CAPÍTULO II. MARCO TEÓRICO
2.2. Bases Teóricas
2.2.2. Estado Nutricional
When the Gm rolls to determine if the game is a night fight, he/she adds a +3 modifier to that roll, if
Werewolves are present
When the GM rolls to determine when nightfall comes, she/he subtracts 1 from the die roll if werewolves are present.
When the Gm Rolls to determine the phase of the moon she/he adds 6 to their result if werewolves are present
Any turn in which it is both a full moon and night time Ulfwerenar automatically turn into wolfmen
Wolfmen may not use their human gear, though if they revert they are assumed to still possess their gear.
V
I C I O U S:
wolves must follow up and pursueI
M PAT I E N T:
at the beginning of the controlling player’s turn if the wolves are in charge distance (2M”) of a unit half their size they must pass a Ld test or charge an enemyN
I G H T V I S I O N:
+4 LOS at nightMagic: The Norse may use Green, Red and red-black as a secondary
143 Norse image taken from “warhammer armies.” This list is largely a combination of the Norse Allies found in
“warhammer Armies” and Warhammer Ancients Vikings.
Core
Unit type M W s B
s S T w I A Ld Int Cl W P Pt
s Huscarls
(10-20) 4(3.
5) 4 3 4 3 1 4 2 8 7 8+
1 7 13
Equipment Special
Rules Upgrades Sword, light
armor, Shield Frenzy Throwing Axe +1, Great Axe +2,
Unit type M W
s Bs S T w I A Ld Int Cl W P Pt
s Bondsmen
(10+)
4 3 3 3 3 1 3 1 6 7 7 7 6
Equipme
nt Speci
al Rules
Upgrades
Sword,
Shield Great axe +2, Spear +1, light armor +2, bows +2, throwing axes +2. Your army may not have more missile armed bondsmen than those armed with other weapons.
Special
Unit type M Ws Bs S T w I A Ld Int Cl WP Pts Berserkers
(5-20)
4 3 3 3 3 1 3 1 7 7 7 7 10 Equipme
nt
Special Rules Upgrades Hand
weapon Unbreakable,
autofrenzy Shield +1, Additional hand weapon +1, Great axe +2
Unit type M Ws Bs S T w I A Ld Int Cl WP Pts
Ulfwerenar (5-20) 4 4 3 3 3 1 4 1 8 7 8+2 8 15
Wolfman 6 4 0 4 4 1 4 2 5 5 7 8
Equipment Special Rules Upgrades
Sword Frenzy Additional Hand weapon +1, Great weapon +2, Shield +2,
Claws and bite Vicious, impatient, Night vision, fear, afraid of fire
Moot(Halflings ) 144
Good Neutral
Will Ally
With: To Fight:
Dwarves Orcs and Goblins Empire Vampire
Counts Wood Elves Chaos Bretonnia Skaven
Dark elves Ogres
Magic, halflings use green with blue and white as secondary
144 Halfling image from “Warhammer Armies.” Rules largely taken from Warhammer armies and remade rules for the hotpot.
4. A Halfling character may ride a horse (mule) for +3 pts but are otherwise limited to gear available to halfling troops. A hero of level 3 or lower maybe be upgraded to a scout for 5 pts.
5. Additionally, for each Militia Unit not armed with bow or sling, a Halfling army may have a unit armed with bow or sling
6. Halflings suffer from alcoholism, and must pass a WP to stop themselves from spending a turn investigating any potential food store that they come within 4” of.
Firing the Hot Pot Catapult 1. Nominate a target in LOS 2. Guess a distance within 36”
3. Place the 1.5” radius template that many inches from the hotpot catapult toward the target.
4. Scatter the template like a stone thrower (Misfire consult the stone thrower chart)
5. Place the flame template such that the bulbous end overlaps with the round template and the narrow end points toward the hotpot catapult.
6. All the models covered by the template suffer a 3s hit no armor save. For each full 12” between the template and the hot pot it loses 1S.
Core
Unit type M Ws Bs S T w I A Ld Int Cl WP Pts Halfling Militia
(10+) 3 2 4 2 2 1 5 1 6 7 6 8 3.
5 Equipmen
t Special
Rules Upgrades hand
weapon Shield +.5, Light armor +1, and one of the following Spear +.5, Bow+2, or Sling +1
Special
Unit type M Ws B
s S T w I A Ld Int C
l WP Pts Halfling Scouts
(5-15)145 3 2 4 2 2 1 5 1 6 7 6 8 9.
5 Equipment Special Rules Upgrades bow, hand weapon skirmish, scout
Unit type M W
s B s
S T w I A L d
In t
C l
W P
Pt s Halfling Foragers
(5-15)146 3 2 4 2 2 1 5 1 6 7 6 8 9.
5 145 Warhammer Armies 3rd ed.
146 Ravening Hordes 1987
Equipment Special Rules Upgrades blunderbuss, hand
weapon skirmish, scout
Unit type M Ws Bs S T w I A Ld Int Cl WP Pts
Hot Pot Catapult (1-3)147 - - - 3 4 2 - - - 50
Chef crew (3) 3 2 4 2 2 1 5 1 6 7 6 8
Equipment Special Rules Upgrades
See above Hand weapon
147 Warhammer The Empire 4th ed.
Gnomes 148
Good Neutral
Gnomes may only ally with Dwarves against other subterranean foes.
Gnome characters may ride a horse (donkey) for +3 pts.
Donkeys are horses for all concerns except they only have a move of 6” and their rider may not get any benefits for
charging. Otherwise characters are limited to gear available to gnomish troops.
Gnomes use blue magic or Red Green magic. Gnomes may cast the “move through stone” spell on the unit she/he is with.
The unit may move at full speed and may deploy as an
advanced force without the opponent knowing and may make an advanced force move despite not being the fastest
advanced unit.
Gnomes benefit from +6” night vision.
Gnomes hate goblins, Gnoblars, hobgoblins and especially snotlings.
Core
Unit type M W
s B
s S T W I A L d In
t C l W
P Pt s 1+ Gnome Warrior (12+) 4 4 3 3 2 1 3 1 8 7 7 8 5 Equipme
nt Special Rules Upgrades
hand weapon
hate goblinoids (but not orcs),
shield +1, light armor +2, heavy armor +3, and one of the following Spear +1, great weapon +2,
148 Gnomes appeared in Warhammer Armies, Warhammer 3rd ed, and Ravening Hordes 1987.
Unit type M W
s B
s S T W I AL d In
t C l W
P Pt s Gnome Crossbowmen
(10+)149 4 4 3 3 2 1 3 1 8 7 7 8 5
Equipment Special Rules Upgrades hand
weapon,
crossbow hate goblinoids (but not
orcs), Shields +1 or Pavis
+2, light armor +2,
Pygmies 150
Chaotic Neutral
2. Pygmy Shamans may use black, green, or red magic.
3. Pygmy Blowpipes utilize a 4+ neurotoxin.
4. Pygmy Characters are limited to gear available to pygmy troops.
Core
Unit type M Ws Bs S T w I A Ld Int Cl WP Pts Pygmy Brave
(5+) 4 3 3 2 2 1 3 1 7 7 5 7 4
Equipment Special Rules Upgrades
blowpipes, hand weapon
light infantry, warband
Unit type M W
s B
s S T w I A L d In
t Cl W P Pts Pygmy Warrior
(10+) 4 3 3 2 2 1 3 1 7 7 5 7 3.5
Equipment Special Rules Upgrades
149 Ravening Hordes 1987
150 Pygmies like the Gnomes only appeared in the 3rd ed.
Similarly, the rules that appear here are derived only from that one source.
hand weapon, shield light infantry,
warband javelins +.5
Special
Unit type M Ws Bs S T w I A Ld Int Cl WP Pts Pygmy Impis
(5-20) 4 4 3 2 2 1 4 1 7 7 5 7 5
Equipment Special Rules Upgrades
hand weapon Light infantry, Warband
javelins +.5, shields +.5, one unit may have a magic standard
Unit type M W
s Bs S T w I A Ld In
t Cl W P Pt
s Pygmy Scouts
(5-15) 4 3 3 2 2 1 3 1 7 7 7 7 8
Equipment Special Rules Upgrades Hand weapon,
blowpipe Scout, skirmish Javelin +.5, Shields +5,
151 Sourced from Warhammer 3rd ed, Warhammer Armies 3rd ed., White Dwarf 102 and Warhammer Fantasy Roleplay 1st ed.
Evil Neutral
Special Rules
Fimir use 40mm x 40mm bases
Fimm Characters may have Additional hand weapons, Flails, nets, Spears and Great weapons and are otherwise limited to gear available from the army list.
All Fimm (Not Shearl, Dirach or Meargh) have an additional tail attack that may be directed to the rear or sides.
1. Dirach and Meargh use Blue as a primary color and Green, Red, Black as Secondary. Before determining spells Dirach and Meargh may forego one spell and take the “Engulfing Fog” spell.
Core
Unit type M Ws Bs S T w I A Ld Int Cl WP Pts Shearl
(5+) 4 3 1 4 3 2 2 1 6 5 6 6 10
Equipment Special Rules Upgrades Hand weapon
Unit type M W
s B
s S T w I A L d In
t C l W
P Pt s 1+ Fimm Warriors (5+) 4 4 3 4 5 2 3 2 6 5 6 6 31 Equipment Special Rules Upgrades
hand weapon Shield +1, one unit
may have light armor+2
Special
Unit type M Ws Bs S T w I A Ld Int Cl WP Pts Fianna Fimm
(5-10) 4 5 3 5 5 2 4 2 6 5 6 6 38
Equipment Special Rules Upgrades hand weapon, light
armor Replace light armor
with heavy Armor +1, may have magic standard +25 and Magic instrument +25
152
Will Ally
With: To Fight:
Empire Anyone but Estalia Fellow Dark Elves Nipponese
Order Neutral
Nipponese Characters are limited to gear available to Nipponese Troops
Magic: The magic users of Nippon fall into two camps, they are either trusted and sagely masters who may use Green, Blue and White, or they are spiteful sorcerers who may utilize black and red magic.
Alignment: Unlike the overall team alignment, the green, white and blue magic users are good and cannot ally with chaotic or evil aligned teams. Correspondingly, the spiteful sorcerers are evil and may not ally with good teams.
Relatedly, Monks are good and may not ally with chaotic or evil teams. Ninjas are evil and may not ally with Good teams.
Sashimono:
The Sashimono is a small banner attached to the back of a warrior.152 This army list is a combination of Warhammer Ancients Japanese and Warhammer 3rd ed. Nippon.
Will Ally With: To Fight:
Chaos Old Worlders
Skaven High Elves
Orcs and Goblins Dwarves
Dark Elves Wood Elves
Vampire Counts Albionites
While predominantly used for identification, the cumulative effect of the sashimono is dazzling and overwhelming suggestive of a much larger force. Any model with a sashimono may double its unit strength.
Core
Unit type M Ws Bs S T w I A Ld Int Cl WP Pts Peasants (15+) 4 2 2 3 3 1 3 1 5 6 5 6 3
Equipment Special Rules upgrad
es improvised hand weapons
and improvised Throwing weapons
light infantry, levy, may only declare a charge if lead by a hero
Spear+1, Naginata (halberd) +2, bow +2, Arquebus +1, light armor +2, Sashimono+1.5
Special
Unit type M Ws Bs S T w I A Ld Int Cl WP Pts Samurai Infantry (5+) 4 4 4 3 3 1 4 2 8 7 9 8 13 Equipment Special
Rules upgrades Katana
(bastard
sword) Stubbor n
Heavy armor +3 or Samurai Armor (see ithilmar) +4, Sashimono +1.5 and one of the following Spear +1, add hand +1, longbow +3
Unit type M W
Equipment Special
Rules upgrades
Katana (bastard
sword) Stubborn
Heavy armor +3 or Samurai Armor (see ithilmar) +4, longbow +3, Spear +1, Sashimono +1.5
afraid of
Add hand +1, naginata (halberd+2), throwing stars +1, light armor +2, grappling hooks +.5
Rare
Unit type M Ws Bs S T w I A Ld Int Cl WP Pts Monk (5-15) 5 5 5 4 3 1 7 2 10 9 10 10 25 Equipment Special Rules upgrades
add. Hand
weapons Skirmish, good
disposition may swap to spears or naginata for free