Ok this is the first wardband I had got in the huge pack I recieved. I am not the writer of this so please to not argue with me for any rules you do not agree with unstead please let us please discuss pros and cons on them in a civilised manner please.
Intro: Advised by his astrologers that a great event would occur in the west, the Dragon Emperor of the Middle Kingdom (Cathay) has dispatched scouting warbands to investigate.
Max Warband Size: 20
Starting Money: 600
Heroes:
1 Cathay Noble
cost: 60 gc
Cathay Nobles are proud, arrogant, and often cruel. They dispise the hairy barbarians they are forced to deal with outside of the Middle Kingdoms. Most merchants put up their attitude as the riches of Cathay ar legendary. A Cathayan Warband must start with one Noble. No more, no less.
M: 6 WS: 4 BS: 4 S: 3 T: 3 W: 1 I: 4 Ld: 8
Leader
20 xp
Skills: Combat, Shooting, Academic, Strength, Speed, Cathayan Equipment
0-1 Astrologer
Cost: 25 gc
Cathayan Astrologers are reputrdly the best in the world (this is disputed by the Elves). It was court astrologers that foretold the cataclysm that befell Mordheim, and caused the Dragon Emperor to send forth scouting warbands. More than simple fortune tellers, Astrologers are interested in all kinds of knowledge, and pride themselves in the superiority of Cathayan science and philosophy
M: 4 WS: 2 BS: 2 S: 3 T: 3 W: 1 I: 3 A: 1 Ld:6
0 xp
Skills: Academic, Astrologer Equipment
Special Ability:
Horoscopes. Astrologers are able to cast horoscopes to foretell the fate of any person if they have accurate details of the subject's date and place of birth. This allows the player to reroll the result of a serious injury table for one hero or henchman between each game if the Astrologer did not go out of action.
0-3 Bannermen
Cost: 25
Bannermen ar the officers of the Cathayan army, drawn from the nobility and the best of the common soldiery. It is expected that a Bannerman study the finer arts as well as the arts of war (although this is often not the case).
M: 4 WS: 3 BS: 3 S: 3 T: 3 W: 1 A: 1 Ld: 7
8 xp
Skills: Combat, Academic, Strength, Cathayan Equipment
Henchmen:
0-3 Nomad Mercenaries
Cost: 45 gc
Recruited from the northern steppes, these are among the toughest fighters and finest horse archers in the world. A nomad is said to be born in the saddle and will often remain there until death. Due to the never ending war between the human nomads and horde of the Hoblai Khan, all nomads hate Hobgoblins.
M: 4 WS: 3 BS: 4 S: 3 T: 4 W: 1 I: 3 A: 1 Ld: 7
Born in the Saddle
Nomad Equipment
Hate Hobgoblins
0-5 Gunners
Cost: 25
Cathayan technology leads even the Dwarves in some respects. A bizarre array of gunpowder weapons have been developed to frighten and even occasionly kill the many enemies of the Middle Kingdom. Cathayan Gunners can be identified by their scorched hair, sooty clothes, and loud shouts of, "WHAT DID YOU SAY?!" Gunpowder weapons are considered too dangerous in the hands of normal peasant soldiers, so only the best are assigned to this duty.
M: 4 WS: 3 BS: 3 S: 3 T: 3 W: 1 I: 3 A: 1 Ld: 7
Gunner Equipment
Any Soldiers
Cost: 15
While Cathayan soldiers are far from the finest in the world, they make up for a lack of talent with sheer numbers.
M: 4 WS: 3 BS: 3 S: 3 T: 3 W: 1 I: 3 A: 1 Ld: 7
Soldier Equipment
Cathayan Equipment:
Close Combat
Dagger: 1st free, additional 2 gc
Mace: 3 gc
Axe: 5 gc
Sword: 10 gc
Halberd: 10 gc
Spear: 10 gc
2-handed weapon: 15 gc
Missle
Short Bow: 5 gc
Bow: 10 gc
Repeating Crosbow: 40 gc
Armour
Light Armour: 20 gc
Heavy Armour: 50 gc
Helmet: 10 gc
Shield: 5 gc
Misc
Horse, rare 8
Astrologer Equipment:
Close Combat
Dagger: 1st free, additional 2 gc
Sword: 10 gc
Staff: 3 gc
Missle
Shortbow: 5 gc
Armour
none
Misc (Astrologers only)
Book of Changes: 20 gc, rare 9
The Wisdom of Confuseus: 20 gc, rare 9
Astrolab: 50 gc, rare 10
Nomad Equipment:
Close Combat
Dagger: 1st free, additional 2 gc
Mace: 3 gc
Sword: 10 gc
Spear: 10 gc
Missle
Composite Bow: 25 gc
Armour
Helmet 10 gc
Shield 5 gc
Misc
Horse: 30 gc (yes, it's cheaper- they're horse nomads)
Gunner Equipment:
Close Combat
Dagger: 1st free, Additional 2 gc
Mace: 3 gc
Axe: 5 gc
Sword: 10 gc
Missle
Bow: 10 gc
Repeating Crossbow: 40 gc
Handgun: 35 gc
Rockets: 20 gc
Bombs: 15 gc
Armour
Light Armour: 20 gc
Helmet: 10 gc
Soldier Equipment
Close combat
Dagger: 1st free, additional 2 gc
Mace: 3 gc
Sword: 10 gc
Halberd: 10 gc
Spear: 10 gc
Missle
Short Bow: 5 gc
Bow: 10 gc
Armour
Light Armour: 20 gc
Helmet: 10 gc
Shield: 5 gc
Special Rules:
Well Dressed
Cathayan warbands can not benefit from the 'Cathayan Silk' equipment item. This is normal clothing for a Cathayan Noble!
Don't Hire Barbarians
Cathayians look down their noses at hairy, big nosed barbarians from the west. While subject peoples such as the Nomads are tolerated (especially when being useful), a Cathayan warband may not hire a Hired Sword or a Dramatis Personae of western origin. The only Hired Sword allowed from the standard list is a Warlock, if he is stated to be Oriental. Any homemade DP and HS of oriental origin is allowed if allowed by the player's gaming group at all.
Born in the Saddle
Mounted Nomads may fire in the missle combat phase even when galloping (ie while mounted and running). In addition, a Nomad may never give up his horse to a non-nomad (although a non-nomad could give their horse to a Nomad in need)
New Equipment:
Book of Changes
The book of augury may be consulted by the Astologer in the Exploration Phase to guide the Warband in it's searching, if he did not go out of action. One exploration die may be modified +1/-1. This cannot be used at the same time as Tarot Cards by the Astrologer.
Wisdom of Confuseus
By consulting on the thoughts of the sage, the Astrologer may find hidden wisdom. If this item is possessed by an Astrologer, he may reroll one advance earned after a game, if desired
Astrolab
This complicated, precision instrument helps the Astrologer greatly in charting the heavens and thus improves the speed of his predictions. While he owns an Astrolab, the Astrologer may cast two Horoscopes instead of the usual one (these must be for different warriors).
Composite Bow
S3, Range 36"
The Oriental composite recurve bow is a marvel od horn, sinew and wood. Compact enough to be easily fired by horseback, it is nonetheless able to outrange self bows twice its height.
Rockets
S= special Range 24" Inaccurate, Move or Shoot, Fire once, Cumbersome
Rockets, or fire arrows, have been a preferred weapon ever since the Cathayan Sages invented gunpowder (you really didn't think it was the stunties, did you?). The poor gunner is forced to carry cumbersom framework with the rockets attached into battle, hoping against all odd that when he fires them that some will find targets among the enemy.
Rocket Special rules
Inaccurate
The rockets pretty much zoom off where they want to. The Gunner nominates a target point within range and rolls a D6. If a 1 is rolled, one or more rockets have exploded in the frame, causing a S5 hit on the Gunner. Any other result gives the number of Rockets that explode near enough to the round to have effect. Roll WH artillery dice to determine the distance on direction of each rocket seperately. Rocket impacts can be further then 24" from the gunner. Any target within a 1" radius of a rocket impact takes a S4 hit.
Move or Shoot
Rockets may not be fired if the Gunner has moved that turn
Cumbersome
No other weapons except a dagger may be carried while the gunner is equiped with rockets.
Fire once
Only enough rockets can be carried to fire one salvo per game
Bombs
S= Special, Range= Special Fire once
A more Accurate method of blowing things up then rockets is a pot filled with gunpowder, lit by a fuse. This can be used in two ways.
Light and Run
The gunner sets the fuse at the beginning of his movement phase, then may move as normal, running if he wishes. Roll a D6. If a 1 is rolled the fuse has been set too short, and then explodes before the Gunner has a chance to move - put his model back to where he started and detonate the bomb as if a roll of 2-5 has been made. If a 6 is rolled, the bomb was made too powerful; after the gunner has moved, all models within 4" of the bomb take a S5 hit unless there is a solid wall between the bomb and the mosel. On a roll of 2-5, the bomb explodes after the gunner has moved and all models within 2" of the bomb take a S4 hit unless there is a solid wall between them and the bomb.
Light and Throw
The Gunner Nominates a spot within his Str x2" and rolls to hit using his BS, during the Missle Combat Phase. If his roll is a 1, the bomb explodes exactly as if a 1 had been rolled in the Light and Run method. If his roll is a 6, the bomb explodeds on target exactly as if a 6 had been rolled using the Light and Run method. Otherwise, if the roll is a success, the bomb explodes on target. If the roll is not a success, the bomb falls short by half the distance to the target. In either case, the bomb detonates as if a 2-5 had been rolled using the Light and Rin method.
Each Bomb is a heavy pot, and only one can be carried for each missle weapon selection (ie, a gunner could carry two bombs and a sword, or one bomb, a handgun, and a mace). If desired, both close combat selections may be traded to allow a third bomb to be carried (a dagger is still allowed). This must be the third bomb - two bombs and a handbun is not allowed.