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Warband Fantasy Core Rules

Warband Fantasy (WF) is a tabletop wargame where players create and battle with miniature armies, utilizing a variety of unit types and strategies. The game includes core rules, unit classifications, and faction-specific abilities, allowing for diverse gameplay experiences. Players must manage resources, including unit composition and tactics, to achieve victory through various objectives and combat mechanics.

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0% found this document useful (0 votes)
65 views18 pages

Warband Fantasy Core Rules

Warband Fantasy (WF) is a tabletop wargame where players create and battle with miniature armies, utilizing a variety of unit types and strategies. The game includes core rules, unit classifications, and faction-specific abilities, allowing for diverse gameplay experiences. Players must manage resources, including unit composition and tactics, to achieve victory through various objectives and combat mechanics.

Uploaded by

Clarck Nova
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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Warbands

What is Warband?

Warband Fantasy (WF) is a tabletop wargame where two opposing players engage in a
battle of wits and dice rolling, miniature moving. Here you will find all that is needed to
play and even build a sizable warband of your own!

In this book you will find some of the main rules of play and a set of premade units to
test. Scenario’s and Faction demo books will be available separately.
This Book serves as both the main rules and a demo play.

The game system below is a work of passion for histories and fantasy alike. I hope you
(the awesome reader, gamer) enjoy this game and I look forward to making more content
as time moves forward.
-Creator, Nick, H.
-Tester, fellow Developer and Friend
Zach Trowbridge

What is needed to play?


● Measuring tape or ruler
● Set of 6 sided dice
● The miniatures scaled at 28mm (1/50 or 1/64)
● Table space with 32x28 for play area

Unit Types
There are
-Core
-Elite
-Skirmisher
-Mounted
-Non-Core
-Chariot
-Special Models
-Banner Carriers
-Warlords

Frederik ROSATI (Order #47677258)


●Core units are standard infantry that are cheap and ready to use.
●Skirmishers can be both Non-Core or even Core units that can
Move>Action>Half Move
● Mounted/Cavalry are Non-Core units
-Mount/Calvary charge must exceed through defending units. Should a charge not follow
through the entirety of another unit a morale save must be done, failing the save the
Attacking unit must take 1 damage.
Most of these Types of Units have Something called Traits, which act as a way to have
special abilities for each game.

The bulk of any Warband is the Infantry. The smallest force is 16 models or 3 units plus 1
model. 5x Core infantry 5x skirmisher infantry 5x elite 1x special model.
What is the Infantry category?
Infantry formations are the main bulk of any Warband. Without the infantry formations
there are no defensive formations or attacking formations.

Core Infantry are the cheapest in terms of point value.


Providing generalized use and often overwhelming force with size and number, nothing
greater than a large moving force. The most common expression of core infantry is with
spears, swords, axes paired with shields. There is no visible armor on the models.

Elite Infantry are the armored models in the Warband and can respond in smaller but
more deadly force. Because Elite Infantry is portrayed as heavily armored they have
reduced movement, making them ideal for reinforcing key points for wearing out the
opponents.

Skirmishers main purpose is to wear the opponents forces and act as harassing
formations. The key second of infantry models, also the fastest infantry, are best
expressed as spear throwing or sling using models without armor. Skirmishers can
Move>Action>Half Move.

Archers fall in the Infantry category due to the lack of armor and focus on ranged
engagements. Acting as the buffer best placed behind cover or other formations to
defend the Archer formations. While currently able to fight in a melee, it is with heavy
restrictions.
All Warbands need a combination of Infantry formations, the make up entirely depends
on the player.
The Special Model is the Command or unique figurehead of your Warband and in order to
play, one must be in play.
To note there are factions and faction restrictions.
Some factions have access to cavalry and others do not.

Frederik ROSATI (Order #47677258)


Building an Army
Building an army is easy for starting out and demo playing, just follow these simple rules.
1. Must have a minimum of 1 Warlord or Special Model and no more than 2 Elites per
250pts
1.1. some factions can have multiple or only 1 Warlords
2. Must be 2/3 CORE units
3. Must not exceed agreed upon points value for the Warband.

How to Win and first Turn


Determining who goes first is either by the highest roll.
One of the few ways to win is to remove the Warlord/General model from play. The
other is to take and hold certain objectives for 2 turns without contest. Another way is
through 4 or 5 rounds of gameplay, the score is set by how many Quest Points each
player scored based off of Quest or Scenario Cards. Another way to win is straight
elimination.
Contested objectives are when there's more than one unit within charging
distance of a unit at or in an objective that are NOT your army’s units.

Cards
Each player draws or picks 3 Quest cards and 2 Tactic cards each. Scenarios are
either picked at random or agreed upon. However in the event of a dispute, resolve with a
higher roll to decide.
If one player has significantly less points than the other, the lower of the two may
draw/pick an additional Tactic card for the game if the point difference is 100 points or
more.

Factions
The factions are a small part in playing the game, each faction has its strengths
and weaknesses. Making tactical planning and coordination key.

Kelta
A fierce peoples dedicated to their tribes and often fought with painted skin to aid
intimidation. These tribal warriors seldom wear armor and their Elites are known
as fearless warriors.
This faction has the Berserker keywords.
Vikyr
Traders, pirates, mercenaries and explorers. These people use a mixture of
equipment, but are often depicted as axe wielding, shield wall focus fighters. Their
strength is their tactical prowess and inspirational Leaders are key to effective
combat.
This faction has the Explorer keyword.

Frederik ROSATI (Order #47677258)


Legions
A wave of red cloaks and blades of steel, the militant city-states move onward
toward goals of conquest and glory for their growing empire. Siege engines and
armored models capitalized on larger scale encounters and shield focused
infantries that start combat with thinning any attacking force before clashing in
melee.
This faction has the Advanced Training & Pilum Training keywords.

Game Orders
All Warbands Players have Orders that can be issued and followed that can add
flare and function to play.
*Note that when an order is given it is from the Warlord models. This action
cancels their movement or action to give an order.*
-March/Advance
-Stand Ready
-Brace/Shieldwall
-Charge
-Rally

Each of these orders have key uses. The orders that affect Movement are
March/Advance, Charge, Rally.
*Some of these Order’s can only be used in Skirmish play, Warband campaigns, or
Formation play (large scale games).
-March/Advance allows a selected unit or a Formation in the circle of influence
(Presence) of selected model to move an additional 1d6 distance (March). And the
Advancing Formation movement is based on the Inspiration roll. However this
reduces the number of attacks by 1 for the unit/Formation that Marched.
-Charge Action (Formation Scale, otherwise is considered as an action in Action
Phase) takes a Formation that passes an Inspiration roll to move and to engage,
resolve combat. Even if the selected unit fought and is not currently fighting or
engaged (Standard and Skirmish do NOT follow this Order to resolve).
-Rallying a Formation disengages units from combat, without penalty, to regroup
at or closer to the pre-selected model that issued the Rally Order. This Order also
brings back routed/fled models back as their original units, based on models in
unit that fled. I.E. an under strength unit.
Stationary Orders are best for Formations that are ready to charge soon or about
to be charged at. These Orders are Brace/Shieldwall, Stand Ready. An Ordered
Formation to “Stand Ready” acts much like “Brace” however is used as a counter
to an attacking Formation. “Stand Ready” gives the Ordered Formation the ability
to reroll failed Save vs Attack rolls. “Shieldwall/Brace” order, the Formation has
now a reduced (halved) movement forcing the attacker to reroll hits. “Brace” is for
Siege Engines and Mounted, “Shieldwall” is for non-Siege or Mounted models.

Frederik ROSATI (Order #47677258)


Order’s can only be given to a unit within the ordering unit’s area of influence and
only once PER Action (faction dependant). Further some factions must make a
save roll for the order to take effect.
Orders to set or change a formation's stance can be resolved at the start of the
next round.

Combat and Movement


Movement is dictated by a set value (M) and each faction has a different
movement scale for the different formations or units.
Combat that resolves after the movement phase is known as an “engagement.”
Engagements prevent movement till resolved for the attacking/defending
formations. Once a formation/unit is in combat it must make a save roll at the end
of each round of combat for Fatigue, a Inspiration roll is provided from formation,
Special Models (must be within the special models range [Presence] to roll for
Inspiration)
Combat goes as follows

To Hit (CS vs AR) > resolve Saves >Assign Damage>Rresolve Losses

Units that failed their saves take the attacking weapons profile for damage.
Failed save> Damage - Wound Threshold>Resolve Loss
Units with long range abilities must perform an Accuracy or Range Save prior to
normal resolution of combat.
Movement requires no dice rolling, only measurement.
Calvary units can move through other units, those units must roll for Morale to
stop the cavalry units movement, on a failed saved route 1d3” from calvary unit.
Combat requires dice rolling followed by morale roll depending on combat losses.
Combat is resolved by Weapon Strength vs Armor Value. Further Combat is base
to base for most melee units, and certain weapons will have 1” or more to reach
attackers or defenders.
Engagement is defined as two units within melee range and can fight. A single
unit can be engaged to two or more than one unit. 1v+2
Some units can be engaged at 2” based on weapon profiles (spear-1”, pike-2”).
A unit attacking at range uses the ranged weapon profile and must determine
Long, Short, Medium ranges.

Charging rules and disengaging


Charging is typically 1d6 for unit to unit. Mounted units or units with more than 6”
move roll a 2d6 for charging.
I.E. If an attacking unit is within 4” of the defending unit then a charge may be
made during Action Phase, a roll from a 1d6 must be 4 or higher to succeed in the
charge to fight (some weapons may adjust that value).

Frederik ROSATI (Order #47677258)


Chargers will attack first unless against units with spears or ranged weapons, if
attacker and defender both have same weapon profiles then there's a roll off for
who attacks first (higher roll wins).
Further Combat is determined by the number of models that are base to base or
within attacking distance (bows, slings have a minimum of 3” attack distance).
Further a failed charge of 2’’ with a weapon profile of 2’’ reach counts as a
success.
*To leave an engagement, a save roll must be made or have 1 (per model in unit
using weapon profile only) attack made against disengaging unit(s)*
I.E. 1 Attack per model vs disengaging unit.
*Units with certain traits or weapons with 1”-2” melee may fight back against
charges.
Some units have a counter vs charges. These units typically are either ranged or
have Skirmisher Spears or Pilum. For the non ranged (Pilums/Skirmisher Spears)
to be utilized there would have to be certain Traits or Keywords, but are typically
1d3 and what is rolled is total number of attacks vs charging units. Typically the
ranged weapons use their Profile block for standardized attacks at the lowest
distance scaling. If the roll was a 6 (1d3, 6=3) only 3 ranged attacks total not per
model vs charges. When done as a normal attack then it is for each model in the
unit.
If any ranged or non-ranged counter vs charges has removed 1 model from the
charging unit then the attacker must take a morale save before fighting (some
exceptions from Traits). Failed save ends the charge and is treated as a movement
instead.
If a unit is ordered to Charge then the unit has full charge distance instead of 1d6

Morale, Fatigue and Inspiration


Morale rolls are done after losses exceeding Formation Threshold. In turn losses
are incurred from combat and morale rolls are done for each model when unit
inflicted losses exceeding Formation Threshold.
Failed Morale rolls result in either cowering models (not entire formations) or a full
formation retreat. These values depend on the Presence (P) value of Special
Models in range (I.E. 5” for Warlord model 3” for other Special Models). If
Morale/Inspiration roll is below the Presence of Special models or a formations
standing score (all formations have a Presence value of 5) a retreat roll must be
made.
When a formation is engaged and fails either Morale/Inspiration rolls the following
chart is to reflect loss/retreats (losses are incurred when formations have a value
removed from the Formation Threshold value (FT), basically wounded models do
not retreat and are counted as losses).
Morale has to be done when a Warlord either routes or is defeated, the area of
effect is that units Command/Presence. Special Units with Presence only affect
Non-Core units.

Frederik ROSATI (Order #47677258)


This formula should help determine the rolls needed to make on most
Morale/Inspiration
1 save roll for each model in a unit, until the first passing save is made to end
morale save.
Fatigue is when a Formation is in combat with more than one Formation or is
engaged and fighting formation for more than one turn. Fatigue provides a -1 to
the save value and to movement, i.e. save of 4 is now 5 and so on (reverse for
Movement 5”=4”). Further fatigue can be dissipated with the Rally actions or post
combat morale. Formations with Special Units attached may make a save to
negate 1 point of Fatigue, using the Special Units save value.

Warband Scaling
The fighting armies are called Warbands and how they are scaled to other
warbands by Point Cost. (Currently in balance testing)
A warband with a high Cost is often large or a low Cost is small in size and paired
against other Warbands of similar Cost.
Terminology for units and formation are not always interchangeable.
Unit is a single group of the same models.
Formation is multiple units of similar combat profiles with some variances in units.

Rallying and Advancing


All Warbands have a set model to rally to when things get too rough, unless you
are advancing. When a formation, unit or individual model rallies to the
preselected model at the start of game (must be declared to opponent and must
be from the special model list) to avoid confusion and to keep smooth gameplay,
the formations/models can be reorganized to focus on a defensive stance or to
prep for the final charge in battle (calvary can Rally and Advance in the same
phase of play).
Formations that are nearing opponents' models can opt out of combat for another
movement, this is called Advancing. Legion Formations best use this tool due to
most models being equipped with shields, making them a walking wall. If a
Formation Advanced to the base of another opposing formation the opponent
makes a morale or inspiration roll while the Advancing Formation makes a
Inspiration roll. This is to determine if any Formation “pushes” the opposing
formation to use the Rally action.
Siege engines are exempt from Rally and Advance actions.

Special Abilities
All factions have a chart of abilities they follow for their special models. The
charts have a boon system, once the ability is used it is more costly to use in the
next combat phase. Every failed roll for the selected ability results in the need for
a morale roll and if it is failed that model takes a -1 to its Threshold. Siege

Frederik ROSATI (Order #47677258)


Engineers however are exempt from the Wound Threshold loss, the siege engines
within 6’’ of the Siege Engineer lose 1 point of Movement till there's less than 1”
Movement left then Wound Threshold decreases by 1 for every fail.

Key Terms
●Wound Threshold (WT) determines the total number of successful
hit/wound on a model
● Formation Threshold (FT) is the number of losses a formation,unit can take
before taking a morale roll
● Armor (Ar) is the total toughness value or armor value that is used to
determine if an attack succeeds/fails
● Movement (M) is the full distance a model can make
● Presence (P) is the total distance a model has of Influence for special
effects/morale boost and use of orders.
● Combat Strength (CS) is the overall strength of a single weapon
● Attacks (At) is the total times a single model can attack (some models have
special rules)
● Save (S) determines if model takes damage from successful attack

Resolving Combat and Morale


Combat is resolved through combat strength vs threshold to determine hit. To resolve
loss, unit save (+/- mod) against damage.
To determine how many saves a unit must take: successful hits = save rolls, sometimes
exceeding models in a unit. A combat Morale test is then required if successful hits
Equal to or Exceeded the unit’s Formation Threshold. Models in a unit in which the
amount of hits over formation value is its save to make is lowered by 1 (a model is routed
if the roll is equal to or higher than save value). However, for the next model its units
save value unmodified (lower the roll the better), the morale test ends when the next or
first model passes the test.

Failed Morale roll is counted as a Routed/flee as is a failed save against combat hits is a
loss. Routed models are placed in Reserve to be redeployed on a “Rally” action.
Ranged combat is resolved based off attacking Unit’s Save value for accuracy then
CS vs Ar
This applies to melee and ranged.

CS vs Ar > unit save


Failed combat saves count as a Wound loss
Units must make a morale save when the unit loses models equal or greater than the
Formation Threshold (FT) for that unit.
Charging distance is determined by 1d6 for normal models 6” or less movement, 2d6 for
mounted units calvary or certain siege units (Monsters) with +7” or higher Movement.

Frederik ROSATI (Order #47677258)


This chart is an example on how to determine if the Attacker has successfully hit the
defender.

CS 1 over Ar the roll required to hit is lower than 4 by 1.


If CS is 2 over Ar to hit is lowest at 2.

CS 4 vs Ar 6 = 6
CS 4 vs Ar 5 = 5
CS 4 vs Ar 4 = 4
CS 4 vs Ar 3 = 3
CS 4 vs Ar 2 = 2

A Combat roll is an auto fail if the TO HIT roll is 1


And a roll of 6 is a crit as long as it is not the minimum to Hit/Wound roll.
There are Ar values in which stronger weapons can damage easier otherwise it’s
CS 3 vs Ar 7 = 6 defender +1 save to a max save value of 2.

Post Combat Effects


After combat has resolve and units are engaged with no clear victor, both units take 1
point of fatigue. Each point of fatigue reduces Movement and Save values by 1. A unit
with 3 or more fatigue points must make a morale save. To remove fatigue the Rally
action must be done by either a Warlord or a Special model/unit. The other way to
remove a fatigue point is by a successful disengagement and avoidance of melee combat
for 1 round.

What is Terrain
Terrain is the element in which the battlefield has obstacles to maneuver around for
either a better strategy or better advantage over your opponent.
To add to the challenge there are a few key terms for terrain to be aware of:
❖ Light terrain
➢ This feature is to mainly create cover (+1 save vs Ranged) or block Line Of
Sight (LOS)
❖ Passable Terrain
➢ This feature is added for both vertical and horizontal travel, adding both
challenge and variety of terrain features. It is passable in the sense of
doors or open gaps that are arguably the size of a model to allow travel.
❖ Impassable Terrain
➢ This feature is non-passable in the sense that there is no travel through the
feature and travel must go around the feature.
❖ Dangerous Terrain
➢ This feature is best described as steep incline, water or fire, terrain that has
the chance to cause damage or routing/fleeing. This terrain is either too

Frederik ROSATI (Order #47677258)


steep or slowing in nature. Dangerous Terrain can be passed through,
EXCEPT by mounted units and siege units.
*Water features - reduce travel to half upon entry
*Fire features - units passing through must make a save upon entry for routing, upon
passing through another save for 1 damage. This damage only applies for one model in
the unit and must be done each phase if a unit is still in the Feature.
*Steep Features - inclines that are not vertical with landings that models can sit on
WITHOUT falling off the feature. Units can climb 1” for every 2” of their base movement
without penalty, a save would be needed to pass in order to climb full movement speed.
On a failed save 1 model takes 1 damage or 1 unit out of a formation takes damage.

Terrain is key for a challenging environment for play. Each player alternates
placement of pieces of terrain up to agreed upon amount, while ensuring the play area
maintains 3-6” between pieces. Some terrain provides height advantage or cover from
range. Effectively reducing attackers 6” range to 3” or boosting the defenders range from
6” to 9”. Terrain also adds movement blocking potential as well as line of sight blocking.
*Light terrain only affects LOS of ranged units
*Passable terrain only slows unit or affects LOS (height dependant)
*Impassable terrain or Dangerous terrain has restrictions on movement and LOS.

Terrain with height of 3” and a flat surface for full unit resting space can be
considered passable but not for mounted units. For every 1” vertical translates to 2”
horizontal. Any terrain higher than 3” is considered Impassable, other terrain is
considered light if it has no features preventing a unit to be placed 2/3 on its surface.
Skirmisher units can ignore some movement penalties for horizontal terrain that
blocks LOS, however they cannot attack at range through the terrain feature.
There is impassable terrain that can damage (1 on failed save) mounted units and
some monster siege units. This happens when the unit charges into the baricade.

Terrain Special Rules.


Some features provide bonuses.
I.E. tall grass, it blocks LOS for ranged attacks but is passable for charges. As long as
the unit clears the feature regardless of weapon profile.
Another example is a ruined building with multiple levels, as long as a ranged unit is 2”
higher than target unit there is a +1 to Ranged Save/Skill.
Now if it were units with a shield and they had height advantage vs ranged, the shielded
unit receives +1 to their Armor value and the reroll 1 save vs bows. Some terrain will be
scalable, for each 1” vertical counts as 2” movement.

Cover
Cover creates areas where save values are improved by 1. For cover to work, 2/3 of a unit
must be out of LOS (line of sight) or Covered from the attacking unit. Save values
CANNOT be set to a value of 1, 1 is an auto fail for both saves and attacks.

Frederik ROSATI (Order #47677258)


Cover that is considered Light, has a partial cover to the waist of models. Against
Ranged attacks +1 to Ar value.
Cover that is considered Heavy, has fully covered a unit from LOS. This is best against
ranged and charging attacks because LOS is blocked, heavy cover is also obscuring.
Medium cover is hazardous: it can block ranged LOS but not charging for melee if a unit
is moving from higher point of activation (must be base to base melee, otherwise it's
negated). To add, Medium cover reduces movement by 1 for the entire unit. Mounted and
similar units cannot cross.

Index I:
Kelta
Colorful clothing and brutal skirmishers, speed being the focus of any battlefield. The
Kelta Faction has plenty to offer a new player and even though there’s only a few model
types that have armor, there is no lacking in ferocity against armored Warbands.
The best approach for Kelta is to utilize inspiration Chieftains and Druids provide. Druids
can keep skirmishers mobile, mobile skirmishers are key to many Kelta Warband
victories.
Banner Carries aid in focusing a rally of retreating models.
The Druids are the backbone of combined forces of the Kelta peoples. Druids can utilize
chart 1 for special abilities.
This Faction has a unit restriction, no cavalry or mounted units.
“Unyielding, unforgiving. Nature is with us.”

Vikyr
Nothing more than rag-tag mercenaries, traders. The Vikyr boasts a healthy love for war
and lore. Led by Jarls or by a single Kungor, the Vikyr warband favors a balance between
armored infantry and unarmored. Shield Walls and a mix of range and melee in most
units. The Gothi being key to their history and inspiration from it, where the Jarls and
Kungor provide inspiration from solely being on the field.
The Vikyr people rally to the Gothi making it key to keep the Gothi safe from combat, this
allows retreating models to form a new formation of smaller or similar starting size. Gothi
utilize a faction unique chart for special abilities.
“Coin and Glory, stories to be told. Hide not in the shadows.”

Legions
Conquest and a heavily armored army. Utilization of armored models from cavalry to
infantry or large siege engines of war. This faction has no need for the simple things in
the world. If it is not theirs, it will soon burn to be theirs. Of all the conquered lands the
city-states built their empire from the enslaved peoples, forcing them to fight or flee.
Never has a single legion turned away from their enslaved soldiers, the drivers have a
key job of keeping morale high and those who would lower it to be punished.
“Fear not the Legion, Fear the heathen in chains, unbound.”

Frederik ROSATI (Order #47677258)


Myths and Legends
While there are many legends from ancient times there have been few that stood between
the realm of man and that of myth. In this category is a variety of mythological factions,
starting with elves and beasts.

Woodland Elves
An elven culture that embraces their ancient past and tradition, casting aside their
cousins' customs of wearing metallic armor and organized combat. Relying on sheer
rabid attacks and monster allies. This faction boasts a lack of armored models and its
unity with nature. All melee attacks are +2 (2 extra attacks). However they cannot use
armor other than Leather. Contains Elven keyword traits.
"We are nature, its will, its wrath… We are one…"

High Elves
Elves that have advanced with the world seeking to protect their dwindling resources
through the ancient arts of magic and metal. Their brutality is comparable to that of
dwarven war machines. This faction utilizes magic and medium armors. This faction has
+1 attacks with swords (not Great Weapons) and ranged weapons. Contains Elven
keyword traits.
"The world moved forward without hesitation, so shall we…"

Outlanders
Cursed Elves, whose future depends on the border of their mysterious lands. These
scholars know the blade and the humble arrow and armor. No foe can compare to an
Outlander's wrath. This faction has +1 to saves and access to Great Weapons. Contains
Wrath , Guard and Advanced Training keywords.
"We are exile and blade… Fear not the Outland, fear the ash left behind."

Dwarven Kingdoms
Dwarven factions split between mountains, lacking numbers of other factions. The
Dwarvern Kingdoms utilize fierce machines of war to offset the lack of bodies on the
fields. This faction has +1 damage with Mace, axes and access to siege equipment. This
faction has the Bulwark keyword.
"Stone and ore, glory to the mother mountain."

War Hosts Orinth


War Hosts in the lands of Orinth are many and should be considered a threat to other
warbands. Orinth is known for its aggressive inhabitants and its dangerous landscape.
No single War Host shares a thought of peace, only the never ending lust for conflict.
The factions of Orinth have Fury and Bloodlust keywords.

Frederik ROSATI (Order #47677258)


Ability Chart
This chart shows the Druid, Stone Seer and Sorcerer casting abilities.
Each of these models can use the abilities below on a successful roll. On a double roll
where the spell cannot be used again, if it meets criteria to be cast its effect resolves
first. Most caster units have an 8” cast range.
To use the abilities roll 2d6's.

On double 6's this effect can be placed on 2


units. Selected units can perform an additional
Fervor 7+
action, even if combat has resolved for that unit.
Cannot attack the same unit twice.

On 6 or higher selected units have its armor


value changed by +1 for the round. On double
Iron Skin 6+ 6"s the effect can be placed on an additional unit.
This effect is nullified after the next combat
encounter.

On double 6's this effect can be placed on 2


Troll Blood 8+ units. Selected unit removes 1 damage counter.
On double 1's 2's or 3's this ability CANNOT be
used for the remainder of the game.

Unit cannot Attack or resolve combat actions


Calm 5+ against your units/models for the duration of the
round. On doubles this effect CANNOT be used
again for the remainder of the game.
On double 6's, 1 damage is given to the selected
unit (all models) and must make a save to
Entomb 6+ negate this. Roll selected Unit takes 1d3 damage
on failed save. Other doubles remove ability from
play.

On double 6's extend duration by 1 round.


Enrage 10+ Selected CORE unit is given Berserk and must
attack, or charge, any unit nearest. Other
doubles remove ability from play.

Core Units Stats

Core units are the infantry units and have the following base stats, are with gear
modifications. The base stats will be listed on top un modded.
*any stat with a +1 for offensive use denotes extra attack for charge
5x-10x models per unit

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Human- Core base stats
Move Attack Armor Wound Formation Save Combat
Threshold Threshold Strength

6 3 3 1 3 6 2
Gear- Dagger

Humans Core- Sword Infantry


Move Attack Armor Wound Formation Save Combat
Threshold Threshold Strength

6 2+1 3 2 3 4 3
Gear- Sword, Leather Armor

Humans Elite- Medium Sword Infantry


Move Attack Armor Wound Formation Save Combat
Threshold Threshold Strength

6 2+1 5 1 3 4 4
Gear- Sword, Chainmail

Humans Elite- Medium Infantry


Move Attack Armor Wound Formation Save Combat
Threshold Threshold Strength

6 2+1 5 1 3 4 4
Gear- Sword, Chainmail, Shield

Human Core- Spear Infantry


Move Attack Armor Wound Formation Save Combat
Threshold Threshold Strength

6 1+1 3 1 3 4 3
Gear- Spear, Leather

Humans Core- Medium Infantry


Move Attack Armor Wound Formation Save Combat
Threshold Threshold Strength

6 1+1 5 1 3 5 3
Gear- Spear, Chainmail

Frederik ROSATI (Order #47677258)


Humans Elite- Medium Infantry
Move Attack Armor Wound Formation Save Combat
Threshold Threshold Strength

6 1+1 5 1 3 4 4
Gear- Spear, Chainmail, Shield

Humans Special- Banner Carrier


Move Attack Armor Wound Formation Save Combat Presence
Threshold Threshold Strength

6 2+1 3 2 1 4 3 6
Gear- Banner/Standard, Leather, Sword, Inspire

Human Warlord (Leader)


Move Attack Armor Wound Formation Save Combat Presence
Threshold Threshold Strength

4 2+1 6 2 1 4 5 6
Gear- Plate, Sword, Shield

Weapon and Armor Stats


Swords
A CS Dmg

1 +1 3 1

Spears
A CS Dmg

+1 3 1
*Attacks first against charges
*Can attack at 1” distance

Axes
A CS Dmg

+1 4 2d3
-1 vs save

Frederik ROSATI (Order #47677258)


Short Bows
A CS Dmg

3 3 @ 18” 1
2 3 @ 12” 2
1 4 @ 6” 3
To hit is determined by a To Hit roll,
*1) Make range save for each unit
2) roll to Hit
3) defender rolls Save

Slings
A CS Dmg

4 2 @ 12” 1
3 3 @ 6” 2
2 4 @ 3” 3
*1) Make range save
2) roll to Hit
3) defender rolls Save

Shields
Save Bonus

+1 Reroll Save
vs arrows

Chainmail
Armor Bonus

+2 -1 move for
skirmisher
units

Plate
Armor Bonus

+3 +1 Save
-2 Move

Frederik ROSATI (Order #47677258)


Leather
Armor Bonus

N/A +1 WT

Keywords and Traits


Below are some of the common to know Keywords or Traits for an Army.
❖ Beserk
➢ If a unit with this trait loses models, takes losses not from morale,
IGNORE till end of combat phase and the “Slain” models attack one
more time before being removed from the table. Base stat of attacks
is used and weapon CS only.
❖ Explorer
➢ Ranged units (not Skirmishers) have a 6” larger deployment area.
Non-Elite units have a 3” larger deployment area.
❖ Fury
➢ Unit receives +1 to CS on successful charges and 1 Attack (per model)
vs charges
❖ Bulwark
➢ Unit may ignore 1 point of damage from combat.
❖ Rampant
➢ This unit must take the shortest path to the nearest enemy unit, and
may perform 1 additional Action in Action Phase.
❖ Wrath
➢ When a unit takes a loss the remaining models attack again even if
the unit already resolved its combat (can only attack once per model
using weapon CS and its respective damage profiles)
❖ Duelist
➢ Sword equipped units receive +1 additional attacks in melee and in
charges. On a roll of 6, +1 Dmg
❖ Veteran
➢ Unit can reroll 1 failed save for 1 instance per round (saves I.E.
morale, vs dmg, vs effects. Not to reroll to hit or charges)
❖ Inspire
➢ Unit gives a +1 to saves for same faction units
❖ Scout
➢ Units with this trait can be deployed at the start of round 2. Must be
within 1d6” of friendly units and 6” from enemy units.
❖ Bloodlust
➢ When a unit is defeated from combat, Units with Bloodlust may
perform a second Action. Roll of 6 when attacking adds 1 total
attack to the die pool.

Frederik ROSATI (Order #47677258)


Phases of Play
● (At start of game) Deploy Formations/Models and alt between
player/formation.
● Placement of terrain
Movement/Warband Orders
Action Phase
a. Charge or normal comat
b. Units Advance/Move (Units that Advanced cannot fight in this phase unless
an ability is used).
c. Perform Actions (Take objectives, Stance changes)
d. Rally
e. Use Casted Abilities
f. Use Order Abilities
g. Warband Orders
Resolve Combat/Charges
Morale or Inspiration rolls
Repeat

Combat for melee is CS vs Ar > opponent Save


Resolve losses > roll Morale
Ranged Save > CS vs Ar > opponent Save
Unit with 2" elevation has their save modified by 1 for accuracy save

Frederik ROSATI (Order #47677258)

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