Weihnachtsmann
|
These are experimental rules designed to be used for casual play. List by Stephan Hess. |
Weihnachtsmann
| Troop | Type | Attacks | Hits | Armour | Command | Unit size | Points per unit | Min/max | SpecialZ |
|---|---|---|---|---|---|---|---|---|---|
Elfen |
Infantry |
3 |
3 |
5 |
– |
3 |
60 |
2/– |
– |
Wichtel |
Infantry |
2/1 |
3 |
5 |
– |
3 |
55 |
1/– |
|
Mail Order Trolls |
Infantry |
5 |
3 |
5 |
– |
3 |
110 |
–/3 |
|
Grüne Zipfelmützen |
Chariot |
3 |
3 |
5 |
– |
3 |
110 |
–/3 |
|
Polar Bears |
Monster |
5 |
3 |
– |
– |
3 |
85 |
–/1 |
|
Christmas Trees |
Monster |
3 |
4 |
4 |
– |
3 |
125 |
–/1 |
|
Ghost |
Monster |
– |
– |
– |
– |
1 |
100 |
–/1 |
|
Present Lobber |
Artillery |
1/1 |
3 |
– |
– |
1 |
30 |
–/1 |
|
Snow Cannon |
Artillery |
1/2 |
2 |
– |
– |
1 |
35 |
–/1 |
|
|
|||||||||
Nikolaus |
General |
+3 |
– |
– |
10 |
1 |
165 |
1 |
|
Knecht Ruprecht |
Hero |
+1 |
– |
– |
8 |
1 |
90 |
–/1 |
|
Weihnachtssänger |
Wizard |
+0 |
– |
– |
7 |
1 |
45 |
–/1 |
– |
Special rules
- 1. Wichtel
-
Range 15cm (ordinary firing arc).
- 2. Mail Order Trolls
-
These are especially stupid creatures. When issuing an order to a unit of Trolls or to a brigade containing one or more units of Trolls, there is a command penalty of −1 in addition to any other modifiers.
Trolls can regenerate wounds – in each round of combat after whole stands have been removed Trolls automatically regenerate one outstanding hit. If no hits are left over after removing whole stands then regeneration has no effect. Regenerated hits still count towards the combat result for the round.
- 3. Grüne Zipfelmützen
-
The sleighs can fly and are therefore treated as any other flyer, but also get the additional +1 Attack for chariots when charging an enemy in open terrain. (Note the fact that they fly allows them to attack units on castle walls and such, but those units still count as fortified as stated in the siege rules).
- 4. Polar Bears
-
Although they are monsters, Polar Bears are mounted facing the long edge of the base, like infantry.
As creatures of the forests and mountains under the control of human Beastmasters, Polar Bears are able to move over or into any wooded or mountainous terrain features in the same way as infantry. This does not entitle them to claim defended status.
Because of their irascible, ursine nature Polar Bears cannot be brigaded with units of other troops, only with other Polar Bears.
Due to their ferocity a Polar Bear unit which scores more hits in the first round of a combat than the enemy will automatically strike 1 more Attack per stand before the combat result is worked out. Resolve these attacks as normal and then work out results.
Bears must always pursue retreating enemy where possible and must advance if they are able to do so.
- 5. Christmas Trees
-
Although they are monsters, Christmas Trees are mounted facing the long edge of the base like infantry.
Christmas Trees can enter woods even though they are monsters, but still do not count as defended when attacked whilst in woods.
Christmas Trees can deploy like any other troops in their own deployment zone or (quite special) in any wooded area on the table.
Any good army (Albion, Araby, Bretonnia, Cathay, Dogs of War, Dwarfs, Empire, High Elves, Kislev, Lizardmen, Nippon, Norse, Witch Hunters, Wood Elves) will expect to find presents under the trees. They are not willing to put the presents at risk and will not charge Christmas trees on initiative.
In addition, any unit of any army within 20cm of a Christmas Tree stand gets an additional −1 command modifier as they are very reluctant to go away before they have got their presents. (The baddies and the Undead – old habbits die hard – hope for presents. Even if they do not believe in Christmas, they still hope).
- 6. Ghost
-
A Ghost can only brigade with other Ghosts.
Ghosts are ethereal creatures and can not attack or be attacked by any means.
Ghosts cause Terror in any enemy stand within 20 cm.
Ghosts are treated like characters regarding Line of Sight.
Friendly units can move through Ghosts but cannot end their move with a Ghost stand still in their ranks.
Enemy units can neither charge nor move through a Ghost unit.
- 7. Present Lobber
-
Range 60cm. Can’t stand and shoot.
The Present Lobber shoots presents into the enemies ranks. If the Lobber hits, no wounds are inflicted and the unit is not driven back, but the enemy unit is automatically Confused, because the unit is fully occupied with unwrapping the presents.
The unit is not driven back, even when hit by other missile fire or magic that would normally drive them back (casualties are still removed).
Should the affected unit be drawn into close combat by any means it is treated as any other Confused unit.
- 8. Snow Cannon
-
Range 30cm.
The Snow Cannon is used to… err shoot snow! This snow is mainly used to create some Christmas atmosphere and to allow every one the excuse to drink some hot spiced wine. The snow is cold enough to drive people away, but not cold enough to kill anybody. Instead of rolling to hit roll 2D6 for the drive back (or add 2 dice to the drive back roll, when the unit already had been hit). The number of dice is modified for Fortified or Defended targets as normal and all other drive back rules apply.
When the cannon shoots as part of a Stand and Shoot reaction, the charging unit loses 2D6 of its movement allowance. This might result in the unit not reaching its intended target. In this case the unit is moved as if the charge would have been successful and is than moved straight back the distance by which it failed the charge.
I.e. an infantry unit 17 cm away charges and the snow cannon rolls an 8. So the movement of the charger is reduced by 8cm (12 cm left). So the infantry will be moved into contact and than 5cm directly back.
If the charge has taken place in the Command phase than the active player is allowed to give further orders to the unit, if it happened in the Initiative phase the unit cannot be moved any more in that Initiative or the following Command phase.
- 9. Nikolaus
-
Nikolaus is mounted in a flying sleigh. The sleigh counts as a flying chariot and the additional attack is already included in his profile.
- 10. Knecht Ruprecht
-
Because of his reputation for being extra tough, a unit accompanied by Knecht Ruprecht causes Terror against evil armies (Beastmen, Chaos, Chaos Dwarfs, Daemons, Dark Elves, Goblins, Ogre Kingdoms, Orcs, Skaven, Tomb Kings, Vampire Counts).
Christmas Carols
The Army of the North Pole has a weird form of magic in Christmas songs!
Stille Nacht (Silent Night)
4+ to cast Range 30 cm
Nominate a single enemy unit within range. Silence will fall heavily on this unit. It can’t be given any commands in the next Command phase. It can still use Initiative or home backs to move.
O’Tannenbaum (O Christmas tree)
6+ to cast Range N/A
If there is a wood or forest on the table the trees can be transformed into Christmas Trees. If successfully cast, place a unit of Christmas Trees in any wood or forest on the table. The unit can not be raised into an close combat. The spell may only be cast if there are spare models available.
Ihr Kinderlein kommet (O come little children)
5+ to cast Range 30 cm
Nominate a single enemy unit within range. The unit will be moved its maximum movement distance towards the Weihnachtssänger. If it has enough movement to reach or even pass the Weihnachtssänger the unit will stop 1 cm before it reaches them. The stand closest to the Weihnachtssänger is moved first in a straight line to end its move facing the Weihnachtssänger. The other stands are arranged as the owning player sees fit. The move is as straight as possible. Impassable terrain is circumvented, but troops of the moved unit’s side have to make way or the unit is stopped and becomes Confused (remember to roll for Confusion if units make way). If the path of the first stand’s move crosses an enemy unit the moved unit has to charge that unit by performing an ordinary charge.
Fröheliche Weihnacht überall (We wish you a merry Christmas)
4+ to cast Range 30 cm
The spell is cast on a combat of which at least 1 stand (friend or foe) is within range. Please note that this can affect more than one unit of each side. The combatants are filled with the spirit of Christmas and decide not to fight. The combat ends before it begins! Roll for and execute a fall back immediately as if both sides had drawn in combat. The enemy (of the Weihnachtssänger) has to fall back first.