Alright, gents. Here are the major rules changes for the game. - TopicsExpress



          

Alright, gents. Here are the major rules changes for the game. Please note that there may be minor adjustments in prices for items and/or their effects. I will do my best to make this list as comprehensive as possible. If theres any confusion or concern, voice your concerns here or message me. -Advancements. All characters will be able to choose advancements for Heroes and Henchmen. Because of this, racial maximums for Toughness shall not exceed 5 and Wounds shall not exceed 3 (except where noted). Henchmen must still roll 2d6 for Lads Got Talent to become a Hero (10+ on the dice). Henchmen may take skills from any two skills trees (excluding racial skills and Academic skills) available to their Warband. Henchmen may also advance their wounds to a maximum score of 2. If a Henchman group takes a wound advancement the group may not exceed 3 members. If it does exceed 3 members, the player must fire enough Henchmen so that the group only consists of 3 members or less. -Warbands. All human Warband heroes (except Norse Berserkers and Wulfen) start with 4 less experience. This excludes any Heroes that have 0 experience, as you cannot have negative experience. Norse Berserkers and Wulfen start at 12 experience. Increase all Youngblood stats to the following: WS-3, BS-3, S3-,T-3,W-1,A-1,I-3,LD-6. Increase their cost to 35 GCs. Cult of Possessed Heroes may start with no more than 1 mutation per hero. -Hired Swords. All Hired swords gain experience as Heroes do. The amount by which they increase your Warband rating is their starting experience (this means that they increase your Warband based on their total experience). You may buy gear for and equip Hired Swords with any equipment that is rarity 8 or less. Hired Swords retain their experience. If you do not pay their upkeep other players have the option of hiring them with all of their advancements. If you rehire a Hired Sword you only pay his upkeep fee, not his initial fee. Note that you may not employ a Hired Sword who is currently serving someone else. The Witch is banned. We may later rework the upkeep costs for Hired Swords. As it stands, their upkeep costs will stay the same. -Stand and Shoot. Any model that is charged that has a ranged weapon capable of moving and firing may make a stand a shoot reaction. He may roll one attack at a -1 penalty to hit the target. If the target is wounded and knocked down or stunned place the model in the appropriate position at half the distance he would have charged. Note: models that have quick shot, repeater crossbows, braces of pistols, etc may make up to their normal allotment of shooting attacks as a stand and shoot reaction. Standard penalties apply. Models may also intercept a charge while making a stand and shoot reaction. Note that an additional penalty for moving is applied. -Critical hits. Critical hits will work as follows: A natural roll of a 6 on the die is a critical threat (maximum of one per model per round per phase). To confirm the critical hit the attacker must roll under his weapon skill or ballistic skill (whichever is applicable) for the hit to be a critical hit. If he rolls above or equal to his Weapon Skill the wound is a normal wound and not a critical hit (Note: Yes, this essentially means that characters with higher Weapon Skill scores are more likely to land critical hits.) -Items and Equipment. Holy Water will no longer be used. Crossbows may use flaming attacks if purchased. (Note: this is experimental and please pee in my mouth and call me a magical whizzard and may change if it becomes an issue.) Were still working on balancing some of the items. When that happens I will post them. Sorry for not having all of those up yet, guys. -Armor. Regardless of other modifiers/bonuses/penalties a model on foot may never have an armor save better than 3+. Mounted models have an armor bonus up to 1+. Models that have light, heavy, Ithilmar or Gromril armor may make an armor save to ignore serious injuries. The save is equal to the bonus provided by the armor itself (and does not stack with shields or any other equipment or bonuses). Example: Elf-hater the Dwarf is wearing Gromril and is taken out of play from a volley of arrows. In the post game wrap-up, he rolls a d6 to ignore the serious injury he suffers (roll this before the serious injury). If the result is a 4 or higher (Gromril armor is a 4+ save) he ignores the serious injury, regardless of what it is. Once Ian and I work out all the kinks in the campaign setting and the campaign rules themselves Ill post those here. For the time being, were playing a few free round games under the new rules. The experience your heroes gain will count toward the campaign. Be aware that if any of your heroes or henchmen are taken out of action during the first three games we are ignoring the results of serious injuries and will assume they made a full recovery. After the third game it well use the normal rules for injuries.
Posted on: Thu, 03 Apr 2014 21:38:27 +0000

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