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Made in ca
Shas'ui with Bonding Knife





Without further adieu, I propose we work on this because HoMM3 is awesome. Here's what I've brewed up so far, feel free to pick it apart. What I want is for "units" to be composed of 3-10 models for the most part, and leaning towards less rather than more for stronger units; So while your army might have 3-4 units of 4 Pikemen, you'll probably only have 1 or 2 Angels and a handful of Cavaliers.

I'm also aiming for expensive but worth-it upgrades - things that pop out "ooh that's nice!" but come with a prohibitive pricetag. The best example would be the Swordsman upgrade to Crusader; It gets another set of attacks at initiative 1, an additional CCW, and rerolls 2 missed hits - not to mention a snazzy 3+ armour save. At a glance, I'd price Swordsmen at ~15 points per model. Crusaders would likely be at 20-24. Similar ratios hold for most other units.


Codex: Heroes of Might and Magic 3

Special Rules:

To play an HoMM3 Army, you must first choose a Faction. Your faction will determine your unit selections and grant special rules. You may choose 1 of the following Factions:

Castle: You may only purchase units with the Castle special rule. Units with the Castle special rule have the Counter-Attack and And They Shall Know No Fear special rules. Castle HQ Psykers have access to the Biomancy and Divination Psyker Disciplines. They may each additionally choose one of the following powers in place of rolling for one:

Prayer: Blessing. Target unit within 24” gains the Preferred Enemy and Fearless special rules.

Resurrection: Blessing. Target unit within 12” regains a number of Wounds up to their maximum; Units consisting of only 1 model regain D6 Wounds. Units of 2-5 models regain D3 Wounds per model. Units of 6+ Models regain 1 Wound per model.


Rampart: You may only purchase units with the Rampart special rule. Units with the Rampart special rule have the Scouts and Stealth special rules. Rampart HQ Psykers have access to the Divination and Telepathy Psyker Disciplines. They may each additionally choose one of the following powers in place of rolling for one:

Luck of the Forest: Blessing. Target unit within 24” may reroll any D6 it rolls once per phase.

Blind: Witchfire. Range: 24” S: - AP: - Type: Assault 1, Blind


Tower: You may only purchase units with the Tower special rule. Units with the Tower special rule have the Adamantium Will and Stubborn special rules. Tower HQ Psykers have access to the Pyromancy and Telepathy Psyker Disciplines. They may each additionally choose one of the following powers in place of rolling for one:

Chain Lightning: Witchfire. Range: 36” S: 6 AP: 4 Type: Assault 3, Chain.
Chain: The closest unit that has not yet been hit (including friendly units!) suffers 2 automatic hits at S5 AP5. The next closest unit that has not yet been hit suffers 1 automatic hit at S4 AP6.

Hypnotize: Malediction: Target unit within 24” and suffers a Leadership Test. If it fails, gain control of it as if it was part of your army until the end of the turn. At the end of your turn, if it is locked in combat with a unit its owner controls, that combat ends with no penalties to either unit; they both consolidate and act normally on your opponent's turn.


Inferno: You may only purchase units with the Inferno special rule. Units with the Inferno special rule have the Fear and Hit and Run special rules. Inferno HQ Psykers have access to the Pyromancy and Telekinesis Psyker Disciplines. They may each additionally choose one of the following powers in place of rolling for one:

Inferno: Witchfire. Range: 24” S: 7 AP: 5 Type: Assault 1, Large Blast, Soulblaze

Disrupting Ray: Malediction. Target unit within 24” has its armor save reduced by 1. This power stacks with itself.


Necropolis: You may only purchase units with the Necropolis special rule. Units with the Necropolis special rule have the Fear and Fearless special rules. Necropolis HQ Psykers have access to the Biomancy and Telekinesis Psyker Disciplines. They may each additionally choose one of the following powers in place of rolling for one:

Death Ripple: No Type. Used in the Shooting Phase, Enemy units without the Necropolis special rule, or without a mark of Nurgle or without Nurgle in their name each suffer 3 S3 AP- hits.

Sorrow: Malediction. Target unit within 24” suffers a -2 Ld modifier, and loses the Fearless and Stubborn special rules if it has them.


Dungeon: You may only purchase units with the Dungeon special rule. Units with the Dugnoen special rule have the Furious Charge and Hit and Run special rules. Dungeon HQ Psykers have access to the Pyromancy Psyker Discipline. They may each additionally choose one of the following powers in place of rolling for one:

Lightning Bolt: Witchfire. Range: 36” S: 7 AP: 1 Type: Assault 1

Implosion: Witchfire. Range: 6” S: 10 AP: 1 Type: Heavy 1


Stronghold: You may only purchase units with the Stronghold special rule. Units with the Stronghold special rule have the Crusader and Fleet special rules. Stronghold HQ Psykers have access to the Divination and Telepathy Psyker Discipline. They may each additionally choose one of the following powers in place of rolling for one:

Berzerker: Malediction. Target unit within 24” must attempt to move as fast as possible toward and assault your closest unit each phase it is able to. In its Shooting Phase, if it is within 12” of your closest unit, it may not fire weapons that would prohibit it from assaulting, and it must target your closest unit. If it is outside of 12” to the closest unit, it must run toward it if possible.

Frenzy: Blessing. Target unit within 24” gains the Rage and Hammer of Wrath special rules, but loses its Armour Save.


Fortress: You may only purchase units with the Fortress special rule. Units with the Fortress special rule have the Infiltrate and Moves Through Cover special rules. Fortress HQ Psykers have access to the Divination and Telekinesis Psyker Disciplines. They may each additionally choose one of the following powers in place of rolling for one:

Counterstrike: Blessing. Target unit within 12” gains Counter Attack and claims the benefits of Defensive Grenades.

Stone Skin: Blessing. Target unit within 12” has its Toughness and Armour Save improved by 1.


Conflux: You may only purchase units with the Conflux special rule. Units with the Conflux special rule have the Daemon special rule. Conflux HQ Psykers have access to the every Psyker Discipline. They may each additionally choose one of the following powers in place of rolling for one:

Haste: Blessing. Units within 12” move as Beasts.

Slow: Malediction. Units within 12” suffer a -2” penalty to every movement they attempt.




In addition to your Faction special rules, HoMM3 models with A:X or Assault:X have a number of Attacks or Shots equal to their current Wounds.








CASTLE UNITS

Pikemen








WS BS S T W I A Ld Sv
Pikeman 3 2 3 3 1 3 X 8 5+
Halberdier 4 2 4 3 2 4 X 8 3+

Special Rules
Castle

Pike: A close-combat weapon with the following profile:
Weapon Range S AP Type
Pike - User 5 Melee, Ini +2

Halberd: A close-combat weapon with the following profile:
Weapon Range S AP Type
Halberd - +1 - Melee, Concussive

Archers








WS BS S T W I A Ld Sv
Archer 2 3 2 3 1 3 1 7 5+
Marksman 2 4 2 3 1 4 1 7 5+

Special Rules
Castle

Bow: A ranged weapon with the following profile:
Weapon Range S AP Type
Bow 24” 3 - Assault X

Crossbow: A ranged weapon with the following profile:
Weapon Range S AP Type
Crossbow 24” 4 5 Assault 2X

Limited Ammo 6: Models with Limited Ammo may only fire the number of times indicated by the proceeding number each game. If any model with Limited Ammo would fire in a unit, all models with Limited Ammo count as having fired as well for the purpose of Limited Ammo.


Griffons








WS BS S T W I A Ld Sv
Griffon 4 0 4 4 3 4 X 10 4+
Royal Griffon 4 0 4 4 3 5 X 10 3+

Special Rules
Castle

Always Retaliates: This model always gains the +1A from Counter Attack in the assault phase, even in subsequent rounds.

Flying: Models with Flying ignore dangerous terrain.

Swordsmen








WS BS S T W I A Ld Sv
Swordsman 4 3 4 3 2 4 X 9 4+
Crusader 5 3 4 3 3 4 X 9 3+

Special Rules
Castle, Crusader

Crusader's Swords: 2 master-crafted close-combat weapons. You may re-roll an additional missed hit at Initiative 1.

Double Strike: Crusaders make X additional attacks which strike at Initiative 1. They do not get an additional pile-in move from this; only engaged Crusaders gain these attacks.


















Monks








WS BS S T W I A Ld Sv
Monk 3 4 3 3 3 3 X 9 4+
Zealot 4 4 4 4 3 4 X 10 3+

Special Rules
Adamantium Will, Brotherhood of Psykers, Castle

Charged Bolt: Witchfire.
Weapon Range S AP Type
Charged Bolt 36” * * Assault 1, Commune

Commune: The Strength and AP for this attack are determined by the number of Monks and Zealots in the unit. Each Monk or Zealot increases the Strength and AP by 1, from S0, AP-. A Unit composed entirely of Zealots increases the number of shots by 1.

Cavaliers








WS BS S T W I A Ld Sv
Cavalier 4 3 5 4 4 4 1 10 3+
Champion 4 3 5 4 4 5 1 10 2+

Special Rules
Awesome Strike, Castle, Crusader, Furious Charge

Awesome Strike: This model does not have to roll for Charge distance; it may always charge up to 12”. It does not gain an additional attack for charging, but its first attack on the charge auto-hits.







Angels








WS BS S T W I A Ld Sv
Angel 6 6 6 6 6 6 X 10 3+
Archangel 7 7 7 7 7 7 X 10 2+

Special Rules
Castle, Daemon, Psyker (Mastery Level 1, Archangel Only)

Flaming Sword: Uses the following profile:
Weapon Range S AP Type
Flaming - User 2 Melee
Sword

Archangels have access to the Resurrection Psyker Power.

Castle Heroes








WS BS S T W I A Ld Sv
Cleric 4 5 5 5 4 4 3 10 3+
Knight 6 4 6 5 5 5 4 10 2+

Special Rules
Castle, Eternal Warrior, Hit and Run, Psyker (Cleric is Mastery Level 2, Knight is Mastery Level 1)








RAMPART UNITS

Centaurs








WS BS S T W I A Ld Sv
Centaur 3 3 3 4 1 4 1 7 5+
Centaur Captain 4 3 3 4 2 4 1 8 5+

Special Rules
Rampart


Dwarves








WS BS S T W I A Ld Sv
Dwarf 3 2 3 4 2 2 1 9 3+
Battle Dwarf 4 2 3 4 3 3 2 9 3+

Special Rules
Adamantium Will, Rampart

Refuse Psyker: Units composed entirely of Battle Dwarves Deny the Witch on a roll of 3+.

Elves








WS BS S T W I A Ld Sv
Wood Elf 3 4 2 3 1 5 1 8 4+
Grand Elf 3 5 2 3 2 6 2 9 4+

Special Rules
Limited Ammo 6, Rampart, Night Vision

Elven Bow: A ranged weapon with the following profile:
Weapon Range S AP Type
Elven Bow 24” 4 5 Assault 2

Snipers: Grand Elves have the Precision Shot special rule.

Pegusi







WS BS S T W I A Ld Sv
Pegasus 4 3 4 4 2 7 X 8 4+
Silver Pegasus 4 3 4 4 2 8 X 9 4+

Special Rules
Flying, Rampart

Psyker-Bane: Enemy Psykers suffer Perils of the Warp on rolls of Double 5's as well.

Dendroids







WS BS S T W I A Ld Sv
Dendroid Guard 4 2 4 5 3 2 2 9 3+
Dendroid Soldier 4 2 4 5 4 3 3 9 3+

Special Rules
Feel No Pain, Rampart, Slow and Purposeful

Entangle: Units which suffer at least 1 unsaved wound from a unit of Dendroids cannot move during their next turn.

Unicorns







WS BS S T W I A Ld Sv
Unicorn 5 2 6 5 3 5 X 10 3+
War Unicorn 5 2 6 5 4 6 X 10 3+

Special Rules
Rampart, Furious Charge

Unicorn Horn: A weapon with the following profile:
Weapon Range S AP Type
Unicorn Horn* - +1/User 2/3 Melee, Blind
*The first S and AP are only used on the charge.

Antipsyker Aura: Units within 6” of Unicorns (but not the unicorns themselves) gain +1 to their Deny the Witch rolls.


Dragons







WS BS S T W I A Ld Sv
Green Dragon 6 2 6 5 5 6 X 10 2+
Gold Dragon 7 2 7 6 6 8 X 10 2+

Special Rules
Adamantium Will, Daemon, Rampart

Psyker Immunity: This model never suffer any effects, beneficial or detrimental, from any Psyker Powers or abilities which use Warp Charge.

Flame Breath: Uses the following profile:
Weapon Range S AP Type
Flame Template User 2 Assault 1
Breath

Rampart Heroes








WS BS S T W I A Ld Sv
Druid 4 5 5 5 4 4 3 10 3+
Ranger 6 4 6 5 5 5 4 10 2+

Special Rules
Eternal Warrior, Hit and Run, Psyker (Druid is Mastery Level 2, Ranger is Mastery Level 1), Rampart








Tower UNITS

Gremlins






WS BS S T W I A Ld Sv
Gremlin 2 3 2 2 1 3 1 6 -
Master Gremlin 2 3 2 2 1 3 1 7 5+

Special Rules
Limited Ammo 3 (Master Gremlin Only), Tower

Gremlin Grenade: A weapon with the following profile:
Weapon Range S AP Type
Gremlin -/24” +1/4 5 Melee / Assault 1, Blast
Grenade

*Only Master Gremlins may use the profile after the /.

Gargoyles






WS BS S T W I A Ld Sv
Stone Gargoyle 3 2 3 3 1 5 1 7 5+
Obsidian Gargoyle 3 2 3 3 1 7 2 8 4+

Special Rules
Tower, Flying

Non-Living: This model is completely immune to all effects from the Biomancy and Telepathy disciplines, as well as Death Ripple and any Nurgle-Only psyker powers.

Golems






WS BS S T W I A Ld Sv
Stone Golem 3 3 3 4 2 2 1 8 4+
Iron Golem 3 3 3 4 2 3 2 9 3+

Special Rules
Non-Living, Tower

Improved Adamantium Will (Iron Golem Only): Iron Golems succeed on Deny the Witch attempts on a 3+.



Mages







WS BS S T W I A Ld Sv
Mage 4 4 3 3 2 4 X 10 4+
Arch Mage 4 5 4 4 3 5 X 10 3+

Special Rules
Psyker (Mastery Level 1), Tower

Arcane Beam (Archmagi Only): Witchfire.
Weapon Range S AP Type
Arcane Beam 48” 8 2 Assault 1, Beam

Arcane Bolt: Witchfire.
Weapon Range S AP Type
Arcane Bolt 36” 6 5 Assault X

Genies







WS BS S T W I A Ld Sv
Genie 4 2 6 3 2 5 X 9 4+
Master Genie 5 2 6 3 3 6 X 10 4+

Special Rules
Daemon, Psyker (Psyker Mastery 1, Master Genie Only), Tower

Daemonbane: This model always hits and wounds Daemons on a 2+. Daemons always hit and wound this model on a 2+.

Master Genies gain a randomly selected Blessing each turn from any discipline. First roll for discipline, then roll for power, ignoring powers which aren't Blessings.








Naga







WS BS S T W I A Ld Sv
Naga 6 2 5 5 3 5 X 10 3+
Naga Queen 6 2 7 5 4 6 X 10 3+

Special Rules
Rampage, Tower

No Retaliation: Enemies can never gain the benefits of Defensive Grenades or Counter Attack against this model. When this model charges, effects which would alter or replace their Initiative with a lower value are ignored.

Giants







WS BS S T W I A Ld Sv
Giant 4 2 8 6 4 5 X 10 3+
Titan 5 5 8 8 6 7 X 10 2+

Special Rules
Tower, Limited Ammo 8 (Titans Only)

Telepathy Immunity: This model never suffers any effects from Psychic Powers from the Telepathy Discipline.

Lightning: Uses the following profile:
Weapon Range S AP Type
Lightning 48” 7 2 Assault 1, Interceptor,
Skyfire








Tower Heroes








WS BS S T W I A Ld Sv
Alchemist 4 5 5 5 4 5 4 10 3+
Wizard 3 5 4 5 4 4 3 10 3+

Special Rules
Eternal Warrior, Hit and Run, Psyker (Alchemist is Mastery Level 2, Wizard is Mastery Level 3), Tower

This message was edited 1 time. Last update was at 2012/07/17 22:30:56


Pit your chainsword against my chainsw- wait that's Heresy. 
   
Made in au
[MOD]
Not as Good as a Minion






Brisbane

chrisrawr wrote:Without further adieu, I propose we work on this because HoMM3 is awesome.


I clicked on this so damn fast...loved this game. And get cracking on rampart dammit, they were the most fun to play.

I wish I had time for all the game systems I own, let alone want to own... 
   
Made in ca
Shas'ui with Bonding Knife





Rampart and Tower added.

Pit your chainsword against my chainsw- wait that's Heresy. 
   
Made in ie
Jovial Junkatrukk Driver





Angloland

cool idea, i played this game a lot a while back.

motyak wrote:[...] Yes, the mods are illuminati, and yakface, lego and dakka dakka itself are the 3 points of the triangle.
 
   
Made in ca
Shas'ui with Bonding Knife





As a side note, Skeleton Archers and Skelecopters will be present.

SKELECOPTERS AFTER THE BREAK
Spoiler:




Automatically Appended Next Post:
Zombie

Zombie ws2 bs0 s3 t3 w2 i2 a1 ld5 sv 5+
Walking dead ws3 bs0 s3 t3 w2 i3 a2 ld7 sv4+

Feel no pain, Necropolis, slow and purposeful

Plagued (walking dead only): units which suffer at least 1 unsaved wound from a walking dead have their strength and toughness reduced by 1.

Wights

Wight ws3 bs0 s4 t3 w2 i4 a2 ld8 sv5+
Wraith ws4 bs0 s4 t3 w2 i5 a3 ld8 sv5+

Flight, It will not die, necropolis

Vampires

Vampire ws4 bs0 s4 t4 w2 i4 aX ld8 sv4+
Vampire lord ws4 bs0 s4 t4 w2 i5 a2 ld8 sv4+

Flight, necropolis, no retaliation

Vampirism (vampire lord only): units composed entirely of vampire lords regain 1 wound for every 2 wounds they inflict; allocate these regained wounds as you please, up to each models' maximum. If there are remaining wounds after each vampire lord is at full wounds, you may bring a vampire lord from that unit back from being a casualty.

Liches

Lich ws4 bs4 s5 t4 w3 i4 aX ld8 sv4+
Power lich ws4 bs5 s5 t5 w3 i5 aX ld9 sv4+

Fearless, Limited ammo 4 (6 for power lich), necropolis, psyker (mastery level 1, power lich only)

Power lich has access to death ripple.

Black knights

Black night ws6 bs0 s5 t5 w4 i5 aX ld9 sv3+
Dread night ws6 bs0 s6 t5 w4 i6 aX ld10 sv3+

fearless, Necropolis

Dread curse: models that suffer unsaved wounds from dread knights must reroll successful to-wound rolls for the rest of the game.

Bone dragons

Bone dragon ws5 bs0 s5 t5 w4 i5 aX ld10
Ghost dragon ws5 bs0 s6 t5 w4 i5 aX ld10

Fearless, necropolis

Ageing: unsaved wounds inflicted by ghost dragons inflict instant death.

Stronghold

Goblins

Goblin ws4 bs0 s2 t2 w4 i4 aX ld6 sv-
Hobgoblin ws4 bs0 s2 t3 w5 i5 aX ld7 sv-

Rage, Stronghold, swarm

Wolf riders

Wolf rider ws4 bs0 s3 t3 w2 i5 a2 ld6 sv6+
Wolf leader ws4 bs0 s3 t4 w2 i6 a2 ld7 sv6+

Doublestrike, stronghold

Orcs

Orc ws3 bs3 s3 t3 w1 i3 a1 ld7 sv5+
Orc chieftain ws3 bs4 s3 t3 w2 i4 a2 ld8 sv5+

Stronghold

This message was edited 3 times. Last update was at 2012/07/18 04:38:53


Pit your chainsword against my chainsw- wait that's Heresy. 
   
Made in au
Liche Priest Hierophant







Oh god, hell yes! HoM&MIII was my favourite of the series, even more than 4! (which I loved greatly)
   
Made in ca
Shas'ui with Bonding Knife





I got hung up looking at pictures of skeletons while doing necromancers. I might also be porting HoMM3 directly to the new wargame system I'm sort of cobbling together in an attempt to showcase its versatility in a battle against Warhammer 40K units. What I'm trying to say is, I herd you leik gorgons, so we put some gorgons in your gorgons so you can shoot gorgons while you shoot gorgons.

Pit your chainsword against my chainsw- wait that's Heresy. 
   
Made in ca
Heroic Senior Officer





Krieg! What a hole...

*insert rabid fanboyism towards castle here*

Loved that game as well, might I suggest you use the weekly recruitement values for units?

So 17-18 pikeman/halberdier 14 grffiin (17 with the special) 8 swordsmen etc.

Edit: Heroes? Will they be there?

This message was edited 1 time. Last update was at 2012/07/23 07:07:48


Member of 40k Montreal There is only war in Montreal
Primarchs are a mistake
DKoK Blog:http://www.dakkadakka.com/dakkaforum/posts/list/419263.page Have a look, I guarantee you will not see greyer armies, EVER! Now with at least 4 shades of grey

Savageconvoy wrote:
Snookie gives birth to Heavy Gun drone squad. Someone says they are overpowered. World ends.

 
   
Made in ca
Shas'ui with Bonding Knife





Great minds think alike; I was initially going to have Unit Size be weekly recruitment = Wounds, but it broke down when I made the T5/6/7 units and realized they'd be useless with so few per unit // broke the unit size entirely.

Yes, I intend to have 2 Iconic heroes from each faction for each type (Caster/Fighter).

Pit your chainsword against my chainsw- wait that's Heresy. 
   
Made in gb
Rampaging Furioso Blood Angel Dreadnought




Potters Bar, UK

Awesome idea!

feel this would work better in WHFB (obviously), but i can (sort of) see it working here....

inmygravenimage wrote:Have courage, faith and beer, my friend - it will be done!
MeanGreenStompa wrote:Anonymity breeds aggression.
Chowderhead wrote:Just hit the "Triangle of Friendship", as I call it.
 
   
Made in ca
Shas'ui with Bonding Knife





I wish vassal had a fb module :C

Pit your chainsword against my chainsw- wait that's Heresy. 
   
Made in gb
Rampaging Furioso Blood Angel Dreadnought




Potters Bar, UK

Agreed, so so much....

inmygravenimage wrote:Have courage, faith and beer, my friend - it will be done!
MeanGreenStompa wrote:Anonymity breeds aggression.
Chowderhead wrote:Just hit the "Triangle of Friendship", as I call it.
 
   
 
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