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Thursday 2 June 2016

The Call of Chulaine- rules for warbands


OK budding warlords, the rule of the united Fimir race is at your fingertips!
 
Yesterday I posted some fluff for the Fimir game I'll be running at BOYL this year, today here is what you'll need to take part. If you don't have a clan but want to play don't worry, let me know and we'll provide you with some minis. I should have plenty spare!
 
Here's how to select your warband for the Sunday morning game:
 
ONE Warlord
Some are the hand-picked champion of their clan, selected by the Meargh herself after long consultation and rigorous trial. Others are rogue nobles, determined to prove themselves worthy once again to hold power over their tribes. 
Level 20 Hero M4 WS7 BS4 S5 T6 W5 I6 A5 Ld9+3 Int5 Cl7+1 WP7+1
One Magic Item
Whatever equipment the model has
 
ONE Dirach
Trusted or mistrusted companions to the Warlords, the Dirach consider themselves the real power behind the throne.
Level 10 Wizard M4 WS4 BS1 S5 T3 W3 I3 A1 Ld7+3 Int7+2 Cl7+1 WP8+2
One Magic Item
Whatever equipment the model has
 
THIRTY army slots chosen from:
 
Shearl (one slot each, 25mm bases)
M4 WS3 BS1 S4 T3 W2 I2 A1 Ld6 Int5 Cl6 WP6
The Shearl must be lead by one Level 5 Hero (first free, additional at a cost of +1 slot each): M4 WS5 BS4 S5 T5 W2 I4 A3 Ld6 Int5 Cl6 WP6
Hand Weapons
 
Fimm (three slots each, 40mm bases)
M4 WS4 BS3 S4 T5 W2 I3 A2 Ld6 Int5 Cl6 WP6
The Fimm may be lead by one Level 10 Hero at an additional cost of +1 slot each: M4 WS6 BS4 S5 T6 W3 I4 A4 Ld7 Int5 Cl6 WP6
Hand Weapons
May have Light Armour at a cost of +1 slot per model
 
Fianna Fimm (four slots each, 40mm bases)
M4 WS5 BS3 S5 T5 W2 I4 A2 Ld6 Int5 Cl6 WP6
The Fianna may be lead by one Level 10 Hero at an additional cost of +1 slot each: M4 WS6 BS4 S5 T6 W3 I4 A4 Ld7 Int5 Cl6 WP6
Hand Weapons, Light Armour
May have Two-Handed Weapons at a cost of +1 Slot per model
 
ONE 'non-Fimir' choice
This can be one unit of 5-15 20 or 25mm-based models, 5-10 cavalry-based models or a single larger-based model (rider allowed) chosen from the listings in WFB3 and Armies.
 
Rules for covering mist are in play (units of 5+ Fimir generate a covering mist, concealing characters in the unit and giving ranged weapons -1 to hit, units not covered are subject to Stupidity), however all Fimir can see through mists normally so this will largely only affect the non-Fimir choices.
 
Hopefully this should allow for the unique character of each clan to stand out without becoming too complicated. The 'non-Fimir' choice allows for more variation, particularly as many armies will have been designed for later editions or even Kings of War or Age of Silliness. There should be something in 3rd Ed you can use to represent these things. Because it's a warband game there are no minimum unit sizes, but the effects of covering mist mean really units of less than 5 are at a disadvantage unless they can overcome Stupidity.

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