Дополнительные правила
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Critical Hit Charts#
Missile WeaponsBows, crossbows, blackpowder weapons, throwing knives etc.:
- 1–2 Hits a Weak Spot. The missile penetrates its target’s armour. Ignore all armour saves.
- 3–4 Ricochet. If there are any other models within 6", the closest enemy model is also hit. Roll to wound and take any saves as normal for both targets.
- 5–6 Master Shot. The missile hits an eye, the throat, or some other vulnerable part. The target suffers 2 wounds instead of 1. There is no armour save.
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Bludgeoning WeaponsClubs, maces, hammers, flails, double-handed hammers etc.
- 1–2 Hammered. The target is knocked off balance. Your opponent may not fight this turn if he hasn’t already fought.
- 3–4 Clubbed. The hit ignores armour saves and saves from helmets.
- 5 Wild Sweep. Your opponent’s weapon is knocked from his hand. If he is carrying two weapons, roll to see which one he loses. He must fight with whatever back-up weapon he has in his equipment for the rest of this combat (or fight unarmed if he has no other weapons). Roll to wound and take armour saves as normal.
- 6 Bludgeoned. The victim automatically goes out of action if he fails his armour save. Even if he has several wounds remaining, he will be taken out of action by this attack.
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Bladed WeaponsSwords, axes, double-handed swords etc.
- 1–2 Flesh Wound. This attack hits an unprotected area, so there is no armour save.
- 3–4 Bladestorm. The warrior unleashes a virtual hail of blows. The attack causes 2 wounds instead of 1. Take armour saves separately for each wound. Remember that, as with other critical hits, if an attack causes multiple wounds for other reasons as well, you choose the highest number of wounds.
- 5–6 Sliced! The strike ignores armour saves, causes 2 wounds, and your warrior gains +2 to any Injury rolls.
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Unarmed CombatWardogs, warhorses, Zombies, Possessed, animals etc.
- 1–2 Body Blow. Your opponent staggers, allowing you to seize the initiative and make an additional attack. Immediately roll to hit and to wound. Any saves are taken as normal.
- 3–4 Crushing Blow. The blow lands with tremendous force. You gain +1 to the Injury roll if your opponent fails his save.
- 5–6 Mighty Blow. With a mighty punch or flying kick, you send your opponent sprawling to the ground. The attack ignores armour saves and you gain +2 to any Injury rolls.
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Thrusting WeaponsSpears, halberds, lances etc.
- 1–2 Stab. With a quick strike, you penetrate your opponent’s defences. You gain +1 to any Injury rolls. Armour saves are taken as normal.
- 3–4 Thrust. The thrust lands with great force and the target is knocked down. Take armour saves as normal and see whether the model suffers a wound.
- 5–6 Kebab! The thrust knocks the target back with titanic force, ripping apart armour and puncturing flesh. The attack ignores armour saves and you gain +2 to any Injury rolls. The victim is knocked backwards D6" and the attacker follows, staying in base contact. Any other models involved in the combat are separated and only the model which struck the blow and his target are still considered to be in combat. If the target collides with another model, the other model is hit once at S3.
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Escaping from combatWarriors that are engaged in hand-to-hand combat at the start of their own turn may try to escape from combat during their movement phase. Such fighters are assumed to have realised that the odds are against them and decided that it is just too dangerous for them to continue.
Declare which of your warriors will try to escape from combat at the start of your movement phase, at the same time as you declare charges. Turn the models around to show this.
Take a Leadership test for each warrior trying to escape from combat. This represents his efforts to find the right time to escape. If he passes, the warrior can move up to double his normal Movement rate away from combat and the enemy he was fighting, in any direction.
If he fails, his opponent is allowed to make 1 automatic hit against the warrior who is trying to escape, and the fleeing warrior (provided he survives) will run 2D6" directly away from combat. He will have to take a Leadership test at the beginning of his next turn.
If successful he will stop, but may not do anything else during that turn. If the test is failed, he will continue to run 2D6" towards the closest table edge and must test again the following turn if he is still on the table.
If a warrior is charged whilst he is fleeing, the charger is moved into base contact with him as normal, but the fleeing warrior will then immediately run a further 2D6" towards the table edge, before any blows can be struck.
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Home Rules- When choosing spells for the first time, "Wizards" may roll two dice and pick one of the two spells.
- Underdogs: When a warband fights against an enemy warband with a higher rating, its warriors earn extra Experience points as shown on the table below. Also, warband with lower rating get's reroll as shown on the table below:
Rating difference | Experience Bonus | Reroll count |
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0–50 | None | 1 |
51–75 | +1 | 2 |
76–75 | +2 | 3 |
101–75 | +3 | 4 |
151–75 | +4 | 5 |
301+ | +5 | 6 |
- Charge distance is M + 2d6 drop lowest. If model has M 7 or more, or skill that increase charge distance, charge distance is M + 3d6 drop lowest.
- If a model makes a failed charge it moves directly towards the target a distance equal to the score result rolled on the charge roll.
- Big Henchmen (Rat Ogre, Etc) roll on the hero injury list rather than the henchmen list.
- In exploration, if you should roll zero dice, you can roll 2d6 and pick lowest.
- Dual Wielding: a warrior using two weapons suffers a -1 to Hit on both attacks. Also, an attack from an off-hand weapon can be parried on a roll EQUAL TO or higher than the roll to hit if the defender can parry. Attacks from additional weapons equipped due to skills (e.g. Tail Fighting) or mutations (e.g. Extra Arm) are exempt from this rule. Weapons that come as a pair (e.g. Fighting Claws) are also exempt from this rule.
- New common Skill Ambidextrous: the warrior is adept at two weapon fighting and may ignore the dual wielding penalty. All Hired swords that come with at least two weapons are presumed to have Ambidextrous as a standard.
- Light Armour (5+ save) 15 gc, rare 8
- Heavy Armour (4+ save) 40 gc, rare 9
- Ithilmar Armour (4+ save) 70 gc, rare 11 [60 gc for high elves when band created]
- Gromril Armour (3+ save) 150 gc, rare 11 [75 gc for dwarf when band created]
- Shield +1 to armor save (adds -1 to M if used with any armor except Ithilmar Armour)
If model's Initiatives are equal, they strike simultaneously.
Ballistic Skill | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 |
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To Hit score | 6+ | 5+ | 4+ | 3+ | 2+ | 1+ | 0+ | -1 | -2 | -3 |
To Hit on 7+ | 6 followed by a 4, 5 or 6 | |||||||||
To Hit on 8+ | 6 followed by a 5 or 6 | |||||||||
To Hit on 9+ | 6 followed by a 6 | |||||||||
To Hit on 10+ | Impossible! |
WS | TARGET'S WEAPON SKILL | |||||||||
---|---|---|---|---|---|---|---|---|---|---|
1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | |
1 | 4+ | 4+ | 5+ | 5+ | 6+ | 6+ | 6+ | 6+ | 6+ | 6+ |
2 | 3+ | 4+ | 4+ | 4+ | 5+ | 5+ | 6+ | 6+ | 6+ | 6+ |
3 | 2+ | 3+ | 4+ | 4+ | 4+ | 4+ | 5+ | 5+ | 6+ | 6+ |
4 | 2+ | 3+ | 3+ | 4+ | 4+ | 4+ | 4+ | 4+ | 5+ | 5+ |
5 | 2+ | 2+ | 3+ | 3+ | 4+ | 4+ | 4+ | 4+ | 4+ | 4+ |
6 | 2+ | 2+ | 3+ | 3+ | 3+ | 4+ | 4+ | 4+ | 4+ | 4+ |
7 | 2+ | 2+ | 2+ | 3+ | 3+ | 3+ | 4+ | 4+ | 4+ | 4+ |
8 | 2+ | 2+ | 2+ | 3+ | 3+ | 3+ | 3+ | 4+ | 4+ | 4+ |
9 | 2+ | 2+ | 2+ | 2+ | 3+ | 3+ | 3+ | 3+ | 4+ | 4+ |
10 | 2+ | 2+ | 2+ | 2+ | 3+ | 3+ | 3+ | 3+ | 3+ | 4+ |
S | TARGET'S TOUGHNESS | |||||||||
---|---|---|---|---|---|---|---|---|---|---|
1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | |
1 | 4+ | 5+ | 6+ | 6+ | 6+ | 6+ | 6+ | 6+ | 6+ | 6+ |
2 | 3+ | 4+ | 5+ | 6+ | 6+ | 6+ | 6+ | 6+ | 6+ | 6+ |
3 | 2+ | 3+ | 4+ | 5+ | 6+ | 6+ | 6+ | 6+ | 6+ | 6+ |
4 | 2+ | 2+ | 3+ | 4+ | 5+ | 6+ | 6+ | 6+ | 6+ | 6+ |
5 | 2+ | 2+ | 2+ | 3+ | 4+ | 5+ | 6+ | 6+ | 6+ | 6+ |
6 | 2+ | 2+ | 2+ | 2+ | 3+ | 4+ | 5+ | 6+ | 6+ | 6+ |
7 | 2+ | 2+ | 2+ | 2+ | 2+ | 3+ | 4+ | 5+ | 6+ | 6+ |
8 | 2+ | 2+ | 2+ | 2+ | 2+ | 2+ | 3+ | 4+ | 5+ | 6+ |
9 | 2+ | 2+ | 2+ | 2+ | 2+ | 2+ | 2+ | 3+ | 4+ | 5+ |
10 | 2+ | 2+ | 2+ | 2+ | 2+ | 2+ | 2+ | 2+ | 3+ | 4+ |
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Dark Elves- Sea Dragon Cloak (4+ save, 3+ save vs ranged) 40+2D6 gc, rare 10 dark elves only [40 gc when band created]
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Dwarf Treasure Hunters- Expert Blackpowder Advice: A Dwarf Engineer is a master of blackpowder guns. Any friendly model in 6" of Dwarf Engineer can reroll blackpowder weapon misfire roll of 1 but you must accept the result of the second roll.