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This is for those who want to create a creature entirely of your own devise.
Note that these rules are open to a lot more abuse than the basic 'create a
unit' rules, so ask your opponent nicely.
Humanoid creatures are the most common creatures in the game, walking on two
legs and capable of wielding weapons.
Stats
Choose stats for your creature
| Move |
Three: 0 |
Four: +1 pt |
Five: +2 pts |
Six: +3 pts |
|
| Weapon skill |
Two: 0 |
Three: +1 pt |
Four: +2 pts |
Five: +3 pts |
|
| Ballistic skill |
Zero: 0 |
Two: 0 |
Three: 0 |
Four: 0 |
|
| Strength |
Two: -1 pt |
Three: 0 |
Four: +1 pt |
|
|
| Toughness |
Two: -1 pt |
Three: 0 |
Four: +1 pt (a) |
|
|
| Wounds |
One: 0 |
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|
|
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| Initiative |
One: -1 pt (b) |
Two: 0 |
Three: 0 (c) |
Four: 0 (d) |
Five: 0 (e) |
| Attacks |
One: 0 |
Two: +4 pts |
|
|
|
| Leadership |
Five: -1 pt |
Six: 0 |
Seven: +1 pt |
Eight: +2 pts |
Nine: +3 pts (f) |
(a) +2 for creatures with Move 5; +4 for creatures with Move 6.
(b) 0 for creatures with access to Great Weapons.
(c) +1 for creatures with Toughness 4 or more
(d) +1 for creatures with Move 4 or less; +1 for creatures with Toughness 4 or
more (cummulative)
(e) +2 for creatures with Move 4 or less; +1 for creatures with Toughness 4 or
more (cummulative)
(f) +4 for creatures with Weapon Skill 2.
Ballistic skill is free, because it is paid for when you buy a missile
weapon (BS2 pay one point less than BS3).
Should you at this point have created a creature costing less than one point
its cost is now raised to 1 point.
Nature
Choose a nature for your creature.
Warm-blooded: Free
This is the norm. Warm-blooded creatures have no additional special rules.
Cold blooded: +2 pts
Cold-blooded creatures roll an additional D6 for Leadership tests and discard
the highest one.
Daemonic: +4 pts
Cause Fear
Immune to Psychology
Daemonic aura (5+ Ward save vs. non-magical attacks)
Instability (see Hordes of Chaos army book)
May not wear armour
Undead (commonly): +6 pts
Cause Fear
Immune to Psychology
Cannot march or move at double pace
May only choose Hold as a charge reaction
Does not take Break tests but units suffer one additional Wound for each point
combat is lost by
-3 Leadership
Undead (models costing 5 or more points so far): +2 pts
Cause Fear
Immune to Psychology
Cannot march or move at double pace
May only choose Hold as a charge reaction
Does not take Break tests but units suffer one additional Wound for each point
combat is lost by
+1 Rarity
Habitat
A creature may have up to one trait, depending on it's native habitat. Any
rules not explained here can be found in the main listing of special abilities
or in the rulebook.
Inhabit plains: Free
No change.
Inhabit rocky terrain: +1 pt
The creatures are Rock climbers.
Inhabit woods: +1 pt
The creatures are Woodsmen.
Inhabit water: +1 pt
The creatures are Aquatic
Inhabit the air: +10 pts
The creatures can Fly.
Creatures with Toughness 4 may not have this trait.
Inhabit fiery terrain: +1 pt
The creatures are Fire resistant.
Cold-blooded creatures may not inhabit this terrain.
Additional optional abilities (living creatures only)
Cause Fear: +3 pts
The creature causes Fear.
Cavalry costs +6 pts.
Scaly Skin (6+): +1 pt
The creature has a 6+ armour save.
The creature counts as already being equipped with light armour, and so does
not get
light armour where this would normally be part of the starting equipment (1
point reduction
in starting price).
An option to upgrade light armour to heavy armour becomes an option to buy
light armour
giving the model the same effective saving throw (the price remain the same).
The same applies to an option to buy superheavy armour.
Stupid: -1 pt (0 for models costing 1 point)
The model suffers from Stupidity.
Limitations on unit types
Medium infantry
All kinds of creatures can be medium infantry.
Light infantry
Creatures with Strength and/or Toughness 4 may not be light infantry.
Heavy infantry
Creatures with Weapon Skill and/or Strength and/or Toughness 2 may not be heavy
infantry.
Missile infantry
Creatures with Strength 4 may not be missile infantry.
Creatures with Ballistic Skill 0 may not be missile infantry.
Raving mad nutters
Creatures with Strength and/or Toughness 2 may not be raving mad nutters.
Fast cavalry
Creatures with Strength and/or Toughness 4 may not be fast cavalry. Armies that
cannot get heavy cavalry can have fast cavalry at -1 Rarity.
Medium cavalry
All kinds of creatures can be medium cavalry.
Heavy cavalry
Creatures with Weapon Skill and/or Strength and/or Toughness 2 may not be heavy
cavalry.
Limitations of equipment
These are the limitations on what kind of equipment your creations can use.
Note that some of the released armies can have equipment not allowed to them by
this list.
Equipment marked as 'Restricted' can never be common.
Equipment marked as 'Not allowed' can not be taken by designed creatures.
Additional hand weapons: Any
Flails: S3+
Great weapons: WS4+
Halberds: WS3+
Morning stars: Any
Pikes: M3+, WS3+ S3+, T3+, Restricted
Pistols: Any
Spears: Any
Lances: WS4+
Cavalry hammers: WS4+ S3+, Restricted
Short bows: Any
Bows: Any
Long bows: BS3+
Crossbows: BS3+
Repeater crossbows: BS4+, Restricted
Handguns: BS3+
Blunderbusses: Not allowed
Slings: Any
Throwing stars/knives: BS3+
Throwing spears/javlins: BS3+
Throwing axes: S3+
Light armour: Any
Heavy armour: S3+, T3+
Superheavy armour: S3+, T3+, Restricted
Shields: Any
Warpaint: Any
Sea Dragon cloaks: Not allowed
Level of technology
Depending on a race's level of technology some equipment may be more common
than others, and some may not be used at all having yet to be invented.
A creature take all equipment available at its level of technology as Common.
Equipment more that is more advanced may not be used.
A creature may use equipment that is not available on its level but can be
found one level below, but that equipment will be Rare.
Level 4 - Advanced (Late medieval / renaissance)
Additional hand weapons, Flails, Great weapons, Halberds, Morning stars, Pikes,
Pistols, Spears (infantry only), Lances, Cavalry hammers.
Bow, Longbow, Crossbow, Handgun, Pistols, Throwing stars/knives.
Light armour, Heavy armour, Superheavy armour, Shields.
Level 3 - Typical (Early medieval)
Additional hand weapons, Flails, Great weapons, Halberds, Morning stars,
Spears, Lances, Cavalry hammers.
Short bow, Bow, Longbow, Crossbows, Throwing stars/knives.
Light armour, Heavy armour, Shields.
Level 2 - Primitive (Iron age)
Additional hand weapons, Flails, Great weapons, Spears
Short bow, Bow, Slings, Throwing spears/javlins, Throwing axes.
Light armour, Shields.
Level 1 - Very primitive (Stone age)
Additional hand weapons, Great weapons, Spears
Short bow, Bow, Slings, Throwing spears/javlins, Throwing axes.
Shields, Warpaint.
Beasts generally move on four legs and have little intelligence to speak of.
They may not carry equipment, may not have any special abilities apart from
those listed below and may not have command groups.
Stats
Choose stats for your beast
| Move |
Three: -1 pt |
Four: 0 |
Five: +1 pts |
Six: +2 pts (a) |
Seven: +3 pts |
Eight: +4 pts |
Nine: +5 pts (b) |
| Weapon skill |
Two: -1 pt |
Three: 0 |
Four: +1 pts |
Five: +2 pts |
|
|
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| Ballistic skill |
Zero: 0 |
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|
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| Strength |
Two: -1 pt |
Three: 0 |
Four: +1 pt (c) |
Five: +3 pts (d) |
|
|
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| Toughness |
Two: -1 pt |
Three: 0 |
Four: +1 pt (e) |
|
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| Wounds |
One: 0 |
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| Initiative |
One: -1 pt |
Two: 0 |
Three: +1 pt |
Four: +2 pts |
Five: +3 pts |
|
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| Attacks |
One: 0 |
Two: +4 pts |
|
|
|
|
|
| Leadership |
Two: -1 pt |
Three: 0 |
Four: 0 |
Five: +1 pt |
Six: +2 pts |
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(a) Or 2D6 rolled randomly each turn.
(b) Or 3D6 rolled randomly each turn.
(c) +2 for beasts with Move 8; +3 for beasts with Move 9 or Fly.
(d) Beasts with Move 6 or less only.
(e) +2 for beasts with Move 5, +3 for beasts with Move 6; +4 for beasts with
Move 7 or more.
Beasts with Move 7 or more count as cavalry, must be mounted on cavalry
bases and have US2 per model.
Should you at this point have created a beast costing less than three points
its cost is now raised to 3 points.
Nature
Choose a nature for your Beast.
Note that if your Beasts have a Beast Master they must all have the same
nature.
Warm-blooded: Free
This is the norm. Warm-blooded beasts have no additional special rules.
Cold blooded: +2 pts
Cold-blooded beasts roll an additional D6 for Leadership tests and discard the
highest one.
Daemonic: +3 pts
Cause Fear
Immune to Psychology
Daemonic aura (5+ Ward save vs. non-magical attacks)
Instability (see Hordes of Chaos army book)
+2 Leadership
Undead: +1 pt
Cause Fear
Immune to Psychology
Cannot march or move at double pace
May only choose Hold as a charge reaction
Does not take Break tests but units suffer one additional Wound for each point
combat is lost by
Habitat
A Beast may have up to one trait, depending on it's native habitat. Any
rules not explained here can be found in the main listing of special abilities
or in the rulebook.
Note that if your Beasts have a Beast Master they must all have the same trait,
or none at all.
Inhabit plains: Free
No change.
Inhabit rocky terrain: +1 pt
The beasts are Rock climbers.
Inhabit woods: +1 pt
The beasts are Woodsmen.
Inhabit water: +1 pt
The beasts are Aquatic
Inhabit the air: +6 pts
The beasts can Fly.
Creatures with Toughness 4 may not have this trait.
Flying Beasts may not be joined by Beast Masters.
Inhabit fiery terrain: +1 pt
The beasts are Fire resistant.
Cold-blooded beasts may not inhabit this terrain.
Additional optional abilities
Cause Fear: +3 pts
The Beasts causes Fear.
Living Beasts only.
Fast cavalry: +1 pt
The Beasts are Fast cavalry.
Beasts with Move 7 or more only.
Frenzy: +2 pts
The Beasts are Frenzied.
Horns/tusks: +1 pt
The Beasts gains +1 Strength when charging.
Beasts with a Move of 6 or more only
Scaly Skin (6+): +1 pt
The Beasts have a 6+ armour save.
Skirmish: +1 pt
The Beasts always operate in Skirmish formation.
If the Beasts are in a Herd and Skirmish then any Beast Masters in the Herd
must also buy this ability for +1 pt/model.
If the Beast Masters may not Skirmish then the Beasts cannot buy this ability.
Beasts with Move 6 or less only.
Stupid: -1 pt
The Beasts suffer from Stupidity.
Living Beasts only.
Unruly Beasts: -1 pt
The Beasts may not form Beast Herds and may not be joined or led by characters.
They cannot use the General's Leadership value even if he is within 12".
Beast units
Beasts can operate in one of two ways. They can be either a Beast Unit or a
Beast Herd.
Beast Units
A Beast Unit consists of 5 or more Beasts if they have Move 7 or more, or 10 or
more Beasts if they have Move 6 or less.
Beast Units do not count towards the minimum number of Core units in
your army but are not otherwise subject to any special rules.
Beast Units a Rarity of 0
Beast Herds
A Beast Herd must be led by one or more appropriate Beast Masters. A Beast
Master is bought together with a number of Beasts and a several of these may
then be grouped together into a Herd. The ratio of Beasts to Beast Masters is 6
to 1 for Beasts costing 5 points or less, 5 to 1 for Beasts costing 6 to 10
points, and 4 to 1 for Beasts costing 11 points or more.
The Herd moves at the speed of the slowest model.
Shooting hits at the Herd are randomised in the following manner: 1-5: hits a
Beast, 6: hits a Beast Master.
The Beast Herd may use the Leadership of the Beast Masters as long as there are
some Beast Masters left.
If all Beast Masters are slain the Herd must charge the nearest enemy unit it
is able to charge. If the Herd cannot charge it must move at full speed towards
the closest enemy unit.
If the Herd is joined by any characters they are always placed in the rear
rank. If a character passes a "Look out, Sir!" roll one of the Beasts
will take the hit, if possible. Otherwise a Beast Master is hit.
Beast Herds do not count towards the minimum number of Core units in
your army.
Beast Herds have a Rarity of 0.
Beast Masters
All Beast Masters in a unit must carry the same equipment and have the same
special abilities..
Beast Masters may be mounted on an appropriate steed if the Beasts have Move 7
or more.
Beast Masters are always placed in the rear rank of the Herd.
For purposes of unit psychology a Beast Master counts as a character who has
joined the unit. He is otherwise counted as a rank and file member of the unit
(ie, he does not get a "Look out, Sir!" roll and may
not accept or issue challenges).
Any Beast Master may be armed with a Whip for +2 pts. When in base contact with
an enemy model the Whip counts as an additional hand weapon. It also gives the
Beast Master one (and only one) attack when not in base contact with an enemy
model. A model with a Whip may attack through one rank of friendly models if
they have US2 or more, or any number of ranks if they have US1. A model armed
with a Whip may not be attacked back by enemies not in base contact with him.
Apart from a Whip a Beast Master may only be armed with hand weapons (including
additional ones). He may be equipped with light armour if normally allowed
this. His steed may not have barding. He may take any special abilities
available to Medium infantry units if on foot, or any special abilities
available to Medium cavalry units if mounted. Any Rarity increase affects the
whole Herd.
Stats
Choose stats for your steed
| Move |
Six: -1 |
Seven: 0 |
Eight: +1 |
Nine: +2 |
|
| Weapon skill |
Two: 0 |
Three: +1 |
Four: +2 |
Five: +4 |
|
| Ballistic skill |
Zero: 0 |
|
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|
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| Strength |
Three: +1 |
Four: +2 pt (a) |
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|
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| Toughness |
Three: +1 |
Four: +2 pt (b) |
|
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| Wounds |
One: 0 |
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| Initiative |
Two: -1 |
Three: 0 |
Four: 0 |
Five: +1 |
Six: +1 |
| Attacks |
Zero: 0 |
One: +2 |
Two: +4 |
|
|
| Leadership |
Three: +1 |
Four: +1 |
Five: +1 |
Six: +2 |
|
(a) Movement may not be greater than 8.
(b) Movement may not be greater than 7.
Should you at this point have create a steed costing less than five points
its cost is now raised to 5 points.
Optional abilities
Cause Fear: +9 pts
The rider and steed causes Fear.
Fly: +6 pts
The steed can Fly.
-5 Move (ground only). This can be raised back to what it was at a cost of +1
pt per point of Move.
Steeds with a Strength and Toughness of 3 only.
Riders limited to a maximum Strength and Toughness of 3 and a maximum armour
save of 5+. (Heavier riders have to ride monsters.)
Medium and Fast* cavalry only. (* does not gain the Fast cavalry ability, but
options remain the same).
Great horns/tusks: +1 pt
The steed gains +2 Strength when charging.
Steeds with a Toughness of 4 only.
Thick-skinned: +1 pt
The rider gains +2 to his armour save, instead of the normal +1.
Steeds with a Toughness of 4 only.
Thick-skinned steeds may not be barded.
Stupidity: -3 pts
The steed suffers from Stupidity.
Who can ride what?
Not all steeds are able to carry all masters and likewise not all riders are
able to master all steeds. An orc would surely break the back of a wolf if he
tried to ride it and a weedy goblin would never be able to control a fierce
chaos steed.
Weapon skill
The steed cannot have a Weapon Skill of more than one point greater than the
rider.
Strength
Riders with Strength 4 can not ride steeds with a Move of greater than 8.
The steed cannot have a Strength of more than one point greater than the rider.
Toughness
Riders with Toughness 4 can not ride steeds with a Move of greater than 8.
Riders with Toughness 4 can only ride steeds with a Strength and/or Toughness
of 4.
Initiative
The steed can not have more than 1 point more Initiative than the rider.
Leadership
The rider must have a Leadership at least 2 points greater than that of the
steed (does not apply to undead).
Limitations on cavalry options
Fast cavalry
Steeds with a Move of less than 8 may not be Fast cavalry.
Barding
Steeds with a Toughness of 4 may not be barded.
A note on how cavalry is costed
It is worth noting that mounted models pay +1 pt for shields and +1 pt for
all types of armour. Models with any type of natural armour (Scaly skin) also
pay this.
Fast cavalry costs +1 pt but limits the model to an armour save of 5+ or worse,
except in very special cases. Do not come up with any more very special cases.
Models with a Strength of 4 pay an extra 2 points for being cavalry. Models
with a Strength of 5 pay an extra 4 points for being cavalry.
Otherwise cavalry is the price of the rider plus the price of the steed. |