Fortune and Glory Campaign Rules

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
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