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THE WARBANDS

ADVENTURERS WARBAND V2.0


GOLD, GOLD, GOLD!
GOLD, GOLD, GOLD!
GOLD, GOLD, GOLD!
LOVELY GOLD!
WONDERFUL GOLD!
It is a time of battle and magic, where Wizards and Warriors must fight for survival against implacable foes. It is
also an age of adventure, where fame and fabulous wealth lie waiting for those brave (or stupid) enough to seek
them.
The Adventurers warband consist of people that like all treasure hunters are inspired b tales of fabulous riches.
Choice of Warriors
An Adventurer Warband must include a minimum of ! models. "ou have #$$ %old &rowns, which
ou can use to recruit our initial warband. The ma'imum number of warriors in the warband ma
never e'ceed (#. The ma'imum amount of )eroes in our warband is *.
ADVENTURERS:
Wizard: "our warband ma include a single Wizard.
Barbarian: "our warband ma include a single +arbarian.
Dwarf: "our warband ma include a single ,warf.
Elf: "our warband ma include a single -lf.
I!erial Noble: "our warband ma include a single .oble.
I!erial Ca!"ain: "our warband ma include a single Imperial &aptain. The onl wa a warband can
get an Imperial &aptain )ero is when a &annon /odder gets promoted with the 01ad2s got Talent0
result.
HENCH#EN:
Cannon $odder: "our warband ma include an number of )enchmen.
%eader: The Adventurers warband has no fi'ed leader. The adventurers argue and s3uabble all the
time with each other about all kinds of minor things like food and gold let alone that the can decide on their
leader. Also, some adventurers are resentful to some of the other warband members being the leader.
When creating a warband mark each )ero (e'cept the Imperial &aptain) on the rooster sheet with a
number between ( and #. As the Imperial &aptain can never become the 1eader there is alwas the
chance that the warband will not have a leader for the ne't battle. 4oll a ,* before each battle.
Dwarf: If the ,warf is the 1eader of the warband than the -lf is so insulted b this that he won2t sta
within *0 of the ,warf at an time and therefore cannot benefit from his 1eadership. The -lf ma 5oin
a combat the ,warf is involved in.
Elf: If the -lf is the 1eader of the warband than the ,warf is so insulted b this that he won2t sta
within *0 of the -lf at an time and therefore cannot benefit from his 1eadership. The ,warf ma 5oin
a combat the -lf is involved in.
Wizard: If the Wizard is the 1eader of the warband than the +arbarian becomes so confused b the
difficult commands of the Wizard that he won2t sta within *0 of the Wizard at an time and therefore
cannot benefit from his 1eadership. The +arbarian ma 5oin a combat the Wizard is involved in.
Barbarian: If the +arbarian is the 1eader of the warband than the Wizard becomes so annoed and
irritated b his stupid commands that he won2t sta within *0 of the +arbarian at an time and therefore cannot
benefit from his 1eadership (see also the +arbarian2s 0,im6witted0 rule). The Wizard ma 5oin a combat the
+arbarian is involved in (7igmar knows wh).
I!erial Noble: As the Imperial .oble is a natural born leader nobod suffers from an negative
effects towards an other adventurer in the warband.
Hired Swords
The warband has access to the following )ired 7words8 ,warf Trollslaer, /reelancer (no horse),
Warlock, ,uellist, -lf 4anger, )alfling 7cout, 9itfighter, Tilean :arksman, Imperial Assassin
STARTIN& E'(ERIENCE
Heroes start with ; e'perience.
Cannon $odder start with $ e'perience.
Wizard E)*i!en" %is"
Hand+"o+hand Coba" Wea!ons
7taff < gc
,agger (st free=>gc
7pear ($ gc
#issile wea!ons
7ling > gc
Elf E)*i!en" %is"
Hand+"o+hand Coba" Wea!ons
A'e # gc
,agger (st free=>gc
,ouble )anded Weapon (# gc
/lail (# gc
7word ($ gc
#issile wea!ons
+ow ($ gc
-lf +ow <# gc
1ong +ow (# gc
Aro*r
+uckler # gc
)elmet ($
1ight Armour >$ gc
7hield #
-lven &loak ($$ gc
Dwarf E)*i!en" %is"
Hand+"o+hand Coba" Wea!ons
A'e # gc
&lub, :ace or )ammer < gc
,agger (st free=>gc
,ouble )anded Weapon (# gc
)alberd ($ gc
,warf A'e (# gc
7word ($
%romril Weapon <' the cost
#issile wea!ons
9istol (# gc
&rossbow ># gc
Aro*r
1ight Armour >$ gc
)eav Armour #$ gc
)elmet ($ gc
7hield #
I!erial Noble E)*i!en" %is"
Hand+"o+hand Coba" Wea!ons
,agger (st free=>gc
7word ($ gc
4apier (#gc
7wordbreaker <$gc
#issile wea!ons
9istol (# gc (<$ gc for a brace)
,uelling 9istol ># gc (#$ gc for a brace)
&rossbow 9istol <# gc
Aro*r
+uckler # gc
)elmet ($ gc
1ight Armour >$ gc
7hield # gc
Barbarian E)*i!en" %is"
Hand+"o+hand Coba" Wea!ons
/lail (# gc
,ouble )anded Weapon (# gc
:orning 7tar (# gc
Cannon $odder E)*i!en" %is"
Hand+"o+hand Coba" Wea!ons
A'e # gc
&lub, :ace or )ammer < gc
,agger (st free=>gc
,ouble )anded Weapon (# gc
/lail (# gc
)alberd ($ gc
:orning 7tar (# gc
7pear ($ gc
7word ($ gc
#issile wea!ons
+ow ($ gc
&rossbow ># gc
1ong +ow (# gc
7hort +ow # gc
Aro*r
+uckler # gc
)eav Armour #$ gc
)elmet ($ gc
1ight Armour >$ gc
7hield # gc
ADVENTURERS
The characters are the hardened veterans of our warband. The have been through man adventures,
and were able to come out alive.
,+- Wizard
<# gold coins to hire
The Wizard hails from the cities of the -mpire, the largest and most important of the realms of men.
That ?arak Azgal works as a magnet for wizard needs not to be told. Weapons and arcane items with
magical powers are highl sought after b wizards, warlock and necromancers. The claims of these
great magical powers have ensured that man wizards to 5oin parties of fellow adventurers in search of %old and
%lor.
(rofile # WS BS S T W I A %d
Wizard ! > > < < ( ! ( ;
Wea!ons.Aro*r: Wizards ma be e3uipped with weapons and armour from the Wizard -3uipment
list.
S(ECIA% RU%ES
Wizard/ Wizards are magicians and start with two random spells from the 1esser :agic spell list. 7ee
the magic section of our rulebook for details.
Wizard S0ill Table Coba" Shoo"in1 Acadeic S"ren1"h S!eed
Wizard '
,+- Elf
!# gold coins to hire
,ue to their wandering nature, it2s not uncommon to see 7hadow Warriors travelling the lands of the -mpire.
)owever, the -mpire is not the onl land these tireless warriors travel to in their 3uest to rid the world of ,ark
-lves.
(rofile # WS BS S T W I A %d
-lf 4anger # ! ! < < ( # ( ;
Wea!ons.Aro*r: -lfs ma be e3uipped with weapons and armour from the 4anger -3uipment list.
S(ECIA% RU%ES
Ha"red/. The -lf hates ,ark -lfs.
See0er/ A 4anger helps its warband when the are searching the dungeons for treasure. If the 4anger is not put
out of action in the battle, ou ma modif one dice in the e'ploration se3uence b @(=6(.
E2cellen" Si1h"8 -lves have eesight unmatched b mere humans. All the -lves in a 7hadow Warrior Warband
can spot )idden enemies from twice as far awa as other warriors (i.e. twice their Initiative in inches).
Dis"as"e for (oison8 The use of poisons and various drugs is a ,ark -lf specialt. As such, it is frowned upon
b 7hadow Warriors, even more so than b other )igh -lves. The -lf 4anger ma not use poisons of an tpe.
Elf S0ill Table Coba" Shoo"in1 Acadeic S"ren1"h S!eed
-lf 4anger ' '
E%$ S(ECIA% S3I%% TAB%E
-lf )eroes ma use the following 7kill table instead of an of the standard 7kill tables.
Chosen of "he Whi"e Tower/ The -lf has been trained in the martial art of the White Tower. This allows him to
parr even if he is not armed with a buckler or sword. It can re6roll the parr if it is alread armed in this wa.
$e4 5*ic0ness/ /ew can ever hope to match an -lf2s inhuman 3uickness and agilit. An -lf with /e Auickness
can avoid melee or missile attacks on a roll of *. If the -lf also has 7tep Aside or ,odge this will increase to a
!@ in the relevant area. /or e'ample, an -lf with /e Auickness and 7tep Aside avoids melee attacks on a !@
and missile attacks on a *.
Infil"ra"ion8 This skill is e'actl the same as the 7kaven skill of the same name.
See in Shadows8 The warrior2s senses have become especiall keen from ears spent walking the shadows. As
long as he has movement to reach them, the warrior ma alwas roll to charge opponents he cannot see (instead
of the normal !0).
,+- Barbarian
!$ gold crowns to hire
The +arbarian has travelled far from the savage north, a land of bitter cold and ferocious warriors.
+arbarians are e'pert fighters, wandering the Bld World for gold and 5ust plain action, reling purel
on their fighting skills, strength and toughness. The are drawn to ?arak Azgal for the great riches to
be found, but more so for the battles.
(rofile # WS BS S T W I A %d
+arbarian ! < < ! ! ( < ( ($=C
Wea!ons.Aro*r: The +arbarian ma be e3uipped with weapons from the +arbarian -3uipment 1ist.
A +arbarian will never wear armour.
S(ECIA% RU%ES
$renz4/ The +arbarian is sub5ect to /renz.
Di+wi""ed/ If the +arbarian is the warband2s leader than he has an effective 1eadership of C for
warband members within *0 and 4out tests.
Barbarian S0ill Table Coba" Shoo"in1 Acadeic S"ren1"h S!eed
Barbarian ' '
BARBARIAN S(ECIA% S3I%%S
+arbarians ma use the following skill list instead of the standard skill lists.
Hard "o 3ill/ +arbarians are though, resilient warriors. When rolling on the in5ur chart, treat a roll of
# as stunned. The +arbarian will onl be taken out of action on a roll of *.
$erocio*s Char1e/ The +arbarian ma double his attacks on the turn in which he charges. )e will
suffer a 6( to hit that turn.
Ins"inc"i6e Warrior/ The +arbarian is so used to his own ,ouble )anded Weapon that he is able to
parr with this weapon. Dse the 9arr rules as normall with one sword, as described in our
4ulebook.
,+- I!erial Noble
<$ gold crowns to hire
To the Imperial .oble going 0on adventure0 is the onl worthwhile pastime. ,eep inside he believes
this is what he was born for8 to take on ever challenge, to run the gauntlet of life for better or for
worseE never to turn our back on an other living thing, never let anthing dishonourable stain our
name, and alwas suck the marrow out of live. /or as long as it lasts.
(rofile # WS BS S T W I A %d
Imperial .oble ! ! < < < ( < ( ;
Wea!ons.Aro*r: The Imperial .oble ma be e3uipped with weapons from the Imperial .oble
-3uipment 1ist.
S(ECIA% RU%ES
Hono*rable/ The Imperial .oble will never attack an opponent that is ?nocked ,own or 7tunned.
$ail4 Heirloo/ The /amil )eirloom is a special sword or pistol that has been in the famil for a
long time. When creating the warband roll a ,* to see what its power is8
(6> .oble ma re6roll first failed 9scholog test during a battle.
<6! .oble causes /ear in Brcs F %oblins and 7kaven.
#6* .oble ma re6roll one die during a battle.
I!erial Noble S0ill Table
Coba" Shoo"in1 Acadeic S"ren1"h S!eed
Noble ' ' ' ' '
N7B%E S(ECIA% S3I%% TAB%E
The .oble ma use the following 7kill table instead of an of the standard 7kill tables.
Tradin1 $lair/ With his usual flair and smooth talking The .oble is an e'pert in bargaining with the
local tradesmen. )e fre3uentl manages to cut the process down, and the are alwas prepared to take an e'tra
look in their storage room to see whether a certain item is available or not. The .oble can reroll one die when
searching for rare goods. In addition, the Imperial .oble gets a G>,* gc discount on single item he bus on a
roll of #@ on a ,* after each battle.
Ta*n"/ As a .oble he is trained in the Art of Bbno'iousness. The .oble can taunt one opponent within ($0.
That opponent must pass a 1eadership test or he must charge the .oble 6 even if he is out of his charge range.
,+- Dwarf
!$ gold crowns to hire
The ,warf is drawn b the gold lust for which his race is famous. ,warfs are grim and rather abrupt,
but the are good fighters and loal friends who remember debts of gratitude as readil as debts of
coin.
(rofile # WS BS S T W I A %d
,warf < ! < < ! ( > ( H
Wea!ons.Aro*r: The ,warf ma be e3uipped with weapons from the ,warf -3uipment 1ist.
S(ECIA% RU%ES
Hard "o 3ill8 ,warfs are tough, resilient individuals who can onl be taken But Bf Action on a roll of * instead
of #6* when rolling on the In5ur chart. Treat a roll of (6> as ?nocked ,own, <6# as 7tunned, and * as But Bf
Action.
Hard Head8 ,warfs ignore the special rules for maces, clubs, etc. The are not eas to knock outI
Aro*r8 ,warfs never suffer movement penalties for wearing armour.
Ha"e 7rcs 8 &oblins8 All ,warfs hate Brcs and %oblins. 7ee the pscholog section of the :ordheim rules for
details on the effects of hatred.
Dwarf S0ill Table Coba" Shoo"in1 Acadeic S"ren1"h S!eed
Dwarf ' '
DWAR$ S(ECIA% S3I%% TAB%E
,warf ma use the following 7kill table instead of an of the standard 7kill tables.
#as"er of Blades8 This ,warf2s martial skills surpass those of a normal warriorE he has fought unscathed
against hordes of Brcs and %oblins. When using a weapon that has a 9arr special rule, this hero parries
successfull if he beats or matches his opponents highest Jto hit2 roll, not 5ust if he beats the roll. In addition, if
this warrior is using two weapons that have the 9arr special rule, he is allowed to parr two attacks (if his two
dice match or beat the two highest Attack dice against him) instead of the normal ma'imum of one. .ote that if
this ,warf has two ,warf a'es (as detailed above) he can re6roll an failed parries.
E2"ra To*1h8 This ,warf is notorious for walking awa from wounds that would kill a lesser being. When
rolling on the )eroes 7erious In5ur chart for this )ero after a game in which he has been taken But Bf Action,
the dice ma be re6rolled once. The result of this second dice roll must be accepted, even if it is a worse result.
Reso*rce H*n"er8 This ,warf is especiall good at locating valuable resources. When rolling on the
-'ploration chart at the end of a game, the )ero ma modif one dice roll b @(=6(.
Tr*e &ri"8 ,warfs are hard individuals and this )ero is hard even for a ,warfI When rolling on the In5ur
table for this )ero, a roll of (6< is treated as ?nocked ,own, !6# as 7tunned, and * as But Bf Action.
Thic0 S0*ll8 The )ero has a thick skull, even for a ,warf. )e has a <@ save on a ,* to avoid being 7tunned. If
the save is made, treat a 7tunned result as ?nocked ,own instead. If the ,warf also wears a helmet, this save is
>@ instead of <@ (this takes the place of the normal )elmet special rule).
,+- Ca!"ain
&aptains are ver capable fighters and almost heroes in their own right. The warband ma never have
more than one &aptain in its service at an one time.
7ee 0#i2ed B*nch0 rule below.
HENCH#EN
Cannon $odder
># gold crowns to hire.
&annon /odder are the ounger warband members, eager to see their first battle and to prove their
worth. These hang around the bigger groups hoping to get a chance to 5oin up with a warband and
mabe become professional Imperial soldiers in the future.
(rofile # WS BS S T W I A %d
&annon /odder ! < < < < ( < ( C
Wea!ons.Aro*r: &annon /odder ma be e3uipped with weapons and armour from the &annon
/odder -3uipment list.
S(ECIA% RU%ES
#i2ed B*nch/ When one of the &annon /odder gets the 01ad2s got Talent0 result than he will become
an Imperial &aptain. )e can pick two skills from an of the Adventurers skill tables but not the special
ones. The Imperial &aptain uses the &annon /odder e3uipment list.
E)*i!en":
Ra!ier (A$> ;!)E (# gcE Availabilit8 4are #
The rapier is a long thing blade commonl used b duellists. It is a deadl, shard weapon capable of delivering a
multitude of blows but lacks the power of a broadsword.
Ran1e: &lose combatE S"ren1"h: As userE 7pecial 4ules8
K Parry8 1ike all swords, ou ma use a rapier to parr in hand to hand combat. When our opponent scores a
hit ou must roll a ,*. If ou can score greater than the highest Lto hitL roll ou have parried the blow and the
attack is discarded.
K Barrage8 A warrior armed with a rapier rolls to hit and wound as normal. )owever, if ou manage to hit our
opponent but fail to wound, ou ma attack again 5ust as if ou had another attack but at G( to hit (down to a
ma'imum to needing a * to hit). "ou ma continue attacking as long as ou hit and it is possible to strike our
opponent man times, particularl if our warrior has more than one attack on his profile.
K Armour Save8 +ecause a rapier is a ver light sword that lacks the thick armour breaking blade of the
broadsword, armour saves are made at @(

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