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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 pursue

I

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 enemy

N

I G H T V I S I O N

:

+4 LOS at night

Magic: 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

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