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WilliamMatthews

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About WilliamMatthews

  • Birthday 10/16/1980

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  1. Some early work in progress for some homebrew Advanced Rules. Need to actually play a few games straight out the box first before I will using any of these but thought you may be interested. --------------------------------------------------------------------------------------- ADVANCED RULES ----------------------------------------------------------------------------------------- INJURIES If a model is killed after the game you may roll on the Expanded Injury Table instead of the table in the Warcry rulebook. Any stat decrease may only be lowed to a minimum of 1. A model with a temporary stat decrease may choose to sit out the next game to recover or may take part in the next game with the decrease to the stat. Expanded Injury Table D66 (roll twice for leader and choose result) 11-15 DEAD Slain. 16 MUTATION Rolls on Mutations Table 21 MULTIPLE INJURIES Roll D6 times on this table. (Ignore Dead/Multiple Injuries) 22 LEG WOUND Perm. -1 Speed 23 ARM WOUND Roll D6. 1= Perm. -1 Strength 2+= Temp. -1 Strength for next game. 24 MADNESS Miss Next Game 25 SMASHED LEG Roll D6. 1= Perm. -1 Speed 2+= Temp. -1 Speed for next game 26 CHEST WOUND Perm. -1 Toughness 31 BLINDED IN ONE EYE Perm. -1 Range. If rolled twice Slain. 32 OLD BATTLE WOUND Roll D6 before every game. On a 1 misses game. 33 WEAKENED CONDITION Roll D6. 1= Perm. -1 Damage 2+= Temp. -1 Damage for next game 34 HAND INJURY Perm. -1 Attack on one weapons 35 DEEP WOUND Misses next D3 games 36 FLESH WOUND Temp. -D6 wound in Next Game 41-46 LOST FAVOUR -1 Destiny Level 51-65 FULL RECOVERY Full Recovery 66 BLESSED BY THE GODS Full Recovery and +1 Destiny Level ---------------------------------------------------------------------- ADVANCEMENT Gaining XP During a game of Warcry you may keep track of experience earned by individual members of your warband. Keep a note of the experience aert between games. For every 10XP earnt you may roll once on Advance Table. 1XP - Per Enemy Killed 1XP - Per Objective Held 1XP - If Won Game (Leader Only) Advances Table 2D6 2 Roll on Mutations Table 3 +1 Range (on 1 weapon) 4 +1 Attack (on 1 weapon) 5 +1 Damage (on 1 weapon) 6 +1 Strength (on 1 weapon) 7 +1 Speed 8 +1 Toughness 9 +1 Wound 10 +D3 Wounds 11-12 Gain a Rune Mark (Any suggestions for relevant rune marks?) ---------------------------------------------------------------------- Still working on a mutations table and also want to do a random events table for travelling between games.
  2. Love the hobbyhorse idea. Really gets across the fact he thinks hes actually a knight. Love the idea that the ghouls think they are noble shining paladins.
  3. Location: Market Deeping Name: WilliamMatthews Contact: PM or w.matthews@ymail.com
  4. Definitely nicking your Wulfen idea for my Wrathmongers
  5. The Ogre Hunter got his hands on the crossbow and also got an extra wound. Going to be difficult for either of us to take out of action now. On the bright side I have 25 gold to spend on another member of the warband. I'm thinking of an old 1980 Realm of Chaos Khornegor. I also need to add a war-axe to my Darkoath Chieftain and give the Dark Emissary a Runesword. Oh an I need to glue Scyla's tail back on.
  6. Got our first Hinterland game in last night. Played a 3 way game over a magical crossbow made of pure realmstone. Warbands were a Chaos(ish) warband led by a Darkoath Chieftain (Chief Gah'err of the Kilrath) accompanied by a Chaos Sorcerer (The Dark Emissary from the old Albion campaign), a Fleshhound (the original Scyla model) and a Crypt Ghoul (representing a cannibal following the Chieftain and feeding on his kills). Order force led by a Paladin with a handful of Spireguard, a Realm Knight and a single Reaver. And finally a Beastclaw Raider Hunter who was accompanied by a Yheete and a Sabertusk. The game came down to a couple of bad dice rolls from both the Order and Chaos forces. The Paladin rolled a 1 for his big attack against the Yheete leaving him free to wipe out the Spireguard. And a double 1 for the charge roll from the Darkoath Chieftain against the hunter right after I had boasted him with the Daemonic Essence spell before being frozen in Ice. Another key moment was the Ghoul hiding in the shadows of some old ruins until the last turn when the Dark emissary cast his Daemonic Essence spell a second time and he leaped out with a rock swinging it at the Realm Knight and being kicked in the head by his horse (he is now sitting out a game). Really fun game and we have a forth player interested so should be giving some more feed back soon.
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