Fortune and Glory Campaign Rules

Warhammer Fantasy discussion

Fortune and Glory Campaign Rules

Postby JazzMan » Sun Apr 12, 2015 2:09 pm

Creating a Warband

The first step to creating a warband is selecting an excellent theme and backstory, warbands with a backstory (posted on the forum) gain a free level up on for their leader to represent his past experience. Any model that is painted and based when he joins the warband will start with an additional level up.
Warbands start with 150gc in their warchest, this may be spent on any combination of soldiers and wargear. Any uspent gold coins may be kept to be spent at a later stage. From your initial warband you must select one model to be your leader, all models within 6” of him may re roll failed panic and all alone tests and may use his leadership. All models will need a suitable name and should contain something to distinguish them as they carry individual wargear and level up individually. No warband may exceed 10 models unless they gain an ability to do so.

Selecting your troops
You may purchase any combination of troops as long as you adhere to the maximum model allowance for specialist units. Your initial warband may not exceed 10 models.

Commoner 4gc

M WS BS S T W I A Ld
4 3 3 3 3 1 3 1 6

Warrior 6gc

M WS BS S T W I A Ld
4 4 3 3 3 1 3 1 7

Veteran 8gc

M WS BS S T W I A Ld
4 4 3 4 3 1 3 1 7


Noble 10gc

M WS BS S T W I A Ld
4 5 4 3 3 1 4 1 8

Hunting Hound (0-1) 6gc

M WS BS S T W I A Ld
8 3 0 4 3 1 5 2 7

Savage- For every model taken out of action the hunting hound gains an additional attack for the remainder of the battle.
Domesticated- Hunting hounds may never level up and are never affected by friendly LD buffs, Inspire ect.


Priest (0-1) 18gc (Select which type of priest from the 3 options)

M WS BS S T W I A Ld
4 3 3 3 3 1 3 1 7

Warrior-All models within 3” of the priest at the start of your turn count as having frenzy and hatred to all enemy models until the start of your next turn.
Healer- All models within 3” of the priest at the start of your turn count as having regen 5+ until the start of your next turn.

Leader- All models within 3” of the priest at the start of your turn automatically pass any leadership tests they would be required to take until the start of your next turn.


Ogre (0-1) 30gc

M WS BS S T W I A Ld
6 3 2 4 4 3 2 3 7

Fear-Models must pass a leadership test when charged by an ogre and may subtract -1 from the roll for every friendly model within 3”.
To Big-Wargear for ogres cost twice as much to purchase as the gear required is much larger.

Dwarf (0-1) 8gc

M WS BS S T W I A Ld
3 4 3 3 4 1 2 1 9

Resolute-Dwarven models do not suffer the movement and initiative penalties associated with wearing armour and helmets.
Slow-Dwarves must -1 from the total distance of all charge and fleeing attempts.

Elves (0-1) 11gc

M WS BS S T W I A Ld
5 4 4 3 3 1 5 1 8

Frail-Elves cannot were full plate, gromnil or chaos armour.

Steed (0-3) 10gc

M WS BS S T W I A Ld
8 2 0 3 3 1 3 1 6

Domesticated- Steeds may never level up and are never affected by friendly LD buffs, Inspire ect.
Hardy- A steed has a 5+ armour save against any hits against it

Warhorse (0-1) 15gc

M WS BS S T W I A Ld
8 3 0 4 3 1 3 1 7

Domesticated- Warhorses may never level up and are never affected by friendly LD buffs, Inspire ect.
Barded- A warhorse has a 3+ armour save on any hits against it




Arming your troops

A model may carry up to 3 weapons, they may be any combination of melee or ranged weapons, however they will be restricted by normal combat rules eg. May only use either a single 2 handed weapon or 2 single handed ones in a turn of combat. They may change weapons at the start of any round of combat but will be a -1 to hit in any turn that they do. A model may only ever shoot a single ranged weapon per turn, except pistols which they may shoot with one in each hand. Models may have a single suit of armour and one additional item.

Sword (weapon) 2gc +1 to parry rolls
Spear (weapon) 2gc +1 iniative (in combat), Armour piercing, +1 strength( for charging cavalry)
Axe (weapon) 2gc Armour piercing
Dagger (weapon) 1gc -1 stength, armour piercing, +1 to parry
Halberd (weapon) 2gc +1 strength (two handed)
Morning Star (weapon) 1gc +1 strength on the first round of combat
Flail (weapon) 2gc +2 strength on the first round of combat (two handed)
Whip(weapon) 1gc Any enemy hit in close combat suffers ASL in the next round of combat
Great sword/Hammer (weapon) 3gc +2 strength, ASL (two handed)
Great axe (weapon) 4gc +2 strength, armour piercing, ASL (two handed)
Lance (weapon) 3gc +1 iniative, Armour piercing, +2 strength (for charging cavalry)
Norse Club (weapon) 1gc +1 strength, ASL
Cathayan Londsword (weapon) 3gc +1 strength, +1 initiative(with this weapon)(requires 2 hands)
Arabian Scimitar (weapon) 4gc Killing Blow
Tilean Rapier (weapon) 3gc +1 to Parry, +2 initiative (with this weapon)
Ithilmar Greatsword (weapon) 5gc +2 strength (2 Handed)
Gromnil Hammer (weapon) 5gc +3 Strength, ASL (2 handed)
Nipponese Tanto (weapon) 3gc -1 strength, ASF (with this weapon)
Buckler (weapon) 4gc -1 strength (with this weapon)+1 to parry rolls, (hands free)
Shield (weapon) 3gc -2 strength (with this weapon)+1 to parry rolls, +1 to armour
Tower Shield (weapon) 4gc -2 strength (with this weapon)+2 to armour (+3 vs shooting),
-1 movement (constant)
Light Armour (armour) 2gc +1 to armour
Heavy Armour (armour) 4gc +2 to armour
Plate Armour (armour) 5gc +3 to armour, -1 to movement (constant)
Gromnil Plate (armour) 10gc +3 to armour, 6+ ward save, -1 to movement (constant)
Ithilmar Scale Mail (armour) 7gc +2 armour, +1 initiative and is ignored when determining swimming tests(constant)
Chaos Armour (armour) 10gc +3 to armour, -1 to movement (constant), wearer causes Fear
Cloak (item) 3gc +1 to parry
Full faced helm (item) 3gc +1 to armour, -2 to initiative (constant)
Monocular (item) 3gc All ranged weapons are +4” to their maximum range
Extravagant Headgear (item) 3gc The models Leadership is counted as 1 point higher
Extra Holster (item) 2gc The owner may carry an extra pistol
Festooned with pistols (item) 4gc Ignore the reload special rule for firing a brace of pistols
Crossbow crank arm (item) 3gc Ignore the reload special rule for firing a crossbow
Bipod (item) 3gc Models firing handguns, crossbows or rifles count as +1 to hit with ranged attacks if they remain stationary.
Hidden Blades (item) 5gc At any stage during the battle a model may change to fighting with a pair of daggers, even in scenarios that prohibit weapons.
Pet bird (item) 3gc Does not count as shooting. Range 8” strength 2 BS2 shot per shooting phase
Protective talisman (item) 5gc 6+ ward save
Frightening Appearance (item) 3gc Wearer causes Fear
Tribal Tattoos (item) 3gc Wearer counts as Frenzied
Pungent Body Odour (item) 4gc All models friend and foe (but not the bearer, undead or daemons) are at -1 to hit in close combat whilst within 3” of this model.
Religious Icon (item) 4gc All daemons and undead are at -1 to hit and leadership when within 3” of the bearer
Unit Standard (item) 7gc All models within 6” of the bearer may re roll failed panic and all alone tests and may use his leadership
Throwing Knives (ranged weapon) 3gc Range 8” strength user, may run and shoot, armour piercing
Throwing Axes (ranged weapon) 3gc Range 8” strength user +1
Javelin (ranged weapon) 3gc Range 12” strength as user, may run and shoot
Short Bow (ranged weapon) 3gc 18” range strength 3
Bow (ranged weapon) 4gc 24” range strength 3
Long Bow (ranged weapon) 5gc 30” range strength 3, armour piercing
Cross Bow (ranged weapon) 4gc 30” range strength 4, reload
Pistol (ranged weapon) 4gc 12” range strength 4
Brace of Pistols (ranged weapon) 6gc 12” range strength 4, multiple shots 2, reload (two handed)
Handgun (ranged weapon) 4gc 24” range strength 4, armour piercing, reload
Long Rifle (ranged weapon) 6gc 36” range strength 4, armour piercing, reload
Sling (ranged weapon) 3gc 18” range, strength 2, 2x multiple shots (if stationary)
Blowpipe (ranged weapon) 3gc 12” range, strength 2 armour piercing, 2x multiple shots
Grenade (1-3) (ranged weapon) 3gc each Single use. Range 8”, blast scatters d6. Strength 4.
Net (ranged weapon) 5gc Range 8”, models hit suffer –d3 movement and ASL until the attackers next turn
Bolas (ranged weapon) 4gc Range 8”, models hit are knocked down
JazzMan
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Re: Fortune and Glory Campaign Rules

Postby JazzMan » Sun Apr 12, 2015 2:10 pm

Recovery phase
During the Recovery phase you may attempt to rally any of your models that have lost their nerve. To take a Rally test, roll 2D6. If the score is equal to or less than the model’s Leadership, the model stops fleeing and has rallied; turn it to face in any direction you wish. The model cannot move or shoot for the rest of the turn, but models able to do so can cast spells. If it fails the dice roll, the model continues to flee towards the closest table edge.
Note that a model cannot rally if the closest model to him is an enemy model (fleeing, stunned, knocked down and hidden models are not taken into consideration for this).
During the Recovery phase, warriors in your force who have been stunned become knocked down and warriors who have been knocked down may stand up (see the Injuries section)
Movement phase
During the Movement phase models are moved in the following order:




Moving
During their Movement phase, models can move up to their Movement rate in any direction. They may move up and down ladders and stairs and over low obstacles such as barrels and boxes.
In normal circumstances, models are not obliged to move their full distance, and don’t have to move at all if you do not want them to. Any exceptions are explained later on and invariably involve either charging or compulsory moves.
Running
The Movement value represents how far a warrior can move whilst going at a fairly rapid rate, allowing him time to aim and shoot a weapon and to observe what is going on around him. If you wish, a model may move much quicker than this he can run! A running warrior can move at double speed (for example, 8" rather than 4"). Note that running is not the same as charging as it does not allow your model to engage the enemy in close combat.
A model can only run if there are no enemy models within 8" at the start of the turn (fleeing, stunned, knocked down and hidden models do not count). Or by passing an LD test to ignore the nearby enemy model.
Any model that runs loses its chance to shoot during that turn. He is concentrating on running and is not prepared to fight, having sheathed or shouldered his weapons. You should declare that models are running as they move, as this will remind both players that the model is unable to shoot that turn. Running models can cast spells as normal.
Charge!
If you want a model to engage the enemy in close combat then you must make a special move called a charge. Declare that your model is charging and indicate which enemy model he is going to attack. You can charge any opposing model if you can draw an unobstructed line from your model to the target. If your warrior wants to charge an enemy model within 4" that he cant see (e.g., it is behind a corner) but has not been declared as hidden, he must pass an Initiative test to detect it. If he fails the roll, your model may not charge this turn, but can move his normal distance, shoot and cast spells.
A charge is a random 1d6 + Movement Value distance, but ends with the attacker moving by the most direct route into base contact with an enemy model. Once their bases are touching they are engaged in close combat. Charge reactions are allowed as normal.
Models are also considered to be in close combat even when separated by a low wall or obstacle, where it is impossible for bases to physically touch because the obstacle is in the way.
A model may charge any model within its charge range as long as there is no enemy model who is not in combat within 2" of the charge route (see diagram). It will undoubtedly be intercepted if it tries to run past the enemy.
In this situation, move the intercepting model into the charge path and the charging model then engages the intercepting model instead of his original target. The charging model still counts as charging when determining the strike order, weapon bonuses, etc.
Sometimes a charging warrior may not reach the enemy because you have miscalculated the distance. If this happens, move your warrior the the equivalent of the d6 roll in distance. This is called a failed charge. The model cannot shoot in the same turn in which he failed a charge, but he can cast spells as normal. Keep in mind however, that a failed charge can still be intercepted.
Models cannot be moved into close combat except by charging any move that brings a warrior into close combat is a charge by definition.
Charging more than one opponent
If you can move your warrior into base contact with more than one enemy model with its charge move, it can charge them both. This might be inadvisable as it will then be fighting two enemies at once!
Hiding
The Hiding rule represents warriors concealing themselves in a way that our unmoving and dramatically posed models cannot. A hiding warrior keeps as still as possible, just peeking out of cover.
A model can hide if it ends its move behind a low wall, a column or in a similar position where it could reasonably conceal himself. The player must declare that the warrior is hiding and place a counter (such as a coin, dice, etc.) beside the model for it to count as being hidden.
A model that runs, flees, is stunned or charges cannot hide that turn. His sudden burst of speed prevents it.
A model may stay hidden over several turns, so long as he stays behind a wall or similar feature. He may even move around provided that he stays hidden while doing so. If an enemy moves so that he can see the hidden warrior, the model is no longer hidden and the counter is removed. When hidden, a warrior cannot be seen, shot at or charged.
When hiding, a model cannot shoot or cast spells without giving away its position. If a hidden model shoots, or moves so that he can be seen, he is no longer hidden and can be shot at.
A model may not hide if he is too close to an enemy model he will be seen or heard no matter how well concealed. Enemy warriors will always see, hear or otherwise detect hidden foes within their Initiative value in inches. So a warrior whose Initiative value is 3 will automatically spot all hidden enemies within 3".
Models may hide on the edge of woods just as if they were behind a wall or hedge.
Climbing
Ruined buildings, etc., do not always have stairs or ladders, so your warriors will have to climb to reach higher ground.
Any model (except animals!) can climb up or down fences, walls, etc. He must be touching what he wants to climb at the start of his Movement phase. He may climb up to his total movement in a single Movement phase (but cannot run while he is climbing). Any remaining movement can be used as normal. If the height is more than the models normal move, he cannot climb the wall.
To climb, a model must first take an Initiative test. If he fails the test whilst climbing up, he cannot move that turn. If he fails the test while he is climbing down, he falls from where he started his descent (see the Falling section).
Jumping down
Your warrior may jump down from high places such as walkways and balconies at any time during his Movement phase (to a maximum height of 6"). Take an Initiative test for every full 2" he jumps down. If he fails any of the tests, the model falls from the point where he jumped, takes damage (see Falling) and may not move any more during the Movement phase. If successful, the model can continue his movement as normal (jumping down does not use up any of the models Movement allowance).
Diving charge
You may charge any enemy troops that are below a balcony or overhang, etc., that your model is on. If an enemy model is within 2" of the place where your warrior lands, he may make a diving charge against that model. Take an Initiative test for each full 2" of height the model jumped down, up to a maximum of 6", like a normal jump. If he fails any of them, your model has fallen and suffers damage, may not move any more during the Movement phase and cannot charge the enemy. If he succeeds, the model gains a +1 Strength bonus and +1 to hit bonus but only during the following Close Combat phase.
Jumping over gaps
Models may jump over gaps (up to a maximum of 3") and streets, (e.g., from the roof of one building to another).
Deduct the distance jumped from the models movement but remember that you cannot measure the distance before your model jumps. If your model does not have enough movement to jump the distance, it automatically falls. If your model is able to cover the distance, it must pass an Initiative test first or will fall. A model is able to jump over a gap and still fire a missile weapon if it is not running. It may also jump as part of its charge or running move.
Warriors knocked down or stunned
If a warrior is knocked down or stunned within 1" of the edge of a roof or building, there is a chance that it will slip and fall off.
Take an Initiative test. If the model is unfortunate enough to fail the test, it falls over the edge to the ground and suffers damage.
Falling
A model that falls takes D3 hits at a Strength equal to the height in inches that it fell (e.g., if the model fell 4", it would take D3 hits at Strength 4). No armor saves apply. Falling will not cause critical hits (see the Close Combat section for the Critical hits rules).
A model that falls may not move any further or hide during that turn, even if it is not hurt.
Swimming
A model that must take a swimming test as soon as it enters a watered area that is considered to deep to wade through, they do this by rolling a d6 and attempting to get under their armour save value, eg. A model in heavy armour would need a 4 or less (6 always fails). If the test is passed the model moves as normal but may not run, if he fails roll a d6 on a 5-6 he drowns on any other result he stays afloat but may not move any further as he flounders about. A model may also elect to jump from heights into the water (up to 6 inches) but must take an immediate swimming test apon entering the water, if the test is failed add +1 to the drowning result.
Mounting/Dismounting
A model may mount/dismount at either the start or the end of its movement phase, it may make a single move as it would normally. Dismounting models may move appear in base contact with theri steed, mounting models must move into base contact with their steed in order to mount it The rider may make a heroic mount/dismount by passing an initiative test, if it passes it may make both a standard steed move and a standard rider move, it must of course be in base contact at the point of mounting/dismounting. If it fails the rider will take a strength 4 hit and counts as knocked down, place the model on the ground beside his steed.

Magic phase
During the Magic phase, Wizards can cast spells as detailed in the Magic section. For the purposes of spells which target units, all enemy models that are within 2" of each other are considered to be a single unit, and can all be affected by spells which target units.
For purposes of models that when in a unit count as spellcasters (i.e.: Pink Horrors). Each model that is within 2 inches of one another counts as part of a "unit". So for example, if you have 5 Pink Horrors within 2 inches of one another, they form a "unit" and are considered a level one wizard. This will also work against you for spells that affect a unit!
Any spells that would raise models from the dead only last the duration of the battle, additionally any models raised in this fashion are automatically destroyed when a wounded, no need to see whether they are downed or taken out of action.

Shooting phase
Apart from the following exceptions, all the normal rules governing shooting in Warhammer apply: During your forces Shooting phase each of your warriors may shoot once with one of his weapons. This means that he can fire a bow, shoot with a crossbow, or hurl a throwing knife, for example.
Work through the models one at a time. Pick which warrior is going to shoot, nominate his target, work out whether he hits the enemy and, if he does, any wounds or injuries that are caused. Then continue with the next shooter. You can take shots in any order you wish. Be sure to remember or note down which models have already shot.
Who can shoot
Each model can shoot once during the Shooting phase, so long as the model can see a target and assuming that it has a suitable weapon to shoot with. Mounted models have a 90 degree arc of sight and models on foot have a 360 degree arc of sight as normal.
The model may not fire in the following circumstances: if it is engaged in close combat, has run or failed a charge in the Movement phase, has rallied this turn or is stunned or knocked down.
To shoot at a target, a model must be able to see it, and the only way to check this is to stoop over the tabletop for a models eye view. Models can see all around themselves (i.e., 360), and they may be turned freely to face in any direction before firing. Note that turning on the spot does not count as moving.
Closest target
Your model must shoot at the closest enemy because he represents the most immediate threat and therefore the most obvious target. However, he may shoot at a more distant target if it is easier to hit or if closer models are stunned or knocked down (see the diagram below).
For example, a closer target may be hard to hit because it is in cover, whilst a more distant target might be in the open and therefore an easier shot.
Your model can shoot at models that are fleeing, knocked down or stunned, but he can choose to ignore them, because they do not represent an immediate threat. It is better to shoot the closest standing enemy model instead.
Note that your model may note shoot at models engaged in close combat, roll a d6 to see who gets hit by the shot.
Shooting from an elevated position
A model situated in an elevated position (i.e., anything that is more than 2" above the table surface, such as an upper floor of a building) may freely pick any target he can see and shoot at it. The exception to this rule is that if there are enemies in the same building and in line of sight of the shooter, he must shoot at these, as they present a more immediate threat.
Skirmishers and Fast Cavalry
Skirmishers and fast cavalry are more adept at firing on the move and avoiding enemy shooting. Skirmishers and fast cavalry may run and shoot in the same turn and enemies shooting at them suffer a -1 to hit.
Reload
Some weapons have the reload special rule, once the weapon has been fired the model must stay stationary for a full turn prior to be able to fire that weapon, unless otherwise stated weapons always start the battle loaded.
Stand and shoot
A model may stand and shoot at a charging model suffering a -1 to hit. A model may only stand and shoot if the attacking model is visible at the start of its charge move and more than the attackers base movement away.

Close combat
Apart from the following exceptions, close combat follows the same rules in the main rules section.
Combat Resolution and Overruns
Neither of these rules are to be used in Skirmish.
Who can fight
Models whose bases are touching are engaged in close combat. This can only happen once a warrior has charged his enemy, as models are otherwise not allowed to move into contact.
All close quarter fighting is worked out in the Close Combat phase. Regardless of whose turn it is, all models in close combat will fight. A warrior can fight against enemies to his side, front, or rear. In reality the fighters are constantly moving, dodging, and weaving as they struggle to kill their adversaries.
Models fighting in close combat do not shoot in the Shooting phase. They are far too busy fighting for their lives. Any very close range shots they are able to make using pistols are treated like close combat weapon attacks (see the Weapons & Armor section).
Which models fight?
A model can fight if its base is touching the base of an enemy model, this includes "corner to corner" fighting. Even models attacked from the side or rear can fight normally.
If a warrior is touching more than one enemy, he can choose which to attack. If he has more than 1 Attack, he can divide them in any way the player wishes, so long as he makes this clear before rolling to hit.
Hitting the enemy
The dice roll needed to score a hit on your enemy depends upon the Weapon Skills of the attacker and the foe. Compare the Weapon Skill of the attacker with that of his opponent and consult the To Hit chart on page 69 to find the minimum D6 score needed to hit.
Critical hits
If you roll a 6 when rolling to wound (only in close combat and shooting) you will cause a critical hit, which counts as a hit at +2 strength, this is cumulative with all weapon and spell modifiers. In addition, if the attacker normally needs 6s to wound his target, he cannot cause a critical hit. His opponent is simply too tough to suffer a serious injury at the hands of such a puny creature!

Injuries
Most warriors have a Wounds characteristic of 1, but some have a value of 2 or more. If the target has more than 1 Wound then deduct 1 from his total each time he suffers a wound. Make a note on his roster sheet. So long as the model has at least 1 wound remaining he may continue to fight.
As soon as a fighters wounds are reduced to 0, roll to determine the extent of his injuries. The player who inflicted the wound rolls a D6 and consults the injury chart for the wound that reduced the model to no wounds and for every wound the model receives after that. If a model suffers several wounds in one turn, roll once for each of them and apply the highest result.
Knocked down 1-2
A warrior who has been knocked down falls to the ground either because of a jarring blow, because he has slipped, or because he has thrown himself to the ground to avoid injury. Turn the model face up to show that he has been knocked down.
Knocked down models may crawl 2" during the Movement phase, but may not fight in close combat, shoot or cast spells.
If he is in base-to-base contact with an enemy, a knocked down model can crawl 2" away only if the enemy is engaged in close combat with another opponent, otherwise he has to stay where he is. In combat, he cannot strike back and the enemy will have a good chance of putting him out of action.
A warrior who has been knocked down may stand up at the start of his next turn. In that turn he may move at half rate, shoot and cast spells, though he cannot charge or run. If he is engaged in close combat, he may not move away and will automatically strike last, irrespective of weapons or Initiative. After this turn, the fighter moves and fights normally, even though he has no wounds left. If the model takes any further wounds, then roll for injury once more, exactly as if the model had just sustained its last wound.
Stunned 3-4
When a warrior is stunned, he is either badly injured or temporarily knocked out. Turn the model face down to show that he has been stunned. A fighter who is stunned may do nothing at all. The player may turn the model face up in the next Recovery phase, and the warrior is then treated as knocked down. Hits on a stunned opponent hit and wound automatically.
Out of action 5-6
A warrior who is out of action is also out of the game. Remove the model from the tabletop. Its impossible to tell at this point whether the warrior is alive or dead, but for game purposes it makes no difference to the result of the game.
Injuring Steeds
A model may target a steed in the same fashion as a model would typically target a monstrous mount, do not roll for injuries if the mount fails its save remove the model and the rider must continue to fight on foot. If the steed ran in its last movement phase than the rider must pass an initiative test or take a strength 4 hit and counts as knocked down. When moving through dangerous terrain the steed is always injured before the rider, if the steed was running and was removed because of difficult terrain the rider must take a test for being thrown from the saddle.
Attacking Stunned and Downed Warriors
If an enemy is fighting a warrior who is knocked down, he may attack him to put him out of his misery. All attacks against a warrior knocked down hit automatically. If any of the attacks wound the knocked down model and he fails his armor save, he is automatically taken out of action.
A stunned warrior is at the mercy of his enemies. A stunned model is automatically taken out of action if an enemy can attack him in hand-to-hand combat.
Note that a model with multiple attacks may not stun/knockdown and then automatically take a warrior out of action during the same hand-to-hand combat phase. The only way you can achieve this is to have more than one of you models attacking the same enemy. So if the enemy is stunned/knocked down by the first warrior, he can be hit and put out of action by the next warrior to attack.
If your model is engaged in close combat with an enemy who is still standing, he cannot attack any other models that are stunned or knocked down, since in reality they will not pose an immediate threat and their companions will try to protect them.
Killing Blow
This takes precedence over critical hits and will take the victim out of action. Don't roll on the injury table, just take the headless corpse off of the battlefield!
Poison Attacks
On a to hit roll of 6, a Poisoned Attack will automatically wound an opponent. You may still roll a D6 just to see if a Critical hit is caused, as this will also negate an armor save.
Swarms
The myriad of tiny creatures that gather to form a Swarm do not get an Injury Roll, they simply lose a wound, so if it is the last wound, remove the model. The swarms strength lies in numbers, not in strength of individuals.

Psychology Phase
Panic
If a model is wounded by shooting but not removed from play then they must pass a LD test or they will flee from the battlefield.
Combat Resolution, Overrun
None of these rules are to be used in Skirmish.
All alone
Being outnumbered and alone is a nerve-racking situation for any warrior.
If your warrior is fighting alone against two or more opponents, and there are no friendly models within 6" (knocked down, stunned or fleeing friends do not count), he must make a test at the end of his Close Combat phase. The test is taken against the models Leadership on 2D6.
If the warrior scores equal to or under his Leadership then his nerve holds.
If the score is greater than his Leadership, the warrior breaks from combat and runs. Each one of his opponents may make one automatic hit against him as he turns to run. If the model survives, he runs 2D6" directly away from his enemies.
At the start of each of his turns, the warrior must take another Leadership test. If he passes, he stops but can do nothing else during his own turn except cast spells. If he fails or is charged, he runs 2D6" towards the nearest table edge, avoiding any enemy models. If he reaches the table edge before he has managed to recover his nerves, he is removed from combat.
If a warrior is charged while he is fleeing, the charger is moved into base contact as normal, but the fleeing warrior will then run a further 2D6" towards the table edge, before any blows can be struck. If a model flees off the table it is counted as out of action for purposes of calculating when to take rout tests.
Leaders
A warrior within 12" of the leader may use his leaders Leadership value when taking Leadership tests. This represents the leaders ability to encourage his warriors and push them beyond normal limits.
A leader cannot confer this bonus if he is knocked down, stunned or fleeing himself. The sight of your leader running for cover is obviously far from encouraging!
The Rout test
A player must make a Rout test at the start of each of his turns if a quarter (25%) or more of his force is out of action. For example, in a force that has 12 warriors, a test is needed if three or more are out of action. Even forces that are normally immune to psychology (such as Undead) must make Rout tests.
If the Rout test is failed, the force automatically loses the fight. The game ends immediately and surviving warriors retreat from the area. A failed Rout test is the most common way in which a fight ends.
To take a Rout test roll 2D6. If the score is equal to or less than the force leaders Leadership value, the player has passed the test and may continue to fight.
If the forces leader is out of action or stunned, then the player may not use his Leadership to take the test. Instead, use the highest Leadership characteristic amongst any remaining fighters who are not stunned or out of action.
JazzMan
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Re: Fortune and Glory Campaign Rules

Postby Bringwood » Tue Feb 07, 2017 5:52 pm

JazzMan wrote:Creating a Warband

The first step to creating a warband is selecting an excellent theme and backstory, warbands with a backstory (posted on the forum) gain a free level up on for their leader to represent his past experience. Any model that is painted and based when he joins the warband will start with the Bathmate an additional level up.
Warbands start with 150gc in their warchest, this may be spent on any combination of soldiers and wargear. Any uspent gold coins may be kept to be spent at a later stage. From your initial warband you must select one model to be your leader, all models within 6” of him may re roll failed panic and all alone tests and may use his leadership. All models will need a suitable name and should contain something to distinguish them as they carry individual wargear and level up individually. No warband may exceed 10 models unless they gain an ability to do so.



Thanks for posting the rules!
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