Chief: Each warband must have one Chief, no more, no less! Woodsmen: Your warband may include any number of Woodsmen

Similar documents
BLOOD DRAGONS. Vampire: Each Blood Dragon warband must include one Vampire - no more, no less!

Combat Skills. Dodge: Great Weapons Warrior has a 6+ ward save vs. Great Weapons. (Ward saves stack. - A natural 1 always fails to save.

Iroquois Warband. Special Rules. All Iroquois are subject to the following special rules.

Skaven Clan Eshin v.2.4

Night Goblins v.1.5. Warband Special Rules. Warband Special Rules. Gork Complex Night Goblin warbands have +2 Ld to all Rout Tests they have to take.

Hobgoblin Horde. By Dave StyrofoamKing Joria

Brimstone and Iron. Heroic Combat System.

ALTERNATIVE Witch Hunters

Children of Mordheim. Warband Special Equipment. Warband Special Rules

Amazons v.1.0. Special Equipment. Warband Special Rules. Special Equipment

High Elf Warband. Special Rules. Choice of Warriors

Feudal Skirmish and Tourney Rules

SWORDCRAFT. Live the Adventure! Medieval Live Action Battle Game & LARP. Web:

Close Combat Weapons

SHOOTING HITTING THE TARGET Use the shooter's BS to find the D6 score needed to hit. To Hit Chart

Averlander Mercenary Warbands

Brimstone and Iron. Some Alternate Weapon Rules for Warhammer Fantasy.

Coreheim Mordheim Mod v. 8.4

SWORDCRAFT. Live the Adventure! Medieval Live Action Battle Game & LARP. Web:

VaeVictis Olivier PERRONNY, / 13

TRAVEL & EQUIPMENT. Standard Price List. Land Travel. Table 5A : Daily Sea Weather. Table 5B : Sailing Table. Table 1D : Encumbrance Values

SAMURAI INFANTRY. Name QUA TYP STR RES WOR ARM WEA MOV SAV TER BAD PTS UPG MIN MAX. Infantry Poor Disc md 2h 15 no no night 3 +1med 5 20

Tomb Guardians. Khemri The Land of the Dead

Original concept from:

WOOD ELVES WARSCROLLS COMPENDIUM

CLOSE COMBAT MANEUVERS All close combat maneuvers are at Point Blank Range, which modifies the difficulty by 1

Official Errata and FAQs, Version 1.0

*(( *56 64 % *' (44 3.&%0%2$%&' &0!% !%$ % % % % 3 & & & % % %

Unreleased Profiles. Faramir, Prince of Ithilien (Man) Points Value: 150. Theoden, King at Pelennor (Man) Points Value: 130

Blazing Saddles. Rules for Mounted Beasts in Mordheim by Robert J. Walker and Roger Latham

RESTRICTIVE MANEUVER UNBROKEN MORALE BATTLE PRAYER MASTER PLAN ALWAYS PREPARED NO ATTRITION MOBILIZATION LOCAL VOLUNTEERS

GURPS : COMBAT. Maneuvers

Alignment: Any. Hit Die: d8.

QRS QUICK REFERENCE QUICK REFERENCE SHEETS. Shooting Modifiers table. Survivor Action Point Table. Hand-to-Hand Modifiers Table

Official Errata and FAQs, Version 1.4

THE MARTIAL PROFESSIONS

QUICK REFERENCE SHEETS

Based on the Battle Monks of Cathay Warband from Border Town Burning Expansion. See Credits for full details.

WEAPONS WEAPON CATEGORIES

J. W. Clarkson - Special Rules

LION EL'JONSON Primarch of the Dark Angels WS BS S T W I A LD SV

Attacks of Opportunity (Part Two) By Skip Williams

Viking Class D&D 5e. Sample file. Created by Luke Nicholson and Tom. Design by Luke Nicholson & Tom

5000 Pts - Saurian Ancients - Jeff Durham

"With the power of the Astral Sea flowing through me, and my faith as powerful as a weapon, I fight as my god wills." Prerequisite: Paladin class

Force Power Cards (front)

Official Errata and FAQs, Version 1.3

Necromunda Frequently Asked Questions and Errata

HIVE OF THE DEAD ADVANCED RULES

STEP-BY-STEP RSBM THE FIGHTERS

FIRETEAM Wargame Rules for Modern Combat Operations

BRETONNIA WARSCROLLS COMPENDIUM

Designer s Commentary, November 2018

Table of Contents. Introduction 1 Character Creation 2 Equipment 3 Adventuring 6 Combat 8 Bestiary 12

L2 +2 Ranged when using bows or crossbows.

NIPPON/SAMURAI TRIAL RULES by Robert S. Waller Last Update:

6 th Kup - 5 th Kup (Green belt - blue tab)

Make Me An Army. Amazons:

3 NPCs These are not monsters but rather generic NPCs that you can use as goons. Most of these are not of exceptional skill but focus

Mutants & Masterminds Combat Cheat Sheet (PL 6)

DRACONIANS STR DEX CON INT WIS CHA 14 (+2) 12 (+1) 13 (+1) 8 (-1) 8 (-1) 10 (+0)

Telengard Fighter s Handbook

Rules Update for Warmaster Ancients

Telengard Campaign House Rules

UNEARTHED ARCANA Sidekicks

Age of the Trebuchet. Introduction. Contents

Modified D20 System for Wild Pig Comics. Congratulations soldier! You have been given control of a 40 ton fighting machine, known as

WEAPON MASTERY. Acquiring New Weapon Masteries and Increasing Existing Mastered Weapons. Initial Weapon Mastery. Weapon Choices by Level

ATTRIBUTES & DERIVED STATS HINDRANCES GEAR

PROCONSUL RULES FOR ANCIENT BATTLES

Legends of the Untamed West

MAN-TO-MAN COMBAT WITH ARCHAIC WEAPONS

Errata to the Second Printing

THE EYELESS FALLEN WARRIORS/ROGUES. FETID STAR MOLES FALLEN BEASTS HP: 8 ATTACK: 2 DEFENSE: 0 This unit is immune to critical hits.

Wind Wings Carried Technique

Dog-Fighting Rules for GURPS 4th ED

THE EMPIRE WARSCROLLS COMPENDIUM

Critical Bullet and Melee Hit Chart 2

BURN IT DOWN GRISLY REMINDER DEAD DROP REVENGE PATROL CLAIM TERRITORY CALL TO GLORY OBJECTIVE

Race. In D&D, race refers to any intelligent humanoid species

Warhammer 40, nd Edition

BATTLE MEDITATION FORCE POWER TREE FORCE ABILITY BATTLE MEDITATION BASIC POWER RANGE CONTROL MAGNITUDE STRENGTH RANGE MAGNITUDE RANGE DURATION

Reference Revised Combat Rules

To End All Wars. WW1 Miniature Game V1.2

The Red, White & Blue Battle at Lone Wolf Paintball West in Metamora, MI will

CORPORATE ACTIVITIES

Martial Cunning, Martial Flexibility, Martial Training, Unarmed Strike, Limit Breaks 2 nd

Presentation Made By: Madeline, Alexis, Cameron, Justin, Emily, and Conner.

A Splendid Victory! Copyright. Trevor Raymond. Version 3: May, 2012 (Exodus 20:15 - Thou shall not steal.")

IN THE DARK IN CONTINENT

Dungeons v 2.0 Special Abilities Card L M _ ` Speed Special Abilities

Rebellion. Warrior Profiles. Illustration by Andrew Hillhouse Rebellion Warrior Profiles by ebob Miniatures.com

Faction: Steppes Tribes

To End All Wars WW1 Miniature Game V1

Crocodile Games 2010, All Rights Reserved Crocodile Games 2010, All Rights Reserved

AXE/MACE (DX-5, Flail-4, other Axe/Mace-3 or Two-Handed Axe/Mace-3) May not attack and parry in the same turn.

GENESTEALER CULTS. - Genestealer Cults v1.1

NECROMUNDA FREQUENTLY ASKED QUESTIONS AND ERRATA V.1

The Denizens of The Beestwars

T-404-LOKA, Final Project

Transcription:

WOODSMEN DE ARTOIS Large tracts of Brettonia are covered by forest and woodland. These are owned by the Lords and Barons who let them to tenants to work. The people of the forests are more independent than their farming neighbours. Whilst paying their taxes to the landowners they are left alone to live as they see fit. As a result they are an insular folk who do not welcome outsiders. When danger threatens they call on their own resources and band together under one of the clan chiefs. The Barons find employment for the woodsmen as scouts and pathfinders. Other times their skills are put to more sinister uses. A warrior who can make himself nearly invisible is valuable indeed. CHOICE OF WARRIORS A Woodsmen warband must include a minimum of 3 models. You have 500 gold crowns available to spend. The maximum number of warriors in the warband may never exceed 15 Chief: Each warband must have one Chief, no more, no less! Hunter: Each warband may include up to one Hunter Friar: Your warband may include up to one Friar Cubs: Your warband may include up to two Cubs Woodsmen: Your warband may include any number of Woodsmen Bowmen: Your warband may include no more than seven Bowmen Trappers: Your warband may include no more than five Trappers Hunting Hounds: Your warband may include no more Hunting Hounds than Trappers STARTING EXPERIENCE The Chief starts with 20 experience

A Hunter starts with 8 experience A Friar starts with 8 experience Cubs start with 0 experience Henchmen start with 0 experience WOODSMEN SKILL TABLE Combat Shooting Academic Strength Speed Special Chief x x x x x x Friar x x x x x Hunter x x x x Cub x x x WOODSMEN SPECIAL SKILLS Woodsmen Heroes with the Special skill available to them may choose to use the following Skill list instead of any of the standard Skill tables available to them. Staff Master: When fighting with a quarterstaff the warrior may use it to parry every attack made by one opponent. Bull Rush: This warrior is huge and can use his massive stature to overpower his opponents. When he charges this hero may attempt to knock down his opponent rather than making his normal attacks. Roll to hit once with a +1 to hit modifier, though no 'to wound' roll is necessary. Instead, if the warrior hits with this attack, the opposing model is Knocked Down. Forager: Having learned to live off the land this warrior does not count towards warband size when calculating income. Infiltration: A warrior with this ability is skilled at advancing under cover without being detected. He can be placed anywhere on the battlefield after the opposing warband and can be placed anywhere on the table as long as it is out of sight of the opposing warband and more than 12" away from any enemy model. If more than one player has models which infiltrate, roll a D6 for each, and the lowest roll sets up first. Sniper: Long years of stealthy hunting have taught this warrior to strike from cover without being seen. If Hidden, a warrior may shoot or cast prayers and still remain hidden. If however the sniper's target is not taken out of action he is allowed an immediate Initiative test as are anyone within 2" of him and if successful they spot the sniper and he loses his ability to remain hidden.

WOODSMEN EQUIPMENT LIST Hand-to-Hand Combat Weapons: Dagger (first free) 2 gc Mace 3 gc Hammer 3 gc Axe 5 gc Sword Spear Halberd Morning Star Double-handed weapon Quarterstaff Armour: Shield 5 gc Buckler 5 gc Helmet Light Armour 20 gc Missile Weapons: Bow Longbow Throwing Knife WOODSMEN SPECIAL EQUIPMENT QUARTERSTAFF Cost: Rare: Common Some Woodsmen favour the quarterstaff. It is a hefty length of wood about the height of the warrior. In skilled hands it is a versatile weapon and not only will give a +1 S bonus but can also be used to parry. The quarterstaff is used two handed and cannot be used with an additional hand weapon. Name Range Strength Special Rules Quarterstaff Close Combat As User +1 Two Handed, Parry Two-handed: A quarterstaff requires two hands to use and so a model using a quarterstaff may not use a shield, buckler or additional hand weapon in close combat. If the model has a shield he still gets a +1 bonus to his armour save against shooting.

Parry: When an opponent rolls to hit, the model armed with a quarterstaff may roll a D6. If the score is greater than the highest to hit score of his oponent, the model has parried the blow, and that attack is discarded. A model may not parry attacks made with double his own Strength - they are simply too powerful to be stopped. HEROES 1 CHIEF...60 gc The communities who dwell in the forests are made up of extended families. They are self-sufficient and don't welcome outsiders. The head of the family is known simply as the Chief. All of his clan owes him allegiance as leader and in many cases as father or grandfather. It is he who treats with the Lord of the forest and pays what dues or his. Chief 4 4 4 3 3 1 4 1 8 Weapons/Armour: Your Chief may be equipped from the Woodsmen equipment list. Leader: Any warrior within 6" of the Chief may use his Leadership value when taking Leadership tests. 0-1 HUNTER...35 gc Most skilled in woodcraft is the hunter. He can feed and clothe himself entirely from the forest. Often staying in the forest alone for long periods he invariably returns to his family with the bounty of the forest. Hunter 4 4 3 3 3 1 3 1 7 Weapons/Armour: Your Hunter may be equipped from the Woodsmen equipment list. 0-1 FRIAR...45 gc Unlike most of Brettonnia the people of the forest worship Taal, the god of nature. In addition to organised monasteries there are many friars who live and work amongst the woodland communities. Like the Priests of Taal who minister elsewhere they are able to pray to their patron god and call on his power. Friar 4 2 3 3 3 1 3 1 7 Weapons/Armour: Your Friar may be equipped from the Woodsmen equipment list.

Wizard: The Friar is a Priest of Taal and may use the prayers of Taal in TC 11. 0-2 CUBS... The people of the forest have lived here for generations. The young are taught woodcraft skills from an early age. Eventually they are allowed to accompany their elders on expeditions farther afield. Cub 4 2 2 3 3 1 3 1 6 Weapons/Armour: Cubs may be equipped from the Woodsmen equipment list. HENCHMEN WOODSMEN...25 gc each Woodsmen make their living from the forest. They trap beasts, build cabins and tend the woodland. Whilst in theory they owe their allegiance to their Lord in practise they look only to each other. Woodsmen 4 3 3 3 3 1 3 1 7 Weapons/Armour: Woodsmen may be equipped from the Woodsmen equipment table. 0-7 BOWMEN...35 gc each The forest Bowmen are hunters who specialise in bringing down prey with a bow. They can hit the eye of a rabbit at a hundred paces or bring down a bird on the wing. Bowman 4 3 3 3 3 1 3 1 7 Weapons/Armour: Bowmen may be equipped from the Woodsmen Equipmetn table. Expert Shot: Bowmen are used to shooting in dense forests and ignore penalties for cover when using a bow or longbow. 0-5 TRAPPERS...35 gc each Trappers are loners who become attuned to the ways of the forest. They live by trapping or snaring animals and birds. Sometimes they turn their skills to larger prey.

Trapper 4 3 3 3 3 1 3 1 7 Weapons/Armour: Trappers may be equipped from the Woodsmen equipment table. Set Traps: Trappers are not surprisingly experts in setting traps. A Trapper may set a trap if he spends a turn doing nothing else (he may not set traps if he's just recovered from being Knocked Down). Place a marker in base contact with the Trapper. When a model, friend or foe, moves within 2" of the marker he risks setting off the trap - roll a D6. On a score of 3+ he has triggered the trap and suffers a S4 hit (note that the Trapper won't trigger his own traps). If the trap did not wound the model or it didn't trigger, the 'victim' may finish his move otherwise he is placed knocked down or stunned 2" from the marker. Regardless whether the trap was triggered or not, the marker is removed. 0-5 HUNTING HOUNDS... each Woodsmen have an affinity for birds and animals. A Trapper will often be accompanied by a Hunting Hound who understands him implicitly. Trapper 6 4 0 4 3 1 4 1 5 Weapons/Armour: Hunting Hounds do not use any equipment or weapons. Animals: Hunting Hounds are animals and do not gain experience (or learn new tricks). Dog Handler: You may purchase no more Hunting Hounds than you have Trappers. If the number of Trappers is reduced below the number of Hounds then the surplus Hounds may not take part in battles. They can be kept until the Trappers are replaced but will count towards the warband size for trading and maximum numbers.