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Author Topic: Warmaster Points Cost Summary  (Read 1971 times)

Offline Happymcclap

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Warmaster Points Cost Summary
« on: March 24, 2012, 10:57:38 PM »

I did this a while ago to help me create home brew lists, and thought it might be of use to some of you. This system is from Warmaster Ancients and not totally suitable for Warmaster Fantasy, but its useful as a guideline

Apologies for the formatting which i just cant get right(maybe a mod could take a look), i have this as a pdf file if anyone wants it sending to them.


Warmaster Points Cost Summary


Infantry:

Type      Att   Rge   Hits   Arm   Size   Pts   Sp

Extremely Hvy Inf   3   -   3   4+   3   75   Slow
Heavy Infantry   3   -   3   5+   3   60
Medium Infantry   3   -   3   6+   3   45
Light Infantry   2   15   3   -   3   40   Skirmish
Tribal Infantry   3   -   3   -   3   35
Skirmish Infantry   1   15   3   -   3   30   Skirmish
Peasants      2   -   2   -   3   20
Heavy Phalanx   3   -   3   5+   3   70   Phalanx
Phalanx      3   -   3   6+   3   60   Phalanx
Heavy Archer   2   30   3   6+   3   50
Archer      2   30   3   -   3   40
Chariot Runner   2   15   3   -   3   40   Skirmish/Chariot Rnr

Cavalry:

Type      Att   Rge   Hits   Arm   Size   Pts   Sp

Extremely Hvy Cav   3   -   3   4+   3   125   Shock/Slow
Heavy Cavalry   3   -   3   5+   3   110   Shock
Medium Cavalry   3   -   3   5+   3   80   
Tribal Cavalry   3   -   3   6+   3   70   Warband
Light Cavalry   2   15   3   6+   3   60   Skirmish
Mounted Skirmisher 1   15   3   -   3   40   Skirmish
Horse Archers   1   30   3   -   3   60   Skirmish
Hvy Mixed Arms Cav3   15   3   5+   3   115   Shock

Chariots/Elephants:

Type      Att   Rge   Hits   Arm   Size   Pts   Sp
   
Heavy Chariot   4   15   4   5+   3   135   Hvy Chariot
Scythed Chariot    4   -   3   5+   1   50   Scythed Chariots
Light Chariot   2   15   3   6+   3   80   Skirmish
Indian Elephant    4   15   4   5+   3   200   Elephants
Carthaginian   4   15   3   5+   3   150   Elephants


Artillery:

Type      Att   Rge   Hits   Arm   Size   Pts   Sp

Light Artillery   1   40   3   0   2   50   Light Artillery
Heavy Artillery   1   3x60   3   0   1   75       Hvy Artillery/Slow
Cannons      1   2x40   2   0   2   50   Cannon/Slow
Heavy Cannons    1   3x60   2   0   1   75   Hvy Cannon
Organ Gun   1   d6x15   2   0   1   50   Organ Gun/Slow
War Wagons   1   15+   3   4+   3   60   War Wagons

Characters:

Type      Att   Cmd   Pts

General      +2   9   125
Leader      +1   8   80
Subordinate   +1   8   40
Chariot Mount   +1   -   +10
Elephant Mount   +2   -   +90

General Modifications:

Bodyguard = +10 points & +1 Hit
Elite = +10 points & +1 Attack
Militia = -5 to -10 points & -1 Attack
Conscripts = -5 to -10 points & -1 Hit
Change Cavalry to Camelry = -10 points & -1 Attack
Improving Armour from 0 to 6+ Armour = +10 points
Improving Armour from 6+ to 5+ Armour = +10-15 points
Improving Armour from 5+ to 4+ Armour = +25 points
Cause Terror = +25 points
Remove “Slow” rule = +10 points
Tethered Camels = +5 points
Upgrade War Wagon to Ballast Wagon = Free
Improve range from 15cm to 30cm for Infantry Skirmishers = +5 points
Improve range from 15cm to 30cm for Cavalry Skirmishers = +10 points
Increase Subordinate/Leaders Attacks from +1 to +3 = +10 points
Improve Generals Command from 8 to 9 = +25 points
Reduce Generals Attacks from +2 to +0 = -10 points
Reduce Generals Command from 9 to 8 = -25 points
Reduce Leaders Command from 8 to 7 = - 20 points
Reduce Subordinates Command from 8 to 7 = -10 points


Unit Special Rules:

Ancients:

Triari = Free- counts as 2 units towards withdrawal level when destroyed
Shock = +30 points – see page 127 WMA
Chariot Runners = Free- see page 124 WMA
Phalanx = +15 points- see page 124 WMA+ERRATA page 105 WMM
Fanatic = +5 points-see page 126 WMA
Legion = +20 points-see page 125 WMA
Maniple = +5 points- see page 126 WMA
Shieldwall = +5 points- +1 armour in 1st round of combat when charges if undefended
Skirmish = +5 points- see page 127 WMA+ADDITIONS page 104 WMM
Slow = -10 points – take an extra -1 penalty for 2nd and subsequent orders
Warband = Free – see page 128 WMA
Unreliable = -10 points -  a -1 command penalty for orders to this unit or brigade

Medieval:

Combined Arms = Free- see page 74 WMM
Crossbows = +5 points – -1 to enemy armour in shooting phase if they did not move
Handguns = +5 points- 20cm range and +1 dice to drive backs
Knights = Free- +1 attack in 1st round of combat in the game if fighting to the front
Longbows = +5 points-+1 ranged att. if in line/combined arms(non skirmishers only)
Mounted Infantry = +10 points- see page 78 WMM
Pavisse = +5 points- see page 79 WMM
Schiltron = +5 points- see page 79 WMM
Stakes = +5 points- see page 79 WMM
Arquebus = +10 points- 30cm range and +1 dice to drive backs
Hamippoi = +10 points- see page 106 WMM

Command Bonuses:

see WMAA pages 81-84 for full descriptions/explanations


Administrative Genius= +25points- re-roll leader/sub command until a re-roll is failed
Ambusher = +25 points- stop enemy command phase after any order
Beloved Commander = +20 points- +1att and unit increases armour by 1(max 4+)
Confident = +15 points- command value +1 until order is failed(max 9)
Cunning Tactician = +25 points- chosen troop type is terrifying til a unit is destroyed
Determined = +25 points- add 1 to withdrawal number
Disciplinarian = +10 points- ignore -1 penalty fir unreliable troops if within 20cm
Dictator = +10 points- re-roll failed orders, command drops -1 per re-roll
Divinely Inspired = +15 points- re-roll 1 failed attack dice in 2 combat turn
Driven by Success = +25 points-re-roll command once if successful +1 command until fails (max 10)
Empire Builder = +25 points- D6-2 enemy units become unreliable
Great Commander = +20 points- +1 command (max 9) until an 11 or 12 is rolled
Great Leader = +25 points- leader/subs use generals command if within 20cm
Hero = +10 points- Subordinate/Leader attack stat increased to +3

Inspirational Commander = +25 points- all non-skirmishers gain +1 attack dice when charging, 1 per unit not per stand
Invader = +20 points- Portents re-roll with +1 bonus (max 10)
Manic General = Free- double 1's add +1 command (max 10), double 6's deduct -1 command (min 6)
Methodical = +15 points- 1st order per turn issued with  a +1 bonus (max 9)
Military Genius = +25 points- +1 command (max 10) unit an 11 or 12 is rolled
Opportunist = +15 points- +1 command if more enemy units destroyed(max 9)
Overlord = +15 points- re-roll command once for every commander
Portents = +10 points- re-roll command once
Strategist = +10 points- command is 10 in 1st turn
Terrifying = +25 points- Unit with general is terrifying
Unblooded = Free-  -1 command, +1 per successful double (max 10)
Warlord = +20 points- add +1 to combat results if a character is involved in the fight
Warrior King = +35 points- +1 command(max 9) with Portents
Waylayer = +25 points- +1 to all command rolls in 1 turn (max 10)
Zealous = +25 points- re-roll any failed orders for units within 20cm of general

Unit Bonuses/Battle Honours:

see WMAA pages 78-80  for full descriptions/explanations

Best = +5 points- bonus attack per round, 1 per unit not per stand
Bold= +20 points- recover 1 carry over hit per round
Brave = +10 points- ignore penalty for enemy when issuing orders to this unit
Conquerors = +15 points- double pursuit bonuses
Courageous = +10 points- always stands ground if defeated in combat
Fearless = +5 points-ignore penalties for terror, enemy to side/rear & confusion
Foremost = +25 points- obeys 1st order on anything but a 12
Fortunate = +20 points- armour value +1 in first turn of combat
Gallant = +10 points- last stand gets +3 hits
Loyal = +25 points- obeys orders on anything but a 12 if general within 20cm
Mighty = +5 points- close combat attack rolls of 6 cannot be saved
Steadfast = +5 points- re-roll 1 armour save per round
Strong = +10 points- +1attack per stand in 1st round of combat
Swift = +25 points- ignore distance modifier for orders
Tough = +15 points- re-roll armour saves on a 6+
Undefeated = +20 points- armour value +1 until a stand is lost
Valiant = +10 points- re-roll all attack dice – one use
Vanquishers = +15 points- D6 bonus attacks during 1st charge
Victorious = +10 points- +1 to combat result – one use

Offline Edmund2011

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Re: Warmaster Points Cost Summary
« Reply #1 on: March 24, 2012, 11:05:36 PM »
Very useful compilation. Thanks!

Offline jchaos79

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Re: Warmaster Points Cost Summary
« Reply #2 on: March 25, 2012, 11:27:37 AM »
Yes indeed it is very valuable summary

Offline Brutalrage

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Re: Warmaster Points Cost Summary
« Reply #3 on: March 25, 2012, 05:42:25 PM »
great job on the compilation!