Kings of War - Fantasy Battles With The Mantic Warhost
Kings of War - Fantasy Battles With The Mantic Warhost
Kings of War - Fantasy Battles With The Mantic Warhost
COM
Kings of War
Fantasy Battles with the Mantic Warhost
NIGHTSWORD
4/13/2010
KINGS OF WAR
It is an age of battles, of
mighty heroes, foul
creatures and darkest
The armies of the most powerful races go to war in great
sorcery. The heavens
bands known as Warhosts. These formations each have a
resound to the clash of
specific role in the army, and they are often engaged in
swords and the screams of
skirmishes along country borders, or banding together with
the dying, and the ground
heroes of legend.
shakes as epic armies march
to war. The world is caught
Most recently, Elven Warhosts have been hard pressed and
in endless struggle between
increasingly under pressure fighting back the legions of
the many different armies
Undead. Mhorgoth, greatest of the necromancers, drives his
and the Kings who lead
forces into sacred lands, enraged with a bitter hatred of life
them... On whose side will
and seeking cold revenge…
you stand?
A fate worse than death now awaits the Elves should they
fail in driving off the Undead, and which side you choose will THE ELVES
ultimately shape the future of the known universe. The Elves are peerless
warriors, skilled with bow,
Pick up your swords, ready your shields; the time of war is sword and spear, and their
upon us. mastery of magic is beyond
compare. Few can stand
THE ARMIES against the Elves when their
armies march to war, and
This set of rules is designed to allow a gamer to fight a none who threaten their
battle with the figures found in a Warhost. It is a tabletop ancestral homelands can
combat game first and foremost, fun and quick, whilst expect any clemency or
furious and bloodthirsty, with added emphasis on fighting mercy.
your opponent tooth and nail the entire game, all the while
being engaging and absorbing with an innovative combat THE UNDEAD
system. Necromancy is the most
abhorrent of sorcery, and all
A Warhost contains all of the figures you need to start who practise it are hated
playing out epic battles, with a tape measure, dice, an and feared in equal
opponent and a table the only additional components measure. In violation of
required. Each Warhost includes: natural law, Necromancers
are able to use their power
ELVEN WARHOST UNDEAD WARHOST to defy death itself,
20 Spearmen 20 Skeletons extending their own lives
20 Archers 20 Revenants virtually indefinitely.
10 Scouts 10 Ghouls
1 Bolt Thrower 1 Balefire Catapult
2
UNITS
WARMACHINES
Ranked infantry units are found in two types; Command and
Warmachines include the Elf
Troop. Command troop are made up of the units leader,
Bolt Thrower and Undead
standard bearer and musician, along with 7 additional
Balefire Catapult, each a
warriors. A Troop contains 10 warriors.
powerful weapon in their
own right. Two crewmen
There may only be one Command troop in a unit, but as
man each weapon, loading,
many troops as you like. A Command is placed at the very
aiming and firing against the
front, but a Troop may be attached either behind, forming a
enemy, decimating ranks of
unit with four ranks, or either side of the Command troop,
troops with heated shot or
forming a unit with 2 ranks, ten figures wide.
deadly bolts.
A Warmachine consists of
the weapon and two crew
members. The crew must
remain within an inch of the
machine in order for it to
fire.
5
SHOOTING
ARMOUR SAVES
The number of armour saves
is equal to the amount that
the Attacker’s roll was
higher than the defenders
roll.
Line of sight for Ranked Infantry is calculated by drawing an The defender rolls the
imaginary line parallel with the front rank of the unit. indicated number of dice,
Anything in front of this line can be seen by the unit, with comparing each to the
the restrictions of terrain and units blocking line of sight. Armour value and discarding
any result that is higher.
Line of Sight
Any result that is lower
B B B B B causes Hit Point damage,
B B B B B and is multiplied by the
weapon’s Damage Rating.
Shooting is calculated through the following process:
DAMAGE RATING
Attack Roll; add any Weapon Values to a units Attack. An item’s Damage rating
multiplies any unsaved
Defend Roll; total each models Defend value. wounds by that value. A unit
causing one wound with a
Strike; players roll their dice before totalling the result. weapon of Damage 2 will
actually cause two wounds.
Compare; both players compare their dice rolls.
The Defending unit’s total hit
Results; if the defending unit’s roll is higher they have held points are then reduced
off the attack, sweeping aside the attackers weapons. accordingly.
6
CLOSE COMBAT
WEAPON VALUE
An item’s Weapon Value
contributes to a unit’s base
Close combat is calculated through the following process: statistic. For example, a unit
of 10 models each carrying a
Attack Roll; add any Weapon Values to a units Attack. weapon with Value 1, will
gain an additional 10 Attack
Defend Roll; total each models Defend value. dice.
7
APPENDIX 1:
ELF ARMY LIST
8
THE ELVEN KINGDOMS
Elf Warrior
MORALE
ELITE
Morale Value: 4
ARMOUR
ELVEN PLATE
Armour value: 4
ELVEN SHIELD
+1 to a Defend roll and +1 to
an Armour Value.
MOVE ATTACK DEFEND HP
Command (10) 6 12 10 20 WEAPONS
Troop (10) 6 10 10 20
EXTRA HAND WEAPON
Spearman 6 1 1 2
Weapon Value: 1
Damage: 1
Morale: Elite
Armour: Elven Plate (AV4)
Weapon: A unit of Elf Warriors may be armed either
ELVEN BOW
with Spears (Melee) or Bows (Ranged). Range: 18”
Rules: Standard, Musician, Shield Ranged Value: 1
Damage: 1
Elves Scouts
ELVEN SPEAR
Weapon Value: 1
Damage: 2
Special:
The third rank may add their
attacks to the Combat Roll.
EQUIPMENT
STANDARD
A unit’s standard counts as
MOVE ATTACK DEFEND HP +1 wound when calculating
Troop (10) 6 10 10 20 the winner of a combat.
Scout 6 1 1 2
MUSICIAN
Morale: Elite Musicians add +1 to a unit’s
Armour: Elven Plate (AV4) morale value.
Weapon: Bow (Ranged), Extra hand weapon (Melee)
Rules: Skirmishers
9
THE ELVEN KINGDOMS
10
APPENDIX 2:
UNDEAD ARMY LIST
11
UNDEAD HORDES
Undead Skeletons
MORALE
UNDEAD
Morale Value: 6
ARMOUR
HEAVY ARMOUR
Armour value: 4
LIGHT ARMOUR
MOVE ATTACK DEFEND HP Armour value: 5
Command 4 12 10 10
Troop 4 10 10 10 WEAPONS
Skeletons 4 1 1 1 CURSED BLADES
Weapon Value: 1
Morale: Undead Damage: 2
Armour: Light Armour (AV5) Special:
Weapon: A unit of Skeletons may be armed either with No armour saves allowed
Spears (Melee) or Hand Weapons (Melee).
Rules: Champion, Standard, Musician, Shields HAND WEAPON
Weapon Value: x
Undead Revenants Damage: 1
Special: Parry
A model may make an
attempt to parry if wounded,
made before armour saves
are taken. Player rolls a D6:
any 6s are discarded and do
not count as wounds.
SPEAR
Weapon Value: 1
MOVE ATTACK DEFEND HP Damage: 1
Command (10) 4 22 20 40 Special:
Troop (10) 4 20 20 40 The third rank may add their
Revenants 4 2 2 4 attacks to the Combat Roll.
MUSICIAN
12 Musicians add +1 to a unit’s
morale value.
UNDEAD HORDES
Undead Ghouls
WEAPONS
TEETH AND CLAWS
Weapon Value: x
Damage: 1
Special: Poison
If a unit is wounded by a
Ghoul troop, at the end of
the phase both players roll a
MOVE ATTACK DEFEND HP D6. The elf player suffers
Troop (10) 4 10 10 20 causalities for every point
Troop (10) 4 1 1 2 the ghoul player’s roll is
higher, with no armour saves
Morale: Undead allowed. Nothing happens if
Armour: None the Elf player rolls higher.
Weapon: Teeth and Claws (Melee)
Rules: Skirmish WARMACHINES
BALEFIRE CATAPULT
Range: 24”
Undead Balefire Catapult Weapon Value: x
Damage: Special
Special: Balefire Catapult