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Mercenary WarbandMaximum Warband Size: 15Take Rout Tests Once 4 or more models are out of actionHired Swords Available: AllAll Except Marksman Weapons ListClose Combat WeaponsDagger .freeClub 7gcAxe 10gcSword .10gcSpear .10gcHalberd 15gcGreat Weapon .15gcMorning Star .15gcMissile WeaponsPistol 20gcDuelling Pistol 30gcBow .10gcCrossbow .25gcArmourLight Armour .10gcHeavy Armour .25gcShield .10gcBuckler 7gcHelmet 10gcMarksman Weapons ListClose Combat WeaponsDagger .freeClub 7gcAxe .10gcSword .10gcArmourLight Armour .10gcHeavy Armour .25gcShield .10gcHelmet 10gcMissile WeaponsBow 10gcLong Bow 15gcCrossbow 25gcBlunderbuss .25gcHandgun .35gcLong Rifle .75gcPistol 20gcDuelling Pistol 30gcHome Provinces When creating a Mercenary Warbandyou must choose a Home Province. This has a special effect on your Captainand Champion as detailed below.

HeroesHenchmen1 Mercenary CaptainWarriorsComb ShootAcadStren SpeedVVVVVCost: 60gcStarting XP: 20Max Stats: HumanM WS BS S T W IA LD4443 31 4 18SPECIAL RULESLeaderReikland: (Colonel): Leader range 12”Middenheim: (Fearless): Immune to FearMarienburg: (Freetrader): StreetwiseCost: 25gcStarting XP: 0Max Stats: HumanM WS BS S433 30-2 ChampionsComb ShootAcadStren SpeedVVVCost: 35gcStarting XP: 6Max Stats: HumanM WS BS S T W IA LD4433 31 3 17SPECIAL RULESReikland: (Officers): Have Ld8 and the Leaderability (Their Max Ld remains 9)Middenheim: (Wolf Pelts): 6 Armour Save vs.shooting. No effect vs. Blackpowder.Marienburg: (Jack of all Trades): Have accessto all five Skill ListsT3W1I3A1LD7T3W1I3A1LD7T3W1I3A1LD70-7 MarksmenCost: 25gcStarting XP: 0Max Stats: HumanM WS BS S433 30-5 VeteransCost: 35gcStarting XP: 0Max Stats: HumanM WS BS S444 30-2 YoungbloodsComb ShootAcadStren SpeedVVVCost: 15gcStarting XP: 0Max Stats: HumanM WS BS S T W IA LD4223 31 3 16Picture, Painting and Modelling by LeszczuMax Stats for HumansM4WS6BS6S4T4W3I6A4LD9

Witch Hunter WarbandMaximum Warband Size: 12Take Rout Tests Once 4 or more models are out of actionHired Swords Available: All except WarlockCaptain and Witch Hunter Weapons ListClose Combat WeaponsDagger .freeClub 7gcAxe 10gcSword .10gcBrazier .10gcGreat Weapon .15gcMissile WeaponsPistol 20gcDuelling Pistol 30gcCrossbow Pistol .15gcCrossbow .25gcArmourLight Armour .10gcHeavy Armour .25gcShield .10gcBuckler 7gcHelmet 10gcZealot Weapons ListClose Combat WeaponsDagger .freeClub 7gcAxe .10gcSword .10gcBrazier .10gcSpear 10gcGreat Weapon .15gcMissile WeaponsBow 10gcArmourLight Armour .10gcHeavy Armour .25gcShield .10gcHelmet 10gcPriest Weapons ListClose Combat WeaponsDagger .freeClub 7gcGreat Weapon .15gcSigmarite Great Hammer 25gcMissile WeaponsCrossbow .25gcArmourLight Armour .10gcHeavy Armour .25gcShield .10gcHelmet 10gc

.Flagellant Weapons ListClose Combat WeaponsFail 15gcGreat Weapon .15gcSigmarite Great Hammer 25gcMissile WeaponsNoneArmourNoneWitch Hunter Special EquipmentSigmarite Great Hammer 25gc rare 9 Strength Bonus: 2 Strength on all attacksGreat Weapon: Does not strike first whenCharging. (Compare Initiative unless opponenthas strike first.)Concussion: Ignore No Pain and Jump UpCrushing Blow: Uses the following Injury Table:1-4: Stunned 5-6: Out of ActionHoly: 1 to Injury Rolls vs. Vampires, Zombies,Dire Wolves, Mutants and the Possessed.Two-Handed(Two Handed Weapon, Great Weapon)Brazier10gccommonClumsy: All attacks with Brazier has -1 to hitSet on Fire: A model wounded by Brazier mustroll equal to or under his Toughness on a D6 orsuffer an additional S2 hit. This extra hit does not cause additional‘Set on Fire’ hits.Braziers cannot cause Critical WoundsHits are Flaming Attacks(One Handed Weapon, Other).Rules for Blessings Blessings are a Special Skill that can betaken by Warrior Priests. Flagellants that are promoted may takeBlessings as one of their two skill lists.Special Skills: BlessingsProtection of SigmarRighteous Fury3 Ward Save against Spells, both friendly andhostile. Other models may still be affected.Warrior Hates all members of Undead,Possessed or Skaven warbands. (ExcludingHired Swords.)Absolute FaithWarrior is Immune to Fear and All Alone.Sign of SigmarUtter DeterminationWarrior causes fear in Vampires, Zombies, DireWolves, Mutants and the Possessed even ifthey are normally Immune to Fear.Warrior may fight back in Close Combat evenwhile knocked down.

HeroesHenchmen1 Witch Hunter CaptainZealotsComb ShootAcadStren SpeedVVVVVCost: 60gcStarting XP: 20Max Stats: HumanM WS BS S T W IA LD4443 31 4 18SPECIAL RULESLeader, Hates WizardsCost: 17gcStarting XP: 0Max Stats: HumanM WS BS S422 30-1 Warroir PriestComb ShootAcadStren SpeedVVVCost: 37gcStarting XP: 8Max Stats: HumanM WS BS S T W IA LD4433 31 3 18SPECIAL RULESLevel 1 Priest (Prayers of Sigmar): Starts with 1random PrayerSPECIAL RULESAccess to Special Skill List: Blessings0-3 Witch HuntersComb ShootAcadStren SpeedVVVVCost: 25gcStarting XP: 4Max Stats: HumanM WS BS S T W IA LD4333 31 3 17SPECIAL RULESHates WizardsT3W1I3A1LD70-5 FlagellantsCost: 40gcStarting XP: 0Max Stats: HumanM WS BS S T W I A LD433 4 1 3 17SPECIAL RULESImmune to Fear and All AloneDevastating Charge: Flagellants have 1 A theturn they ChargePromotion: May choose Blessings as a Skill Listif promoted0-5 WarhoundsCost: 20gcStarting XP: 0M WS BS S T W I A LD644 3 1 4 15SPECIAL RULESAnimals: Cannot Climb, Cannot CaptureScenario Objectives, No Experience, NoWeapons or Armour, No Penalties for FightingUnarmedMax Stats for HumansM4WS6BS6S4T4W3I6A4LD9

Sisters of Sigmar WarbandMaximum Warband Size: 15Take Rout Tests Once 4 or more models are out of actionHired Swords Available: Pit Fighter, Halfling Cook, Ogre BodyguardMax Stats for HumansM4WS6BS6S4T4W3I6A4LD9Sisters Weapons ListClose Combat WeaponsDagger .freeClub 7gcSword .10gcFail 15gcGreat Weapon .15gcSteel Whip .15gcSigmarite Hammer .17gcMissile WeaponsSling 7gcArmourLight Armour .10gcHeavy Armour .25gcShield .10gcBuckler 7gcHelmet 10gcSisters Special EquipmentSigmarite Hammer17gc commonStrength Bonus: 1 Strength on all attacksConcussion: Ignores No Pain and Jump UpUnwieldy: Wielder can only have Shield orBuckler in the other hand.Holy: 1 to Injury Rolls versus Vampires,Zombies, Dire Wolves, Mutants and thePossessed.(Hand Weapon, Club)Steel Whip15gccommonCharges: Wielder gains 1 A the turn shecharges.Reach: Wielder ignores Spears and Halberds‘Strike First’ ability when charging.Two-Handed(Two Handed Weapon, Other)

Rules for Blessings Blessings are a Special Skill that can betaken by all Heroes of a Sister Warband.Blessings may be taken any time a Sistergains a new skill. Sister Henchmen that are promoted toheroes may take Blessings as one oftheir two skill lists.Special Skills: BlessingsProtection of SigmarAbsolute Faith3 Ward Save against Spells, both friendly andhostile. Other models may still be affected.(Prayers are not Spells.)Warrior is Immune to Fear and All Alone.Utter DeterminationWarrior may fight back in Close Combat evenwhile knocked down.Righteous FuryWarrior Hates all members of Undead,Possessed or Skaven warbands. (ExcludingHired Swords.)Sign of SigmarWarrior causes fear in Vampires, Zombies, DireWolves, Mutants and the Possessed even ifthey are normally Immune to Fear.Picture, Painting and Modelling by Perfectus Art Studio

HeroesHenchmen1 Sigmarite MatriarchSigmarite SisterComb ShootAcadStren SpeedVVVVCost: 75gcStarting XP: 20Max Stats: HumanM WS BS S T W IA LD4443 31 4 18SPECIAL RULESLeader, Level 2 Priest (Prayers of Sigmar):Starts with 2 random PrayersAccess to Special Skill List: BlessingsCost: 25gcStarting XP: 0Max Stats: HumanM WS BS S T W I A LD433 3 3 1 3 17SPECIAL RULESPromotion: May choose Blessings as a Skill Listif promoted0-1 AugurCombShootAcadVStrenSpeedVCost: 25gcStarting XP: 0Max Stats: HumanM WS BS S T W IA LD4223 31 3 17SPECIAL RULESBlessed Sight: Augur may re-roll failed ‘To Hit’rolls and Climb TestsProtection of Sigmar: Augur has a 3 WardSave against Spells, both Friendly and HostileAccess to Special Skill List: Blessings0-3 Sister SuperiorComb ShootAcadStren SpeedVVVVCost: 30gcStarting XP: 6Max Stats: HumanM WS BS S T W IA LD4433 31 3 17SPECIAL RULESAccess to Special Skill List: Blessings0-10 NovicesCost: 15gcStarting XP: 0Max Stats: HumanM WS BS S T W I A LD422 3 3 1 3 16SPECIAL RULESYoung at Heart: Novices that are promoted toHeroes may choose three skill lists, ratherthan their normal twoPromotion: May choose Blessings as a Skill Listif promoted0-3 Shield MaidensCost: 30gcStarting XP: 0Max Stats: HumanM WS BS S T W I A LD433 3 3 1 3 17SPECIAL RULESMetal-Clad: Natural 6 Armour Save that canbe negated and combined with other armouras normal (Note that in spite of the name, theydo not carry actual Shields but rather pavises ontheir backs. They may be equipped with Shields,though.)Promotion: May choose Blessings as a Skill Listif promoted

Undead WarbandMaximum Warband Size: 15Take Rout Tests Once 4 or more models are out of actionHired Swords Available: Warlock, Ogre BodyguardMax Stats for HumansM4WS6BS6S4T4W3I6A4LD9Max Stats for VampiresM6WS8BS6S7T5W4I9A4LD10Max Stats for GhoulsM4WS5BS-S4T4W4I6A5LD7Vampire, Necromancer and Dreg Weapons ListClose Combat WeaponsDagger .freeClub 7gcAxe 10gcSword 10gcSpear .10gcGreat Weapon .15gcHalberd .15gcMissile WeaponsBow 10gcArmourLight Armour .10gcHeavy Armour .25gcShield .10gcBuckler 7gcHelmet 10gcSpecial Skills: Vampiric Powers You may choose from these skills when the Vampire gains a skill.You must also pay the gc cost.Forbidden Lore35gcVampire is a Level 1 Wizard (Necromancy) andgains 1 random SpellHunter in the Dark20gcVampire can fly 12” instead of moving

HeroesHenchmen1 VampireZombiesComb ShootAcadStren SpeedVVVVCost: 110gcStarting XP: 20Max Stats: VampireM WS BS S T W IA LD4444 42 4 28SPECIAL RULESLeaderUndead: Cause Fear, Immune to Poison,Immune to Psychology,No Pain: Treats Stunned as Knocked Down(Except while Mounted)Access to Special Skill List: Vampiric PowersCost: 20gcStarting XP: 0M WS BS S T W I A LD423 3 1 1 15SPECIAL RULESUndead: Cause Fear, Immune to Poison,Immune to PsychologyNo Pain: Treats Stunned as Knocked DownBrainless: No Experience, No Weapons orArmour, No Penalties for Fighting Unarmed0-1 NecromancerCombShootAcadVStrenSpeedVCost: 35gcStarting XP: 6Max Stats: HumanM WS BS S T W IA LD4223 31 3 17SPECIAL RULESLevel 1 Wizard (Necromancy): Starts with 1random Spell0-3 DregsComb ShootAcadStren SpeedVVCost: 20gcStarting XP: 0Max Stats: HumanM WS BS S T W IA LD4223 31 3 17SPECIAL RULESStrong Limbs: Dregs cannot be taken out ofaction by Falling (They are simply stunned.)GhoulsCost: 37gcStarting XP: 0Max Stats: GhoulM WS BS S T W I A LD423 4 1 3 25SPECIAL RULESCause Fear, Alive! (Not Undead.), No Weaponsor Armour, No Penalties for Fighting Unarmed0-5 Dire WolvesCost: 50gcStarting XP: 0Base Size: 20x50mm (Cavalry Base)M WS BS S T W I A LD734 3 1 2 14SPECIAL RULESDevastating Charge: Dire Wolves have 1 Athe turn they ChargeUndead: Cause Fear, Immune to Poison,Immune to PsychologyNo Pain: Treats Stunned as Knocked DownAnimals: Cannot Climb, Cannot CaptureScenario Objectives, No Experience, NoWeapons or Armour, No Penalties for FightingUnarmed

Cult of the Possessed WarbandMaximum Warband Size: 15Take Rout Tests Once 4 or more models are out of actionHired Swords Available: Warlock, Pit FighterMagister, Mutant and Brethern Weapons ListClose Combat WeaponsDagger .freeClub 7gcAxe 10gcSword 10gcSpear .10gcGreat Weapon .15gcMissile WeaponsBow 10gcArmourLight Armour .10gcHeavy Armour .25gcShield .10gcHelmet 10gcDarksoul Weapons ListClose Combat WeaponsDagger .freeClub .7gcAxe 10gcSword 10gcGreat Weapon .15gcFlail .15gcMissile WeaponsNoneArmourLight Armour .10gcHeavy Armour .25gcHelmet 10gcBeastman Weapons ListClose Combat WeaponsDagger .freeClub .7gcAxe 10gcSword 10gcGreat Weapon .15gcFlail .15gcMissile WeaponsBow .10gcArmourLight Armour .10gcHeavy Armour .25gcShield .10gcHelmet 10gc

Rules for Mutations Mutations are a Special Skill list that canonly ever be taken by Possessed andMutants.Mutations may be taken any time aMutant or Possessed gains a new skill.Mutations also cost gold in addition tocounting as an experience advance.Mutants and Possessed may start withone or more mutations wheneverrecruited. Each Mutation bought in this way willmove the hero’s starting XP up to thenext Advance Threshold. (AdvanceThresholds are 2, 4, 6, 8, 11, 14, 17, 20,24, 28, 32, 36, 41, 46, 51, 57, 63, 69, 76,83, and 90 experience.)When buying starting mutations, thefirst is bought at its base cost, the 2nd at 10 gc, the 3rd at 15 gc, the 4th at 20gc of the base price and so on.Special Skills: MutationsCloven Hoofs .15gcHideous . .25gcWarrior has 1 MovementIf warrior is Mutant: Warrior Causes FearIf warrior is Possessed: Enemies must test forfear each round, not just the first.Tentacle .20gcWarriors within 1” of warrior cannot recoverDaemon Soul .15gcfrom knocked down. No effect while Mutant is knocked down Wizards within 6” of warrior add 2 to theirSpellcasting rolls.or stunned himself. Stacks with other modifiers. Tentacle has no effect on warrior’sability to use weapons. Also effects enemy Wizards. No effect while Mutant is knocked downor stunned himself.Great Claw 30gcIf warrior is Possessed: One attack each turnhas 1 Strength and an extra -1 modifier to the Horns .20gcenemy’s Armour SaveWarrior has an extra Strength 3 attack the turnIf warrior is Mutant: Warrior looses one armhe charges.and can only use a single Dagger, Club, Axe or This attack does not count towards theSword. But warrior also gains 1 attack that haspenalty for Fighting with two Weapons. 1 Strength and an extra -1 modifier to theenemy’s Armour Save.Scorpion Tail .30gc The Claw counts towards the penalty for Warrior has an extra Strength 2 attack eachfighting with two Weapons.turn that is poisonous. (A 6 to hit woundsautomatically. Such automatic wounds areExtra Head . 65gcnever Critical.)Warrior gains No Pain: Treats Stunned as This attack does not count towards theKnocked Down except while Mounted.penalty for Fighting with two Weapons.

Rules for Rewards of the Shadowlord Whan a Magister of Mutant gains anexperience advance they may roll onthe Reward of the Shadowlord tableinstead. No other warriors may ever use thistable.Roll 2D6 and consult the table.Advance Table: Rewards of the Shadowlord2 Wrath of the Shadowlord!9-10 Daemon WeaponWarrior is mutated beyond recognition andlost. Remove him from the warband but keephis weapons, armour and equipment.Warrior may offer a normal Club, Axe, Sword orGreat Weapon up for the Shadowlord. If it is a Club, Axe or Sword, it now gains 1 Strength and 1 to hit If it is a Great Weapon it now gains 2Strength and 2 to hit Weapon cannot be sold or swapped butmay be robbed as normal.3-6 Nothing HappensNo rewards. The experience advance is forfeit.7-8 MutationRoll a D6:11-12 Chaos Armour1: Entropic Mutation: Warrior permanentlyWarrior’s body is fused in Chaos Armour, thatsuffers -1 to one of his characteristics chosencannot be removed, robbed, swapped or sold.by you.2-5: Beneficial Mutation: Warrior gains any Chaos Armour gives a 4 Armour Saveone mutation of your choice for free, except forand does not confer Initiative penalties.Extra Head. Warrior can cast spells while wearing6 Extra Head: Warrior gains the Extra HeadChaos Armour as long as he does notmutation for free. If he already has it, he maycombine it with other Armour.choose another mutation which he gains forfree.Pictures, Painting andModelling by Gomez

HeroesHenchmen1 MagisterBrethrenComb ShootAcadStren SpeedVVVCost: 75gcStarting XP: 20Max Stats: HumanM WS BS S T W IA LD4443 31 4 18SPECIAL RULESLeader, Sorcery, Level 2 Wizard (ChaosRituals): Starts with 2 random SpellsCost: 23gcStarting XP: 0Max Stats: HumanM WS BS S433 30-2 PossessedComb ShootAcadStren SpeedVVVCost: 90gcStarting XP: 12Max Stats: PossessedBase Size: 25x25mm (Heavy Infantry Base)M WS BS S T W IA LD544 42 4 27SPECIAL RULESCause Fear, Never uses Weapons or Armour,No Penalties for Fighting Unarmed, Cannottake the ‘Weapons Training Skill’ (May useMiscellaneous Equipment as Normal)Access to Special Skill List: Mutations0-2 MutantsComb ShootAcadStren SpeedVVCost: 25gcStarting XP: 0Max Stats: HumanM WS BS S T W IA LD4333 31 3 17SPECIAL RULESAccess to Special Skill List: MutationsT3W1I3A1LD60-5 DarksoulsCost: 35gcStarting XP: 0Max Stats: HumanM WS BS S T W I A LD424 3 1 3 17SPECIAL RULESImmune to Fear and All AloneMetal-Clad: Natural 6 Armour Save that canbe negated and combined with other armouras normal.0-3 BeastmenCost: 37gcStarting XP: 0Max Stats: BeastmanBase Size: 25x25mm (Heavy Infantry Base)M WS BS S T W I A LD543 3 4 1 3 16Max Stats for HumansM4WS6BS6S4T4W3I6A4LD9Max Stats for PossessedM5WS8BS-S6T4W4I7A5LD10Max Stats for BeastmenM5WS7BS6S4T4W4I6A4LD8

Skaven Clan Eshin WarbandMaximum Warband Size: 20Take Rout Tests Once 5 or more models are out of actionHired Swords Avaliable: WarlockMax Stats for SkavenM6WS6BS6S4T4W3I7A4LD7Assassin Adept and Night Runner Weapons ListClose Combat WeaponsDagger .freeAxe 10gcSword 10gcFlail 15gcSpear .10gcHalberd 15gcGreat Weapon .15gcWeeping Blade .25gcFighting Claw 10gcMissile WeaponsSling .7gcWarplock Pistol .30gcBlowpipe 7gcThrowing Stars .10gcArmourLight Armour .10gcBuckler .7gcHelmet 10gcSorcerer and Verminkin Weapons ListClose Combat WeaponsDagger .freeClub .7gcAxe 10gcSword 10gcSpear .10gcGreat Weapon .15gcHalberd .15gcMissile WeaponsSling .7gcWarplock Pistol .30gcArmourLight Armour .10gcShield .10gcHelmet 10gc

Eshin Special SkillsBlack HungerTail FightingWarrior may choose to gain 1WS and 1 A theturn he charges. However, if there are any enemieswithin 1” at the end of the turn wherehe did this, he takes 1 S4 hit with noarmour saves allowed. Hit cannot cause Critical Wounds.Warrior may use a Dagger, Club, Axe or Swordin his Tail. Tail Fighting counts towards the penaltyfor fighting with two weapons.Art of Silent DeathPerfect KillerExtra -1 Armour Save modifier on all attacksmade by warrior, in both shooting and closecombat. (No effect with Spells cast by warrior.)Critical hits caused by warrior are tripled tothree woundsEshin Special EquipmentWeeping Blade25gcrare 9 Parry: 1 Initiative when determining whostrikes firstPoisonous: A 6 to hit wounds automatically.Such automatic wounds are never Critical.(Hand Weapon, Sword)BlowpipeFighting ClawWarplock Pistol10gcrare 7 Parry: 1 Initiative when determining whostrikes firstBalanced Pair: A warrior fighting with twoFighting Claws ignores the -1 to hit for Fightingwith Two Weapons. No effect if warrior iswielding a third weapon with Tail Fighting.(Hand Weapon, Other)7gcrare 7 Range: 14”Strength: 2Long Range: -1 BS when firing more than 7”Stealth: Can be fired while hidden withoutrevealing shooterPoisonous: A 6 to hit Wounds Automatically.Such automatic wounds are never Critical.(Missile Weapon, Other)30gcrare 9 Range: 6”Strength: 5Stand and Shoot(Missile Weapon, Blackpowder Weapon,Pistol)

HeroesHenchmen1 Assassin AdeptGiant RatsComb ShootAcadStren SpeedVVVVCost: 85gcStarting XP: 20Max Stats: SkavenM WS BS S T W IA LD4444 31 5 17SPECIAL RULESLeader, Perfect KillerAccess to Special Skill List: EshinCost: 10gcStarting XP: 0M WS BS S T W I A LD623 3 1 4 14SPECIAL RULESAnimals: Cannot Climb, Cannot CaptureScenario Objectives, No Experience, NoWeapons or Armour, No Penalties for FightingUnarmed0-9 Verminkin0-1 Eshin SorcererCombShootAcadVStrenSpeedVCost: 37gcStarting XP: 8Max Stats: SkavenM WS BS S T W IA LD5333 31 4 16SPECIAL RULESLevel 1 Wizard (Magic of the Horned Rat):Starts with 1 random Spell0-3 Night RunnersComb ShootAcadStren SpeedVVVCost: 35gcStarting XP: 6Max Stats: SkavenM WS BS S T W IA LD6333 31 4 16SPECIAL RULESAccess to Special Skill List: EshinCost: 27gcStarting XP: 0Max Stats: SkavenM WS BS S533 3T3W1I4A1LD50-1 Rat OgreCost: 190gcStarting XP: 0Base Size: 40x40mm (Monster Base)M WS BS S T W I A LD635 5 3 4 34SPECIAL RULESMonster: Cause Fear, Suffers Stupidity, NoWeapons or Armour, No Experience, NoPenalties for Fighting Unarmed, Cannot Hide,Cannot Capture Scenario Objectives, Adds andAdditional 15 to Warband Rating and Rolls onthe Heroes’ Post-Game Injury Chart. (MonstersClimb as normal.)

SUMMARY AND EXPLANATION OF CHANGESMercenaries Swordsmen changed to Veterans and loose Expert Swordsman. The skill was very random,and it dictated to players how they should arm their models. Good design leaves suchdecisions up to the player. Therefore, they have gotten BS4 instead of Expert Swordsman.This gives players some interesting options as they must ponder how to get the most out oftheir WS4 BS4 troops that are easily lost as long as they are henchmen.Witch Hunters Witch Hunter Heroes reduced from 8 to 4 starting XP. This reflects their true startingcharacteristics and skill list options.Warrior Priest down from 40gc to 37gc. This reflects his true starting characteristics andskill list options.Zealots down from 20 to 17gc.Wardogs up from 15 to 20gc.Flagellants replace buggy special rules with Immune to Psychology and Ballistic Skill 0.Flagellants down from Ld 10 to Ld 7. No reason to have Ld 10 as they are Immune toPsychology anyway. This allows us to get rid of the rule where they could not become theLeader.Flagellants have -1 S and 1 A the turn they charge. The game is less luck-based this wayand it allows Flagellants to gain four XP advances just like any other henchmen. Under theold rules, they had to sink one advance into BS even though they could never use MissileWeapons. Well no more!Sisters of Sigmar Sigmarite Matriach gains two starting Prayers because she starts with 20xp and will levelslower than other casters. This is balanced by the fact that she can still only cast a singleprayer each turn.Sigmarite Matriach up from 70 to 75gc.Sister Superior down from 35 to 30gc.Augur has cleaned up her special rules so that it is absolutely clear what she can re-roll andwhat she can’t. Instead of diffuse terms, she also gains a 4 ward save against spells.Augur has no exploration skill as of the moment.Novices that are promoted to heroines get to choose three skill lists rather than the normaltwo. Otherwise they would be completely worthless.Undead Dregs down from 20 to 17gcNecromancer down from 8 to 6 starting XPUndead is now a batch rule for easy reference and so that you know what counts asUndead and what doesn’t for the purposes of Sigmarite Hammers and Prayers/Spells.Dire Wovles are now Animals. In GW’s original book, they weren’t and could legally Climband so on.Dire Wolves get M7 and may now run. This avoids the old 18” charge range

Zombies may now run. They sucked too much before. We considered giving them M3 buteven so, they would still suck too much.Zombies up from 15 to 20gc.Cult of the Possessed Magister starts with I4 like any one Warband Leader.Magister gains two starting Prayers because he starts with 20xp and will level slower thanother casters. This is balanced by the fact that he can still only cast a single spell each turn.Magister gains Sorcery to make up for the fact that he is the only leader with only threeskill lists.Magister up from 70 to 75gcBeastmen -1 W, -1Ld, 1 M, down from 45 to 37gcDarksouls replace buggy Special Rules with Immune to PsychologyDarksouls have no BS as they could never use Missile Weapons anywayDarksouls now have a natural 6 armour save to reflect what their fluff says about them.(Garbed in scales).Brethern -1 Ld, 23gc. Possessed have up to seven models that ignore fear and psychology.And their stardard troops are WS3 BS3. So they need a little weakness to balance out.Darksouls cannot use Shields. They are supposed to be a glass cannon.Cannot hire Ogre Bodyguard Hired Sword. (Too much Close Combat beef in one warband.)Skaven Clan Eshin Sorcerer looses access to Eshin skill list. This was unfluffy and gave him too many listscompared to his starting XP.Assassin up from 60 to 85gc. He was horribly underprinced, it must have been a mistake toprice him the same as a standard human Captain when he is infinitely better.Assassin Adept looses Academic skillsBlack Skaven and Night Runners merged into 0-3 Night Runners. Skaven was the onlywarband that could start with six heroes. Quite unfair.Giat Rats down from 15 to 10gcRat Ogre down from 210 to 190gcRat Ogre rolls on the post game chart for Heroes (so you don’t have a 33,33% chance ofloosing 190 gc like under the old rules)Warplock Pistol down from 35 to 30gcWarlplock Pistol looses extra -1 armour save (now has -2 AS total)Verminkin are 0-9. So Skaven will have to fill their last 5 slots with Giant Rats if they wantthem. 20 xp gaining, weapon wield henchmen was simply too much and too good.Fighting Claws cleaned up their mess of special rules. Can now ignore Dual Wield penaltiesand Parry.Eshin Sorcerer down from 45 to 37gc

Possessed or Skaven warbands. (Excluding Hired Swords.) Absolute Faith Warrior is Immune to Fear and All Alone. Utter Determination Warrior may fight back in Close Combat even while knocked down. Sign of Sigmar Warrior causes fear in Vampires, Zombies, Dire Wolves, Mutants and the Possessed even if they are normally Immune to Fear.

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