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8th Ed. Special Scenario: Lousy Leaders

Discussion in 'House Rules' started by Scalenex, May 29, 2014.

  1. Scalenex
    Slann

    Scalenex Keeper of the Indexes Staff Member

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    In the Warhammer world, not all generals know what they are doing. What if the game reflected that? Admittedly I don’t have a set of traits for every army, but many are reusable. Skaven would surely be able to take Cowardly, Paranoid, or a modified version of Factionalized.

    In general I like the IDEA of this, but I'm not sure I can convince anyone in my area to give this a try. I'm open to any and all suggestions on implementation (or anything else related to this topic.


    Bad General Scenario

    A Bad General Scenario is played like a Battle line but with two small additions. Special Characters are not allowed and a Lord is required to be your general. Everyone needs to pick a bad general trait. The general still has to be the character with the highest Ld score.

    Lizardmen

    Aloof (Slann Only): Lesser First are still inspired by the presence of a mighty Slann, but the Slann really is more focused on higher things than the mundane aspects of running an army. The Slann’s Inspiring Presence (and Stand Your Ground if applicable) applies to break tests, panic tests, Fear tests and Terror tests normally. The Slann’s leadership does not apply to anything else including but not limited to swift reforms, rally tests, Stupidity tests, or march tests, even if he is leading the unit. If your Slann is not the BSB, your Slann’s unit does not benefit from the BSB re-rolls.

    Contempt for the Weak (Oldblood only): The Saurus general gets along poorly with other castes. His Inspiring Presence does not to units which have no models with Predatory Fighter in them. If you have a Scar Veteran BSB, the Stand Your Ground does not apply to non-PF units. If you have a Skink BSB, the Stand Your Ground rerolls do not apply to units with no Skinks in them. You need at least a quarter of your units to be non-predatory to take this trait.

    Bloodthirsty (Oldblood only): The general does not have an Inspiring Presence while engaged with the enemy, he is too busy killing to worry about leading. He must issue or accept a challenge at every opportunity. The general’s unit must test to avoid unwanted charges as if the unit had Frenzy. If the unit already has Frenzy these checks are at -1.

    Empire

    Foppish/Injured (General or Grand Master only): Your general may be a shrewd tactician and an inspiring orator, but he can’t fight very well due to general ineptitude or a permanent injury. They get -3 to Weapon Skill, -1 to Ballistic Skill, -1 Initiative and -1 to Strength. They cannot take a magic item that increases Weapon Skill or bestows ASF though buff spells still apply as normal.

    Creepy (Wizard Lord only): They respect your general’s power but little else. Your troops will follow the directions of your general, but they don’t like it. No Inspiring Presence.

    Firebrand (Any other than Grand Master): Your general is too good at motivating the troops. All troops within the Inspiring Presence of the General have to test to avoid charges, pursuits or overruns as if they had Frenzy. They do not get any of the beneficial traits of Frenzy. They may only flee as a charge reaction when they fail a Terror test. Troops with Frenzy make their restraint check at -1 Ld.

    Paranoid (General or Arch Lector only): Your lieutenants must be plotting against you! The general’s unit may not be joined by another character. Any unit lead by another character may not benefit from your general’s Inspiring Presence. Your general’s unit does not benefit from the BSB’s re-rolls.


    Vampire Counts


    Foppish/Injured (Vampire Lord only): Your general may be a shrewd tactician and an inspiring orator, but your vampire was not embraced into undeath for his fighting skills. They get -3 to Weapon Skill, -1 to Ballistic Skill, and -1 to Strength. They cannot take a magic item that increases Weapon Skill though buff spells still apply. They cannot take a magic item or vampiric power that increases Weapon Skill or bestows ASF though buff spells still apply as normal. Red Fury is also off the table.

    Non-Compartmentalized Control (any): Whenever your general takes an unsaved wound or miscasts and survives, the general’s unit and all friendly units without vampiric also take an equal number of wounds with no armor saves or take one wound in the case of a miscast (on top of any of wounds the general took if any).

    Madness (Master Necromancer): Controlling every aspect of your minions’ thoughts and actions has gone to your head. Your general is subject to Stupidity. He miscasts on a double 5 or 6. A double 5 is not cast with irresistible Force. The miscast goes away if your opponent dispels the spell (but not if you failed to cast the spell).

    Feral (Strigoi Ghoul King): All troops without characters leading them in the Inspiring Presence of the General have to test to avoid charges, pursuits or overruns as if they had Frenzy. They do not get any of the beneficial traits of Frenzy. Troops with Frenzy make their restraint check at -1 Ld. Only Core and flyers can march within the general’s Inspiring Presence. Vampiric units can march whenever they want as normal.


    Orcs and Goblins

    Paranoid (Any): Your lieutenants must be plotting against you! The general’s unit may not be joined by another character. Any unit lead by another character may not benefit from your general’s Inspiring Presence. Your general’s unit does not benefit from the BSB’s re-rolls.

    Creepy (Great Shaman only): Your troops will follow the directions of your general, but they don’t like it. No Inspiring Presence.

    Firebrand (Any): Your general is too good at motivating the troops. All troops within the Inspiring Presence of the General have to test to avoid charges, pursuits or overruns as if they had Frenzy. They do not get any of the beneficial traits of Frenzy. They may only flee as a charge reaction when they fail a Terror test. Troops with Frenzy make their restraint check at -1 Ld.

    Bloodthirsty (Any Orc War Boss): The general does not have an Inspiring Presence while engaged with the enemy, he is too busy killing to worry about leading. He must issue or accept a challenge at every opportunity. The general’s unit must test to avoid unwanted charges as if the unit had Frenzy. If the unit already has Frenzy these checks are at -1.

    Contempt for the Weak (Any Orc): The general gets along poorly with other greenskins. His Inspiring Presence does not apply to non-Orc units. Non-Orc units joined by Orc characters are Orcs for this purpose. If your BSB is an Orc, non-Orcs do not get re-rolls. If your BSB is a Goblin, Orcs do not get Stand Your Ground re-rolls.

    Cowardly (Any Goblin): Your general’s inspiring presence works normally, but your general will have to fight an instinct to flee if engaged himself. The general’s own unit takes a -3 Ld penalty on break tests.

    Warriors of Chaos

    Paranoid (Chaos Lord or Daemon Prince): Your lieutenants must be plotting against you! The general’s unit may not be joined by another character. Any unit lead by another character may not benefit from your general’s Inspiring Presence. Your general’s unit does not benefit from the BSB’s re-rolls.

    Factionalized (any with a Mark of Chaos): Friendly units with a different Mark or without a Mark of Chaos do not benefit from the general’s Inspiring Presence. Friendly units with a Mark of Chaos different from the general also suffer a -1 Ld penalty when within twelve inches of the general. At most, half your units (by number not points) can share the Mark of Chaos as your General. Your BSB only benefits units with the same mark as him. An unmarked BSB only benefits unmarked units.

    Out of Favor with the Dark Powers (Sorcerer Lord only): Your general suffers no leadership penalty, but whenever he miscasts, his opponent may choose to change the miscast chart result by one point in either direction. Friendly units within the General’s Inspiring Presence have the Eye of the Gods chart modified similarly.

    Ogre Kingdoms

    Paranoid (Tyrant only): Your lieutenants must be plotting against you! The general’s unit may not be joined by another character. Any unit lead by another character may not benefit from your general’s Inspiring Presence. Your general’s unit does not benefit from the BSB’s re-rolls.

    Bloodthirsty (Tyrant only): The general does not have an Inspiring Presence while engaged with the enemy, he is too busy killing to worry about leading. He must issue or accept a challenge at every opportunity. The general’s unit must test to avoid unwanted charges as if the unit had Frenzy. If the unit already has Frenzy these checks are at -1.

    Creepy (Slaughtermaster only): Your troops will follow the directions of your general, but they don’t like it. No Inspiring Presence.

    The Great Maw is Angry with You! (Slaughtermaster only): Miscasts come with an automatic wound with no armor saves. Same if you fail to cast a spell by not reaching the difficulty (though you are safe if your opponent dispels something).

    Daemons of Chaos

    Non-Compartmentalized Control (any): Whenever your general takes an unsaved wound or miscasts and survives, all friendly units within your general Inspiring Presence out vampiric also take an equal number of wounds with no armor saves or take one wound in the case of a miscast (on top of any of wounds the general took if any).

    Out of Favor with the Dark Powers (any): Your Winds of Magic rolls are treated as 1 worse for the purpose of the Reign of Chaos chart, minimum 2.

    Tomb Kings

    Non-Compartmentalized Control (Tomb King): Whenever your general takes an unsaved wound, all friendly units within his Inspiring Presence take an automatic wound with no armor save. Your Heirophant’s rules function normally.

    Selfish (Tomb King): Your general does not bestow his WS on units he’s joined.

    High Elves

    Foppish/Injured (Prince): Your general may be a shrewd tactician and an inspiring orator, but he can’t fight very well due to general ineptitude or a permanent injury. They get -3 to Weapon Skill, -1 to Ballistic Skill, and -1 to Strength. They cannot take a magic item that increases Weapon Skill though buff spells still apply. Great Weapons are out too.

    Paranoid (Any): Your lieutenants must be plotting against you! The general’s unit may not be joined by another character. Any unit lead by another character may not benefit from your general’s Inspiring Presence. Your general’s unit does not benefit from the BSB’s re-rolls.

    Arrogant (Any): Your Inspiring Presence does not apply to Core troops. Your general and BSB cannot join a unit of Core troops.
     

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