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WARHAMMER

WARBANDS
Guidelines for Playing Small-Scale Games of Warhammer, Revised for Seventh Edition, September 2006
Written by Eric Sarlin, Layout by John Shaffer, Based on an Idea by Jeremy Vetock

Since their first publication in White Dwarf the same as standard, tournament-sized WARBANDS RULES
296-298 in 2004, the guidelines for playing armies but are simply in a growing stage. For The rules for doing battle with Warbands
Warhammer Warbands have become popular our purposes, the term Warband describes a
are exactly the same as those for playing
in clubs, home games, GW Hobby Centers, Warhammer force in the range of 100 to 500
standard games of Warhammer. Units fight
independent retailers, and elsewhere. Since points. Warbands are not quite large enough
that time, the members of the U.S. White to be called armies but are big enough for in formation; ranks, standards, flanks, and
Dwarf staff have played a lot of games of unit-level gaming (as opposed to gaming on so on count toward combat resolution; and
Warbands, and we have also received a slew the individual-warrior level, as is the case only units with the Skirmish rule may adopt
of feedback from gamers all over the world. with games like Warhammer: Skirmish or a skirmish formation.
Armed with a wealth of information and new Mordheim). Players can imagine their The only differences, beyond specific
ideas as well as the new rules for Warhammer Warbands as patrols, reinforcements, special scenario rules, are in the minimum sizes for
Seventh Edition, we felt that a revision to the contingents sent off to accomplish specific
each unit and the selection of your troops
Warbands guidelines was warranted. While tasks (e.g., raids, sabotage, assassinations), or
and characters. Once Warbands have been
these Warbands guidelines are not official simply a small force in the growing stages.
When you think about the characteristics of assembled per the Warband composition
rules, this document presents the definitive,
the different armies of the Warhammer world, rules, play progresses exactly as it does in a
streamlined Warhammer Warbands Seventh
Edition guidelines in a single download for it’s easy to imagine stories for the various standard game of Warhammer. The
gamers everywhere to enjoy. Waaagh! types of Warbands: an aspiring Orc Boss and following lists explain how to create
his small mob of recruits, a young High Elf Warhammer Warbands at the 1- to 199-
WHAT ARE WARBANDS? noble out to prove himself with a band of point level and the 200- to 500-point level
Warbands are simply scaled-down loyal volunteers, or a Captain leading a patrol in conjunction with the standard
Warhammer armies. In essence, Warbands are through the wilds of the Empire. Warhammer Army books.

1
FOR SMALL WARBAND FOR LARGE WARBAND
GAMES (1-199 PTS) GAMES (200-500 PTS)
• Warbands must include at least two Core Units • Warbands must include at least two Core units.
• Warbands may not include more than eight units • Warbands may not include more than 10 units.
• Warbands at this scale may NOT include • Warbands may include up to one Special and up to one Rare
• Special or Rare Units choice. However, if the controlling player does not select a Rare
• Lord-Level Characters choice, he may select an additional Special choice instead.
• War Machines • Warbands may include 0-2 Hero-level characters, though their
• Chariots combined points cost (including all equipment, upgrades,
• Flyers abilities, and the like) may not exceed 150 points. Warbands may
• Magic Items of any kind never include Lord-level characters.
• Warbands must include one Commander model, which is • Warbands must include one Commander model (see the rules
nominated by the controlling player. This model can be either a and restrictions listed in For Small Warband Games). If a Hero-
Hero-level character worth no more than 75 points (including all level character is chosen as the Commander, his point cost counts
equipment, upgrades, abilities, and the like) or a Unit
against the 150-point maximum described above.
Champion. If a Unit Champion is selected as the Commander,
he must remain with his unit at all times. The Commander • Warbands may include 0-1 war machine or Chariot. (Note that
functions as the Warband’s General in all respects. (Vampire this rule applies even when the Army book allows more than one
Counts and Tomb Kings armies, which normally require a such item per selection. For instance, 1-2 Goblin Wolf
spellcaster of some sort to animate the Undead, need not include Chariots normally count as only 1 Special Unit choice.
such a model in a Warband. Assume that the Undead have been However, an Orc & Goblin Warband could include only one
animated by some spellcaster near the battlefield. See Army- Goblin Wolf Chariot.)
Specific Rules for more details.)
• Warbands may include one flying unit or creature.
• Warbands must obey the army list restrictions placed on the
maximum number of certain unit types (e.g., Vampire Counts • Warbands must obey the army list restrictions placed on the
Warbands may include 0-1 Bat Swarm, and Empire Warbands maximum number of certain unit types as described in For Small
may include 0-1 unit of Huntsmen). Warband Games.

FOR SMALL AND LARGE WARBAND GAMES


WHAT COUNTS AS A CORE SELECTION FOR WARBANDS? All Warbands must include a minimum of two Core
selections. Core units that do not count toward the minimum number of Core units in the regular army list (e.g., Warhounds in a Chaos army or
Huntsmen in an Empire army) do not count toward the minimum two Core selections for a Warband. Of course, these units can still be
included in a Warband; they simply don’t count toward the minimum Core units required.

WHAT COUNTS AS A MAGIC ITEM?


Per the basic Warbands rules, Warbands of 199 points or less cannot take magic items. Exceptions to this rule are magic items that are
available to regular troops (i.e., not exclusive to character models) and that are not listed in the magic item list of the Army book (e.g., Wight
blades, Chaos armor, tomb blades, and Skaven warp weapons). It is permissible to take models with these items in small Warbands, and the
items count as magical per the normal Warhammer rules.

UNIT SIZES AND OPTIONS


The minimum unit sizes in a Warband are smaller than those in a standard Warhammer WARBAND UNIT SIZE TABLE
army to reflect both the small size of the force and the Warband’s tactical flexibility. See the Base Size of Minimum Unit Size
Warband Unit Size Table. Models in Unit (Not Unit Strength)

However, no Warband regiment may take any unit options, other than weapon and armor 20 x 20 mm
upgrades, unless the regiment meets its normal unit minimum listed in the Army book. 25 x 25 mm 3 models
Thus, only when the unit meets its regular unit minimum listed in the Army book can it
take normally available options such as: 25 x 50 mm 2 models
• Command models 40 x 40 mm
or larger 1 model
• Magic standards (only available to units in Warbands of 200+ points)
• Upgrades in status such as those that promote Empire Knights to Knights of the
Inner Circle, Orcs to Big’Uns, Chaos Warriors/Knights to Chosen, Chaos units to a Mark of Chaos other than Undivided, Saurus
Warriors or Skink Cohorts to a Sacred Spawning, Grave Guard to Drakenhof Guard, and the like.
Exceptions to these restrictions can be found in Army-Specific Rules.
Note also that some units have a maximum unit size. Of course, these unit maximums apply to Warbands just as they do to regular
Warhammer armies.

2
ARMY-SPECIFIC RULES
BRETONNIANS
Bretonnian Knightly units may take the
free upgrade to champion (i.e., Cavalier,
Gallant, or Paragon) only if the unit
meets its regular unit minimum listed in
the Army book.
Bretonnian Warbands need not include
two characters, one of whom is the
Battle Standard Bearer. Bretonnian
Warbands can include 0-2 Hero-level
characters like normal Warbands if the
controlling player wishes; however,
points limitations will prevent one of
these Heroes from carrying a Battle
Standard. Bretonnian Warbands are
NOT allowed one more character than
most other Warbands, as are regular,
full-sized Bretonnian armies. Thus, the
only way to include an Army Standard
Bearer in a Bretonnian Warband is to
have a Unit Champion act as the
Warband commander and to include a Bretonnian warbands are devastating on the charge.
Paladin as the Battle Standard Bearer.

HORDES OF CHAOS
AND BEASTS OF CHAOS
Chaos Warbands, like Chaos armies,
must be Beast, Mortal, or Daemon
Warbands. Each type of Chaos Warband
may include troops from the other types
(e.g., a Chaos Mortals Warband can
include Beasts of Chaos) per the
normal rules.
One Spawn of Chaos counts as a single
Rare choice. Two Spawn can never be
included in a Warband.
Hordes of Chaos Daemon Warbands are
possible. However, as there are no
Daemon characters in the Hordes of
Chaos Army book under 150 points,
Hordes of Chaos Daemon Warbands A Hordes of Chaos warband has many elite and deadly warriors.
must be led by a Bloodhowler or, if the
Warband totals 200+ points, a Mortal
Hero equipped with the Chalice of Chaos.
As such, Daemon players may find it
more practical to use the Daemonic
Legions list from the Storm of Chaos
campaign sourcebook to create
Daemon Warbands.
Units of Horrors less than 5 strong cannot
include Flamers; units 5-9 strong can
include up to 2 Flamers; units 10 or
stronger can include up to 4 Flamers.
Chaos Warbands, except those led by a
Daemonic Commander, can include a
Dragon Ogre Shaggoth, which will use up
both the Special choice and the Rare
choice. The Shaggoth cannot be promoted
to a Shaggoth Champion.
A Beasts of Chaos warband uses cunning tactics and great mobility to emerge victorious.
3
DARK ELVES
Use the updated rules for Dark Elves
published in WD286 (also available at
us.games-workshop.com/warbands/
darkelves/). Otherwise, there are no
army-specific rules that apply to Dark
Elf Warbands.

HIGH ELVES
The Intrigue at Court rule works a bit
differently for High Elf Warbands. If the
Warband includes two Heroes, dice off as
normal to determine the Commander of the
Warband. If the Warband includes a single
Hero, he is the Commander. If the Warband
includes no Heroes, the controlling player
may nominate a Unit Champion to be the
Commander, and no Intrigue at Court roll This Druchii warband takes great advantage of Elven speed.
is made.
Pure of Heart is not a mandatory Honor
for High Elf Warbands but may be
selected for a character at the controlling
player’s discretion.

DOGS OF WAR
Dogs of War Warbands need not include
a Paymaster.
Dogs of War Warbands may include a
single Regiment of Renown, which
counts as a Core, Special, or Rare
choice per the normal rules for that
Regiment. However, the normal unit
minimums and maximums for unit size
for Regiments of Renown are never
adjusted by the Warbands rules. Thus,
for instance, you must take a minimum High Elven warbands are highly skilled and have good Leadership.
unit size of 10 for a unit of Ricco’s
Republican Guard, whereas a normal
unit of Pikemen in a Dogs of War
Warband has a minimum unit size of 3.
Dogs of War Warbands that include a
Regiment of Renown that comes with a
character or characters may include no
other characters in the Warband, and the
character who leads the Regiment of
Renown will act as the Commander of
the Warband.
No other types of Warbands may include
Dogs of War units or Regiments of
Renown (except where they are
mentioned specifically in the army
list, such as Long Drong’s Slayer
Pirates in the Slayer Army of Karak
Kadrin or Ruglud’s Armored Orcs in
Grimgor’s ’Ardboyz).

Dogs of War warbands have a large variety of units at their disposal.

4
OGRE KINGDOMS
Ogre Warbands must include at least
one unit of Bulls.
Per the normal Warbands rules, Ogres
have a minimum size of 1, and Gnoblars
have a minimum unit size of 3.
Ogre Warbands of 199 points or less
must be led by a Unit Champion
(though not a Groinbiter or
Snarefinger) per the normal Warbands
rules. Warbands at this size cannot be
led by an Ogre Hero, as all Ogre
Heroes’ point costs exceed the 75-point
Warband maximum.
Ogre Warbands of 200+ points may
be led by a Bruiser or a Unit
Champion (though not a Groinbiter
or Snarefinger) per the normal An Ogre Kingdoms warband uses brute strength and resilience to overcome its lack of numbers.
Warbands rules.
In addition, Ogre Warbands of 200+
points may be led by a Maneater, who
may join only units of other Maneaters
but otherwise acts like a normal
Warband Commander/General.
If a Maneater or Unit Champion acts as
the Commander/General, Warbands of
200+ points may include a single
Butcher or Hunter. This character may
not act as the Warbands Commander,
and his total cost (including all
equipment, upgrades, abilities, and the
like) may not exceed 150 points.
Ogre Warbands of 200+ points
may include a single unit of one
Leadbelcher OR a Gnoblar
Scraplauncher OR a Hunter with
Harpoon Launcher. Any one of
these choices counts as the one
war machine choice the Warband
is allowed.
In Warbands campaigns, Ogre Orc & Goblin warbands are flexible, characterful, and fierce in combat.
Maneaters acting as Commanders may
adopt the Archetypes indicated on the
Archetype Table. Note that this rule is
an exception to the normal practice,
whereby only character models can
adopt Archetypes. Also, in Warband
campaigns, Maneaters acting as
Commanders recover from injury
as characters.

ORCS & GOBLINS


Units of Common Goblins and Night
Goblins need be only 10 models strong
before they qualify for command models.
Night Goblin units under 10 models strong
cannot include Fanatics; units 10-14 models
strong can include one Fanatic; units 15-19
models strong can include up to two
Fanatics; and units 20+ models strong can
include up to three Fanatics.
Tomb King warbands have unique tactics that can be both unexpected and deadly.
5
TOMB KINGS
Khemrian armies rely on their Generals, their
Hierophants, and their Incantations when
their forces march to war. Tomb King
Warbands, however, are mustered quickly
for specific strategic objectives or to respond
to small threats, when the full might of a
Tomb King army is not required. Thus, when
a Warband is animated, different rituals are
performed, and the Undead officers are
imbued with different powers. As such, both
the animating magic and the chain of
command of a Tomb King Warband
function somewhat differently than those of a
full-sized Nehekharan army.
Tomb Kings Warbands cannot take both a
General and a Hierophant per the normal
Tomb King rules because of Warband
points restrictions on Heroes. Tomb King
Warbands may be led by a Tomb Prince, an Lizardman warbands boast exceptional hand-to-hand combatants and are hard to break.
Icon Bearer, a Liche Priest, or a Unit
Champion. Regardless of the type of model
serving as the Commander of the Warband,
the Commander acts as both General and
Hierophant. If this model is destroyed, the
Undead models in the Warband will begin
to crumble per the rules described on p. 21 of
the Tomb Kings Army book.
Tomb Princes and Liche Priests who lead
Warbands use Incantations per the
normal rules.
If, and only if, an Icon Bearer or Unit
Champion is acting as the Commander (and
thus General and Hierophant) and there is no
Tomb Prince or Liche Priest in the
Warband, the rules for Incantations work
differently. Each Magic Phase, any Undead
Tomb King unit with a champion, standard
bearer, and musician may cast any one of the
four Tomb King Incantations as a bound
spell with a power level of D6 – though
Smiting, Urgency, and Summoning may be
cast only on the unit performing the
Incantation. If, at any time, the unit loses its Skaven warbands use weight of numbers and technology to defeat the competition.
champion, standard, or musician, it may no
longer cast Incantations. When selecting your
Warband, remember that only those units
that meet the normal unit minimums listed in
the Army book (e.g., 10 for Skeleton
Warriors) may include command models.
Chariot units always count as Special choices
in Tomb King Warbands. Tomb King
Warbands may take only a single Chariot
unit. However, this unit may include 1-5
Chariots. This rule is an exception to the
normal Warbands rule that restricts a force
to a single war machine or Chariot.

LIZARDMEN
Lizardman Warbands may be selected from
the standard army list or the Lizardmen of the
Southlands army list.
Warbands of the Empire are flexible and can fit any combat role.
6
SKAVEN
Units of Clanrats and Clanrat Slaves need be
only 10 models strong before they qualify for
command models or a Weapon Team.
The Mainstay rule applies to Skaven
Warbands. Mainstay Clanrat units must be
at least 10 strong.
The following choices count as war machines
in Warband games and cannot be included
in Warbands of 1-199 points: Warpfire
Throwers, Ratling Guns, and Warp-Lightning
Cannons. Only one of these selections can be
included in a Skaven Warband of 200+
points as its single war machine choice.

Warbands of the Vampire Counts use Fear and nasty characters to win battles.
EMPIRE
Detachments must still meet minimum
Warband unit size requirements. Thus,
the minimum unit size for a detachment
is three, and only units six or stronger
may take a detachment.

VAMPIRE COUNTS
Vampire Counts Warbands need not include
a Wizard (i.e., a model with the entry
“Magic” in its army list box). Vampire
Warbands thus may be led by a Vampire
Thrall, Wight Lord, Wraith, or Unit
Champion as well as a Hero-level
Necromancer. Assume that whichever
Wizard animated the Undead is nearby and
has dispatched a small Warband to do his
bidding. However, the destruction of
whichever model acts as the Commander of
the Warband will initiate the slow collapse
of the Undead units in the Warband per the
rules described on p. 25 of the Vampire Wood Elf warbands have excellent archers and use deadly hit-and-run tactics.
Counts Army book.

WOOD ELVES
The Woodland Ambush rule does not apply to
Warbands games.
Nobles who are members of Wardancer or
Alter Kindreds as well as Bladesingers
cannot act as Warband Commanders.
Wild Riders of Kurnous may take the
free upgrade to Musician only if the unit
meets its regular unit minimum listed in
the Army book.

DWARFS
Dragon Slayers and Giant Slayers
may NOT act as Commanders of
Dwarf Warbands.
Dwarfen warbands are made up of resilient and skillful warriors.
7
ARMY-SPECIFIC RULES FOR OTHER
WARHAMMER ARMIES
Archaon’s Horde. As a Hellcannon counts as two Rare choices, it may never be taken in a Warband. Chosen
Warriors and Knights of Chaos count as Special choices in an Archaon’s Horde Warband. Thus, these units do not
have to meet the normal army list minimums for unit size, unlike Chosen units in a Hordes of Chaos Warband,
which must meet the normal army list minimums for unit size to take the upgrade to Chosen status. Do not play the
Halting the Tide scenario with Warbands. One Spawn of Chaos counts as a single Rare choice. Two Spawn can
never be included in a Warband.
Army of Middenland. Detachments must still meet minimum Warband unit size requirements. Thus, the minimum
unit size for a detachment is three, and only units six or stronger may take a detachment.
Army of Sylvania. Sylvanian Warbands may be led by a Von Carstein Vampire Thrall, Wight Lord, Wraith, or Unit
Champion. The destruction of whichever model acts as the Commander of the Warband will initiate the slow
collapse of the Undead units in the Warband per the rules described on p. 25 of the Vampire Counts Army book.
Sylvanian Warbands of any size place two Grave Markers on the battlefield. One Grave Marker must be placed on
the Sylvanian half of the table.
Bubonic Court of Nurglitch. Bubonic Court Warbands cannot and are not required to include Nurglitch.
Chaos Dwarfs. No special rules apply. Remember that Hobgoblins do not count toward the minimum number of
Core units the Warband must include.
Cult of Slaanesh. The Commander of the Warband must be either a Sorceress with the Mark of Slaanesh or a Unit
Champion whose unit has the Mark of Slaanesh. One Spawn of Chaos counts as a single Rare choice. Two Spawn
can never be included in a Warband. Cult of Slaanesh Warbands may not include Knights of Chaos.
Daemonic Legions. Daemonic Heralds and Daemonic Unit Champions may act as Warband Commanders. Units
of Horrors in a Daemonic Legion Warband cannot be accompanied by Flamers. Flamers are organized into units of
their own.
Errantry War. Errantry War Warbands must include at least two units of Knights Errant. Units of Knights Errant
need not take a standard bearer per the Errantry Fervor special rule; however, any unit of Knights Errant with five
or more models may take a standard bearer, who, if and only if the Warband is 200 points or larger, must always
carry the free Errantry Banner.
Grimgor’s ’Ardboyz. A Grimgor’s ’Ardboyz Warband may be led by a Black Orc Big Boss, Orc Big Boss, or Unit
Champion. A mounted Black Orc Big Boss counts as two Hero choices. Thus, a mounted Black Orc Big Boss can
lead only Warbands of 200+ points. Also, if a mounted Black Orc Big Boss leads the Warband, he will be the only
Hero in the Warband. If an Orc Big Boss leads the Warband, the army may include an Orc Shaman. The Warband
cannot include a Shaman under any other circumstances. This is an exception to the normal rules for Shamans in an
’Ardboyz army. Any number of units of Orc Boyz or Orc Boar Boyz can be upgraded to Big’Uns, provided that
these units meet the normal army list minimums for unit size. Grimgor’s ’Ardboyz Warbands cannot include
Effigies of Gork. If Ruglud’s Armored Orcs are included in the Warband, Ruglud will the Warband Commander,
and he and Maggot are the only characters the Warband may include.
High Elf Sea Patrol. High Elf Sea Patrol Warbands of 199 points or fewer need not and cannot include any units of
Lothern Sea Rangers. Warbands of 200 points or more must take one and may take two if no Rare choices
are selected.
Red Host of Tehenhauin. Rest Host Warbands cannot and are not required to include Tehenhauin. The Warband
may include a maximum of two Heroes, even if all Heroes are Skink Chiefs.
Skaven Clan Eshin. A Clan Eshin Warband may be led by a Chieftain, an Eshin Sorcerer, or a Unit Champion –
never an Assassin. The Mainstay rule applies to Clan Eshin Warbands. Mainstay Night Runner units must be at
least five models strong. The Clan Eshin special rule that gives the army +100 Victory Points for each enemy
character killed does not apply to Warband games. Units of Clanrats and Clanrat Slaves need be only 10 models
strong before they qualify for command models or a Weapon Team. The following choices count as war machines
in Warband games and cannot be included in Warbands of 1-199 points: Warpfire Throwers and Ratling Guns.
Only one of these selections can be included in a Clan Eshin Warband of 200+ points as its single
war machine choice.
Slayer Army of Karak Kadrin. A Dragon Slayer or Unit Champion must be nominated the Warband’s
Commander. If Long Drong’s Slayer Pirates are included in the Warband, Long Drong will the Warband
Commander, and he is the only character the Warband may include. Similarly, if Malakai Makaisson’s Goblin
Hewer is included in the Warband, Malakai will be the Warband Commander, and he is the only character the
Warband may include.

8
WARBAND SCENARIO – A LITTLE WAR

OVERVIEW Taking it in turns, each player deploys one unit at a time in his Deployment
Unless otherwise stated by campaign or escalation league rules or Zone. (If you are using Map D, each of Player A’s Deployment Zones must
other special circumstances, Warbands games are played per the contain at minimum a third of Player A’s units.)
terms of the Little War scenario. Unit Champions are always deployed with their units. Character models
ARMIES may be deployed with a unit if they will start the game associated with that
The Little War scenario should be played between two forces of unit or may be deployed on their own as a unit of one.
equal size, arranged per the Warbands composition guidelines Scouts and other units with special deployment rules may be deployed per
described above. those rules.
In league and campaign play, it is possible that two Warbands of WHO GOES FIRST?
different sizes could do battle. This is acceptable, but players should Both players roll a D6. The player who rolls highest may choose to go first
note the footnote to the Victory Points table in this case. or second.
BATTLEFIELD LENGTH OF GAME
This battle takes place on a 4' x 4' playing area. Lay out the terrain in The game lasts 6 turns.
any mutually agreeable manner.
SPECIAL RULES
After terrain is set, arbitrarily number each side of the table as side Unknown Objectives. Battle has been joined, as the Warbands are bitter
1, 2, 3, or 4. Roll a D6. On a result of 1, side 1 is north; on a 2, side enemies. However, each Commander can only guess at his opponent’s
2 is north, on a 3, side 3 is north; on a 4, side 4 is north. Reroll tactical objective. Before deployment, each player should privately roll a
results of 5 and 6. D6, consult the Unknown Objectives Table to determine his objective for
DEPLOYMENT the game, and secretly write down which goal his Warbands must fulfill. At
Roll a D6. On a 1, use Map A. On a 2 or 3, use Map B. On a 4 or 5, the end of the 6th turn, the Unknown Objectives are revealed, and a winner
use Map C. On a 6, use Map D. will be determined!

Both players dice off. The higher-scoring player may choose to be VICTORY CONDITIONS
Player A or Player B, takes the corresponding Deployment Zone (or Per the rules described in the Warhammer rulebook, calculate VPs for
Zones), and deploys the first unit. enemy units and models that have been destroyed, are fleeing, have fled off
the table, or have been reduced below half strength. (Note that no VPs are
scored for table quarters, slain Commanders, or captured unit or battle
standards, unless one of these is an Unknown Objective.) In addition, a
Warband that achieved its Unknown Objective in battle may claim a bonus
number of VPs equal to 20% of the enemy Warband’s starting points value.
Use the Victory Conditions Table to determine the victor (D = Draw, V =
Victory, M = Massacre).

VICTORY CONDITIONS TABLE*

Difference Size of Battle (Points)


in Victory
Points 1-99 100-199 200-299 300-399 400+
0-24 D D D D D
25-49 V V D D D
50-75 V V V V D
50-99 M V V V V
100-149 M M V V V
150-199 M M M V V
200+ M M M M M

*In Warband games in which the sizes of the two


Warbands aren’t equal, use the column corresponding to
the size of the Warband that accrued the greater number
of Victory Points.

9
UNKNOWN OBJECTIVES TABLE
D6 Result Objective

1 Assassinate. Your Warband must slay the enemy Commander (or cause him to flee off the table or be fleeing) by game’s end.
2 Invade. At least one-third of the starting Unit Strength of your Warband must end the game in your opponent’s Deployment
Zone (or Zones). Fleeing models don’t count toward this total.
3 Capture the Colors. Your Warband must capture at least one standard from the enemy and control it at the end of the game. If,
after deployment, you discover that your opponent has no standard, you must announce your original Unknown Objective and
then secretly choose a replacement (choose – don’t roll) and write it down.
4 Annihilate. Your Warband must destroy the enemy by reducing the enemy Warband to 50% of its starting Unit Strength by the
end of the battle. Units or models that are fleeing at the end of the game or that have fled off the board count as destroyed.
5 Hold Territory. Your Warband must attempt to control the battlefield. At the end of the game, divide the table into four quarters.
You must control more table quarters than the enemy. To control a table quarter, you must have a unit at minimum starting size
in the table quarter with no enemy units at minimum starting size in the quarter. Fleeing units don’t count. Independent
character models cannot control table quarters.
6 Choose. Inform your opponent that you may choose your Unknown Objective. Secretly choose any objective from those listed
above for your Warband and only reveal it at game’s end.

Player A Deployment Zone 12"


Player A
Deployment Zone
24"

24" Player B
Deployment Zone

12" Player B Deployment Zone

MAP A MAP B

24"
Deployment Zone 2
Deployment Zone 1

Player A
Player A

Deploym en t
Player A

24" Zone 24" 24"

12" 12"

24"

Player B
24"
12" Player B
12"
Deployment Zone
Deployment Zone
24"

MAP C MAP D
10
WARBAND ESCALATION
LEAGUES
Participating in an escalation league is a
fun way to get in a lot of games of ESCALATION LEAGUE WARBAND POINT-SIZE TABLE
Warhammer and can encourage you, your
friends, and your fellow club members to
Starting Maximum Points Added Points Added Points Added Points Added
assemble and paint a few new miniatures Warband Size Warband Size for a Massacre for a Victory for a Draw for a Loss
or possibly start a new army. Players begin Week
an escalation league with a small Warband
of 200 points. As the participants play
games over the course of the league, their
1 200 225 10 5 0 0
Warbands will slowly increase in size. By
the end of the month-long escalation 2 300 350 15 10 5 0
league, each player will have a good sense
of the effective tactics for his new
Warband, probably a few ideas about how 3 400 450 20 15 10 5
he wants to expand his Warband into a
full-fledged Warhammer army, and most
importantly, at least 500 points worth of 4 500 570 25 20 15 10
painted models!
ESCALATION
LEAGUE STRUCTURE.
Each player begins by creating a 200-point
Warband according to the guidelines listed
above. Any two league players can get
together to play a game of Warhammer
Warbands, though players should not play
the same person more than twice in a row.
It is up to the players to organize games
for themselves, but league organizers can
certainly set up “Bring and Battle” nights
to facilitate league play. There is no
formal schedule of games, however.
Players use the Little War scenario for
each regular league game.
The base size of each Warband – or
starting Warband size – increases each
week. In addition, each time a participant
plays a game, he adds to his Warband a
number of points, determined by whether
he massacred his opponent, scored a
victory, tied, or lost (see table below).
Warbands are restricted to a maximum
size, regardless of the number of games
played. For instance, in the middle of
Week 3, Ross’s Warband has won two
victories and lost once; thus, his Warband
size is 435 points [i.e., starting Warband
size of 400 + (bonus of 15 each for two
victories) + (bonus of 5 for the loss) =
435]. If Ross played more games, his
Warband would continue to increase in
size but could never exceed 450 points,
the maximum Warband size for week 3.
Unlike the more complicated Warband
Campaigns, Escalation Leagues are
relatively simple, and players do not have
to keep track of casualties, experience, or
other such matters.
11
Each week, players start anew at the starting
Warband size given for that week. Thus,
regardless of the number of games played or
the number of massacres, victories, draws,
and losses a player scored in the previous
week(s), he will always begin each week of
the escalation league at the starting Warband
size listed on the table.
Players may change their army lists from game to
game to reflect both the increased size of their
Warbands as well as whichever models and tactics
they prefer to use against a particular opponent
and/or Warbands type.
Participants should keep track of the number
massacres, victories, draws, and losses as well as the
number of “league points” they have earned. Players
earn 6 league points for massacring an opponent, 4
for a victory, 2 for a draw, and 1 for a loss (whether
the loss was a result of a massacre or a victory).
League points accrue over the course of the entire
escalation league and are not reset at the beginning
of each week as is the starting Warband size. Players
may want to post a scoreboard like the one shown
below, which represents an escalation league in
progress somewhere in the middle of week 3.
At the end of the 4-week period, the two players
with the highest number of league points play a
championship match per the terms of the Little War
scenario to determine the overall champion of the
Escalation League. Of course, if multiple players are
tied for first or second place, semi-final matches
may become necessary.

ESCALATION LEAGUE SCORECARD


Number of Number of Number Number Total No. of
Warband Warband Warband Massacres Victories of Draws of Losses League
Player Name Type Size (6 pts each) (4 pts each) (2 pts each) (1 pt each) Points

Steve Toran’s Bones Vampire Counts 420 1 5 3 6 38

Drew Dreylas Host Wood Elves 450 2 4 2 4 36

Ross The Sea Lizards Lizardmen 435 1 3 1 5 25

Jeremy Karak Azul Scouts Dwarfs 410 0 1 3 1 11

John The Gore Hooves Chaos 400 1 2 3 4 24

12
WARBANDS CAMPAIGNS
Any of the 250 starting points that are not spent After each campaign game, players should,
on troops are converted into Experience Points while still in one another’s presence, make
on a 1-for-1 basis (e.g., a player whose Warband rolls for Recovery, calculate and spend the
costs 243 points would begin the game with 7 Experience Points they earned in the battle,
Experience Points). Experience Points can be and update their Warband rosters and
spent later in the campaign to buy more troops Warband Rating. All of these processes are
and abilities for your Warband. described in detail below.
As part of the appeal of playing in a If the campaign participants so desire, they
campaign is the sense of an ongoing story, can choose to set their campaign in a
players are encouraged to name their particular place and time in the history of the
Warbands, characters, and units to provide Warhammer world, such as the eastern fringe
a little local color for the campaign.
of the Empire during the Invasion of
CAMPAIGN MANAGEMENT Mannfred von Carstein or the Tilean city of
As in escalation leagues, there are no formal Miragliano during a Skaven invasion. Such a
schedules of games in Warband campaigns. setting can add a lot of local color and flavor
Any two players can get together at any time to the campaign and may influence the types
to play a campaign game. However, players of terrain used in the battles. Ultimately,
cannot play each other more than twice in a however, the choice of setting will have no
row. All campaign games are played with the effect on the rules and structure of the
Little War scenario. Warbands campaign.

Warband campaigns share a few things in


common with the escalation leagues described
above. In both escalation leagues and Warband
campaigns, the same group of players play a
series of linked games in a quest for overall
victory. However, in an escalation league,
players can completely rewrite their Warband
rosters from battle to battle, whereas in a
Warbands campaign, players must play every
battle with mostly the same troops, characters,
and equipment. Players must keep track of
injuries, experience, and recruitment and must
also manage their Warbands’ resources such
that casualties are replaced, the Warband grows,
and the troops gain in ability in such a way that
the Warband remains an effective fighting force.
The appeal of this type of campaign for most
players is seeing a small Warband grow, evolve,
and hopefully become more effective. Gamers
who have played Mordheim or a Games-
Mastered campaign similar to the type described
in The General’s Compendium will be familiar
with this style of campaign.
STARTING
CAMPAIGN WARBANDS
Each player begins the campaign by creating a
Warband of up to 250 points per the guidelines
described above. Though the Warband will
evolve, expand, and lose casualties as it fights
battles, this starting Warband will form the basis
of the player’s fighting force for the duration of
the campaign.
Players who include character models in their
campaign Warbands must also select an
Archetype for each (see Character Archetypes
and Advancement). Players must select an
Archetype as the character is added to the
Warband, and this Archetype cannot change as
long as the character is alive and part of the
Warband. Archetypes give characters a few
special skills and abilities that are unique to
Warbands campaigns and add an interesting
angle to campaign games.

13
EARNING SPENDING EXPERIENCE
EXPERIENCE POINTS Experience can be spent in the
After each game, players’ forces earn following ways.
Experience Points depending on how the • To purchase new troops or replace
Warbands performed. Consult the casualties (1 Experience Point = 1
Experience Point Table to determine how point to be spent on new recruits)
many Experience Points a Warband earns • To purchase new equipment, magic
after a game. items, or abilities for existing models in
your Warband (1 Experience Point = 1
point to be spent on new equipment,
EXPERIENCE POINT TABLE magic items, and abilities)
• To upgrade a regiment to
Base Veteran Status:
Battle Experience
Result Earned • Spending 10 Experience
Points upgrades a unit to +1
Veteran Status.
Massacred 100
Opponent • Spending 10 additional
Experience Points upgrades a unit
Won a Victory 75 from +1 Veteran Status to +2
Veteran Status.
Played to 50
a Draw • Spending 10 additional
Experience Points upgrades a unit
Lost 25 from +2 Veteran Status to +3
Veteran Status.
• To make a roll on the appropriate
UNDERDOG BONUS Archetype Advancement Table for one
In addition, weaker Warbands are entitled to of the character models in the
an Underdog Bonus each time they fight a Warband (25 Experience Points = 1 roll
battle against a stronger Warband. Before on a table)
each game begins, players should compare • To reroll a result on the Character
their Warband Ratings (WBR, see below). Injury Table (25 Experience Points = 1
The Warband with the lower WBR is entitled reroll; the second roll stands regardless
to a number of bonus Experience Points equal of the result)
to a quarter of the difference between the
players’ WBRs (round down). Thus, if a Experience Points need not be spent
Dwarf Warband had a WBR of 625 and High immediately after the game in which they are
Elf warband had a WBR of 505, regardless of earned and can be saved for future use. For
who won or lost, the Elves with their lower instance, it is a wise player who keeps at least
WBR would be entitled to an Underdog 25 Experience Points in the “bank” to allow
Bonus of 30 Experience Points [i.e., (WBR of for a reroll on the Character Injury Table
625) – (WBR of 505) = 120, and 120 ÷ 4 = should one of his valued character models
an Underdog Bonus of 30 Experience Points]. kick the bucket or suffer a debilitating injury.
Note that players may spend Experience
Points to include “one use” items like Dispel
Scrolls. However, once used, these items
(along with their points cost) must be deleted
from the Warband roster and are not
automatically replaced for the next game.
“One use” troop types, like Night Goblin
Fanatics, may also be purchased, but
regardless of the status of these models at
game’s end, they must make a roll
for Recovery.
After spending Experience
Points, players should
make a note of how
many Experience Points
they have left (if any).

14
more than the points value listed in the
Army book).
If, in any game, a unit with Veteran Status
loses 50% or more of the number of models
with which it began the battle, the unit
instantly loses its Veteran Status. The points
the unit’s Veteran Status added to the
Warband’s WBR are immediately deducted
from the WBR. Note that the rate of survival
for units with Veteran Status is always
determined AFTER rolling for Recovery.
Thus, a unit could be completely wiped out
on the battlefield, but as long as more than
50% of the models Recover, the unit is still
eligible for Veteran Status. A unit learns as
much from bitter defeat as it does from
glorious victory.

CHARACTER ARCHETYPES
AND ADVANCEMENT
When a character model is added to a
Warband, either when the Warband is first
created or over the course of campaign play,
the controlling player must select an
Archetype for that character to represent his
WARBAND RATINGS WARBAND SIZE VS. personality and style of leadership. A
Each Warband in the campaign has a WARBAND RATING character’s Archetype entitles him to one
Warband Rating or WBR, a measure of the In a Warbands campaign, no Warband may special Starting Ability and determines a
Warband’s size and experience, which will ever be larger than 500 points in size. possible course of advancement for that
(likely) change after each game. Calculate However, there is no maximum limit on a character as he gains experience and wisdom.
your WBR by adding up the total point cost Warband’s WBR. Thus, two Warbands may be Consult the Archetype Table to see which
of all the models currently in your Warband of equal size, say, the maximum of 500 points Archetypes are available for your Warband of
and add to this sum any of the modifiers each. However, those equally sized Warbands choice. A character’s Archetype can never
listed in the Warband Rating Modifier Table. could have vastly different WBRs. One 500- change over the course of the campaign. A
Thus, a Warband with 395 points worth of point Warband could have a WBR as low as Warband can have two different characters
models, two units with +2 Veteran Status, and 525 or lower, whereas another 500-point with two different Archetypes, however.
a single character model with two Archetype Warband could have a WBR of 765 or higher. Keep track of the number of battles your
Abilities beyond his Starting Ability would character model fights. Each time a character
have a WBR of 485 [i.e., 395 (for the point VETERAN STATUS
Warband units that survive battles have the survives three or more battles (as with units,
cost of all the models in the Warband) + 20 survival is determined after any required
(for a unit with +2 Veteran Status) + 20 (for a potential to learn from their experience and
improve. Any unit that survives a battle with Injury rolls), he is eligible to roll for a new
second unit with +2 Veteran Status) + 25 (for Archetype Ability. The controlling player may
the first Archetype Ability beyond the more than 50% of its starting numbers is
spend 25 Experience Points, which entitles
Starting Ability) + 25 (for the second eligible to be upgraded to Veteran Status. If
him to roll once on the appropriate Archetype
Archetype Ability beyond the Starting the controlling player spends 10 Experience
Advancement Table. Archetype Abilities can
Ability) = WBR of 485]. Points, he can upgrade eligible units to +1
never be lost unless the character dies or
Veteran Status. If a +1 Veteran unit survives a
Players should recalculate their WBRs after suffers from amnesia (see the Character
subsequent battle with more than 50% of its
each game (i.e., each time they make Injury Table). When a character gains a new
starting numbers, it is eligible to be upgraded
Recovery/Injury rolls and calculate/spend Archetype Ability, he must survive three or
to +2 Veteran Status for an additional 10
Experience Points). more games subsequently before he is eligible
Experience Points. Similarly, if a +2 Veteran
for another roll on the Archetype
unit survives a subsequent battle with more
Advancement Table. A character may never
than 50% of its starting numbers, it is eligible
have more than six Abilities (i.e., five
WARBAND RATING to be upgraded to +3 Veteran Status (the
Archetype Abilities plus the Starting Ability).
highest level of Veteran Status) for an
MODIFIER TABLE additional 10 Experience Points. Characters with more than one Archetype
WBR Increase in For each level of Veteran Status, the unit may, Ability or with Archetype Abilities and other
Modifiers WBR Value once per game, reroll a single die rolled to abilities and bonuses gained from special
hit, to wound, to pass a Leadership Test, or to rules, magic items, other skills, or in any
Each unit with +1 make an armor save. Thus, a unit of Chaos other way can use both at the same time or in
+10
Veteran Status Warriors with +3 Veteran Status could reroll the same turn. For instance, a Magician
Each unit with +2 three single dice (e.g., a failed roll to wound, character could use his Counter Magic and
Veteran Status +20 a failed armor save, and one of the two dice Nullifier Archetype Abilities in the same turn.
rolled on a failed Break Test). However, Archetype Abilities never “stack.”
Each unit with +3 Similarly, Archetype Abilities and other
Veteran Status +30 Players with Veteran units may expand their abilities and bonuses never stack. In other
Each Archetype units’ sizes by simply spending Experience words, an Archetype Ability that allows a
Ability beyond the +25 Points to purchase additional recruits for the reroll under certain circumstances, coupled
Starting Ability Veteran units. These new additions to Veteran another special rule or ability that allows a
units cost no extra points (i.e., they cost no reroll under those same circumstances, does
15
not allow two rerolls. Similarly, if a affect a character’s or unit’s Psychology or same Ability (or two different Abilities
character model like an Aspiring ability to pass Leadership Tests. with the same effect), the Abilities cancel
Champion of Khorne is affected by Frenzy Characters that are Immune to Psychology each other out. For instance, if both players
normally, an Archetype Ability, such as or that would otherwise be unaffected by had characters with the Lay of the Land
Berserker Rage, that causes Frenzy will such Abilities (i.e., characters for whom Archetype Ability, terrain would be set up
have no additional effect. As another such an Ability would be useless) may in any mutually agreeable manner as
example, if a character or the unit he is reroll the skill in question. Note, however, normal, rather than one player setting up
with has a magic item that adds inches to
that characters can never change their the terrain as he likes.
its charge distance, the controlling player
Starting Ability, even if the Starting
could not add the charge bonus gained Below are descriptions of the character
from the Furious Charge Archetype Ability Ability is useless to the character or
Archetypes along with Archetype
to increase the charge distance even Warband in question.
Advancement Tables for each. Unless noted
further; that player would have to pick Note also that many Abilities, such as the otherwise, Archetype Abilities function only
either the magic item’s effects or the Barbarian Ability Lay of the Land, allow when the character is on the tabletop, that
effects of Furious Charge when the controlling player to set some of the is, Archetype Abilities have no effect after
determining his charge distance. terms of the scenario that will be played. the character has been removed from the
Note that some of the Archetype Abilities If both players have characters with the table as a casualty or for any other reason.

ARCHETYPE TABLE

Warband Type Barbarian Intellectual Intimidator Magician Noble Psychopath Trickster Veteran

Beasts of Chaos X X X X X X

Bretonnia X X X X

Chaos Dwarfs X X X X X

Dark Elves X X X X X

Dogs of War X X X X X

Dwarfs X X X X

Empire X X X X X X

High Elves X X X X X

Hordes of Chaos X X X X X

Lizardmen X X X X

Ogre Kingdoms X X X X X

Orcs & Goblins X X X X X

Skaven X X X X X

Tomb Kings X X X X

Vampire Counts X X X X

Wood Elves X X X X X

Archaon’s Horde X X X X X

Army of Middenland X X X X X X

Army of Sylvania X X X X

Cult of Slaanesh X X X X X

Daemonic Legions X X X X

Errantry War X X X X

Grimgor’s ’Ardboyz X X X X X

High Elf Sea Patrol X X X X X

Skaven Clan Eshin X X X X X X

Slayer Army of
Karak Kadrin X X X X

Bubonic Court
of Nurglitch X X X X

Red Host
of Tehenhauin X X X X

16
CHARACTER ARCHETYPES

INTELLECTUAL
Intellectual characters are not necessarily bookish, ascetic, scholarly types – rather, they are students of the art of battle and see battlefields as giant chessboards on
which to practice their strategies and tactics.
STARTING ABILITY
Advantage of Ground. A player controlling a Warband with an Intellectual character in it may choose whether to be Player A or Player B in the Little War scenario.

D6
Roll Intellectual Ability

1 Speedy Deployment. After deployment but before the game begins, one friendly unit or model within
12" of the character with this Archetype Ability may make a bonus move up to 2D6".
2 Flankers. One unit in the Warband of no greater than Unit Strength 10 may be nominated as a flanking
unit. The flanking unit will enter the board from any spot on any table edge (controlling player’s
discretion) on a D6 roll of 6 on Turn 2, of 5+ on Turn 3, of 4+ on Turn 4, of 3+ on Turn 5, and of 2+ on
Turn 6. If the flankers do not show up at all, they have lost their way and must make a Recovery roll as
though they had been removed as casualties.
3 Perceptive. Once per game, the controlling player may declare that this character is employing his
exceptional powers of perception and tactical assessment. The controlling player’s opponent must reveal
all “secrets” and hidden items and troops (e.g., magic items, Night Goblin Fanatics, Assassins) within
18" of the character with this Archetype Ability.
4 Military Intelligence. The opponent must reveal his Unknown Objective to a player who controls a
Warband that includes a character with this Archetype Ability.
5 Dictate Terms. A player who controls a Warband that includes a character with this Archetype Ability
can choose whether to use Map A, B, C, or D in the Ongoing Little War scenario and may choose to be
Player A or Player B.
6 Choose. The player may choose one of the Abilities listed above.
An Empire Intellectual

VETERAN
Veteran characters have seen many battles over the span of decades, and it is very difficult to shake their nerves. While age and mileage may have dulled their once-
perfect fighting skills, they will eat their guts and ask for seconds before fleeing the battlefield.
STARTING ABILITY
Iron Nerves. The character and any unit he leads automatically pass the first Panic test they are called upon to make.

D6
Roll Veteran Ability

1 Commander’s Discretion. A player who controls a Warband that includes a character with this
Archetype Ability can always choose his Unknown Objective in the Little War scenario.
2 Fearless. The character and any unit he leads automatically pass the first Fear or Terror test they are
called upon to make.
3 Disciplined. The character and any unit he leads may reroll failed Leadership Tests to
restrain pursuit.
4 Strong Blows. Once per game, the character and any unit he leads may reroll all their to wound rolls
in Close Combat.
5 Grizzled Fighters. Once per game, the character and any unit he leads may reroll all their to hit
rolls in Close Combat.
6 Choose. The player may choose one of the Abilities listed above.
A Dwarf Veteran

17
INTIMIDATOR
Intimidators control their troops with harsh punishment and convincing threats. Most of the soldiers who serve under an Intimidator fear their
Commander at least as much as they do the enemy.
STARTING ABILITY
Raider. After randomly determining the Warband’s Unknown Objective, a player controlling a character with this Archetype Ability may replace the objective
with Invade instead.

D6
Roll Intimidator Ability

1 Hold Fast. Once per game, the character and any unit he is with may reroll one failed Break Test.
2 Executioner. After Combat Resolution has been calculated but before a Break Test has been made, this
character may execute a number of models in the unit with which he is associated up to his number of
Attacks. Do not roll to hit or wound; simply remove the models as casualties. These casualties do not
count toward Combat Resolution. For each model executed as punishment for failure in combat,
subtract 1 from the result of the dice when rolling the Break Test to represent the renewed sense of
resolve that the Intimidator’s leadership has inspired. Casualties so caused must make Recovery rolls
after the battle as normal.
3 Reckless Charge. Once per game, the character and any unit he is with may add D3" to its charge move
but will hit only on a result of 5 or 6 in the 1st round of combat.
4 Hold Your Ground. Any fleeing friendly unit, even units with less than 25% of their original
numbers, within 12" of a non-fleeing Intimidator will automatically Rally.
5 Mighty Blow. Once per game, the character may make give up all of his usual Attacks to make a
single Attack at +3S (no other Strength bonuses, such as the bonus bestowed by a halberd or great
weapon, apply to this Attack).
6 Choose. The player may choose one of the Abilities listed above.
A Chaos Intimidator

TRICKSTER
While many observers might call this character a coward, this hero has become a master of tactics such as the fighting withdrawal, the feint, the
ambush, and other sneaky maneuvers.
STARTING ABILITY
Withdraw. Any unit/model in the Warband, even one with less than 25% of its starting numbers, will automatically Rally after choosing Flee as
a charge reaction. Fast Cavalry may use this ability and still move thereafter.

D6
Roll Trickster Ability

1 Pick Your Fights. A player who controls a Warband with a character with this Archetype Ability may
always choose his Unknown Objective.
2 The Whites of Their Eyes. Any unit in the character’s Warband that is armed with missile weapons
may opt to stand and shoot at any charging opponent regardless of circumstances (i.e., the missile
units may shoot at chargers that begin the charge within half their charge range, at chargers who are
charging only because they are pursuing fleeing troops into a fresh enemy, and so on). In addition,
missile units may ignore the –1 penalty for shooting at charging opponents.
3 Even the Odds. A player who controls a Warband that includes a character with this Archetype
Ability will never be outnumbered in a campaign game. As long as the Trickster takes to the
battlefield, the opponent must deduct a number of troops such that his Warband’s points value is
equal to or less than that of the Trickster’s Warband.
4 Sneaky. The Trickster character may refuse a challenge but still remain in the front rank to continue
the fight.
5 Press the Advantage. Each time the Warband achieves a victory or massacre in battle, it earns an
additional 25 Experience Points. This ability may be used whether the character is on the tabletop at
the end of the game or not; however, the character must survive the battle to earn the extra
Experience Points.
6 Choose. The player may choose one of the Abilities listed above.
A Skaven Trickster

18
BARBARIAN
Barbarian characters hail from wild and savage lands or simply fight as though they do. Barbarians rely on enthusiastic charges, weight of numbers,
and savage attacks to win battles.
STARTING ABILITY
Bravado. This character and any unit he leads automatically pass the first Panic Test they are called upon to make.

D6
Roll Barbarian Ability
1 Furious Charge. Once per game, any unit led by a Barbarian character (or the Barbarian character
himself if he is acting alone) may add +D3" to its charge distance.
2 Lay of the Land. The player controlling a Warband with a character that has this Archetype Ability
may set up the terrain on the board in any manner he wishes.
3 Absolute Direction. The player controlling a Warband with a character that has this Archetype
Ability may nominate which table edge represents north after terrain is set up and may select his
Deployment Zone (or Zones if using Map D).
4 The Mob Rules. Once per game, a unit with a Unit Strength of 15 or more that is led by this
character may double its normal rank bonus in combat (up to a maximum of three ranks for a total
rank bonus of six).
5 Berserker Rage. Once per game, the character and any unit he leads may fight a single round of
combat as though they are Frenzied. The controlling player must declare that he is using this Ability
before the combat round begins.
6 Choose. The player may choose one of the Abilities listed above.
An Orc Barbarian

NOBLE
For a Noble character, personal honor is more important than victory and even life itself. The character’s sense of personal honor can be a great asset
on the battlefield, though occasionally, it can be a liability as well.
STARTING ABILITY
Noblesse Oblige. The Warband can never fight toward the Assassinate Unknown Objective. If this objective is generated, the controlling player
must choose another. Also, the character’s nobility inspires his troops. As such, he will always pass Look out, Sir rolls; he can make and will
always pass Look out, Sir rolls even when there are fewer than five models in his unit.

D6
Roll Noble Ability

1 Duelist. The character fights at +1 to hit any time he is fighting in a challenge. This bonus does not
extend to the character’s mount.
2 Despise Cowardice. Any unit or model that chooses the flee reaction in response to the Noble
character’s charge inspires disdain in the Noble. For the rest of the game, the character and any unit
he is with Hates the unit or model that fled.
3 Choose Your Ground. Nobles often view battles as set-pieces and try to maneuver such that battles
are fought far away from villages, towns, and cities. A player who controls a Warband that includes a
character with this Archetype Ability can choose whether to use Map A, B, C, or D in the Ongoing
Little War scenario and may choose to be Player A or Player B.
4 Gentlemanly Restraint. This character and any unit he is with automatically pass the Leadership
Test for Restraining Pursuit.
5 Challenger. The character must always accept a challenge when one is issued. However, the
character adds +2 Ld to his score (to a maximum of 10) in every turn in which he is fighting
the challenge.
6 Choose. The player may choose one of the Abilities listed above.
A High Elven Noble

19
PSYCHOPATH
Some characters are driven by their inner demons. In the Warhammer world, these demons can be psychoses, deeply held spiritual beliefs, strict
codes of conduct, new philosophies, and sometimes actual Daemons! Whatever the case may be, such characters often engage in extreme behaviors
on and off the battlefield.
STARTING ABILITY
Vicious Pursuit. The character and any unit he leads must always pursue a fleeing enemy. However, they may add D3" to their pursuit move
each time they do so.

D6
Roll Psychopath Ability
1 Dauntless. Once per game, the character and any unit he is with may reroll a failed Break Test.
2 Crazed. Once per game, the character and any unit he is with may fight a round of combat as
though they are Frenzied.
3 Murderous. After randomly determining the Warband’s Unknown Objective, a player controlling a
character with this Archetype Ability may always replace the objective with Annihilate instead.
4 Resilient. This character may reroll any result on the Character Injury Table. The second result
stands. Obviously, this ability may be used only when the character has been removed from
the tabletop.
5 Determined. Once per game, the character and any unit he is with may fight a single round of
combat as though they were Stubborn.
6 Choose. The player may choose one of the Abilities listed above.
A Beastman Psychopath

MAGICIAN
Only those characters who are Wizards may adopt the Magician Archetype. Other characters who are not Wizards but are associated with Magic –
such as Tomb Princes, Warrior Priests, and Runesmiths – cannot adopt the Magician Archetype. Magician characters are preternaturally attuned to
the Winds of Magic and all things arcane.
STARTING ABILITY
Calmer of the Winds. As long as the Magician character is on the tabletop, the controlling player may reroll any result on the Miscast Table.
The second result always stands.

D6
Roll Magician Ability
1 Nullifier. Once per game, the Magician character may add an additional die to the Warband’s pool of
Dispel Dice.
2 Enhancer. Once per game, the Magician character generates an additional Power Die, which is
added to the communal pool available to any friendly Wizard.
3 Potential. The Magician character has the potential to be a great mage. If the controlling player
spends an additional 75 Experience Points, the character gains one magic level. The player does not
have to spend the Experience Points right away and may do so at any future point in the campaign as
long as the Magician character still lives. The level increase does not change the character’s stat line
at all but does increase the number of spells the Wizard can take, the number of Power Dice he
generates, and potentially, the number of Dispel Dice he generates. This Ability may be used once
per magician per campaign.
4 Scrying. The Magician may spy on his opponent by magical means. Each game, the opponent must
reveal his Unknown Objective to the player who controls the Magician with this Archetype Ability.
5 Counter Magic. Once per game, the Magician character can ignore the fact than an enemy spell was
cast with Irresistible Force and may attempt to dispel the spell as normal.
6 Choose. The player may choose one of the Abilities listed above.
A Lizardman Magician

20
UNIT RECOVERY does not meet its required minimums, players tens digit and the other to be the ones digit.
may spend Experience Points to buy more Roll the dice. A roll of 4 and 5 would be a 45
FROM INJURY troops to reach the minimums. If players do on the table, whereas a roll of 2 and 6 would
Any non-character model that is removed not have enough Experience Points to do so or be a 26.)
from the table for any reason (e.g., casualty, choose to spend the Experience Points
fled off the table) over the course of game elsewhere, units that fail to include the Apply the effects of the Character Injury Table
must make a roll for Recovery. Just because a minimum number of troops required by the immediately. Unless stated otherwise in the
model fell in battle does not necessarily mean list in the Army book will lose their ability to table, all effects are permanent. Most effects
that the model is lost or dead. Roll a D6 for take command models and other upgrades. are cumulative. Thus, if a character rolls
each of your models removed from the table. Units that fail to include the minimum number Nervous Condition three times, he would
On a result of 1 or 2, that model is dead or of models per the Warbands rules (i.e., three suffer from a –3 penalty to his original
lost and should be removed from the Warband models for units with 20- or 25-mm bases Initiative score. Similarly, if a character
roster permanently. On any other roll, the and two models for units with cavalry bases) receives two Old Battle Wounds, the character
model Recovers and lives to fight another day. are disbanded, and the models and the points would have to roll 2D6 prior to each game. If
are lost. either roll resulted in a 1, the character would
Teams – such as war machines and their
have to miss the battle.
crews, Skaven Jezzails, Chariots and their After all Recovery rolls are made and
crews (though not characters who ride Experience Points are spent, players should If ever a character accumulates so many
Chariots who must make a separate roll), update their Warband rosters to reflect the new Injuries that the controlling player feels he is
Salamander Hunting Packs, and so on – sizes of each unit, delete units that have been no longer a viable part of the Warband, the
automatically Recover if the team suffered less destroyed or disbanded, and update the new player may retire the character. Also, if ever a
than half of the team’s total number of total points cost of the Warband as well as the character has so many injuries that one of his
Wounds. For instance, if a Cannon with 3 Warband’s WBR. stats reaches zero (unless, of course, the
Wounds with a crew of three, each with 1 CHARACTER RECOVERY statistic begins as a zero on the model’s
Wound, suffered 1 Wound to the Cannon and profile), the character must be retired. For all
lost one crewman, the Cannon and crew would
FROM INJURY intents and purposes, the character is dead,
automatically Recover. If, however, the team Character models are made of slightly hardier although the retired character’s equipment and
suffered half or more of its total number of stuff than the average rank-and-file trooper, magic items can stay with the Warband to be
and thus Injury and Recovery work a bit used by another character model.
Wounds, it must make a Recovery roll.
differently for these special models. Whenever
Either the entire team Recovers, or the entire Make sure to update your Warband roster after
a character is removed from the field of battle
team is lost. rolling for Injury by noting any permanent
over the course of a game, roll a D66 and
After Recovery rolls are made, players should consult the Character Injury Table to Injuries, deleting dead or retired characters
check to make sure each unit has the determine how the character was affected by from the Warband list, and deducting the point
minimum number of models required by the his wounds. (To roll a D66, choose two cost of any dead or retired characters from the
Warbands rules. If, after Recovery rolls, a unit different colored dice. Nominate one to be the Warband’s total points value and WBR.

21
CHARACTER INJURY CHART
D66 Roll Result

11-15 Dead. Remove the character, his equipment, his abilities, and his points value from the Warband roster.
16-21 Multiple Injuries. Roll D2+1 times on this table. Reroll any “Dead,” “Full Recovery,” “Survives Against the Odds,” or
further “Multiple Injuries” results.
22-23 Leg Wound. –1 M.
24-25 Arm Wound. Roll D6. 1-3, Lose an arm (can no longer use a shield or a weapon that requires two hands). If both arms are
lost, the character must be retired. 4-6, Light wound, –1 WS.
26-31 Madness. Roll D6. 1-3, Stupidity. 4-6, Frenzy. (If this result is rolled for a character who already has one form of madness,
he automatically gains the other form.)
32-33 Chest Wound. –1 T.
34-35 Blinded in One Eye. –1 BS. Keep track of which eye has been lost (i.e., roll D6: 1-3, left eye; 4-6, right eye). If both eyes
are lost, the character must be retired.
36-41 Old Battle Wound. Roll a D6 before each battle. On the result of a 1, the old wound is acting up, and the character cannot
participate in the battle.
42-43 Nervous Condition. –1 I.
44-45 Deep Wound. The character must miss the next D3 games the Warband plays.
46-51 Robbed. The character lives but his equipment and magic items are lost. New gear can be purchased as normal.
52-53 Amnesia. The character survives the battle but forgets who he is. The character will still fight for the Warband but no longer
can take advantage of any Archetype Abilities including Starting Abilities.
54-65 Full Recovery. No effect.
66 Survives Against the Odds. The character survives and rejoins his Warband. Because of his adventures after being knocked
unconscious, the Warband gains an additional 15 Experience Points.

WINNING THE CAMPAIGN


Before the campaign begins, players should
determine a real-world date for its conclusion.
Players should also select one of the following
two Victory Conditions for the campaign: one,
highest WBR, or two, best win-loss record. The
first and second place players should play a
final battle per the terms of the Little War
scenario to determine the overall champion. In
the event of ties, it may become necessary to set
up a semi-final round.

22
ADDITIONAL IDEAS opponents over the course of the day • Allow Warbands to include
FOR WARBANDS or weekend. allies contingents.
• In almost any context – one-off home • Allow regular Warhammer armies of 2,000
We’ve heard suggestions from gamers all
games, in-store games, tournaments, points or more to ally with a 500-point
over the world about how these Warband
campaigns, or leagues – a Warband game
guidelines can be adapted to suit a variety Warband of a different type, e.g., a 2,500-
can make an interesting lead-in to a regular
of types of leagues, tournaments, campaigns, point Empire army allied with a 500-point
game of Warhammer of 1,000, 2,000, 3,000
and styles of play. Below, we list a few of Dwarf Warband could do battle against a
or more points. The player who wins the
the suggestions we’ve received in hopes that 2,500-point Chaos army with a 500-point
preliminary Warband game will gain
they will inspire ideas for your own gaming. Dark Elf Warband.
some predetermined advantage (e.g., extra
Of course, like the Warbands guidelines
points to spend, choice of Deployment • Allow players to use the “Appendix” army
themselves, none of these suggestions are
Zone, option to take the 1st turn) in the
official. As always, feel free to let us know lists from the back of the Warhammer
next game.
what you think and send us suggestions at Armies books (e.g., the Necromancer’s
[email protected]. • Incorporate the Warband Campaign rules Army from the Vampire Counts book) at
Good gaming! for Archetypes into regular Warband games,
the Warbands scale.
Warband escalation league games, or
• The Warband rules can make campaigns of
regular games of Warhammer. • Impose additional limits, e.g., point cost
all types – particularly lengthy map-based
campaigns – a bit more manageable. • Try out rules for multi-player games, such limits, only one Hero per Warband, only
Because most warband games can be as two-on-two (or more) Warband games, one Hero with Archetype Abilities per
completed in under half an hour, a gaming every Warband for himself free-for-alls Warband, no Rare choices, and the like.
group can likely conclude several between three or more Warbands, battles • Use regular (or special) Warhammer
campaign turns over the course of an pitting five 500-point Warbands against a
scenarios, with or without Unknown
evening’s session. single Warhammer army of 2,000 to 2,500
points, and any other combinations you Objectives, at the Warbands scale.
• The same goes for tournaments. Fast
Warband games make for more manageable can dream up. • Play a Warbands campaign without
tournaments, enable players to play more • Allow Warbands to include Dogs of Archtype rules and/or the rules for
games, and allow players to face more War regiments. Veteran Status.
23

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