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Warhammer Fantasy Battles
Veteran units and characters in campaigns
A fan-made addition to Warhammer by Petrus “Rune” Makkonen
There are always players who want to see
their wargames turn even more alive -
there is just that much a standard pitched
battle can do! When we are ready to bring
along our whole forces to the battlefield, to
really see who is the best general, and for
once take an eyeview on our heroes’ level,
there is no better way to hold a
Warhammer campaign.
Campaigns might consist of either a story,
or just battles followed by one another.
They might use a map to keep track of each
players’ conquest, or it might be a pre-
rendered scenario tree, in which the players
advance depending on the outcome of
battles. You could use a game master if
you want; allied forces, random events,
scenarios tailored for just the occasion,
players joining forces and turning against
each other again - everything’s possible.
Whatever you decide your campaign will
include, it might be interesting to see your
army actually grow in strength, and in skill.
This is where advancements come in. With
these rules, and army roster sheets
provided, you can easily keep track of your
forces, how they survive through battles
and learn new skills - if they are skilled
and lucky enough to survive in the first
place, that is!
This document explores advancements of
both your characters, and your units, both
entries covered fully before moving to the
next. In both cases you are explained how
to gain experience, how to keep track of it,
and how to gain new skills and abilities. At
the end of the document there are empty
army roster sheets ready for printing.
Advancements
Character advancements
During a campaign your heroes and lords
have a chance of gaining new skills and
honing their abilities by doing extraordinary
feats, as well as just gaining experience in
leadership and fighting skills. Just surviving
the battle is usually enough to shake a man
so that he has learnt something new, but
considering leaders are already veterans of
many battles, they have a keen sight for
changes, and are able to learn very swiftly -
sometimes even temporarily, before starting
their daily training after a campaign; a
shaken mind is eager to forget a trauma, and
any lesson learnt of one.
So, if your character learns new skills or
advances in characteristics, it does not mean
that after the campaign he would surely
retain his new skills - these skills apply only
for the time the campaign will last. Don’t
try to tel l your opponent in the next
tournament, that your general suddenly has
a Devastating Charge rule because he learnt
it in the last battle of your home campaign!
In your army sheet there are empty spaces in
the entry of every character. Some of these
spaces are marked. Whenever a character
accomplishes a feat, tick one space in the
sheet. When you tick a marked space, your
character has gained an advancement. If the
character is slain, remove 2d6 ticked spaces,
or until you reach a marked space already
ticked - we assume your hero did not die,
but suffered a near-fatal injury. Already
learnt advancements are retained.
Advancements are usually 15 ticks apart.
Whenever a character manages a feat, tick a
space:
1 space When the character survives a battle
without being slain.
1 space When the character during one phase
of a turn slays 15 points worth of
non-character models. (Cumulative)
1 space For each 30 points an enemy
character killed by the character was
woth in points. (Cumulative)
1 space When the wizard succesfully casts a
hex or an augement spell.
1 space Whenever the wizard suffers a
miscast and is not slain.
1 space Whenever the wizard succesfully
dispels (using dispel dice) a spell
cast by an enemy wizard of higher
level.
1 space Whenever the wizard succesfully
channels dispel or power dice.
1 space When the character’s unit passes a
leadership test with the character’s
leadership, and the unit’s unmodified
leadership would not have been
enough to pass the test
1 space When the character succeeds a
characteristics test your opponent
forced him to make (for example due
to a special ability or a spell).
2 spaces When the character is the army
general, and you win the battle.
2 spaces When the character is the army
general, and at least 3 units within
his Inspiring Presence radius pass a
leadership test during one phase.
2 spaces When the character succesfully kills
an enemy character (not a unit
champion) in a challenge.
For example, there are four units of Empire state
troops within 18" of an Empire General (also the
Army General) mounted on a majestic Griffon, who
all were unfortunate enough to be caught under a
Purple Sun of Xereus as it wandered through the
battlefield. All of them suffered casualties enough
to take a panic test: the spearmen roll 4 (pass),
swordsmen roll 11 ( failed), halberdiers roll 8
(pass), and the handgunners roll 10 (failed).
Luckily the handgunners were within 12" of the
battle standard bearer, and their rerolled dice pass
them nicely with a 5. The General ticks two spaces
in his sheet for being an inspiring leader, and
commanding his troops effectively in the heat of
battle.
Furthermore, the halberdiers were joined by a
warrior priest (Leadership 8). Had he not joined
them, the halberdiers would have had a Leadership
of only 7, and in this case we assume it was also the
warrior priests chants that drove the halberdiers on
- also the warrior priest gains a tick, even though
the general was in close proximity.
Our General is also in combat, with Chaos Warriors
nontheless. These warriors cost a whopping 16 points
a model. Our general slays two of them on his charge,
and ticks two spaces in his sheet (2x16=32; just
enough for two ticks). The Griffon, however tears
apart one more, and its might thunderstomp finds two
more victims. These are, however, not wounds made
by the character, so they do not add to his total
experience.
Next round a Grand Master with his knightly
bodyguard joins the frey, in attempt to break the
chaos defenses for good. The Grand Master ends up
in base contact with a Chaos Sorcerer, and ready to
slay the evil mage allocates all his attack at him,
maybe detecting a Crown of Command making the
warriors Stubborn. The Sorcerer costs 140 points,
and slaying him awards the Grand Master 4 ticks on
his advancement table - he was left 10 points short
from 5 ticks this time.
Unique Improvements skill list:
Devastating Charge
Cause Fear (Cause Terror if already causes Fear)
Hatred
Immune to Panic
Multiple Shots (+1 shot, is cumulative with
magical ranged weapons)
Poisoned Attacks
Quick to Fire
Sniper
Strider
Vanguard (Scout is already Vanguard)
Loremaster
After the battle is fought, see your army sheet - if there are characters whose
advancement tables have reached one or more marked spaces, they gain
advancements. For each marked space ticked, roll 2D6 and consult the charts below:
2D6
2-3
4
5-6
7
Warriors (those who cannot channel)
Loyal: When creating the army list, this
character’s base point cost is ‘free’ -
you do not have to pay for the points the
army book asks you to. All additional
equipment, mounts or additions have to
be paid for as normal. Characters with
Stomp or Thunderstomp roll again;
monsters are ‘nigh impossible to turn
loyal to any cause but their own.
Unique improvements: You may choose
one special rule from the list above.
This character now has that special rule.
Inspirer: The character increases his
Leadership and Iniative characteristics
by 1. If this would take the character’s
Leadership above 10, roll again.
Combat Expertise: The character
increases his Weapon Skill, Ballistic
Skill and Iniative charasteristics by 1. If
this would take any of those above 10,
roll again.
Wizards (those who can channel)
Loyal: When creating the army list, this
character’s base point cost is ‘free’ - you
do not have to pay for the points the army
book asks you to . Al l addi t i ona l
equipment, mounts or additions have to
be paid for as normal. Characters with
Stomp or Thunderstomp roll again;
monsters are ‘nigh impossible to turn
loyal to any cause but their own.
Unique improvements: You may choose
one special rule from the list above. This
character now has that special rule.
Windrider: The wizard can add a lore
normally available to him in his character
entry. Decide at the start of the battle
which lore you will be using.
Channeler: The wizard succeeds in
channeling attempts at 4+. If rolled twice,
the wizard is called a Bound Gateway,
and succeeds in channeling attempts at
2+. However, his mental state is shaken
on a roll of 1, and deamons trying to get
into his mind force an immediate Miscast.
Reroll if rolled a third time.
8-9
10-11
12
Flu r ry o f Blows : The charac t e r
increases his Attack and Iniative
charasteristics by 1. If this would take
the Attack charasteristics above 10, roll
again.
Personal Spoils: The character has his
max ium mag i c i t em a l l owance
increased by 25 points.
Toughness: The character increases his
Wounds charasteristic by 1. If this
would take it above 10, roll again.
Expanded Awarness: The wizard knows
an extra spell from the lore he chose, ie. a
level 2 wizard would roll 3 spells he
knows from his lore.
Arcane Aura: The wizard gains +1 to all
casting and dispel attempts.
Trinket Affinity: The wizard is no longer
restricted to only one magical item per
category.
Unit advancements
Not only characters gain experience and
grow stronger, but even whole units and
regiments just might survive against all
odds through battles to tell the tale of their
feats. Rank and file troops fight as a unit,
many as one, rather than challenging
enemies in single combat, as characters do.
They gain experience when holding the
battleline, surviving against odds and
stricking down the foe - few regiments learn
such a unity, that each soldier is able to trust
his life with the man next to him, and
actually prevail not because of sheer luck,
which is a governing force in the chaos of
violence, but training and skill.
Units (which you should name appropriately
in your army sheet to keep track of their
advancement tables, and to be able to tell
which unit is which in game) also have an
advancement table, but much shorter and
simpler. Tick a space when the unit
manages any of the feats below. If a unit is
wiped out (not fled the battlefield), deduct
2D6 spaces from their advancements. This
might take their advancements beyond
already achieved levels! This represents
newcomers refilling the ranks of the unit.
Remove an advancement if necessary.
1 space At the end of the battle if the unit
survived the battle with more than
50% left of its starting number.
1 space Whenever the unit passes a Break
test.
1 space Whenever the unit rolls an Insane
Courage (in addition to passing the
test).
1 space Whenever the unit wins a combat
round.
1 space Whenever the unit pursuits and
catches the fleeing unit.
1 space Whenever the (non-monster) unit
slays or runs down a monster.
1 space At the end of the battle for each
enemy banner carried by the unit.
1 space Whenever the unit runs down a
fleeing unit which it did not pursue.
1 space Whenever a rank and file model (or
c h amp i o n ) k i l l s a n e n emy
character.
1 space If the unit dealt casualties to a unit
forced to take a panic test due to
Heavy Casualties this shooting
phase. (even if the test was never
actually taken, or was passed
automatically.)
1 space If the unit destroyed a unit by
shooting.
After the battle, if the last model in a unit
was slain during battle (not fleeing), roll
2D6 and deduct the amount shown from the
units advancement table. For every marked
space ticked after the deduction you may
choose an advancement for the now veteran
unit. Already chosen advancement may not
be removed, but if the heavy losses roll
takes the unit below a treshold that would
mean removing of an advancement, that
advancement is lost. Later on, if the new
r e c r u i t s o f t h e u n i t a d v a n c e , t h e
advancement can be chosen again, or you
may choose another advancement.
Each advancement may be taken only once.
For each advancement taken the models in
the unit increase their pointscost by one. For
example, a unit of Empire Handgunners
choose Battle Hardened, and increase their
Ballistic Skill by 1: the unit now costs 9
points per model.
Advancements for units are usually 10 ticks
apart.
General Advancements
Battle Hardened: All models in the unit
increase their Weapon- or Ballistic Skill
charasteristic by 1.
Armory Contract: If the unit has no armour,
they now have light armour. If the unit
already has light armour (even if bought as
an option) they must pay 1 point per model
to wear heavy armour.
Heraldry Enchantments: The unit can take a
magical standard worth 25 points, or choose
a magical standard worth +25 points if the
unit could normally choose a magical
standard.
Steel Wits: The unit is now immune to
panic tests.
Strategy Training: All models in the unit
increase their Leadership charasteristic by 1.
Freshmen Baptism: A unit of Infantry or
Warbeasts gain +5 ‘free’ models. A unit of
Cavalry gain +2 ‘free models’. A unit of
Monsterous Infantry or Cavalry gain +1
‘free’ models. No points are paid for the
extra models or their options.
Infanty Advancements
Drill Mastery: The unit can re-roll the
Leadership test taken after a swift reform.
Warbeast Advancements
Devastating Charge: The unit gains the
Devastating Charge special rule.
Cavalry Advancements
Trample: The unit can re-roll the distance
rolled when charging.
Monster Advancements
Stompfest: The unit/monster can re-roll any
roll of 1 when rolling to wound with stomp
attacks.
For example, a herd of Beastmen, led by a murderous
beastlord, is confronted by warriors of the North
while sacking a border village in the Empire. A unit
of gors are assaulted by frenzied warriors of Chaos,
dedicated to the bloodthirsty god Khorne. The gors
vastly outnumber the Khornites, but the battle is yet
to be fought.
During the fight round, the chaos warriors cut down
10 unlucky gor! The beastmen, still confident in their
numbers, retaliate, but their blades pierce only one
chaos armour. The round goes, without a doubt, to
the chaos warriors.
The beastmen still outnumber the warriors, however,
and hold after taking the break test. The warriors
won a round of battle, and the gors passed a break
test: both units tick a space in their advancement
sheet.
Next turn a Jabberslythe swoops down from the skies
to charge the warriors’ flank, much for the relief of
the gors. The battle rages on, and it is once again
time for close combat.
The warriors have, once again, a higher iniative, and
finish off 8 of the gors, reducing their number to 12.
This will not, most likely, be enough to make them
steadfast anymore. The Jabberslythe suffers also 3
wounds, and the joined effort of the Beastmen is not
enough to turn the tide: the warriors, once again, win
the combat.
Both the gors, and the jabberslythe fail their tests,
and flee. The warriors see their chance, and pursuit
the lone monster. The pitiful creature is run down,
and the warriors gain 3 ticks (winning the combat,
running down a unit, running down a monster).
Would the gors have had a standard, it would’ve
been a safer bet to pursue them, for holding enemy
banners as trophies also gain units ticks.
At the end of the battle, the warriors find their
numbers almost unaltered, and for surviving the
battle in good health they gain a tick.
The veteran Jabberslythe was injured while being
trampled down, and loses 2d6 ticks from its
advancement sheet. Even though it had gained ticks
in the battle, which compensate for the loss of ticks,
a bad roll takes it down one marked space, and it has
to give up its Stompfest skill it had mastered in the
previous battle. Maybe it is a lesson for the beastman
player to be careful with his veteran units, for not
even advancements make anyone invoulnerable!
On the next two pages you can find blank
Army Roster Sheets for printing, and ready
to be used in your games. They are not ideal
for forming army lists, as one can see, but
rather for note taking and keeping track of
the progress of your troops and heroes.
Have fun experimenting with Army Roster
Sheets, and your campaigns!
Warhammer is owned by Games Workshop Limited. The author claims ownership of only the
text, and army roster sheets in this publication. The document is designed for free distribution - it
is made by fans, for fans. If you paid money for a print or rights to download this document, you
were ripped off.