/TG/heim:3rd Imperial Vanguard (Imperial Outriders)
Information[edit]
History
N/A
Warband Rating: 63
Treasury: 0
Wyrdshards: 0
Stored Equipment:
Heroes[edit]
Vladimir Kasun - Knight[edit]
The leader of the warband and such
M | WS | BS | S | T | W | I | A | Ld |
---|---|---|---|---|---|---|---|---|
4 | 4 | 3 | 3 | 3 | 1 | 4 | 1 | 8 |
Equipment: Spear, Shield, Light Armour, Dagger, Riding Horse
Rules: Leader (6"), Ride Horse (Skill)
Experience: 20
Advances: N/A
Skills: Combat, Shooting, Academic, Strength, Speed, Cavalry
Danica Zupan - Outrider[edit]
Right hand of the warband leader
M | WS | BS | S | T | W | I | A | Ld |
---|---|---|---|---|---|---|---|---|
4 | 4 | 3 | 3 | 3 | 1 | 3 | 1 | 7 |
Equipment: Spear, Shield, Dagger, Riding Horse
Rules: Ride Horse (Skill)
Experience: 8
Advances: N/A
Skills: Combat, Shooting, Strength, Cavalry
Vera Babic - Scout[edit]
Imperial scout
M | WS | BS | S | T | W | I | A | Ld |
---|---|---|---|---|---|---|---|---|
4 | 2 | 2 | 3 | 3 | 1 | 3 | 1 | 6 |
Gear: Axe, Dagger, Riding Horse
Rules: Ride Horse (Skill)
Experience: 0
Advances: N/A
Skills: Combat, Shooting, Speed, Cavalry
Zora Babic - Scout[edit]
Also an imperial scout
M | WS | BS | S | T | W | I | A | Ld |
---|---|---|---|---|---|---|---|---|
4 | 2 | 2 | 3 | 3 | 1 | 3 | 1 | 6 |
Gear: Axe, Dagger, Riding Horse
Rules: Ride Horse (Skill)
Experience: 0
Advances: N/A
Skills: Combat, Shooting, Speed, Cavalry
Henchmen[edit]
Slobodan Radic - Hussar (1 model)[edit]
Oldest Radic brother
M | WS | BS | S | T | W | I | A | Ld |
---|---|---|---|---|---|---|---|---|
4 | 3 | 3 | 3 | 3 | 1 | 3 | 1 | 7 |
Equipment: Spear, Dagger, Riding Horse
Special rules: Ride Horse (Skill), Combat Riding (Skill)
Experience: 0
Advances: N/A
Bogdan Radic - Hussar (1 model)[edit]
Second oldest Radic brother
M | WS | BS | S | T | W | I | A | Ld |
---|---|---|---|---|---|---|---|---|
4 | 3 | 3 | 3 | 3 | 1 | 3 | 1 | 7 |
Equipment: Spear, Dagger, Riding Horse
Special rules: Ride Horse (Skill), Combat Riding (Skill)
Experience: 0
Advances: N/A
Gordan Radic - Hussar (1 model)[edit]
Youngest Radic brother
M | WS | BS | S | T | W | I | A | Ld |
---|---|---|---|---|---|---|---|---|
4 | 3 | 3 | 3 | 3 | 1 | 3 | 1 | 7 |
Equipment: Spear, Dagger, Riding Horse
Special rules: Ride Horse (Skill), Combat Riding (Skill)
Experience: 0
Advances: N/A
Miscellaneous Units[edit]
Riding Horse[edit]
All members of the 3rd Imperial Vanguard are mounted on swift coursers in order to facilitate their mission of reconnaisance and guerilla warfare.
M | WS | BS | S | T | W | I | A | Ld |
---|---|---|---|---|---|---|---|---|
8 | 1 | 0 | 3 | 3 | 1 | 3 | 0 | 5 |
Easy Rules Reference[edit]
Ride (e.g. Ride Horse)
This skill is vital if a rider wishes to ride an animal into combat. The skill is specific to a particular type of animal and must be gained again if the warrior wishes to be able to ride a different kind of animal. For instance, a warrior with Ride Horse would need to gain the skill Ride Warhorse if he wanted to be able to ride such a spirited mount.
Combat Riding
The rider has trained his mount to use its bulk to trample any unmounted enemy before him. A warrior with this skill may make a single additional S4 attack when charging an unmounted opponent. In subsequent rounds of combat, or if charged by enemy warriors, the mounted warrior fights as normal.
Mounting Animals
It requires a half a warrior's move to mount or dismount a riding creature. A mount or its rider may not run or charge in the same turn that the warrior mounts or dismounts unless the rider has a Special Riding Skill that allows this.
Not Indoors
Mounts cannot normally be ridden indoors or underground, unless playing a specially devised scenario that allows this.
Dense Terrain
Riding mounts are rare both amongst the ruins of Mordheim and in the claustrophobic jungles of Lustria. The dense terrain makes riding difficult and large numbers of riders are highly ineffective. Thus in those settings a warband may only have a maximum of two mounts (not including those belonging to Hired Swords). In more open settings, such as the open fields in the countryside around Mordheim or the deserts of Khemri, a warband may have as many mounts as they can afford.
Controlling a Mount
The Special Riding Skills may be used by warriors who have a riding animal, but only after the skill Ride has been gained; warriors which come provided with a riding animal are assumed to possess the Ride skill already. Warriors without this skill may still ride animals, but must test against their Leadership if hit by any missile and at the beginning of any combat phase when a standing enemy is in base contact. If the test is failed they lose control of their mount and must roll on the Whoa, Boy! Table (see below). Note if an enemy is not standing, the mounted warrior is not considered to be in combat and thus does not need to test for loss of control.
Armour Bonus
All riding animals give their riders a + 1 armour save bonus.
Bolting Mounts
In certain circumstances, a mount may bolt. A bolting mount must make a Leadership test at the beginning of the owning player's turn; if successful it stops running, otherwise it continues fleeing. The easiest way to determine the direction a mount bolts is to use an artillery scatter dice. If you do not have one, then roll 2D6 and use the clock-face method. Taking the direction the horse is facing as 12 and directly behind as 6, the horse will bolt in the appropriate direction on the clock-face.
Leading Animals
On occasion, a warrior may want to lead a riding animal rather than riding it. A warrior may only lead one riding animal unless he has the Animal Handling skill, for that particular animal, in which case he can lead as many as he wishes. Groups of led animals are tethered together and must maintain base contact with each other; at least one must be in base contact with the warrior leading them. Riding animals that are being led do not roll for loss of control. If required to make a Leadership test (e.g when attacked by a fear causing enemy) they use the Ld of the warrior leading them. A warrior leading riding animals may move and fight as normal, but must maintain base contact at all times.
Unled Animals
Riding animals which are not being either led or ridden will remain stationary but must make a Leadership test at the beginning of their turn. If this is failed, they will bolt, using the rules above.
Losing Control
If a mounted warrior is wounded, then the player must roll on the Whoa Boy! Table. This replaces the normal injuries chart. If critical hits are suffered then roll as many times as are required, taking the most serious result.
1-2: The rider is temporarily disorientated and his mount rears up. The rider keeps his seat but must spend his next turn stationary regaining control, unable to move or shoot. If attacked, treat the rider as fallen down.
3-4: The rider falls off his mount and is stunned, taking an additional S2 hit in the process with no armour save. In addition, roll 1D6: on a roll of 1-3, the mount immediately bolts 3D6" in a random direction and continues until it has left the table - the mount may be recovered after the battle; on a roll of 4-6, the mount remains stationary and the warrior may remount once recovered. Note: the mount does not count as unridden or unled in this instance.
5-6: The rider and his mount crash to the ground together. The rider and mount are automatically out of action. In addition, roll a D6: on a roll of 1-2 the mount lands on top of its rider, crushing him. If this happens the warrior must roll twice on the serious injuries chart after the battle. In addition, after the battle roll a D6: on a roll of 1-2 the mount was crippled or killed by the fall and removed from the warband roster.
Notable Moments[edit]
Cool stuff goes here.
The Honored Dead[edit]
Whoever dies goes here.
Record[edit]
Record the battles, against who, and victories here.