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Warcry - Challenge The Void PDF
Warcry - Challenge The Void PDF
Warcry - Challenge The Void PDF
Warcry: Challenge the Void is unofficial Fan Content. Not approved/endorsed by Games Workshop. Portions of the materials
Assign Abilities: Void Fighters should each be assigned abilities that they are most likely to
use from their faction-specific card and the universal card. Use the following guidelines when
assigning abilities to void fighters.
● Note which abilities refer to the value of the die roll spent. These are Value Based
abilities, and influence how the void-player spends wild dice.
● Note which abilities either can’t be used, or won’t have any effect in the game you are
about to play (for example if the warband doesn’t contain any fighters with the right
keyrune required, or if the terrain is too short for an ability to work, etc). These are not
viable abilities and won’t be assigned to fighters or used by the Void player.
● When assigning abilities to fighters, they should be assigned in the order listed below.
The order that abilities appear on your notes for each void fighter matters, as fighters will
always try to use abilities listed in their notes from the top-down.
1. Assign all runemarked abilities from your faction specific-card to fighters with the
appropriate runemark (in the order they appear on the card).
2. Assign faction-wide and universal abilities until each void fighter has at least one
Double, Triple, and Quad ability. Assign the most effective abilities to each
fighter.
Threat Range: This represents a range of distances that the fighter would prefer to make
attacks from. The low-end of a fighter’s threat range is equal to the shortest range of their most
effective weapon in inches (not counting abilities). The high-end of a fighter’s threat range is
equal to the max range of their longest range weapon (also not counting abilities).
Starting a Game
Battle Groups: When dividing Void Fighters into battlegroups, they are organized into shield,
dagger, and hammer as follows.
1. Randomly assign 1/3rd of the fighters to shield.
2. Randomly assign 1 fighter each to dagger and hammer.
3. Assign the remaining fighters randomly to battlegroups one at a time, without assigning
more than half of the fighters to any one battle group.
Victory/Objectives: Narrow down the possible objectives to just ones that the Void Player can
accomplish by destroying your fighters. The included tables aren’t designed to chase treasures,
protect fighters, or guard areas. Alternate tables for different kinds of objectives could be
developed in a future version if there is proper demand, but in the meantime, remove any victory
cards that aren’t combat focused before using the deck.
Terrain: I recommend using the terrain cards to determine the layout of your battlefield. It may
also provide some additional challenge to use deployment, twist, and victory cards (excluding
objectives as outlined above).
Chaotic Beasts: If a scenario calls for Chaotic Beasts to be used, they should also use the
behavior table rules when activated. Chaotic Beasts will treat both the player and the void player
as if they were enemies, and will activativate last each turn (after all other fighters have
activated).
Deployment: When deploying a Void Battle Group, deploy one fighter as close to the center of
the zone as possible. Deploy additional fighters 1” away from each other in a semi-random way
while staying within the limits of the deployment zone (scatter dice or spinning a pen to
determine direction). If a Void Fighters can deploy on more than one level due to terrain, decide
at random what level the fighter is deployed on.
Converting High or Low: When the void player converts a single, double, or triple and there is
more than one roll that can be converted, it always converts the highest roll if there are any
value-based abilities usable at its new level. Otherwise, the lowest roll is converted.
Activation Order: When the Void Player chooses fighters to activate, it activates fighters that
are within 1” of enemy fighters first in a random order. If there are no fighters that are within 1” of
an enemy, it activates a random fighter.
Rolling: When a Void Fighter activates, roll 2D6 and compare the total result with the behavior
table that corresponds to the fighter’s Archetype keyword. Then, if the fighter’s Position doesn’t
match the row that you rolled, modify the roll up or down as specified by the table until you find
a row with a Position that matches.
Position: A position keyword should match up with where the fighter is on the battlefield.
Sometimes many of these positions apply to any given fighter, which is why we roll. The position
keywords are as follows...
● “Too Close” is when the Void Fighter is closer than their Threat Range’s low value.
● “Too Far” is when the Void Fighter is outside their threat range from visible enemies.
● “Threatening” is when the Void Fighter is at or within their threat range.
● “Hidden” is when no enemies can draw line of sight to the fighter
● “Open” is when the fighter has no cover against the closest viable target
● “Bloodied” fighters have suffered at least half of their total wounds.
● “Any” fighters can be in any position for this action chain
Action Chain: Once you’ve settled on the correct Behavior Table row, we go through the Action
Chain of that row. The Void Fighter performs the first action listed that the fighter can perform,
skipping any actions that they cannot perform. If the fighter has actions left, they perform the
next action in the row, also skipping actions that they can’t perform. Repeat until the fighter has
no actions left. If you reach the end of the chain and the fighter has actions left, move up or
down the table to the next row as specified by the table.
“Or” Actions: Sometimes you’ll have a single action entry with two possible actions. If you
cannot perform the first action, you perform the second one but not both. For example, if the
table prompts you to “Disengage or Move” then the Void Fighter will Disengage if they were
Engaged. Otherwise they’ll Move (if possible). The fighter won’t do both unless “Move” is the
next action in the chain.
Abilities: When an Ability appears in the action chain, it will always appear first. Go through the
abilities assigned to the fighter in the order they are listed before their first action to see if any of
them can have an effect, and if so perform it. If none of their assigned abilities can have an
effect, repeat this process after their first action, and again after their 2nd action. When there is
more than one roll that could be used, use the highest for a Value Based ability, otherwise use
the lowest. Void Fighters won’t spend a quad or triple on a lower ability.
Resolving Attacks: When resolving “attack” actions for a Void Fighter, follow the steps below.
1. If it is within 1” of enemy fighters, it must attack one of those fighters at random.
2. If it is not within 1” of enemy fighters, it will attack a fighter that is easier to wound over
other possible fighters.
3. If there are several possible targets that are equally easy to wound, Void Fighters will
attack the closest ones. Resolve any ties with a roll-off.
Movement: When the behavior table prompts you to move a Void Fighter, it uses a keyword to
describe how t hey should move. These movements are always in-relation to other fighters and
the battlefield to help create the sense that Void Fighters are reacting to your strategies.
● Aggressive: move the fighter as close to their nearest visible enemy as possible, or
nearest enemy if none are visible.
● Defensive: move the fighter as far away from as many visible enemies as possible with
a single move. To determine the ideal end-point, you can measure a radius equal to the
move value of the fighter and find a point within that radius that’s as far away from as
many enemies as possible, without moving within 1” of an enemy. Movement from a
disengage should be resolved in the same way as Defensive move.
● Take Cover: move this fighter towards the nearest position that provides them cover or
blocks line of sight to the nearest visible enemy. If there are no such positions on the
battlefield, or the fighter already has cover/is out of line of sight, skip this action.
● Re-Group: move this fighter as close as possible to a friendly visible Void Fighter. If
there are no visible friendlies, the fighter treats this action as impossible (skip it in the
action chain).
● Wander: move the fighter in a random direction as determined by the scatter die,
spinning a pen, or some other method.
Note on movement: A Void Fighter will always take the fastest route over the most-direct route,
but will also avoid dangerous terrain. If moving in a straight line causes a fighter to hit a wall or
obstacle, they will attempt to navigate around if that means being closer to their intended
end-point. If the end-point is impossible to reach, the fighter will get as close to that point as
they can. Fighters can even climb and jump (risking impact damage) if it gets them closer to
their destination.
The Spirit of the Rule: For this gameplay mode to be a challenge, you must do your best to
adhere to the spirit of these rules regarding movement. When moving Void Fighters, consider
what conscious decisions a living player might make regarding movement. When more than one
end-point can serve the type of movement action, place the Void Fighters in positions where
they will be more effective or harder to attack.
Chosen: When a Chosen fighter’s roll doesn’t match their position or if they have reached the
end of the chain and have actions remaining, move up the table if it is turn 1 or 2. Turn 3 or later
you move down the table instead. If you are already at the end of the table, re-roll.
Warrior: When a Warrior fighter’s roll doesn’t match their position or if they have reached the
end of the chain and have actions remaining, move up the table if it is turn 1 or 2. Turn 3 or later
you move down the table instead. If you are already at the end of the table, re-roll.
Minion: When a Minion fighter’s roll doesn’t match their position or if they have reached the end
of the chain and have actions remaining, move up the table if it is turn 1 or 2. Turn 3 or later you
move down the table instead. If you are already at the end of the table, re-roll.