urgat's armory v0.4

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Urgat's Armory for blood in the badlands

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  • Urgats ArmoryFor

    Blood in the Badlands V0.4

    The Empire

    Tomb Kings

    Copyright Games Workshop Limited. All rights reserved. Games Workshop, Warhammer and all associated marks, names, races, race insignia, characters, vehicles, locations, units, illustrations and images from the Warhammer world are either , and/or Games Workshop Ltd.

    Orcs & Goblins

    Skavens

    Ogre Kingdoms

    Dwarfs

    Deamons of Chaos

    Dark Elves

    High Elves

    Lizardmen

    Warriors of Chaos

    Wood Elves

    Vampire Counts

    Bretonnia

    Beastmen

    General Gear

    P3

    P2

    P4

    P5

    P6

    P7

    P8

    P9

    P11

    P3

    P4

    P5

    P6

    P7

    P8

    P10

    1

  • General Gear

    General Rules

    Siege Tower 500ptsSee your Blood in the Badlands book, p92 for rules.

    Monsters:Monster choices come without riders and dont have upgrades unless specified otherwise. The same applies to any similar mount, for exemple Screaming Bells. They are expected to function even if they otherwise need their rider.

    Infantry:When available, come with full command for no additionnal cost. The gear theyre equiped with is indicated in their entry. They may have gear or special rules not available otherwise (indicated in bold): this does not grant the troops youve chosen for your core list to have access to them.

    Special rules:Ambush: as usual, but the unit can never come from a table edge length contained within a castle.Swooping attack: flyers can make a swooping attack against units on walls or on top of towers. The unit moves over the targeted unit and attacks as usual. The defender uses its Initiative instead of its WS stat. Any miniature suffering an unsaved wound is thrown of his wall and removed as a casualty. The defender cannot strike back, but can always stand and shoot. Units which already have a similar rule use it instead of Swooping attack.

    Siege Tower See your Blood in the Badlands book, p92 for cost and rules.

    Siege Ammunition See your Blood in the Badlands book, p93 for cost and rules. Ignore the restrictions, instead, units that can receive this upgrade will have this icon.

    Shock assault See your Blood in the Badlands book, p93 for cost and rules.

    Sap Digging See your Blood in the Badlands book, p93 for cost and rules.

    Burning Oil Cauldron See your Blood in the Badlands book, p94 for cost and rules.

    Flaming Ammunition See your Blood in the Badlands book, p94 for cost and rules. Ignore the restrictions, instead, units that can receive this upgrade will have this icon.

    Copyright Games Workshop Limited. All rights reserved. Games Workshop, Warhammer and all associated marks, names, races, race insignia, characters, vehicles, locations, units, illustrations and images from the Warhammer world are either , and/or Games Workshop Ltd.

    Monstrous clubs See your Blood in the Badlands book, p93 for cost and rules. Ignore the restrictions, instead, units that can receive this upgrade will have this icon.

    2

    Heroic Sally See your Blood in the Badlands book, p94 for cost and rules.

    Obsidian Tower See your Blood in the Badlands book, p93 for cost and rules.

    Moat 50% of available pointsAttacker must deduce 1D6 from their movement when assaulting a castle part.

    Secret door 250ptsWall upgradeAllows a defenders infantry, monstrous infantry or swarm unit to exit the castle from that wall section. Revealed on first use.

    Sorcerers Tower See your Blood in the Badlands book, p93 for cost and rules.

    Witch Cauldron See your Blood in the Badlands book, p94 for cost and rules.

    ATTACKERS SIEGE EQUIPEMENT

    DEFENDERS SIEGE EQUIPEMENT

  • BeastmenHarpies Double priceSee your Beastmen armybook for their costs and rules.

    Copyright Games Workshop Limited. All rights reserved. Games Workshop, Warhammer and all associated marks, names, races, race insignia, characters, vehicles, locations, units, illustrations and images from the Warhammer world are either , and/or Games Workshop Ltd.

    Spawn 250ptsSee your Beastmen armybook for its rules.

    Jabberslythe 750ptsSee your Beastmen armybook for its rules.

    Ghorgon 750ptsSee your Beastmen armybook for its rules.

    Cygor 750ptsSee your Beastmen armybook for its rules. Can shoot in the pre-game shooting phase.

    Herd stone 500ptsTower Upgrade. Use the Cursed Stone rules on P124 of your WFB Rulebook. Effects apply to Attacker only.

    3

    Tower of Blood See your Blood in the Badlands book, p94 for cost and rules.

    BretonniaPegasus Knights Double priceSee your Bretonnia armybook for their costs and rules.

    Field trebuchet 500ptsSee your Bretonnia armybook for their costs and rules.

    Peasant Bowmen Double priceSee your Bretonnia armybook for their costs and rules.Have braziers and stacks by default.

    Battle pilgrims Double priceSee your Bretonnia armybook for their costs and rules. Have reliquae for free.

    Grail Chapel 500ptsTower Upgrade. Use the rules on P130 of your WFB Rulebook. Effects apply only to Defender.

  • Deamons of ChaosFuries Double priceSee your Deamons of Chaos armybook for their costs and rules.

    Copyright Games Workshop Limited. All rights reserved. Games Workshop, Warhammer and all associated marks, names, races, race insignia, characters, vehicles, locations, units, illustrations and images from the Warhammer world are either , and/or Games Workshop Ltd.

    Deamon Prince 500ptsSee your Deamons of Chaos armybook for its rules. Has Winged option.

    Greater Demon 1500ptsSee your Deamons of Chaos armybook for their rules. Have monstrous clubs by default.

    Skull cannon 1500ptsSee your Deamons of Chaos armybook for their rules.

    Burning chariot 1000ptsSee your Deamons of Chaos armybook for their rules.

    4

    Tower of Blood See your Blood in the Badlands book, p94 for cost and rules.

    Dark ElvesBlack Dragon 1500ptsSee your Dark Elves armybook for the rules of the black dragon.

    Manticore 500ptsSee your Dark Elves armybook for the rules of the manticore.

    Repeater Bolt Thrower 400ptsSee your Dark Elves Armybook for its rules.

    Harpies Double priceSee your Beastmen armybook for their costs and rules.

    Tower of Blood See your Blood in the Badlands book, p94 for cost and rules.

    Soul Grinder 1000ptsSee your Deamons of Chaos armybook for its rules.

  • Copyright Games Workshop Limited. All rights reserved. Games Workshop, Warhammer and all associated marks, names, races, race insignia, characters, vehicles, locations, units, illustrations and images from the Warhammer world are either , and/or Games Workshop Ltd.

    5

    DwarfsBolt Thrower 400ptsSee your Dwarfs armybook for its rules.

    Grudge Thrower 500ptsSee your Dwarfs armybook for its rules.

    Canon 500ptsSee your Dwarfs armybook for its rules.

    Organ Gun 750ptsSee your Dwarfs armybook for its rules.

    Flame Canon 1000ptsSee your Dwarfs armybook for its rules. Flamingammunitions by default.

    Gyrocopter 500ptsSee your Dwarfs armybook for its rules.

    Gyrobomber 800ptsSee your Dwarfs armybook for its rules.

    Dwarf Brewery See your Blood in the Badlands book, p94 for cost and rules.

    High ElvesSun Dragon 1500ptsSee your High Elves armybook for the rules of the sun dragon

    Griffon 450ptsSee your High Elves armybook for the rules of the griffon.

    Repeater Bolt Thrower 400ptsSee your High Elves Armybook for its rules.

    Great Eagle 300ptsSee your High Elf armybook for their costs and rules.

  • LizardmenRazordon 400ptsSee your Lizardmen armybook for its rules.

    Salamander 500ptsSee your Lizardmen armybook for its rules.

    Flaming ammunition by default.

    Stegadon 1000ptsSee your Lizardmen armybook for its rules.

    Bastiladon 800ptsSee your Lizardmen armybook for its rules. Use either build.

    Jungle swarms 150ptsSee your Lizardmen armybook for its rules.

    Engine of the Gods 1500ptsSee your Lizardmen armybook for its rules.

    Terradon Double priceSee your Lizardmen armybook for its rules.

    Arcanodon 2000ptsSee the Lustria supplement for its rules.

    Copyright Games Workshop Limited. All rights reserved. Games Workshop, Warhammer and all associated marks, names, races, race insignia, characters, vehicles, locations, units, illustrations and images from the Warhammer world are either , and/or Games Workshop Ltd.

    6

    Ogre KingdomsScraplauncher 600ptsSee your Ogre Kingdoms armybook for its rules.

    Iron Blaster 1000ptsSee your Ogre Kingdom armybook for its rules.

    Stonehorn 1000ptsSee your Ogre Kingdom armybook for its rules.

    Gorger 150ptsSee your Ogre Kingdom armybook for its rules.

    Thundertusk 1000ptsSee your Ogre Kingdom armybook for its rules.

    Yhetees 100ptsSee your Ogre Kingdom armybook for its rules.

    Giant 800ptsSee the Ogre Kingdoms armybook for its rules.

  • Orcs & GoblinsGoblin Spear Chukka 350ptsSee your Orcs and Goblins armybook for its rules.

    Goblin Rock Lobber 500ptsSee your Orcs and Goblins armybook for its rules.

    Goblin Doom Diver 750ptsSee your Orcs and Goblins armybook for its rules.

    Orc Arrer Boyz Double priceSee your Orcs and Goblins armybook for their rules.

    Squig hoppers Double priceSee your Orcs and Goblins armybook for their rules.

    Arachnarok 1500ptsSee your Orcs and Goblins armybook for its rules. Equiped with spiderweb catapult.

    Giant 800ptsSee the Orcs and Gobelins armybook for its rules.

    Snotlings 200ptsSee the Orcs and Gobelins armybook for its rules.

    Copyright Games Workshop Limited. All rights reserved. Games Workshop, Warhammer and all associated marks, names, races, race insignia, characters, vehicles, locations, units, illustrations and images from the Warhammer world are either , and/or Games Workshop Ltd.

    7

    SkavensScreaming Bell 1000ptsSee your Skavens armybook for its rules.Does not have nor need a Grey Seer.

    Plagueclaw Catapult 750ptsSee your Skavens armybook for its rules.

    Jezzails 150ptsSee your Skavens armybook for its rules.

    Plague Furnace 750ptsSee your Skavens armybook for its rules.

    Warpfire thrower 150ptsSee your Skavens armybook for its rules.

    Warp-doom magma-cannon See your Blood in the Badlands book, p93 for cost and rules.

    Warp Cannon 1000ptsSee your Skavens armybook for its rules.

    VerminLord 1000ptsSee the Skavens armybook for its rules.Cannot be general, but does grant inspiring presence.

  • The EmpireSteam Tank Battering Ram See your Blood in the Badlands book, p92 for cost and rules.

    Great Canon 750ptsSee your Empire Armybook for its rules.

    Mortar 350ptsSee your Empire Armybook for its rules. It has both flaming and siege ammunitions by default.

    Handgunners, Double priceCrossbowmen See your Empire Armybook for their rules.

    Helstorm Rocket Battery 500ptsSee your Empire Armybook for its rules.

    Helbaster Volley Gun 1000ptsSee your Empire Armybook for its rules.

    Copyright Games Workshop Limited. All rights reserved. Games Workshop, Warhammer and all associated marks, names, races, race insignia, characters, vehicles, locations, units, illustrations and images from the Warhammer world are either , and/or Games Workshop Ltd.

    8

    Tomb KingsCarrion Double priceSee your Tomb Kings armybook for their rules.

    Hierotitan 700ptsSee your Tomb Kings armybook for its rules.

    Horsemen Double priceSee your Tomb Kings armybook for their rules.Eternal watchfulness: Skeleton horsemen have the ambush special rule.

    Casket of Souls 750ptsSee your Tomb Kings Armybook for its rules.

    Necrosphynx 1000ptsSee your Tomb Kings Armybook for its rules.

    Tomb Scorpion 650ptsSee your Tomb Kings Armybook for its rules.

    War Sphynx 1000ptsSee your Tomb Kings Armybook for its rules.

    Screaming Skull Catapult 800ptsSee your Tomb Kings Armybook for its rules. Flaming ammunition by default.

    Ushabtis with bows Double priceSee your Tomb Kings Armybook for its rules.

    Tomb swarms 200ptsSee your Tomb Kings Armybook for its rules.

  • Vampire CountsBat Swarm 100ptsSee the Vampire Counts armybook for their rules.

    Fellbats 250ptsSee the Vampire Counts armybook for their rules.

    Zombie Dragon 1500ptsSee the Vampire Counts armybook for its rules.

    Abyssal terror 450ptsSee the Vampire Counts armybook for its rules.

    Skeletons Double priceSee the Vampire Counts armybook for their rules.Gear: shields, spears, javelins

    Black Coach 500ptsSee the Vampire Counts armybook forits rules.Black brazier: allied units within 12 of the black coach targeted by missile fire benefit from -1 to hit.

    Terrorgheist 1500ptsSee the Vampire Counts armybook for its rules.

    Haunted Mansion 750ptsTower Upgrade. Use the rules on P130 of your WFB Rulebook. Effects apply only to Defender.

    Restless Dead See your Blood in the Badlands book, p93 for cost and rules.

    Copyright Games Workshop Limited. All rights reserved. Games Workshop, Warhammer and all associated marks, names, races, race insignia, characters, vehicles, locations, units, illustrations and images from the Warhammer world are either , and/or Games Workshop Ltd.

    9

    Soul Stream special rule: during the shooting phase, the Dread Engine can shoot its Soul Stream attack on a target within 24 and in Line of Sight. Roll the artillery dice and a D3. The targeted unit will suffer a number of hits equal to the result of the artillery dice multiplied by the result of the D3. The hits are S4. Every 3 full wounds inflicted, a Spirit Host is created in base contact with the Mortis Engine.If the artillery dice gives a misfire, however, roll on the Stone Thrower misfire Chart as many times as the D3 result, and apply the lowest result.

    Dread Engine 500ptsMortis Engine upgrade

  • Copyright Games Workshop Limited. All rights reserved. Games Workshop, Warhammer and all associated marks, names, races, race insignia, characters, vehicles, locations, units, illustrations and images from the Warhammer world are either , and/or Games Workshop Ltd.

    10

    Warriors of ChaosFlayerkins Double priceSee your Storm of Chaos book for their costs and rules.

    Hellcannon 500ptsSee your Warriors of Chaos armybook for its rules. Flaming ammuntion by default.

    Spawn 250ptsSee your Warriors of Chaos armybook for its rules.

    Marauders Double priceSee your Warriors of Chaos armybook for its rules.Gear: hand weapons, shields, throwing axes

    Slaughterbrute 500ptsSee your Warriors of Chaos armybook for its rules.

    Mutalith 500ptsSee your Warriors of Chaos armybook for its rules.

    Chaos giant 800ptsSee your Warriors of Chaos armybook for its rules.

    Shaggoth 1000ptsSee your Warriors of Chaos armybook for its rules.

    Tower of Blood See your Blood in the Badlands book, p94 for cost and rules.

  • Wood ElvesGreat Eagle 300ptsSee your Wood Elves book for its rules.

    Warhawk 300ptsSee your Wood Elves book for its rules.

    Forest Dragon 1500ptsSee your Wod Elves book for its rules.

    Feral treeman 1000ptsSee your Wood Elves book for the treeman rules, but with the difference that follows:

    Copyright Games Workshop Limited. All rights reserved. Games Workshop, Warhammer and all associated marks, names, races, race insignia, characters, vehicles, locations, units, illustrations and images from the Warhammer world are either , and/or Games Workshop Ltd.

    11

    The Feral Treeman can throw a rock during the shooting phase. Follow the rules for the Stone Throwers from the Warhammer Rulebook. If the treeman misfires, however, roll on the following chart:on a result of 1, or 2: maddened by his noisy allies, the tree-man lobs his rock at the nearest friendly unit. Treat the shot as normal, panic tests apply, etc.on a result of 3 or 4: blind with fury, the treeman charges the closest friendly unit if a charge is possible (if not, apply the other result). Resolve the combat immediately. The charged unit does fight back to repell the onslaught of the monster, but once casu-alties are removed, just move the treeman back 1 away from its target if it is still alive, no combat result apply.on a result of 5 or 6: if the treeman is in range to assault a sec-tion of the castle (enemy or friendly, it will instead ram it with all its bulk like a maddened bull. Roll a D6 to see if it manages to breach the wall as for an attack of monsters equipped with monstrous clubs (see your Blood in the Badlands book, p93). However, the Furious Treeman will suffer a number of wounds equal to the result of that dice. These wounds cannot be saved in any way. If the Furious Treeman is not in range of a castle, apply the 3/4 result.