Warband Fantasy Core Rules
Warband Fantasy Core Rules
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
Unit Types
There are
-Core
-Elite
-Skirmisher
-Mounted
-Non-Core
-Chariot
-Special Models
-Banner Carriers
-Warlords
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.
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.
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.
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.
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.
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.
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
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
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 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
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
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.
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.
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.”
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."
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
6 3 3 1 3 6 2
Gear- Dagger
6 2+1 3 2 3 4 3
Gear- Sword, Leather Armor
6 2+1 5 1 3 4 4
Gear- Sword, Chainmail
6 2+1 5 1 3 4 4
Gear- Sword, Chainmail, Shield
6 1+1 3 1 3 4 3
Gear- Spear, Leather
6 1+1 5 1 3 5 3
Gear- Spear, Chainmail
6 1+1 5 1 3 4 4
Gear- Spear, Chainmail, Shield
6 2+1 3 2 1 4 3 6
Gear- Banner/Standard, Leather, Sword, Inspire
4 2+1 6 2 1 4 5 6
Gear- Plate, Sword, Shield
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
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
N/A +1 WT