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No Wizards Higher Than Level 15


THE AMOUNT OF WIZARDS OF LEVELS  5, 10 AND 15 PER ARMY
IS STATED IN THE 3RD EDITION ARMY BOOK..


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Magical Armour

+1 save modifier  = + 25 points

+2 save modifier = + 50 points

+3 save modifier  = + 100 points



MAX OF 1 SUIT OF MAGIC ARMOUR PER ARMY.
(ASSUMING YOUR ARMY LISTS ALLOW IT)

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Magical Rings

50 points

The ring has a single level 1 spell.
Normal ring rules apply.

MAX OF 1 RING PER ARMY.
(ASSUMING YOUR ARMY LISTS ALLOW THEM)

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Magical Weapons   


One Ability Only.


WEAKEN 40 points

Every time this weapon causes a wound, the target loses
a point of Strength.
If the targets S is reduced to 0 they are dead.

— — —

ENFEEBLE  40 points

Every time this weapon causes a wound, the target loses
a point of Toughness.
If the targets T is reduced to 0 they are dead.

— — —

MIGHTY STRIKE  50 points

Once per game you may make a single S10 attack.
You can choose to use this ability after you have rolled to hit.

— — —

DEGENERATION 50 points

Any target receiving damage from this weapon must roll a D6 at the start of all its turns.
If a 6 is rolled they lose a wound.
Cure Severe Wound can negate this effect.

— — —

INFLAMMABILITY 35 points

The wielder of this weapon is immune at all fire based attacks.

— — —

MAGICAL DESTRUCTION 50 points

If this weapon hits magical armour, a magical weapon or a magical banner, roll a D6 and on
a 5 or 6, the struck item loses its magical properties.

— — —

DOUBLE DAMAGE 75 points

All damage dealt by this weapon is automatically doubled.

— — —

FEROCITY 50 points

This blade adds 1 to the bearers Attacks.

— — —


ONLY HERO MODELS OF LEVEL 15 OR ABOVE MAY HAVE A MAGICAL WEAPON.


 Magical Banners


BATTLEBANNER  150 points

Adds a D6 to the HTH resolution total to see who won that round.

— — —

WARBANNER 75 points

Adds 1 to the HTH resolution total to see who won that round.

— — —

WARD OF THE BRAVE  75 points

This banner allows the unit to re-roll any Rout test.
You may only re-roll a test once.

It may be used again on subsequent test.

— — —

RELIC BANNER 75 points

This unit is immune to Panic and may re-roll the first Rout test of the game.

— — —

HELLFIRE BANNER 100 points

The banner bearer may forgo their HTH attack to cast a single Fireball in the
magic phase of the turn.

— — —



Magical Instruments


50 points


DOOMSOUNDER  

Any enemy unit in HTH has -1 to their LD whilst engaged.

— — —

BATTLECALL

Adds 1 to the HTH resolution total to see who won that round.

— — —

BATTLECRY

This unit does not need to make Fear tests when it charges a
feared enemy.
It still needs to test however if it is charged.

— — —

CALL OF VALOUR

+1 to LD tests

— — —

ARMY LISTS.


Based on the 3rd Edition Lists, but with war machines from 4th if they are easy to port back into 3rd edition rules.

If something is in 4
th but not 3rd and you think it is cool, we will figure something out assuming it can be converted to 3rd edition rules.
(which it probably can)



TLDR: IF IT IS IN 4TH AND HAS RULES THAT MAKE SENSE IN 3RD THEN USE IT.

RULE OF COOL - IF IT IS LORE APPROPRIATE THEN DO IT AND WE CAN FIGURE THE RULES OUT FOR IT LATER.


FOR MERCENARIES, WE WILL IGNORE THE GOLD RULES.

THEY ARE LOYAL ONCE PAID FOR!!


IF YOU ARE NOT SURE DROP ME A MESSAGE!

Below is an excel sheet template of my
unit cards.

Click to D/L.

Below is an excel sheet template of my
QRS

Click to D/L.

WFB CHARTS EMPIRE.xlsx Blank Empire Cards.xlsx