I found my Circle of Mages warband recently, and then after finding
Battle Wizards I decided to post my warband in hopes that it gives some ideas for people working on magic heavy warbands. I am NOT trying to steal anyone's thunder, just posting my thoughts from a while back in hopes that it helps others.
Warning: This has NO playtesting behind it.
EDIT: Sorry about the terrible formating. I did it in excel instead of Word as I usually do. I'll convert it eventually...
Skills
Archmage Shooting, Academic, Speed, Special
War Mage Combat, Shooting, Academic, Speed, Special
Wizard Shooting, Academic, Special
Scholar Academic, Special
Archmage 20 exp
War Mage 11 exp
Wizard 11 exp
Scholar 11 exp
Maximum of 12 members in the warband
Heroes
Archmage - 90 Gold 1
M WS BS S T W I A Ld Sv
4 3 3 3 3 1 4 1 8 -
Archmages can use weapons or incantations from the Mage list
Leader
Wizard: The Archmage may choose two spells chosen randomly from Lesser Magic
Master
Sorcery
Illumination Cantrip
War Mage - 60 Gold 0-1
M WS BS S T W I A Ld Sv
4 3 3 3 3 1 3 1 8 -
War Mages can use weapons or armor from the Warrior list
Wizard: The War Mage knows one lesser magic spell
Warrior Wizard: The War Mage can wear armor and cast spells
Master: The War Mage's Apprentice uses the Warrior List instead, and gains +1 WS and BS
Illumination Cantrip
Wizard - 50 Gold 0-1
M WS BS S T W I A Ld Sv
4 2 2 3 3 1 3 1 8 -
Wizards can use weapons or incantations from the Mage list
Wizard: The Wizard may choose one spells chosen randomly from Lesser Magic
Master
Illumination Cantrip
Scholar - 40 Gold 0-1
M WS BS S T W I A Ld Sv
4 2 2 3 3 1 2 1 7 -
Scholars can use weapons or incantations from the Mage list
Arcane Lore
Choose one skill from: Wyrdstone Hunter, Haggle, or Streetwise
Too much excitement: the Scholar leaves the warband if he ever gets Multiple injuries or Old Battle Wounds
Illumination Cantrip
Henchmen
Apprentice - 30 Gold 0-X
M WS BS S T W I A Ld Sv
4 2 2 3 3 1 3 1 6 -
Apprentices can use weapons or incantations from the Mage List
Arcane Lore
Illumination Cantrip
Apprentice
Mercenary - 25 Gold 0+
M WS BS S T W I A Ld Sv
4 3 3 3 3 1 3 1 7 -
Mercenaries can use Weapons or Armor from the Warrior List
Hired Help: Must reroll any lads got talent
Magical Construct - 160 Gold 0-1
M WS BS S T W I A Ld Sv
3 2 0 3 3 2 1 1 10 -
Magical Constructs never use equipment
Expensive: If the Construct is ever OOA it costs 10 gold to get it ready for battle again, it misses games until this is paid
Scary: Causes Fear
No brain: Magical Constructs never gain experience
No Pain: Treat Stunned as Knocked Down
Immune to Poison
Large Target
Customization: At time of Purchase you may choose 5 of the following upgrades
M: 1 time
WS: 1 time
S: 2 times
T: 2 times
W: 1 times
A: 1 time
Armored: for 50 gold at time of Purchase only the Magical Construct may be given a 5+ save
Mage Gear List
HtH Weapons
Dagger Free/2
Mace/Hammer 3
Sword 10
Staff 15
Ranged Weapons
Short Bow 5
Bow 10
Crossbow 25
Incantations
(once learned may not be traded)
(May learn any 2 plus Illumination Cantrip)
Magic Dart 10
True Shot 15
Fire Bolt 20
Magic Shield 25 (Heroes only)
Slur 25 (Heroes only)
Slowfall 25
Warrior Gear List
HtH Weapons
Dagger Free/2
Mace/Hammer 3
Axe 5
Spear 10
Sword 10
Morning Star 15
2HW 15
Flail 15
Ranged Weapons
Short Bow 5
Bow 10
Longbow 15
Throwing Knives 15
Pistol 15/30
Crossbow 25
Blunderbuss 30
Handgun 35
Armor
Shield 5
Buckler 5
Toughened Leathers 5
Helmet 10
Light Armor 20
Heavy Armor 50
Incantations
Illumination Cantrip: Difficulty 5 Sustained, caster counts as wielding a lantern
Magic Dart: Difficulty 8 18" range target is hit by a strength 3 hit
True Shot: Difficulty 10 Caster hits with chosen ranged weapon, if casting failed roll to hit as usual, may not be used in melee, may only fire one shot if this is used, may not run and cast
Fire Bolt: Difficulty 9 Target is hit by a strength 4 fire hit
Magic Shield: Difficulty 7 Sustained Caster receives a 5+ save against ranged attacks, must roll Ld every time it is used or spell ends
Slur: Difficulty 9 8" range target must pass a Ld test or have -1 to M, WS, BS, I and A until casters next turn
Slowfall: Difficulty 7 Caster or Target within 6" gains the Acrobat skill until spell ends
Master and Apprentice
Each Master allows the player to take one apprentice. Each apprentice must be a separate henchman group and is permantly linked to his master
If the Master Dies the Apprentice inherits his position and becomes a hero automatically just as if he got a Lads Got Talent advance
Instead of rolling an advance though it is always a + 1 ld any time an apprentice becomes a Hero
The Apprentice may use his Master's Leadership as long as he is within 6" and may reroll advances from experience
An apprentice may only learn an Incantation if his master knows it as well
Magic is Dangerous
Non-spellcasting Hired Swords cost 5 gold more upkeep due to the illegal status of magic
Spellcasting Hired Swords cost 5 less to hire, upkeep remains the same
But any Hired Sword a mercenary group can hire may be hired by the Mages Circle
Special Skills
Iron Will: If the caster passes a Ld test his spells do not end if he is knocked down or stunned
Instructor (Masters only): The master's apprentice may add +/- 1 to their advancement rolls, if this is used Hero may not search for rare goods this time
Magical Burst: May add +1 to casting roll, but no spell may be cast in the following turn
Careful Study: May add +/- 1 to advancement rolls, if this is used Hero may not search for rare goods this time
Construct Craftsman: Only one per warband, the construct only is destroyed permanently on a 1 as long as hero did not go OOA in the battle, it also only costs 5 to ready it for battle.