Tools & Reference Tables
This is a collection of utility tools and tables for easy mobile reference.
- easy to-hit and to-wound calculators at the top
- common melee and ranged weapon profiles
- rout table
- comprehensive post-battle process
Combat
Hit Roll
Wound Roll
D6 Roll
D66 Roll
common close combat weapons
Close Combat Weapons
Weapon | STR | Special |
---|---|---|
Fist | user -1 | +1 armour save 6+ armour save if none normally. Fist only applies to models without weapons, and they can only ever make one attack. |
Dagger | user | +1 armour save 6+ armour save if none normally. |
Hammer, Staff, Mace or Club | user | A roll of 2-4 is treated as stunned when rolling for injuries. |
Axe | user | Extra save modifier of -1 |
Sword | user | May parry. |
Flail | user +2 | +2 Strength bonus applies only in the first turn of each H-to-H combat. Cannot use a shield, buckler or additional weapon in H-to-H combat (still gets a +1 armour save from shooting if he has a shield). |
Morning Star | user +1 | +1 Strength bonus applies only in the first turn of each H-to-H combat. Cannot use a buckler or additional weapon but may carry a shield. |
Halberd | user +1 | Cannot use a shield, buckler or additional weapon in H-to-H combat (still gets a +1 armour save from shooting if he has a shield). |
Spear | user | Strikes first even if charged (first round of H-to-H combat only). Mounted warriors receive a +1 Strength bonus for the turn they charge. |
Lance | user +2 | Can only be used from horseback; +2 Strength bonus for the turn the mounted warrior charges. |
Double-Handed Sword, Hammer, Axe etc | user +2 | Cannot use a shield, buckler or additional weapon in H-to-H combat (still gets a +1 armour save from shooting if he has a shield). Always strikes last, even if charging. |
Gromril Weapon | Extra save modifier of -1. | |
Ithilmar Weapon | +1 Initiative in H-to-H combat. |
common ranged weapons
Ranged Weapons
Weapon | Range | STR | Special |
---|---|---|---|
Short Bow | 16" | 3 | |
Bow | 24" | 3 | |
Long Bow | 30" | 3 | |
Elf Bow | 36" | 3 | Extra save modifier of -1. |
Crossbow | 30" | 4 | May not move and fire on the same turn other than to pivot or stand up. |
Sling | 18" | 3 | May fire twice at a maximum range of 9" if no move in the movement phase. Each shot -1 to hit if firing twice. |
Throwing Star/Knife | 6" | user | No penalties for range; cannot be used in close combat. |
Repeater Crossbow | 24" | 3 | May fire twice per turn at -1 to hit per shot. |
Crossbow Pistol | 10" | 4 | May shoot in the first round of H-to-H combat. The shot is always resolved first and has a -2 to hit (use BS). |
Pistol | 6" | 4 | -2 armour save Can only fire every other turn unless model has 2 pistols. Can be used in H-to-H once per combat. If firing with 2 pistols fire with 2 Attacks in the first round. |
Duelling Pistol | 10" | 4 | -2 armour save +1 to hit. Can only fire every other turn unless model has two pistols. Can be used in H-to-H once per combat. If firing with 2 pistols fire with 2 Attacks in the first round. |
Blunderbuss | Special | 3 | Can only fire once per battle. Draw a straight line 16" long and 1" wide. Any models in the path are automatically hit. |
Handgun | 24" | 4 | -2 armour save Can only fire every other turn. May not move and fire on the same turn other than to pivot or stand up. |
Hochland Long Rifle | 48" | 4 | -2 armour save Can only fire every other turn. May not move and fire on the same turn other than to pivot or stand up. Can target any enemy in sight, not just the closest. |
advanced critial hits
Missile Weapons
D6 | Result |
---|---|
1-2 | Hits a Weak Spot. The missile penetrates its target’s armour. Ignore all armour saves. |
3-4 | Ricochet. If there are any other models within 6", the closest enemy model is also hit. Roll to wound and take any saves as normal for both targets. |
5-6 | Master Shot. The missile hits an eye, the throat, or some other vulnerable part. The target suffers 2 wounds instead of 1. There is no armour save. |
Bludgeoning Weapons
D6 | Result |
---|---|
1-2 | Hammered. The target is knocked off balance. Your opponent may not fight this turn if he hasn’t already fought. |
3-4 | Clubbed. The hit ignores armour saves and saves from helmets. |
5 | Wild Sweep. Your opponent’s weapon is knocked from his hand. If he is carrying two weapons, roll to see which one he loses. He must fight with whatever back-up weapon he has in his equipment for the rest of this combat (or fight unarmed if he has no other weapons). Roll to wound and take armour saves as normal. |
6 | Bludgeoned. The victim automatically goes out of action if he fails his armour save. Even if he has several wounds remaining, he will be taken out of action by this attack. |
Bladed Weapons
D6 | Result |
---|---|
1-2 | Flesh Wound. This attack hits an unprotected area, so there is no armour save. |
3-4 | Bladestorm. The warrior unleashes a virtual hail of blows. The attack causes 2 wounds instead of 1. Take armour saves separately for each wound. Remember that, as with other critical hits, if an attack causes multiple wounds for other reasons as well, you choose the highest number of wounds. |
5-6 | Sliced! The strike ignores armour saves, causes 2 wounds, and your warrior gains +2 to any Injury rolls. |
Unarmed Combat
D6 | Result |
---|---|
1-2 | Body Blow. Your opponent staggers, allowing you to seize the initiative and make an additional attack. Immediately roll to hit and to wound. Any saves are taken as normal. |
3-4 | Crushing Blow. The blow lands with tremendous force. You gain +1 to the Injury roll if your opponent fails his save. |
5-6 | Mighty Blow. With a mighty punch or flying kick, you send your opponent sprawling to the ground. The attack ignores armour saves and you gain +2 to any Injury rolls. |
Thrusting Weapons
D6 | Result |
---|---|
1-2 | Stab. With a quick strike, you penetrate your opponent’s defences. You gain +1 to any Injury rolls. Armour saves are taken as normal. |
3-4 | Thrust. The thrust lands with great force and the target is knocked down. Take armour saves as normal and see whether the model suffers a wound. |
5-6 | Kebab! The thrust knocks the target back with titanic force, ripping apart armour and puncturing flesh. The attack ignores armour saves and you gain +2 to any Injury rolls. The victim is knocked backwards D6" and the attacker follows, staying in base contact. Any other models involved in the combat are separated and only the model which struck the blow and his target are still considered to be in combat. If the target collides with another model, the other model is hit once at S3. |
Blackpowder Weapon Misfires
Each time you roll a 1 when rolling to hit with a blackpowder weapon (handgun, pistol, blunderbuss,warplock pistol, etc), roll a D6:
Blackpowder Misfire Table
D6 | Result |
---|---|
1 | BOOM! The weapon explodes with a deafening roar! The shooter suffers an S4 hit (this does not cause critical hits) and the weapon is destroyed. |
2 | Jammed. The weapon is jammed and useless for the remainder of the battle. You may use it as normal in the next battle. |
3 | Phut. The weapon fails to fire and you must remove the shot. This means that the shooter must wait one extra turn before he can fire this weapon again. |
4-5 | Click. The weapon fails to fire, but there is no additional effect. |
6 | KA-BOOM! The weapon roars and spits a cloud of black smoke and flame! The shot hits the intended target and counts as having +1 Strength. |
Routing
No. of Warriors | OOAs |
---|---|
1 - 4 | 1 |
5 - 8 | 2 |
9 - 12 | 3 |
13 - 16 | 4 |
17 - 20 | 5 |
Pre-battle
- The player with the lowest warband rating rolls on the Scenario table to determine which scenario is played. In the scenarios where there is an attacker and a defender, the same player may choose which he is.
- Roll for warriors with old battle wounds to see whether they can take part or not.
- Set up the terrain and warbands according to the rules for the scenario you are playing. The more buildings the better, so you should place all the terrain you have.
Post-battle
1 Injuries.
Henchmen (D6): 1-2 Dead, 3-6 Okay.
Heroes (D66)
D66 | Result |
---|---|
11-15 | Dead |
16-21 | Multiple Injuries. Roll D6 times again on this table, re-roll dead/captured/multiple injuries. |
22 | Leg Wound. -1 Movement. |
23 | Arm Wound. D6: 1 = amputated; 2-6 = miss next game. |
24 | Madness. D6: 1-3 = stupidity; 4-6 = frenzy. |
25 | Smashed Leg. D6: 1 = can't run; 2-6 = miss next game |
26 | Chest Wound. -1 Toughness. |
31 | Blinded In One Eye -1 Balistic Skill. If twice, retire. |
32 | Old Battle Wound. D6 starting each battle. 1 = can't play. |
33 | Nervous Condition. -1 Initiative. |
34 | Hand Injury. -1 Weapon Skill. |
35 | Deep Wound. Miss D3 games. |
36 | Robbed. Loses all gear. |
41-55 | Full Recovery. |
56 | Bitter Enmity. Hates D6: 1-3 = individual (enemy leader if it was a henchmen); 4 = leader; 5 = warband; 6= warband type. |
61 | Captured. Click link for details. |
62-63 | Hardened. Immune to fear. |
64 | Horrible Scars. Causes Fear. |
65 | Sold To The Pits. Click link for details. |
66 | Survives Against The Odds. +1 XP. |
2 Allocate experience.
Heroes and Henchmen groups gain experience for surviving battles. Normally these are:
- +1 Survives. If a Hero or Henchman group survives the battle they gain +1 Experience.
- +1 Winning Leader. The leader of the winning warband gains +1 extra Experience.
- +1 Per Enemy Out of Action. Any Hero earns +1 Experience for each enemy he puts out of action.
However, these can vary per scenario.
Underdog Experience Bonus (per participating fighter)
Difference in Warband Rating | Experience Bonus |
---|---|
0 - 50 | None |
51 - 75 | +1 |
76 - 100 | +2 |
101 - 150 | +3 |
151 - 300 | +4 |
301+ | +5 |
Make any advance rolls.
Advance Roll Tables
Heroes
2D6 | Result |
---|---|
2 - 5 | New Skill or random Spell. |
6 | Roll D6: 1-3 = +1 Strength; 4-6 = +1 Attack. |
7 | Choose either +1 WS or +1 BS. |
8 | Roll D6: 1-3 = +1 Initiative; 4-6 = +1 Leadership. |
9 | Roll D6: 1-3 = +1 Wound; 4-6 = +1 Toughness. |
10 - 12 | New Skill or random Spell. |
Henchmen
Henchmen never add more than +1 point to any of their initial characteristics (reroll if requried).
2D6 | Result |
---|---|
2 - 4 | +1 Initiative. |
5 | +1 Strength. |
6 - 7 | Choose either +1 BS or +1WS. |
8 | +1 Attack. |
9 | +1 Leadership. |
10 - 12 | The lad’s got talent. |
See the Experience and Scenarios sections for more details.
3 Roll on the Exploration chart.
- 1D6 per hero not OOA, plus any modifiers.
- Doubles, triples etc are an unusual location: see the Income section
- The dice scores totalled are additional shards found:
Dice Result (Total) | Shards Found |
---|---|
1-5 | 1 |
6-11 | 2 |
12-17 | 3 |
18-24 | 4 |
25-30 | 5 |
31-35 | 6 |
36+ | 7 |
4 Sell Wyrdstone.
This can only be done once per post battle sequence.
Wyrdstone Pricing Table
1-3 warriors | 4-6 warriors | 7-9 warriors | 10-12 warriors | 13-15 warriors | 16+ warriors | |
---|---|---|---|---|---|---|
1 shard | 45 | 40 | 35 | 30 | 30 | 25 |
2 shards | 60 (30ea) | 55 (~28ea) | 50 (25ea) | 45 (~23ea) | 40 (20ea) | 35 (~18ea) |
3 shards | 75 (25ea) | 70 (~23ea) | 65 (~21ea) | 60 (20ea) | 55 (~18ea) | 50 (~17ea) |
4 shards | 90 (~23ea) | 80 (20ea) | 70 (~18ea) | 65 (~16ea) | 60 (15ea) | 55 (~14ea) |
5 shards | 110 (22ea) | 100 (20ea) | 90 (18ea) | 80 (16ea) | 70 (14ea) | 65 (13ea) |
6 shards | 120 (20ea) | 110 (~18ea) | 100 (~17ea) | 90 (15ea) | 80 (~13ea) | 70 (~12ea) |
7 shards | 145 (~21ea) | 130 (~19ea) | 120 (~17ea) | 110 (~16ea) | 100 (~14ea) | 90 (~13ea) |
8+ shards | 155 (<19ea) | 140 (<18ea) | 130 (<17ea) | 120 (<15ea) | 110 (<14ea) | 100 (<13ea) |
5 Check available veterans.
Roll 2D6 to see how much Experience worth of veterans is available for hire (your experience pool). You don’t have to commit to hiring any at this point. More info
6 Make rarity rolls and buy rare items.
A hero (not taken out of action in the last battle) decides to look for a specific item, then rolls 2D6 for it to see if they find it or not. They can only find one of that item (per search). If successful, they can buy it and the item goes into the warband’s stash.
7 Look for Dramatis Personae.
If you want to hire any.
8 Hire new recruits & buy common items.
Come with a free dagger + paid common items. Cost is +2gc per XP if adding to existing henchmen groups that have acquired experience. This comes out of your experience pool.
9 Reallocate equipment.
Swap equipment between models as desired (provided they are eligible to use it).
10 Update your warband rating.
You are now ready to fight again.