Link in Warhammer Fantasy Mk3

It's not Breath of the Wild Link we're playing as though (BotW Link never got most of the magical items the first post notes as absent, for one), and also it wasn't the master sword itself that caused it - BotW Link got said sword at literally the start of his heroing career, whereas most Links have already had the time to get used to the pressure by the time they get ahold of the magical/divine artifact older than civilization itself.

Honestly, we've got no indication either way whether the Link we're playing as can talk or not.

Other than. Y'know. The QM-provided Vote option that explicitly has us talk. Unless aranfan's pulling some "say apple" thing on us, I think it's safe to say this Link is able to talk.
I'm willing to accept that he could. But I'm under the impression it would just generally be more entertaining if he simply never did anyways.

On a completely separate note, what the heck do those stats mean? I've tried googling it, but I can't figure out what to google to actually get a breakdown of how stats work in Warhammer Fantasy Battle, so I've got not a clue as to how good/bad Link is.
 
On a completely separate note, what the heck do those stats mean? I've tried googling it, but I can't figure out what to google to actually get a breakdown of how stats work in Warhammer Fantasy Battle, so I've got not a clue as to how good/bad Link is.
A average soilder would get one meaningful hit for every 64.8 turns.
He can kill an average of 2.2 repeating soilders a turn. There are very few things that soilder could do to change that second number.

Edit: On Epona, take that first number and double it.
Edit 2: *5/6.
 
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A average soilder would get one meaningful hit for every 64.8 turns.
He can kill an average of 2.2 repeating soilders a turn. There are very few things that soilder could do to change that second number.

Edit: On Epona, take that first number and double it.
Alright. So he'd basically just mow down a bunch of mooks. But what do the numbers/letters actually mean? How do the mechanics work?
 
[x]dismount while visibly keeping your hands away from your equipment. hold your hands before you to show they are empty and offer a greeting before giving your name while gesturing towards yourself.
 
[x]dismount while visibly keeping your hands away from your equipment. hold your hands before you to show they are empty and offer a greeting before giving your name while gesturing towards yourself.
 
Alright. So he'd basically just mow down a bunch of mooks. But what do the numbers/letters actually mean? How do the mechanics work?
Stats
|M:3|WS:10|BS:10|S:9|T:4|W:4|I:8|A:4|Ld:10|
Troop Type: Infantry

Wounds Taken: 0

...

Pinnacle of Courage: Passes all leadership tests automatically

Saves:

Parry Save: 6+
Armor Save: 3+
Ward Save: 4+
Regen Save: N/A
[/spoiler]
M: is movment it determines how fast you can walk and run.
4 is human, 3 is dwarf, 5 is elf.

WS (weapon skill): Determines how likely you are to hit or be hit by someone.
How that math works out is simple, but easier to explain in a chart.
10 is for the greater daemons of the god of blood and violence. No mortal reaches it without magic.

BS (Balistic skill): How likely you are to hit someone with a ranged weapon. You take a d6 and roll, adding your BS to your dice and subtracting circumstantial penalties. The target is 7 (1 always fails and 6 always succeeds) Anything more then BS: 5 is a buffer against circumstances.

S (strength): Strength determines how much armor resists you and what you have to roll to wound after you hit the target.
S+1<T: 6+
S+1=T: 5+
S=T: 4+
S=T+1: 3+
S>T+1: 2+
(At strength 9 enemy armor is irrelevant)
4 is peak human. 9 is a T-Rex wielding a great sword.

T (Toughness):
Toughness is how resistant you are to wounds. (see above)
4 is peak human.

W (wounds):
HP
3 is peak human 4 is a notable ogre

I (initiative): Determines who attacks first in melee. Highest goes first.
8 is demon prince level.
~6 is peak human.

A (attacks): How often you attack the enemy a turn.
4 is peak human.

LD (Leadership): Is morale-ish, it is a bit more complicated.
10 is for kings of nations.
This is superseded by a special rule, so we always pass.

Saves are after checking if you get wounded
You roll and if you surpass the number you don't get wounded. 1+ is the best, 6+ exists.

Parry is for having a shield.

Armor is the easiest to add, but is lost against strength.
Every point above three removes one point of armor. ( 1+ -> 2+ -> 3+ ...)

Ward is (usually) irremovable and refers to miscellaneous saves. Dodging, gods favor, demonic toughness...
4+ is high for a ward save.

Regen is a ward save that is removed by flaming weapons.

edit: Combat goes roll to hit, roll to wound, then your choice of save. (Aranfan uses a modified system where all saves are used.)
 
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M: is movment it determines how fast you can walk and run.
4 is human, 3 is dwarf, 5 is elf.

WS (weapon skill): Determines how likely you are to hit or be hit by someone.
How that math works out is simple, but easier to explain in a chart.
10 is for the greater daemons of the god of blood and violence. No mortal reaches it without magic.

BS (Balistic skill): How likely you are to hit someone with a ranged weapon. You take a d6 and roll, adding your BS to your dice and subtracting circumstantial penalties. The target is 7 (1 always fails and 6 always succeeds) Anything more then BS: 5 is a buffer against circumstances.

S (strength): Strength determines how much armor resists you and what you have to roll to wound after you hit the target.
S+1<T: 6+
S+1=T: 5+
S=T: 4+
S=T+1: 3+
S>T+1: 2+
(At strength 9 enemy armor is irrelevant)
4 is peak human. 9 is a T-Rex wielding a great sword.

W (wounds):
HP
3 is peak human 4 is a notable ogre

T (Toughness):
Toughness is how resistant you are to wounds. (see above)
4 is peak human.

I (initiative): Determines who attacks first in melee. Highest goes first.
8 is demon prince level.
~6 is peak human.

A (attacks): How often you attack the enemy a turn.
4 is peak human.

LD (Leadership): Is moraleish it is a bit more complicated.
10 is for kings of nations.
This is superseded by a special rule, so we always pass.

Saves are after checking if you get wounded
You roll and if you surpass the number you don't get wounded. 1+ is the best, 6+ exists.

Parry is for having a shield.

Armor is the easiest to add, but is lost against strength.
Every point above three removes one point of armor. ( 1+ -> 2+ -> 3+ ...)

Ward is (usually) irremovable and refers to miscellaneous saves. Dodging, gods favor, demonic toughness...
4+ is high by for a ward save.

Regen is a ward save that is removed by flaming weapons.

edit: Combat goes roll to hit, roll to wound, then your choice of save. (Aranfan uses a modified system where all saves are used.)
That's super informative, thank you. Little confused by the chart though. Is that what you have to roll to hit?
 
That's super informative, thank you. Little confused by the chart though. Is that what you have to roll to hit?
Compares atrackers WS to enemy's to determine what is needed to hit.
If they are not a bloodthirster, we hit on a 3+. If they have less then half our ws stat, they hit on a 5+. Otherwise 4+ for both.

Do his stats change while riding Epona?
+1 armor (2+), loses the parry save. Epona also gets an attack. Move would be 7(?).

Edit: Epona and Link keep seperate profiles. We just use the horse's move.
 
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[X] Tell them you don't understand them and wait
Adhoc vote count started by EyeOfSauron on Mar 13, 2019 at 8:34 PM, finished with 65 posts and 16 votes.
 
I'm probably not going to be able to get the update out tonight.
Adhoc vote count started by Aranfan on Mar 13, 2019 at 9:07 PM, finished with 65 posts and 16 votes.
 
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