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Rules for Warbands in Warhammer Fantasy Battles 6th Edition
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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 vicoryCHARACTER 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 Rallyse 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,
.
ByDrly 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.