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Warcry in The Old World

Warcry in the Old World introduces new rules for gameplay, including a maximum of 12 fighters per warband and adjustments to battle round durations. It also specifies targeting rules for shooting and provides a detailed list of mercenary and special abilities for various factions. The document includes costs, weapons, and runemarks for different fighters, along with their unique abilities and effects.

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0% found this document useful (0 votes)
15 views14 pages

Warcry in The Old World

Warcry in the Old World introduces new rules for gameplay, including a maximum of 12 fighters per warband and adjustments to battle round durations. It also specifies targeting rules for shooting and provides a detailed list of mercenary and special abilities for various factions. The document includes costs, weapons, and runemarks for different fighters, along with their unique abilities and effects.

Uploaded by

mieszal1534
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
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WARCRY IN THE OLD WORLD v.0.

1
In General Fighter Spam:
 Warcry in the Old World is played like  To prevent players spamming the same
normal Warcry, on the Warcry board, and fighters, add +10, +20, +30 etc. to the cost
using the battleplan cards. of each fighter type beyond the first that
 Warcryme uses the same rules as Warcry, the player is including in their list.
but with a few extra rules.

Recommended Extra Rules:


 Change maximum number of fighters in a
warband to 12.
 Battles in Warcry in the Old World end after
the 4th battle round, unless the scenario
specifically states otherwise.
 Many players even find that extending
those battleplans that say they end after
the 3rd battle round to the end of the 4th
works better.

Targeting Shooting (Closest Enemy)


When shooting a missile weapon, a warrior must
target the closest visible enemy.
 If the closest enemy is subject to penalties
from cover, abilities, or other rules, you
may target the succeedingly closest enemy,
provided that it has fewer penalties. (Note
that the more distant target must have
definitively fewer penalties– it is not enough
that it has just as many.)

Pick Target (Elevated 2” or More)


Warriors elevated 2” or more above ground level
may target any visible enemy, not just the closest.
 However, if there are any visible enemies
within 3” of such a warrior, they do not get
to pick their target, but must follow the
normal rules for targeting missile weapons
(i.e. shooting at the closest enemy).

Warriors cannot Shoot:


 If there are enemies within 1” of them.
 Through allied warriors.
 At enemies that have one or more
members of their own warband within 1” of
them.
MERCENARIES
Cost Name Weapons 4 7 8 Runemarks 5 2 6 3 5 2 6 3
185 Captain Sword, Pistol 4 4 20 Leader 1 4 4 2/4 6 2 4 2/5
130 Sergeant Sword, Shield 4 5 15 Bulwark 1 4 4 2/4
140 Sergeant Great Sword 4 4 15 Destroyer 1 4 5 2/5
135 Sergeant Halberd 4 4 15 Destroyer 2 3 4 2/5
60 Trooper Sword, Shield 4 4 10 Bulwark 1 3 3 1/3
60 Trooper Spear, Shield 4 4 10 Bulwark 2 2 3 1/4
65 Trooper Halberd 4 3 10 Destroyer 2 2 4 1/4
65 Marksman Bow 4 3 10 Scout 1 2 3 1/3 3-14 2 3 1/3
80 Marksman Handgun 4 3 10 Scout 1 2 3 1/3 3-12 2 4 1/4
75 Marksman Crossbow 4 3 10 Scout 1 2 3 1/3 3-16 2 4 1/3

[Double] Hold the Line! [Double] Aimed Shot [Double] Form Shieldwall
A fighter can use this ability only if Scout only. Bulwark only.
there is a visible friendly fighter Add +1 to the Strength and Damage This fighter, and friendly visible
within 1" of them. Until the end of characteristics for the next Attack fighters with the Bulwark runemark
this fighter's activation, add +1 to action this fighter makes this within 3” of him, gain +1 Toughness
the Strength and Attacks of Attack activation that targets an enemy until the end of the battle round.
actions made by this fighter than more than 3” away.
have a range of 2" or less.
.
[Triple] Wide Sweeping Blow [Triple] Volley Fire [Quad] Flow of Battle
Destroyer only. Scout only. Leader only.
Allocate a number of Damage to all Add half the value of this ability  Pick a number of visible friendly
visible enemy fighters within 3" of (rounded up) to the Attacks fighters with the Bulwark
this fighter equal to half the value of characteristic of Attack actions and/or Destroyer runemarks
this ability (rounded up). made by this fighter this activation equal to the value of this ability
that targets an enemy fighter more that are within 6" of this
than 3" away. fighter.
 Each of these fighters may
make a bonus Move action or a
bonus Disengage action (they
do not all have to make the
same action).
REIKLAND SPECIAL ABILITIES
[Double] Honest Steel [Double] Exemplary Officer [Triple] Tactical Supremacy
Leader only. Leader only. Leader only.
Add +1 to the Damage done by Until end of battle round, add the Gain one Wild Dice.
Attack actions made by this fighter value of this ability to the value of
this activation that have a range of other abilities used by friendly
1” or less. visible fighters within 6" (to a
combined maximum of 6).

MIDDENHEIM SPECIAL ABILITIES


[Double] Crush the Weak! [Double] Lead with Strength [Triple] Battle Frenzy
Leader only. Leader only. Leader only.
Until the end of the battle round,  Use only if an enemy was Until the end of the battle round,
add +1 to the Attacks and Strength taken down by an attack add +1 to the Attacks characteristic
characteristics the next Attack action made by this fighter of visible friendly fighters that have
action made by this fighter this this activation. a range of 3” or less while they are
activation that has a range of 1” or  This fighter may make a within 6” of this fighter (including
less. bonus Move action or a bonus this fighter himself).
Attack action.

MARIENBURG SPECIAL ABILITIES


[Double] Dueling Pistol [Triple] Poisoned Stiletto [Triple] Tilean Elixir
Leader only. Leader only. Leader only.
Add +1 to the Damage done by  Choose an enemy within 1” of  Use only if there are no visible
Attack actions made by this fighter this fighter. enemies within 1” of this
this activation that have a range of  Allocate Damage to that fighter fighter.
3” or more. equal to half the value of this  Remove 6 Damage from this
ability (rounded up). fighter.
 Then this fighter may make a
bonus Disengage action.
WITCH HUNTERS
Cost Name Weapons 4 7 8 Runemarks 5 2 6 3 5 2 6 3
190 Inquisitor Sword, Pistol 5 4 18 Leader, Scout 1 4 4 2/4 6 2 4 2/5
135 Hunter Sword, Pistol 5 4 12 Scout 1 4 4 2/4 6 2 4 2/5
135 Hunter Sword, Crossbow 5 4 12 Scout 1 3 4 2/4 3-16 2 4 2/4
140 Hunter Great Sword 5 4 12 Scout 1 4 5 2/5
125 Priest Great Hammer 4 4 15 Priest 1 4 4 2/4
60 Flagellant Brazier 4 3 10 Destroyer 1 3 4 1/3
55 Flagellant Flail 4 3 10 Destroyer 3 3 3 1/3
50 Zealot Spear 4 3 8 2 2 3 1/4
55 Zealot Short Bow 4 3 8 1 2 3 1/2 3-12 2 3 1/3
65 Warhound Jaws 6 3 8 Beast 1 3 3 1/3

[Double] Tools of Judgment [Double] Tireless Seeker [Double] Chain Garrote


Add +1 to the Damage done by  Scout only.  Scout only.
Attack actions made by this fighter  Use only during the first  Pick a visible enemy fighter
this activation that target an enemy battle round. within 6" of this fighter and
that is 3” or closer to this fighter.  This warrior may make a roll a dice.
bonus Move action equal to  On a 3-4, allocate 1 Damage
the value of this ability in to that fighter.
inches.  On a 5-6, allocate a number of
Damage to that fighter equal
to the value of this ability.

[Triple] Jaws and Brutality! [Triple] Whirlwind of Chains [Quad] Fanatical Fury
 Beast only. Destroyer only.  Destroyer only.
 The next time this fighter Allocate a number of Damage to all  This fighter makes a bonus
finishes a Move action within visible enemy fighters within 3" of Attack action.
1” of one or more visible this fighter equal to half the value of  Add +1 to the Strength and
enemies, pick one of those this ability (rounded up). Attacks characteristics of that
enemies. Attack action if this fighter
 Allocate a number of Damage has any Damage points
to that enemy equal to the allocated to them.
value of this ability.

[Double] Hammer of Sigmar [Double] Armour of Righteousness [Quad] Soulfire


 Priest only.  Priest only.  Priest only.
 Until the end of this fighter's  Until the end of the battle  Allocate a number of Damage
activation, the Strength round, deduct 1 Damage from to all visible enemy fighters
characteristic of attack all hits and critical hits from within 3" of this fighter equal
actions made by this fighter Attack actions that target this to the value of this ability.
with a range of 3” or less warrior (to a minimum of 1).
count as being higher than
the target's Toughness.
CLAN ESHIN
Cost Name Weapons 4 7 8 Runemarks 5 2 6 3 5 2 6 3
190 Deathmaster Sword, Stars 6 4 16 Leader, Agile 1 5 4 2/5 8 3 3 1/4
135 Sorcerer Staff, Blast 5 4 12 Mystic 2 3 4 2/4 3-7 2 3 3/6
210 Rat Ogre Claws 5 5 30 Gargantuan 1 2 6 4/8
125 Assassin Sword, Stars 6 4 10 Agile 1 4 4 2/4 8 3 3 1/3
85 Packmaster Whip 5 3 10 Champion 4 4 3 1/2
75 Runner Sword, Stars 6 3 8 Agile 1 3 3 1/3 8 2 3 1/3
60 Clanrat Sling 5 3 8 1 2 3 1/3 3-12 2 3 1/2
65 Clanrat Spear, Shield 5 4 8 Bulwark 2 2 3 1/4
65 Clanrat Sword, Shield 5 4 8 Bulwark 1 3 3 1/3
30 Giant Rat Jaws 6 2 4 Beast 1 3 2 1/2

[Double] Scurry Away! *Double+ Assassin’s Leap [Double] Flurry of Throwing Stars
Roll a D6: On a roll of 4+, this Agile Only.  Agile only.
warrior may perform a free This warrior can fly when making  Pick a visible enemy fighter
Disengage action. Move actions until the end of his within 6" of this fighter and
activation. However, he cannot roll two dice.
move vertically upwards more than  On a 4-5, allocate 1 Damage
3" from this ability. to that fighter.
 On a 6, allocate a number of
Damage to that fighter equal
to the value of this ability.

[Triple] Crack the Whip [Triple] Perfect Killer [Quad] Master of Silent Death
 Champion only.  Agile only.  Agile only.
 Choose a friendly visible  Until the end of this warrior’s  This warrior can fly when
fighter with the Gargantuan activation, add +1 to this making move actions until the
or Beast runemarks within 4” fighter’s Attacks and +1 end of his activation.
of this fighter. Damage to Attack actions  However, when flying, he
 That fighter makes a bonus made by this fighter that have cannot move more than 3"
Attack action with +1 Attacks a range of 1" or less. vertically upwards from this
to that Attack action. ability.
 In addition, this warrior
makes a bonus Move action.
 Then, he may make a bonus
Attack action.
[Double] Warp Lightning [Triple] Skitterleap [Quad] Curse of the Horned Rat
 Mystic only.  Mystic only.  Mystic only.
 Pick a number of visible  Pick a friendly warrior that is  Pick a visible enemy fighter
enemies equal to the value of within 12" of this warrior. within 6” of this fighter and
this ability.  Remove that warrior from the roll six dice.
 The first enemy picked must battlefield.  For each roll of 3-6, add
be within 8” of this fighter,  Then immediately place that Damage to that enemy equal
and each subsequent enemy warrior anywhere on the to half the value of this ability
picked must be within 3” of a battlefield within 4" of this (rounded up).
fighter that has already been warrior.  If the enemy fighter is taken
picked (the same fighter  The warrior chosen to be down from this damage,
cannot be picked twice). affected by this spell does not replace that enemy with a
 Allocate 1 Damage to each of have to be visible to the Clanrat of your choice that
the picked fighters. warrior using this ability. you now control.
CULT OF POSSESSED
Cost Name Weapons 4 7 8 Runemarks 5 2 6 3 5 2 6 3
130 Magister Dagger, Blast 4 4 12 Leader, Mystic 1 4 4 2/4 3-7 2 3 3/6
180 Possessed Claw 4 4 20 Brute 1 4 5 2/5
170 Possessed Tentacle 4 4 20 Brute 2 4 4 2/4
55 Darksoul Flail 4 3 10 Destroyer 3 3 3 1/3
60 Darksoul Great Axe 4 3 10 Destroyer 1 3 4 1/3
90 Gor Swords 5 3 12 Scout 1 4 3 1/3
75 Gor Mace, Shield 5 4 12 Scout 1 3 3 1/3
55 Cultist Short Bow 4 3 8 1 2 3 1/3 3-12 2 3 1/3
50 Cultist Spear 4 3 8 2 2 3 1/4
70 Harpy Claws 8 3 3 Beast, Fly 1 3 3 1/2
***

[Double] Imbued with Dark Power [Double] Brayherd Ambush [Double] Nightmarish Visage
Until the end of the battle round,  Scout only.  Brute only.
add +1 to the Attacks and Strength  Until the end of the battle  Pick a visible enemy fighter
characteristics this warrior’s next round, add +1 to this fighter’s within a number of inches of
Attack action that has a range of 3” next Move action and +1 to this fighter equal to the value
or less. this fighter’s next Attack of this ability and roll a D6.
action that has a range of 3”  On a 3+, until the end of the
or less. battle round, that fighter
cannot make Move actions or
Disengage actions.

[Triple] Maniacal Rage [Triple] Flaying Frenzy [Quad] The Will of Chaos
 Destroyer only.  Brute only.  Until the end of this warrior's
 Allocate a number of Damage  Use only if an enemy has activation, add +1 to the
to all visible enemy fighters been taken down by an Attack Attacks characteristic of
within 3" of this fighter equal action from this warrior this Attack actions made by this
to half the value of this ability activation. warrior.
(rounded up).  This warrior makes a bonus  In addition, each time an
Move action. enemy warrior is taken down
 Then he may make a bonus by an Attack action by this
Attack action. warrior this activation that
had a range of 2“ or less, this
warrior man make a bonus
Move action.

[Double] Wings of Darkness [Double] Lure of Chaos [Triple] Vision of Torment


 Mystic only.  Mystic only.  Mystic Only.
 This warrior performs a bonus  Pick any visible enemy warrior  Pick a visible enemy fighter
flying Move action. within 12” of this warrior. within 6” of this fighter.
 That warrior performs a  Until the end of the battle
bonus Move action directly round, that fighter cannot
towards this warrior. If that make Move actions or
warrior needs to descend, he Disengage actions.
counts as jumping.
UNDEAD
Cost Name Weapons 4 7 8 Runemarks 5 2 6 3 5 2 6 3
210 Vampire Sword 5 4 25 Leader, Fly, 1 4 4 2/5
Destroyer
135 Necromancer Staff, Blast 4 4 12 Mystic 2 3 4 2/4 3-7 2 3 3/6
130 Signifier Staff 3 4 15 Icon Bearer 2 3 4 2/4
50 Dreg Halberd 4 3 8 2 2 4 1/4
50 Dreg Short Bow 4 3 8 1 2 3 1/3 3-12 2 3 1/3
40 Zombie Fists 3 3 12 Warrior 1 2 3 1/2
45 Skeleton Sword, 3 4 10 Warrior 1 3 3 1/3
Shield
45 Skeleton Spear, 3 4 10 Warrior 2 2 3 1/4
Shield
55 Ghoul Claws 4 4 10 Destroyer 1 3 3 1/3
70 Dire Wolf Jaws 6 3 8 Beast 1 3 4 1/3
***

[Double] Shambling Horde [Double] The Red Thirst [Double] Aura of Dred
 Warrior only.  Destroyer only.  Leader only.
 Use only if this fighter is within  Use only if an enemy was taken  Pick a visible enemy fighter
6” of a visible friendly fighter down by an Attack action made within a number of inches of
with the Leader, Mystic, or Icon by this fighter this activation. this fighter equal to the value of
Bearer runemarks.  Remove a number of Damage this ability and roll a D6.
 This warrior makes a bonus from this fighter equal to the  On a 3+, until the end of the
Move action equal to the value value of this ability. battle round, that fighter
of this ability in inches cannot make Move actions or
(rounding up). Disengage actions.

[Triple] Balefire [Triple] Slavering Charge [Quad] Chill Grasp


 Icon Bearer only.  Beast only.  Until the end of this
 Until the end of the battle  The next time this fighter fighter's activation, add the
round, visible enemies finishes a Move action within 1” value of this ability to the
within 3” of this fighter of one or more enemies, pick Damage of critical hits from
cannot use abilities. one of those enemies. Attack actions made by this
 Allocate a number of Damage fighter that have a range of
to that enemy equal to the 3” or less.
value of this ability.  After each attack action
made by this fighter, roll a
dice. On a 5-6, until the end
of the battle round, the
target fighter cannot make
a more action or disengage
action.
[Double] Curse of Years [Triple] Raise Dead [Quad] Vanhel’s Danse Macabre
 Mystic only.  Mystic only.  Mystic only.
 Pick any visible enemy fighter  Choose any friendly fighter with  Pick a number of visible friendly
within 6” of this fighter. the Warrior runemark that has fighters with the ‘Warrior’
 That fighter suffers -1 been taken down. runemark equal to the value of
Toughness until the end of the  Place that fighter anywhere this ability that are within 6" of
battle round. within 3” of this fighter. this warrior.
 Then remove a number of  Each of these fighters may
Damage points from that make a bonus Move action or a
warrior equal to the value of bonus Attack action (they do
this ability. not all have to make the same
 That fighter no longer counts as action).
taken down.
SISTERS OF SIGMAR
Cost Name Weapons 4 7 8 Runemarks 5 2 6 3 5 2 6 3
190 Matriarch Hammer, Whip 4 4 20 Leader, Mystic 1 4 4 2/4 3 3 4 1/3
130 Superior Hammer, Shield 4 5 15 Bulwark 1 4 4 2/4
125 Superior Hammer, Whip 4 4 15 1 4 4 2/5 3 3 4 1/3
140 Superior Great Hammer 4 4 15 Destroyer 1 4 5 2/5
120 Augur Dagger 4 4 12 Sentient 1 3 3 1/3 3-7 1 3 3/6
120 Relic Bearer Staff 4 4 12 Icon Bearer 2 3 4 2/4
60 Sister Hammer, Shield 4 4 10 Bulwark 1 3 3 1/3
55 Sister Whip 4 3 10 3 3 3 1/3
65 Sister Great Hammer 4 3 10 Destroyer 1 3 4 1/3
55 Sister Sling 4 3 10 1 2 3 1/3 3-12 2 3 1/2

[Double] Righteous Fury [Double] Throw Bolas [Double] Crushing Blow


 Use only if there is at least  Pick a visible enemy fighter Until the end of the battle round,
one visible enemy fighter within 6" of this fighter and add +1 to the Strength and Damage
within 6” of this fighter. roll two dice. characteristics this warrior’s next
 This fighter makes a bonus  On a 4-5, allocate 1 Damage Attack action that has a range of 1”
Move action and must finish to that fighter. or less.
closer to the closest visible  On a 6, allocate a number of
enemy fighter than she was at Damage to that fighter equal
the start of that Move action. to the value of this ability.

[Triple] Stand Defiant! [Triple] Holy Visions [Quad] Blaze of Glory


Icon Bearer only. Sentient only.  This warrior makes a bonus
Until the end of the battle round, Gain 1 Wild Dice. Move action.
deduct 1 from the Attacks  Then she makes a bonus
characteristic (to a minimum of 1) of Attack action.
Attack actions made by visible  If this warrior ended with
enemy fighters while they more enemies within 2” of her
are within 6" of this fighter. than there were at the
beginning of her activation,
also add +1 to the Attacks
characteristic of that Attack
action.

[Double] Hammer of Sigmar [Double] Armour of Righteousness [Quad] Soulfire


 Priest only.  Priest only.  Priest only.
 Until the end of this fighter's  Until the end of the battle  Allocate a number of Damage
activation, the Strength round, deduct 1 Damage from to all visible enemy fighters
characteristic of attack all hits and critical hits from within 3" of this fighter equal
actions made by this fighter Attack actions that target this to the value of this ability.
with a range of 3” or less warrior (to a minimum of 1).
count as being higher than
the target's Toughness.
HIRED SWORDS
Points Name Weapons 4 7 8 Runemarks 5 2 6 3 5 2 6 3
115 Warlock Staff, Blast 4 3 10 Mystic 2 3 3 1/3 3-7 2 3 3/6
195 Ogre Great Club 4 5 30 Gargantuan 1 2 6 4/8
125 Elf Elf Bow 5 3 10 Scout 1 2 3 1/4 3-18 2 3 1/3
130 Slayer Axes 3 4 18 Berserker 1 4 4 2/4
50 Halfling Short Bow 4 2 8 Agile 1 2 2 1/3 3-12 2 3 1/3
145 Pit Fighter Gauntlet, Flail 4 4 15 Champion 1 4 4 2/4 3 3 4 2/4

[Double] Lead with Strength [Double] Readied Stance [Double] Silver Arrows of Arha
 Champion only.  Champion only. Mystic only.
 Use only if an enemy was  Until the end of this battle Until the end of the battle round,
taken down by an attack round, add half the value of this fighter has access to the
action made by this fighter this ability (rounded up) to the following attack profile:
this activation. Toughness characteristic of 5 2 6 3
 This fighter may make a this fighter. 3-14 6 3 1/2
bonus Move action or a bonus
Attack action.

[Double] Relentless Zeal [Double] Monster Slayer [Double] Sword of Rezhebel


 Berserker only.  Berserker only.  Mystic only.
 Add +3” to this fighter’s  Add the value of this ability  Until the end of this fighter's
next Move action this (rounded up) to this warrior’s activation, the Strength
activation. Damage from Attack actions characteristic of attack
targeting enemies with the actions made by this fighter
Gargantuan runemark this with a range of 3” or less
activation. count as being higher than
the target's Toughness.

[Double] Wayfinder [Double] Elven Accuracy [Triple] Luck of Shemtek


 Scout only. Scout only. Mystic only.
 Use only during the first Add +1 to the Strength and Damage Gain one Wild Dice.
battle round. characteristics for the next Attack
 This warrior may make a action this fighter makes this
bonus Move action equal activation that has a range of more
to the value of this ability than 6".
in inches.

[Double] Hearty Stew [Double] Hide in Plain Sight [Triple] Trampling Charge
 Agile only. Agile only.  Gargantuan only.
 Use only the battle round Until the end of the battle round,  The next time this fighter
this fighter was deployed. enemies cannot target this fighter finishes a Move action within 1”
 All fighters in this fighter’s with Attack actions that have a of one or more enemies, pick
combat group gain +1 range of 6” or more while this one of those enemies.
Wound (including this fighter is within 1” of any terrain  Allocate a number of Damage
warrior himself – this may feature. to that enemy equal to the
take them above their value of this ability.
starting Wounds).
DRAMATIS PERSONAE
Points Name Weapons 4 7 8 Runemarks 5 2 6 3 5 2 6 3
140 Aenur Great Sword 5 4 12 Elite 1 3 5 3/6
180 Johann Swords, Knives 5 4 12 Agile 1 4 4 2/4 8 5 3 1/3
210 Bertha Hammers 4 4 20 Leader, Priest 1 4 4 2/4
200 Veskit Claws, Pistols 5 5 25 Champion 1 4 4 2/4 3-6 2 5 2/5

[Double] Beheading Strike [Double] Enchanted Cloak [Special] High Matriach


Elite only. Elite only. Priest only.
Until the end of the battle round, Until the end of the battle round, This fighter may use any of the 9
add half the value of this ability enemies cannot target this fighter abilities available to Sisters of
(rounded up) to the Damage of with Attack actions that have a Sigmar, regardless of runemarks.
critical hits made by this fighter range of 6” or more while this
from Attack actions that have a fighter is within 1” of any terrain
range of 3” or less. feature.

[Double] Dodge [Double] Scale Sheer Surfaces


Agile only. Agile only.
Until the end of the battle round, Until the end of the battle round, do
deduct 1 from Attack actions that not count the vertical distance
target this warrior from a range of moved for Move actions by this
more than 3” away, to a minimum fighter.
of 1.

[Double] Unblinking Eye [Single] Metallic Body


Champion only. Champion only.
Pick a visible enemy fighter within Until the end of the battle round,
6” of this fighter and roll a dice. add half the value of this ability
On a roll of 3+, that fighter cannot (rounded up) to the Toughness
make Move actions or Disengage characteristic of this fighter.
actions until the end of the battle
round.

[Double] Hammer of Sigmar [Double] Armour of Righteousness


 Priest only.  Priest only.
 Until the end of this fighter's  Until the end of the battle
activation, the Strength round, deduct 1 Damage from
characteristic of attack all hits and critical hits from
actions made by this fighter Attack actions that target this
with a range of 3” or less warrior (to a minimum of 1).
count as being higher than
the target's Toughness.
HIRING TABLE
Warlock Ogre Elf Slayer Halfling Pit Fighter Aenur Johann Bertha Veskit
Mercenaries V V V V V V V V
Witch Hunters V V V V V V V
Sisters of Sigmar V V V V V V V V
Possessed V V
Undead V V
Skaven V V

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