This action might not be possible to undo. Are you sure you want to continue?
Phìl Barker, Oonald |eatherstone and Mì chael Moorcock
whose fault ìt allis
C Game� Workshop Ltd I984
A G� WOK HHLJ
Fantasy Battle Cames
The F|eld of Battle
Muster|ng Your Troops
The Turn Sequence
Routs and Rally|ng
Po| nts values
Champ| ons and Heroes
Sk| rm|sh Format|on
Eng| nes of war
Fly|ng Creatures and A|rborne Attacks
F|ght|ng a Campa|gn
Characters as Casualt| es
CHLL¡15. warhammer Rules by R|chard HaI| |well, Byran Ansel l and R| ck
Pr|estley. Box art by John Blanche. Book covers by Tony Ackland and John
Blanche. lnternal | l lustrat|ons by Tony Ackland, John Blanche and Dav|d Andrews.
Cardboard Characters by John Blanche. Des|gn and layout by Joanne Podosk| .
Magn| f|cent Sven scenar|o dev|sed by R|chard Hal!|well.
All of whom would l|ke to extend the|r thanks to all of the warhammer players who
have helped play test th|s new ed|t|on, and who have contr|buted the|r valued
comments and many excellent | deas.
� ����� ������
�� ������ �� ���
For many years now wargamers have re-enacted the famous battles
of h|story us|ng deta|led model troops accurately and carefully
pa|nted to represent the warr|ors of anc|ent Creece and Rome, the
combatants of med|eval t|mes, the flamboyant arm|es of the I8th
and Iºth centur|es and the forces of ww2.
Fantasy gam|ng |s a relat| ve newcomer amongst the venerable
ranks of model warfare. The stor|es of authors |nclud|ng J.R. R.
Tolk|en, M|cheal Moorcock, Robert £. Howard and others have
done much to br|ng the genre to the publ|c attent|on. Not un-
naturally many 'h|stor|cal' wargamers became |nterested |n the
wholly d|fferent poss|b|l|t|es of a fantasy based wargame, and
began to f|ght out games us|ng h|stor|cal troops, but |n unh|stor|cal
sett|ngs. Hybor|a, the world of Robert E. Howard's Conan, |s one
med|eval style env|ronment that prov|ded an | deal wargames
background, w| th a map, plenty of massed battles, m|ghty heroes,
dark sorcerors and fearsome monsters. Most popular of all, and the
|nsp|rat|on for a whole generat|on of games, were the works of
J. R.R. Tolk|en, espec|ally The Lord of the R|ngs tr|logy.
Today the amaz|ng popular|ty of fantasy based games means that
battlegamers and modellers have never had such a cho| ce of
models, games and game-play a| ds. Few people now consc|ously
re-enact famous works of f|ct|on, rely|ng | nstead on |nd| v| dual
|mag|nat|on, and modell|ng sk|ll. A v|s|t to any one of the dozens
of game convent|ons held throughout the¸ country w|ll reveal the
degree of ded| cat|on and h| gh art|stry that goes | nto the mak|ng of
a m| n|ature fantasy battle. Confl|ct and mayhem are created on
the tabletop before the eyes of fasc|nated spectators, lumber|ng
monsters prowl dark woods, ev|l gobl|ns stalk haunted caverns,
wh|lst hero|c warr|ors and the forces of men f| ght on w| th swords,
axes, spears and the weapons of anc|ent or med| eval t|mes.
warhammer was or|g|nally publ |shed |n Iº8J by C|tadel M|n|atures.
It was the f|rst game to spec|f|cally cater for the gamer who
w|shed to enact large battles w| th tens or hundreds of models
rather than just one or two heroes and monsters. At once the game
surpassed the |n|t|al expectat| ons of authors and publ|shers al|ke,
and went |nto several repr|nts w|th|n the space of a year.
To accompany warhammer an add| t| onal set of rules called lorcs
of lætæy was released |n Iº84, wh|lst further art|cles and
scenar|os cont|nued to appear |n White` Oæf magaz|ne and the
Th|s new ed| t|on of warhammer Fantasy Battle Rules comb|nes the
or|g|nal warhammer and some elements from the Forces of
Fantasy set, and has been extens| vely rev|sed and updated
follow|ng adv|ce and suggest| ons from players. Owners of the
or|g|nal warhammer game w| ll not|ce many changes and
|mprovements throughout the rules, |nclud|ng more clar| f| cat|on on
s ome po|nts and |mportant changes | n overall presentat|on.
The authors of warhammer have also produced a compan|on set,
Wæhammer lætæy Ho¡eP¡ay¡ wh|ch deals w|th |nd|v| dual
adventure, s|ngle combat, and small scale games. Further
supplements be|ng prepared for publ| cat|on |nclude Hogm1radr -
futur|st|c warfare and Lmtria - a whole cont|nent of adventure.
THE FANTASY BATTLE RULES
warhammer compr|ses of J volumes, Combat¡ magic and the Uatt¡e
The Combat volume conta|n rules d| v|ded |nto three sect|ons,
Uæic¡ Advæcd and Lyrt. The Bas|c set prov| des the gamer
w| th all the essent|al rules and |nformat|on needed to enact a
warhammer Came. The Advanced sect|on prov| des exper| enced
players w| th a select|on of alternat| ve rules, wh|ch can be used to
expand the game. The Expert sect|on compr|ses of further rules
and suggest|ons wh|ch very exper| enced players m| ght l|ke to try
out, or use as |deas for the|r own rule |nnovat|ons.
The Mag|c volume |ntroduces w| zards and mag| c | nto warhammer.
Full rules are | ncluded to enable players to use mag|c on the
battlef|eld, |nclud|ng a large select|on of spells and mag|cal
The Battle Best|ary | s the handbook of the many w|erd creatures to
be found |n the warhammer game. Cop|ously |llustrated and full of
v| tal |nformat|on, the Battle Best| ary g| ves stat|st|cs and spec| al
rules for all sorts of creatures and monsters.
The warhammer Fantasy Battle Rules may be used to play out any
sort of game, from a small ambush to a huge and terr|fy|ng fantasy
battle._ we have tr|ed to keep the mechan|sms as stra|ghtforward
and flu|d as poss|ble, leav|ng enough room to enable the
exper|enced gamer U |nvent or |nnovate.
warhammer has been des| gned around a scale of I tabletop |nch ¬ 2
metres of real d|stance, d|stances are normally expressed |n | nches
w| th|n the rules . There | s no reason why you shouldn't adapt th|s
scale to su|t the s|ze of your play|ng area should you w|sh to do so.
Each model generally represents a s|ngle man, monster, war-
eng| ne, char|ot, bu|ld|ng or whatever. In a swarm of small
creatures or | nsects each model represents IOO creatures, or IO,OOO
M|ss|le ranges and effect| veness have been calculated from the
bas|s of an |nd|v|dual shoot|ng a s|ngle shot at a s|ngle target.
Most h|stor|al wargames rules calculate from a bas|s of massed
ranks f| r|ng many t|mes at massed targets. Because of th|s
warhammer ranges and effect| veness are relat|vely low, but we
bel| eve th|s |s both more accurate and results |n a better game.
Apart fro|n the warhammer ruÌes and a seÌect|on of modeÌs and
scenery, you w|ÌÌ need d|ce, ruÌers, scrap paper and penc|Ìs.
NormaÌ d|ce, or D6's, are used dur|ng combat, and |t | s a good | dea
to have at Ìeast a dozen of these. A cup w|ÌÌ make a usefuÌ shaker.
Cames are usuaÌÌy fought between two oppos|ng s| des, each s|de |s
represented by one or more pÌayers. For Ìarger games |t |s
conven|ent to have more than one pÌayer on each s|de, as th|s
makes d| ce throw|ng and troop movement qu| cker and eas|er. The
co-commanders can agree to d| v| de the| r forces between them as
If you are to f|ght a fantasy battÌe you w|ÌÌ need an extra person
caÌÌed the Cames Master, usuaÌÌy referred to s|mpÌe as the CM. He
w|ÌÌ act as an ump|re or referee, and |t |s h|s task to enforce the
ruÌes of the game, |nterpret|ng them where necessary. The CM
shouÌd make sure the pÌayers have enough d|ce, penc| Ìs, paper and
any other | tems needed dur|ng the game.
lt |s poss|bÌe to f| ght a battÌe w| thout a CM, so Ìong as the pÌayers
are w|ÌÌ|ng to co-operate a Ì| ttÌe, adopt a reasonabÌe attitude and
are honest |n the|r record keep| ng.
The warhammer Cames System uses a number of d| fferent and
attract|veÌy shaped d|ce, as weÌÌ as the normaÌ s|x s|ded d|ce w| th
wh|ch we are aÌÌ fam|Ì|ar. PÌayers w|ÌÌ f|nd |t usefuÌ to have at
Ìeast one exampÌe of the 4 s| ded, 8 s| ded, IO s| ded, I2 s| ded, and 2O
s|ded d| ce. You w|ÌÌ need a number of 6 s| ded d| ce, preferabÌy
about a dozen.
The standard notat|on |s to wr|te ' D' for d|ce, foÌÌowed by the
number of s|des. So a D4 |s a 4 s|ded d| ce, a D6 |s a 6 s|ded d| ce
and so on.
Somet|mes you w|ÌÌ need to roÌÌ more than one d|ce of a k|ng. Th|s
|s | nd| cated by a number preced|ng the D. For | nstance, 2D8 means
you throw two D8s and add the scores together. You can throw one
D8 tw| ce | f you are short of d| ce. The foÌÌow|ng exampÌes
|ÌÌustrate the method.
D|ce roÌÌed Score Procedure ResuÌt
JL¤ J D4s I, J, 2 Add the scores 6
ZLó 2 D6s 2, 5 Add the scores 7
Somet|mes you w|ÌÌ need to add or subtract, or modify, the d|ce
score. For exampÌe D6+I, th|s means throw a D6 and add I to the
resuÌt. JD4+2 means throw J D4s, add the scores and then add 2 to
the comb|ned resuÌt.
Lverybody knows how to throw a D6 - the score |s the number
fac|ng upwards when the d|ce has been roÌÌed. The D8, DIO, DI2
and D2O are read |n exactÌy the same way.
Scores are 5, 7, º , I2 and I5.
The D4 |s pyram| d shaped, and so has no upper surface. The score
|s the number on the base edge of the pyram| d.
Score |s 4
\HE F|ELD OF 6A\\LE
Before start|ng a warhammer game you w|ÌÌ need to set up the
f|eÌd of battÌe. You w|ÌÌ requ|re a fa|rÌy Ìarge tabÌe or area of
fÌoor to f| ght on, 6' by 4' |s the | deaÌ s|ze for a modest game. Many
gamers | mprov|se qu|te sat|sfactoraÌÌy us|ng the d|n|ng room tabÌe.
Hav|ng cÌeared an area, the CM or pÌayers may then pÌace the
modeÌ scenery, | ncÌud|ng woods, h|ÌÌs, r| vers and bu|Ìd|ngs.
If you have aÌready seen the eÌaborate and deta|Ìed set-ups of other
gamers, you w|ÌÌ have a good | dea of what to a|m for. I f not, then
the photos and draw|ngs | n th|s book shouÌd g|ve you a good | dea of
the var| ous effects that can be ach|eved.
Scenery usuaÌÌy compr|ses of the foÌÌow| ng |tems O types, aÌthough
you are free to | nvent your own w| erd fantasy scenery shouÌd you
w| sh. There |s no Ì| m| t to what you can do to prov| de an
| nterest|ng and demand|ng sett| ng for a game. The foÌÌow|ng
scenery types have been g| ven standard s| zes, wh|ch are¯used to
determ| ne the amount of scenery on the tabÌe.
mi¡¡s are one of the most usefuÌ scen| c | tems, troops stood on I|ÌÌs
rece| ve a combat advantage and can see over the heads of troops |n
front. H|ÌÌs can be made from poÌystyrene ce|Ì|ng t|Ìes cut to
shape, or even books p|Ìed on top of each other to get the r| ght
effect. H|ÌÌs have to be made | n steps so that modeÌs w| ÌÌ stand on
them. A s| ngÌe h|ÌÌ as an | tem of scenery shouÌd measure
approx| mateÌy 6" x 6", but two or more h| ÌÌs can be pÌaced s|de by
s| de to produce a Ìong r| dge.
Litches¡ Ì|ke waÌÌs, prov|de 'hard cover' for troops occupy|ng them.
It |s assumed d| tches are shaÌÌow enough to aÌÌow m|ss|Ìes to be
f|red normaÌÌy from them. Troops attack| ng a d| tch have the
advantage of be| ng on a h| gher ÌeveÌ than the|r opponents. A
sect|on of d| tch |s I" w| de and I2" Ìong and may be spÌ| t up |nto
smaÌIer sect|ons |n the same way as hedges and waÌÌs. On the
wargames tabÌe d|tches are hard 1o represent, and perhaps the best
method |s to cut str|ps of card 2" w|de and as Ìong as your sect|on.
Then use pÌast|cene to bu|Ìd up a sÌope on the front and rear of the
d| tch, Ìeav|ng a I" gap down the centre wh|ch forms the d|tch
Mqes prov| de 'soft' cover for troops beh|nd them. Hedges can be
bought from your ÌocaÌ modeÌ shop, or home made us| ng sponge cut
| nto sect| ons. A hedge |s assumed to be I" w| de and I2" Ìong,
aÌthough the hedge can be spÌ| t | nto up to J sect| ons of 4" as
requ|red. SmaÌÌer sect|ons wouÌdn' t prov| de any reaÌ cover or
barr|er, as troops couÌd too eas|Ìy avo|d or go round them. Two or
more hedge sect|ons can be pÌaced together to make Ìong hedges or
Wa¡¡s are exactÌy Ì|ke hedges but prov| de 'hard' cover. You can buy
pÌast|c waÌÌs from modeÌ shops, or make your own from card.
Wods are usefuÌ for bÌock|ng off areas, as they are d| ff| cuÌt to
move or f|re through. ModeÌ trees can be bought from your hobby
store e| ther as pÌast|c or metaÌ k| ts. AÌternat| veÌy you can make
your own us|ng p| ne-cones, or p|pe cÌeaners and sponge. A wood as
a scen| c | tem shouÌd occupy an area of approx|mateÌy 6" x 6", out
two or more woods can be pÌaced together to produce a Ìarqer
wood or forest.
ROINS AND A SMALL COTTACE.
A LOw HlLL MADE FROM POLYSTYRENE TILES.
A RIvER S£CTION wITH BRIDCE.
v ARIOUS TYPES OF HEDGES AND FENCES.
Obris and Huim are smaÌÌ areas of broken ground, perhaps an oId
decayed bu|Id|ng or spo|I t| p. A scen|c area |s assumed to cover
approx|mateIy 6" X 6", aIthough, as w| th woods and h|ÌIs, two or
more can be ajo| ned to g|ve you a Ìarger feature. The eas|est way
to represent debr|s on the wargames tabIe |s to scatter a few
p|eces of cork around the des|red area. More amb|t|ous modeÌIers
can bu|Ìd the|r own 'ru|ns' from card or pÌast|-card.
Uui¡diq form v| taÌ strong po| nts w| th command|ng arcs of f| re
over the battÌef|eId. They can be bought from modeI shops or
home made from pIast|-card. Many of the 'toy' construct|on k| ts
can be qu| te usefuÌ too. A s|ngÌe bu|Ìd|ng, no Ìarger than 6" x 6"
compr|ses one scen|c |tem. Larger bu|Ìd| ngs represent corres-
pond|ngÌy more | tems, wh|Ist groups of bu| Ìd|ngs can be pIaced
together to form a v|IIage.
Hivers prov|de usefuI Ì| near obstacÌes. ModeÌ r|ver sect|ons are
ava|IabÌe from shops, but the best way to make r| vers |s to cut
str|ps of card to shape and make banks out of pIast|cene. R|vers
are J" w|de and I2" Iong per | tem, and to create a Ìonger r|ver you
w|II need more sect|ons. R| vers must beg|n and end at an edge of
the board, they cannot s|mpIy stop. Once a r|ver |s |n pIace the
CM, or |f he |s not ava| IabÌe, the pÌayer who pIaced the r|ver, must
pos| t|on a br| dge or
ford. Th|s s| ngÌe br| dge or ford does not count
as a scen|c | tem, and |s compuIsory.
Uridges and ford. Apart from the s|ngIe br|dge or ford that has to
be pIaced on a r|ver, a pÌayer may seIect a number of further
br|dges or fords as scen|c |tems, and pos| t| on them anywhere he
I|kes across the r|ver. Br|dges and fords are aÌways 4" w|de and
span the r|ver. Br|dges can be bought, or homemade from
pIast|card or wood. |ords can be represented by a sect|on of paIe
coIoured card, to show where the r| ver shaÌIows.
Hoo¡s can prov|de obstacÌes, or even refuge for aquat|c creatures.
PooÌs can be made from card, approx|mateIy 6" x 6", and pa|nted
bIue. Two or more pooÌs can be comb| ned to produce Ìarger Iakes.
Uogs are s|m|Iar to pooÌs, but can be crossed w| th a || ttIe
d|ff|cuÌty. They can be made from card, approx|mateÌy 6" X 6",
and pa|nted dark green. M| res and Iarge bogs can be made by
comb|n|ng smaIIer ones.
Uuria¡ Grounæ are usefuÌ to some ev|I undead creatures. Crave
yards or Orn f|eIds can be represented by an area of card, or
scattered scen|c mater|aI approx|mateÌy 6" x 6". A few su|tabIe
tombstone modeIs w|IÌ add to the effect. Obv|ousIy Ìarger areas
can be produced by pÌac|ng two or more bas| c areas together.
PLACING THE SCENERY
Scenery can be pIaced |n a number of ways.
I. The CM can pÌace the scenery ent|reÌy at h|s own d|scret|on.
2. The CM can set up the scenery so that | t |s symetr|caI, |n th|s
way no advantage |s conferred to e|ther pÌayer.
J. The pÌayers can arrange to choose scenery us|ng the foIIow|ng
ruIes. Lach pIayer secretIy nom|nates how many |tems of
scenery he wants on h|s haÌf of the tabIe. The max|mum
number that can be nom|nated |s I for every fuÌI i' of tabÌe
Iength. The CM then roÌIs a D6 for each s| de.
I,2 The pÌayer rece| ves O ¡æ | tem than
3,4 The pÌayer rece|ves the number of |tems
5,6 The pÌayer rece| ves O more | tem than
Lach pÌayer then chooses h|s own scenery. PIayers may
pos| t|on the| r scenery anywhere w| th|n the| r own haÌf of the
tabÌe. The pÌayer w| th the most |tems pIaces O | tem f| rst,
then the other pÌayer pÌaces one | tem, and then the f|rst
pÌayer aga|n, and so on. Once one pÌayer has run out of
scenery the rema|n|ng pÌayer pos| t| ons h|s rema|n|ng | tems.
The tabÌe |s now set for battÌe|
Os|ng th|s method the pÌayers have a Iot of say over the
terra|n they are f|ght|ng over. To offset th|s the CM may, | f
he w|shes, repos| t|on or remove one item of scenery from one
or both s| des.
4. lf the pÌayers have no CM then one pIayer can set up the
scenery, and the other may choose wh| ch tabIe edge he w|shes
to start from. The pIayer who set up the scenery then starts
from the oppos|te edge.
A pIan of a tabÌe set up us|ng method J above. PÌayer A has
dec|ded to protect h|s fÌanks w| th woods, wh| Ìst g| v| ng h|mse|f
a h|ÌI from wh| ch to f| ght. PÌayer B has eÌected to cover h|s
front w|th a v|IIage, wh| Ìst Ìeav|ng h|mseÌf pIenty of room for
a sweep up the r|ght fÌank.
A pÌan of a tabÌe set up w| th scenery. The CM has arranged
the tabIe symetr|caIÌy.
In the warhammer game every creature type haa characteristim
part|cuÌar to | ta race. £ach character|at|c repreaenta one aapect of
the creature, and |a g| ven a vaÌue of from one upwarda. The
character|at|ca are deacr|bed beÌow, but don't wo
r�member|ng them aÌÌ r|ght now.
FI GHTING CHARACTEISTICS
MOVLMLM1ÆLOWÆ · m
A creature'a movement A¡¡owæce¡ or juat Move, determ|nea how
faat |t may move around the tabÌetop |n |nchea. So a creature w|th
a Movement AÌÌowance of 4 movea 4", a creature w|th a Movement
AÌÌowance of 6 movea 6". Th|a d|atance w|ÌÌ aomet|mea be¯reduced
to take | nto account d| ff|cuÌt terra|n, obatacÌea and ao on.
WL NL · Ws
The Weapn Si¡¡¡ |ÌÌuatratea the creature'a ab|Ì|ty to handÌe
weapona, or to Ìand a teÌÌ|ng bÌow by b|t|ng or cÌaw|ng. The Ìoweat
weapon Sk|ÌÌ, |a I and the h|gheat |a IO • ¸ The h|gher the wa the
eaa|er |t |a to atr|ke a bÌow | n combat, and the harder | t |a for your
oppone�t to atr|ke back.
UW Nß¯ U
Bw 5i¡¡¡ d|ctatea a creature'a ab|Ì| ty to uae m|aa|Ìe weapona, auch
aa bowa and arrowa, aÌ|nga or even thrown atonea. Some creaturea
can ap|t po|aon, or ac|d, and the|r Bow Sk|ÌÌ, or Ba, determ|nea how
accurate they are. The Ìoweat Ba |a I and the h|gheat |a IO. The
h|gher the Ba the eaa|er |t |a to acore a h| t w|th your weapon.
A creaturea 5trength¡ ahowa how much damage |t can cauae. A
creature w| th h|gh Strength can cauae a Ìot of damage, a creature
w|th Ìow atrength very Ì| ttÌe. The Ìoweat Strength |a I and the
h| gheat IO.
1O55 · 1
1o�ghneæ¡ determ|nea a creaturea naturaÌ rea|atance to damage.
It I8 very hard to damage or wound a creature w|th h| gh Toughneaa,
and reÌat| veÌy eaay to hurt a creature w|th Ìow Toughneaa. Loweat
vaÌue |a I and the h|gheat IO.
Some creaturea can take more damage than othera, e| ther becauae
they have more atam|na or becauae they have Ì| ttÌe regard for, or
feeÌ|ng of, pa|n. Th|a |a repreaented by the number of Wowds a
creature can take before he, ahe or |t |a aIa|n. 1he feweat wounda
a creaturea can take, and the normaÌ for moat creaturea, |a i.
Theoret| caÌÌy there |a no upper Ì|m|t.
¡nitiative determ|nea a creaturea apeed of thought and act|on. A
creature �| th a Ìow In|t|at|ve w|ÌÌ be aÌow and duÌÌ, a creature w|th
a h|gh In| t|at| ve w|ÌÌ be faat. In combat creaturea w| th h|gh
In|t|at|vea w|ÌÌ be abÌe to atr|ke before the|r enem|ea. The Ìoweat
In| t|at|ve |a I, the h| gheat IO.
The number of Attacks¡ a creature can deÌ| ver at once w|ÌÌ make | t
more or Ìeaa deadÌy | n combat. Moat creaturea have onÌy I Attack,
but other creaturea b| te, cÌaw and Ìaah w|th the|r ta|Ìa aÌÌ at once,
g| v|ng them muÌt|pÌe Attacka.
LLEVEL CHARACTERISTI CS
Somet| mea a creature haa been g| ven a character|at|c acore of 'O'.
Th|a |nd|catea that the creature or |nd|v|duaÌ concerned haa no
ab|Ì|ty | n that f|eÌd what-ao-ever. Th|a |a moat commonÌy appÌ|ed
to Bow Sk| ÌÌ. So, for exampÌe, a creature w| th a Ba of O may not
uae any m|aa|Ìe weapona at aÌÌ, even |mprov|aed weapona auch aa
PERSONAL CHARACTERISTI CS
PeraonaÌ character|at|ca are not v|taÌ to the warhammer BattÌe
RuÌea, aÌthough they are uaed to eatabÌ|ah aome aav|ng throwa
aga|nat var|oua typea of attack and atatea of m| nd - auch aa mag|c
and terror. They are deveÌoped and d|acuaaed | n more deta|Ì | n the
compan| on Warhammer Ho¡eP¡ay Hu¡es.
A creature'a Leadræip¡ |nd|catea | ta ab|Ì|ty to command othera, to
|nap|re conf|dence and ÌoyaÌty. vaÌuea go from I, the Ìoweat, to IO,
the h|gheat. On| ta of troopa have Leadera, and the| r Leaderah|p
vaÌue w|ÌÌ effect the un|ta f|ght|ng ab|Ì|t|ea to aome extent.
¡nte¡¡ignce¡ determ|nea a creature'a ab|Ì| ty to th|nk and react.
The Ìoweat InteÌÌ|gence |a I, and the h| gheat IO. Creaturea w|th a
reaÌÌy Ìow InteÌÌ|gence aufIer certa|n penaÌt|ea and may have actuaÌ
d|ff|cuÌty remember|ng whoae a|de they are on.
LO ¯ C¡
Loo¡¡ refÌecta a creature'a temperament and ab|Ì|ty to atay caÌm
and under controÌ. vaÌuea go from I to IO. Creaturea w|th a very
Ìow CooÌ may Ìoae controÌ of th|er act|ona, and do unpred|ctabÌe
and hyater|caÌ th|nga. Creaturea w|th a h|gh CooÌ are juat the
oppoa|te, they can be uneffected by a| ghta and exper|encea that
wouÌd reduce more fra|Ì charactera to jeÌÌy.
Wk HWLH - WH
Wì¡¡ Hower, |a a meaaure of mentaÌ and mag|caÌ rea|atance, a
creature w| th a h|gh w|ÌÌ power can often avo|d or eacape the
effecta of mag|c. On the other hand creaturea w|th a Ìow w|ÌÌ
Power can f| nd themaeÌvea effected more than normaÌ. vaÌuea go
from I to IO.
CHARACTERISTI C PROFILE
A creature or character'a character|at|ca can be g| ven aÌÌ at once
|n what we caÌÌ a Creatwe or Caracter Profìle.
|or exampÌe the Creature Prof|Ìe for a Man |a:-
m Wb Üb b
+ w I A Ld lnt Cl WP
¤ J J ¯
1 3 1
7 7 7 7
1h|a |a the Creature Prof|Ìe for a atandard Human. There are
comparabÌe Prof|Ìea for every creature, |ncÌud|ng Orca, LÌvea,
Dragona and ao on. Creature Prof|Ìea onÌy g|ve the averag vaÌuea
typ|caÌ of that apec|ea, and th|a |a the vaÌue we appÌy to creaturea
f| ght|ng | n un|ta. Obv|ouaÌy we accept that aome membera of a
un| t m|ght be atronger or faater or tougher than othera, but theae
th|nga are aaaumed to average out.
ModeÌa repreaent|ng w| zarda, Heroea, On| t Leadera and other
| nd| v|duaÌa can be g| ven apec| aÌ Character Prof|Ìea, wh|ch refÌect
the|r |nd| v|duaÌ weakneaaea and atrengtha. See Advæd Hmes p x.
|or now | t |a |mportant onÌy to bear | n m| nd that Character
Prof|Ìea can, and do, d| ffer to aome extent from the baa|c Creature
mO5FO WÆmmLH GAm5
MetaÌ fantaay modeÌa auitabÌe for pÌaying warhammer can be
bought in moat major modeÌ and hobby ahopa throughout the
country. wherever you Ìive you probabÌy have at Ìeaat one atockiat
near you. CitadeÌ Miniaturea manufacture the Ìargeat and faateat
growing aeÌection of fantaay modeÌa in the worÌd, ao, whatever your
choice of army or creature, you wiÌÌ eaaiÌy be abÌe to aaaembÌe
your own unique warhammer force.
Troopa are organiaed into fighting unita caÌÌed Reglmenæ. A
typicaÌ regiment ia of between > and JO modeÌa, aÌthough pÌayera
are weÌcome to form regimenta of any aize they wiah.
ModeÌa compriaing a regiment ahouÌd have the aame Figtin
Crateristic throughout, the aame Movement AÌÌowance, the
aame, weapon SkiÌÌ, Strength and ao on. Sometimea thia ia not
poaaibÌe, in which caae a aeparate record w|ÌÌ have to be kept of
the characteriatica of individuaÌ modeÌa.
NormaÌÌy a regiment wiÌÌ have the aame weaponry and armour
throughout, aÌthough it ia not atrictÌy neceaaary to have identicaÌ
modeÌa. For exampÌe, a unit of CobÌ|na couÌd have aome in pÌate
armour, aome in maiÌ and aome with no armour at aÌÌ - but on the
battÌefieÌd they couÌd aÌÌ count aa having maiÌ. SimiÌarÌy they
couÌd have aaaorted weapona, aome with apeara, other with aworda
or cÌuba - but on the battÌefieÌd they couÌd aÌÌ count aa having
aworda. Thia ia perfectÌy acceptabÌe and makea each regiment Ìook
more threatening and intereating. Regimenta of aaaorted modeÌa
ahouÌd be pointed out to your opponent, and their actuaÌ weaponry
and armour made cÌear before the game.
AÌÌ regimenta atart the game Ìed by an officer caÌÌed the Leadr,
who ia repreaented by a apeciaÌ modeÌ. In the baaic game the
Ìeader haa identicaÌ |ighting Characteriatica to the reat of the
Membera of a unit muat remain within baae to baae contact with at
Ìeaat one other member of the unit at aÌÌ timea.
For exam pÌe.
It ia not neceaaary to have indi viduaÌ heroea or Ìarge monatera
organiaed into unita. They may be formed into unita if you wiah, or
can be moved independantÌy. IndividuaÌa can attach themaeÌvea to
fighting unita to enhance their power where opportunity permita.
ObviouaÌy, moving a Ìarge number of modeÌa around a battÌef|eÌd
poaea a few probÌema. It ia aÌÌ too eaay to knock over, Ìoae or
damage modeÌa in the heat of battÌe. Mov|ng a Ìot of modeÌa can
aÌao take a Iong time.
To improve the atabiÌity of modeÌa and generaÌÌy make them eaaier
and aafer to handÌe, it ia a good |dea to put them on baaea. Theae
can be made from thick card, or pÌaati-card. CÌue each modeÌ onto
a baae 2Omm x 2Omm for infantry and 2>mm x 4Omm for cavaÌry.
Thia repreaenta the minimum apace the modeÌ needa in which to
fight and move.
It ia convenient �o mount aome modeÌa on muÌtiple baaea, for
exampÌe J infantry can be gÌued aide by aide on a baae 6Omm x
2Omm. Thia ma
ea them eaaier to move.
Large modeÌa and equipment can be baaed on any convenient aized
area, ao Ìong aa the modeÌ haa aufficient apace in which to fight
and Ìooka right.
Large modeÌa and equipment can be baaed on any convenient aized
area, ao Ìong aa the modeÌ haa aufficient apace in which to f|ght
and Ìooka right. Large humanoida, auch aa Orca, wiÌÌ have to be
mounted on 2>mm x 2>mm baaea. Baae aizea are given in he Battle
A movement tray wiÌÌ enabÌe you to move a whoÌe unit of troopa in
j uat a few aeconda, and ia an invaÌuabÌe pÌaying aid, eapeciaÌÌy at
the atart of a battÌe. The tray ia made from very thick card,
pÌaaticard or hardboard, and ia of a aize and ahape ao that an entire
unit wiÌÌ fit onto it. During your turn, rather than move each
modeÌ individuaÌÌy, the tray can be moved inatead. Aa aoon aa the
unit wiahea to change formation the tray can be abandoned, and the
modeÌa moved aa normaÌ.
Some peopÌe Ìike to uae round baaea made from coina or waahera.
with theae a movement tray ia eaaentiaÌ to enabÌe modeÌa to be
moved reaaonabÌey quickÌy. The big d|aadvantage of round baaea ia
that they make it difficuÌt to aee exactÌy who ia fighting who,
which modeÌa can fight and which cannot. Aaaume modeÌa on round
baaea have a atandard frontage of 2Omm for infantry and 2>mm for
cavaÌry aa normaÌ. Changing formation can aÌao get confuaing w|th
the round baae, but on the whoÌe, gamera who prefer them uauaÌÌy
muddÌe through combata and movement without much difficuÌty.
Camea are fought between two oppoa|ng sids.
Lach a|de |a repreaented by one or more pÌayera. ln Ìarge gamea
eapec|aÌÌy |t |a uaefuÌ to have the extra pÌayera to move troopa and
Both a|dea take a turn | n atr|ct rotat|on. |Ì|p a co|n to aee wh|ch
a|de haa the f|rat turn. 1he a|de to go f|rat ¦a|de A) takea a turn,
then the aecond a|de ¦a| de B), then the f|rat aga|n (A) and ao on.
Dur|ng your turn you may move your troopa and f|re any m|aa|Ìe
weapona. Bth a| dea may then f|ght hand-to-hand combat w| th
enemy troopa aa expÌa|ned |n the combat ruÌea.
Lach turn aequence ahouÌd foÌÌow the order Ìa|d out beÌow.
lf |t |a your turn you may move
your troopa. lf |t |a not your turn
your troopa muat rema|n
lf |t |a your turn you may ahoot
w| th any weapona aa appropr|ate.
Both a| dea may f|ght w|th any
troopa engaged |n hand-to-hand
lf |t |a your turn you may move
uncomm| tted troopa. 1h|a extra
move repreaenta the br|ng|ng up of
lf |t |a your turn you may attempt
any mag| caÌ operat|on, |ncÌud|ng
caat|ng any apeÌÌa.
lf |t |a your turn you may attempt
to raÌÌy any of your rout|ng troopa.
ln amaÌÌ ak|rm|ahea, brawÌa and other more deta|Ìed roÌe-pÌay
gamea aÌÌ of the pÌayera are on the aame a| de. 1he Cameamaater,
and any p|ecea he controÌa, are on the other a|de. See Warhammer
Ho¡eP¡ay for a fuÌÌer expÌanat|on, and more deta|Ìed ruÌea.
Thia aection deaÌa with the movement of unita and individuaÌ
charactera or monatera on the tabÌetop. we have tried to provide
ruÌea for aÌÌ of the different typea of terrain and di fferent uni t
formationa. However, it ia inevitabÌe that aooner or Ìater a
aituation wiÌÌ occur which ia not properÌy covered. In auch a caae it
ia up to the CM to invent hia own ruÌea, or appÌy an unbiaaed
j udgement wi thin the apiri t of the exiating ruÌea.
During ycur aide'a turn you may move your own modeÌa during the
Mevemnt part of the turn aequence. Some modeÌa auffer from
reatrictiona, auch aa croaabow men who cannot move and fire, but
we ahaÌÌ ignore auch exceptiona for the moment.
THE MOVEMENT ALLOWANCE
Some creaturea are faater than othera, whiÌat aome are aÌow and
cumberaome. In the Uatt¡e Utiæy we gi ve the movement
aÌÌowance for each
type of creature. During movement each
character, monater or unit may move up to ita fuÌÌ movement
aÌÌowance, aubject to the apeciaÌ ruÌea given for armour, terrain
and obatacÌea. ModeÌa may be moved Ìeaa than their aÌÌowance, or
not at aÌÌ, ao Ìong aa they are not aubj ect to any aort of compuÌaory
movement ruÌe | auch aa Houts" aee page 27 ).
The movement aÌÌowance for moat of the common, two-Ìegged,
average aized creaturea ia 4 inchea. ShouÌd you wiah to invent your
own new monatera or creaturea you can eaaiÌy determine the
movement aÌÌowance by compariaon with a aimiÌar creature.
The weight of armour, weapona and other equipment can aeriouaÌy
aÌow down your troopa. In the warhammer BattÌe RuÌea thia ia not
deaÌt with in too much detaiÌ - trying to work out the weight of
amaÌÌ change, cÌothing, peraonaÌ beÌonginga and every tiny item of
equipment on every aingÌe modeÌ wouÌd take far too Ìong. If
pÌayera are intereated in auch thinga we refer them to our
Wæhammer Ho¡eP¡ay game, which providea auper-detaiÌed ruÌea
for weight and encumberance.
we ahaÌÌ, however, take into account the effect of the weight of
armour and ahieÌd. The chart that foÌÌowa givea the deduction from
the· baaic movement aÌÌowance for wearing armour and carrying a
ahieÌd. It ia baaed upon the Æow Sving 1hrow¡ which ia
expÌained on page xx. The better the Saving Throw the more
armour the modeÌ wiÌÌ be wearing.
Armour Saving Throw PenaÌty
The baaic movement aÌÌowance, minua any penaÌtiea for wearing
armour, becomea the actuaÌ movement aÌÌowance for your troopa.
|rom now on, when we apeak of the movement aÌÌowance, we mean
thia new, modified diatance which takea armour into account.
LxampÌe - a man wi th a ahieÌd and metaÌ breaatpÌate haa a
Saving Throw of 5. Thia givea him a t" penaÌty on hia baaic
movement aÌÌowance of 4", giving him an actuaÌ movement
aÌÌowance of 3!".
Llll¡CL 1 GHOLML
The tabÌetop battÌefieÌd can incÌude any amount of modeÌ acenery.
The foÌÌowing terrain featurea count aa Lifficu¡t Ground.
wooda or denae foÌiage
Steep or tjeacheroua aÌopea
|orda or ahaÌÌow atreama
Soft aanda or thick duat
Bruah, acrub O¡ cÌinging vegetation
Staira, atepa and Ìaddera
BuiÌding debria, wreckage, Ìoae rocka or bouÌdera
Marah, boga, thick mud or aewerage
Inaide cÌuttered buiÌdinga or vehicÌea
ModeÌa croaaing difficuÌt ground move at haÌf-pace. Count aÌÌ
diatance aa doubÌe, ao every inch croaaed counta aa two inchea. we
find that there ia ÌittÌe point in working out compÌicated fractiona,
ao round up to the neareat haÌf inch. The effect ia cumuÌative: on a
wooded ateep aÌope modeÌa move at quarter-pace, each inch
croaaed counta aa 4 inchea.
LxampÌe - A man with ahieÌd and breaatpÌate haa a movement
aÌÌowance of 3!". If moving through a wood he can onÌy traveÌ
2" | I i rounded up to 2). If he movea into a wood 2" away he
movea the 2" aa normaÌ, and then I" into the wood |haÌf of the
remaining I!" ~ i rounded up to an inch).
The foÌÌowing features count as obstacÌes.
Hedges, fences and Ìow waÌÌs |under 2 metres high)
Doors and windows
Ditches and narrow crevasses
Cetting on/off a vehicÌe or riding animaÌ
Crossing an obstacÌe Ìoses the modeÌ mf of its IotaÌ move
distance. It is convenient to round any remaining fractions up to
the nearest haÌf inch. ModeÌs which do not have sufficient move
aÌÌowance remaining to cross an obstacÌe must mt¸ and either
cross next turn or use reserve movement to get across if possibÌe
|see page 28). They do mt count as being haÌf-way across.
LxampÌe - a man with shieÌd and breastpÌate has a movement
aÌÌowance of 3i". Crossing a waÌÌ wiÌÌ take up Ii", Ìeaving Ii
rounding up to 2".
If the same man encountered a ditch whiÌst moving through a
wood his move distance wouÌd be:-
HaÌf-pace in woods
Crossing an obstacÌe
minus I" Ìeaves I" of movement.
If the same character were moving in the open he wouÌd have
an aÌÌowance of 3i". If he moves 2" up to a waÌÌ he wiÌÌ have
H" Ìeft, not enough to get over the waÌÌ. He wiÌÌ have to haÌt
and wait untiÌ next turn, or reserve move over the waÌÌ if
To faciÌi tate movement uni ts can be grouped together into a
convenient formation as the pÌayer wishes. The onÌy provision is
that modeÌs must remain in base-to-base contact at aÌÌ times.
ShouÌd modeÌs become separated for some reason beyond the
pÌayer's controÌ then the unit must reform into base-to-base
contact as soon as possibÌe.
A unit of 12 troops in Ìine abreast.
A AA AAA
The same unit in two ranks of 6.
The same unit in 3 ranks of 4.
A unit of 12 troops in Ìine ahead.
The same unit two fiÌes of 6.
ObviousÌy, as a unit sustains casuaÌties, gaps wiÌÌ appear. It is
convenient to shuffÌe modeÌs forward, so that aÌÌ casuaÌties and odd
modeÌs are contained within the back rank. No movement
aÌÌowance penaÌty shouÌd be imposed for this, providing that the
pÌayer is not attempting to expÌoit the ruÌe to give him an unfair
A unit of IO men in two ranks
The same unit having sustained I combat casuaÌty
Chang|ng format|on, other than shuffÌ|ng to aÌÌow for Ìosses, |s
subject to certa|n restr|ct|ons and penaÌt|es.
Troops may change the|r frontage by up to 4 modeÌs dur|ng the
Movement part of the|r turn. Th|s may be done wh|Ìst mov|ng
normaÌÌy and |ncurs no penaÌty. Stat|onary troops may change
the|r frotage by up to 8 modeÌs.
You can change frontage before mov|ng the modeÌs, afterwards, or
at some po|nt dur|ng the|r move. It doesn't reaÌÌy matter, so Ìong
a� onÌy one change | s made.
The eas|est way to accompÌ|sh the manoeuvre |s to remove or add
modeÌs on the front rank from any rear rank. You can add/remove
at e| ther or both s|des as you w|sh. Hav|ng re-arranged your front
rank s|mpÌy Ì| ne up the modeÌs beh|nd to create your new
format|on. Any modeÌs Ìeft over form a rear rank, wh|ch |s pÌaced
centraÌÌy as | n the |ÌÌustrat|on beÌow.
� J J � æ
J J � J J J J
J æ � J J J � J
J .� M æ æ � æ æ
J J J 1 � J æ � æ J æ m
J J � � J � �
æ � æ M
On| ts of troops subject to 5tµ¡d¡ty |such as TroÌÌs) have d|ff| cuÌty
ma|nta|n|ng format|on, see Stup|d|ty page JO . where perm|tted to
move at aÌÌ, they may change frontage by 2 modeÌs: 4 | f they
d � d �
� � � �
� � d
� � � � � A
� � � � � �
Somet|mes a whoÌe un|t w|ÌÌ want to move backwards, but st|ÌÌ
rema|n fac|ng the enemy.
Troops can waÌk backwards. Th|s |s a tr|cky manoeuvre wh|ch must
be performed at haÌf-pace, count|ng each |nch crossed as two
ExampÌe - A un|t of Men |s mov|ng backwards, the|r normaÌ
movement aÌÌowance | s 4" so they move 2". If they were aÌso
mov|ng over d| ff|cuÌt ground, such as a steep sÌope, the|r
d|stance wouÌd be haÌved aga|n, to I".
In the bas|c game one un|t of fr|endÌy troops may mt move through
another. where th|s happens the CM must |ntervene to prevent |t,
even |f th|s means the pÌayer be|ng forced to rema|n stat|onary, or
even move backwards aga|nst h|s w|shes.
In the Advæced Ge Hmæ |nterpenetrat|on |s aÌÌowed under
certa|n c|rcumstances |see page J2 ).
Mov|ng Ìarge bod|es of troops presents spec|aÌ probÌems, so we
have ruÌes to deaÌ w| th them. The two ma|n forms of manoeuvre
are the wee¡ and the tæ.
The modeÌ at one end of the un|t rema|ns |n pos| t|on, wh|Ìst the
others march forward at haÌf-rate, thus chang|ng the d|rect|on of
fac|ng. The d|stance moved |s cons|dered to be that of the outs|de
In the turn aÌÌ of the modeÌs |n a un| t rema|n |n the same pÌace, but
turn to face | n a new d|rect|on. A turn | s cons|dered to take up
haÌf of the modeÌs' movement aÌÌowance.
The |ÌÌustrat|on shows a un|t turn|ng to the s| de, and do|ng a
compÌete about face.
The exampÌes |ÌÌustrated above represent what shouÌd happen |n
| deaÌ c|rcumstances. Of course, dur|ng a wargame th|ngs can get
d|st|nctÌy muddÌed - w| th un|ts attempt|ng to turn or wheeÌ through
bogs or woods, gett|ng | n each others way and so on.
The CM must use h|s d|scret|on when oversee|ng compÌ|cated
manoeuvres, somet|mes |t |s better to aÌÌow a Ì| ttÌe 'shuffÌ|ng' just
to keep the pos| t|ons neat and |nteÌÌ| g| bÌe. The |mportant th|ng |s
to be fa|r to both s|des. If, dur|ng a manoeuvre, part of a un|t |s
sÌowed down by d|ff|cuÌt terra|n or an obstacÌe, | t |s conven|ent to
| mpose any penaÌty on the ent|re un|t.
INTRODUCTION TO SHOOTING
Dur|ng the Shoot|ng part of your turn you may shoot once w| th any
m|ss|Ìe armed troops as appropr|ate. ModeÌs are Ì| m| ted by the
max|mum range g| ven for the| r weapons, by the|r f|re arc and
poss|bÌy by | nterpos|ng obstacÌes or scenery.
The d|rect|on each modeÌ |s fac|ng |n |s the actuaÌ d|rect|on |n
wh|ch that | nd| v| duaÌ |s assumed to be fac| ng. Obv|ousÌy | t |s not
poss|bÌe to f|re, say, a bow d|rectÌy beh|nd you. A modeÌ on foot
may f| re at a target w|th|n a ºO
arc to | ts front.
arc band |ÌÌustrated
Mounted troops may f| re aÌÌ round.
Se| ge eng| nes have the same f|re arc as foot modeÌs. Troops r|d|ng
a wagon, char|ot or someth|ng s|m|Ìar have the same arc as foot
modeÌs, but can be fac| ng off to the s|de, or even d|rectÌy away
from the d|rect|on of movement.
F|r|ng troops must be abÌe to draw a cÌear Ì| ne of s|ght between
themseÌves and the|r target. A m|ss|Ìe-man cannot f| re at a target
he couÌd not theoret|caÌÌy see. lnterpos|ng h|ÌÌs, woods and
bu|Ìd| ngs w|ÌÌ normaÌÌy bÌock a shot, aÌthough |t |s up to the CM to
determ| ne whether f|r|ng |s poss|bÌe |n spec| f| c c| rcumstances.
Troops may normaÌÌy f| re onÌy | n one rank, modeÌs | n a second or
subsequent rank beh| nd may not f|re through the|r own un| t.
Troops on h|ÌÌs may f| re over the heads of troops beÌow them,
whether they are members of the same un| t or not.
Troops r|d|ng EÌephants, or on some other eÌevated pÌatform, may
f|re over the heads of modeÌs beÌow them.
FlHlNG BY ONT5
An ent|re un| t of troops w|ÌÌ usuaÌÌy f|re any m|ss|Ìe weapons they
have at a s| ngÌe target, such as a un|t of enemy troops.
Somet|mes, however, |t w| ÌÌ not be poss|bÌe to f|re an ent|re un| t
because they are prevented by f| re arc or other Ì| m| tat| ons. In
such a case, and onÌy |n such a case, |t |s acceptabÌe to spÌ|t f|re,
some modeÌs shoot| ng at one target and some at another.
On|t may not f| re
A typ|caÌ 'spÌ| t f|re' s| tuat|on
The fc!!cw|ng tab!e aummar|aea the rangea and Strength va!uea cf
each cf the m|aa|!e weapcna.
Meaaure the d|at�nce between f|rer and target ua|ng a tape cr
ru!er. Meaaure frcm the baae cf the mcde! f|r|ng tc the
c!caeat pc|nt cn the baae cf the target mcde!.
when ahcct|ng at H enemy un|t meaaure frcm the baae cf
each f|rer tc the c!caeat pc|nt cn the baae cf the c!caeat
enemy. ln the a|tuat|cn be!cw un|t A may f|re mcde!a a, b and
c at un|t 1. Mcde!a d and e are cut cf range.
oÆ· d Ð
Scmet|mea ycu w|!! f|nd that acme membera cf a f|r|ng un|t
are at ahcrt range, wh|!at cther are at !cng range, aa |n the
Fcr each mcde! ahcct|ng rc!! a O5. The baa|c accreneeded dependa
upcn the Bcw Sk|!! cf the ahcctera.
F cr examp!e. A character haa a Ba cf 4. He w|!! need tc accre
J cr mcre cn a O5 tc h|t h|a target. lf he rc!!a the d|ce and |t
turna up 1 cr 2 he haa m|aaed, |f |t turna up J, 4, 5 cr 5 he haa
Obv|cua!y a character w|th a Ba cf 5 cr mcre |a gc|ng tc a!waya h|t
|f nc mcd|f|era are app!|ed. Scmet|mea, hcwever, the baa|c chance
|a changed depend|ng cn hcw d|ff|cu!t the part|cu!ar ahct |a.
Mcd|fy ycur d|ce accre aa fc!!cwa.
F|r|ng at a !arge target.
F|r|ng at a ama!! target
Cenera!!y anyth|ng cver
10' h|gh cr !cng ccunta aa
a !arge target.
Cenera!!y anyth|ng under
l' h|gh and !cng counta
aa a ama!! target.
-1 F|r|ng frcm a mcv|ng mcunt Such aa a hcrae,
wc!f, e!ephant, wagcn cr
-1 F|r|ng at !cng range Aa def|ned cn the
-1 lf the f|rer |a wcunded The f|rer haa auffered
any wcunda at a!!, un!eaa
they have been hea!ed cr
-1 The target |a beh|nd acft Scft ccver ccmpr|aea cf
ccver vegetat|cn, wccda
-1 Thrcw|ng |mprcv|aed m|aa|!ea Stcnea, br|cka, pcttery
-2 The target |a beh|nd hard
and cther |mprcmtu
m|aa|!ea ccunt aa
Hard ccver ccmpr|aea cf
atcne cr br|ck
wcrk, wa!!a and
TO WOUND CHART
For each h|t scored on the enemy un| t roll a O5, the score needed
to cause a wound w|Ìl depend upon the Toughness of the target and
the Strength of the weapon.
Strength 1 2 3 4 5 5 7 8 9 10
1 4 5 5 5 N N N N N N
2 3 4 5 5 5 N N N N N
2 3 4 5 5 5 N N N N
4 2 2 3 4 5 5 5 N N N
2 2 2 3 4 5 5 5
5 2 2 2 2 3 4 5 5 5 N
7 2 2 2 2 2 3 4 5 5 5
8 2 2 2 Z 2 2 3 4
9 2 2 2 2 2 2 2 3 4 5
10 2 2
Z 2 2 2 2 2 · 3 4
For example. A character w|th a bow, Strength 3, has h|t a
target w| th a Toughness of 4. He w| ll need to score a 5 on a
O5 to cause a wound. If he roÌÌs the d|ce and |t turns up 1, Z, 3
or 4 he fa|ls to cause a wound and the h| t has no effect, | f the
d|ce turns up 5 or 5 he has caused a wound, and one wound |s
deducted from the target's totaÌ.
Note tnat N on the chart means N Effæt. A creature or target of
toe Toughness | nd| cated cannot be B�fected by a blow of that
A modeÌ that |s armoured or wh|ch carr|es a sh|eÌd may attempt to
'save' aga|nst each wound suffered. Th|s sav|ng throw, or sav|ng
rolÌ, |s |ntended to represent the protect|ve vaÌue of armour. Th|s
aÌÌows for shots that s|mpÌy bounce off a modeÌ' s armour´or sh|eÌd.
Rojl a O5.
Type of Armour
Sh| eld onÌy
or Cha|nma|l armour onÌy
or A metaÌ breastpÌate onÌy
Sh|eÌd plæ cha|nma|l armour
cr Sh|eÌd plæmetaÌ breastpÌate
or CompÌete pÌate armour onÌy
PÌate armour plæsh|eÌd
Cavalry may add 1 to the|r d| ce roÌÌ, and a¡ways have a sav|ng
throw of ¸at Ìeast 5, even |f the r|der |s totaÌÌy unarmoured.
Cavalry whose mounts have armour or cÌoth bard|ng may add a
further 1, g| v| ng them a totaÌ of pÌus ¿.
Troops empÌoy|ng weapons requ|r|ng the use of two hands do not
ga|n any advantage from hav|ng sh|eÌds, wh|ch must be dropped or
sÌung across the back. For example, troops us|ng two-handed axes.
On| ts who are shot at from the rear der| ve no benef| t from sh|elds.
On| ts shot at |n e| ther fÌank, or from the a|r, may st|ÌÌ use the|r
sh|eÌds: |t |s assumed the troopers have suff|c|ent mob|Ì|ty to turn
sÌ|ghtÌy | n the ranks.
Routers cannot use the| r sh| eÌds, they are far too d|sorgan|sed.
where | t |s |n doubt whether a un|t or | nd| v| duaÌ |s shot at from the
front, s|de or rear, f|rers must shoot at the cÌosest po|nt on the
MG 5THENTH HlT5
It |s harder to save aga| nst h| gh Strength h| ts. Mod|fy your sav|ng
roÌÌ as folÌows.
wound caused by a h| t
ExampÌe:- a man wear|ng a compÌete su|t of pÌate armour |s
wounded by a crossbow boÌt, Strength 4. He has a sav|ng roÌÌ
of 5, but suffers a -1 d| ce mod| f|er, so he w|ÌÌ need to score a
5 to save.
THE EFFE CT OF WOUNDS
when a creature rece| ves a wound reduce | ts wound totaÌ by 1.
Once a creature has zero wounds |t |s cons| dered to be out of
combat, and can be referred to as 'k|ÌÌed'. Th|s does not mean that
the model |s certa|nÌy dead, but to aÌÌ |ntents and purposes |t may
be regarded as such, as | t |s no Ìonger |n a f|t state to part| c|pate
where a target un| t has onÌy one wound po|nt per modeÌ, as |s
usualÌy the case, one model |s removed for each successfuÌ wound
where a target un| t has more than one wound po|nt per modeÌ,
remove as many whoÌe models as poss|ble and record any amount
Ìeft over. Future wounds on the un| t may then cause further
modeÌs to be removed as appropr|ate.
ExampÌe. A un|t of CobÌ|ns rec|eves 3 wounds. CobÌ|ns¯have
onÌy 1 wound po|nt each, so remove 3 CobÌ| ns.
Example. A un|t of Ogres rece|ve 4 wounds. Ogres have 3
wound po| nts each, so 1 Ogre |s removed and the rema|n|ng 1
po|nt |s recorded. One of the surv| v|ng Ogres counts as hav|ng
one wound - and th|s may effect | t's f| ght|ng performance.
ExampÌe. A un|t of Ogres already has 1 wound on | t and
rece| ves another 2 wounds from further m|ss|Ìe f| re. Th|s
makes a totaÌ of 3 wounds, and so one Ogre |s removed.
ln the basìc game any rìder mounted on a horse, or horse sì zed
beast, counts as cvay. When shootìng at cavalry work out the
hìts and wounds as normal. Make any savìng roll as approprìate,
rememberìng that mounted models add J to the dìce, and always
have a savìng roll of at least 5. Hemove any models out of actìon
as an ìntegral model- ì.e. ì kìll ^ ì rìderæ hìs mountremoved.
When fìrìng at beasts larger than horses the shooter may go for
eìther the rìderO hìs mount. Hìders whose mounts are kìlled are
removed from play ìn the basìc game, unless they are ìndìvìdual
characters, heroes, wìzards etc, ìn whìch case tæy may contìnue
to fìght on foot. A mount whoserìderìs kìlled wìllreactaccordìng
to type. 5ee the BtUe mtiæy.
SHOOTING AT INDIVIDUAL
1he rules laìd out above coverfìrìng wìth unìts at other unìts. 1hìs
sectìonexplaìnsthe restrìctìons on fìrìngat ìndìvìdual characters.
lndìvìdual characters, wìzards, heroes, army leaders, and the lìke,
may mt be engaged by any mìssìle fìre ì f they are ì nbase to base
contact wìth a unìt of at least > troops.
lndì vìdual characters wìthìn 5" of a unìt of at least > troops, or ì n
base to base contact wìth a unì t of less than > troops, may be
engaged at short range only. 1heymay be engaged from anyrange
by another ì ndì vìdual character.
lndìvìdual characters not wìthìn >" of a unìt of at least > troops
maybe engaged normally.
lndìvìdual characters of great sìze or bulk, generally over ìÛ feet
tall or long, can only cout unìts of other creatures of equal or
greater bulk as cover. 5o, for example, a Oragon cannot hìde ìn a
unìt of Goblìns, he's ]ust too bìg a target. Even though they are not
consìdered as beìng over ìÛ' tall, a horse |or sìmìlar) mounted
character cannot claìm cover from a unìt of ìnfantry under ìÛ'tall.
lfa character ìs travellìng wìth a unìt, and the unìt ìs wìped out by
mìssìle fìre, then ì t ìs possìble that the character may receì ve
damage. 1ake the amount of surplus wounds caused. |or example
ì f a unìt of ìÛ men receìve ì4 wounds all ìÛ men are kìlled and
there are 4 surpluswounds. Holl a O5, ì f the dìce result ìs equal to
or more than the number of surplus wounds then no damage ìs
caused. lf the result ìs less than tæ number of surpluswoundsthe
character receìvesO wm.
lf a group of ìndìvìdual characters ìs snot at, randomìse any hìtsto
see who ìs actually hìt. 1hen take any 'to wound' and savìng throws
FIRING INTO COMBAT
Mormally thìs ìs not allowed. Once two unìts have engaged ìn
hand-tohand combat then they are assumed to have become mìxed
up, so mìssìles would hìt eìther sìde randomly. lf you do wìsh to
fìreìntoa combatthendìce randomly tosee whìch unìt ìs hìt. |or
example, usìng a O5 ì, Z or J andthe enemy are hìt, 4, > or 5 and
the frìendly unìt ìs hìt. lf more unìts are ìnvolved you can ad]ust
1he Llf bow can only be used by Llves. ln the hands of any other
race ìtcounts as a short bow.
Longbows cannot be fìred from horse back or from any other
1roops armed wìth crossbows may not move and fìre durìng the
same turn, as these weapons take a consìderable tìme to reload.
A repeatìng crossbow fìres small, lìght bolts from a magazìne.
1hese weapons have no long range, maxìmum range ìs ì5". Lnlìke
crossbows they can move and fìre durìng the same turn. 1hey have
a hìgh rate of fìre, and so can shoot twiæ a turn ìnstead of once
lìke other mìssìle weapons.
FIRING FROM HORSE BACK
Mìssìle weapons can be fìred from horse back, or any other rìdìng
creature, atart m oy.
1he mìssìle and combat system used ìn Warhammer ìnvolvesrollìng
a lot of O5's. 1here ìs lìttle poìnt ìn re-rollìng the same dìce for
each model shootìng. 1ake as many O5's as you have modelsìnthe
fìrìng unìt. Holl the lot 'to hìt'. Mow pìck out the dìce whìch ha�e
scored hìts and roll these all agaìn 'to wound'. Mow pìck out the
dìce whìch have scored wounds and hand them to the other player
to make any approprìate savìng rolls. 1hìs method saves a lot of
Obvìously ìf you are short of O5's you'll have to roll ìnbatches, but
thìs should present no real problem. O5's are cheap and wìdely
lf some members of a regìment have dìfferent characterìstìcs, then
you can eìther roll theìr dìce separately or use a dìfferent coloured
dìce to represent theìr attack.
lt ìs by combat that most games are won or lost. Combat plays a
bìg part ìn Warhammer, more so than ìn many othersìmìlar games.
|or thìs reason we have trìed to make the combat system as
realìstìc and detaìled as possìble wì thout sacrìfìcìng playablìty.
Warhammer ìs a game ì n ì ts own rìght, but many people fìnd that
wìth a lìttle adaptìon our combat rules areperfect for other games
CHARGES, FIRING AND
Æy move ìntended to brìng a unìt or ìndì vìdual ìnto hand-to-hand
combat ìs called a charge. lf a model or a unìt wìshes to charge ìt
may double ìts movement allowance ìn order to do so.
Charges must be announced by the player æfm measurìng
dìstances. lf the dìstance proves to be more than the charger's
move then the unìt wìll come to a halt before makìng contact, and
must spend from the rest of that turn untìl the end of theìr next
turn mfæ. 1he faìled chargers may not move at all, except to
turn to face a charge, to follow up enemy ìn combat or as a result
of beìng pushed back or routed. 1hey may not fìre mìssìles whìlst
confused. lf confused troops become ìnvolved ì ncombat they suffer
a-ì'to hìt' modìfìer.
Charges who faìl to make combat because theìr enemy Hw Awey
are treated ìn exactly the same manner as other unìts whìch faìl to
contactt they wìll be confused.
1roops who have been charged may tm any models not already
engaged ìn hand-to-hand combat so that they face theìr chargers.
Lven stupìd and confused troops may do thìs. 1hìs turn wìll
actually take place ìn the opponent's turn, and ìs an exceptìon to
thenormal turn sequence.
Mìssìle armed troops who are charged may fìre at theìr chargers.
1hey may do thìs even though ìt ìs not theìr turn and they could
not normally fìre. 5hooters who fìre do so before the target unìt
starts to move, or at maxìmum range ìf out of range at the
begìnnìng of the charge. 1hey are �ubject to a 'mìnus l' shootìng
dìce modìfìerbecause they wìll be hurrìed and possìbly flustered.
Mìssìle armed troops who charge, and whose enemy successfully
I ewey, may mt fìre theìr mìssìle weapons for the rest of that
1hìs ìs another rule that forms an exceptìon to the normal turn
sequence. lf troops are charged they may opt to I æey. 1hey
make an ìmmedìate oæ speed move dìrectly away from theìr
atackers� Hemember to deduct for anyturns,terraìn or obstacles.
lf the chargers move ìs suffìcìent to catch up wìth the evadìng
unìt, then the target ìs caught wìth theìr backs turned and
automatìcally md. A unìt so caught may not fìght back and
may not use ì ts shìelds. 5ee Houts pagel7.
A unì t maynotstandandfìre W d runaway.
WHO CAN FIGHT
OurìngCombat any troops ìn frontal base-to-base contact wìth one
or more enemy may fìght. Combat ìs not restrìcted to just models
belongìng to the sìde whose turn ìt ìs, any models from eìther sìde
ln thìs sìtuatìon the shaded models are ìn combat and may
Lach creature may make as many attacks as are ìndìcated on ì ts
cmetm or cræær pmfile. Generally speakìng thìs wìll be one,
althoughcharactersand some monsterscan have more.
MTE Æ L M W
1roops carryìng a weapon ìn each hand may strìke theìr normal
number of attacks wìth eæ weapon. 5o, a man wìth a sword ìn
each hand may attacktwiæ.
5ome weapons requìre two hands to be used properly, ìncludìng
double handed axes, double handed swords and pole-axes. 1roops
equìpped wìth these weapons must have two hands free to use
them, they could not possìbly carry a weapon ìn each hand.
1roops wìth a weapon ì n each hand, or usìng a weapon whìch
requìres both hands, may mt use shìelds. lf the unìt ìs equìpped
wìth shìelds these are assumed to be slung on the back durìng
5TOMP5, BlTE5, CAW5, GOHE5 Æ TAELAN5
NormaÌÌy, troops attack to the front onÌy. Attacks by monsters
can somet|mes be except| ons to th|s ruÌe.
Stomp A stomp | s a generaÌ term appÌ|ed to many Ìarge
monsters. It |s assumed to be a comb| nat| on of tread|ng
on th|ngs, knock|ng them over, butt|ng, fÌa| Ì| ng and
k| ck| ng. Stomp attacks can be aÌÌ round - e| ther to the
front, s| de or rear.
A b|te | s deÌ| vered by a creature's jaws. Th|s |s normaÌÌy
to the front onÌy, but creatures w| th add|t| onaÌ pa|rs of
jaws grow|ng from the creature's back or ta|Ì may b| te aÌÌ
round w| th the extra attacks conferred.
Creatures w|th horns or tusks somet|mes have a gore
attack, aÌthough usuaÌÌy |t | s assumed gor|ng takes pÌace
as part of a b| te. Creatures can gore to the front onÌy.
A cÌaw |s an attack from a creature's cÌaws or taÌons.
Th|s |s normaÌÌy to the front or s| des onÌy, and onÌy
strangeÌy mutated creatures w| th add| t|onaÌ rearward
po|nt|ng Ì| mbs couÌd cÌa|m an add| t| ona¦ rearward cÌaw.
Ta|Ì Ta|Ì Ìash|ng speaks for | tseÌf, | t compr|ses Ìash|ng about
w| th a heavy or strangÌ|ng ta|Ì. Ta|Ì Ìashes can be to the
rear or s|de, but not to the front.
Except| ons to any of these ruÌes are spec| f| caÌÌy g| ven for each
monster |n the Bettle Btiæy.
Each creature may make as many attacks of each type as are
| nd| cated on | ts cmetme or cræærpfile.
Each combat pro cedes as foÌÌows.
I. Order of attack
Z. Throw to h| t
3. Throw to wound
4. Sav|ng Throw
>. Combat ResuÌts
Bod|es of troops attack | n str| ct
order. Those w| th h|ghest
In| t|at| ves str|ke f|rst, foÌÌowed by
those w| th progress|veÌy Ìower
In| t| at| ves.
The troops who are attack| ng roÌÌ a
O5 to see |f the|r bÌows h| t.
|or each h| t scored the attacker
roÌÌs a O5 to see |f h|s h|ts have
Troops who are wear|ng armour
may try to avo|d the effects of
wounds by mak|ng a sav|ng throw.
After both s|des have attacked |n
turn, troops may be forced back or
ORDER OF ATTAC K
Bod|es of troops attack | n str|ct order, those w| th h|ghest
In| t| at| ves str|ke f|rst, foÌÌowed by those of success| veÌy Ìower
In| t| at| ves.
If a creature has more than one attack then aÌ Ì of | ts attacks take
pÌace at the same t| me.
Any troops who are k| ÌÌed before they have a chance to str|ke,
because they have Ìower In|t|at| ves, may mt f| ght back. If
combatants have the same In| t|at| ves, then treat the| r attacks as
s|muÌtaneous. So any casuaÌt|es | ncurred may str|ke back before
the modeÌs are removed.
THROW TO HIT
The s| de whose troops have the f| rst attack w| Ì| roÌÌ I O5 for each
modeÌ f|ght|ng, or for each attack |f the|r troops have more than I
attack each. The bas|c score needed to h|t w|ÌÌ depend upon the ws
of the attackers and the ws of the|r enem|es. The chart beÌow
g| ves the m|n|mum O5 score needed to cause a hi t.
weapon 5k| | Ì
J ¤ > ó 1 8 9 1Û
a 9 9
7 8 ó ó 1
¤ · > > ó
¤ ¤ > >
¤ ¤ 5
J J ¤ ¤
¿ J 3
¿ ¿ J
Z Z Z Z
Z Z Z Z
8 8 9
7 8 8
ó 1 1
ó ó 7
¤ > > ó ó
¤ ¤ å > ó
1 .,., .
PANlCKEO, PHONE, HOTlNG Æ FYlNG
If you are f| ght|ng pan|cked troops, rout|ng troops, modeÌs who are
knocked to the ground, asÌeep, overcome by stup| d| ty, or |n any
way unabÌe to f| ght back then the|r ws |s counted as I. The|r own
ws for any attacks they may be abÌe to make rema|ns unchanged.
See the appropr|ate ruÌes sect|ons for expÌanat|ons of these states.
Prone | s used for roÌe-pÌay|ng games and |s not str|ctÌy reÌevant | o
the BattÌe RuÌes.
If you are f|ght|ng troops attack| ng from the a|r then the|r ws |s
counted as IO dur| ng your attack. Their own ws for any attacks
they may have rema|n unchanged dur|ng the|r own attack.
1OM1 M EH5
In acme c|rcumatance |t w|ÌÌ be eaa|er, cr harder, tc accre a h|t
than |n cthera. |cr exampÌe | t wcuÌd be eaa|er tc h|t acmecne |f
ycu were atccd abcve them, and harder | f they were beh|nd a waÌÌ.
Tc a|muÌate th|a the fcÌÌcw|ng d| ce mcd|f|era are uaed. The
mcd|f|er |a added tc the O5 d|ce made 'tc h| t', mcd| f|era are
cumuÌat|ve. Sc, fcr exampÌe, a +I, +Z a
d -I mcd|f|er |a an cveraÌÌ
Nc mcd| f|er w|ÌÌ take the accre needed tc beÌcw Z. Z repreaenta
the max|mum effect| veneaa cf trccpa.
Mcd|fy ycur d|ce accre aa fcÌÌcwa.
+ì |clÌcw|ng Op
-ì Crcaa|ng a Defended
- ì Oa|ng mcre than cne
we�pcn at cnce
-I I f ycu are ua|ng a
weapcn wrcng handed
-I |ear* �cmbat cppcnent
- I Terr| f|ed*
If ycu are |n a atate cf |renzy.
If ycu charged |ntc ccmbat
lf ycur trccpa are cn a h|gher
aÌcpe, ata|r cr rampart.
If ycu pd back ycur
ccmbat cppcnent | n the
If ycu fa|Ìed tc make ccntact
|n a charge | n ycur Ìaat turn.
If ycur cppcnent |a beh|nd
a hedge, waÌÌ, barr|cade
Such aa a awcrd | n each hand.
hand. AppÌy th|a mcd| f|er tc
In ycur Ìeft hand | f ycu are
r|ght handed. AppÌy th|a
mcd|f|er tc the wrcng handed
|cr bÌcwa atruck aga|nat
feared cppcnenta wh|Ìat
ycu are |n a at�te cf fear.
If ycu are be|ng terrcr|aed by
a creature w|th|n I>".
Except fcr creaturea ua|ng
ncrmaÌ, unarmed attacka -auch
aa cÌaw, b|te, etc.
° |renzy, Terrcr and |ear are PaychcÌcg|caÌ effecta deacr|bed
under PyOlQy |aee page xx cnwarda).
TO WOUND CHART
|cr each h|t accred cn the enemy un|t rcÌÌ a O5, the accre needed
tc cauae a wcund w|ÌÌ depend upcn the Tcughneaa cf the target and
the Strength cf the attacker.
|cr exampÌe. A Man, Strength J, haa h|t an Orc w|th a
Tcughneaa cf ¤. He w|ÌÌ need tc accre a > cn a O5 tc cauae a
wcund. If he rcÌÌa the d| ce and |t ahcuÌd turn up I, Z, J cr ¤ he
fa|Ìa tc cauae a wcund and the h|t haa nc effect, |f the d|ce
turna up > cr 5 he haa cauaed a wcund, and cne wcund |a
deducted frcm the target'a tctaÌ.
Ncte that M cn the chart meana M Effæt. A creature cr target cf
the Tcughneaa |nd|cated cannct be effected by a bÌcw cf that
A mcdeÌ that |a armcured, cr wh| ch carr|ea a ah|eÌd, may attempt
tc 'aave' aga| nat each wcund auffered. Th|a |a dcne |n exactÌy the
aame way aa fcr m|aa|Ìe f|re. The aav|ng thrcw, cr aav|ng rcÌÌ, |a
| ntended tc repreaent the prctect|ve vaÌue cf armcur. The rcÌÌ
aÌÌcwa fcr a bÌcw that wcuÌd a|mpÌy bcunce cff a mcdeÌ'a armcur
cr ah|eÌd. RcÌÌ a D6.
Type cf Armcur Sccre requ|red
or Cha|nma|Ì armcur cnÌy 6
or A metaÌ breaatpÌate cnÌy
Sh|eÌd plæcha|nma|Ì armcur
or Sh|eÌd plæ metaÌ breaatpÌate 5
or CcmpÌete pÌate armcur cnÌy
PÌate armcur plæah|eÌd 4
CavaÌry may add I tc the|r d| ce rcÌÌ, and elwey have a aav|ng
thr cw cf at Ìeaat 6, even |f the r|der |a tctaÌÌy unarmcured.
CavaÌry whcae mcunta have armcur cr cÌcth bard|ng may add a
further I, g| v|ng them a tctaÌ cf pÌua 2.
Trccpa empÌcy|ng weapcna requ|r|ng the uae cf twc handa dc nct
ga|n any advantage frcm hav|ng ah|eÌda, wh|ch muat be drcpped cr
aÌung acrcaa the back. |cr exampÌe, trccpa ua|ng twohanded axea.
Trccpa whc have been attacked |n the rear, and whc cannct turn tc
face the|r enem|ea, der| ve nc benef|t frcm ah|eÌda. Trccpa
attacked |n e| ther fÌank, cr frcm the a|r, may at|ÌÌ uae the|r ah|eÌda:
| t |a aaaumed the trccpera have auff|c|ent mcb|Ì|ty tc turn aÌ|ghtÌy
| n the ranka.
Rcut|ng trccpa cannct uae the| r ah|eÌda, they are far tcc
It |a harder tc aave aga|nat h|gh Strength h|ta. Mcd|fy ycur aav|ng
rcÌÌ aa fcÌÌcwa.
wcund cauaed by a h| t
when a creature rece| vea a wcund reduce | ta wcund tctaÌ by I.
Once a creature haa zerc wcunda | t |a ccna|dered tc be cut cf
ccmbat, and can be referred tc aa ' k|ÌÌed'. Th|a dcea nct mean that
the mcdeÌ |a certa|nÌy dead, but tc aÌÌ | ntenta and purpcaea | t may
be regarded aa auch.
where a target un| t haa cnÌy cne wcund pc|nt per mcdeÌ, aa |a
uauaÌÌy the caae, cne mcdeÌ |a remcved fcr each aucceaafuÌ wcund
where a target un|t haa mcre than cne wcund pc|nt per mcde
remcve aa many whcÌe mcdeÌa aa pcaa|bÌe and reccrd any amcunt
Ìeft cver. |uture wcunda cn the un|t may then cauae further
mcdeÌa tc be remcved aa apprcpr|ate. Ccmbat and m|aa|Ìe wcunda
bcth ccunt, ac an Ogre (3 wcunda) whc auffera I wcund frcm
m|aa|Ìe f|re and 2 wcunda frcm ccmoat |a dead.
ExampÌe • - A un| t cf Men rece|vea J wcunda. Men have cnÌy I
wcund pc|nt each, ao remcve 3 Men.
ExampÌe. A un| t cf Ogrea rece| ve 4 wcunda. Ogrea have J
wcund pc| nta each, ac I Ogre |a remcved and the rema|n|ng I
pc|nt |a reccrded. One cf the aurv| v|ng Ogrea ccunta aa hav|ng
cne wcund - and th|a may effect | ta f| ght|ng perfcrmance.
ExampÌe. A un|t cf Ogrea aÌready haa I wcund cn |t and
rece| vea ancther 2 wcunda frcm ccmbat. Th|a makea a tctaÌ cf
J wcunda, and ac cne Ogre |a remcved.
AÌthcugh caauaÌt|ea ahcuÌd thecret| caÌÌy be remcved frcm the frcnt
rank cf trccpa f| ght|ng, we aaaume that an | nd| v|duaÌ atccd beh|nd
wcuÌd atep |ntc any gap created by the death cf a frcnt rank
ccmrade. Acccrd|ngÌy, caauaÌt|ea can be remcved frcm the
rearmcat rank aa |n the |ÌÌuatrat|cn beÌcw.
A A �J�
A ��A A±�
±± A ±�
� ��± �±�
The rear rank can be neatened up ac that aÌÌ the mcdeÌa are |n a
Ì| ne tcgether.
Tc aee wh|ch a| de haa wcn f|rat take each ccmbat |n turn. A
ccmbat |a ccna|dered tc be a grcup cf f| ght|ng, hcat|Ìe un|ta whc
are | nterccnnected by aÌÌ|ed cr enemy un|ta. |cr exampÌe, |n the
d|agram beÌcw there are three aeparate ccmbata.
Once aÌÌ caauat|ea have been remcved frcm a part|cuÌar ccmbat
ycu can wcrk cut whc haa wcn. Ccunt up the number cf wcunda
each a|de haa cauaed, the a| de that haa cauaed the mcat |a the
The w|nn|ng un|t/a w|ÌÌ pæ beck the|r enem|ea by 2" - th|a happena
| mmed|ateÌy and dcea nct ccunt aa extra mcvement, |t a|muÌatea
the defeated trccpa be|ng graduaÌÌy fcrced tc g|ve up grcund tc the
cnaÌaught cn the|r enem| ea. Mcve the Ìca|ng un|t/a 2" backwarda,
aÌthcugh they have mcved backwarda the trccpa are aaaumed tc
have rema| ned fac|ng the|r fcea dur|ng the puah back.
The w|nn|ng un| ta muat foÌÌow the|r retreat|ng enem|ea u eæ they
are themaeÌvea beh|nd aome aort of defena|ve poa| t|on or cover,
auch aa beh|nd a hedge or waÌÌ. If th|a |a the caae the un|t doean't
have to foÌÌow the|r retreat|ng enem|ea unÌeaa the pÌayer w|ahea
A un|t puahed back w|ÌÌ have to take a Hm Tæt and may be
mæ. See page xx.
MOVEMENT AND TROOPS
ENGAGED IN COMBAT
Troopa engaged |n combat may be puahed back, may foÌÌow up or
rout, but other movement |a not poaa|bÌe unt|Ì the combat |a over.
A un|t may dec|de | t haa had enough, and can rout voÌuntar|Ìy
anyt|me | t Ì|kea.
A un|t puahed back |n combat may not make any manoeuvrea and
may not change format|on. CaauaÌt|ea can be removed from rear
ranka, and format|ona 'neatened', but that |a aÌÌ.
Troopa who are foÌÌow|ng up may expand or contract the|r frontage
wh|Ìat do|ng ao. The number of modeÌa that can expand or contract
|a 4 for non-atup|d troopa and 2 for atup| d troopa.
LA lN HOM
Troopa who are foÌÌow|ng up after w|nn| ng a round of combat may
'Ìap round' up to two apare modeÌa on each a|de of the|r format| on,
enabÌ|ng them to get more men |nto combat. The|r enemy cæ turn
any unengaged modeÌa to f|ght.
The Dwarfa Ìap round two modeÌa each a|de, wh|Ìe the CobÌ|na turn
enengaged modeÌa to face them.
It |a poaa|bÌe to Ìap round onto an enemy'a rear, aa |n the draw|ng
The Dwarfa have puahed the CobÌ| na back aga|n and have expended
and Ìapped round another four modeÌa.
Troopa be|ng Ìapped round may turn any unengaged rear-rankera to
meet the new threat. If there are no unengaged rear rankera then
the un|t haa been attacked |n the rear and muat take a Pæic teat.
It |a poaa|bÌe to charge |nto the rear of an aÌready engaged un|t aa
|n the a|tuat|on beÌow.
Th|a aÌao counta aa a rear attack and the troopa be|ng charged muat
take a Pæcteat.
In baa|c gamea any r| der on a horae, or horae a|zed beaat, counta aa
mvæ. when f| ght|ng cavaÌry work out h| ta/wounda aa normaÌ.
Make any aav|ng roÌÌ aa appropr|ate, remember mounted modeÌa +I
to the d| ce, and w|ÌÌ have a aave of at Ìeaat 6. Remove a modeÌ
aÌa|n aa one |ntegraÌ modeÌ, |.e. I k|ÌÌ ¬ I r|der æ mount removed.
Humano|da on foot, under IO' taÌÌ, f| ght|ng r|d|ng beaata Ìarger than
horaea, may onÌy attack the mount. R|dera whoae mounta are k| ÌÌed
are removed from pÌay | n the baa|c game, unÌeaa they are
charactera, heroea or w| zarda, when they may f|ght on foot.
In combata between Ìarger creaturea and Ìarge r| d| ng beaata, or
between two Ìarge r|d|ng beaata, beaata mæt attack each other.
R|dera may attack e| ther r| der or mount. A mount whoae r|der |a
k|ÌÌed w|ÌÌ react accord|ng to type. See the Bttle BUæy.
Lven the bravest trooµs can only take so much, eventhe toughest
monster or meanest hero can fìnally decìde that he, she or ìt would
much rather be somewhere else. Whatever the reason, a unìt that
routs ìs grìµµed by blìnd hysterìa; frìghtened, comµletely wìtless
and utterly dìsìnterested ìn doìng as theìr commanderwìshes.
A unìt can be routed as the result of combat, excessìve mìssìle
casualtìes or because of detrìmental µsychologìcal factors.
A unìt must make a rout test ìn the followìng sìtuatìons.
ì. 1he unìt/character has been pd mckì nmmbet. 1est as
soon as the µush back occurs.
Z. 1he unì t has ] ust lost 1, or more, of ì ts orìgìnal numerìcal
strength to mìssìle fìre, magìc mìssìle attack, or a
combìnatìon of both durìng a sìngle turn.
J. As ìnstructed elsewhere ì ntherules.
1he test ìs made on the unìt'sLearip |the leader's Leadershìµ ìf
ìt ìs dìfferent).
lf the unìt has ]ust been µushed back ì t wìll have suffered
morew than ì ts enemy. Ad the dìfference to the dìce
lf the result ìs more than the Leadnip the test ì s faìled
and the unìt routs. lf the result ìs equal to, or less than, the
Leadrsip the unì t ìs saved, and wìll contìnue to fìght
P unìt whìch has no leader, ì f he has been kìlled for ìnstance, may
stìll try to save agaìnst a rout. Lse the Leadershìµ characterìstìc
of the trooµs.
Once a unìt ìs routed, all attached characters are consìdered to be
µart of that unìt, and they wìll be forced to ]oìn ìn the rout. 1hey
have no choìce but to goalongwìth theµushìng,hysterìcalmob.
A routed unì t whìch faìls to make the leader save wì ll rout
ìmmedìately. 1he whole unìt, ì ncludìng any attendant characters,
ìs turned away from theì r enemy and indately moved 4" away
from the fìght. 1hìs movement ìs done out of sequence, and ìs ]ust
to get the routers out of combat. lf frìendly unìts are blockìngthe
routers µath away from combat the routers wìll move through
them. A unìt moved through ìn thìs waywì llnotbe able to reserve
move that turn.
After the fìrst move away from combat routers are moved ìn theìr
ownturn. A routìngunìt alwaysmovesat double normal rate. 1he
unìt must move away from the nearest enemy, or cause of theìr
rout, and must head towards theì r own µlayer's table edge where
µossìble, takìng the most dìrect route. lf engaged ìn combat they
are unable to fì ght back. lf attacked ìn combat or shot at they do
not count theìr shìeldstowardsany savìngroll.
Once a routed model reaches the table edge ìt ìs removed from
µlay and does not return - they are assumed to become scattered
all over the countrysìde, hìdìng uµ trees, ìn dìtches, µretendìng to
be ìnnocent µeasants or travellers, and generally conductìng
themselves ìn a very unfìttìng and shabby manner.
lf all of a unìt's combat oµponent's rout ìt must mæt µursue.
Pursuìt reµresents the loss of control and unìt co-ordìnatìon that
occurs when enemy suddenly take flìght. A unìt wìll not µursue
routers so long as they are stìll fì ghtìng other enemy.
As the routìng unì t ìs moved 4" fromcombat the µursuìng unìt ìs
also ìmmedìately moved 4" so that ìt follows them and remaìns ìn
contact. 1rooµs whose normal charge move ìs less than 4" wìllmt
µursue. lf the routìng unìt has moved through frìends, the µursuers
must ìmmedìately charge them - thìs ìs done out of the normal
seque�ce; take µsychologìcal tests as normal. Work out Combat
æ×t turn, the µursuersd receìve the +1 'to hìt' charge bonus.
Pursuers who are ìn contact wìth routìng foes may strìke blows
durìng Combat as normal. Houters cannot fìght back and count as
Houted on the 'to hì t' table.
Ourìng the routìng unìt's next turn they wìll move away from theìr
µursuers. 1he µursuers ìnstantly become Cæfæ and wìll remaìn
so untìl the m of theìr next turn. Confusedtrooµsmay not move,
exceµt to turn to face a charge, to follow uµ enemy ìn combat or
as a result of beìng µushed back or routed. 1hey may not fìre
mìssìles, they may fìght ìf charged, but suffer a -ì 'to hìt' modìfìer
for beìng confused.
lf a unìt does not wìsh to µursue ìt can test on Leadnip to try
and Mld ìnstead. Holl ZO5, ìf the result ìs equal to or less than
the Leadershìµ the unìt does not have to µursue but may hld
ìnstead. A unìt that ìs holdìng ìnstantly becomes confused untìl the
bimin of ì ts next turn.
Pursuers leavìng the table durìng µursuìt must sµend one turn 'off-
table', and may then return ìn any of theìr followìng turns on the
O5 score of a 4,> or 5. 1hey wìllnotbe confused when they return.
lt ìs µossìble that a routìng unì twì llmanage toµullìtself together,
and return to the fray. Ourìng the Hallyìng µart of any turn aftr
m fmt U, a µlayer may attemµt to rally any of hìs routìng
trooµs that, remaìn on the table and are mt in met.
1o do thìs roll ZO5. lf the dìce score ìs more than the unìt's
Leadrip they wìll contìnue to rout, and must try to rally agaìn ìn
theìrnext turnso long as they remaìnon the table.
lf the score ìs equal to or less than the unìt'sLeadrip they are
rallìed and are no longer routìng. 1he unìt must sµend theìr entìre
next turn rallyìng. 1hìs ìs called J Hæym Tm. Ourìng the
Hallyìng 1urn trooµs may not move, exceµt to turn to face a
charge, or as a result of beìng µushed back or routed. 1hey may
not fìre mìssìles or fìght back ìf charged. lf forced to take a rout
test durìng the Hallyìng 1urn they wìll automatìcally faìl ìt, and
A unìt whìch has no sµecì fìc leader model for some reason, ìf he ìs
kìlled for ìnstance, may stìll test to rally. 1æ trooµs personal
characterìstìc Leadershìµ ìsused for thìs.
Lxamµle. A unìt of routìng Goblìns |Ld >) has a Malf-Orc
character as ìts leader |Ld 7). 1he unìt tests on the leader's
characterìstìc, and so needs 7 orless to rally.
lf the Malf-Orc ìs slaìn the unìt may stìll try to rally, but now
needs a > or less to succeed.
The Heærve part of the turn aÌÌowa uncomm| tted modeÌa t o be
moved and repoa|t|oned. Th|a repreaenta the br|ng|ng up of freah
bod|ea of troopa, anp |ntroducea the concept of keep|ng tact| caÌ
reaervea, aa weÌÌ aa mak|ng the game amoother and more dec|a|ve.
Oncomm|tted troopa are thoae wh|ch are more then 4" away from
any enemy. Theae count aa reærves and may move dur|ng the
Heærve part of the turn, they may make th|a extra move even | f
they have aÌready moved dur|ng the Movemt aect| on. Th|a | a
caÌÌed a reærve move. If any member of a un|t | a w| th|n 4" of any
enemy, then the ent|re un|t cannot reaerve move and muat rema|n
A un|t reaerve mov|ng meymt approach any cÌoaer than 4" to any
enemy troopa, and ao may not charge, and cannot enter combat.
The foÌÌow|ng exampÌea |ÌÌuatrate wh|ch un|ta may reaerve move
and wh| ch may not.
On|t A |a w| th|n 4" of un| t ì and ao may not move. On|t B |a 6"
away from un|t ì and ao may move. On|t C |a >" away from un|t ì
and ao may move.
On|t A muat rema| n atat|onary. On|t B movea to wth|n 4" of un|t ì,
but cannot move any cÌoaer. On|t C movea away from un|t ì.
Rout|ng troopa may mt reaerve move. The|r normaÌ movement
aÌready takea |nto account the|r extra apeed, and ao they do not get
th|a add|t|onaÌ movement aa weÌÌ.
Rout|ng troopa have a d|aturb|ng |nfÌuence over un|ta who aee
them. Becauae of th|a, any un|t that |a w| th|n 4" of routera,
whether from the|r own or the| r opponent'a a|de, may mt reaerve
A reaerve move takea pÌace exactÌy Ì|ke ord|nary movement. The
move aÌÌowancea, and movement penaÌt|ea aÌÌ rema|n the aame. A
un|t may reaerve move upto | ta normaÌ movement aÌÌowance,
aubject to the uauaÌ penaÌt|ea. A un|t may move Ìeaa that | ta fuÌÌ
aÌÌowance or not at aÌÌ |f the pÌayer w|ahea, unÌeaa | t |a aubject to a
compÌuaory react| on, auch aa Metred ( See page xx)
HESHVE MW CAHACTEH5
Charactera may reaerve move |n exactÌy the aame way aa Ìarge
un|ta. Lnemy charactera w|th|n 4", or rout| ng fr|endÌy charactera,
aÌÌ count aa un|ta for the purpoae of reaerve movement.
HESHW MOVE PYCOY
PaychoÌogy teata made earÌ|er |n the turn hoÌd good for the reaerve
move. So a un|t aubject to Metred dur|ng normaÌ movement w|ÌÌ be
aubject to the aame react|on dur|ng the reaerve move.
If troopa become expoaed to a new paychoÌog|caÌ threat dur| ng the
reaerve move, teat | mmed|ateÌy.
On|t Z |a aubject to hatred aga|nat the h|dden un|t C. Dur|ng
reaerve movement Z rounda the corner,
aeea C and throwa
|mmed|ateÌy for a hatred react|on.
When a commander ìssupervìsìng a large body of soldìers he cannot
always depend on them to do exactl y what he wants them to. Mìs
troop's ìnstìncts of self preservatìon, theìr fears and dìslìkes, wìll
all effect theìr actìons.
1hìs ìs sìmulated by the 5tqidity, Fmnzy, Pæic,Termr, Feæ and
Htred rules gì ven ìn thìs sectìon. 1he BetUe Bstiæy gì ves full
detaì ls of whìch creatures suffer from whìch psychologìcal factors,
who hates who, whìch creatures cause fear or terror ìn whìch
others, and so on.
We would suggest that novìce players do not use any of these
psychology rules untìl they are thoroughly famìlìar wìth the maìn
body of themovement, shootìng andcombatrules.
SEQUENCE FOR TESTING
GM's should apply the psychology rules as an aìd ìn developìng the
personalìtìes and varyìng qualìtìes of the dìfferent troop types.
1he results of some psychologìcal tests wìlloccasìonally negate the
effects of others. 1here ìs no need to follow the rules slavìshlyt
the GM ìsfree to ìnterpret or modì fy the rules ashe sees fìt.
1he followìng order ìs suggested for these tests. 1hìs sequence wìll
make the tests easìest to use, and wìll best avoìd conflìctìng
Mounted troops, and anìmals under the dìrect supervìsìon of a
handler |base-to-base contact) make any tests usìng the riær or
her's personal characterìstìcs. Any resultìng effect applìes to
the rìder/mount or handler/anìmal combìnatìon.
CHARACTERS AND UNITS
Characters are essentìally ìndependent models whìch can be moved
ì ndìvì dually, but whìch may be placed wìth unìts ì n order to
enhance theì r combat potentìal or to derìve protectìon.
Characterswho are travellìng wìth a unìt, ì nbase-tO-base contact,
count as members of that unìt for the purposes of psychologìcal
1est for each unìt at a tìme, roll once for the whole unìt. 1he
result wìll then apply to the entìre unìt ìncludìng any characters
who are ìn base-to-base contact as part of the unì t, whether on a
permanent or temporary basìs.
Characters who are mt leadìng a unìt, but who are travellìng wìth
a unìt, may be sub]ect to dìfferent psychologìcal effects than the
unìt as a whole. ln thìs case the character becomes sub]ect to all
the new psychologìcal effectssufferedby the troops as well as hìs
own. 1hìs lasts for as long as he remaìns wì th the unìt. 1he
character stìll tests on hìs m characterìstìcs for psychologìcal
effects that are unìque to hìm. Me does mt use hìs own
characterìstìcs for the psychologìcal effects ìnherìted from the
rest o! the unìt- he ] ustgoes along wìth thegeneralreactìon.
lndìvì dual characters, heroes, wìzards, adventurers etc, who are
actìng ìndependantly of unìts are tested separately.
CAHACTEH5 P LEÆEH5
lf a character ìs leadìng a unì t of troops then the rest of the unìt,
ì ncludìng any addìtìonal characters, benefìt |or occasìonally
suffer| )from the leader'scharacterìstìcs.
Because he ìs ìn charge, use the cmecters characterìstìcs for alI
tests mt th of m Uq or otmr ettæhed ceræters even ì f
those of the troops are hìgher. 1he result wìll hold good for bth
the leader and the unìt. A character may only leadm unì t ìn thìs
Leader's become sub]ect to the psychologìcal effects suffered by
the mass of troops. 1ests are stìll made on the leader's
characterìstìcs. All troops under the leader's command, ìncludìng
any ancìllìary characters, become sub]ect to all of the
psychologìcal effects suffered by the leader.
lt ìs assumed leaders ¸become caught up ìn the confusìon of theìr
troops, whìlst the leader wìll spread panìc and despondancyshould
he crack up.
Lxample. A hero ìs leadìng a unì t of 1rolls. 1rolls are sub]ect
to stupìdìty, the hero ìs not. Lvery turn the unì t must roll for
stupìdìty usìng the hero's lntellìgence characterìstìc. lf the
test ìs passed the unìt contìnues as normal. lf the test ì f
faìled the ,wþl¸e unìt, ìnOludìng the hero, become sub]ect to
the stupì dìty¯rules. 1he poor hero ìs not necessarìly stupìd
hìmself, but he becomes so busy tryìng to stop hìs charges
eatìng each other and sìttìng on hìm that he can be consìdered
Creatures who are stµìd suffer certaì n dìsadvantages. 1hey have
dìffìculty rememberìng ]ust who they are fì ghtìng for, and are
easìly confused so that they sometìmes become totally ìneffectual
forno apparent reason.
1est each unìt of stupìd troops at the begìnnìng of theìr turn.
Holl ZO5. lf the result ìs less than or equal to the troops'
lnte¡¡ìgme, then they are alrìght and behave normally. lf the
score ìs more than the troops' lntellìgence they become badly
confused and sub]ect to the followìng rules untìl theì rnext turn.
I. lf already ìn combat half of the unìt wìll suddenly stop
fìghtìng, stare blankly around and wonder where they are. ln a
unì t of an uneven number of troops |J, >, 7 etc), the odd troops
wìll fìght on the O5 dì ce score of a 4, > or 5. Leaders and
characters wìll always fìght on the O5 dìce score of a 4, > or
5. 1hrow for each character to determìne whether they fìght
or not. Comba| opponentsstrìke blows agaìnst the entìre unì t,
ìncludìng characters, as ìf theì r Ws was I. 1he stupìd troops
own Ws remaìns as normal for theì rown attacks.
Z. lf not ìn combat the unìt wìll forget quìte what they were
doìng and wìll move off as ì ndìcated by a O5t
I, Z or J Move dìrectly forwards at half-pace. Anythìng
ìn the wayt frìends, enemìes, doors, trees etct
wìllbe charged and attacked.
4, > or 5 1he unìt merely stands around ìn a confused
and ì neffectìve manner.
3. Troops sub]ect to a stupìdìty reactìon wìll ìgnore all further
psychologì cal reactìons untìl theìr next turn.
5tupìd troops æwey change unì t frontages slower than normal
troops, even ì ftheypasstheìr stupìdìty test or are sub]ect to other
Certaìn troops are sub]ect toFmy. 1hìs enables them to go ìnto
a kìnd of berserk battle rage, a blood-lettìng, flesh-tearìng, ragìng
furythat transforms each warrìor ì nto a whìrlwì nd of destructìon.
Many of those who have thìs strange abìlìty are relìgìous zealotst
often usìng hypnotìc trances, strange chants or hallucenogenìc
herbalpreparatìonsto ìnduce theì rbattle frenzìes.
1roops who are sub]ect to frenzy must test whenever they
approach wìthìn I>" of enemyt or at the begìnìng of theìr turn ìf
enemyarealready wìthìn I>".
HollZO5. lf the score ìs equal to or less than the troops' Cool then
they are mt frenzìed. lf the score ìs more than the troops' Cool
then they are frenzìed untìl theì r next turn and sub]ect to the
I. 1he unìt must move at charge speed towards the nearest
enemy, and must charge any enemy wì thìn reach. Where the
unìt has a choìce of targets ìt wìll always choose hated enemy
Z. Lach member of the unì t may double hìs number of attacks ìn
J. 1he unì t must follow up any enemy pushed back ìn combat,
4. 1roops ìn frenzy never rout, no matter how many tìmes they
are defeated ìn combat or by whom. 1hey wìll fì ght to the
death ìf necessary.
>. 1roopsìn frenzy ìgnore all furtherpsychologìcaleffects.
A unìt whìch enters a combat whìlst ìn a state of frenzy stays ìn
frenzy so long as at least one member of the unì t remaìns ìn
combat. 1hereìs noneedforfurther tests.
Panìc sìmulates the de-moralìsìng ìnfluences of beìng attacked ìn
the rear, or seeìng frìends run away. 1he test ìs made whent
I. Whenever a frìendly routìng unìt of at least equal numerìcal
strength approaches to wì thìn 4", or ìf such a unìt ìs already
wì thìn4" at the begìnnìng of the player'sturn.
Z. 1he test ìs also taken by a unìt whìch has been charged ìn the
rear whìlst fìghtìng somebody else to theìr front, the test ìs
taken even ìf the unìt has spare models to turn round to face
theìr new attackers.
Holl ZO5. lf thescore ìs equal to or less than t� troops'Cmlthen
they are uneffected and may contìnue as normal. lf the score ìs
more than theìr Cool the unìt may not move for the remaìnder of
that turn, except that they may turn to face a charge, and they can
be pushed back or routed as normal. 1hey they d mt follow up
pushed back enemy or pursue routed enemy. |or the rest of the
turn they may not fìre mìssìles and count as panìcked on the
1error sìmulates a unìts reactìonstobeìng presented wì th huge and
frìghtenìng monsters, or dangerous unexpected sì tuatì ons for the
fìrst tìme. 1he test ìs only taken by a unìt O durìng a battle.
Whether the unìt passes or faìls the test ìt wìll not have to test
agaìn. lf the unìt passes the test ìt wìll not have to worry about
1error agaìn durìng the rest of tæ battle. lf the unìt faìls the test
ìf become sub]ect to the rules gìven for m mæmr of m
1est when an enemy creature or hostìle actìon whìch causes Ten
fìrst comeswì th 4".
1hrow ZO5. lf the score ìs less than or equal to the unìt's Cool
then the troops are uneffected, they bravely face whatever terror
they are beìng presented wìth. lf the score ìs more that theì rCool
the unìt has faìled the test, and becomes sub]ect to the followìng
rules for the remaìnder of the battle • •
I. lf the unì t ìs charged at any tìme by æy creature/s whìch
cause terror ì t wìll rout. 1he unìt may attempt to save
agaìnstthe rout as normal.
Z. 1he unì t suffers a -1 combat 'to hìt' modì fìer whìlst æy
creatures that cause terror are wì thìn4" of tæ unìt.
lf a creature causesterrorì na unìt ì twìllautomatìcallycausefear
too, and thìs applìes whether the ì nì tìal terror test ìs passed or not.
Where both terror and fear tests are to be taken together the one
dìce throwstands for both tests.
1error and fear dìce modì fìers are culmìnatì ve, so troops ìn hand-
tohand combat agaìnst somethìng that causes terror suffer -Z
from combat' tohìt' dì ce.
Although a unì tsub]ect to terror wìll rout ìf charged by a creature
that causes terror, such a unìt may ì tself charge the terrorìsìng
creature. 1he unìt wìll have to take a fear test fìrst though.
1roops about to charge can work up suffìcìent courage to attack a
statìonary creature, no matter how huge and threatenìngt but to
have the same creature bearìng down on you at speed ìs another
The appearance, habìts and reputatìon of some creatures can cause
revuIsìon and apprehensìon ìn others.
lf a unìt ìs cherged or wishes to cherge an enemy that ì t fears, ìt
must test to see ìf the troops overcome theìr fear, or are
themseIves overcome by fear.
HoI I ZO5. lf the score ìs equaI to or Iess than the unì ts CooI, then
the troops overcome theìr fear, and may contìnue as normaI. lf the
score ìs more than the unìts CooI they have faìIed to controI
themseIves, and become sub]ect to the foI Iowìng ruIes.
I. A unìt wìshìng to charge may mt do so. lt must remaìn
statìonary for the rest of that turn.
Z. A unìt that has been charged by an equaI or Iesser number of
feared enemy troops wìI I fì ght them, but suffers the -I combat
'to hìt' modì fìer on bIows struck agaìnst the feared enemy.
Thìs appIìes for the duratìon of the combat, not ] ust the fì rst
J. A un|t charged by a greater number of feared enemy troops
wìII rout ì f they faìI theìr test.
4. A unìt pushed back ìn the first round of combat by troops that
ì t fears mayrout, unìts receìve the normaI rou� save.
lf the unìt ìscharged/wìshes to charge more than one fearedenemy
durìng the same turn make ] ust the one test.
5ometì mes a unì t wì II wìsh to charge an enemy that does not ì tseI f
cause fear, but whìch ì s traveIIì ng ìn company wìth a monster or
another unìt that does. |or exampIet
ln e case such as thìs the unìt wìII have to test for fear ì f the fear
causìng creature ìs eìther Ieadìng the cnemy unìt, or ìs pIac�d 8o
that fìghtìng the unìt wì I I ìnevìtabIy resuIt ìn fìghtìng the fear
causìng creature/s too.
|euds and vendettas stretchìng over the mì I Ienì a, magìcaI and
reIìgìous antìpathy, terrì torìaI dìspute and racìaI contempt aI I Iead
to the ìrratìonaI enmì ty covered byMetred.
If hated enemy are wìthìn sìght at the begìnnìng of theìr turn, or
come wìthìn sì ght durìng the turn, a unìt must test to see ìf they
Iose controI for that turn. Test onIy once durìng a turn, no matter
how many enemy are ìn sìght. HoII ZO5. lf the score ìs equaI to or
Iess than the unìts CooI , then they are aIrìght. lf the resuIt ìs more
than the unìts CooI then they are overcome by a ragìng hatred and
become sub] ect to the foIIowìng ruIes untìI theìr next turn.
I. Troops must move as quìckIy as possìbIe towards the Dearest
hated enemy. Troops behìnd fortìficetiom may aIternatìveIy
remaìn statìonary, but they may not retreat.
Z. Troops must charge any hated enemy wì thì n charge reach.
Troops behìnd fortificetio may aIternateIy remaìn
statìonary, but they may not retreat.
Fortificetio ì ncIude prepared fortìfì catìons, such as forts, towers
and deIìberateIy fortì fìed Iow waIIs or barrìcades. |ortìfìcatìons
do not ìncIude woods, domestìc hedges, fences, boundary waIIs or
The CM must use hìs dìscretìon ìs permì ttìng a pIayer to count an
encIosed area, such as a waIIed vìI I age or vì nyard, as fortìfìed or
Poìnts values |PVs) allow gamers to work out reasonably evenly
matched sì des by gìvìng each model a fìxed value. PVs pose
somethìng of a problem ìn a fantasy game; the root of thìs problem
lìes ìn the ì mmense varìety of creature types, and the very specìfìc
vulnerabìlìtìes of each. Many Warhammer players have suggested
that an 'offìcìal formula' be adopted; allowìng �nyone to work out
PVs usìng a creature's characterìstìcs. 5uch a plan ì nevìtably falls
foul of the more extreme creatures.
1hìs creature ìs an example, a huge quì verìng mountaìn of flesh -
perhaps some monstrosìty created by the Gods of Chaos. 1he
crcaturehas a profìle whìch ìs as unusualas the beast ì tself.
M W5 BS
Û !Û 0
1he creature ìs ìmmensely powerful ìn combat, but has no long
range abì lì ty. lt has no mìssì le skìlls, no magìc and worse of all, ì t
5uch a creature wìll slay an ìnfìnìte amount of sword armed
ìnfantry, but can easìly be destroyed by heavy artìllery, seìge
machìnes or aerìal bombardment |eventually| ). 5o ìs the creature
worth as much as the seìge machìne? less? or what?
Although thìs ìs an extreme case, the same argument holds good
for more normal troops too. lf a creature has a hìgh Bs but no
mìssìle weapon ìs ìt worth more than an ì dentìcal creature wì th a
low Bs? lf a creature has a hì gh movement ìs thìs really goìng to
benefìt ìt ìn a seìge ty�pe of game?
THE POINTS SYSTEM
We belìeve we have to accept that any poìntssystem wìllfaìlsome
of the tìme, ]ust because of cìrcumstance. lf we are to adopt a
poìnts system ìt must hold good generally, but the GM ìs allowed
the optìon of gì vìng one sì de more or less poìnts to compensate for
1he followìng system utìlìses a trìed and tested formula whìch
gì ves reasonable PVs ìn most sìtuatìons. lt ìs faìrly easy to apply,
and can be used to cost your own ì nnovatìons.
1he followìng profì1e ìsevereg.
You wìll recognìse thìs as the standard human profìle. 1he PV of
the above creature ì sÞ. 1hìs ì sthe bæ level cost. Other costs are
worked out from thìs.
1o work out the cost of any other creature consìder each of the
characterìstìcs ìn turn. |or each unìt of characterìstìc hìgher than
the m level add the modì fìer shown. |or each unìt of
characterìstìc lower than the m level subtract the modìfìer
Lxample. A Owarf has a profì¡e as follows, and has a PV
modìfìed as ìndìcated.
1otal 5-1+1+1-1+1+1+1 ^ 71 Poìnts
1he mìnìmw PV ìs ì µoìnt. There ìs no maxìmum.
wO M 1 1U
1he PV worked out from thìs system tends to under-value the
bìgger creatures. 1o comµensate for thìs creatures wìth a PV that
works out as more than ìÛ, modì fy theì r PV usìng the chart below.
1hìs ìs done before any extra µoìnts are added on for weaµons,
armour or rìdìng mounts. |ìrst round q to the nearest ì, then
aµµly the modìfìer.
ìì-ì> multìµly by I !
ì5-ZÛ mul1ìµlyby Z
Zì-JÛ multìµiy by J
Jì-4Û multìµly by 4
multìµly by >
µer +ìÛ multìµly by +ì
1he result gìves a basìc µoìnts value for the creature. 1hìs does
not ìnclude weaµons, armour or rìdìng mount.
1he µoìnts cost of each creature ìncludes one clOse combat
weaµon, usually a sword, knìfe or club. Other weaµons, as well as
armour,costs extra µoìnts.
lf your unìts ìnclude varìous dìfferently armed and dìfferently
equìµµed models ]ust for 'effect' then work out your µoìnts cost
accordìng to how the unì t fìghts, not on the aµµearance of each
model. For examµle a unìt of Goblìns could ìnclude some wìth no
armour, others wìth shìelds, some wìth maìl amour, and some wìth
both. ln combat the whole unìt would be counted as havìng 'ì' µoìnt
of armour, gìvìng them a O5 save of 5t so workout the µoìnts cost�
Models carryìng duµlìcates· of weaµons, or weaµons they do not
ìntend to use, do not have to µay the additìonal µoìnts. |or
examµle a character may have two swords, two knì ves or two bows.
lf a model does wìsh to use multìµle weaµons |a sword ìn each hand
for examµle) extra µoìnts wìll be µaìd. Motethat the µoìnts value
for throwìng knìves, darts, axes, sµears and ] avelìns ìs for a suµµly
oftheseweaµons, generally sµeakìng enough for a battle.
bwOt0¡¸maCo at 0UaddìtìOml DÞ
þat Or LaÞCo
Hìko Ö tw0hMdod CuttìÞg Ot cliNlw1BOi ' 1
Nt,; , ;!,
Üall an0 Lhaln·
1hrowlng woapM8, aVom, knlvo8,
LhaìnmallMmOur Or mtal Þtða8tplato
�� ��¯ÎOr Nytl0,Mlß´
Lxtra fOr pOìæn woapOÞ
ÜOlt-1htOwot ÍÞOt ìÞCludìÞg CMwÌ
âtOm-1hrowot Ímt ìÞCludìq cw)
�UOmÞatd ÍÞOt ìÞCludìÞg CrowÌ
1he costs of standards and musìcal ìnstruments has been related to
the tyµe of trooµs. 1he cost of a standard equals the cost of a
sìngle trooµerx >. 1he cost of a musìcal ìnstrument equals the cost
of a trooµer x Z. A unìt of ZÛ models or more may have a musìcal
ìnstrument for m. A unìt of JÛ models or more may have a
standard for froo.
AHM5 »AHMH MOlFlEH5
5maIler creatures are goìng to be less able to use whatever
weaµonry they are gìven. 1o comµensate for thìs creatures wìth a
basìc PV of 4 or less may acquìre addìtìonal weaµons, armour or
shìelds at mf~ct. 1hìs does not aµµly to the bonus for µoìson
Basìc PV Arms and Armour modìfìer
4 or less Malf value
Larger and more exotìc creatures may fìnd ì t harder to fìnd
suìtable armour - and become very effectì ve when they do.
Creatures wìth a basìc PVof more than ìÛ must µay more for theì r
Arms and Armour modìfìer
multìµly by Z
multìµly by J
multìµly by +ì
Morses and other mounts should be µaìd for at the cost ìndìcated ìn
the Battle Bestìary, whìch has been worked out usìng the standard
method. Mounts count as equìµment, and so add on to the basìc
cost ìn the same way as arms and armour.
Many mounts work out cheaµ because they have low 'anìmal level'
µersonal characterìstìcs and usually no Bs or A. ln µractìce ìt
makes no dìfference whether mounts have low or hìgh
characterìstìcs, because all µsychology tests are taken from the
1o comµensate for thìs, anìmals whìch are to be used as mounts
always cost +Þ oxUa pOînt8 |gìvìng them a mìnìmum of 5 µoìnts).
Anìmals whìch are to be used as mounts for chamµìons and mìnor
heroes cost +1U oxtm pìnæ. Anìmals whìch are to be used as
mounts for other characters cost+ZU oxtra pìnts.
Lxamµle - A mounted warrìor
Morse |basìc) ì
Morse |as mount) >
Morse armour ì
BASIC POINTS FOR COMMON
The foÌÌow|ng chart Ì|ata the Pva for aome of the common
creaturea, together w| th the|r uauaÌ prof|Ìea. Pva worked out ua|ng
th|a ayatem are g|ven |n the BtUe Bstiæy for aÌÌ of the
Many of the warhammer creaturea have add|t|onaÌ powera aa
deacr|bed under the BtUe Bstìæy aect| on. Rather than auggeat a
acaÌe of f|xed bonuaea and penaÌt|ea we recommend that the CM
awarda extra po|nta to any a|de wh|ch he feeÌa |a d|aadvantaged.
|or exampÌe, | f Humana were f|ght|ng Ondead they wouÌd auffer to
aome extent from the paychoÌog|caÌ react|ona of feæ and ærror.
But the aame Ondead wouÌd have Ì| ttÌe aucceaa f|ght|ng L|zardmen,
who are Ìeaa vuÌnerabÌe to auch th|nga.
|Ìy|ng troopa can be coated on the| r max|mum fÌ|ght apeed |natead
of normaÌ movement.
lnt Ll WP PV
7 7 7 5
5 5 Þ 2
9 9 7
4 Þ 6 66
4 Þ 7 ^b
4 10 10 36
Þ Þ 5 Z
4 . º º 127
2 2 2 1
J J 3 ¿
4 4 4 2
°+> mcre po|nta |f uaed aa a mount. E.g. warhorae 7.
Lvery unìt of > models or more must have a Leeder. One of the
models ìn the regìments can be appoìnted as the leader, ìt helps ì f
youhave a specìal leader model.
ln combat the leader model always fìghts ìn the front rank, but he
ìsnever removed as a casualty except as a result of a cha|lenge U
Perænel Lbet |see below).
1he leader can also be attacked and removed once all of hìs unìt
has beenslaìn, and he ìs the lastmodelstandìng.
Character models, heroes, wì zards, etc, may take over the
leadershìp of a unìt by movìng ìnto base-to-base contact. A
character may only assume command ìf the Leadershìp value of the
unìt's current leader ìs equal to or less than hìs own. Me then
becomes the unìt's new leader untìl he decì des to leave the unìt.
A character may not assume command of a unìt whìch already has
a leader wìth a Leadershìp greater than hìs own. Me may stìll
travel and fìght wìth the unìt, but ìs not ìn command and has no
authorìty over the unìt.
Mo character may lead more than one unìt at a tìme. Mo unìt may
havemorethanoneleader at a tìme, even ì f ìt ìncludes addìtì onal
Psychology rolls are normally made usìng the personal
characterìstìcs of the troops. lf a unìt has a leader then he may
use hìs own personal characterìstìcs ìnstead, hedoesnot have to do
so ì f he does not wìsh. ln the case of normal leaders,
characterìstìcswìllbe the same as the rank and fìle troops.
5ometìmes a unìt of troops wìll be lead by a character whose
psychology reactìons are dìfferent to theì r own. |or example, a
unìt of 1rolls ìs sub]ect to 5tqidity, and a Oark Llf hero ìs sub]ect
to Metred agaìnst other Llves. ln a case such as thìs the
psychology ìscombìned, so that the 1rolls and the Oark Llf become
sub]ect to 5tupì dìty æd Matred agaìnst Llves. lt ìs assumed¸the
hero becomes entangled amongst the confusìon, whìlst he wìll take
every opportunìty to lead hìs unìt agaìnst other Llves. Uth tests
can be taken usìng the Oark Llf'spersonal characterìstì cs.
lf two unìts are engaged ìn combat eì ther leader may challenge the
other to personal combat. 1he two models are moved so as to be
fìghtìng each other, and theìr combat ìs worked out separately
from the other models. ln practìce you can use a dìfferent
coloured dìce to denote a leader'shìts where necessary.
Oamage caused on the leader must be recorded seperaUey from
damage on the rest of the unìt. Any leader slaìn ìn personal
combat ìs removed.
Any hero, champìon, leader, wì zard or other sìngle character or
monster model can challenge a leader or other character from a
unìt to personal combat.
A leader or character can refuse personal combat by movìng ìnto a
rear rank and takìng no part ìn the combat. lf there ìs no rear rank
he cannot refuse the combat. A leader can force hìs unìt to run
away or rout ìn order to avoìd combat. Hefusìng a combat wìll so
totally destroy H leader's credìbìlìty ìn the eyes of hìs troops that
hìs Leadershìp wìll drop toJ.
Each un|t of 5 modeÌs or more may |ncÌude a reg|mentaÌ standard
and/or a mus| c| an modeÌ. Both standards and mus|c|ans w|ÌÌ
|mprove the f| ght|ng ab| Ì| t|es of your troops, creat|ng a certa|n
f|ght|ng sp|r|t and sense of mart|aÌ pr|de. However, the ma|n
reason for |ncÌud|ng standards and mus| c|ans |n reg|ments |s
because they Ìook good|
Standards can take the form of a banner or trophy of some k|nd, a
head or other gr|zzÌy b| ts on a poÌe for exampÌe. The modeÌ
hoÌd|ng the standard f|ghts exactÌy Ì|ke any other rank and f|Ìe
trooper, he pÌants the standard |n the ground or hoÌds | t |n one hand
The standard bearer modeÌ |s never removed as a casuaÌty wh|Ìst
there are st|ÌÌ some members of the reg|ment aÌ| ve, | t |s assumed
that the standard wouÌd be taken up by another trooper shouÌd | ts
bearer be sÌa|n. A Ìeader can take over a standard |f aÌÌ of h|s
troopers are gone.
A un|t w|th a standard may add +I onto | ts Leademip, |ncÌud|ng
that of the un| t Ìeader.
ShouÌd a standard be captured, however, the Leadersh|p of the un| t
w|ÌÌ drop m|nus Z from | ts or|g| naÌ unmod| f| ed ÌeveÌ, as w|ÌÌ that of
the un|t Ìeader.
In combat any un|t wh|ch pushes back another may attempt to
capture the|r standard. After work|ng out the combat and push
back, the combat v| ctor decÌares that he | s go|ng to attempt to
se|ze the enemy standard. Procede as foÌÌows:-
I. ||ght another round of combat immediately.
Z. If the attack| ng s|de causes more casuaÌt|es the standard |s
captured. The 1os|ng s|de |s mt pushed back by an attempt on
3. If the attack|ng s|de does not capture the standard |t has been
successfuÌÌy heÌd. The �uccessfuÌ defenders are boÌstered by
the| r success and diæount the push back that they aÌready
have aga| nst them.
A standard may be recaptured | n the same way.
On|ts wh|ch rout automat|caÌÌy Ìose the| r standard.
Common mus|caÌ |nstruments |ncÌude drums and horns, aÌthough
any su|tabÌy no|sy dev| ce w|ÌÌ do. Some creatures can make Ìoud,
offens| ve or d|st|nct|ve no|ses, and these can be cons|dered as
mus|c|ans |n the|r own r|ght. As w| th standard bearers, the
mus|c|an f|ghts Ì|ke any other ord|nary trooper.
Mus| c|an modeÌs are never removed as casuaÌt|es wh|Ìst there are
st|ÌÌ some ord|nary members of the reg| ment aÌ|ve, |t |s assumed
that the |nstrument wouÌd be taken up by another trooper shouÌd
the mus| c| an be sÌa|n. A standard bearer or Ìeader can take over
an | nstrument |f aÌÌ of the troopers are gone.
Mus| caÌ |nstruments are used to co-ord|nate a reg|ment's
movements and manoeuvres. A un|t w| th a mus| c| an may turn w|th
onÌy haÌf the normaÌ penaÌty.
On|ts wh|ch rout automat| caÌÌy Ìose the| r mus| caÌ |nstruments.
CHAMP|ON5 AND HEkE5
On the tabletop character models representìng ìndìvìduals take Ihe
form of heroes or wìzards. Wìzards are dìscussed ìn ful l detaìl ìn
the separate Magic volume. Meroes are ìndìvìdual models
repesentìng heroìc personalìtìes, people of an altogether tougher,
meanerand more powerful dìsposìtìon than your average trooper.
Anyrole-playìngcharacter from any role-playìng game can be used
ìn a Warhammer battle, ] ust so long as the GM works out the
profìles and a faìr poìnts value where approprìate. Wamammr
RolePlay characters can be used dìrectly ìn any Warhammer
battle,wìth no need to change any of the profìles except for takìng
theWoundsfrom the mìnor to the ma]or scale.
1he hero types that follow have been worked out to provì de players
wìth a wì de selectìon of heroes, but not an exhaustìve one. GM's
should not feel under any compulsìon to use,the standard types, and
can make any modìfìcatìon they wìsh ìn order to provìde a wìder
selectìon, or tofurther lìmìt thosegì ven.
We gìve three grades for heroes; Cpiom, Mimr Mms and
Major Mms. 1o create eìther of these grades take the basìc
creature profìle for the type and add on as descrìbed. Lxcept for
Wounds and Attacks, no modìfìer can take a characterìstìc above
Lvery regìment of ìÛ models or more may ìnclude a Campio.
Champìons are always assocìated wìth unìts, they are treated as
beìng ordìnary members of theì r unìt except that they are better
fìghters. Champìons may not leave theìr unìts. Mo regì ment may
When workìng out combat always fìght the champìon separately,
because of hìs ìmproved profìle. Champìons of opposìng regìments
wìll always fìght each other ì fopportunìty permìts. Champìons can
alsobe unìtleaders ìf the playerwìshes. Leader/champìons may be
challenged to personal combat by enemy leaders and champìons, ìn
such acasetheywìll have to fì ght one enemy model at a tìme |not
both at once0.
A champìon wìll have a normal profìle as the rest of the regì ment
wìth the followìng modìfìcatìons.
Ld tnt Cl WP
1he poìnts cost of a champìon can be found by reworkìng out the
new stats from the PV formula. 1hìs wìll normally be +Z poìnts,
unless the extra amountpushes the total to more than ìÛ poìnts, ìn
whìchcase a standardPV modìfìer wìllbe applìed|seeµage JJ I.
1he mìnor hero model may move around ìndependantly of unìts or
other characters. Me may decì de to ]oìn a unìt ìf he wìshes, and
may even take command of ìt|assumìnghe has enoughLeadershìp).
Me ìs free to leave the unìt anytìme so long as ìt ìs not routìng or
sub]ect to some ìnhìbìtìngpsychologìcalreactìon.
A mìnor hero wìll have a normal profìle as for hìs type, wìth the
Ld lnt Cl WP
+1 +1 +1 +1 +1
1he poìnts cost of a mìnor hero can be found by reworkìng out the
new stats from the PV formula. 1hìs wìll be +ìJ poìnts, but as thìs
wìll always push the total cost above ìÛ poìnts there wìll be a
further modìfìer |see page xx).
The ma]or hero model may move around ìndependantly of unìts or
other characters ìn the same way as mìnor heroes. Ma]or heroes
are powerful models, and the GM mìght lìke to place a restrìctìon
on the number avaìlable. We normally allow I ma]or hero as part
of each full IOOO PV of the army.
A ma]or hero wìll have a normal profìle as for hìs type, wìth the
The poìnts cost of a ma]or hero can be found by reworkìng out the
new stats from the PV formula. Thìs wìll be +2J poìnts, but as thìs
wìll always push the total cost above IO poìnts there wìll be a
further modìfìer |see page JJì.
HEROES AND MAGIC
There ìs no reason why at least some heroes shouldn't have access
to magì cal ì tems, armour or weapons. On the whole ìt ìs best to
leave thìs up to the GM. Hemember that a game unbalanced by too
many or too powerful magìc artìfacts wìll µrove dìffìcult to control
and generally unsatìsfactory. The GM, as the man on the spot, ìs
the best person to make decìsìons about such thìngs.
ln our own games chamµìons only very rarely utìlìse magìcal
equìpment|approx. IO%), mì nor heroes more lìkely` to have magìcal
equìpment ¦>O%), whìlst ma]or heroes have a reasonable chance
¦7>%). Cì rcumstance wìll, naturally, ìnfluence tæ µrobabìlìtìes
GMs should feel free to create champìons, mìnor heroes and ma]or
heroes for any creatures, no matter how unusual. |or ì nstance,
Oragons, Lndead creatures or anìmals. Mowever, a good GM wìll
alwayskeep these 'mega-crìtters' for specìal occasìons. After all,
there ìs lì ttle poìnt ìn havìng a whole game spoìled by a sudden
ìncursìon of 5hrew ma]or heroes.
ln the basìc game each creature tyµe fì ghts and causes damage
equally, whether armed wì th a sword, double handed axe, sµear or
whatever. 1hese rules allow you to ìntroduce Weq
Oiffemtiatio: dìfferent weaµons beìng harder or easìer to use,
and more or less damagìng ìn theì r effect. Large heavy weaµons,
such as a double handed axe, are relatìvely clumsy and dìffìcult to
master, but a · hìt from such a weaµon would cause horrendous
Many gamers µlace great faìth ìn choosìng the 'rìght' weaµon, and
devoutly belìeve that small swords are faster and handìer than long
swords, and long swords are more nìmble than sµears etc. 1he
rulesthatfollow reflectthesegenerally held convìctìons. Weaµons
don't make as much dìfference ìn combat as ìs usually belì eved ¯
weaµon famìlì arì ty ìs much more ìmµortant. GMs who favour a
more 'weaµon orìentated' system may wìsh to amend, or add to, the
weaµons lìsted below and are free to do so.
Bonuses are cumulatìve.
WEAPONS USED ON FOOT
1hese ìnclude Mg Mg clæ, mmm, piæs, flails and most
Wæ. All of these weaµos count as the same ìn combat, wìth
vìctory deµendìng on the ìndìvìdual rather than any comµaratìvely
ìnsìgnìfìcantadvantageconferred bythe weaµon ìtself.
Thìs ìs a broad class for weaµons acquìred ìn the heat of the
moment; bottles, rocks, chaìr legs and so on. lt also ìncluæs
agrìcultural and ìndustrìal tools; such as nonmìlì tary mmrs,
dwN, pitofæs, mi�m and the lìke. Most of these are
badly balanced, and so are dìfficult to use and less effectìve than
more conventìonal means of attack.
Agaìnstal l trooµs
On the æve r s dìce roll |gìvìng hìm a mìnìmum
Kìws and ægm are easy to use and readìly concealed.
they are too lìght weìght to have much effect, esµecìally
1O WOLNO -ì
Agaìnst all trooµs
Agaìnst all trooµs
On theæve m dìce rol l |gìvìng hìm a mìnìmum
save of 5)
Qam comµrìse of a sµearhead mounted on a shaft uµ to ìZ feet
long. 1he maìn hìstorìcal advantage of the sµear ìs that ìt ìs cheaµ
to µroduce, and makes an effectìve barrìer of sµear µoìnts en mass,
esµecìally agaìnst mounted trooµs.
1O Ml1 +ì
5o long as the unìt ìs wasmt µushed back last
lf strìkìng agaìnst cavalry so long as the unìt
Agaìnst trooµs attackìng from the aìr.
Because a sµear ìs quìte long ìt ìs µossìble to fìght ìn tworanks. A
model may fì ght ìf he ìs stood dìrectly behìnd another sµear armed
model belongìng to the same unìt. A model fì ghtìng from a rear
rank suffers a -ì 'to hìt' and 'to wound' dìce modì fìer.
1hìs comµrìses of heavy cuttìng or crush
ìng weaµons whìch are
weìlded ìn two hands. Twom Øes, clæ, Mg m m,
flails, piæs and æom for examµle, as well as Hbrd and
sìmìlar weaµons. 1hese weaµons are cumbersome, and as they
requìre two hands to use, shìelds may not be emµloyed by trooµs
fì ghtìng wì th them.
1O WOLNO +ì
Agaìnst all trooµs
Agaìnst all trooµs
|rom the ævers dìce roll
A net can be made of heavy cord or even chaìn maìl. lt wìll
requìre onehandto hold, andmaybeuseddefensìvely asa shìeldor
offensì velyasa weaµon.
!f used as a shìeld the net wìll confer the usual savìng throw. lf
used as a weaµon the net gì ves ìts user an extra attack. 1he net
attack ìs always made jæt æfom the creatures normal attack/s,
thìs ìs because the results of the net attack wìll modìfy the normal
1O Ml1 +1 Agaìnstal l trooµs.
Any models hìt by the net are not damaged, so there ìs no 'to
wound' rolL lnstead, they are ætæed for the remaìnder of that
turn. Any model whìch ìs entangled cannot do anythìng at m, he
may not make any further attacks, and cannot defend hìmself
µroµerly. 1he net user now makes hìs normal attack/s, use the
followìng addìtìonal modì fiers ì f the net attack has been
1O Ml1 +I Agaìnst all entangled trooµs
1O WOLMO +1 Agaìnst all entangled trooµs
AHMOLH -1 Ontheæver's dìOe roll
At the end of the turn survìvìng entangled models are assumed to
Large creatures are more dì ffìcult to net than small ones. 1o
sìmulate thìs each sìngle net hìt entangles not one model but I
Wound of one model. 5o, most normal creatures, whìch have only
one Wound, wìll be entangled by one hìt. A large creature such as
a Troll, would need to be hìt by three nets because ìt has three
Wounds. Add uµ the number of hìts scored agaìnst each unì t of
trooµs and dì vì de by the number of Wounds they have. Thìs wìll
gì ve thenumber of entangled models. Oddhìts areìgnored.
Lxamµle. 1Û Lesser Goblìns try to net the unìt of Ogres they
are fì ghtìng, scorìng a total of 4 net hìts. Ogres have J
Wounds each, so I Ogre ìsentangled.
BA A CN
1hìs ìs an unusual weaµon, and not one emµloyed by normal, sane,
sensìble trooµs. 1he only known users are the twìsted, savage
Goblìn |anatìcst warrìors drì ven to battle by mìnd-warµìng torture
and unnatural ìntoxìcants.
1he weaµon comµrìses of a very large metal ball fìxed on 1o a
length of chaìn. Lach ball-and-chaìn warrìor ìs reµresented by two
dìfferent models, one model carryìng the ball-and-chaìn and
another model swìngìng ìt around. 1he fìrst model ìs mounted on a
normal ¿Ûmm x ¿Ûmm base. 1he second model ìs mounted on a
cìrclular base radìus 1" reµresentìng the effect area of the weaDon.
Only one model ìsµlaced on the table ata tìme.
Ball-and-chaìn warrìors may be mìxed ìnto unìts of normal trooµs
or can form small unìts. 1he unµredìctable nature of the weaµon
makes ì tì mµractìcal to have a hì gh number of them.
When a ball-and-chaìn warrìor comes wì thìn 8" of an enemy he
ìmmedìately starts to whìrl hìs weaµon around hìs head, 'movìng
towards the enemy as he does so. Hemove the square based model
and µlace on the cìrcular based one. Movement and subsequent
attacks are done out of the normal turn sequence, and can haµµen
ìn eì ther the warrì or's own turn or that of hìs enemìes; attacks
start as soon as enemy come wìthìn 8" regardless of whose turn ì t
ì sorthe µortìon of tæturn.
Lach warrìor ìs moved ¿O5" ìn a bìased random dìrectìon. 1he
controllìng µlayer nomìnates the dìrectìon ìn whìch he wants the
ìndì vì dual to move, and thìs ìs taken to be I2 o'clock on the chart.
1he µlayer rolls a O¿Û. 1he chart below ìndìcates the actual
dìrectìon moved. 5cores of I2-2O count H8 I2.
| |ø ]
Lach warrìor moves the full dìstance ìndìcated on ¿O5, and can
move straìght through bodìes of trooµs, µossìbly attackìng two or
more unìts durìng the same turn. Lach unìt contacted whether
frìends of foes,. receìves OJ 5trength J hìts (exceµt for the
warrìor's µarent unìt - as ìt ìs assumed he doesn't start whìrlìng
about ìnearnest untìl well clear).
After movìng and workìng out any damaged caused, the warrìor
mæt throw hìs ball-and-chaìn. 1he controllìng µlayer nomìnates
the dìrectìon he would lìke the bal I to go ìn, and thìs becomes 1¿
o'clock on thechart. 1he µlayernowrollsa O¿Û to fì nd the actual
dìrectìon of the throw. A score of 1-1¿ gì ves the dìrectìon on the
clock chart. A score of 1J-¿Û ìndìcates that the throw has gone
horrìbly wrong, and the warrìor has succeeded only ìn throttlìng
hìmself causìng no damage, butkìllìnghìm.
A successful throwwìll travel 1¿" and strìke the fìrst unìt in ìts
flìght µath. A unìtstruck receì ves OJ 5trength 4 hìts.
Once a warrìor has made hìs throw he ìs overcome by exhaustìon
and ìs removed from µlay.
Pìkes are sìmìlar to spears but longer, between I2 and 24 feet.
Mostpìkes average between I6- I8 feet. Pìkemen rely on the mass
effec1 of many pìke poìntspresentìng a solì dhedge ofsteel to theìr
opponents. ln practìce the pìke ìs a dì ffìcult weapon to use,
especìally over dì ffìcult terraìn.
5o long as the unìt was mt pushed back last
lf strìkìng agaìnst cavalry so long as the unì t
wasmt pushed back last turn.
All lnìtìatìve bonuses are lost ì f the unìt passes over any msteclæ
or dfficult g durìng movement. Followìng up ìs permìtted
Because pìkes are so long ì t ìs possìble to fìght ìn more than one
rank. Models stood ìn a second rank may fì ght so long as they are
dìrectly behìnd another pìke armed model belongìng to the same
unìt, but suffer a -I 'to hìt' and 'to wound' dìce modìfìer. Models
s�ood ìn a thìrd rank, dìrectly behìnd a fìghtìng second ranker may
f|ght, but suffer a -2 'to hì t' and 'to wound' dìce modìfìer. Models
s�ood ìn a fourth rank, dìrectly behìnd a fìghtìng thìrd ranker, may
fìght, butsuffera -J 'to hìt' and'to wound' dì ce modì fì er.
Oìagram. |ìrst rank fìghtsnormally
5econd rank -I to hìt, -I to wound
1hìrdrank -2 to hìt, -2 to wound
|ourth rank -J to hì t, -J to wound
A pìke unì t pushed back wìll become tangled and confused, and so
may only fì ght ìn a sìngle rank, lìke other troops.
Pìkemen cannot sìmply drop theìr weapons and draw swords whìlst
ìn combat, they must complete that combat usìng pìkes.
Otherwìse, they can abandon theì r weapons anytìme they lìke, but
cannot take them up agaìn.
Pìkemen cannot enter houses, cannot use theì rweapons ìn tunnels,
smalI rooms or ìn sìmìlar cramped sì tuatì ons, and cannot throw
theìr weapons- even as ìmprovìsed mìssìles.
WEAPONS USED BY MOUNTED
Mand weapons can be used by mounted troops.
TOMlT +I 5o long as the unìt wasmt pushed back last
lmprovìsed weapons encompasses those used by foot troops.
Ole md weq and pikes also count as lmprovìsed when
used by mounted troops. A mount ìs far too unstable to allow the
satìsfactory use of these weapons.
TO Ml1 - I Agaìnst a|l troops.
AHMOLH +I On the saver's di ce roll
Knivæ and ægem can be used by rìders, and confer the same
bonuses as for foot troops.
lMlTlATlV| +I Agaìnst al | troops
TO WOLMO - I Agaìnst all troops
AHMOLH On theæver's dìce roll
Qars comprìse of a spearhead mounted on a shaft up to I2 feet
long. Lsed by mountedtroopsthe spear ìs an ìdeal ìmpact weapon,
but can be used throughout combat unlìke the unwìeldy lance.
1O Ml1 +I
5o long as the unìt ìs was mt pushed back last
5o long as the unì t was mt pushed back last
lf the unìt charged ìnto combat thìs turn
A lance ìs a very long spear used underarm or 'couched'. The lance
ìs only effectìve durìng the fìrst turn of combat, when the rì der
charges ìn at maxìmum ìmpetus. After the fìrst turn troops armed
wìth lancescount as havìngm æm, most of them droppìng theìr
longer weapons and drawìng swords, the remaìnder usìng the butts
of theìrlanceslìke clubs or maces.
lMlTlA 1lVL +2
1O WOLMO +2
lf the unìtcharged ìnto combat that turn
5o long as the unìt was mt pushed back last
lf the unìt charged ìnto combat that turn
5kìrmìshers are trooµs traìned to fìght ìn a loose or dìsµersed
formatìon. Mormally the ì ndìvì dual members of unìt must remaìn
ìn base to base contact wìth eachother. 5kìrmìshers, however,are
an exceµtìon. A skìrmìsh unì t can adoµt a loose formatìon ìn whìch
the ìndì vì dual models are mt ìn base to base contact. ln a loose
formatìon there may be a gaµ of uµ to 2" between bases. Lach
model mæt be wìthìn 2" of at least one other model belongìng to
thesameunìt|measurìng base to base).
Lxamµle - A skìrmìsh unìt ìn normal formatìon.
A skìrmìsh unìtì nloose formatìon.
Although a unìt ìn skìrmìsh formatìon wìll µresent gaµs ìn ìt's
frontage the unìt ìs stìll consìdered to be a whole contìnuous lì ne.
Lnemy trooµs cannot move or fìre through a lìne ofskìrmìshers any
more thantheycould a lì ne of normal trooµs. |rìendly trooµs also
treat skìrmìshers as a normal unì t and may not move through them.
1he only exceµtìon to thìs ìsmteqtmtiæ.
lndìvìdual characters may not be skìrmìshers. Large creatures or
monsters, or any creature over IO' hìgh or wìth multìµle wounds |2
ormore)ora creature sub]ect to frenzy maynotbe a skìrmìsh0r.
A skìrmìsh unìt may move through a frìendly statìonary unìt that ìs
not engaged ìn hand-to-hand combat. 1hey may do thìs even ì f
they are ìn close base-to-base contact, ìt ìs assumed they sµread
out and then close ìn agaìn to form a cohesìve formatìon.
Lnìt A remaìns stat|onary
Lnìt B comµrìses of¸skìrmìshers who move through unìt A
A skìrmìsh unìt may move through another frìendly skìrmìsh unìt
that ìs not engaged ìn hand-to-hand combat. 1hey may do thìs
even ìf both unìts are·ìn base-to-base contact, ìt ìs assumed they
sµread out and then close ìn agaìn to form a cohesì� formatìon.
A skìrmìsh unìt may fìre mìssìles all round, even ìf they are facìng
the wrong way. 1heìr extra mobìlìty allows them to make any
necessary turns; enablìng them to do thìs wìthoutµenalty.
A skìrmìsh unìt can be armed ìn any manner |exceµt that they
cannot carry µìkes), and can wear as much or as lìttle armour as
they lìke. Mowever, they are traìned to avoìd combat, and so are
usually lìghtly armoured and carry mìssìle weaµons.
A skìrmìsh unì t that ìs chæd by non-skìrmìshers wìll always Ï
ewey. 1hìs may mean they get caught ìn the back and slaughtered,
nethertheless they wì ll stìll try to run away. A skìrmìsh unìt ìn
close base-to-base contact ìs stìll a skìrmìsh unìt, and wìll run
away when charged.
unì t that ìs charged by enemy skìrmìshers wìll fìght
normally, although they may run away ì fthe µlayerwìshes.
A skìrmìsh unì t that ìs attacked from the aìr wìll fìght, usually
they wìll fì re µrìor to combat.
5kìrmìshers may mt charge other trooµs, exceµt for other
skìrmìshers or sìngle models more than 4" away fromany frìends.
5kìrmìshers may move over diHimt g wìthout µenalty.
5kìrmìshers may move over a sìngle æUæ wìthout µenalty, but
lose mf of Ub move for crossìng a further obstacle |round
fractìons uµ to the nearest half ìnch.)
Lxamµle - a skìrmìsher wìth shìeld and breastµlate has a
movement allowance of Ji". Me may move through woods,
bogs or other dìffìcult terraìn at full rate. Ourìng hìs
movement he may cross any one obstacle wìthout µenalty. lf
he encounters a second obstacle, such as¸ a hedge, hìs
movement ìs reduced by half (ll" rounded uµ to 2"). lf the
reduced dìstance ìs not suffìcìent to take hìm over the
obstacle the character must halt ìn front of ì t.
A µlayer may æclare any of hìs unìts to be 'skìrmìshers' at the
begìnnìng of the battle. 5kìrmìshers are useful for µrovìdìng
mìssìle cover and for ìnvestìgatìng buìldìngs, woods or other terraìn
features. ln combat skìrmìshers are all but useless| A few of tæse
manoeuverable trooµs wìll be handy ìn most games, but too man,
could serìously weaken your fìghtìng µotentìal.
1hìs Advæd Hme sìmulates the extra ìmµetus of a deeµ
formatìon ìn combat, allowìng massed ranks of trooµs to µunch
theìr way through a more sµarse enemy. 1he ìllustratìon below
deµìcts a 4 deeµ unìt attackìng a sìngle lìne of trooµs, only the
shadedmodels may actually fìght.
• ••& ••
ª Y � Y
Although tæ number of models that can fì ght ìs the same on both
sìdes |5), the deeµer formatìon wìll gaìn æ advantage from havìng
Ourìng combat work out casualtìes as normal. 1he losìng sìde wìll
be p backìn thenormal wayandmusttest fora m.
lf the unìt whìch has won the round of combat ìs ¿ ranks or more
æ r than the losìng unìt, and at least � mb wiæ, the losìng
unìt must -1 from theìr Leadershìµ score for each full rank
advantage the wìnnìng un¡t has. 1hìs µenalty ìs ìmµosed only for
the µurµoses of the rout test, and, ìf the test ìs µassed, the
Leadershìµ returns to normal •
When aµµlyìng the µush rule my fw m æt as shown ìn the
A four rank deeµ unìt.
A three rank deeµ unìt
A two rank deeµ unìt
Models whìch have overlaµµed are mt consìder
d to be µart of the
front rank, and so do not effect the deµth ofa unìt.
J � �
�M J 'J
.' � J
J � J : �
� � � Y ª
ª � � �
1hìs unìt ìs4 deeµ.
1 PSHLE lN PACTlC
ln the ìllustratìon below unìt A and unìt ì are ìn combat. Lnìt A
has a frontage of 5 models and a deµth of 4. Lnìt ì has a frontage
of 5 modelp and a deµth of 2.
� � M J �
J � J � : � +
m � J J
I � �
� � � � ª
Ourìng the fìrst round of combat unìt ì µushes back unìt A, causìng
2 casualtìesagaìnst I. Lnìt A tests for routìng and µasses. Lnìt ì
follows uµ and overlaµs as shown.
· �¯¯ �
æ æ m æ
� & M �
M I 1 .
J � J &
� ª ª � �
� � � � � 4
ln the next combat round unìt A µushes back unìt ì, causìng 2
casualtìes agaìnst Û. Because unìt A ìs ìn J ranks, and unìt ì ìs ìn ì
rank, there ìs a deµth advantage of 2. Lnìt I must make a rout
test wìth a -2 modìfìer because unìt A has a 2 rank advantage.
1he followìng rules have been formulated by us over a great many
games. 1hey are desìgned to allow the GM to control a µlayer's
movement ìn, out and wìthì n buìldìngs wìthout goìng to the trouble
ofµroducìngcomµlìcated maµs anddìagrams.
BUILDINGS AND DAMAGE
Buìldìngs, fortìfìcatìons and other solì d constructìons, such as
walls, floors, ceìlìngs etc, may be damaged by combat or mìssìle
hìts of suffìcìent µotency. ln hand-to-hand combat all hì ts are
automatìc. Large creatures wìth suffIcìent 5trength may try to
tear down buìldìngs - scorìng automatìc hìts wìth the normal
number of attacks.
Buìldìngs and free-standìng walls are dì vìded ìnto sectìons. Lach
sectìon can survìve a number of Wounds ] ust lìke creatures. 1he
results of hìts must be recorded. 1he followìng tyµes of buìldìng
M/Maw M, U�t Wæ M � 1oughness 7 Wounds 2 µer
Timr/S/Crte Bildin ¯ 1oughness 7 Wounds > µer
S/Crt Toer - 1oughness7 Wounds 1Ûµer sectìon.
FreS Bic/S/Ct Wæl ¯ 1oughness J Wounds >
per 0" sectìon
Wæ O Irviad. Brricad - 1oughness 5 Wounds > µer 4"
Brìck, stone and concrete structures have a O5 savìng roll of >,5
agaìnst each Wound.
A free-standìng wall sectìon comµrìses of a length of uµ to 4". All
walls whìch are not actually structurally µart of a buìldìng are
free-standìng, although they may butt onto a buìldìng, orformµart
o! an oµen enclosure, such as a fìeld boundary or cattle µen.
A buìldìng sectìon ì s aµµroxìmately 4" x 4". lf a buìldìng has any
dìmensìon greater than 4" ìt may be consìdered to be two or more
buìldìng/sectìons of roughly equal sìze. Lach sectìon t�kes
seµarate hìts, and may be destroyed leavì ng the rest of the buìldìng
ìntact. lt ìs uµ to the GM to decìde whether buìldìngs comµrìse of
multìµle or sìngle sectìons, �nd he should make thìs clear to the
the game begìns. Preferably he should have the
ìnformatìon wrìtten down.
. . · · ' '×
¯ | \ ·
A bu|Ìd|ng/sect|on wh|ch Ìoses aÌÌ of |ts wounds w|ÌÌ coÌÌapse.
1roops |ns|de or on top of a coÌÌaps|ng sect|on w|ÌÌ rece|ve l
wound. They have a normaÌ save· for any armour they are wear|ng.
MAClNG TMHO OlVlOß WÆL5
lf troops are appropr|ateÌy equ|pped they can try to hack the|r way
through |nter|or waÌÌs, roofs, fÌoors etc. H| ts are automat|c. Any
s|ngÌe successfuÌ wound onto the waÌÌ area creates a hoÌe b| g
enough to aÌÌow the passage of one human s| zed creature dur|ng
movement. Pass|ng through the hoÌe take up a modeÌ's ent|re
movement aÌÌowance. wounds on d|v|d|ng waÌÌs do mt count as
wounds onto the bu|Ìd|ng.
1oughness of waÌÌs |s as foÌÌows:-
Wattle ædOaubor Thatch
Mt Flors - wooden or cÌay
Lìgt Floors reeds or
matt|ng over wooden frame
Open|ng a door and pass|ng through counts as cross|ng an obstacÌe.
CÌos|ng a door beh|nd you aÌso counts as an obstacÌe. OnÌock|ng,
Ìock|ng, boÌt|ng or unboÌt|ng a door each count as an obstacÌe.
Mov|ng through a doorway Ì|ttered w| th the rema|ns of a broken
down door counts as cross|ng an obstacÌe.
Cross|ng an obstacÌe Ìoses the modeÌ mf of | ts totaÌ movement
aÌ|owance. If you have any rema|n|ng movement Ìeft, round any
fract|ons up to the nearest haÌf |nch.
LxampÌes. A character can:-
UnÌock a door, open | t and pass through tak|ng up the compÌete
CÌos|ng a door and Ìock|ng | t wouÌd, s|m|ÌarÌy, take up the
compÌete movement aÌÌowance.
UnÌock|ng and unboÌt|ng a door wouÌd 1ake up the compÌete
OnÌy one modeÌ may occupy a standard doorway at one t|me. If a
door |s stand|ng open th|s w|ÌÌ present no probÌem, and the onÌy
Ì|m|tat|on on the number of modeÌs that can pass through |s the|r
movement aÌÌowance. As an approx| mate gu|de 4 modeÌs mov|ng
J]" can pass through an open door dur|ng a s|ngÌe turn. If a door
needs to be opened then onÌy 2 modeÌs may pass through dur|ng the
turn. If a door needs to be unÌocked, or unboÌted, and opened then
onÌy I modeÌ may pass dur|ng the turn.
If a door |s Ìocked, or boÌted from the other s|de, |t w|ÌÌ have to be
Door wounds Toughness
Heìnforced O r 4 7
� |n pubÌ|c bu|Ìd|ngs
ælìdTimær O r J 6
Lì�tWoæn Oor I 6
ôb |n domest|c | nter|ors
MOVING WITHIN BUILDINGS
The |deaÌ way to deaÌ w| th such movement |s to draw out scaÌe
bu|Ìd|ng maps, compÌete w| th sta|rs, doors etc etc. Th|s method |s
a Ìot of work for the CM.
Dur|ng a tabÌetop battÌe | t �s eas|er to adopt a few s|mpÌe ruÌes:-
Once a modeÌ has entered a
bu|Ìd|ng | t may move from one
bu|Ìd|ng sect|on to another us|ng | ts entiæ movement
aÌÌowance. If movement aÌÌowance |s expended on doors
¦open|ng, cÌos|ng etc) the modeÌ cannot move to another
sect|on that turn.
ModeÌs may not reserve move |ns|de bu|Ìd|ngs.
A modeÌ may move up, or down, one ÌeveÌ |nstead of mov|ng
hor|zontaÌÌy. It |s assumed sta|rs are used.
Open doors may be passed w| thout penaÌty. CÌosed doors must
be opened. BoÌted or Ìocked doors must be unÌocked/unboÌted
or before they can be opened. AÌternat| veÌy doors can be
Members of a un|t must rema|n w| th|n one sect|on d|stance,
and one fÌoor ÌeveÌ, of at Ìeast one other member of the un|t.
ModeÌs may move freeÌy w|th|n a bu|Ìd|ng sect|on so Ìong as
they are not try|ng to open/cÌose, Ìock/unÌock or boÌt/unboÌt
1heee br¡ef ruÌes are aÌÌ you reaÌÌy need to controÌ movement
w|1h|n bu|Ìd| ngs | n most games. The CM must be prepared to appÌy
common sense |n any s| tuat|on not covered above.
FIRING FROM BUILDINGS
Troops f|r|ng from bu|Ìd|ngs count as be|ng beh|nd cover. Troops
f|r|ng from roof tops are beh|nd cover to troops on the ground, but
not fÌy|ng troops or troops on a h|gher bu|Ìd|ng ÌeveÌ. The CM must
use h|s d|scret|on when aÌÌow|ng f|r|ng from w|ndows. If your
bu|Ìd|ngs have w|ndows |nd|cated, then one modeÌ may f|re from
one w|ndow. If your bu|Ìd|ng modeÌs arn't qu|te so soph|st|cated
aÌÌow one w|ndow per fuÌÌ I", remember|ng to aÌÌow for door space
BUILDINGS AND FLYING
Th|s chart shows the reÌat|onsh|p between aÌt|tude ÌeveÌs for fÌy|ng
creatures and he|ght ÌeveÌs for bu|Ìd|ngs. Obv|ousÌy bu|Ìd|ngs couÌd
vary a great deaÌ, and somet|mes | t may be necessary for the CM
to spec|fy the aÌt| tude ÌeveÌ of a structure.
|rom the roof of the IOth storey upwards.
|rom the w|ndows of the 2nd storey to the
w|ndows of the IOth storey.
The roof of the Ist storey.
||rst storey w|ndows.
A fÌy|ng creature tak|ng· off from a Low or H| gh aÌt|tude pos|t|on
need not cÌ|mb to ga|n he|ght, but can go stra|ght |nto normaÌ
d|v|ng or ÌeveÌ fÌ| ght. A creature tak| ng off from Attack aÌt|tude
must st|ÌÌ cÌ|mb.
ExampÌe. A fÌyer tak|ng off from the roof of a I storey
bu|Ìd|ng takes off from Attem aÌt|tude, and couÌd cÌ|mb I
ÌeveÌ to Low. A fÌyer tak|ng off from the w|ndow of a second
storey takes off from Lm aÌt|tude and couÌd cÌ|mb I ÌeveI to
FIRE AS A WEAPON
|ìre can be used as a weapon agaìnst both creatures and buìldìngs.
5ome creatures evenfeæ fìre. Buìldìngs can be damaged by fìre,
and canbe destroyed byburnìng.
|ìre weapons do normal damage for theìr type, so a flame arrow
wìll d normal arrow damage for example. |lamìng brands are
treated as hand weapons as they are, ì neffect, clubs.
ln addìtìon a fìre weapon wìll cause extra Fim Oæp on
flammable targets. 1ypìcal flammable targets are thatched roofs,
buìldìng ìnterìors, wooden buìldìngs and most dry vegetatìon.
Creatures are not usually flammable, the notable exceptìons are
Mmiæ and Tm . lt ìs up to the GM to use hìs common
sense when decìdìng whether a target ìsflammable or not.
A target hìt by a flamìng weapon receìves fìre damage
automatìcally. |ìre damage must be recorded by the GM.
Oependìng on the weaponemployed damage wìll vary.
Weapon |ìre Oamage
Magìc |ìre Ball O6
MagìcLìghtnìng Bolt O4
|ìre damage ìs recorded on each creature or buìldìng sectìon
A flammable creature can take fìre damage equal to ì ts toughness.
5o, acreaturewìth 1J wìll be destroyed by J poìnts of fìre damage.
1here ìsnosavefor armour.
P buìldìnghìt by fìre weapons wìll be effected asfollows.
1he buìldìng ìs ] ust smoulderìng, there ìs no
other effect. Place a lìttle cotton wool on
the buìIdìng to ìndìcate the smoke.
1he buìldìng ìs ablaze and acquìres an
addìtìonal O6 poìnts of fìre damage every
turnfromnowon. Models ìnsìde the sectìon
receì ve ì strength Z hìt for every full turn
they remaìn ìnsìde. |lammable models
receìve OJ fìre damage poìnts as well.
1he buìldìng ìs now a ragìng ìnferno. 1he
roofcollapsescausìng I automatìc wound on
any creature ìnsìde |savìng throws as
normaI). |lammable targets also receìve OJ
fìre damage poìnts. Any survì vìng models
are placed outsìde of the buìldìng.
Once a buìldìng sectìon has acquìred JÛ
poìnts ìt ìs totally destroyed.
lf a buìldìng comprìses of more than one buìldìng sectìon fìre may
spread from one sectìon to another.
Once a sectìon has 1Û poìnts and ìs ablaze, fìre wìll spread to
ad]acent sectìons at therate of O6 poìntsper turn.
Lach model actìvely tryìng to beat out a fìre, and doìng nothìng
else, cancels out ì fìre damage poìnt. A bucket of water wìll
cancel out ì fìre damage poìnt. A chaìn of buckets can delìver as
many buckets as there are members of the chaìn mm the
dìstance ì nìnches between the watersourse and fìre.
1he GM must ìmprovìse to cater for players who come up wìth
other ways to put out fìres. lt ìs conceìvable that some creatures,
Oust Oemons for example, could put out fìres.
THE USE OF FIRE WEAPONS
A player may use fìre weapons quìte freely, although the GM may
prohìbìt theìr use ìn any sìtuatìon whìch he thìnks ìs unreasonable.
lfìt ìs pourìng wìth raìn for example.
|ìre weapons take an entìre statìonary turn to prepare. Mìssìle
weapons must be prepared agaìn every tìme they are used. 5o a
unì t of bowmen fìrìng flame arrows would fìre ìn every alternate
turn. Brands take one statìonary turn to prepare, but wìll remaìn
alìghtìndefìnately; ì t ìs assumed anothertorch ìs lìt as the oldone
|ìre weapons may not be employed from a mount, such as a horse.
When usìng fìre weapons the maxìmum mìssìle ranges are halved.
A bolt-throwìng engìne ìs desìgned to pro]ect a mìssìle somewhat
lìke a small spear or large arrow. There are several hìstorìcal
varìants on the theme, provìdìng
plenty ofscopefor modellers.
1hestandard crew for a bolt-thrower ìs J models.
lf a bolt thrower has wheels ìt can be pushed by ì ts crew. 5peed
equals ì" per crew man pushìng, upto a maxìmum of J". Lngìnes
never reserve more, and may not cross obstacles or dìffìcult
lf a bolt-thrower has no wheels ì t may be dragged ì" by a full crew
of J. Any bolt thrower may be turned durìng movement to face a
new dìrectìon. A bolt-thrower whìch moves or turns to face a new
dìrectìon may not fìre that turn.
An engìne may be fìred once durìng the shootìng portìon of your
turn. When fìrìng an engìne use the characterìstìcs gì ven ìn the
To fìre fìrst select your target. Maxìmum range ìs 48", targets
mustlìe wì thìn the ºÛº fìre arc of the model. There ìs no mìnìmum
1he ºÛº arc for bolt-throwers, short range ì8" long range 48".
Holl 'to hìt' as normal. lf you score a hìt then the velocìty and
power of the bolt ìs so great that ìt causes ìO5 hìts on the model
struck. 1he strength of the hìt ìs5 at short range |up to ì8") and >
at long range. lf your target has a savìng throw remember to
modìfy the score for beìng attacked by weapons wì th hìgh strength
lf the shot slays the target then ìt wìll go straìght through and hìt
another model ìn a second rank. 1he strength of the attack ìs
reduced by ì for each rank pìerced ìn thìs way, but any number of
ranks of the same unìt may be pìerced.
ìst rank -
ì model struck : O5 hìts at 5
¿nd rank -
ì model struck t O5 hìts at 5
Jrd rank -
ì model struck t O5 hìts at 5
4th rank -
ì model struck t O5 hìtsat 5
An engìne fìrìng at a massed body of troops.
ATTAOI 1 L
1he engìne has nomìnal toughness and wounds as gìven, and can be
attacked ìn hand-to-hand combat once all the crew have been slaìn
or routed. 1he engìne cannot be harmed by normal shootìng
because of ì ts toughness, but another engìne may have suffìcìent
ln hand-to-hand combat the crew use theì r own µrofìles, whìch wìll
be normal for theìr tyµe. Crew can abandon the engìne anytìme
they lìke. lf shot at by mìssles the crew count the engìne as soft
lf a crewman should be kìlled then another ordìnary model may be
drafted ìn from a nearby unìt. lf thìs ìs not µossìble the engìne
may contìnue to fìre, but must roll a O5 to determìne whether the
engìne ìs ready.
Mumber Of Crew
° see text
A ~ Û for close combat.
|ì rì ng ìs automatìc
4,> or 5
A stone-throwìng engìne ìs desìgned to cast a large stone or sìmìlar
shot. As wìth bolt-throwers there are several hìstorìcal varìants,
manj of whìch offer ìnterestìng µro]ects for modellìng.
1h0standardcrew for astone-thrower ìs J models.
lf a stone-thrower has wheels ìt can be µushed by ì ts crew. 5µeed
equals ì" µer crewman µushìng, uµ to a maxìmum of J". Lngìne
never reserve more, and may not cross obstacles or dìffìcult
lf a stone-tmower has no wheels ì t may not be moved, ìt ìs sìmµly
Ourìng movement any stone-thrower may be turned to face a new
dìrectìon, even ì f ì t has no wheels. A stone-thrower whìch moves
or turnsto face a new dìrectìonmay not fìre that turn.
An engìne may be fìred once durìng the snootìng µortìon of your
turn. Ose the characterìstìcs gìven ìn the stone-thrower µrofìle.
1O fìre, fìrst select your target, thìs can be µoìnt vìsìble to the
crew, or the mìddle of a formatìon whìch they can see. Maxìmum
range ìs 48", the target must lìe wì thìn the 4>º fìre arc of the
model. Mì nìmum range ì s ì8", the machìne cannot fì re at under
ì8" range, although ìt ìs µossìble to strìke targets wì thìn thìsrange
ìn the event of an accìdental undershoot.
1he 4>º arc for stone-throwers. Mìnìmum range ì8
' , maxìmum
Mavìng nomìnated your target µoìnt take an area effect temµlate
|thìs can be reµresented by a ìtil radìus card cìrcle). Place the
centre of the temµlate dìrectly over the targ¢t µoìnt. Mow roll a
O¿Û to see ìf you have hìt.
) ¢|| | |ø ]
Clock-face chart ìJ¯¿Û ¬ dìrect hì t.
A score of I- I2 | nd| cates that the shot has veered off |n the
d|rect|on shown. RoIÌ a D6, move the centre of the tempÌate th|s
number of | nches | n the d|rect|on aÌready estabÌ|shed.
LxampÌe: The f|rer roÌÌs a D2O and scores 8 |nd| cat|ng that the
shot has faÌÌen to the Ìeft and sÌ|ghtÌy short. The 06 | nd| cates that
the shot Ìands 4" away from¸ the target po|nt.
Lvery modeÌ whose base |s e| ther partÌy of whoÌÌy underneath the
effect tempÌate may be h| t. RoÌÌ a D6 for each potent|aÌ modeÌ.
I, 2, J
The modeÌ manages to get out of
the way. No damage.
The modeÌ |s h|t.
Large modeÌs are Ìess ag|Ìe, and so more Ì| keÌy to be h| t.
Creatures over IO' taÌl add I to the d|ce.
Lach modeÌ struck rece| ves IDJ strength 6 h|ts. D| ce 'to wound' as
appropr|ate. Remember to adjust any sav|ng throws for the h|gh
strength h| t.
1he eng|ne has nom| naÌ toughness and wounds as g| ven, and can be
attacked |n hand-to-hand combat once aÌÌ the crew have been sÌa|n
or routed. The eng|ne cannot be harmed by normaÌ shoot|ng
because of | ts h| gh toughness, but other eng| nes may have
ln hand-to-hand com bat the crew use the|r own prof|Ìes, wh|ch w|ÌÌ
be normaÌ for the|r type. They can abandon the eng|ne anyt|me
they Ì|ke. lf shot at by m|ss|Ìes the crew count the eng|ne as soft
lf a crewman shouÌd be k|ÌÌed then another ord|nary modeÌ may be
drafted | n from a nearby un|t. lf th|s |s not poss|bÌe tho eng|ne
may ·ont|nue tc f|re, but must roÌÌ a 06 to determ|ne whether |t |s
Number Of Crew
||r|ng | s automat|c
4,> or 6
° see text
A ¬ Û for cÌose oombat.
A bombard |s a pr|mat| ve form of cannon, f|r|ng a stone or metaÌ
shot. They are d|ff| cuÌt to make and unreÌ|abÌe.
The standard crew for a bombard |s > modeÌs.
It a bombard has wheeÌs |t can be pushed by | ts crew. Speed equaÌs
I" per crewman push|ng, up to a max|mum of J". Bombards never
reserve more, and may not cross obstacÌes or other d|ff|cuÌt
If a bombard has no wheeÌs | t may not move, | t |s s|mpÌy too heavy.
Any bombard may be turned dur|ng movement to face a new
d|rect|on. A bombard wh|ch moves or turns to face a new d|rect|on
may not f| re that turn.
A bombard may be f|red once dur|ng the shoot|ng port|on of your
turn. when f|r|ng a bombard use the character|st|cs g| ven |n the
bom bard prof|Ìe.
Max|mum range |s 48", the f|re corr|dor ¦see beÌow) must Ì|e w|th|n
the 4>º f| re arc of the modeÌ. There |s no m|n|mum range.
Bombards may not f|re up h|ÌÌ, at troops on h|gher sÌopes for
The 4>º arc for bom bards. Max|mum range 48".
Bombards are so powerfuÌ that they cut a corr|dor of destruct|on
through the|r target. Th|s w|ÌÌ be 2" w|de as |ÌÌustrated.
The 2" f|re corr|dor |ÌÌustrated.
ALL models wìthìn the 48" x Z" corrìdor are potentìal targets.
Targets ìn the fìre corrìdor.
Holl 'to hìt' for each target. lf you score or hìt on any target
model ìt wìll actually receìve ì O5 hìts at strength 5. lf your
target has a savìng throw remember to modìfy the score for beìnq
attacked by weapons wì th hì gh strengthlìmìts.
|ìre corrìdors wìll be halted by hìlls, stone lìnes, obstacles,
buìldìngs or a 5th ran< of normal troops. Buìldìngs and walls may,
of course, be fìred at as targets.
ATAO A ÐÆO
1he bombard has nomìnal toughness and wounds as gì ven, and can
be attacked ìn hand-to-hand combat once all the crew have been
slaìn or routed. The bombard cannot be harmed by normal
shootìng, because of ì ts hìgh toughness, but another bombard or
engìne may have suffìcìent strength.
ln combat the crew use theìr own profìles, whìch wìll be normal for
theìr type. Crew can abandon the bombard anytìme they lìke. lf
shot at by mìssìle men tæ crew count the bombard as soft cover.
lf a crewman should be kì lled then another ordìnary model may be
drafted ìn from a nearby unìt. lf thìs ìs not possìble the bombard
may contìnue to fìre, but mustroll ìO5 tosee whether ì tìsready.
Mumber Of Crew
Z or less
|ìrìng ìs automatìc
4, > or 5
lf the fìrst O5 'To hìt' dìce of any shot rolled turns up a ' ì' thìs
means that the bombard has malfunctìoned.
Holla O5 to dìscover what happens.
ì. Ooes not fìre try agaìn next turn.
¿. Ooes not fìre OJ turns to reload.
J. Ooes not fìre O5 turns to reload.
4. Barrel cracks the weapon ìs now useless.
>. Bombard explodes causìng ì strength 4 hìt on each crew
member. The weapon ìs now useless.
5. Bombard explodes causìng ì OJ hì ts at strength 4 on each model
wì thìn >".
° see text
P ~ Û forclosecombat.
Ld Int CI WP
Û Û Û Û
The charìot can be a fearsome weapon, especìally when pulled by
aggressìve creatures such as Wolves or Boars. The followìng rules
can be used to accomodate almost any type of charìot, pulled by
almost any kìnd of draft creature.
The Poìnts Value of a charìot model, ìncludìng pullìng beasts and
crew, equals the PV of the beasts pullìng ì t and of the crew all at
The usual way of basìng charìots ìs to mount them upon a sìngle
base ìncludìng the draft creatures and the charìot ìtself. The base
should be wìde enough and long enough to accomodate the entìre
Aspan of draft creatures can only pulla certaìn load.
The load of a charìot equals the number of Wo of ì ts maxìmum
crew x Z. 5o a charìot whìch can carry J Goblìnsrepresents a load
ofì (W) x J (crew) x Z ^ 5.
Lach creature ìn a span can pull a load equìvalent to ì ts own
5uU. 5o a span of Z Wolves can pull J (5) x Z (span) ^ 5 poìnts
The load of a charìot does not decrease because ìt ìs not fully
A span of creature may pull a charìot at the normal speed for the
creature typer.Z". Charìots reserve move as normal.
Mìssìles must be aìmed at the charìot, not the crew or draft
creaturet the charìot counts as a large target. Lach hìt scored may
strìke eì ther the charìot body, a crewman or a draft creature. Holl
a O5 for eachhìt.
I, Z, Jor 4
The crew and draft creatures have normal profìles for theìr type,
.damage on them ìs recorded separately from damage on the charìot
ln combat all members of the crew fìght, ìncludìng the drìver.
Crew can fì ght agaìnst any enemy ìn base-to-base contact wìth the
charìot, whether to the front, sì des or rear.
The draft creatures wìll fìght agaìnst enemy to theìr front ìf they
ln addìtìon to attacks from the crew and creatures the body of the
charìot causes a certaìn amount of damage when ìt charges ìnto
contact. Ourìng the fìrst turn of combat after acharge the charìot
causes OJ automatìc strength 4 hì ts to ì ts front. A charìot fìtted
wì th scythes causes an addìtìonal hìt per scythe (normally two).
TM LÆOT'5 LM5
ln combat troops fìghtìng agaìnst a charìot mmt strìke agaìnst the
charìot usìngthe W5of the charìot to determìne theìr'to hìt' ìn the
normal way. Any hì ts caused may strìke the crew,draftcreatures
or charìot body ìn the same way as mìssìle hìts. Ose the same
chart to determìne whìch ì sstruck.
The loss of cmw wìll reduce combat effectìveness. Once all of a
crew has been slaìn or lost the charìot ìs automatìcally routed.
The loss of a æaft cmatw wìll brìng a charìot to a halt. The
crew may pìle out and fì ght on foot.
When a charìot receì ves a wound roll a OìÛ to dìscover ì f a vìtal
part of the structure has been damaged.
ì,Z,J, 4, > or 5
The charìot ìs badly shaken, pìtchìng one of the
crew overboard and breakìng hìs neck, he ìs kìlled
ìns|antly and has no savìng rolL
The axel snaps, and the charìot ìs brought to a
sudden halt. Mext turn the charìot skìds O4" and
stops. Any enemy unì t contacted durìng the skìd
may be attacked.
The yoke-pole snaps. Mext turn the span of draft
creatures wìll contìnue to fìght ìf ìn combat, and
ìf not ìn combat wìll head off towards the nearest
enemy, chargìng them ìf possìble. The charìot ìs
now useless, the crew may fìght on foot.
The charìot loses a wheel, overturns and ìs
destroyed. Crew may contìnue to fìght on foot.
° see text
A Ld lÞt Ll WP
1he Battle Bstìæy ìndì cates whìch creatures are capable of flìght.
1herearethree dìfferent kìnds of flyìng creature.
5WOH5 are strong flyers who can clì mb to great heìghts and
dìve down onto theìr prey. 1he gì ant eagle ìs a good example of a
HVEHEH5 are relatìvely weak flyers, but are capable of
maìntaìnìng a more or less fìxed aerìal posì tìon. 1hìs allows them
tosustaìn combat attacks agaìnst foes on the ground. Marpìes are
LÆ H5 are poor flyers, and ìn the aìr they are clumsy and slow.
1hey are very bad at makìng attacks from the aìr, and often land
before chargìng ìnto combat. 5ome very large Oragons are landers.
1here are three altìtude levels hìg, low and attack. All aerìal
troopsbegìn the game at hì� altìtude.
Ourìng the movement sectìon of theìr turn, flyìng creatures may
choose to clìmb, dìve or flystraìgt.
5woopers may move up or down by two levels durìng movement,
from hìgh to attack, for example. Moverers may move up one
level, or down two. Landers may move up or down by only one
MOVING AERIAL TROOPS
Aerìal troops are not ìnì tìally placed on the table. At the begìnnìng
of a battle they are assumed to be well out of sìght and reach of
Ourìng theìr turn's movement, aerìal troops may enter the aìr
above the battlefìeld. 1hey may enter from anywhere along theìr
own startìng edgetthemodel ìs placed at the edge of the table. lt
should be made clear thatthe model ìs flyìng, and not | ust movìng
along the ground. 1here areseveralwaysof doìng thìs, you can use
a counter or pìece of paper to sìgnìfy that the model ìs 'ìn the aìr',
or you could ìmprovìse a hìgh level stand of some kì nd.
1he move dìstances for flyìng troops wìll depend on the creature's
type, whether ìt ìs a swooper hoverer or lander, and upon whether
ìt ìs clìmbìng |goìng up), dì vìng |goìng down) or flyìng straìght.
Look at the chart. As you can see ì t gì ves two move dìstances ìn
each case. 1he fìrst number ìs the mìnìmum dìstance the creature
can travel, the second ìs the meximum dìstance the creature can
travel. Mo creature can travel faster than the maxìmum, and any
creature attemptìng to fly slower than the mìnìmum wìll fall out of
|lyìng creatures must move ìn straìght lì nes, wì thout turns or
wheels durìng theì r move. 1he player decìdes on the ìnìtìal
dìrectìon of flì ght, and moves the model accordìngly.
Obvìously, ìn realìty flyìng creatures would be turnìng, bankìng and
spìralìng about, but thìs has already been taken ìnto account ìn the
mìnìmum/maxìmum moves. Mence, swìft or agìle flìers are
allowed to make very slow or varìable moves, to sìmulate theìr
bankìng or spìralìng flìght.
F YEH5A5 TAHGT5
|lyìng creatures at attack heìght can be shot at from the ground as
ìf they were normal ground targets.
Creatures at low altìtude can be shot at from the ground and count
as beìng IO" further away than the horìzontal dìstance.
Creatures at hìg altì tude can be shot at from the ground and
count as beìng 2O" further away than the horìzontal dìstance.
F YEH5A5 S TEH5
|lyìng creatures can throw or fì re mì ssìle weapons at the ground
from any heì ght. 1hey count the range as the horìzontal dìstance
between the shooter and target, ìrrespectìve of theìr own heìght.
ÆÆ S Tß
|lyìng shooters can fìre at other aerìal targets. When fìrìng at
lower aerìal targets measure the horì zontal renge, ìrrespectìve of
the heìght dìstance. When fìrìng at hìgher targets add IO" to the
horì zontal dìstance for each heìghtlevel dìfference.
� �;; ����)
��� � �1
� �� ¸¸ � � ´ �
� � `
LA NDING AND TA KING OF F
1roops who end the| r movement at attack he| ght may la�d | f they
Creatures who land dur|ng the| r turn may mt then make a land
move, they can make a land IO8IVO HOVO as appropr|ate.
|roops who beg|n the| r movement on the ground may take off to
attack he|ght, but no h| gher. Creatures cannot make a ground
move and then an a|r move dur|ng the same turn, as th|s would
mean they move tw| ce.
COMBAT AGAINST GROUND
Fly|ng troops may only enter hand- to-hand comoat fro¬ attack
Fly|ng creatures cannot charge as such, and rece|ve no movement
or combat bonuses wh|lst enter|ng hand-to- hand combat. 1hey
move d|rectly above the| r target, and may attack any enemy below
them. ln pract|ce |t |s very d| ff| cult to move models d|rectly over
other models, so | t |s acceptable to move flyers aga| nst the| r
enem|es as | f they were normal ground troops. lf a target un|t |s
already engaged | n combat | t w| ll be d|ff|cult, or even |mposs|ble
to move the models | n as you would w| sh. ln such a case players
w|l| have to 'make do' as best as they can.
ln ground combat any troops |n base-to-base contact can f| ght. ln
fly|ng combat a model, part of whose base |s d|rectly above or
d|rectly below the base of an enemy counts as be|ng | n base- to-
oase contact. where doubts ar|se the CM dec| des wh|ch models
may f| ght and wh| ch cannot.
lf fly|ng troops are attack|ng troops on the ground, the flyìng
uæps alwaysattackfìmt, even |f they have lower ln| t| at| ves.
1he fly|ng troops rol1 to h|t as normal, and resolve any wounds,
saves etc. j ust as | n normal combat. The ground troops roll to h|t
us|ng the| r own ws but the ws of fly|ng troops always counts as IO
when be|ng attacked.
Fly|ng troops may break off from combat anyt|me dur|ng the|r
turn, and w|ll often have to do so because of the|r m|n|mum move
5 Harp|es, ws 5, attack a un|t of 2O men, ws J. 1he CM
resolves that only IO of the men are | n base-to-base contact
and can f|ght. The Harp|es attack f|rst as they are fly|ng,
although the|r In|t|at|ve |s |n fact lower than that of the men
¦2 as opposed to J). ws |s 5 vrs J - a bas|c 4 'to h| t'. The
Harp|es score J, 4, 6 and 6 - a total of J h| ts. Resolv|ng the
h|ts they score, let us say, I k| ll and a s|ngle man |s removed
leav|ng º to f| ght back. The men have a ws of J and count
the| r enem| es ws as IO because they are fly| ng. ws J vrs IO
g|ves a bas|c 8 ' to h|t' ¦need| ng 6's followed by 5's). The men
score 2, J, J, 4, 4, 5, 5, 6 and 6, followed by I and 4, so they
A ground un| t wh|ch would be pushed back from the a|r may not
move. The push back st|ll counts as such. A un| t routed by aer|al
attack w|ll head towards | t's own table edge. If a ground un| t |s
pushed oack by a comb|ned ground and a|r assault, then | t w|ll be
retreat away from the ground un|t as w|th normal ground combat
^n aer| al un| t that |s pushed back from the ground mmt cl|mb
away from combat next turn.
COMBAT IN THE AIR
Lnemy flyers can attack each other |f they are on the same level,
and they are |n base-to-base contact. Combat |s resolved as
normal, opponents count U flyìng and so have a defens| ve ws of IO.
Th|s makes aer|al combat qu| te a r|sky bus|ness, w|th speed|ng
combatants try|ng hard to score fleet|ng blows aga|nst the| r foes.
CmGE5, HL NGAWAY,5TANO Æ FlHE
|lyers cannot charge as such, and rece| ve no movement or combat
bonuses wh| lst enter|ng combat. S| m| larly, they may not run away
from a charge or stand and f|re. Th|s s|mulates the fact that aer|al
movement would really be a s|multaneous affa|r, w| th ne|ther s|de
hav|ng t|me to perform complex manoeuvres or prepare m|ss|les.
¬esolve combat as normal, tak| ng h|ts |n order of ln|t|at|ve.
lf a fly|ng creature fl|es over a un|t |t may drop su|table m| ss|les
down onto | t. Th|s can be done at any he| ght, | nclud|ng attack
he|ght, but not | f the fly|ng creatures are | n hand-to-hand combat.
Dropp|ng does not prevent the f|r|ng of m|ss|le weapons dur|ng
normal shoot|ng, |t | s add|t|onal.
Dropped obj ects typ|cally | nclude, stones, br|cko, t|mber and other
| mprov| sed | tems. You cannot drop normal m|ss|le weapons,
throw|ng axes, j avel|ns etc: such weapons must be thrown normally
as part of shoot|ng.
A un|t of fly|ng troops must land to collect su| table | tems to drop.
Normally th|s means go|ng to some theoret| cal off-table pos|t|on,
land|ng, collect|ng and return|ng w|th a full load. A un|t go|ng off
table to make such a collect|on must wa|t for one full turn. At the
beg|nn|ng of each subsequent turn roll a D6. A score of a 6
|nd|cates that the un| t returns w| th replen|shed suppl|es of m|ss|les.
Place the un|t at any po|nt along the|r own table edge and move as
normal. A un|t may g| ve up look|ng for m|ss|les, and return to |t's
own player's table edge at the beg|nn|ng of the next turn.
MT5FHO OOMEO ¡TEM5
|ollow th|s procedure for each attacker.
I. Nom|nate a target po|nt d|rectly below your fl| ght path.
2. Roll a D6.
J. Deduct I at H|gh alt|tude
2 at Low alt| tude
J at Attack alt| tude
The result |nd|cates the d|stance the m| ss| le lands away from |ts
target. A score of zero or less |s a d|rect h|t. D|rect h| ts are
resolved at the Strength of the creature dropp|ng the m|ss|le, plus
the he| ght bonus, | t |s assumed larger creatures can carry heav|er
He|ght bonuses are added to the Strength of the creature to g|ve a
f| nal attack Strength for th h|t.
Û at Attack alt| tude
I at Low alt| tude
2 at H|gh alt| tude
M|ss|les wh|ch m|ss the|r targets can be | gnored, and regarded as
m|sses� Alternat| vely the CM can roll randomly to determ|ne
where they have landed, and the result of any acc|dental h|ts can
Certaìn creatures can be sub]ect to Æclìæ as an addìtìonal
psychologìcal factor. Alcoholìsm ìs not lìke other psychologìcal
factors ìn that ìt must be acquìred, and so ìs applìcable to
ìndìvì duals o¡ groups rather than to whole specìes. Mumans are bad
enough |especìally Morse), but some Gì�nts are utterly dìsgustìng;
spendìng almost all of theìr tìme ìn a complete stupor. Malflìngs
are also known to be accomplìshed boozers, and can commonly be
dìscovered lyìng ìnverted ìn draìnage dìtches, smashed out of theìr
skulls on cheapcìder.
The Bttle Bstiæy ìndìcates whìch creatures are sub]ect to
alcoholìsm. Hollbefore the battle to dìscoverìf any of these types
have been 'at the bottle'. Throw a O5 for each unìt of troops - a
score of 5 ìndìcates that the creatures concerned have been
boozìng, and may suffer certaìn penaltìes. Meroes and wì zards are
rolled for separately, but champìons wìll have been drìnkìng ì f the
rest of the regìmenthas.
Once a regìment or character ìsestablìshed as havìng been drìnkìng
roll ZO5� lf the result ìs e U or læ than the creature's Wü
Hr then the creature has managed to stay relatìvely sober. Mo
lf the result ìs more than the creature's WP the creature ìs well
and truly drunk, and the followìng rules apply for the rest of the
The ZO5 dìce result mìnæ the creature's WP ìs
deducted from each of the characterìstìcs on the
creature's profìle. Thìs cannot take a characterìstìc
The ìndì vìdual or regìment wìll not be able to march
past any ale house or other source of alcohol. 5hould
the regìment fìnd ì tself wì thìn 4" of a potentìal source
of booze ì tmust ìnvestìgate so long as ì t ìs not engaged
ìn hand-to-hand combat. lf alcohol ìs dìscovered the
regìment wìll spend the rest of the turn drìnkìOg.
Oeduct I more poìnt from each of the remaìnìng
characterìstìc scores. lf 5 or T drop to zero the
creatures have drunk themselves unconscìous and may
take no further part ìn ·the battle. Other
characterìstìcs may not fall to below ì.
Orunken Gìants may stagger and fall as descrìbed ìn the
lnstabìlìty effects some Ondead and all Ltherìal creatures as
ìndìcated ìn the Bttle Bstiæy. These creatures naturally belong
ìn the Hlæ of m Oad, and can be effected by shìfts between
the world as we know ìt and theìr own plane. 5uchshìfts are known
as tìmes offlm.
lf your army ìnclude types effected by ìnstabìlìty rol l a O5 at the
beg�nnìng of each turn. A score of a 5 ìndìcates that a shì ft has
occured. Lvery frìendly creature sub]ect to ìnstabìlìty wìll be
effected. Holl a O5 for each unìt.
1h� Pl�s of th� Oead are no lOnger accessìDle frOm
t� real world. Tæ creatures are trapped ì n thìs plane,
whero· deprìved Of sµernatural strength, they become
O mt mqinfm imilityfor m�tof tm g
-� effææ æ. prmæ The creatures can m
lOngr caæe any physìcal damage ìn combat, although
tæy can Þ effected Dy weapOns and magìc as normal
for theìr kìnd� The� stìll cause feæ and Other
psychOlgìcal effects as nOrmal. ln addìtì on the troops
�me s�DjecttO st�idity.
1he state Of flux pulls the physìcal manìfestatìon of the
Oreatures back Into the Planes of tæ Oead, only theìr
ìmffectualì mages remaìn.
L n HB qin for ìmtæiütyfor m reHof mg
-t effææ Æ pt 1æ creatures can M
¸ lOngO� cause any physìcal damage In cOmDat, nor can
tæy æ effected Dy normal weapOns. They stdl cause
other psychOlOgIcal effects as normal. 1he
sre¸ automatìcalQ dìspe¡led Dy hìts from
magìcal weapOnsOr magIc attacks.
1he stato Of flux leaves the creatures cOnfused and
1he creatures muy nOl move for the rest Of thìs turn.
lf ìn cOmDat tæ creatures fìght at half effect, halvìng
tm nmDer Of hìts scOred. All hìts caused on the unìt
that tum wìll automatìcally cause wounds where
1he flux draws some of the creatures Dack to tæ
Planes of the Oead.
Hemove Oó mOdelsfom tæ unìt, they do notreturn.
1æ flux brìngs the Hlanes of the Oead closer, enaDlìng
tæ creaturesto acquìre freshvìgour.
|or thís tum on¡y tæ creatures fìght wìth double theìr
nu DerOf attacks.
1he flux ìs very advantageous to the unìt, and they gaìn
|Or thìs tmonly the creatures cannot De slaìn by any
�¸ e�s what ¯ever. ln addItìon all DlOws struck Dy
them wdl æ aI +I strength, or +ì effect for creatures
wìtlnon-strìkìng� attack modes.
Vost arm| es content themseÌves w| th f| ght|ng the enemy, some
arm|es, however, are not qu| te so s| ngÌe m|nded. Inter-reg| mentaÌ,
tr|baÌ or even personaÌ r| vaÌry can often reach such a peak that
ostens|bÌy fr|endÌy un|ts start f| ght| ng each other. Such a trag|c
break down | n d|sc|pÌ|ne |s onÌy common amongst CobÌ|no|d
creatures. CobÌ|no|ds detest everyth|ng, other creatures,
themseÌves, but espec| aÌÌy other CobÌ|no|ds. They w|ÌÌ argue and
brawÌ at the Ìeast opportun|ty, f| ghts and even deaths are common.
AÌÌ CobÌ|no|d un| ts are subject to an|mos| ty aga|nst other CobÌ|no|d
un|ts. Th|s appÌ|es to CobÌ| ns, HobgobÌ|ns, Lesser CobÌ| ns, Orcs,
HaÌf Orcs and aÌÌ cross-breeds.
A pÌayer whose army | ncÌudes CobÌ|no|ds must test for an|mos| ty at
the beg|nn|ng of h|s turn. Any un|t of CobÌ|no|ds w|th|n charge
reach of another fr|endÌy un| t w|ÌÌ test. RoÌÌ a D6 for each un| t, a
score of a 6 | nd| cates that the un| t ms the nearest fr| endÌy
body of CobÌ|no| ds.
A un| t Leader may try to stop h|s troops react|ng to an|mos| ty by
test| ng on h|s Leadersh|p. RoÌÌ ZO5, a score of equaÌ to or Ìeas
than the Leadersh| p |nd| cates that the Leader has successfuÌÌy
contoÌÌed h|s troops, and they behave normaIÌy.
Once | n combat un| ts of CobÌ|no|ds suffer|ng from an|mos|ty
attack each other as | f they were enem|es. Dur|ng subsequent
turns any | nter-gobÌ|no|d combats w|ÌÌ cont|nue unÌess the|r
Leaders can stop the f| ght. The Leaders of æ un|ts concerned
must save on the|r Leadersh| p for th|s to happen.
An|mos|ty w|ÌÌ cease to appÌy, and f|ght| ng un|ts w|ÌÌ automat|caÌÌy
return to normaÌ, |n any of the foÌÌow|ng s| tuat|ons.
If enemy troops are w| th|n IZ".
If mæd enemy troops are w| th| n s|ght |essent|aÌÌy
Heroes and w| zards are never subject to an|mos|ty, and
may Ìeave a un|t that |s undergo|ng an an|mos|ty
react|on shouÌd they so w|sh.
Tox|ns are an |nterest|ng and vast subj ect, w|th Ìots of potent| aÌ
for the fantasy gamer. Po|sons of var|ous k| nds may appear as
pot|ons, dr|nks or gases: |n these forms they are of more reÌevance
| n a full-blooded roÌe-play|ng game. weapons can aÌso be po| soned,
a s| tuat|on far more Ì| keÌy to be met w|th |n a battÌe than any of
the more subtÌe means of po|son| ng. Apart from these
manufactured or prepared tox| ns, there are also those assoc| ated
w| th venomous creatures, such as snakes.
The ruÌes that foÌÌow cover po|soned weapons and an|mal venom,
but do not go |nto the more compÌ|cated or subtle uses of tox| ns.
The CM |s weÌcome to further deveÌop these areas |f he w|shes:
more |nformat|on can be found | n WerhemmerHolePley.
Ord|nary weapons can be treated w| th po| son to turn them |nto
poisod weepo. Lach successful h| t from a po|soned combat or
m|ss|le . weapon causes a s|ngÌe po|son attack es well æ poss|bÌe
Lxample. If a character | f h|t by a po|soned arrow he suffers
normaÌ damage from the arrow end add|t| onal damage from
AÌmost all weapons can be treated w| th po|son. The only
except| ons are crush|ng weapons, such as maces, wh|ch are unÌ|kely
to p|erce sk|n. Maces, cÌubs, cudgeÌs and hammers aÌÌ come | nto
th|s category, and may not be po|soned.
Only one type of po|son may be appÌ| ed to any weapon. Po|sons are
compl|cated chem| cals and | nteract|on generaÌÌy negates any
Creatures wh|ch have a po|son attack are usuaÌÌy descr|bed as
vemmous rather than po|sonous. An| mal venom works |n exactÌy
the same way as po|son and can be treated as be|ng the same to aÌÌ
|ntents and purposes.
A venomous creature scores po| son attacks onÌ y from Bite and/or
Gom h|ts. The b| te or gore does normal damage, and then does
add|t|onaÌ po|son damage. The Bettle Bestery conta|ns fuÌl
|nformat|on on wh|ch creatures are venomous, and whether they
have po|sonous gores or b| tes.
O5lNG Pl5ON5 ONTMEBATTLEFlEO
In battle only a seÌect|on of the more deadÌy Common Poiæ are
used. Characters can carry po|soned weapons |f they w|sh.
Reg|ments can be equ|pped w| th po|soned weapons, but aÌÌ the
members of a part|cuÌar reg|ment must use the same po|son.
venoms effect all of the groups of creatures l|sted below. Po|sons
onÌy effect one group. The pÌayer may choose wh|ch po|son group
he w| shes to use.
Humans, Dwarfs, Halfl|ngs, P|gm|es.
Orcs, Cobl| ns, HobgobÌ| ns.
Ogres, TrolÌs, C|ants, Treemen.
Lzardmen, TrogÌodytes, SÌann.
were-creatures ,|n were form).
Monsters and An|mals.
Make a note of the group effect of the po|son be|ng used. Po|sons
mver effect ethereaÌ creatures.
Po|soned weapons w|ÌÌ cause normaÌ damage as weÌl. work out the
normaÌ damage f| rst, and remove any casualt|es |n tIe normaÌ way.
The number of hits caused equals the number of pìsoned ettecks.
Po|soned attacks effect a v|ct| m's Tougmss. |or each h| t roÌÌ D4-
I, th|s |s the amount of damage. Deduct the score from the
v| ct| m's Toughness. Toughness reduct| on w|ÌÌ effect a model's
f| ght|ng ab| Ì| t| es. Once Toughness | s reduced to zero the v|ct|m
has been sÌa|n.
when an ent|re reg|ment |s be|ng attacked w|th po|soned weapons
work out the normal damage f|rst, remov|ng any casuaÌt|es. Then
work out the total damage from po|soned attacks.
Lxample. J h| ts ¬ J po|soned attacks. J X D4- I J, 2 and 2
Remove whole models and record any rema|nder as you wouÌd for
Lxample. 7 Toughness damage on a un|t of humans ,TJ), equals
2 men dead and I rema| nder.
wound and Toughness damage are recorded seperateÌy and effect
d| fferent | nd| v| duals |n a un|t. An |nd|v| dual character suffer|ng a
po|soned attack w|lÌ, of course, reduce both h|s wounds and
A model sÌa|n by po|sons cannot recover. A modeÌ w|th more than
haÌf of h|s Toughness gone cannot recover dur|ng a game, aÌthough
the CM may dec|de recovery |s poss|bÌe after the battle.
A modeÌ w|th haÌf or more of h|s or| g| naÌ Toughness left can
recover at the rate of I po|nt per turn. It |s not necessary to rest,
recovery |s automat|c.
The po|sons dealt w|th here cause death. Th|s |s a s| mple approach,
best su| ted to a mass combat battle. However, CM's m| ght Ì|ke to
bear |n m|nd the use of other po|sons descr| bed |n more deta|Ì |n
the Werhemmer HolePley. These are more soph|st| cated tox|ns
perm|t|ng var|ous effects, |nclud|ng paralys|s, uncons|ousness and
w|Ìl Power destruct| on.
Once pÌayers have fought out a few warhammer games they usuaÌÌy
start to expÌore the poss| b|Ì| t|es of sett|ng up a proper campa| gn.
w|th a normaÌ battÌe the obj ect| ves are def| ned by the CM before
the game, and, at the end of the day, the s|tuat|on |s resoÌved one
way or the other. 1h|s |s a perfectÌy sat|sfactory arrangement as
far as | t goes, but how much better |f each engagement |s fought
towards some overaÌÌ purpose, reÌat|ng d|rectly to future battÌes
and |ntroduc|ng a proper respect for harbour|ng forces and
retreat|ng troops off the tabÌe.
warhammer pÌayers are an enterpr|s|ng Ìot, and many go |nto great
deta|Ì over the|r campa| gns. A typ| caÌ affa|r m| ght |nvoÌve up to
haÌf a dozen pÌayers, each respons|bÌe for the pÌay of a rac|aÌ army.
The pÌayers are free to make and break aÌÌ|ances w| th|n the
constra|nts of the|r rac| aÌ types. whoÌe fantasy k|ngdoms are
mapped out |n deta|Ì, and counters represent|ng arm|es moved and
countermoved as troops manoeuvre around strateg|c po|nts, or h|gh
revenue areas. Once |n controÌ of certa|n areas pÌayers are
awarded bonus po|nts w| th wh| ch to buy more troops. The ÌeveÌ of
deta|Ì |s up to the CM and pÌayers. At some future t| me we hope
to pubÌ|sh some of our own campa| gns.
BASI C CAMPAI GN
If you have never pÌayed |n any sort of campa|gn before then you
m| ght Ì|ke to cons| der the foÌÌow|ng |dea. Most campa|gns ut|Ì |se
maps, map movement be|ng controÌÌed by the CM. Th|s bas|c
campa| gn has onÌy a very s|mpÌe map, and prov| des pÌayers w| th a
totaÌÌy encÌosed campa|gn worÌd. No troop types are spec|f |ed,
onÌy Po|nts vaÌues, so the game |s fÌex|bÌe and can be used for any
su| tabÌe modeÌs.
1he Lost Velley |s s| tuated h|gh up |n a vast range of enc|rcÌ|ng
mounta|ns. The onÌy poss|bÌe way |n or out of the vaÌÌey |s by a|r,
however, there are no aer|aÌ troop types ava|ÌabÌe: mak| ng the
vaÌÌey compÌeteÌy |soÌated. At the north end of the vaÌÌey |s a
fort| f|ed c|ty beÌong|ng to the NrUrmrs, at the South end of the
vaÌÌey |s an | dent| caÌ fort|f|ed c|ty beÌong|ng to the 5Umm. In
the very m| ddÌe of the vaÌÌey |s a br| dge across the r| ver wh|ch runs
west to east from a h| dden source |n the western mounta|ns | nto a
cavern |n the east. ln the southern haÌf of the vaÌÌey, spaced
equ|d|stantÌy between the c|ty and the br|dge are a v|ÌÌage and a
farm, both beÌong to the Southerners. The northern haÌf of the
vaÌÌey |s a m| rror | mage of th|s. The sequence start|ng at the
North end goes, northern c| ty, northern v| ÌÌage, northern farm,
br| dge, southern farm, southern v|ÌÌage, southern c|ty. The vaÌÌey
|s so narrow that |s |s |mposs|bÌe to get past any v| ÌÌage or farm
w|thout pass|ng through |t.
To beg|n the campa|gn g| ve each pÌayer a f|xed number of po|nta to
apend on troopa. The exampÌea for army renewaÌ aaaume a atart|ng
I|gure of IOOO po|nta, but you can adjuat th|a |f you Ì|ke. The PVa
ava|ÌabÌe become the arm|ea of the South and North. After each
battÌe you w|ÌÌ adjuat the atrengtha of arm|ea depend|ng on
caauaÌt|ea auffered and aomet| mea terr| tory ga| ned. It |a aaaumed
the vaat maj or| ty of troopa removed aa caauaÌt|ea are not dead, but
onÌy Ì| ghtÌy wounded, knocked out or acattered.
The obj ect| ve
of each a|de |a to take the c| ty of the other. The
f|rat battÌe |a fought over the Br|dge. The Ìoaer then retreata to
h|a farm, and the aecond battÌe w|ÌÌ take pÌace there. |rom then
on the Ìoaer |a aÌwaya puahed back onto the next battÌe a|te, and
the arm|ea may away to-and-fro over the var|oua a| tea dur|ng the
courae of the campa| gn.
h N s« tcs
6attÌea are fought unt|Ì one a|de g| vea |n, or unt|Ì one a|de haa no
troopa Ìeft capabÌe of putt|ng up a proper defenae.
The w|nner rega|na 75% of the troopa Ìoat dur|ng the battÌe, e|ther
aa a reauÌt of routa off the tabÌe or ord|nary battÌef|eÌd caauaÌt|ea.
Charactera may or may not be aÌ| ve, aa can be determ|ned by ua|ng
the Cmectem æ Ceswties aect|on - aee page 62 . The Ìoaer
rega|na aÌÌ of h|a troopa retreated off the f|eÌd of oattÌe, 5O% of
the troopa who routed of the tabÌe and 5O% of h|a other caauaÌt|ea.
After every four battÌea a year |a deemed to have paaaed, and
Iurther recru| ta may be pÌ aced |n the army. |or each of the battÌe
a|tea |n h|a poaaeaa|on a pÌayera ga|na the foÌÌow| ng Pv vaÌue of
lt |a recommended that the CM chooaea the re-|nforcementa
lI pÌayera are runn|ng ahort of troopa they can mutuaÌÌy agree to
wa|t unt|Ì a fuÌÌ year |a up, take the re-|nforcementa and then f| ght
the next battÌe.
NTTß OP T ocs
The battÌe a| tea can be conatructed ua|ng any au| tabÌe acenery. The
V|ÌÌage and farm need compr|ae of onÌy a few bu|Ìd|nga, w| th
outÌy|ng woodÌand, a few h|ÌÌa and whatever hedgea or d|tchea the
CM feeÌa wouÌd be appropr|ate. Make a map of each area juat |n
caae you have to f |ght over |t aga|n.
The f|rat battÌe takea pÌace over the br|dge, the CM can aet up the
acenery, pÌac|ng a r|ver through the centre of the board w| th the
br|dge |n the m| ddÌe. The br| dge ahouÌd be about a foot w| æ to
perm| t a reaaonabÌe amount of movement. The r|ver fÌowa very
faat, and ao cannot be awum aÌthough | t can be croaaed by boat.
AÌÌow boata to be ava|ÌabÌe aa part of an army at a PV of 25, each
can carry up to 6 human a|zed creaturea.
The rema|n| ng gamea can be fought out at the CM'a d|acret|on,
remember to try to enaure both a| dea atand a reaaonabÌe chance of
The Ìaat game w|ÌÌ be a ae|ge fought over a c| ty. The c| ty can have
a waÌÌ | f you w|ah, but th|a |a not eaaent|aÌ. If the c| ty |a waÌÌed the
bea|eger ahouÌd be perm| tted the chance to bu|Ìd ae|ge eng|nea
ua|ng ÌocaÌ t|mber. By th|a t|me the pÌayera ahouÌd be exper|enced
enough to ut|Ì| ae the ruÌea on bu|Ìd|nga, eng|nea and f|rea.
In a s|mpÌe one-off battÌe the death of a character |s of no reaÌ
consequence, after aÌÌ you can aÌways create another character for
your next game. However, | f you are pÌay|ng |n a campa|gn your
characters w|ÌÌ be |rrepÌacabÌe, and consequentÌy very vaÌuabÌe. At
the end of a campa|gn battÌe a certa|n percentage of normaÌ troop
casuaÌt|es can be recÌa|med p8 Ì| ghtÌy wounded or scattered |see
page 6J\. The same sort of th|ng appÌ|es to characters: a character
who has been sÌa|n m| ght s|mpÌy have been knocked out, wounded
very sÌ|ghtÌy or d|sab|Ì| tated | n some way. The Injmy chart beÌow
|s used by the CM to determ| ne the fate of a character Ìost |n
battÌe. Obv|ousÌy on occas|ons the CM w| ÌÌ have to use h|s common
sense to mod|fy the resuÌt, and he may feeÌ that a character shouÌd
have a Ìesser or greater chance of surv| vaÌ because ¸of the manner
of h|s death. It may be necessary to | nvent some sort of story to
expÌa|n away a characters m| racuÌous surv| vaÌ.
A character who susta|ns onÌy part|aÌ damage dur|ng a campa|gn
game, Ìos|ng I wound out of a totaÌ of 4 for exampÌe, w|ÌÌ fuÌÌy
recover for the next game, he does not have to throw on th|s chart.
The chart |s used to determ|ne the sever|ty of an | nj ury, and how
th|s w|ÌÌ effect a character |n a campa|gn game. The Ìength of
t|me for wh|ch a character | s non-combatant | s g| ven | n terms of
campa|gn battÌes ||.e. the character must m|ss I battÌe, 2 battÌes
etc): each t|me per|od can be thought of as DIOO days or DJ
months | f you prefer. The CM can aÌter the t| me scaÌes to su|t h|s
part|cuÌar adventure, or can dev|se some conven|ent means of
heaÌ|ng |njur|es more qu|ckÌy, wonder cures, m| racÌes, heaÌ|ng
spr|ngs etc. The chart aÌso | nd| cates the appropr|ate penaÌt|es
wh|ch appÌy wh|Ìst the character |s recover|ng, these w|ÌÌ prove
usefuÌ |f you want to deveÌope the roÌe-pÌay|ng eÌement of the
game. The Ìast coÌumn | nd| cates the permanent damage wh| ch
appÌ|es both dur|ng and after recovery.
A lT¡O EFFECT5 O P3HE5
A character removed from the game as a casuaÌty |s aÌways
assumed to be uncons|ous for the next D6+4 turns whatever h|s
Severe |njur|es to an arm or Ìeg | mpÌy that the Ì|mb |s non-
funct|onaÌ, poss|bÌy whoÌÌy or partÌy amputated and |n any caae
Characters suffer|ng severe arm |njury have a 5O% chance of
reta|n|ng enough use to enabÌe some sort of cosmet|c or funct| onaÌ
prosthet|c dev|se to be f|tted at the CMa d|acret|on. Such dev| cea
couÌd |ncÌude hooks, swords, sh|eÌds and other weaponry | f des|red.
Charactera w|th one Ìeg may not be abÌe to cross certa|n obstacÌes
at the CMs d|scret|on. Characters w| thout Ìegs cannot move at aÌÌ
- aÌthough they may be wheeÌed about, can r| de horsea and can
traveÌ | n char| ots.
Characters suffer|ng a severe head | njury have a IO% chance of
suffer|ng bÌ| ndness |n one eye ¦-2 Bs), and a 5% chance oI suffer|ng
deafness | n one ear |AÌÌ PersonaÌ Character|st|cs reduced oy - I).
There |s aÌso a I% chance of hav|ng both the sense of sme
taste effected, wh|ch may poss|bÌy effect the character's act| ons
|for exampÌe a character w| th no sense of smeÌÌ wouÌd be |mmune
to Nua caused by TrogÌodytesJ.
Character|st|c Ìosses resuÌt|ng from |njur|es may never take a
character|st|c beÌow I.
when determ| n| ng the effects on campammg characters the CM
must be prepared to j uggÌe resuÌts | n order to preserve the baÌance
and | ntegr|ty of the campa|gn | tseÌf. There |s no po|nt | n hav|ng a
v| taÌ character k|ÌÌed off |f he |s essent|aÌ to the success of the
DIUO 'Injury Noncombatant Penalty dur| ng Permanent
time (Battles) noncom. time effects
I-IÛ ConcU8ion None None None
II-¿Û Ligt I May not None
Lett Arm use arm
ZI-JÛ¸ Light I 'y not None
Right Arm use arm
JI-JÞ Light I Halve Move None
Jó-¤Û Ught I
aÌve Move None
¤I- Û Light I All profile None
' Head characteristics
reduced to !.
>I-óÛ Svere ¿ May nt May not
Left arm use atm use arm
óI-1Û Svere ¿ May nt May not
Right U use arm use arm
1I-1> , Svere Z Halve Move Halve Move
1óbÛ Svere Z Halve Move Halve Move
bI-bÞ Svere Z Comatoae -I on all
bó-7Û' Svere ¿ All profile -I S and T
reduced to I.
7I-U _Critical Dead Dead Dead
This action might not be possible to undo. Are you sure you want to continue?
We've moved you to where you read on your other device.
Get the full title to continue reading from where you left off, or restart the preview.