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==The Game== Seeking the favor and blessing of the Everchosen, warbands of Chaos cultists and other denizens of the Mortal Realms clash for supremacy within the Varanspire, a hub of activity at the heart of the Eightpoints (formerly known as the Allpoints before Chaos fully up and moved in), which happens to be [[Archaon|a certain somebody's]] seat of power. So far the following mechanics and characteristics has been confirmed: * As with all their games lately, Open, Narrative and Matched play modes. * The game is played in a rather small area, around 20" x 30" with lots of scenery, similar to Kill Team. * The standard game generation is handled by four decks of cards that determine scenery disposition, deployment, objectives and game's special rules. Specific sets of scenery have exclusive cards that are added to the decks and Matched play have special scenarios with deployments and special rules. * Deployment is made dividing the warband in three groups: Dagger, Shield and Sword. Each group's size can vary from 1 model to half the models of the warband, with Shield being a third of the warband's models at the least. Also, a warband must be between 3 and 15 models. Depending of the deployiment, some of the groups may appear later in the battle. * The movement is rather free-range allowing to climb scenery, pass doors, jump (or falling off) from platforms... And in some cases the base's size doesn't matter much as long as the model is not Gargantuan (a.k.a monsters). * Attacking is done in a single roll: you throw as many dice the attack has and if you succeed the roll, does damage. Depending of the Strength of the attack and the Toughness of the target you can go from 3+ to 5+, with 6's being Critical hits. You do damage directly for each successful dice (no armor save here, folks) and Criticals do even more damage. * GDjubz in all wisdom has now ceased the cards except the "faction boxes" and all the rules are currently in the associated Faction books. Maybe cards will return...? Previously instead of the tried-and-true methods of armybooks and regular profiles, the game goes the way of many skirmish games of late like [[Malifaux]], and all the rules of a particular warband and their models are printed in cards instead of the Core rulebook: the kind of units available with the special rules of the units in the reverse and cards that detail all the unit's stats. The warband boxed sets include a complete set of cards for each type of fighter included in the box, and there are decks you can buy to take a warband from an age of sigmar faction. **The units have locked equipment, determined in their cards but some units have different cards with different equipment which is more prevalent in the non-Chaos warbands. For example, the Iron Legionnaires of the Iron Golems can be equipped with one-hand weapons and shields, two hammers or a whip and hammer. *The game sports a <i>weird as fuck</i> Initiative roll, which is done at the top of each battle round in the Hero Phase. Let's do it slowly: at the beginning of each Hero Phase, each player rolls 6D6, then they separate their dice not based on Successes like 3+, nor highest rolls, but by <b>[[VeloCITY|the number of dice results that are repeated]]</b> Yup, is as weird as it sounds, but it's also kind of like a mini-game at the beginning of each round. Those dice that don't repeat are <b>Singles</b> and the player with the most <b>Singles</b> wins Initiative for the battle round. The dice that repeat are <b>Doubles</b>, <b>Triples</b> or <b>Quad</b>, depending if they repeat twice, three or four times respectively. These pairings of dice are used as fuel for your warband's Abilities, and are, ironically, referred to as <b>ability dice</b>. <b>Not only do you need to keep the ability dice or record what doubles/triples/quads you got for the remainder of the battle round, you also need to keep or record the actual numbers you got</b>, as they can also have an effect on your Abilities. Once Initiative is determined, <b>Singles</b> can be discarded. **<i><b>Tied Initiative:</b></i> In the case of a tie, player's do not reroll the whole thing. They just roll-off and the player with the highest result wins. <i>Why not just do this anyway?</i> <s>Cause you are a little more than a mortal who cannot comprehend</s> <i>ahem</i> Cause the initial roll of 6D6 determines your <b>ability dice</b>, and you don't get a reroll on that. **<i><b>Wild Dice/Stealing the Initiative:</b></i> In the Hero Phase you also have the <b>Wild dice</b>. This is a single die you get each round to add to any place in the roll, either adding another <b>Single</b> or upgrading any <b>doubles</b> into <b>Triples</b>, or <b>Triples</b> into <b>Quads</b>. Any Wild dice not spent are kept to the next turn. This gives the game an interesting layer of strategy that relies on both randomness and using in-the-moment chances, which pleases [[Tzeentch|you-know-who]] (this is about Chaos, any surprises?). So you might find yourself weighing up what's more important, stealing the Initiative, or improving your <b>ability dice</b>. *<b>Abilities</b> are Warcry's stratagems. Player's can use either ONE of their warband's Abilities or ONE of the Core Book's Universal Abilities when they activate one of their fighters. Now this is why it is important to keep your <b>ability dice</b> and what numbers you got <i>exactly</i>. To use an Ability with the <b>Doubles</b> keyword, you spend a double by discarding a pair of <b>ability dice</b> that came up with the same number. Same treatment for <b>Triples</b> and <b>Quads</b>. Secondly, some Abilities will mention <i>the value of the <b>ability dice</b></i>: this means actual dice number that was repeated for each of your <b>Doubles</b> and so on. So for instance, if you use an Ability that deals an amount of damage equal to the value of the <b>ability dice</b> you use to activate it, and you use a pair of 5's, the damage that the Ability will deal is 5. **<i><b>Spending Down:</b></i> You can also spend a <b>Triple</b> to use a <b>Double</b> Ability, or a <b>Quad</b> to use either a <b>Triple</b> or <b>Double</b>, but the excess dice will be discarded, so it's not like you can split your <b>Quads</b> into <b>Doubles</b> by just using 2 of the dice and leaving. **'''Reactions:''' Introduced with Heart of Ghur, you now have reactions to use, with each faction gaining one unique reaction and some universal rules. These can only be used when a fighter either was not yet activated or used the Wait action as their first turn. This will eat up an action for fighting, meaning a fighter that reacts before activating can only take one action and cannot Wait to blow another reaction while one that spent an action to Wait cannot activate again. It should be noted that there is a pretty steep power disparity between the "pure" Chaos warbands which were designed and developed specifically for Warcry and the AoS warbands who merely received some warband cards so that [[Games_Workshop|GeeDubs]] could siphon more £££ out of us lowly mortals. With the release of the second wave of warband cards, it doesn't seem like this issue is getting resolved anytime soon. In fact it appears to be getting worse. Keep this in mind if you are planning on getting into it. [https://www.warhammer-community.com/wp-content/uploads/2019/10/RO4P6Y3Cil21PcV8.pdf| FAQ and Errata] [https://www.warhammer-community.com/wp-content/uploads/2022/08/lWKyFJUKEGebDukF.pd Core rules] so you don't need to buy a full box just to play. [https://www.warhammer-community.com/2022/08/18/charge-headlong-into-warcry-with-free-core-rules-to-download/ Also includes links to the various warbands] released prior to Heart of Ghur ===Universal Abilities=== * '''[Double] Rush''': +1 to the Move characteristic of this fighter until the end of their activation. * '''[Double] Onslaught''': +1 to the Attacks characteristic of attack actions made by this fighter that have a Range characteristic of 3 or less until the end of their activation. * '''[Triple] Respite''': Cannot use this ability if they are within 1" of any enemy fighters. Remove a number of damage points allocated to this fighter equal to the value of this ability. * '''[Triple] Inspiring Presence''': Pick a friendly fighter that has not activated yet this battle round and that is within 6" of this fighter. You can activate that fighter immediately after the activation of this fighter ends. (Leader ability) * '''[Quad] Rampage''': This fighter makes a bonus move action. Then, they can make a bonus attack action. * '''[Reaction] Counter''': Triggered when an enemy targets this fighter in melee but before they roll to hit. For every miss the enemy makes, they suffer 1 damage while any natural 1s to hit have them suffer 2 damage. * '''[Reaction] Take Cover''': Triggered when an enemy shoots this fighter while they're behind cover but before they roll to hit. Roll a d6 for any crits the enemy scores, on a 4+ that crit degrades to a regular hit. Cannot be used on units with the Mount tag. * '''[Reaction] Strike them Down''': Triggered when an enemy within 1" tries to disengage. The fighter gets to deal d6 damage on a 4+, giving a potentially nasty parting gift. ===Heroic Traits=== * '''Ferocious Fighter''': All the leader's melee attacks gain an extra attack. * '''Agile Warrior''': +1 to the leader's movement * '''Hardy Constitution''': Each time the leader activates (including after waiting), the leader heals d3 wounds. * '''Resourceful''': Your army gains an additional Wild Die if the leader is fielded. * '''Thick Skinned''': Whenever the leader is attacked, one of the enemy's critical hits is degraded to a normal hit. # '''Skilled Commander''': The leader can use the Inspiring Presence ability for free once per game. {{clear}}
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