WOODSMEN
WARBAND

Large
tracts of Brettonia are covered by forest and woodland. These
are owned by the Lords and Barons who let them to tenants to work.
The people of the forests are more independent than their farming
neighbours. Whilst paying their taxes to the landowners they are
left alone to live as they see fit. As a result they are an insular
folk who do not welcome outsiders. When danger threatens they
call on their own resources and band together under one of the
clan chiefs.
The Barons find
employment for the woodsmen as scouts and pathfinders. Other times
their skills are put to more sinister uses. A warrior who can
make himself nearly invisible is valuable indeed.
CHOICE
OF WARRIORS
A Woodsmen warband must include a minimum of 3 models.
You have 500 gold crowns available to spend. The maximum number
of warriors in the warband may never exceed 15
Chief: Each warband must have one Chief,
no more, no less!
Hunter: Each warband may include up to one
Hunter
Friar: Your warband may include up to one
Friar
Cubs: Your warband may include up to two
Cubs
Woodsmen: Your warband may include any number
of Woodsmen
Bowmen: Your warband may include no more
than seven Bowmen
Trappers: Your warband may include no more
than five Trappers
Hunting Hounds: Your warband may include
no more Hunting Hounds than Trappers
STARTING
EXPERIENCE
The Chief starts with 20 experience
A Hunter starts with 8 experience
A Friar starts with 8 experience
Cubs start with 0 experience
Henchmen start with 0 experience
WOODSMEN
SKILL TABLE
|
Combat |
Shooting |
Academic |
Strength |
Speed |
Special |
| Chief |
x |
x |
x |
x |
x |
x |
| Friar |
x |
|
x |
x |
x |
x |
| Hunter |
x |
x |
|
|
x |
x |
| Cub |
x |
x |
|
|
|
x |
WOODSMEN
SPECIAL SKILLS
Woodsmen Heroes with the Special skill available
to them may choose to use the following Skill list instead of
any of the standard Skill tables available to them.
Staff Master: When fighting with a quarterstaff
the warrior may use it to parry every attack made by one opponent.
Bull Rush: This warrior is huge and can use
his massive stature to overpower his opponents. When he charges
this hero may attempt to knock down his opponent rather than making
his normal attacks. Roll to hit once with a +1 to hit modifier,
though no 'to wound' roll is necessary. Instead, if the warrior
hits with this attack, the opposing model is Knocked Down.
Forager: Having learned to live off the land
this warrior does not count towards warband size when calculating
income.
Infiltration: A warrior with this ability
is skilled at advancing under cover without being detected. He
can be placed anywhere on the battlefield after the opposing warband
and can be placed anywhere on the table as long as it is out of
sight of the opposing warband and more than 12" away from
any enemy model. If more than one player has models which infiltrate,
roll a D6 for each, and the lowest roll sets up first.
Sniper: Long years of stealthy hunting have
taught this warrior to strike from cover without being seen. If
Hidden, a warrior may shoot or cast prayers and still remain hidden.
If however the sniper's target is not taken out of action he is
allowed an immediate Initiative test as are anyone within 2"
of him and if successful they spot the sniper and he loses his
ability to remain hidden.
WOODSMEN
EQUIPMENT LIST
|
Hand-to-Hand Combat Weapons:
Dagger (first free)
2 gc
Mace
3 gc
Hammer
3 gc
Axe
5 gc
Sword
10 gc
Spear
10 gc
Halberd
10 gc
Morning Star
15 gc
Double-handed weapon
15 gc
Quarterstaff
15 gc
|
Armour:
Shield
5 gc
Buckler
5 gc
Helmet
10 gc
Light Armour
20 gc
Missile Weapons:
Bow
10 gc
Longbow
15 gc
Throwing Knife
15 gc
|
WOODSMEN SPECIAL EQUIPMENT
QUARTERSTAFF
Cost: 15 gc
Rare: Common
Some Woodsmen favour
the quarterstaff. It is a hefty length of wood about the height
of the warrior. In skilled hands it is a versatile weapon and
not only will give a +1 S bonus but can also be used to parry.
The quarterstaff is used two handed and cannot be used with
an additional hand weapon.
|
Name
|
Range
|
Strength
|
Special Rules
|
|
Quarterstaff
|
Close Combat
|
As User +1
|
Two Handed, Parry
|
Two-handed: A quarterstaff requires two hands to use
and so a model using a quarterstaff may not use a shield, buckler
or additional hand weapon in close combat. If the model has
a shield he still gets a +1 bonus to his armour save against
shooting.
Parry: When an opponent rolls to hit, the model armed
with a quarterstaff may roll a D6. If the score is greater than
the highest to hit score of his oponent, the model has parried
the blow, and that attack is discarded. A model may not parry
attacks made with double his own Strength - they are simply
too powerful to be stopped.
HEROES
1 CHIEF...................60
gc
The communities
who dwell in the forests are made up of extended families. They
are self-sufficient and don't welcome outsiders. The head of the
family is known simply as the Chief. All of his clan owes him
allegiance as leader and in many cases as father or grandfather.
It is he who treats with the Lord of the forest and pays what
dues or his.
|
Profile
|
M
|
WS
|
BS
|
S
|
T
|
W
|
I
|
A
|
Ld
|
|
Chief
|
4
|
4
|
4
|
3
|
3
|
1
|
4
|
1
|
8
|
Weapons/Armour: Your Chief may be equipped from the
Woodsmen equipment list.
SPECIAL RULES:
Leader: Any warrior within 6" of the Chief may use
his Leadership value when taking Leadership tests.
0-1
HUNTER...................35 gc
Most skilled in
woodcraft is the hunter. He can feed and clothe himself entirely
from the forest. Often staying in the forest alone for long
periods he invariably returns to his family with the bounty
of the forest.
|
Profile
|
M
|
WS
|
BS
|
S
|
T
|
W
|
I
|
A
|
Ld
|
|
Hunter
|
4
|
4
|
3
|
3
|
3
|
1
|
3
|
1
|
7
|
Weapons/Armour: Your Hunter may be equipped from the
Woodsmen equipment list.
0-1 FRIAR...................45
gc
Unlike most
of Brettonnia the people of the forest worship Taal, the god
of nature. In addition to organised monasteries there are
many friars who live and work amongst the woodland communities.
Like the Priests of Taal who minister elsewhere they are able
to pray to their patron god and call on his power.
|
Profile
|
M
|
WS
|
BS
|
S
|
T
|
W
|
I
|
A
|
Ld
|
|
Friar
|
4
|
2
|
3
|
3
|
3
|
1
|
3
|
1
|
7
|
Weapons/Armour: Your Friar may be equipped from the
Woodsmen equipment list.
SPECIAL RULES:
Wizard: The Friar is a Priest of Taal and may use the
prayers of Taal in TC 11.
0-2 CUBS...................15
gc
The people of
the forest have lived here for generations. The young are
taught woodcraft skills from an early age. Eventually they
are allowed to accompany their elders on expeditions farther
afield.
|
Profile
|
M
|
WS
|
BS
|
S
|
T
|
W
|
I
|
A
|
Ld
|
|
Cub
|
4
|
2
|
2
|
3
|
3
|
1
|
3
|
1
|
6
|
Weapons/Armour: Cubs may be equipped from the Woodsmen
equipment list.
HENCHMEN
WOODSMEN...............25
gc each
Woodsmen make their
living from the forest. They trap beasts, build cabins and tend
the woodland. Whilst in theory they owe their allegiance to their
Lord in practise they look only to each other.
|
Profile
|
M
|
WS
|
BS
|
S
|
T
|
W
|
I
|
A
|
Ld
|
|
Woodsmen
|
4
|
3
|
3
|
3
|
3
|
1
|
3
|
1
|
7
|
Weapons/Armour: Woodsmen may be equipped from the Woodsmen
equipment table.
0-7
BOWMEN...............35 gc each
The forest Bowmen
are hunters who specialise in bringing down prey with a bow.
They can hit the eye of a rabbit at a hundred paces or bring
down a bird on the wing.
|
Profile
|
M
|
WS
|
BS
|
S
|
T
|
W
|
I
|
A
|
Ld
|
|
Bowman
|
4
|
3
|
3
|
3
|
3
|
1
|
3
|
1
|
7
|
Weapons/Armour: Bowmen may be equipped from the Woodsmen
Equipmetn table.
SPECIAL RULES:
Expert Shot: Bowmen are used to shooting in dense forests
and ignore penalties for cover when using a bow or longbow.
0-
5 TRAPPERS...............35 gc each
Trappers
are loners who become attuned to the ways of the forest. They
live by trapping or snaring animals and birds. Sometimes they
turn their skills to larger prey.
|
Profile
|
M
|
WS
|
BS
|
S
|
T
|
W
|
I
|
A
|
Ld
|
|
Trapper
|
4
|
3
|
3
|
3
|
3
|
1
|
3
|
1
|
7
|
Weapons/Armour: Trappers may be equipped from the
Woodsmen equipment table.
SPECIAL RULES:
Set Traps: Trappers are not surprisingly experts in setting
traps. A Trapper may set a trap if he spends a turn doing
nothing else (he may not set traps if he's just recovered
from being Knocked Down). Place a marker in base contact
with the Trapper. When a model, friend or foe, moves within
2" of the marker he risks setting off the trap - roll
a D6. On a score of 3+ he has triggered the trap and suffers
a S4 hit (note that the Trapper won't trigger his own traps).
If the trap did not wound the model or it didn't trigger,
the 'victim' may finish his move otherwise he is placed knocked
down or stunned 2" from the marker. Regardless
whether the trap was triggered or not, the marker is removed.
0-
5 HUNTING HOUNDS...............15 gc each
Woodsmen have
an affinity for birds and animals. A Trapper will often be
accompanied by a Hunting Hound who understands him implicitly.
|
Profile
|
M
|
WS
|
BS
|
S
|
T
|
W
|
I
|
A
|
Ld
|
|
Trapper
|
6
|
4
|
0
|
4
|
3
|
1
|
4
|
1
|
5
|
Weapons/Armour: Hunting Hounds do not use any equipment
or weapons.
SPECIAL RULES:
Animals: Hunting Hounds are animals and do not gain
experience (or learn new tricks).
Dog Handler: You may purchase no more Hunting Hounds
than you have Trappers. If the number of Trappers is reduced
below the number of Hounds then the surplus Hounds may not
take part in battles. They can be kept until the Trappers
are replaced but will count towards the warband size for
trading and maximum numbers.
|