
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Common wih he escalation epics described in ast month's ve i bob ‘scalaioneagies and warand campaigns, ear ee pinte fy anaer Tinka games na gust for oven wry. However in an tcaaion league aye can conpitlyewrie tir watnd roses froabate to bale wees ina watbares campaign, players must play every bate switnety ese oops carat ad conipment Players rast Kap tack of injure, perce, an rien nd | rnustalso manage tir warn rears fuchthat castles ae replaced the wate grows and he nop gain in billy insuch vay ta the warband femais an effecive Fating fore The ppl of tis type of ampign for mst pings accig a ual varband ron, {vate and hopefully became mote sit Gaa Who ne Mortem ora Games Mastered canpsign final to he ype dscrbed in The Generals Compendion vl be fair with tharayle df campaign, STARTING CAMPAIGN WARBANDS Eadhplayer bens th campaign by SR of pt 90 ten par themes in Whie Duar 296 and 297 Fgh th wathnd wil vcve, expand ana Tose casualties a tights bles hs SSS Teer player's fighting foc fore uration of coe Players who indude charter modes in ther campaign wabunds ont so selec an Pepe eles ec (Archehpe nd Advencenen) ayes rant Baten Antares tessa to the warband, ands Achetype cannot LS el sepepeek ate ay patel he watband Archeypes pve ens oeiepel Sree that ae nigh o wrbands ompaiges and can incsing ng to campign ptes. “Any of the 250 aig pin tht penton toops ar corned ino ecpencnce Pat ona le tace © plaver whic warbend cous 243 pois Freee ge geen van ae Poms). Eipetse Fintan be spent er pe eee ree abilities for your warbnd A snall unit of Greaswords stands frm against Chaos invaders eos ors Rea SOE ‘As pat of the appeal of playing in a campaigns the sone of en ongo oni te tae EXPERIENCE POINTS ‘Aer ach game, plier forces car ‘vatbands, characters, and units to provide & Tite toca ool fo campaign, perience Pt depen on fi the ‘watbands performed. Consult the tape CAMPAICN MANAGEMENT tow todctcrnine how many Expoionce As in escalation leagues, there are 20 Pints a warband earns afer a game. Tormal schedules of games in warband campaigns. Any two players can get together a any time to play campaign ‘game. However, players cannct play each ‘other more thas twice in a row. All campaign games are played with the Ongoing Little War scenario, «variation ff the warhands stenariothat appeared in White Dwcarf 296. After each campaign game, players should, while sill n one another's presence, make rolls for Recovery, calculate and spend the Experience Pins they eared ia the batle, and ‘update their warhand racers and Warhad Rating. All of these processes are UNDERDOG BONUS Ce es) In addition, weaker warbands are entitled Ifthe campaign participants so desire, to an Underdog Bonus each ime they they can choos: to st their campaign ina fight a battle against a Sronger warband. partiarplace anditime in the history of Before each game begins players should the Warhammer world, such asthe eastern compare their Warband Ratitgs (WER, alge aR cia GE che evenness etew). Ths susan wan ta er Gf Matafed von Casein orthe Tucan WB isenled toa numberof bonus cpa Mg ub fag sna Eien Eeeentenem meat invasion Sutha seting can adda bt of iflerence bewoen the player WBRs localcolrsndaver oe cxmpagn (rod Gorn This, Ft Dart Watband and may influence the types ofterain hada WBR of 625 and High Elf warband its Brant prose dtr ral chap. nen the bates, Uimately. however, hada WBR af SOS equi of who the choice of setting vill have no Mon orbs. the Eves wth heir lower (WBRof 625) (WER of 505) = 120, effect om be res snd site of he «WERE would be ealledto an Undcrdog and 120 *4~an Underdog Bomis of 30, warkands campaign Rows of 30 Experience Points [ie Experience Point]. Pe pe RONG DIO ILA ‘SPENDING EXPERIENCE ‘ean be spent in the following ways. “To purchase new toops or repice ‘casualties (1 Experience Poist = 1 ‘point be spent on new reenits) To purchase new equipment, magic items, or abilities for existing siodels in your werband (1 [Experience Point =I point to be speat on new equipment, magic items, and abilities) “+ To upgrade aregiment ‘Veteran Statue: + Spending 10 Experience Points upgrades a unit to +1 Veteran Status. + Spending 10 additional [Experience Points upgrades 1 ‘unit from +1 Veteran Status to 42 Velenn Suius + Spending 10 additional Experience Points upgrades & tun from +2 Veteran Status 1 43 Vetenn Sttus. “To make a roll onthe appropriate Archetype Advancement Table for ‘one ofthe character models inthe Warband (25 Expesience Points = 1 rollon atable) To reroll a result on the Character Injury Table (5 Experience Points = Irerol; the second rll stands regardless of the result) Experience Points nsed ot be spent immediately aller the game in Which they are earned and can be saved for future use. For instance. itis a wise player who keeps at least 25 Experience Points in the “bank to allow for arerll on the [Character Injury Table should one of hie valued character models Kick the bucket lr afer 4 debilitating injury. [Note that players may spend Experience Poin to mlude “one use” items Ie Dispel Scrolls. However. once used, these items (along with their points cost) must be deleted from the wartand roster and are rot aulomaically replaced for the next game. “One uss” top types, like Night Goblin Fanatics, may also be purchased, ‘but regardles ofthe status ofthese ‘models at game's end, they must make a roll lor Recovery. After spending Fxperience Points players should make a note of how many Experience Points they have lft (f any). WARBAND RATINGS Each warband in the campaign has a Warband Rating of WBR, a measure of the warband’s size and experience, which will (likely) change after each game. Calculate your WBR by adding up the total point cost of all the models ccueatly in your wacbuad and ad to this sum any of the following relevant modstiers “Thes, a warbind with 395 paints worth of models, two units with +2 Veteran Stas, tnd sige character ceodel with wo ‘Archetype Abilities beyond hs Stating Ability Would have a WBR of 485 [ie, 395 (forthe point cost ofall the model in the wartand) + 20 (fora unit with +2 Veteran Status) +20 (fora second unit with +2 Veteran Status) + 25 (forthe first Archetype Ability beyond the Stating Ability) + 25 (for the second Archetype [Ability beyond the Starting Ability) = ‘WER of 485} Players should recalulste their WBRs afte each game (ie. each time they make Recovery/Injury rlls and ealeulae/spend Experience Pins) /WARBAND SIZE VS. ‘WARBAND RATING. In 2 warbands campaigs, no warbund may ever be larger than 500 points in size However there is no maximum limit on a watband’s WER. Thus,two warbende may be of equal size, say, the maximum ‘of 500 pointseach. However, those equally sized warbands could have vasily Gillerent WBRs, One 500-point warbard could have a WBR as low as 525 or lower, whereas another 500-point warband could have a WBR of 755 of higher! VETERAN STATUS. ‘Warhand units that survive batles have ‘the potential to learn from their ‘experience and improve. Any unit that Survives a butle with more than SO% of it staring mumbers iseligibe to be upgraded to Veteran Siatus I the Controlling player epends 10 Experisoce Points, he can upgrade eligible units to +1 Veteran Stats. Ifa +1 Veter unit survives a subsequent battle with more than 50% ofits starting numbers, itis celgible to be upgraded to 42 Veteran Status for an additional 10 Experience Points. Similarly, if +2 Veteran unit survives a subsequent battle with more than 50% of ts starting numbers. itis celgible to be upgraded to +3 Veieran Status the Highest level of Veteran Status) {or an additional 10 Experience Points For each level of Veteran Situs, the unit may, once per game, reroll single die rolled 1 it, to wound, to pass a Leadership Test. or to make an armor save. Thus, unit of Chaos Warriors with +43 Veteran Status could reroll theee ingle dice (¢g., a failed roll wound, a failed mio save, and one ofthe tw dice rolled ‘ona failed Break Test) Players with Veteran units may expand theie unit’ sizes by simply spending Experience Points to purchase additional recruits forthe Veteran units, These new additions to Veteran units cost no ext, Points (Le. hey eost no mare than the points value listed inthe Army book), If, in any game, a unit with Veteran Status loses 51% or more ofthe namber of ‘models with which it began the battle, the unit instantly loses its Veteran Status. The points the unit's Veteran Status added to the wachand’s WBR are immediately ‘deducted from the WER. Note that the rate of survival for units with Vaeran Status i always determined AFTER rolling for Recovery. Thus, unit could be completely wiped out on th batlefield, but as long as mere than SOS of the models Recover, the unit is sil eligible for Veteran Status. A unit lems as ‘much from bitter defeat as does from ‘ghriows vicory CHARACTER ARCHETYPES: AND ADVANCEMENT ‘When a character model is added to a ‘warband, citer when the warband is ist created or over the course of campaign play. the controling player must select an Starting Ability and determines & posible coun of advancement for that character as he gains experience and ‘wisdom, Consult the Archetype Table tee which Archetypes are available for your warbard of choice. A character's “Archetype ean never change over the ‘courte of the campaiga, A warbend can have two different characters with two Uilfereat Archetypes, however. track ofthe number of hates your ‘character model fighs. Esch time a Foharscter survives thee or more bul (as ‘with unit, survival i determined after any ‘contolling player may spend 25 Experience Poinis. which entitles him to roll once on the appropriate Archetype Advancement “Table, Archetype Abilities con never be lst unless the character dies cr suflers from lampesia (se the Character Injury Table). ‘When a characer gains anew Archetype Abily, he must suave tree or more _gumes subsequently before he is lib for ‘nother rall onthe Archetype Advancement ‘Table. A characer may never ave more than six Abilities (Le, five Archetype Abilis plus te Stating Abiliy) [Characters with more than one Archetype Abiliy or with Archetype Abilies and lother abiliies and bontees gained freon special rubs, magic items, other skills, rin amy cthce way can wie both atthe sam time ori the same tum. For instance, a ‘Mageian character could use his Counter Magic and Nulifier Archetype Abies in the sime tum, However, Archeype Albis never stack.” Similarly, “Archetype Abilities and other abilities ard bonuses never stick. In other word, af Archetype Ability that allows a reroll under cemin circumstances, coupled another special rule or abilcy that allows a reroll under those same Grcunrstanees, das not allow two rolls. Similarly. ifa character ‘mole like an Aspiring Champion of Khorne ie afected by Franzy ormlly, Archetype Ability, sich as Berserker Rage, that causes Frenzy will have no addtional effect. As anciber example, ifa character or {he unit hei with Bas a magic lem that add inches tits charge distance, the contollig plier could not add the charge ‘born gained from the Furious Charge Archetype Ability increase the charge disunce even further: tht plajer would have to pick cither the magic tems effets ‘or the eficcts of Fusious Charge when determining his charge distance [Note that some ofthe Archetype Abilities affect character's or unit's Prychalogy or ability to pass Leadership Tess. Characters that are dmmute 10 Psychology or tat ‘would otherwise be unalfected by such Ablitis (Le.,characters for whom such an Ability would be axeless) may reroll the Still in question. Note, however that Characters etn never change their Starting Ability, even ifthe Starting “Ability s useless o the character or \warband in question, [Note abo that many Abilities, suchas the ‘Burbaran Ability Lay of the Land, allow the controllig player to set some ofthe terns of the scenario that wil be played. If Ith players have characters with the sarne Ability (or two differest Abilities withthe same elect) the Abilities cancel eal ther ‘out. For instance, i both players bad ‘characters withthe Lay of the Land Archetype Ability terrain would beset up inany mutually agreeable manner as ‘normal rather than one player seting up the terrain as e likes Below are descriptions ofthe character Archetypes along with Archetype “Advancement Tables for each. Unless noted ‘otherwise, Archetype Abilities function only when the character is oa the tabletop, that {s,Archetype Abilities have no eflect alter the character has been removed from the table as eaiualty of for any other reason, cal Characters ar no accesail bookish asc schol Iypes~ Hater, hey be students of he at of bale a ce atti as sbcards on which topractice their stags and act, STARTING ABILITY ‘Advantage of Ground. A payer contnling a waihand with an Itlloctal characte ‘Bin the Ongoing Lite War scenario ‘Barbarian characters may bail from wild and savage lands or simply fight as though they do, Barberians rly on enthusiastic charges. weight of aun nd savage attacks to win bates, Sees idators control thee troops with harsh punishes and convincing treats. Moat of the seldits who serve under an idator fear their Commander at east as much as they do the enemy’ | STARTING ABILITY Hold Your Ground, Any fleeing frieadly unit, even units with less than 25% of their original numbers. within 12° of the Irgimidator will sutomatically Rally se many observers might call this character a covard this hero las become a master of tactes sucha the fighting [Withdsval the fein, the ambush and other sneaky maneuvers STARTING ABILITY Withdrav. Any univsnode! inthe warband, even one wih less than cs asa cing ction Fast Cay in ts ny Silmove deweater VETERAN \eteran characters have seen many battles over the span of decades, and itis very difficult to shake their nerves. While ‘age and milage may have dulled their once-perfect fighting skills, they will eat their guis and ask for seconds before ‘eeing the battleield STARTING ABILITY Tran Nerves. The character and any unit he leads automatically pass the first Panic test they ae called upon to mike. NOBLE For a Noble character, personal hono: is more ing ‘victory and even life itself. The character's sense of personal hom ‘can bea great ast om the hatlefeld, though occ nit can be Liability as wel, STARTING ABILITY Noble Oblige. The watan can nvr ightoward th Asie Unknown Ohjciv. this bees get, controling player must cheose another. Alo the character's nobility inspires his troops. AS such, he Will Ways fi fi Sat fehee-ta sabe Paden Shrays fess Lact er Slr met en vba caer yer dive wel as PSYCHOPATH/ZEALOT ‘characters are driven by ther ianer demons. In the Warhimmer world, these demons can be psychoses, deeply held ual beliefs, strict codes of conduct, new philosophies, and Sometimes actual Duemons! Whatever the case may be, such cies oflen engage in extreme behaviors on and off the battlefield. STARTING ABILITY ‘Vicious Pursuit. The character and aay unit he leads mus! always pursue a fleeing enemy. However they may add D3? to their pursuit move each time they do so, . By Drly those characters who are Wizards mey adopt the Magician Archetype. Other characters who are not Wizards but se ated with Magic — such as Tom Priaces, Warrior Piests, and Runesmiths — cannot apt the Magician Archetype fagician characters are preteraturlly attuned to the Winds of Magic and all things arcane. STARTING ABILITY ‘Calmer of the Winds, As long 28 the Magician character on the tabletop. the controlling phyer may reall any resulton the Miscast Table, The second result always stand, UNIT RECOVERY FROMINJURY ‘Any non-character model that i removed fromthe tbe fr any reason (e2., casualty, fled off the table) over the course of ame must make a rll for Recovery Just feeatse 4 mee fl in hatle does not necesily ‘meas thatthe models lor dead. Rolla 16 for each of your mods removed from the tible.On a esultof I or 2, that model is deaior fos and shouldbe emeved Fo the warband roster permasently On any othe rol. the model Recovers sd ives to fight another day. “Teams sich as war machines and their crews, Skaven lezzails, Chariots and thee erews (hugh sot characters who ride CChanots who must make «separate ml), Salamander Hunting Packs and so o2~ automatically Recover ifthe team sufered Jess than bl ofthe team’s total number of Wounds. For insane. if aCannon wih 3 Wounds with acrew of thee, each with 1 Wound, suffered 1 Wound the Cannon and lost one crewman, the Canton abd crew ‘Would automatically Recover I, however, team sffered half or more cis wal ‘number of Wounds, i must make a Recovery rll Either the entre tearm Recovers. or the entire team is ost After Recovery roll are made, players ‘Should eheck to make sie each unt has the rminimura numberof models required by the ‘watbands rules. If after Recovery rolls, 2 nit does not meet ts required minimum. players may spend Experience Points 1 buy fe troop reach the eaten. IE players do not have enough Experience Points todo sor choose to sgend the [Experience Peints elsewhere, units that fil to factude the minimum aumber of troops required by the lst in the Army bock will Tose their bility to take command models and othe upgrades. Units that ail to inchide the minimum aumer of models per the warhande niles (.e, three moves for units With 20-oF 25-mm bases and wo models for units wih cavaky bases) are disbanded, and the model and the points ae lest. Afterall Recovery rolls are made and Experience Peints are spent, players should ‘uplate their warband roses to reflect the ‘ew sizes of each unit, delete units that ve been destroyed or disbanded, and update the ‘ew total pots cost of te Warband as well FROM INJURY ‘Characier models are wade of sihily hardier tuff than the average rank-and-file trooper. and thus Injury and Recovery vork abit diferent fr these spevial models. Whenever a character is removed from the field ofbate over the course of a game, roll 66 snd consl the Character Injury ‘Table to determine how the character Was affected by His wounds. (To oll a D6, hoo two different colored die. Nominate ‘one wo be the ens digit and the oer be the ones digit. Rol the dice. rll 4 and 5 would be 445 on the table, whereas all (0f2 and 6 would be a 26.) Xx commander's atl nies can provide inspiration for converting eeu models Swamps" tis unlucky Aspiring ‘Giampion of (Qi Safad example you ‘del refers [BREYER MNOS BU CUIODE IBLE OS SBE ERIE er near nnn ea | o its } Apply the effects of the Character Injury ‘Table immediately. Unless stated otherwise inthe table, all effects are permanent. Moct fects are exmulative Thus, if a character rolls Nervous Condition inee times, he would sulter from a -3 penalty to his origial Initiative score. Similarly, if a character receives to Dld Battle Wounds, the character ‘woald have to roll2D6 prior to each ‘gare, I either rll resulted in a1, the character would have to miss the bale Ievet acharncter accumulates so many Injuries thatthe controling player fels he is no longer a viable part ofthe warband, the player may retire the character. For all intents and purposes the characteris dead, though his equipment and magie ters ‘can stay with the wartund w be used by another character mode retired charscters from the warband lis, and deducting the point cost of any de ‘retired characters from the warband's total points value and WER, ly ‘Warband Campaign Scenario. Al wartand campaign gars sould be (payed acuring wth Ongeing Lite Wa cea | | The scenario used for warband campaigns isa variation on. the Little War scenario that first appeared in White Dwarf 296. The Ongoing Little War scenario is more flexible than the original version and allows characters of different Archetypes 10 influence the way the scenario is set up. WARBANDS Rolla Dé. Ona result of 1-4, players may bring their fall ‘campaign wathands at their current size to the battlefield, (On a result of 5 oF 6, some of the players’ forces may be off ‘on a Separate mission and may not be present to take part in the battle. Roll an additional D6. On a result of 1 or 2, ‘up 10 250 points of troops per side make it to the Ibattefield. On a result of 3 or 4. up 10 350 points of troops, pperside make it to the battlefield. On a result of Sor 6, up 10 450 points of oops per side make it wo the batlefield. Players whose warbands are larger than the maximum size for the battle must select which troops to leave behind. “The warband that actually takes the field may not be Jegal per the standard warband rules (e.g, a player may Teave behind so many units behind that he no longer fields the minimum of two Core units, or perhaps he Tcaves behind a few models from a particular unit and no longer meets the required minimum number of mode’). AS Jong as the complete roster is legal per the standard ‘warhands rules, any warband that takes the field (after a j | few troops are left behind 2s a result of this scenasio requirement) is acceptable. BATTLEFIELD “This battle takes place on a 4'x 4 playing area. Lay outthe terrain in any mutually agreeable manner. ‘After terrain is set, arbitrarily number each side of the tle as side 1,2, 3, or 4. Roll a D6. On a result of 1, side 1 is north: ona 2. side 2 is nonth, on 23, side 3 is north: on a 4, side 4s north. Reroll results of 5 and 6. DEPLOYMENT Rolla D6. Ona 1, use Map A. On a 2.0r 3, use Map B. On a 4 or5, use Map C. Ona 6, use Map D. Both players dice off. he higherscoring player may choose to be Player A or Payer B, takes the corresponding Deployment Zone (or Zones), and deploys the first unit ‘Taking itin turns, each player deploys one unit at atime in. his Deployment Zone. (Ifyou are using Map D, each of Player A's Deployment Zones must contain at minimum a third of Player A’s units) Unit Champions are always deployed with their units. ‘Character models may be deployed with a unit if they will startthe game associated with that unit or may be deployed on their own as a unit of one. Scouts and other units with special deployment rules may be deployed per those rules WHO GOES FIRST? Both players roll a D6. The player who rolls highest may choose to go first or second. LENGTH OF GAME ‘The game lass 6 turns. SPECIAL RULES Unknown Objectives, Bae has been joined, asthe ‘warhands are itter enemies. However each Commander an only guess at his opponents tactical objective. Before dleploymene, each player should privately cola D6, consult the Unknown Objectives Table 0 determine his objective for te game, and secretly wate down which goal his ‘warhand must full. Arthe end ofthe 6th tur, the Unkenown Objectives are revealed, anda winner will be determined! VICTORY CONDITIONS Per the rules described on p. 198 of the Warhammer rulebook, calculate VPs for enemy units and models that hhave been destroyed, are fleeing, have fled off the table, or Ihave been reduced below ualf strength, (Note that no VPs are scored for table quarters, slain Commanders, or ‘captured unit or butte standards, unless one of these is an ‘Unknown Objective.) in addition, a warband that achieved its Unknown Objective in battle may claim a bonus number ‘of VPs equal t0 20%, of the enemy warband’s starting points value, Use the Victory Conditions Table to determine the nctory, M = Massacre). CAMPAIGN VICTORY CONDITIONS ‘The Vietory Conditions for the warbands cumpaign are simple. Before the campaign begins, the participants should agree on a date on which the ‘campaign will end. The player who has averted the most vicories and massacres by campaign's end isthe Winner. IF wo or more players are ted fer the lead, organize a playoff eveat 10 ‘determine the overall champion Alternative Victory Conditions. Instead of the nutnber of vitor massacres scored, players: centage (over 10 or more games), most different ‘opponents beaten, or any other criterion tut the players want.

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