100% found this document useful (4 votes)
2K views35 pages

Warhammer: An Old Grumbler's Rules

Download as docx, pdf, or txt
Download as docx, pdf, or txt
Download as docx, pdf, or txt
You are on page 1/ 35

Ideas

Over Watch ....................................................... 14


Contents
Dividing shots ................................................... 14
Why make your own rules? ................................. 3
Killing your Foe Proper like (Hand-to-hand Combat) 14
The GM ............................................................... 4
To hit chart ....................................................... 15
Characteristics and Shorthand ............................. 4
To wound........................................................... 15
Characteristic tests ........................................... 5
Armor ................................................................ 15
Units, what are they? ........................................... 5
Armor Penetration ............................................. 16
Facing and Arc of sight ................................... 6
Combat resolution ............................................. 16
Line Of Sight ....................................................... 6
Ranks ................................................................. 16
Woods .............................................................. 6
Interposing models .......................................... 7 - Rank Disruption/unformed ............................. 16
Hills and the like.............................................. 7 Routing .............................................................. 16
Hedges, fences and walls ................................. 7 Pushed back ....................................................... 16
Characters and stragglers ................................. 7 Horde ................................................................ 16
Turn Order .............................................................. 7
Removing the dead ............................................ 16
Compulsory Phase .................................................. 7
Killing blow .......................................................... 17
Rallying ............................................................... 7
Reserve Move ....................................................... 17
Declaring Charges ............................................... 8
Psychology ............................................................ 17
Charges and Movements to engage ........................ 8
Fear .................................................................... 17
Charge parameters ............................................... 8
Afraid of/ Fears ................................................. 17
Move to engage ................................................... 8
Animal Reaction Chart ...................................... 17
Charge Reactions,................................................ 8
Cavalry/mount Psychology .............................. 18
Redirecting a Charge ....................................... 9
Frenzy ................................................................ 18
Conducting a charge ............................................ 9
Stubborn ............................................................ 18
Movement Phase ..................................................... 9
Immune to psychology ...................................... 18
Movement Rates and Terrain ............................ 10
Unbreakable ...................................................... 18
The 1 Rule ....................................................... 10
Hatred ................................................................ 18
Encumbrance ..................................................... 10
Panic ................................................................. 18
Complex maneuvers .......................................... 11
Stupidity ............................................................ 18
Moving backwards ........................................ 11
Blind .................................................................. 19
Wheeling backwards ..................................... 11
Gear ........................Error! Bookmark not defined.
Wheeling from the center of the unit ............. 11
Infantry square ............................................... 11 Weapons ............................................................ 19
Testudo .......................................................... 11 -Mounted Weapons ........................................... 20
Countermarching ........................................... 12 -Missile Weapons .............................................. 20
Simple maneuvers ............................................. 12 Armor ................................................................ 21
Snaking .......................................................... 10 Ward Saves ........................................................ 21
Archer wedge................................................. 10
Common Mounts ............................................... 21
Shield wall ..................................................... 10
Poison ................................................................ 22
Turning/expanding 2 frontage ....................... 10
Wheel ............................................................. 11 Heroes and Wizards .............................................. 22

Wedge ............................................................ 12 Leaders .............................................................. 22


Voluntary withdrawal from hand to hand combat 12 Characters and Units ......................................... 22
Prepared position (linear obstacles that are fortified) 12 Leaders and Unit Psychology: when they differ23
Changing formation in combat, ......................... 12 Challenges ......................................................... 23
Fleeing ............................................................... 12 Issuing Challenges ......................................... 23
Free Hacks ......................................................... 13 Fighting the Challenge .................................. 23
Splitting up units ............................................... 13 Unfair challenges ........................................... 23

Cowardly killing your foe from afar. (Shooting) .. 13 Gear Limitations and costs ................................ 23

Shooting Phase order ......................................... 13 Looting .............................................................. 23

Firing through gaps .......................................... 13 Single Character LOS........................................ 23

Firing from a height........................................... 13 Standards ........................................................... 23

Firing into combat ............................................. 13 Musicians .......................................................... 23

To hit chart ........................................................ 13 Champions......................................................... 24

To hit modifiers ................................................. 14 Battle standard ................................................... 24

Arch shots .......................................................... 14 The General ....................................................... 24

Cover ................................................................. 14 Subordinate commanders .................................. 24


Monsters ................................................................ 27 Diving Charge ............................................... 32
Monsters and wounds ........................................ 27 Jumping Gaps ................................................ 32

Monster Attacks ................................................ 27 Falling ............................................................ 33


Grappling Hooks 1pts/model ............................ 33
Breath Attacks ................................................... 27
Ladder 5pts ........................................................ 33
Swarms .............................................................. 27
Battering Ram 40pts .......................................... 33
Regeneration...................................................... 27
Mantlets 1pts/model .......................................... 33
Flying and Aerial Combat ..................................... 28
Model costs, where do they come from?........... 33
Flyers attacking models in hard to get places ... 28
Flyers Fighting Flyers ....................................... 28
War Machines ....................................................... 24 Why make your own rules?
After playing a few games of Warhammer 8th ed. It was clear that
Movement (Not Chariots) ................................. 24
there were problems with the rules. Beardy problems. Naturally, there
Casualties and war machines............................. 24 will always be problems with any given rule set (ours are chalk full.)
War Machines in close combat (not chariots) ... 24 But it was that the rule changes in 8th ed. did not seem to come from a
good faith attempt to improve the game, rather from an attempt to sell
Charge Reactions ........................................... 24
more miniatures and make the rules argument proof and air tight, but
Subsequent close combat and stealing .......... 24
lacking an intent to make them more enjoyable. Hence, we see point
Chariots ............................................................. 24 and click artillery, real line of sight rules, cheap point models,
Light Chariots .................................................... 25 everything having more ranks of attacks, ridiculous large monsters for
Heavy Chariots .................................................. 25 nearly every team you get the idea.

Wagon ............................................................... 25
My first solution, was a knee jerk jump all the way back to the 3rd ed.
Cannon .............................................................. 25 This rule set has a lot to offer, but it was clunky (I wish I could say I
Bolt thrower....................................................... 26 have avoided this) and it too had blaring problems (creatures that are
impossible to wound, cannons that automatically hit everything in a
Organ Guns ....................................................... 26
wide swathe) that became evident after a few games.
Catapult/stone throwers/mangonels/trebuchet .. 26
Mortars .............................................................. 26 Consequently the rules presented here are an amalgam of the various
editions of Warhammer fantasy, with some inspiration taken from
Buildings ............................................................... 27
Warhammer 40,000 and Warhammer Ancients. Citations provided.
Combat in Buildings.......................................... 28
Routing in Buildings ......................................... 29 Aside from these other sources there are some additions of our own
Shooting from Buildings ................................... 29 machination. These rules are ultimately suggestions and are intended
to be interpreted more in principle than by the letter though we did our
Shooting into Buildings ..................................... 29
best to make them cogent. Warhammer is ultimately about telling a
Damaging a Building ........................................ 29 story and having a good time with friends rather than a competition
Model Organization Types ................................... 29 with rigid adherence to rules and technicality.

Skirmishers/Fast Cavalry .................................. 29 Our rule additions/changes:


Light Infantry .................................................... 30 Alternating phases
Counter Charges
Warband ............................................................ 30
Armor saves in terms of thickness and coverage
Drilled................................................................ 30
War machine misfire charts
Phalanx .............................................................. 30 New Combat Resolution rubric
Animal Handlers ............................................... 30 Cavalry psychology rules
This rule set makes a number of assumptions regarding its reader. The
Sappers .............................................................. 30
principle assumption is the reader is familiar with previous
Levy................................................................... 31 Warhammer editions and will be able to fill in a number of holes
Combined/Mixed Unit Formations ................... 31 especially in regards to rules that have changed little between editions.
Heavy Cavalry ................................................... 31 Basic movement rules for example.

Odd ball stuff/weird gear ...................................... 31


As a final note, the intention of this rule set is to aim for a degree of
Falconer +3pts ................................................... 31 realism. At times this means things will get slowed down a bit
Fire .................................................................... 31 compared to conventional 8th ed. rules. We try to avoid this where we
can. At the same time, we dont feel that a game should be a standard
Flaming torches +1 pt/model ......................... 31
cookie cutter affair. That is, Warhammer isnt a world of constant
Flaming Missiles (requires a brazier and ammo) 31 pitched battles of equal forces. It is full of minor skirmishes, devious
Putting out fires ............................................. 31 ambushes, brave sorties against ravening hordes, and characterful
Creatures and fire .......................................... 32 engagements. After all if you have put the time into painting all your
Water ................................................................. 32 miniatures, doesnt each one deserve his/her moment of glory; not
merely to be tossed aside as another nameless casualty? Along these
Drowning ....................................................... 32
lines, we highly recommend that readers seek out the 2nd edition
Walking under water ..................................... 32
campaigns Blood bath at Orcs drift and the Tragedy of McDeath.
Scrambling about............................................... 32
While a bit silly and certainly not canon, they are fun and require
Defenestration................................................ 32 multiple days to play. At the very least they should feed ones
Climbing ........................................................ 32 imagination for creating scenarios instead of fighting the standard
Jumping Down............................................... 32 tournament pitched battle. Please write us back with feedback at
[email protected]
That being said, lets jump right in.

Game Overview

Whats the object of the game?


The object of the game can be understood from two perspectives.
Straightforwardly, the object of the game is to maneuver your forces to
route or destroy your opponents forces. More insightfully,
Warhammer comes out of the traditions of roleplaying and the
objective of the rules is comparable to traditional RPGs in the limited
sense that players take on the role of generals and use the rules to
create a battle narrative. It is in this sense that while players are
nominally opponents or the Game Master, they all share in the task of
creating the story and bear responsibility to play civilly and make the
game enjoyable for everyone present. From this lens the rules are more
guidelines, agreed upon expectations within this narrative creation
process. With this narrative drive in hand the objective of the game
becomes more varied based on the scenario that you choose to create
raiding, stealing, assassination, pitched battles, sieges, last stands, etc. The Game Master is an arbitrating 3rd player. Her/his word is scripture.
The GM establishes parameters of a game, length, point totals, special
What does a game look like? deployment parameters, victory points, etc. Additionally, the GM takes
A typical game will begin with 3 or more players agreeing on a type of the role of adjudicating rule discrepancies, moving chargers, and
keeping track of secret information, particularly magic. She/he is a
scenario they would like to play. The GM will either present army lists
referee and keeps the game moving forward in an orderly fashion.
to the players or ask them to each draft armies using (using the army
lists provided in Old Grumblers Ravening Hordes.) While the players
stratch their heads imagining what their opponents will bring with Characteristics and Shorthand
them, the GM will set up a table upon which to game. The GM will
then brief each player individually (both players need not have the
same objectives, information asymmetry can lead to humorous
outcomes.) Players will then deploy their forces according to the
guidelines found in Old Grumbler: setting up a game.

The three of them will then start the game. The game progress across a
series of turns, and within each are a series of phases. These phases are
the compulsory, magic, charging, movement, shooting, hand-to-hand,
reserve movement, and the end phase. Players alternative performing
each step. That is one player will do everything necessary in the
compulsory phase. And when she/he is finished, the other player will
then conduct their compulsory phase. Players will do this sort of The various creatures of the Warhammer world are represented by the
alternating once for each phase as their pieces cast spells, charge following stat line. Each is an attempt to quantify the capabilities of
enemy combatants, maneuver, loose arrows and fire cannons, stab and the creature and what it represents is loosely described below.
hack at one another, march reserve troops forward, and then end their M Ws Bs S T W I A Ld Int Cl Wp2
turn. Each turn this process will be repeated until a victor has arisen, or M=Movement Allowance indicates the number of inches a creatures
until a predetermined number of turns has elapsed. may move across the battlefield during a single movement or reserve
phase. A typical human3 will have M4, a horse M8. In a single turn a
model may not under any circumstance have its total move distance
The GM1 exceed 3M (unless by magic.) Any model exceeding this limit (for
example via the closing the gap free wheel) are placed in the rear ranks
of the unit and do not contribute to combat resolution.4

Ws= Weapon Skill represents the creatures skill in close combat. The
higher the WS, the greater that creatures skill. A typical human has
WS3.

Bs= Ballistic Skill represents the skill the creature has with ranged
weapons. The higher the value the greater the skill. A typical human
has BS3

S= Strength represents how strong a creature is. The greater the


strength the more likely the creatures is to wound an opponent in close
combat, though some ranged weapons do utilize the strength of the
thrower. A typical human has S3

T= Toughness represents how tough the creature is. The higher the
value the more physically resilient the creature is. A typical human has

1
The GM appeared in the first three editions. There are a number of barbarians who would never yield, yet have no inclination toward
spells (namely illusions) and other situations which are all but organization.
3
impossible to properly do without a GM. Typical human here, refers to a human who has gone through the
2
The extra 3 stats are borrowed from Warhammer 2nd & 3rd ed. And equivalent of basic training, not stalwart veterans nor hastily rallied
40,000 rogue trader. Later editions used Ld as a catch all stat. this conscripts/townsfolk.
4
seems inappropriate. Imagine well drilled troops following orders Warhammer 5th ed. Appendix 1
impeccably but who flee at the first sign of danger or stubborn
T3
Characteristic modifiers
I= Initiative represents the agility and quickness of the creature. In Often characteristics will be modified during a battle. A prominent
close combat, creatures with greater I will strike first. A typical human character can modify the psychology characteristics of the men/women
will have I3 she/he leads. Psychological modifiers will be included in the models
own stat line. E.g. a stern human captain may have Ld 9+2 This
A= Attacks represents the number of attacks a creature gets in close means that when the model is tested she/he will test on a 9. While in a
combat. While we certainly imagine that close combat has each unit, that is being tested based on the lowest value, that lowest value
individual jabbing, stabbing and thrusting their weapons as quick and will get a +2 modifier.
as often as possible, we might imagine that some creatures are more
capable of meting out death. A typical creature will have A1 Putting them all together, all of a models characteristics will be
presented in the following manner:
Ld=Leadership represents, a creatures ability to maintain order in the
heat of battle. This characteristic is most heavily involved in M Ws Bs S T w I A Ld Int Cl WP
maneuvering. A typical human has Ld 7. Man 4 3 3 3 3 1 3 1 7 7 7 7

Int=intelligence represents the knowledge and intelligence of a Additionally models will be described in terms of the armor, weapons
creature. For most game purposes this stat is moot, but it does factor and other special rules/attributes they possess.
heavily in magic. A typical human has Int 7

Cl=Coolness represents a creatures ability to keep their cool in the Units, what are they?
chaos of combat. When their comrades are dying around them, models
will generally have their coolness checked to see if they panic and run
A unit is any designated grouping of models. This means any regiment
or continue the fight. Additionally, coolness can be tested to see if
of infantry, horde of cavalry, singular war machine and its crew or a
models lose their cool and rampage with frenzy or hatred. A typical
group of war machines of the same type and their crew, a singular
human will have Cl 7.
chariot or a group of chariots of the same make, a single character, or a
single monster or a group of monsters and their accompanying
Wp=Willpower represents a creatures chutzpah or strength of mind. It
handlers, should they need them.
is comparable to T, but in a spiritual sense. A typical human will have
Unless otherwise noted (e.g. skirmishers) units of infantry, cavalry and
WP7. Like Int its role is largely in the realm of magic.
monsters form into ranks and files. That is, they are arranged into
rectangles, where each rank is no wider nor narrower than the one in
Death5: a model is removed from play if any one of the following stats
front of it unless it is the rear rank.
is reduced to 0: S, T, W, Int, Cl, and Wp

Letters will be used as variables in this rule set. For example Ld,
means the Leadership value in inches of the referred model. Where a
value is not an integer, for example a move of 3 M is rounded
down for equations sake.

LOS=Line of Sight

GM= Game Master

US=Unit Strength

XDY=Roll X di(c)e each with Y sides. E.g. 2D6 means that you roll 2
dice, each with 6 sides. Alternatively SDT means that you roll the S
value number of dice with sides in number equal to the T value.

Equidistant
For the sake of determining distances (e.g. closest enemy) distances
that are within 1 are considered equidistant. This is to represent that
in the heat of battle soldiers are unable to make exacting range
measurements. Example: an archer is given the order to fire at will, the
GM measures and determines that one unit is 15 away while
another unit is 16 away. These two units would be considered
equidistant These are each examples of units.

War machine and chariot models in the same unit should stay within
Characteristic tests 2 of each other.

Sometimes models will need to take a test based on one of their In odd situations, for example when a chariot is destroyed but its crew
characteristics. The most common are Cl and Ld tests, though others survive. Other chariots in the unit need not slow themselves and wait
do arise from time to time. E.g. one might have to take an i test to for the crew on foot. However, the disembarked crew ought to stay
dodge a falling giant. loosely together, effectively causing the unit to split in two. Ultimately
it is the GMs call, though the goal should generally be to maintain
The following tests are taken on a single d6: M, Ws, Bs, S, T, W, I, A. some order on the battle field. It would be cumbersome to have near
In each case the test is passed if one rolls equal to or below the random models assorted across the battle field and attempt to make
characteristic in question. A result of 6 always fails and a 1 always sense of it.
passes.
Unit strength
The following are taken with 2d6: Ld, Cl, Int, WP. Just like the single
die tests, the test is passed if the player rolls equal to or below the
characteristic value. The result of a 2 always passes, and a 12 always Unit strength is an odd concept that comes up now and again.
fails. Generally its intended to represent the size or presence of a unit on
the battle field.
Where an entire unit is taking a test (e.g. a coolness test) use the lowest
value amongst models in the unit. As an exception, cavalry take the Unit strength is calculated by adding up all of the value of each model
test based on the riders psychology characteristics. in a unit.

5
Bear in mind that death and wounded, mean that a model is taken out
of action, a casualty. This doesnt necessarily mean the model is dead,
but that it will take no further part in the battle at hand.
Model type Unit strength/model
Infantry 1
Cavalry 2
Up to and including ogre in size 3
Really big monsters starting W
Ridden big monsters starting W+rider
Flyers 1
Flying Cavalry 2
Chariots and Wagons number of crew and pullers

For example, the unit of Orcs below has 12 Unit strength

Where a model in a unit can trace a straight line to a target, that


models unit can be said to see the target. For shooting purposes (other
Facing and Arc of sight than Arc shots) each shooter individually needs to be able to see the
target.
The direction of the front of a models base is the direction it is facing.
Generally, and nearly absolutely, a model may not charge or shoot a
The scaling of the Warhammer battlefield can make it difficult to
target they cannot see. With the exception of skirmishers and fast
appreciate the difficulty that a soldier might have in seeing her/his
cavalry, models only have sight in a 90 degree arc to their front. This
opponent on the field.
arc can be found by drawing an imaginary line from the opposite
corners of a square platform. Alternatively, you may take a standard
Relatedly Warhammer is played at a skewed scaling system to allow
8.5x11 paper and folding a corner such that the top/bottom lines up
for intricacies and nuances of close-combat and the larger scale
with a side and use this as a guide to delineate the sides of the sight
maneuvers and distances of larger battles. What this means is that for
arc.
scaling purposes Warhammer is simultaneously scaled to the size of
the miniatures and where 1=10 yards6. So a charge of 8 is a charge
across 80 yards, but a stone thrower 1 radius template, is not a 20
yard diameter crater of death. What this means, is that when you
attempt to target an enemy unit 30 away with a longbow, you must
imagine your keen eyed archers spying the enemy from 300 yards
away. At such a distance, individuals become near impossible to
distinguish out of a crowd, regiments disappear in mist and fog, hills
conceal, and myriad other obstacles impede our view. Things are
tricky enough to see without things between the model and its target.
Generally speaking, line of sight (a models ability to target/see
another model) is blocked by interposing objects. 7 The GM should
adjudicate in dubious cases whether a model has LOS. However, the
general principle should be to give the benefit of the doubt that the
Flanks are defined as the 90 degree arcs to the right and left of the model cannot be seen. Below are more specific guidelines for common
forward face of the unit. terrain types.

See how tiny


people are in
the distance?

The rear of the unit is defined as the 90 degree arc opposite the front
arc.

Woods

Line Of Sight
Most woods or forests are surrounded by smaller shrubs, and bushes
where they are able to get sunlight. Consequently, models may only
see up to 2 into a forest and must be within 28 of the forests edge to
see out. Once inside the forest, the trees out compete these smaller
plants for sunlight, creating a canopy. Models inside the forest have an
expanded LOS to 89

Wood terrain features are assumed to have many more trees than are
physically represented by the models. Consequently for LOS purposes
players must assume the tree line to be as tall as the tallest model tree
featured and full of trees so as to completely block LOS, even though
you may technically be able to see through.

6
This is taken directly from the 3rd edition. 9
This value differs from the first to reflect woodland succession
7
This means that true or absolute line of sight is not used. It does not patterns, though the value itself is largely arbitrary. If this value seems
matter if you can see a hand or half a boot. too large or small the GM may alter it and notify the players when they
8
This is taken from Warhammer 7th ed., though I certain it appears enter the wood or before the game.
elsewhere.
over to the other player who then does the same thing. This can often
be stifling to player interaction as one player sits impotent while the
Interposing models
other has their way, and vice versa.

Models block LOS for each other. This means, typically, models in the We, Old Grumblers, attempt to minimize this feeling of impotence by
second and subsequent ranks generally do not have LOS and cannot having players alternate play phase-by-phase rather than between turn.
use ranged weapons.
We hope this will result in play feeling more real-time.
However, models that are tall in stature, those with the large target The GM will determine each turn who is player A and who is player
rule, may see over smaller models in between. Conversely, large
targets may also be seen. This means that a giant may be targeted by B. We recommend alternating player A and player B designations.
the rear ranks of a unit armed with ranged weapons. This does not Play will then proceed with player A conducting their compulsory
allow larger targets to charge or be charged through interposing phase, followed by player B doing the same. Players will alternate
models. conducting each phase, except the Hand-to-hand phase. This phase is
shared by both players.
Hills and the like
The order of phases is as follows:

Generally, hills allow the unit atop the hill to see as if they were a -Compulsorily phase
large target, that is they can see over interposing models and be seen. 1. Rally panicking units
Additionally, 2. Panic tests due to still panicking units
units of 3. Stupidity, animosity
missile 4. GM movement
weapon
armed troops -Magic
may have -Charges
their second -Declare all charges
rank fire as -declare all reactions
well. -Move fleers then chargers

-Movement
Hedges, fences and walls -Regular movement
-Shooting
These sorts of obstacles block line of sight unless the target models are -Hand-to-Hand
directly behind the obstacle. These terrain features are a subset of -Reserve Moves
linear obstacles, their movement (Movement Rates and Terrain) and -End turn
combat rules (Prepared position (linear obstacles that are fortified)) are
discussed later.
Compulsory Phase
Characters and stragglers

Generally speaking it is difficult to target an individual out of a crowd,


especially at battlefield distances. Similarly it is difficult and
potentially tactically foolish to single out a random straggler, who at
great distance is indistinguishable from the rank and file of the crowd.
To represent this, a player may not target an individual model or
weapons team within 4 of a unit of unit strength 5 or greater unless
there is a clear reason to do so or at at less than half range. For
example the weapon team fires, revealing its purpose. Single Models
may be targeted if they are the closest model and within half range or
if they standout based on size (e.g. Mounted officer amongst infantry)

Rallying
The Warhammer world is filled with perilous menaces and all manner
of surprising and unnerving phenomenon. After flight from such
threats, combatants must steel their resolve and rally to meet the
onslaught. Units may attempt to rally at the beginning of the
compulsory phase.

A unit may attempt to rally if:


The unit has no pursuers in base contact
The unit has at least 25% of its starting US
A unit may not take a rally test in the same turn that it fled.
Turn Order10
The unit is not within the fear radius of an enemy unit. (see
In traditional editions of Warhammer turn order has proceeded where rules for fear later.)
each player will conduct all of the turn phases and then hand the reigns
To rally the unit must pass a Ld test with the following modifiers
10
Turn order is largely taken from Warhammer 3rd ed.
+1 if the unit has a musician Because the Old Grumblers rules allow for simultaneous charging the
Add any Ld modifiers from the general, sub-commander, or GM should guide both players through the following steps to resolve
character models in the unit charges.
The test is based on the lowest non-mount Ld in the unit.
Step 1: 1st player declares all of their units that are charging/moving to
If the unit passes the test engage and their respective targets.
The unit must spend the movement phase reforming. As an
unformed unit it should, at the moment of rallying, have ranks Step 2: 2nd player declares all reactions
equal to its files. See the movement section for reforming and
redressing maneuvers. Skirmishers and single characters need Units that react may attempt no other action that movement
not spend the movement phase reforming, but they may not phase
charge.
Step 3: 2nd player declares all charges/moves to engage by units that
If the unit fails the test
have not already declared a charge reaction
It must continue fleeing 2DM11
Step 4: 1st declares all charge reactions by units that have not
After each unit has attempted to rally units that are not already fleeing
previously declared a charge nor a charge reaction
and did not rally must take a panic test if they are within 4. See the
rules for Panic for more details. Step 5: Roll to hit for stand and fires (determine if they cause panic)
step 6: move all fleers
Charges and Movements to engage
Step 7: determine charge distances and move chargers15

Move to engage
Move to engage represents troops slowly and meticulously advancing
on the enemy, perhaps maintaining a tight infantry formation. Moves
to engage are conducted almost exactly like the name suggests. That
is, you may advance your unit M in the exact same manner as normal
movement right up to an enemy unit. There are both advantages and
disadvantages to this:

No charge benefits
o No combat resolution benefit
o No lance/spear/ weapon benefits from charging
If the unit does not make it to the enemy it does not lose
ground, and does not count as unformed
Cavalry, moving to engage, negate the stopping benefit of
pikes, spears and halberds, and the strength bonus granted to
pikes against chargers. They would not negate the initiative
modifiers conferred by those weapons.
Retain ranks for spears, pikes and similar weapons, this allows
Charge parameters spearmen to, slowly and menacingly, advance forward.
Units that move to engage may not reserve move.
Charging and moving to engage are the primary means by which
combatants enter hand-to-hand combat. These important maneuvers Charge Reactions,
come with a number of parameters that ensure that they reflect
After a charge or move to engage has been declared the enemy has a
reasonable charging behavior:
chance to react to the charge.
Requires LOS. The charging unit must be able to see its target
Stand and fire
when it declares its charge. The target of the charge must be in
o The decides to stand its ground and attempt to fend off
the front arc of the unit.
the charge with a quick discharge of its weapons.
Units charge a distance of 2DM+M12
o A unit can only stand and fire if the chargers began
If your unit fails the charge it only moves M toward the target
their charge at a distance greater than their M away.
and becomes unformed (see rules for unformed later.) The unit
Or if the enemy is moving to engage, if they began their
may not reserve move later in the turn.
advance M away. If the enemy begins their charge
Units that fail a charge counts as unformed13 unless met by a
M+ away the missile unit has sufficient time to draw
different enemy in the front.
their close combat weapons. However, if the enemy
You may only wheel once during a charge where it would be began their charge within M then the unit is caught flat
reasonably believed to increase the total number of combatants. footed fumbling over their armaments and fights with
Units must charge into the side/arc that the preponderance of their missile weapons in hand (improvised weapons)
your unit is in. o The unit fires its ranged weapons as soon as the target
unit enters within range of the shooting unit. If the
Declaring Charges14
enemy does not make it within range of the targeting it
is assumed that the weapons fell short

11
We have opted for 2DM instead of the standard 2D6 or 3D6 13
The idea of formed and unformed is derived from the 3rd ed. It is
because it makes models flee and pursuit distances more dependent explained hereRank Disruption/unformed .
upon their movement value, that way dwarves and elves dont flee and 14
This is a new adaptation to compensate for the alternating of phases.
15
pursue roughly similar distances (though dwarves are known to have a To be clear, what this means is that typically both sides will advance
-1 rule) during a charge as both will have declared a charge/countercharge.
12
This is mostly borrowed from 8th edition, however, it seemed stupid The GM will advance them toward each other in proportion to their
that all units added D6, 2DM +M more closely approximates the older charge distances, usually somewhere in the middle.
charge distances (though technically 2D(M-1) +M would be more
accurate.
o The shooting unit suffers -1 to-hit modifier for its a charge in which at least single model made it into base contact)
ranged attacks Closing the gap is not simply wheeling the charging unit such that it
o Any unit that stands and fires may not shoot during the gets its front rank in base contact with the enemy. Some leeway should
shooting phase be taken here. The guideline is that both units should be
o Any unit with ranged weapons, may opt to stand and wheeled/rotated in proportion to their unit strength. That is, we might
fire regardless if they are the intended target of a imagine that a thin line of human halberdiers would adapt or fluctuate
charge. In this sense multiple units of archers may more to the charge of a massive swarm of goblins than the goblins
cover a friendly melee troop as they receive a charge. would.
Counter Charge/move to engage
o Your unit charges/moves to engage the enemy unit, the
unit with the highest charge distance claims charge
bonuses. That is they claim the +1 to hit in close
combat and the +1 combat resolution. Both sides may
still claim weapon modifiers like the lances +2 S
modifier.
Stand and Hold
o The unit stands its ground
Flee
o The unit flees 2dM away from the chargers
o The controlling player may choose direction of the flee,
whether the unit continues to follow this same direction
is up to the GM
Fire and Flee16
o Follows the same rules as stand and fire except:
o If the charger does not panic the firing unit flees DM
o The controlling player may choose direction of the flee,
whether the unit continues to follow this same direction
is up to the GM
No reaction
o The unit does not react to the charge and may do other
actions that turn
o A unit that chooses not to react but is successfully
charged must take a panic test

Redirecting a Charge
In the event that the enemy flees from a charge, the charging unit may
redirect the charge to another enemy unit within its front arc and LOS.

Conducting a charge
Closing the gap might take some tinkering where many units are
Because charging isnt just one sides units being moved, but both,
involved. Additionally closing the gap may result in the models
charges are orchestrated by the GM. After fleers have been moved the
furthest from the point of rotation moving extreme distances. These
GM will ascertain the charge distances of all units involved. It will be
models whose movement is too great should be placed in the rear
at the Gms discretion to determine the order that chargers are moved.
ranks of the main formation, they do not contribute to rank bonuses
Note, that where two units are charging one another it would not be
until the second round of combat. Models who are believed to have
sufficient to simply move one and then the other, but they should
moved further than 3M in the span of the charger should be moved in
instead meet somewhere in the middle, within an acceptable margin of
this manner.
error. in proportion to their charge speeds.
Note that if both units charge, both units benefit from strength
Other than moving directly forward, charging units may only execute a
modifiers from charging and initiative modifiers, however, the unit
single wheeling maneuver. This wheel may only be attempted where it
with the greatest charge speed claims the +1 to hit, and the +1 combat
can reasonably be understood to bring more models into base contact.
resolution.
To conduct a charge, you may move the unit forward, wheel and then
continue moving. The unit may not exceed its total charge distance. A
successful charge is where the charging unit results in a single model Movement Phase
touching a model from the target unit. The charging unit may then
conduct a free closing the gap wheeling maneuver described later.

Charging through a small gap.17 When attempting to charge through


a gap narrower than the unit, the unit will move at full speed through
the gap, however the extra files displaced by the walls will be moved
to the back of the unit, in the following close combat the unit will not
benefit from ranks and is unformed for all intents and purposes except
that they need not adopt a formation of equal ranks and files.

Closing the gap/free wheel. Assuming that a unit has a single model
make it into base contact with the enemy without exhausting its total
charge distance, it may close the gap. (A successful charge is therefore

16 17
Taken from Warhammer ancients Warhammer 5th ed. Appendix 1
Ithilmar & Large Shield -1/2"
Fullplate Armor & shield -3/2"
Cavalry
Light Armor/Shield -0
Light Armor & shield -1/2"
Light armor, shield & barding -3/2"
Heavy armor, shield & barding -2"
FullPlate Armor, shield, barding -5/2
Ithilmar armor, ithilmar barding &
shield -1"

Simple maneuvers19
In order to move about the battlefield masses of troops will often be
required to maneuver more than simply marching forward. Simple
maneuvers are the basic maneuvers and most common ones that
soldiers use to navigate across the field of battle.

During the movement phase, each unit is allowed to make a simple


maneuver. Should a unit attempt a second or subsequent simple
maneuver it must pass a Ld test for each such maneuver it attempts. If
the unit fails it must end its movement phase.

Snaking
See any edition of Warhammer, this rule really has not
Movement Rates and Terrain changed.

Open Terrain imposes no movement penalty. Open Terrain includes Archer wedge20
open grassy fields, and areas with firm even earth. Missile armed troops may form into a wedge. These wedges function
to increase the outside surface area and allow more archers to fire will
Difficult Terrain reduces movement to . Units may not reserve taking up less frontage.
move while in difficult terrain. Difficult terrain includes scrub, thick
snow, infirm ground, streams, thin forests, loose sand, mud, clinging To form a wedge, form it around the unit leader. The first rank has 1
model, and each subsequent rank behind increases in width by 1 model
vegetation, marshes, bogs, debris, loose rocks, sand dunes, stairs,
and evenly distributed behind. Forming a wedge requires all of the
steps, ladders, steep slopes, crops, orchards units movement for that phase. Archer wedges cannot move.
Very Difficult Terrain reduces movement to speed. Units may not
reserve move while in very difficult terrain. Includes a shallow but
swift river, steep slope that would require hands and feet to climb up,
thick woods, briars, dense jungle, deep mud and the like

Impassable Terrain may not be crossed except by fliers. Includes


sheer cliffs, deep rivers, ponds and lakes, and places where one could
not normally go.

Linear obstacles require the crossing model to lose 1/2M. A unit


crossing an obstacle counts as unformed (but need not change ranks
and files) and must take a panic test if it is charged. They also count as
a prepared position for infantry. The combat benefits and hindrances
are discussed under Prepared position (linear obstacles that are While in a wedge the models on the outside may draw line of sight.
fortified). Linear obstacles include fences, hedges, ditches, trenches, However, in close combat the wedge compresses and forms a unit of
short walls, earthworks, low cliffs/ridges and the like. width equal to the rearmost rank and does not gain a rank bonus that
turn.
Cavalry and forests. While in a forest, cavalry must dismount and
move at the speed of the rider, benefits for skirmishing still apply.
Shield wall21
Troops armed with shields may join their shields together to protect
The 1 Rule each other behind a shield wall. To form a shield wall the unit foregoes
Except for charging, compulsory moves, and moving to engage, you any movement. A shield wall is automatically dissolved if the unit
moves, follows up, is pushed back, or suffers from a bout of frenzy or
may never make your models move within 1 of an enemy model
stupidity. A unit in a shieldwall may not use ranged weapons unless
they are thrown weapons. The unit increases the coverage granted by
Encumbrance18
its shield by 1 against ranged and melee attacks coming from the front
Models wearing armor tend to become encumbered due to the weight (including arcing fire.)
of the armor. A model loses movement according to the following
formula (X-1)/2 where X is the models total armor thickness
(excluding scaly skin and being mounted for example.) It is prudent to Turning/changing frontage
make a note of each units encumbrance before the battle. Below is a Turning and changing frontage are some of the most common
chart of common gear combinations and their encumbrance. maneuvers. To expand or contract the frontage of the unit, the unit
Gear encumbrance forfeits a quarter of its total movement. It may then increase its
Light armor -0 frontage by 1 or 2 models by adding models from the rear ranks to
Shield/buckler -0
Light armor & shield -1/2"
heavy armor & shield -1"

18
This is based off of the 3rd ed. but modified to fit our thickness and combination of alternating phases and the reserve phase makes
coverage system. See Armor, found later maneuvering more dynamic.
19 20
Astute readers will note that Marching is not included. We have Warhammer 3rd ed. and Bretonnia 5th ed.
opted for keeping the reserve phase from the 3rd edition. The 21
Warhammer 3rd ed. and Warhammer ancients.
each side of the unit. Normal movement rate, like a normal wheel, except that the
point of rotation is the center of the unit.

Infantry square22
Examples of infantry squares

Infantry square with mixed unit formations

Turning is comparatively as simple. The unit must forfeit a quarter of


its total movement. Then rotate each model either 90 degrees Infantry squares allow infantry models to form in hollow squares in
clockwise or counter clockwise or a full 180 degrees. Then place the which the outside models all face outside. This has some advantages.
command models in the front and center relative to the new It allows the square to fight opponents on all directions and archers to
orientation. freely shoot at approaching enemies from all four sides.

To form an infantry square the unit must take and pass a Ld test. Next
you must arrange the models into a square with 4 equal sides. The
outer perimeter may be multiple ranks thick. One side of the square
must be in the same position as the leader and the command models
and the rest of the square formed relative to this position.

An infantry square provides a number of combat bonuses. A unit in a


square cannot be charged in the flank. Instead each side is treated as if
it were the front. Infantry squares cannot be pushed back if they lose a
combat and the enemy does not get a bonus as if they had followed up.
They may break/route as normal. Infantry squares cannot follow up.
The enemy gets a -1 to hit in close combat. Infantry squares cannot
Wheel claim rank bonuses unless the outward facing ranks on that quadrant
contain 4 or more models. You may have notices that the models in the
We all know what a wheel is. corner dont face both directions, this means that each rank going
inward is one model shorter than the rank before it. In order to claim a
rank bonus you unit would have to have a total perimeter of at least 20
Complex maneuvers
models. Infantry squares cannot move.
As the name suggests complex maneuvers are more complex than
simple maneuvers. A unit may only attempt a single complex Summary
maneuver per phase (movement or reserve.) All complex maneuvers 4 Equal sides of one or more ranks all facing outwards,
require the unit take and pass a Ld test. If the unit fails the test its no flanks,
movement/reserve phase ends immediately. Furthermore, in order to cant be pushed back, attackers dont receive bonus for
attempt a complex maneuver the unit must have a unit leader. (e.g. a following up,
character model or the single leader model that comes free with any cant follow up
unit.) This means its important to keep units with a leader if you want -1 for enemy to hit them in close combat
them to stay as maneuverable. Finally, any non-skirmishing unit that
is unformed, or otherwise not arranged in rank and files treats any Testudo23
attempt to maneuver as a complex maneuver. The tortoise or testudo is most commonly associated with Roman
Summary: legionaries where they would put their shields together and move as a
A unit may only attempt a single complex maneuver per phase giant shield plated turtle of infantry. The tortoise is not a close combat
In order to do a complex maneuver the unit must pass a Ld test formation. It is only used to protect infantry from ranged fire.
If you fail the Ld test the unit may do nothing else that phase
A unit must have a leader to attempt a complex maneuver To create a tortoise, take a Ld test. If the unit passes arrange it such
If a unit is in a non-rank and file formation (excluding that it has the same number of ranks and files. The unit increases the
skirmishers) any maneuver is a complex maneuver coverage of its shields or large shields by 2. The unit may only
advance at half rate. If the unit finds itself in close combat the
formation is abandoned (the unit retains any rank bonuses.) And, the
Moving backwards unit may not make use of any ranged weapons while in a tortoise
A unit may move backwards at half rate. formation.
Summary:
Wheeling backwards Increases the coverage of shields or large shields by 2
A unit may wheel backwards in the following manner. Choose The unit moves at half rate
a FRONT corner and have the unit move backwards about that If engaged in combat the formation is abandoned and ends
corner at half rate. The unit has to be as close to a square (equal ranks and files) as
possible.
Wheeling from the center of the unit The unit may not use ranged weapons while in a testudo

22
Borrowed from Warhammer 3rd ed. 23
Warhammer 3rd ed.
Countermarching24
A unit of arquebus armed troops may perform a countermarch
during the reserve move phase. During the shooting phase the
front rank may shoot as normal. You may then either move the
back rank in front of the unit such that it advances or the front
rank to the rear such that the unit moves backward. The
following turn, the newly exposed rank may then fire. This
maneuver allows arquebus units to sustain fire at higher rates.

Wedge25
Wedges are an aggressive unit formation typically adopted by cavalry,
but sometimes infantry. Wedges are used on the offensive to split
enemy formations.
During the normal movement phase or reserve you may form
up into a wedge with ranks beginning one wide and get one
model wider with each rank. This is a complex maneuver
requiring M
If your unit gets the charge (infantry armed with shields may
still claim the bonus if they move to engage) then all of the
models on the outside of the wedge may attack (where the
enemy is directly ahead,) Conduct the combat between these Voluntary withdrawal from hand to hand combat26
outside models and the front rank of the charged formation
(and any ranks that might also be able to attack with spears or If a unit is engaged in close combat it may attempt to withdraw
pikes.) If the charging unit comes out with more wounds, the During the reserve phase you may Move 2DM away from the
second rank of the charged unit may then attack back with enemy, then take a Ld test, if you fail they count as routed. Enemy
attacks equal to the width of the charging unit. If the charged may pursue as if it were pursuing a routed foe regardless of
units total wounds inflicted from the first and second ranks whether you pass your Ld test. If the pursuers make it to the fleers
now exceed the charging units initial wounds, stop. If not, the than the fleers become routed and suffer1 round of free hacks.
charged units third rank may not attack in like manner. So Pursue in subsequent turns as normal.
long as the chargers initial inflicted wounds are great than the
total number of wounds inflicted by each successive rank, keep Prepared position (linear obstacles that are fortified)27
allowing the next rank to fight. If the charged unit inflicts more The unit defending the obstacle cannot be pushed back, and cannot
total wounds than the charging unit, stop. If the charged unit follow up
runs out of ranks then it has lost the combat (even if other
Enemy gets -1 to hit
combat resolution modifiers would have it win.) calculate
neither side gets a rank bonus
combat resolution as normal, except that the defending unit
Pursuing enemies lose distance for crossing the obstacle
may not add any ranks bonuses for ranks that were defeated.
The defeated unit must take a break test, regardless of Only unmounted models may benefit from a prepared position
casualties. Changing formation in combat,
If the charged unit breaks have it flee as normal and have the
charging unit form into a unit of width equal to the wedges During the movement phase
widest rank (even if incomplete) and pursue as normal. If you won the last round combat you may move unoccupied (not
If the charged unit holds, place the charging unit on the fighting) models to the rear (for added ranks) or to expand the
opposite side + dM forward still formed in a wedge. frontage during either your reserve or move phase following the
If the charging unit is stopped it is immediately formed into a normal rules for reforming.
unit of width equal to its widest rank. Calculate combat Characters who are not engaged in close combat may be moved
resolution as normal including the chargers newly formed within their unit into close combat during this phase regardless
ranks (except that the defender may not count any ranks that of winning the last round of combat
were penetrated.)
If your unit fails the charge or does not get the charge then it Fleeing
forms up into a block of width equal to the back rank. This Units that flee, instead of moving directly away from the causing
does not apply to shield armed infantry that move to engage unit or toward the nearest table edge, the unit moves toward the
While in the wedge and charging, the unit does not have flanks nearest immediately safe area based on the knowledge of the unit
(see diagram), it also has ranks, and heavy cavalry may count determined by the GM. Directly away or the table edge, may be the
upwards of four ranks in exception to the normal cavalry rank safest place.
limitations while in a wedge. With preference toward table edges and places that could
Wedges wheel based on the back most full rank rather than the reasonably conceal the unit.
front model. All fleeing moves are done at the end of the phase in which the
Casualties in the charged unit are removed from among models unit was caused to flee (units that are being cut to pieces with free
that can fight back. For example if the a unit of knights charges hacks will continue to flee at the end of the close combat phase
in a wedge such that a swathe 4 dwarves wide may fight back after free hacks have been inflicted.)
though the unit is 6 models wide; if the knights inflict 6 Units that are completely surrounded are stuck, and simply sustain
wounds, 4 rank and file troopers in the front rank would be free hacks until an opportunity arises allowing their escape or they
unable to right back along with 2 in the second rank. are cut down.
Units flee and pursue 2DM
Fleeing units count as unformed and consequently are arranged
such that they have as many ranks as files. (Unless adopting such a
formation would cause some models to exceed 3M movement,
otherwise clump the models in a manner that approximates the
chaos of models becoming unformed.)

Pursuit/overrun
A unit may restrain from pursuing if it passes a Cl test. Units in
buildings and behind obstacles may automatically pass this test.
Pursuing units (even units that restrain) automatically get a round
of free hacks, they may only make additional free hacks if they

24
Borrowed from Warhammer 4th ed. 26
This rule is borrowed nearly verbatim Warhammer 3rd ed. though
25
Our rules here derive from a combination of Warhammer 3rd ed. and similar rules exist in Warhammer ancients and Wood Elves 4th.
Bretonnia 5th ed. 27
Largely borrowed from Warhammer 3rd ed.
pursue a distance equal to or greater than the distance fled by the Splitting up units29
unit.
Generally it is forbidden to divide up regiments, though not without
Pursuit movement is made to directly follow a fleeing enemy.
Overrun (where the entire enemy unit is killed in the first round of precedent.
combat by chargers) is made directly forward. If the overrunning 1. The unit cannot move/shoot the entire turn that it decides to split
or pursuing unit comes into contact with an enemy unit it may up.
close the gap and counts as having charged. (note, like pursuit, a 2. Write orders for the new unit if it does not have a leader
player may attempt to restrain overrun) The combat will be
3. New unit may be of any size less than half the main unit
resolved in the following turn. The unit may only react by holding
or fleeing. 4. The unit comes under GM control to obey the written orders as
Where multiple units are fleeing the pursuers must declare which she/he sees fit if it does not have a leader.
unit they will pursue before they roll. 5. Rank and file units either split along a rank or file. So a 7x3 may
Should a unit pursue or overrun off the game table it will return to for example become a 4x3 and a 3x3 or alternatively a 7x1 and a
the battle at the beginning of the next turns reserve phase. At the 7x2. In either case the command models stay with the main unit.
beginning of the next turns reserve phase place the front edge of
the unit on the tables edge where it left the field. The unit may
reserve move as normal. Cowardly killing your foe from afar. (Shooting)

Free Hacks28
Free hacks are attacks that automatically hit and from which the
enemy does not benefit from Shields.

If a unit flees, the unit it fled from gets free hacks, that is, each model
in base contact makes A attack(s) that hit(s) automatically. If the
fleeing unit is caught, it takes another round of free hacks, and the unit
continues to suffer a round of free hacks until it rallies, is destroyed, or
the enemy opts not to pursue or fails to pursue. No unit may inflict
more than 2 rounds of free hacks in a single turn. Units do not benefit
from shields to save against free hacks.

Flee/Pursuit/ Free hack sequence


1. Complete all close combats. Note any units that have failed their
rout tests.
2. Enact all free hacks against routing units.
3. Players attempt to restrain units.
4. Players declare which units will pursue which fleeing units from
their combat.
5. If a non-fleeing unit would/might be pursued or overrun into it
should declare a reaction (flee or stand and fight)
6. Fleers roll 2dM
7. Pursuers roll 2dM
8. Gm moves the Fleers and pursuers accordingly. Any unit of fleers
that is caught by a pursuing unit suffers free hacks for a second
time that turn.

Shooting Phase order Missile troops gain or lose 10% range for each 2 in height difference
relative to their target. This bonus only affects the maximum range,
1. 1st player declares all ranged weapon targets or overwatch,
not the , and range. That is, it will not improve your accuracy.31
including war machines (remember those soldiers who stood and
fired cannot shoot now) Firing into combat
2. 2nd player does the same
3. 1st player declares ranges for war machines and other guess range You may fire into close combat, hits are distributed randomly
weapons (amongst models in range.) You take the total ranks of the entire
engagement into account for modifiers (excluding models out of
4. 2nd player does the same
range). E.g. two units of three ranks each would give the archers the
5. 1st player resolves her/his war machines bonus of shooting a target with 6 ranks32
6. 2nd player does the same
7. 1st player resolves remaining ranged weapons
To hit chart33
8. 2nd player does the same
9. Panic tests are taken as required To hit a target, roll a d6. The GM will then measure the distance and
apply any relevant modifiers from the modifiers list. Then consult the
Firing through gaps 30 chart below. If you have rolled greater than or equal to the to hit
value then you have hit your target. Then proceed to roll for armor
You may not target an enemy where the line of fire must/would save. (found in the hand-to-hand section)
reasonably pass within 4 of a friendly unit that is over half range

Firing from a height BS -1 0 1 2 3 4 5 6 7 8 9 10

28
Warhammer 3rd ed. It is absolutely absurd that should a single skink weapons and a commander would not have their troops shoot through
or goblin somehow routs a unit of fully armored knights and catches a narrow gap attempting to hit the enemy.
31
them, that he/she should slay every last one. These rules prevent this Not sure where this came from.
32
from happening. Warhammer 3rd ed. though the rule continued for the Skaven into
29
Units were allowed to split up in Warhammer ancients siege and the present.
33
Warhammer 40k Rogue Trader 6, 4 means that you must roll a 6 and then a 4+ in order to hit. 1, 5
30
Warhammer 3rd ed. though with our modification of range. The idea means in order to miss you must roll a 1 and then less than 5.
is that, at distance, the risk to friendly models increases due to archery
To hit 6,5 6,4 6 5 4 3 2 1,5 1,4 1,3 1,2 1,1,5 Soft Cover- enemy suffers a -1 to hit from range. Soft cover includes
hedges, wagons, carts, woods, crops

To hit modifiers Over Watch42


In peculiar situations, models armed with ranged weapons may wish to
+1 Firing at large target (over 10) wait for a particular moment before loosing their shot. We might recall
-1 Fire at small target (under 1)34 when Faramir was saved from orcs by a timely volley of arrows from
-1 Firing while moving/each maneuver (ignore counter marching) overwatching rangers. Over Watch is simple in principle but
-1 firing at a rapidly moving target (unit moved further than 7 potentially confusing in application. In principle Over Watch is
during the charge phase or movement phase, this does not apply to delaying shooting until an opportune moment.
stand and fire reactions)35 Steps for over watching
-1 fire at charging enemy/while charging36 1. During the shooting phase declare which units are over watching,
-1 if the firer is wounded37 and note to the GM the expected target or the directive of each
-1 improvised weapons over watching unit. Over watchers must be able to reasonably
expect their target (e.g. LOS, previous LOS, close proximity
-1 soft cover
around a corner, the general/ a signaling model with LOS of the
-2 hard cover
target etc.) The GM should use discretion.
-2 if over range38 2. Over watching units may fire during any subsequent phase until
-1 firing at over range the following shooting phase,
+1 if under range39 3. Otherwise over watchers may do nothing that turn, except charge
-1 to hit Arcing fire ( target must be over half range) reactions.
4. Overwatchers that are molested or harassed(shot at, charged, fear,
Arc shots
etc.) by any source other than their intended target must pass an Ld
Some weapons shoot with a large arcing trajectory when shooting at test or lose their overwatch
long distances. The following rules apply to weapons with the arcing 5. Over watchers get a -1 to hit versus models moving into cover, or
rule firing at a target over half range. from cover. Note that this is non-cumulative with the normal
+1 to hit for every two full ranks that the target unit has relative to charging to hit modifier and that a model charging from cover only
the facing of the shooting unit. incurs this penalty once.
targets gain no cover from linear obstacles 6. Overwatchers do not suffer a -1 to hit vs chargers as they are not
Every model in the unit is allowed to shoot so long as the leader firing in haste
has LOS of the target. Where a unit has no leader, only the front 7. A unit may not be manipulated via overwatch to fire more in a
rank may fire as per normal. single turn than it would normally be allowed in a single shooting
May not divide shots phase
Cavalry archers may not move and arch shots in the same turn. 8. War Machines may over watch

Dividing shots
Sometimes a commander will find it necessary or useful to divide
shots amongst a number of targets. However allocating shots in this
many can be complicated under the pressure of combat. Take a Ld test.
If you pass you may divide your units shots between two targets. If
you fail half the unit may not fire, the remaining shots are allocated
randomly between the two targets.

Fire at Will
Sometimes a leader may find it more effectual to order his/her troops
to fire at will. Fire at will is similar to dividing shots except that
models in the unit direct their own shots. Each model in the unit
targets the closest viable enemy unit within LOS. Where multiple
targets are equidistant and just as easy to hit, randomize which is
targeted. Units firing at will, will not fire into close combat. This is
useful where a single unit occupies a stockade, a long front, a building
with multiple approaches or is in a square formation and wants to
Cover shoot from a side without the leader. Models with ranged weapons that
arch shots may not use the leaders LOS.
Claiming cover: A model can claim cover if it is near the covering
terrain and the covering terrain is between it and the shooter. The
differentiating factor with cover is not the amount of the miniature that
is covered40 but the physical protection from that cover41 Killing your Foe Proper like (Hand-to-hand
Hard Cover- enemy suffers a -2 to hit from range. Hard cover Combat)
includes building corners, large rocks, walls, wooden palisades,
trenches, within buildings and the like

34
Warhammer 3rd ed. 39
See above
35
Warhammer 3rd ed. 40
See Mordheim on Cover
36
Firing while charging is from Warhammer 3rd ed. 41
Warhammer 3rd, 4th, 5th at least
37
Warhammer Combat 2nd ed. 42
Warhammer 40k Battle Manual 1st ed.
38
This is our own invention, it just felt right
Auto
8 1, 5 1,6 1,6 2 2 3 3 4 4 5

Auto
9 1, 5 1, 5 1,6 1,6 2 2 3 3 4 4

Auto
10 1,4 1, 5 1, 5 1,6 1,6 2 2 3 3 4
To hit modifiers
Charging +144
Follow up attack +1
Higher ground +1
Enemy behind obstacle -1 (lose charge bonuses)
Unarmed -2
Supporting Attack (an attack from behind the front rank) -1
Hatred +1
Frenzy +1
Monsters with claw or weapons get +1 vs close order troops

Who Strikes First To wound45


In close combat, models with higher initiative strike first. Models that To wound roll a die for each die that hit. Compare the strength of the
are slain cannot strike back. Where there is a tie for initiative the side hit to the defenders toughness. Ranged weapons will typically have a
that won the previous round of combat or got the charge gets to attack strength that is independent of the firer. Melee attacks will typically be
first. based on the strength of the model with a modifier. Compare the die
result with the modifier to the result needed to wound. You must roll
Which Models Fight equal to or greater than the number. For example if my model has S 4
and the defender has T 5, my die roll needs to be a 5 or greater to
A model can fight if its base is touching the base of an enemy model. wound.
Even models attacked in the side or rear may fight, and if you wish Defenders Toughness
they may be temporarily turned in the ranks to indicate they are doing 1 2 3 4 5 6 7 8 9 10
so. 1 4 5 6 6,4 6,3 6,4 6,5 6,6 6,6,2 6,6,3
2 3 4 5 6 6,2 6,3 6,4 6,5 6,6 6,6,2
Where a model is touching more than one enemy it may divide its 3 2 3 4 5 6 6,2 6,3 6,4 6,5 6,6
Attackers Strength

attack(s) between them as it sees fit. 4 1,6 2 3 4 5 6 6,2 6,3 6,4 6,5
5 1,5 1,6 2 3 4 5 6 6,2 6,3 6,4
Where a rank is incomplete either the rearmost model shifts to the 6 1,4 1,5 1,6 2 3 4 5 6 6,2 6,3
right or left to meet the enemy. If the enemy is attaching from the rear 7 1,3 1,4 1,5 1,6 2 3 4 5 6 6,2
then unengaged models from the penultimate rank move to complete 8 1,2 1,3 1,4 1,5 1,6 2 3 4 5 6
the rear rank to meet the enemy. 9 1,1,6 1,2 1,3 1,4 1,5 1,6 2 3 4 5
1 1,1,5 1,1,6 1,2 1,3 1,4 1,5 1,6 2 3 4
0
To hit chart 43
The attackers weapon skill benefits from the to hit modifiers whilst Armor
the defenders weapon skill does not. That is, to hit modifiers change Armor save chart46
the WS not the die result and only when considering results when
rolling to hit.
Armor Type Coverage Thickness
Hitting in close combat is comparable to hitting with ranged weapons. Light armor 1 1
Roll a die for each attack from each model in close combat. Apply any Shield 1 1
modifiers and then consult the chart below to see if you hit (rolling Buckler /
equal to or above the value). Then roll for armor. Iron Fist 1* 1
Large Shield 2 1
Heavy
Armor 2 2
Defenders Weapon Skill
Gut Plates 1* 2
0 1 2 3 4 5 6 7 8 9 10 Full plate
Gromril
Auto

1 4 4 5 5 6 6 6,4 6,4 6,5 6,5 Mithril 3 3


Mounted 2 0**
Attackers Weapon Skill

Auto

2 3 4 4 5 5 6 6 6,4 6,4 6,5 Barding 2 1


Mounted on
Auto

3 3 3 4 4 5 5 6 6 6,4 6,4 Boar/ cold


one 3 0**
*Coverage only applies in close combat
Auto

4 2 3 3 4 4 5 5 6 6 6,4
**Any penetrating blow loses 1S but is not stopped
Auto

5 2 2 3 3 4 4 5 5 6 6
After you model has been hit by the enemy, its your chance to save
Auto

6 1,6 2 2 3 3 4 4 5 5 6 your model. For each article of armor worn by your model roll a die.
The coverage of each article determines its likelihood of saving.
Auto

7 1,6 1,6 2 2 3 3 4 4 5 5

43 44
Note that the to hit roll increases in a stepped linear pattern, this Having to hit modifiers is largely borrowed from Warhammer 3rd ed.
45
differentiates it from other editions of Warhammer. This way better Note that you can always wound, but that it may require more than a
WS and conditions will almost always result in better fighting not just 6.
46
hitting on a 3+ Trust us, this system makes more and more sense, as you get used to
1, 5 means that in order to miss you must roll a 1 and then less than 4. it. It also prevents the exponential costs of armor saves.
6, 4 means that in order to hit you must roll a 6 and then a 4+.
Coverage 1 requires a roll of a 6+. Coverage 2 requires a roll of 5+. Cl. They then must roll equal to or below this Cl on two dice or flee.
Coverage 3 requires a roll of 4+. Etc. For example a unit of goblins (base Cl of 5) loses a combat by 3, they
would then have to pass with a dice result of 2 or less (5-3)
Each article of armor is rolled to save individually. So a model with
heavy armor, mount and shield would roll up to three times. The Pushed back48
coverage value determines the necessary die result for the armor to In the event that a unit loses a combat it is pushed back. Move the unit
save. For example light armor has 1 coverage, so the model needs to backwards/away from the enemy 2. The enemy may test to restrain
roll a 6 to save. If a model has heavy armor it must roll a 5+ to save. (Cl test) otherwise they follow up and move the 2 forward into base
The more coverage the more likely the save. contact. Where units are engaged in a lopsided manner (see below) the
unit should be rotated 2 per GM discretion.

Armor Penetration
Some attacks are strong enough to pierce through or bludgeon so
strongly as to make armor irrelevant. Weapons or models with this
capability have this listed in their profile. Rather than compare the
penetration to the total save, it is instead compared to each article of
armor. For instance a great weapon may modify armor by -2, in this
case the model still rolls for armor save before rolling to wound but
rather than each save preventing the wound it reduces the strength by
the armor thickness and reducing its armor penetration by the same
amount.
So a typical human with a great weapon striking a model with heavy
armor, would still allow the model to roll for the save, but the save
would reduce the strength of the blow by 2S. A halberd with -1 armor
Horde 49
however, would be stopped flat out by heavy armor as it simply does
not have enough penetration to go through the 2 thickness. If you win the combat you may expand your frontage by two models
on both sides and then lap around. To lap around, move however many
Some armors are pierced by any blow, like scaly skin, being models your unit is wider than the opponents unit, to your opponents
mounted and dryad bark. Despite always being pierced, they still flanks and then rear if the flanks are full. Models (not units) that are
reduce the strength of the blow by 1 but do not count as a thickness engaged to the front are hit automatically if attacked in the rear and
pierced. So a blow that could pierce a single piece of armor, would not gain no shield save.
be countered by both light armor and being mounted. Though the
combination could reduce the weapons strength by 2.
Removing the wounded
This section will deal with removing casualties in 3 circumstances War
Combat resolution machines, ranged weapons and close combat.

Outnumber + [(US1/US2)-1] Close Combat


Wounds +1 for each wound inflicted In close combat, models that are removed as casualties are removed
Ranks+1 for each rank after the first to a max of +3
from the rear of the unit as it is assumed that models from the rear
Charging or Following up +1
Standard bearer +1 move forward to fill in gaps in the line. Note that these new models
Battle standard +1 that step forward do not get to attack that turn, nor do the dead get to
Engaged in the Flank +1 for each fight back.
Engaged in the Rear +1
Overkill wounds +1 for each excess wound Ranged Weapons
High Ground +1 It is assumed with level firing ranged weapons (e.g. not arcing) that
they strike the closest model in the unit. Usually this will have no
Ranks
effect as rear rank models will simply fill in. However, in the off
-For each complete second or subsequent rank the formation had when chance that the ranged weapons inflict enough wounds to slay the
the combat round began. However, there must be at least 4 models
entire front rank, remove the front rank (except hero/mage models)
engaged in combat in the front rank or your front rank is wider on both
sides than the opponent, for this bonus to apply. The maximum effectively moving the entire unit back the length of a platform. We all
number of ranks which count in this way are three, giving a maximum know every inch matters when it comes time to charge. Or, fire from
bonus of +3. A complete rank must contain as many models as the the side inflicting wounds equal to the models in a file, will remove an
rank in front. Incomplete ranks confer no bonus. Each rank gives +1 entire file (excluding hero/magic user models,) which in the right
combat Resolution
circumstances could negate ranks.
Rank Disruption/unformed
War machines
a unit charged in the rear and/or flank becomes unformed if
Like the ranged weapon rule that can generally be disregarded, so can
charged by a unit of 8 or more unit strength
Unformed units are arranged such that they have ranks equal to this rule unless the Gm has reason to believe a unit stands to be struck
their number of files, they lose all rank bonuses, though for by multiple war machine blows. Otherwise when a unit is struck by a
ranged attack purposes they are still easier to hit from arcing fire. war machine remove (to the best of your ability) the actual model(s)
Any model that is engaged in both the front and rear and does not that were smashed/pulverized/exploded by the war machine. This
have stomp or tail attacks, is hit automatically from the rear. prevents redundancies of the same models getting hit twice by cannon
Routing fire or catapults. Particularly, this rule should be rigorously applied
when a unit is hit by an organ gun or there will be significant
Until a unit has lost a 47+ of its starting US it does not need to take a
redundant casualties, multiplying the effectiveness of the weapon.
rout test. Otherwise if a unit loses the combat and suffers at least 1
wound, the unit must take a Rout test. A rout test is based on the units Where an entire file is removed as casualties, (e.g. from a cannon or
Cl but is modified to represent the pressures of the situation. bolt thrower) the unit will lose a file, rather than losing models from
the rear.
The modifier is calculated in the following manner. Take the
difference in combat resolution; this value is then subtracted from their

47
Warhammer 3rd ed. 49
The concept is derived from Warhammer 8th ed. but implemented in
48
Warhammer 3rd ed. what we felt was a more sensical manner.
Units need not execute a reform maneuver to compensate for
casualties, except in the event of loss ranks or files.

Killing blow
Normal Killing Blow: Models with this rule gain the following
ability. Successful wounds cause d3 wounds. Ward saves apply as
normal. The following limitations apply, your models must be able to
hit on a 3 or higher and the target must be cavalry sized or smaller.50
Heroic Killing Blow: Models with this rules gain the same benefit as
normal killing blow, except that it only works on models greater in
size than a cavalry model.
-Instant Death, any single (not swarm) model that suffers a wound
from a blow with strength greater than double their toughness is
removed as a casualty.51

Fear53
Reserve Move52
When a unit is charged or moved to engage by a fear causing
unit, take a Cl test. If the test is failed all models in the
charged/moved up to unit reduce their WS by half rounded down
to a min. of 1. The unit does not regain its normal Ws value until
it wins/draws a round of combat against the triggering fear
causing unit.
If a fear causing model wins a combat the opponent must take a
rout test regardless of casualties.
If a unit is within the distance of the fear value in inches, the
opponents must pass Cl test or the units hit and shoot at a minus
1 as they quake in their boots.
Routing units cannot rally if they are within the range of the
fear
A unit must take and pass a Cl test to move within the fear
range.
Units wishing to charge a fear causing unit must pass a Cl test
or stand still, if the unit is counter charged or is declaring its
charge as a reaction to a charge by a fear causing unit, roll only
once, if failed the unit does not move and counts as if it had
failed when charged as well. That is, not only will it fail to
counter charge (standing still quaking in their boots) the unit will
also lose Ws in close combat.

Afraid of/ Fears

Some models have special rules denoting that they fear certain things.
For example an untrained horse fears fire.
Models with sort of rule are bound to the following rules
If the unit takes a single casualty from the feared source at
range, the unit must take a panic test
During the reserve move phase, units may make another move during If the source suddenly appears within 4, e.g. a gout of flame
the reserve phase just like the movement phase with the following appears next to a unit of horses, the unit must take a panic test.
exceptions The unit may not rally within 4 of the source of fear
The unit must take a Ld test to begin a reserve move that Being charged by or attempting to charge something one is
begins within 8 of the enemy or to continue to move should afraid of is treated exactly the same as if the charger had the
the unit enter within 8 fear rule above.
The unit fired a ranged weapon during the shooting or If the unit passes one of the above panic tests, it need not test
movement phase again from the same source in the same manner. For example if
o This does not apply to chariots or skirmishing cavalry a fire cannon attacks a fearful unit a second time inflicting over
armed with a ranged weapon that does not have the casualties the unit still needs to take a panic test, but not
move or fire rule. because they took s single casualty.
The model/unit is not in difficult terrain They also treat the unit as if it caused fear.
War machines may not reserve move
The unit routed/panicked or pursued earlier that turn
Animal Reaction Chart54
The following maneuvers are unique to the reserve phase:
Countermarching and Voluntary withdrawal from hand to hand In the event that a monster finds itself without a master (rider or
combat. animal handler) it must take a Ld test (GM Rolls and knows the result
moving the animal accordingly).

Psychology If the test is passed roll (D6) for the below chart
5, 6 The monster may fight as normal, but must take another test at the
end of its next combat

3, 4 The monster will guard its masters body, refusing to leave the
spot unless compelled by shooting or losing a combat

50 53
This is still generally up for debate Largely borrowing from Warhammer 3rd ed. and 8th ed.
51
Warhammer 40k 5th ed. 54
Forgot where this came from
52
Taken from Warhammer 3rd ed.
1, 2 The Monster gains hatred of the foe that killed its master and will Must Charge(within 2M) or shoot hated foe on a failed Cl test
move as directly as possible toward that unit taken during the compulsory phase
+1 to hit in close combat against hated foe
If the Test is failed roll for the below chart +1 Cl in Close combat against hated foe
Must follow up and pursue
1-3 The Monster flees and may not rally, though if attacked it will
fight (ignoring initial free hacks) and auto rally In close combat units become stubborn against hated foes

Panic 58
4 The Monster turns and charges the nearest unit regardless of side
A unit must take a panic test (Cl test) in the following circumstances:
5-6 The Monster wanders around aimlessly, perhaps stopping to
graze.55Move the monster in a random direction 1DM. If threatened There is a fleeing friendly unit of equal or greater size within
(any model comes within M of the Monster) it will charge that model 4 at beginning of the turn (after rally attempts have been
made)
Cavalry/mount Psychology 56 The unit is charged in the side and/or rear by a unit(s) with
sufficient US to disrupt ranks while already engaged.
As one might imagine most ridden creatures have a tendency toward
Charged in flank/rear by an unseen foe. This doesnt mean out
self-preservation and have little understanding of their actions in a of LOS per se, but rather units that would reasonably be
larger moral or battlefield context. Unless a mount (excluding deemed to be hidden, perhaps from a forest edge charging in
monstrous mounts) is made immune to psychology (e.g. undead the flank.
mounts) the following rules apply: A friendly unit, of unit strength 5 or greater, within 12 routs
from close combat, +1Cl if routing unit size or smaller of
A unit of cavalry must take a Cl test using the mounts Cl if it charges
testing unit
a unit of formed close order infantry of WS 3+ wielding Pikes, Engaged in combat and the highest level character leaves
halberds, or spears in the front (or in the case of an infantry square, The unit is successfully charged by a unit it chose not to charge
any side.) If the unit fails the test they halt their charge 1 from the react to.
target. The riders may still fire and charge, shooting their weapons at If the unit fails the panic test they flee.
near point blank in frustration. Note that this test is taken after the
infantry have passed any requisite panic tests (e.g. due to
outnumbering heavy cavalry) and need not be taken if the infantry
become unformed. Stupidity59
If the unit is not in combat during the compulsory phase take a
Challenge Ld test during compulsory phase, if passed all is good, if failed
Frenzy57 roll d6. On 1-3 they become unformed. On 4-6 Rotate the unit
If the unit did not declare a charge/countercharge/move-to- according to a weighted scatter and move it forward 2dM the
engage and an enemy unit is within 2M in the front arc unit becomes unformed.
(ascertained by the GM) then it must declare a charge. If the unit is engaged, take a Ld test. If the unit passes the unit
(corresponding to either step 1 or step 3.) fights as normal. If the unit fails, half the models in the unit
When a unit with frenzy charges it gains the following dont make attacks. Where there are odd models roll a die, on a
modifiers in close combat: 4+ the model fights as normal. On a 3 or less the model gapes
+1 to hit in close combat and is slack jawed like the models around him.
+1 to wound Failure of a stupidity test negates subsequent psychology. That
The frenzied unit must follow up and pursue is a unit that fails its stupidity is not affected by frenzy, hatred,
fear, panic, etc. Though they can still be broken in close
The frenzied unit gains extra sturdiness (same save as if
combat.
mounted, stacks with being mounted) 5+ coverage 0 thickness
The frenzied unit may not benefit from parry rule or shield wall
Frenzy is lost if the unit is pushed back, breaks or flees. Alcoholism60
A unit that does not charge does not count as frenzied (e.g. if
you were charged in the flank or charged by cavalry and did Some troops or individuals are more prone to the uncontrolled
not elect to counter charge.) imbibing of alcohol, even in dire situations. Each unit (associated hero
of level 3 or lower are bound to the units result) and character with
alcoholism is bound to the following rules.
Stubborn Before the battle the unit or character takes a WP test. If the
test is failed roll another 2d6 and subtract their WP this is how
Models with this rule may not have their Coolness modified due to drunk they are to a minimum of 1(consult the chart below)
combat resolution.
Each time the unit enters within 4 of a potential source of
alcohol or during each compulsory phase in which it is within
Immune to psychology 4 of such a source it must pass a WP test or investigate, so
long as it is not engaged in close combat or the enemy is not
Units with this rule automatically pass all fear or panic tests. within 12 and LOS. Investigate means the unit enters the
Cant flee as a charge reaction. establishment and searches it for alcohol. If alcohol is found
May not be affected by other psychologies except those the unit will drink for the turn. Each turn in the establishment
included in their profile the unit takes another d2 drinks (add to the drunk chart below.)
May still break from combat and be pushed back In order for the unit to leave the establishment they must pass a
WP test during the compulsory phase.
Unbreakable
Cannot run away under any situation. Drunk Chart
Drinks Effect (effects are non-cumulative)
The model/unit is also immune to psychology except those
included in their rules 1. -1 I -1 Ld, -1 Cl, -1 WP
May not be pushed back nor route 2. -1 BS -1 WS -1 I -1 Ld, -1 Int, -2 Cl, -2 WP stubborn
3. -1 BS -1 WS -1 I -2 Ld, -1 Int, -2 Cl, -3 WP immune to panic,
Hatred 4. -2 BS -2 WS -2 I -2 Ld, -2 Int, -2 Cl, -4 WP stupidity, immune
to panic,

55 57
(GM note: carnivores may wander preferentially toward corpses to Largely borrowed from Warhammer 3rd ed.
58 rd
eat, and herbivores toward leafy green plants) 3 ed. Warhammer
56 59
Historically, this phenomenon has routinely been recorded where Warhammer 3rd ed.
60
horses will absolutely refuse to charge straight into formations of Borrowing from Warhammer: Combat 2nd ed.
pikes, spears, halberds or bayonets. Read of the repeated French
cavalry charges at Waterloo.
5. -2 BS -2 WS -2 I -3 Ld, -2 Int, -3 Cl, -5 WP frenzy, immune to Great Weapons 2pts
panic,
6. -2 BS -2 WS -3 I -4 Ld, -3 Int, -3 Cl, -6 WP hatred, immune to o 2 hands (no shield in melee)
panic, o -2 i
7. -3 BS -3 WS -3 I -5 Ld, -4 Int, -4 Cl, -7 WP animosity o +2 S
8. -3 BS -3 WS -4 I -6 Ld, -5 Int, -4 Cl, -8 WP frenzy, hatred, o -2 armor
stupidity, animosity Bastard Sword 1 pts
9. -3 BS -3 WS -4 I -7 Ld, -6 Int, -6 Cl, -9 WP frenzy, hatred,
stupidity, animosity o This weapon can alternate in its usage amongst the
10. -10 WP (since no WP can go above 10, your unit/character following
should be removed from play by this point, assuming they have Standard hand weapon/sword
not been already) +1S -1i -1 armor two hands
Unlike great weapons, it can be used effectively
Blind on horseback in either fashion.
Flail 1pt
Everything causes fear to a unit that is blinded, that is, anything
that would cause a single wound to a blind unit, causes it to o Requires 2 hands
take a rout or panic test at the end of the phase. o 3 Ws to use or improvised
Blinded Units that break/flee do so in a random direction (GM o +2 S -2 armor
discretion, scatter die?) o If pushed back -2 i
Blinded models roll to hit in melee with a -4 o speed charge and pursue (may march and move as
Models attacking a blinded model in close combat benefit from normal)
a +4 to hit o If flee may drop flail to move at full speed.
o -1 to armor until pushed back
Morning Star 1pt
o 1 hand
Weapons61 o 3 Ws to use or improvised(including modifiers)
o +1 S, -1 armor
o If pushed back -2 i
Halberd 2pts

o 2 hands (no shield in combat)


o +2 i against cavalry unless pushed back or lose ranks
o +2 I against flyers (non-additive)
o +1 S -1 armor
Net 2pt

A net may be used in one of two ways: defensively, like a buckler, or


offensively
If used as a buckler the net will confer the usual saving throw in the
same manner as a buckler.

If used as a weapon the net gives its user an extra attack. The net
attack is always made just before all other attacks, this is because the
results of the net attack will modify the normal attack.
TO HIT +1 Against all troops.
Any models hit by the net are not damaged, so there is no 'to wound'
roll. Instead, they are entangled for the remainder of that turn. Any
model which is entangled loses a single attack (a model may be netted
multiple times losing 1 attack eat time.) The net user now makes his
normal attack/s, use the following additional modifiers if the net attack
has been successful.
Hand Weapon Typically Free TO HIT +1 Against all entangled troops
TO WOUND +1 Against all entangled troops
o No modifiers ARMOUR the entangled model must re-roll a single successful armor
Additional Hand Weapon 1pt save
o Model gains +1A At the end of the turn surviving entangled models are assumed to
o Left hand gets -1 to hit have escaped.
o Parry: If the wielder has higher Ws the opponent gets -1 If a unit is routed by an offensive net wielding unit, entangled models
to hit
are automatically caught and may either be free-hacked or arranged at
o Additional hand weapons rules apply for combinations
of daggers and hand weapons the back of the pursuing unit as captives. If offensively wielded netters
Improvised Weapon Free are allowed free hacks they may instead make net attacks. Models hit
in this way are placed at the rear of the unit as captured victims. A unit
o -1 to hit with prisoners may not receive the benefit of its rear most rank when it
o Enemy gains a 6+ mounted save (stacks)
Dagger Typically free charges, nor may its non-charging movement speed exceed that of the
captives. Should the need arise, captives may be executed by
o +2 i in melee sacrificing an entire movement phase. If the netters are forced to flee
o -1 S or break, leave the slaves in an unformed mass where they are. They
o Enemy gains a 5+ mounted Save (stacks)
may be freed and rearmed if a friendly unit reaches them and spends
Sword pt its reserve (if they can make a reserve move) or movement phase
o Weapons with the Sword designation have all of the unshackling them. The freemen may form up on their own or join the
attributes of their weapon type plus the Parry rule liberating unit, treat it as a multiple unit formation with improvised
o Where an entry simply says sword assume it is a hand weapons.
weapon with the sword designation.
o Parry = If the wielder has higher Ws the opponent gets -
1 to hit, this is not cumulative with additional hand Captives are worth double Victory Points.
weapons

61
Largely taken from Warhammer 3rd, but with some alterations. Nets
taken from Combat 2nd ed.
o 18 arcing
Pike 1pt o 3S
Long Bow 3pts
o Two hands, No shield
o Only 1 maneuver per phase o 30 arcing
o Ld test to maneuver in difficult terrain o 3S
o No maneuvers in very difficult or forest o Pierces light armor at range
o Only one rank may cross an obstacle a phase Crossbow 3pts
o +6 i toward the front unless pushed back or loses ranks
o Additional +6 i when fighting cav. in front unless o30
pushed back or loses ranks o4S
o Additional 3 more ranks may support attack, unless oPierces light armor range
pushed back, charged or loses ranks oUnit may not move or reserve move in same turn as it
o +1 S and -1 armor penetration when charged in the shoots
front by cavalry or larger models. o May stand and fire if it did not move in previous turn
o +2 i against air unless pushed back or loses ranks Repeating Crossbow 4pts
o May not enter buildings unless a troll sized model
would be able to do so o 18
o If the unit loses ranks, then pikes count as improvised o 3S
weapons o May fire thrice but suffers a -1 to hit penalty
o All attacks count as supporting attacks Crossbow Pistol62 2pts
Spear 1pt
o 12
o May use shield o 3S at short range, 2S at over half range
o +2 i to front during first round o Requires an entire movement phase spent stationary to
o +4 i against cavalry in the front unless pushed back or reload
loses ranks o No negative to hit modifiers due to charging
o Additional rank may make attacks unless pushed back, o May stand and fire or fire while charging and then
the wielding model charged, or the units ranks are revert to their normal close combat weapons. (adds to
disrupted combat res)
o +2 i against flyers unless. o If desperate a pistol may be used as an improvised
weapon. Or additional improvised weapon (all
-Mounted Weapons modifiers for both improvised and additional hand
Amounted Model may not wield more than one weapon in close weapons apply)
combat. Throwing spear/ax 1pts

Hand weapon Typically Free


Thrown weapon
o +1 to hit against infantry unless pushed back o Doesnt suffer penalties for range or moving
o May not attack foes under 10 tall if riding a large o May be fired while charging, -1 to hit (adds to combat
target res) -1 charge distance, rank up the models for the
Improvised (great weapons, halberds, pikes) Free charge, then the front rank models get to make ranged
attacks
o -1 to hit o May stand and fire at any range, rank up the models
o Enemy gains a 6+ mounted Save (stacks) first for the charge, then they stand and shoot.
o May not attack foes under 10 tall if riding a large o Stand and fire is a -1 for thrown weapons
target S as shooter +1
Dagger Typically Free 4
Pierces light armor
o
+1 i Throwing knives/stars/Darts 1pts
o
-1 S
o
Enemy gains a 5+ mounted Save (stacks) 6 range
May not attack foes under 10 tall if riding a large
o S of shooter -1
target Enemy gains a 5+ mounted Save (stacks)
Morning Star 1pt Same rules as throwing spear (except range, and armor
o Need 4 Ws or improvised(including modifiers) modifier)
o +2 S Javelin 1pts
o -2 i in all rounds of combat after the 1st\
o May not attack foes under 10 tall if riding a large 8
target S of shooter
Same rules as throwing spear (except range, and armor
Lance 2pts modifier)
May stand in fire even if in a shield wall
o +4 i on charge
Slings 1pts
o +2 S on charge
o -2 armor
3063
o May attack foes under 10 tall if riding a large target
Spear 1pt 2S
If the unit does not move during either move or reserve phase it
o +2 i on charge may fire two shots with half the range (take into account the
o +1 to hit infantry new range modifiers.) No multiple shot penalty
o +1 S on charge A unit may not double fire as a stand and fire reaction
o May attack foes under 10 tall if riding a large target Models with Slings must skirmish
Blowpipe (Lizardmen and pygmies) 1pts
-Missile Weapons
4
Bow 2pts
Doesnt suffer from negative range hit modifiers
o 24 arcing Poisons vary
o 3S
Short bow 1pt

62
Ravening Hordes 2nd ed. 63
We were really curious about slings, so we looked it up, apparently
they had an effective range comparable to a long bow.
0S hit64 Heavy Breast Plate 2pts
If it matters, the weapon is silent 1 coverage, 3 thickness
Improvised Weapon Free encumbers like heavy armor
Heavy Armor 3pts
3 2 coverage, 2 thickness
Same rules as throwing spear (except range and armor Gromril/Full plate 5pts
modifier) 3 coverage, 3 thickness
S as shooter -2 Mounted Free
Enemy gains a 6+ mounted Save (stacks) 2 coverage, 0 thickness, but still reduces a blow by 1S
Thick-skinned mounted Free
3 Coverage, 0 thickness, but still reduces a blow by 1S
Arquebus 1pts Barding 3pts
2 coverage, 1 thickness, encumbers like heavy armor
4S Ithilmar Barding 4pts
24 2 coverage, 1 thickness, encumbers like light armor
-2 armor penetration
May not move or reserve move in the same turn that it fires
The unit may not fire in the following turn if it fired the Ward Saves
previous turn Some models are protected by divine beings, sheer luck or other
It may only stand and fire it if neither moved nor fired the intervening forces. These saves do not have a thickness and are
previous turn assumed to stop any blow flat out. These are generally referred to in
Units armed with arquebuses are capable of certain drill orders. models special rule sections where it will say X+ ward save where
They may instead fire 1 rank each turn, alternating between the x represents the die roll necessary to save. Ward saves are taken after
two and moving the unit forward or backward the distance of a armor saves.
rank. (see Countermarching)
Common Mounts
Blunderbuss65 2pts Horse 3pts
D3 S3 hits at half range, or S1 at over half range W B
16 range Model M s s S T W I A Ld Cl Int WP
-2 armor within half range
May not move or reserve move in the same turn that it fires Horse 8 3 - 3 3 1 3 - 3 3 3 3
The unit may not fire in the following turn if it fired the Special Rules:
previous turn Afraid of fire
It may only stand and fire it if neither moved nor fired the Mounted save
previous turn
Units armed with blunderbusses are capable of certain drill Warhorse 6pts
orders. They may instead fire 1 rank each turn, alternating Model M Ws Bs S T W I A Ld Cl Int WP
between the two and moving the unit forward or backward the Warhorse 8 3 - 3 3 1 3 1 4 4 3 4
distance of a rank. (see Countermarching) Special Rules:
Pistol 2pts Mounted Save

4S
8
-1 armor, -2 in combat Elven Steed 7pts
No negative to hit modifiers due to range or charging Model M Ws Bs S T W I A Ld Cl Int WP
May stand and fire or fire while charging and then revert to Elven steed 9 3 - 4 3 1 3 1 4 4 3 3
their normal close combat weapons. (adds to combat res) Special Rules:
A model with a pistol may fire every other turn. A model with Afraid of fire
a brace of pistols may fire both in a single turn, or each in 2 Mounted Save
consecutive turns, but only reloads one a turn. The model may
not fire a pistol every turn. Giant Wolf 8pts
If desperate a pistol may be used as an improvised weapon. Or Model M Ws Bs S T W I A Ld Cl Int WP
additional improvised weapon (all modifiers for both
Giant wolf 9 4 - 3 3 1 3 1 3 4 4 4
improvised and additional hand weapons apply)
Special Rules:
Armor Afraid of fire
Vicious (See Orc and goblin rule book)
Buckler 1pt Impatient (See orc and goblin rule book)
1 coverage in close combat, 1 thickness but does not contribute Mounted Save
to encumbrance May not wear barding
Requires a hand
Boar 16pts
Shield 1pt Model M Ws Bs S T W I A Ld Cl Int WP
1 coverage, 1 thickness
Giant Boar 7 4 - 3 4 1 3 1 3 4 4 4
Requires a hand, a model may not use a ranged weapon and
Special Rules:
claim a shield bonus in the same turn
Boar Charge
Large Shield66 2pts
Thick-skinned mount
2 coverage, 1 thickness Difficult to control (See orc and goblin rule book)
Requires a hand a model may not use a ranged weapon and May not wear barding (See orc and goblin rule book)
claim a shield bonus in the same turn
Gut plate Free Cold One 22pts
1 coverage in close combat, 2thickness Model M Ws Bs S T W I A Ld Cl Int WP
Encumbers like light armor
Cold One 7 3 - 4 4 1 1 2 2 9 4 9
Light Armor 2pts
Special Rules:
1 coverage, 1 thickness
Causes fear
Ithilmar body armor 3.5pts
Thick skinned mount
2 coverage, 1 thickness
-1 to armor
Any blow that would pierce light armor also pierces ithilmar Stupidity
armor
64 66
No one is going to die from the impact of a dart Warhammer Ancients
65
Ravening Hordes 1987
Skeletal Steed 6pts
W B L C In W
Model M s s S T W I A d l t P
Skeletal
Steed 8 2 - 3 3 1 2 1 4 2 1 4
Special Rules:
Undead (See tomb kings book)

Poison67
Each poison functions in its own way with the following commonality:
In order to be effective the model armed with the poison/venom must
hit the enemy and the blow must not be saved by armor.
Neurotoxin - Wound on 4+ regardless of toughness. Remember to roll
for any normal damage caused by the weapon.

Slow acting Poison- Roll to kill after battle

Anticoagulant- model hit and not saved by any non-cavalry armor or


ward save lives for d (W*T) more turns and then dies if not helped.
Each additional hit allows you to reroll the turns left, keeping the
lower result and losing 1 turn. Each hit counts for the normal
No fantasy world would be complete without fantastical heroes
combat resolution calculated as if the model had died and in aggregate
capable of outstanding deeds exceeding common mortals. To represent
for all the models poisoned. Such is the terror of anticoagulant
this, as one might intuit, certain individual models are given
poisons. Black Lotus is an example of this poison.
augmented characteristics. For the sake of systematization and
simplicity characters are on a 5 level tiered system. The table below
Toxin- If a model is successfully hit (and not saved) by a toxin
indicates the general bonuses conferred for non-wizard heroes at each
weapon but not wounded add a toxin counter to that model or unit.
level.68
Each turn, during the compulsory phase, that unit takes a single S hit
Lvl M Ws Bs S T W I A Ld Int Cl Wp
for each toxin counter on it, no armor save. If a model suffers a wound
or saves a wound with a ward save, remove a counter. In the event a 1 1 0 +1 +1 +1 0 0 +1 +1 0 0 0 0
is rolled when rolling to wound, remove a counter. 2 0 +2 +1 +1 +1 +1 +1 +2 +1 0 0 0
3 0 +2 +1 +1 +1 +2 +2 +2 +2 0 +1 +1
Spitting poison, the model makes an attack at S 0 but +1 i, if it lands 4 0 +3 +1 +1 +1 +3 +3 +3 +3 0 +1 +1
and is not stopped by armor the target is blinded for d2 turns. 5 0 +3 +2 +1 +1 +3 +3 +3 +3 +2 +2 +2
Wizards
Adrenaline Poison, the unit accrues poison counters like a toxin, but
does not take any hits, instead if the unit fails a Coolness test for Lvl M Ws Bs S T W I A Ld Int Cl Wp
whatever reason (including situations like frenzy,) the surge of 1 0 +1 +1 0 0 0 0 0 0 +1 0 +1
adrenaline causes the poison to pass through their body too quickly,
2 0 +1 +2 0 0 +1 +1 0 +1 +2 0 +2
the unit suffers 5S hits equal in number to the poison counters, no
armor save. 3 0 +2 +2 0 0 +2 +1 0 +2 +2 +1 +2
4 0 +2 +3 0 0 +3 +2 0 +3 +3 +1 +3
Repulsive Poison, some herbs, like garlic, Deamonbane or Graveroot, 5 0 +3 +3 0 0 +3 +3 0 +3 +3 +2 +3
repel certain foes rather than flat out killing them. A model struck by a
repulsive poison immediately runs 2DM away from the source of the
poison. In order to advance on the source of the poison the model must Leaders69
pass a WP test.
Leaders must be positioned in the middle of the unit they are leading
unless mounted. Mounted leaders amongst infantry are placed at the
Intensely Painful Poison, some poisons, like Dark venom, cause
side of the unit in the front rank. The model with the highest leadership
intense debilitating pain. The each time the afflicted model would take
is the leader. The unit uses the leaders modifiers unless bested by the
any action, its relevant characteristic is modified by the degree to
generals modifiers. It should be noted that units Ld WP, and Cl is
which it fails a Wp test. That is, if the model wishes to move it must
based off the lowest value in the unit (use riders over mounts) and then
take a WP test. The movement would only be diminished if the model
modified by leaders and/or generals, even the best general can only
fails and by the degree to which the model fails. The same applies also
get so much out of weasely goblins. Additionally, every unit of troops
to WS, BS, S, I, A, Ld, and Int.
comes with a free leader model, who is not different in stats nor gear
from regular troopers. Therefore a normal unit with a Lvl4 and lvl1
Heroes and Wizards character will have 3 potential leaders. A general or Leaders modifier
refers to the +X that comes after their Int, Ld, Cl, or Wp values.

Characters and Units

Joining Units
Characters may join a unit by moving into base contact with it. Place
the model anywhere in the unit, though the unit may not use his/her Ld
and Cl unless he/she is in the front rank. Neither the unit nor the
character model may exceed their total M value.70

Leaving Units
A character may not leave a unit that is engaged in any compulsory
movement, if the character is engaged in close combat, or any other
compulsory behavior. Otherwise a character may leave whenever they
like. Where a character was the leader of a unit his/her departure must
be declared (perhaps in secret to the GM) the turn before during the

67
Lets be honest, a 6 to hit just doesnt make sense nor +1 S. 70
Gm note: Be lenient with Character movement, however avoid
68
This is taken directly from Warhammer 3rd ed. except the names are abuses example a unit may be in a long snake wherein the hero joins
changed to 1,2,3,4, and 5 instead of 5, 10, 15, 20, and 25 in the rear and moves to the front instantly traveling 12 use your good
69
Warhammer 3rd Ed. judgment to prevent such abuse.
movement phase. This represents the time it takes to hand over the If a player should decline a challenge then the challenging player may
reigns of control for the unit. nominate one of the declining players characters from the combat.
That nominated character is moved to the second rank and does not
take part in the combat.

Leaders and Unit Psychology: when they differ Fighting the Challenge
Frenzy During close combat the two dueling models fight a single round of
Leader has it: The unit does not benefit, but must pursue, follow up combat. If they have mounts, monsters or chariots they may use them
and charge when the leader does. Additionally, the unit may not adopt in the duel (except chariot crew) impact hits are allocated against the
a shield wall unit not the challenger.

Unit has it: The character goes along with the unit, but may not Any wounds caused in the challenge, including excess, go toward
prevent them from charging, pursuing or following up, nor may he/she combat resolution.
adopt a shield wall
If the character refused a challenge, and the enemy killed the rank
Stubborn separating them from the challenger then he/she has been exposed. A
Leader has it: The unit becomes stubborn model thus exposed may be forced into a challenge with the original
challenging model. If the challenger should choose they immediately
Unit has it: the unit will either use the modified Cl of the Leader or fight a round of combat.
their own unmodified, whichever is greater.
Unfair challenges71
Immune to Psychology If a model that is on a larger platform, except for cavalry platforms, is
Leader has it: If the leader is immune to psychology he/she may not challenging a unit to a duel then multiple heroes can rise to the
order a flee charge reaction. The unit may flee, abandoning their leader challenge at once. E.g. 40mm platform challenges 20mm. GM
if forced by circumstance. (E.g. charged in the flank while engaged to discretion advised.
the front)

Unit has it: The leader gains immune to psychology whilst in the unit. Gear Limitations and costs
As a general rule of thumb, heroes are limited to gear of similar
Unbreakable models in their army and at the same price. For example an Ogre hero
Leader has it: The leader may not flee/rout, but their unit may. In the is limited to the gear that fellow ogres may requisition, and at the same
event that the unit is pushed back, the leader stays engaged with the cost to upgrade. Alternatively, an orc hero may not ride a wolf, but a
enemy. If the enemy decides to follow up the leader replaces a model goblin may.
in the enemys front rank that corresponds with his/her location and
the combat is moved 2 as usual. The advancing unit must have 4
contiguous models in its front rank, or it loses its front rank bonus.
Looting
Unit has it: The leader has immune to psychology, and can flee from
After a combat in which a character was killed and you did not pursue,
close combat if he/she would normally fail a rout test
you may loot any items that you are aware of (i.e. were used against
you, or that your magic users are aware of, or are clearly visible.) Your
Hatred
character may attempt to use any item (except suits of armor) by
Leader has it: the unit is bound to charge/shoot/follow up/ pursue
having the GM take a WP test when the item is first picked up. If the
whatever the leader would be bound to do. He/she is giving the orders.
test is passed the item functions as normal. If the test is failed, the item
The unit benefits from her/his Cl bonus in close combat.
will obstinately refuse to function. On a WP test result of 12
(automatic fail) the GM may consider letting the item back fire.
Unit has it: the unit ignores their leader and will
Conversely, on a WP test result of 2 or 3 the Gm may decide to tell the
charge/shoot/pursue/follow according to the rules of hatred though it
player they passed.
may use her/his Cl modifier. The leader follows along and does not
abandon their troops.
Stupidity Single Character LOS
Leader has it: the unit is bound to his/her stupidity test result
On foot =360 degree LOS
Unit has it: the leader is bound to the units test result Mounted =360 degree LOS
Riding a monster/is a monster = 90 degree/front arc LOS
Afraid of Riding a chariot =It depends if the character is driving or not, see
Leader has it: the unit is bound to the leaders afraid test result chariot section.

Unit has it: Leader is not bound to the units afraid of test results, may
choose to stand his/her own ground or flee with the unit in hopes of Standards
rallying it. Costs double the cost of the basic model without upgrades to a
maximum of 16 additional points though you still need to buy
Warband them gear to match the rest of the unit.
Unit has it: Leaders are bound to the results of warband psychology +1 combat resolution
Worth 50 victory points at end of game for each captured standard.
A standard is captured if the unit is routed from close combat or
Challenges
utterly destroyed in close combat.
Issuing Challenges Standards are always placed in the front rank, next to the leader.
If the standard bearer is slain, the banner will be picked up by
During each close-combat phase a player may declare a single another standard rank and file model and does not negate the
challenge for each combat. The first player goes first issuing benefit of the standard.
challenges, the second player may choose to accept or decline these
Standards are automatically captured if the unit routs from close
challenges. In combats where the first player did not declare a
combat and is pursued. The victorious player may take the
challenge the second player may then opt to declare a challenge. To
captured standard bearer model and place it behind the stealing
which the first player may accept or decline.
unit as a trophy. Stolen Standards are typically worth extra victory
points but dont provide combat resolution
Accepting and declining
Stolen standards may be recaptured by routing and pursuing the
Only character models engaged in close combat may accept a
unit with them.
challenge. When these two models have been determined place them
aside. Musicians

71
Warhammer 3rd ed.
Costs double the cost of a rank and file model to a maximum of 12 War Machines in close combat (not chariots)
additional points
+1 Ld for maneuver tests Charge Reactions
+1 CL when rolling to rally If War Machines are organized into a battery the reaction applies to all
Musicians are useless without a leader to tell them what to do. crew and characters in the battery.
Musicians are placed in the front rank next to the leader
In combat musicians fight like a standard rank and file model, Flee- the crew flee as per normal, the enemy may pursue as normal
Similar to a standard bearer a musician cannot be killed, it is or halt and destroy the War machines
assumed that someone else takes on the role or that he/she assumes
a place of relative safety. Hold- the crew of the battery line up to fight off the charging
enemy like skirmishers
Overwatch fire- if the War machine opted to overwatch and the
Champions
chargers are legal targets for the overwatch it may be used at this
A champion is a hero character of level 2 or lower (unless otherwise time
noted in an army list.) They must be deployed with a unit and stay
Spike! - The crew attempts to spike the gun (inserting a metal
with that unit to the best of their ability throughout a game. Champions
must be mounted if they are part of a cavalry unit, though may also be spike into the touch hole) A crew successfully spikes their gun on a
mounted if joining an infantry unit. 2+. Only black powder weapons may be spiked. Spiked weapons
are disabled for the duration of the battle (though they may be
unspiked for subsequent battles)
Battle standard
+25pts to upgrade a single hero model to battle standard Subsequent close combat and stealing
May carry a banner of any point cost If by good fortune the warmachine crew push back or rout their
May only carry a weapon requiring a single hand, no shields, no opponent they may follow up and pursue as normal, but may choose
mounted spear/lance.
not to without recourse to a successful Ld test.
+1 combat resolution for the unit he/she is fighting for
Being charged by the battle standard automatically disrupts Otherwise if the crew is routed or pushed back the attacking unit may
ranks if in a flank or rear.
allocate any number of unengaged models to scurrying off with the
Worth its values worth in victory points +100 in addition to the
heros cost. warmachines or destroying them.
Must stay with the general.
Any friendly unit may reroll failed rout/panic tests within 12 Stolen warmachines may be fired by models specially trained in their
Cant be the subordinate commander use or models supervized by an Engineer/bombadier model.
Cant be the general

The General
Chariots
Any unit within 12 may add the generals bonus values,
though they may not exceed the generals total value.
Killing the enemy general gives you 100 bonus victory points

Subordinate commanders72
Any unit within a predetermined 2D6 may use the subordinate
commanders bonus values
Killing the enemy subordinate gives you 25 bonus victory points

War Machines

Movement (Not Chariots)


War Machines may not move and fire in the same turn, nor may they
reserve move. War Machines may be moved in the movement phase in
proportion to its crew (e.g. a 3 man cannon with two Dwarf crew left
may move 2 per turn)

If a player pays for the necessary points for the draft animals (3pts per
horse) a war machine may be limbered. Limbering takes an entire turn.
Limbered War machines may not reserve move, but may move at the
speed and maneuverability of a comparably pulled and crewed chariot.
(E.g. a 5 man empire cannon would move like a wagon with a crew of Chariots move in a peculiar manner. They do not move like
columns of infantry, nor do they move like skirmishers. Instead
5and have its movement contingent upon the pulling animals in the
they can move remarkably fast, but must slow down to make
same manner) It is assumed that the crew simply hop on, or maintain a tighter turns. The way that we mean to model this is to conceive of
lively pace. the possible movements of a chariot as a polar graph. Place a clock
face directly above your chariot with 12 oclock pointing in the
Casualties and war machines same direction as the chariot. If the chariot wishes to go straight
When a war machine (not a chariot) is targeted by a missile weapon, forward it may move a maximum of M. For each deviation of one
hour left or right deduct 1/6M from its maximum move
the shots are randomized in the following fashion: on a 1, or 2 a distance. This requires a degree of interpretation as it represents
crewman is hit. On a 3-6 the war machine is hit. War machines with the chariot moving in an arc to get to its location not leaping to the
half or fewer crew fire every other turn. War machine crew panic from edge of the polar graph. This means it may require some GM
ranged attacks like any other unit. This is why it is advisable to intervention if there is an obstacle
combine war machines into units or batteries. War machines without
any crew may be manned by spare crewmen or taken by enemy war
machine crew, or a unit lead by an engineer character model.

72
Warhammer 3rd ed.
D6(+1 for scythes) impact hits at S= Charge
(2DM+M)/3 (rounded up) -6 armor
1 -3 1-4 No
2 -2 1-4 No
3 -1 1-4 No
4 -0 1-4 No

Wagon
2D4 impact hits at S= Charge (2DM+M)/2.5
(rounded up) -6 armor
1 -5 1-8 No
2 -4 1-8 No
3 -3 1-8 No
4 -2 1-8 No

Chariots and loss of Crew


In the event that a chariot loses its crew the draft animals take an Ld
test during each charge phase after all charges have been declared
(players may declare charge reactions against it.) If they pass they
continue what they were last doing (same rate of turning/ going
Disembark/ re-embark: you may embark or disembark from a straight, same speed etc.) if they fail consult the failed monster
chariot at any point during the charge (but not while the chariot is
reaction chart.
charging,) movement or reserve phases. A model may make a
charge/disembark from a chariot. That is, we might imagine a
warrior leaping from a chariot to charge the foe. Disembarking
models move is modified in proportion to the distance moved by Cannon74
the chariot. If the player wishes to disembark and charge with the
rider, this is done during the charge phase, the chariot may move Cannons may not bounce up hill. In order to hit a target on a hill,
and the rider may disembark at any point during this move but the you must guess such that your guess plus the 1st artillery die lands
chariot may not also charge. on your target.
Ogres count as 2 crew, Halflings count has half a crew man and Firing the Cannon
snotlings count as a third of a person. 1. Nominate a target point in LOS (mark with a
Chariots take damage when going through rough terrain, D6 S7 to die/coin/token/chit/what-have-you)
the chariot itself 2. Guess/estimate/reason/fathom/reckon a distance
All charging chariots sustain Ranks x D2 ST (of the target) hits 3. Roll to hit using the leaders Bs factoring in all to hit modifiers
distributed as per shooting when they collide with the enemy. That (range modifiers are based on the range guessed)
is, they suffer D2 hits for each rank of the enemy unit of strength 4. If you miss the GM will move the target marker to the left or right,
equal to the toughness of the charged unit. Charging chariots also perpendicular to the line of fire of the cannon, a number of inches
gain Impact hits which always strike last, but are unavoidable. equal to how much you missed by.
Distributed as per shooting. In order to count as charging a chariot 5. Measure out the distance you guessed toward the marker and roll
must charge farther than M otherwise they count as moving to the artillery die. If the result is a misfire roll a D6 and consult the
engage. chart below. If not add the result in inches to your guess from
Like with cavalry, horses pulling chariots will not willfully charge before.
into spear/pike/halberd points. Test just as you would for cavalry 6. Then roll the artillery die again, this result represents the bounce of
Chariots without draft animals cannot move, though the crew may the cannon ball. Add this distance to the guess and the previous
disembark. extra distance. Any model that is overlapped by the bounce is hit.
A misfire for the second artillery die, means that the cannon ball
In close combat the crew and draft animals may all attack enemies
did not bounce, if it happens to have landed right on a models
in base contact with the chariot. However, the draft animals may
platform, that model is struck.
only attack to the front.
LOS for movement and charging purposes is limited to the front
arc due to the drivers concentration. For shooting purposes it is
360 degrees as the archer may turn freely in the chariot.
When shooting at a chariot shots are randomized between the
chariot, the draft creatures, and crew

Melee73
Crew Animals Chariot
1-3 4,5 6
Range
Crew Animals Chariot
1 2,3 4-6 Firing Grapeshot
1. Point the cannon in the desired direction
Number of 2. Roll a DS (based on the S of the cannon.) If the result is the highest
animals/chariot Speed reserve value on the die consult the misfire chart.
type modifier crew move 3. Place the flame template from the barrel of the cannon
4. Every model platform touched by the template is hit with strength
Light Chariots equal to the DS roll earlier, and a -1 armor modifier.
D3(+1 for scythes) impact hits at S= Charge
(2DM+M)/3.5 (rounded up) -6 armor Organ Gun/ Cannon Misfire Chart
1 Explodes! The cannon explodes and is removed. Place the 1.5
radius template over the cannon, any models in the radius are hit at the
1 -2 1-2 Yes
cannons strength
2 0 1-2 Yes
2 Too much powder! The crew has added too much powder, the ball
Heavy Chariots
goes an extra 12 and hits with an additional strength, bounce as

73 74
Dividing damage amongst the components of a chariot comes from The addition of multiple sizes of war machines is derived from
the 4th Ed. Warhammer 3rd ed.
normal. The cannon takes a hit as if it had struck itself. If this result is accordingly, then move the template 3D6 toward the catapult, this is
rolled for grapeshot, resolve the hit at the maximum S+1. where the catapult strikes. Treat a second misfire result as a 12.

3 the cannon has overheated (ignore if this is the first shot) causing the 3, 4 Creek! The catapult arm strains under the force of the flinging
powder to ignite prematurely, the shot is fired but with 0 added, and motion. The catapult takes a 7S hit. Re-roll the artillery die, the
the cannon permanently loses 2 toughness. If this result was rolled for catapult otherwise fires as normal. Treat a second misfire as a 12.
grapeshot, resolve the hit at S1.
5, 6 Twang! A rope, winch or ratchet gives out, catching a crewman. A
4 In their haste a crewman has injured himself (a random crewman random crew man takes a 3S hit and the catapult does not fire this turn.
takes a S4 hit) the cannon does not fire this turn as the crew sorts out
what happened

5-6 The crew has made a routine mistake and must reload the gun Crew Min Max Temp S Wound Armor Modifier
correctly, the gun does not fire this turn or the next. 3 12 48 1" Rad 5 d4 -2
4 14 64 1" rad 6 d4+1 -3
5 16 80 1.5" Rad 7 2d4 -4
Crew range Strength wounds Armor modifier 6 18 96 1.5" Rad 8 2d4+1 -5
7 20 112 2" Rad 9 3d6 -6
2 24" 6 D4 -4
8 22 128 2" Rad 10 4d6 -7
3 36" 7 D6 -5
9 24 144 2" Rad 10 4d6 -8
4 48" 8 D8 -6
10 26 144 2" Rad 10 4d6 -9
5 60" 9 D10 -7
6 84" 10 D10 -8

Bolt thrower
Firing the Bolt Thrower
1. Nominate a target in LOS
2. Roll to hit using the leaders Bs as your would for a normal ranged
weapon.
3. If the weapon hits, roll to wound as normal.
4. If the shot successfully wounds the first model, you may then
attempt to would the next model.
5. This next hit has reduced strength for any armor saves the previous
model made and -1S for penetrating a model. So at the very least
the bolt loses 1S for each rank it penetrates
6. Continue this process until the bolt fails to wound or there are no
more ranks.
7. The bolt may continue on to another target if there is another target
within 1 of the last rank penetrated.
Mortars
Crew range Strength wounds Armor modifier
Firing the Mortar
2 30" 5 1 -3 1. Nominate a target
2. Guess distance
3 36" 6 D3 -4
3. Roll and artillery die and scatter die. If its a misfire consult the
4 48" 7 D4 -5 Mortar Misfire chart. Otherwise, move the template in the
5 60" 8 D6 -6 indicated direction and distance (this distance is doubled if the
target is not in LOS)
6 84" 9 D8 -7
4. Any model partially or wholly under the template is hit on a 3+
Organ Guns Armor
Crew Min Max Temp S Wound Modifier
Like Cannon but multiple barrels, all fired at same distance and 3 12 48 2.5" Rad 3 1 -1
target
Organ guns may not grape shot Mortar Misfire Chart
See cannon misfire chart
1 Boom! The bomb explodes within the mortar. Place the 2.5 radius
Crew range Strength wounds Armor modifier template directly atop the mortar and resolve it as if it had struck there.
3 24" 5 d2 -3 Remove the mortar as it is destroyed.

2 Too much powder! The mortar fires as normal scattering 12 directly


away from the mortar. The mortar itself takes a S7 hit.

Catapult/stone throwers/mangonels/trebuchet 3 The mortar has overheated (ignore this result if this is the first shot
Firing the Catapult fired) causing the powder to fire prematurely. The mortar fires as
1. Nominate a target in LOS. normal, except that it scatters 12 directly toward the mortar. The
2. Guess distance mortar permanently loses 2T.
3. Roll and artillery die and scatter die. If its a misfire, consult the
catapult misfire chart. Otherwise, move the template accordingly. 4 Short Fuse! The fuse was short causing the bomb to detonate
4. Any model partially or wholly under the template is hit. midflight. Place a 4 radius template D(distance guessed) toward the
target. Any model touched by the template is hit on a 5+ and takes a
Catapult Misfire Chart 3S blow -1 armor.
1 Too much strain was put on the catapult throwing arm causing it to 5 A crew man has injured himself (a random crewman takes a 4S hit.)
snap. Splinters and boards fly. The catapult is effectively destroyed The mortar does not fire this turn as they sort out what happened
and each crew takes a hit as if struck by the catapult.
6 The crew has made a routine mistake and must unload and reload the
2 Not Yet! A crewman accidently releases the mechanism before the mortar. It does not fire this turn nor the next
catapult is fully tensed. Re-roll the artillery die, move the template
player. Any model touched by the template is hit and suffers the
effects of the breath weapon (plague, various S fire, etc.)

Monsters Swarms
Swarms must either be magically bound, or have an animal handler
Ignore difficult terrain
Swarms are afraid of fire
Swarms are small targets
Swarms are composed of little creatures with an instinct for self-
preservation, unless stated otherwise a swarm unit may only charge
a unit of smaller unit size.
To represent the swarming potential of swarms, swarms gain an
additional attack for each successful roll to hit.
Swarms that are hit by a S equal to double their T take double
wounds. So a catapult that would normally cause D4 wounds,
would cause D4 wounds x2.
Unlike Monsters, swarms always aggregate wounds together, to
represent this the swarm simply condense back together.
Consequently swarms do not lose attacks due to casualties, so long
as there are sufficient wounds to be aggregated from elsewhere
(back ranks)
Swarms adopt a fluid formation:77
o Whilst unengaged the unit maintains a square formation of
equal width and depth
o Swarms charge like skirmishers78, where they form as wide
a front rank as possible based on the number of models
capable of making the charge
o Swarm formations may squeeze through tight places. To
represent this the front and subsequent ranks need not have
Monsters and wounds the same number of models wide. The swarm suffers no
movement penalty for this rearrangement, and front most
When shooting at a unit of monsters, always randomize which models continue to advance at normal speed. Once out from
monsters are struck and record the wounds separately for each between two or more terrain pieces, the swarm reverts to its
monster square arrangement.
In hand to hand, the player must allocate wounds against each o Swarms may wheel about their center as if it were a simple
monster and record them individually. Extra wounds beyond maneuver,
mortal caused against a particular monster count as overkill just
like a challenge. Stomp!
As one might imagine vermin, lizards and insects dont pose a
significant barrier to tall fast moving cavalry. To represent this cavalry
Monster Attacks75
may move through enemy swarms as if they were difficult terrain,
even charging through them. To represent this, each swarm base takes
Some monsters attack in different ways from humanoids. The a hit of strength equal to the mounts strength. Where cavalry are
difference is that their bodies tend to be the weapons rather than a charging and this would modify the mounts strength it would
hand weapon. These attacks have some limitations. correspondingly modify the strength of the hit taken by the swarm.
Claw attacks may not attack to the rear Note the swarms may still declare a charge against cavalry.
Gore and Bite attacks may only be made to the front
Stomp attacks may attack in all directions
Tail attacks may not be made to the front (with the exception of Regeneration
scorpion tails which may not attack to the rear) Some creatures, such as trolls, are able to rapidly regenerate
Constriction Attacks. Roll to hit. If you hit roll a d6. 1 or 2 both wounds.
of their arms are pinned and they may not attack back. 3-5 only a During the compulsory phase, roll a die for each creature with
single arm is pinned, roll to see if their sword arm is free (4+.) 6 regeneration that has suffered at least one wound. Based on the
both hands are free. Models being constricted are automatically creatures regenerative powers the creature may regain that
hit in subsequent rounds (a constrictor can either constrict the wound (generally a 4+). This does not apply to wounds caused
same model multiple times or multiple models, IF it has multiple by fire, recommend use of a red die for fire wounds.
attacks.) To release a constrictor, it must either be slain, or the When a model with Regeneration dies, leave the model on the
targeted model can forfeit an attack to attempt to table on its side. During the following compulsory phase roll a
remove it; both take a S test. If the targeted model die, if the result is greater than their normal regeneration value,
does better76 in their S test it is freed. the model regains a wound and comes back to life otherwise it
is removed as a casualty.
Breath Attacks
If the model comes back to life in base contact with an enemy
Some Creatures and Magic Users have they may make free hacks against the creature
breath attacks. To use a breath
weapon declare your general
target during the appropriate
time during the shooting
phase or the magic
phase. Place the
breath template
with the narrow
end at the
creature/magic
users mouth
and the fat end
in a manner
that suits the

75
Warhammer 3rd ed. and WFRP 1st ed. 77
Largely made up, but it seems to fit ones imagination of a seething
76
Better means who ever passes their test by the most, or fails it by tide of vermin
78
the least. In a tie the constriction stays but the model does not suffer a See 6th ed.
hit from it that turn.
Flying and Aerial Combat79 manner except it requires much better timing. The onus of avoiding or
One perplexing element that fantasy pursuing their quarry tends to fall on the slower flyer. Rather than
presents is flying combatants. engage in calculus to calculate the appropriate points of intersection
Historically, there is no precedent to the following system is proposed:
follow. The following rules are meant to
represent a kind of swooping attack The general rule of thumb is that in order to attack each other both
comparable the nazgul or great eagles of flyers paths must at a similar time. E.G. flyer one crosses the path of
LotR rather than the later Warhammer flyer 2 roughly way through its total possible flight in order for it to
charging and standing around.
be able to attack flyer two must have also reached that point using
-Troops that fly have the special rule fly
X where X is their maximum flight roughly half of its total fly move for that turn.
speed for one turn.
-Flying troops may move over other units and terrain but may not start The flyer that opted to charge the other counts as charging, if the other
flying or land inside terrain. counter charges the fastest gets the +1 to hit. During the combat phase
-if a flying unit wishes to move into a piece of terrain it cannot have the combatant exchange blows in initiative order. Unless one is killed
flown that turn. they continue on their full paths from the movement phase. There is no
-flying units count as skirmishers combat resolution as they swoop past each other and keep going.
-a unit counts as flying if it exceeded its regular movement value and
moves at least half its maximum fly move. However, if one suffers enough wounds to induce panic it will take a
-A unit that is flying cant be charged by a unit that cant fly. panic test as normal. Fear Causing flyers also cause the requisite fear
-fliers may either charge (using their regular charge distance test.
2DM+M) or make an aerial attack
To make an aerial attack you move over the unit and each flier There is an exception and that is the pursuit of flyers. Flyers get free
against the unit, the attacks are distributed as per shooting. hacks if they are flying in the same direction and the hacker is faster,
Each flier must have had LOS of the unit they choose to attack at otherwise they fleer gets away.
the beginning of the turn.
Fliers are moved during the charge phase and are reacted to just
like a charging unit. Buildings80
Because close order troops are so closely packed making it
difficult to attack a single model, for each model attacked d3
models may attack back. Light infantry may only have d2 models
fight back. Skirmishers may only have the individual models that
are attacked fight back.
Attacks made while flying benefit from charge benefits (e.g. lance
S modifier)
In order to make attacks against a fear causing target you must pass
a fear test if necessary, otherwise you simply fly over and keep
your distance
When rolling for aerial attacks, roll during the appropriate
initiative order during the close combat phase.
-Fliers maximum movement is constrained in the same manner as a
chariot. Imagine a clock face with 12 oclock pointing directly
forward. For each hour left or right of 12 oclock their maximum
movement is reduced by 1/6th M.
-A unit is considered to have landed if it moves > M in a turn
-Falling. When a creature plummets to the ground or is killed in flight
consult the Falling section found later.

Flyers attacking models in hard to get places


Flyers may not attempt to hit models within 2 of a
wall/tower/building (unless they are a swarm or falcon sized)
Flyers attempting to hit models behind cover that roll a 1 to hit
suffer a number of hits equal to the cover provided of strength T Buildings are divided into sections
(where T equals the toughness of the obstacle, see Damaging a 1. These sections loosely correspond to 4 x4 portions of
the buildings and floors.
Building) causing D(T/4) wounds rounded up to a minimum of 1. 2. Where there is the potential for doubt a diagram of the
The blow being so large and blunt penetrates all armor as it building should be drawn before the fight delineating
cannot be deflected, but will have its strength reduced the sections of the building
accordingly. 3. Each section may hold 12 infantry models. In the event
of a fight both sides may pile in 12 models
4. Large models may enter, if there is room
For example, a Warhawk is striking at a goblin behind a wooden 5. Models may only move to a laterally (non-diagonal)
fence and rolls a 1 when rolling to hit. The fence provides light adjacent section during their movement phase.
cover (-1 to hit) so the Warhawk takes a single hit. The fence is 6. Models in a building are only known to the GM and
wooden (according to the building toughness chart (see their controlling player.
Damaging a Building), light wooden constructs have a T of 7) so 7. Units must be as concentrated within as few sections as
possible.
the S of the hit is 7. If this wounds, it causes D 7/4, or D2 8. 4 models may enter a section/building each turn/door. 1
wounds. per window, 8 per barn door.
9. If a unit is charged while in the process of entering the
Flyers Fighting Flyers building, the unit is treated as two separate units for
This will be complicated and predominantly a task for the GM. During purposes of fleeing.
the declare charges phase, the flyers declare their intention to engage Combat in Buildings
with enemy flyers in the same manner that one would declare a charge.
1. No normal charge bonus
Just as flyers are able to make their attacks against ground targets by 2. People charging from higher floors or defending while higher get
crossing their flight path over them, attacking flyers works in like a +1

79
Our flying rules are an amalgam of 3rd ed. and 6th edition flying, we 80
Building rules are mostly taken from Warhammer 3rd edition;
removed the different altitudes, and acceleration form 3rd ed. and though more complicated they prevent trickery
meshed it with the simplicity of 6th.
3. Units receive bonuses for push backs and follow ups, but are not 5. The section collapses, as does the section below
physically moved 6. The level collapses, including all above, and the same
4. Whilst a combat continues models may continue to join the fight number below
from adjacent rooms. 7. Same as six, except adjacent section are also destroyed
5. When fighting from the outside, attacks are struck from 2 models (those above the adjacent are also destroyed)
from each side of a door, and 1 for each window. 8. All adjacent levels and sections collapse entirely
a. Charge the building lining up with it as if it were an 9. 8 happens, plus sections adjacent to the adjacent
enemy unit. Ignore all bonuses for combat resolution collapse as well, and those above.
except casualties. 10. + . 9 happens + sections below also collapse.
b. Defenders benefit as if they had a defended obstacle until 3. Free standing walls will not cause tertiary or secondary
pushed back collapse
c. When/if you lap around your lapping around models may
make attacks through the openings on the new side.

Routing in Buildings Model Organization Types


A unit that routs from within a building takes free hacks equal to the
number of sections needed to be crossed in order to escape the
building and the number of enemies that were fighting them in. The
number of sections needed is based on the furthest necessary move by
a model in the unit to escape. For example 5 humans are on the 3rd
floor of a tower and are routed by 24 ratmen armed with hand weapons
who occupy both their level and the levels (2) below. The 5 humans
would take 24 free hacks as they have to get by all the ratmen to
escape out the front door.

Shooting from Buildings


1. 2 models may fire from a building per window/door/opening
(unless GM rules otherwise)
2. Models have a 90 degree forward arch from each window
Unless they want to lean out of the window forfeiting all cover.
Close Order Troops
Shooting into Buildings
Close Order Troops are your default troops. That is, if a unit is not
1. May only target models you can see (i.e. those that are standing
demarcated as skirmishers or light infantry they are close order. Close
next to windows or otherwise explicitly visible)
2. -3 to hit (hard cover, skirmishing) Order Troops follow all of the rules previously mentioned in the rules.

Skirmishers/Fast Cavalry
Damaging a Building Skirmishers are infantry in loose formations. These tactics make them
Material Toughness ideal for harassing larger masses of less maneuverable formed troops.
Large stone 10 Being able to move more freely about the table presents certain
81
Smaller stone 9 advantages, but also comes with disadvantages where they are less
Wood/lumber 8 able to stand their ground in the press of close combat. These rules
Plaster/wattle/light also represent light/fast cavalry. These are your typical mounted
wood 7
archers and light chargers.
Bamboo 4
Straw and twigs 3 Lose skirmishers if they get heavy armor or equivalent/heavier
encumbrance, may not carry large shield
Each model in the unit must stay within 2 of another model in
the same unit, but they may not touch.
Movement penalties are halved and may reserve move through
difficult and very difficult terrain
Benefits from 360 LOS.
Never count as unformed
Skirmishers benefit from a -1 to hit modifier against ranged
attacks.
Skirmishers cannot benefit from standards, battle standards, or
friendly Ld, Int, Cl, or WP modifiers.
Dont block line of sight if they are within 4 inches of the unit
attempting to see through.
1. A building section needs 6 wounds before it is liable to Skirmishers can move through another unit if that unit doesnt
collapse move throughout that turn, counts as a simple maneuver.
2. The GM rolls a die each turn adding 1 for each wound past the In combat they only count the front rank for rank bonuses
first 6: With the exception of skirmishing Levies, Skirmishing units
1. Only 6 models may occupy the section and models only may not exceed 15 models in size
gain soft cover due to the holes Units of skirmishers that stand and fire or fire and charge, only
2. Extremely shaken, if more than 6 models the section get the front rank of shots (determined after determining how
collapses (see 4), counts as soft cover many skirmishers would end up engaged in close combat)
3. If there is more than 1 level above the section it will Charging82, to enact a charge with skirmishers determine how
collapse, if more than 6 models it will collapse, soft many skirmishers can make it to the enemy regiment. Form
cover, and archers count as moving these models into a rank in base contact with the enemy.
4. The section and any above it collapse. Any models take Models not in charge distance are loosely formed up behind the
a hit of strength equal to the materials toughness + the front rank
number of floors above it. This causes D3 wounds.
Being charged, if the skirmishers are charged, measure from
Survivors are placed in an adjacent section or outside of the charging unit and determine how many skirmishers are in
a door.

81 82
Stone buildings have magic resistance 3+ except against the advance Warhammer 6th
of stone and move through stone spells.
charging distance, move the charging unit to the farthest such Drilled85
model and form the skirmishers that were in range into a rank
Drilled troops are troops that have extensive training in maneuver and
at this point along the front of the charging unit. The remaining
models are then formed loosely behind this rank. formations. For these troops rearranging their formations comes as a
Charging each other. When two units of skirmishers charge second nature, where normal troops might be confounded. This
each other, or if one charges and the other holds Ascertain doesnt imply they are, by any means, more skilled fighters.
which models are in range of the closest charging skirmisher
and conversely the most distal skirmisher also within charge They may conduct a 2nd simple maneuver without taking a Ld
range of an enemy model. Place all enemy skirmishers in range test
of the closest skirmisher in a rank and place all skirmishers
Can pursue or restrain at will, no Ld test
closer than and including the most distal skirmisher within
charge distance in that rank in close combat with the first. All May disengage from combat without taking Ld test if they
skirmishers outside of these two categories are placed loosely move faster than enemy
clumped behind their lines. Against chariots charging in the front, take Ld test, if passed
Skirmishers are more vulnerable than formed troops and they they open a lane and the chariot passes through without
know it. Skirmishers are afraid of any unengaged close order
unit they do not outnumber. fighting it (a single test for any number of chariots)

Light Infantry83 Phalanx86


Light infantry are a looser formation than the typical close order Phalanx are a narrowly packed infantry formation. They used their
troops. They are typified by lighter gear and not being trained for the shields to protect each other and move as a single group. This sort of
press of combat. formation offers greater protection, but comes at the cost of
maneuverability. They are close order troops with the following
To represent this Light infantry may be ranked up loosely (ranks and modifiers:
files, but no more than between models) and otherwise behave just
like normal blocks of troops with the following exceptions Must have unit strength of 16+ and 2 or more ranks to get
bonus
Like skirmishers, they cannot be equipped with large shields, May charge and fight with two ranks of spears
heavy armor or have a total encumbrance greater than heavy Always counts as maintaining a shield wall even if moving
armor.
May not change formation except to turn 180 degrees
Like skirmishers all of their movement penalties are halved
Can wheel but may not reserve move or charge in same turn
Unlike skirmishers they may not march while in very difficult
But may drift 1 to right when reserve moving or charging
or difficult terrain
Abandoning a phalanx is a simple maneuver. Adopting a
They may conduct a 2nd simple maneuver without taking a Ld
phalanx is a complex maneuver
test
May only count the first 2 ranks in close combat for rank
bonus. Unlike close order infantry (default for all units) they
Animal Handlers
may gain this rank bonus if a portion of the unit is in difficult
terrain. Maximum rank bonus of +1 unless otherwise stated Some forces tame animals and goad them into combat. Most iconic are
Some light infantry may claim additional rank bonuses (stated the Skaven giant rats and the wildcats of the wood elves. Animals
in their rules entry) they may only claim these additional ranks often lack the same level of battle field awareness as your typical
in open ground. humanoid. To represent this use the following rules:
The above mentioned rank limitations affect the effects of
A unit of animals, unless magically bound, must have at least one
warband rank bonuses and Skaven Cl modifiers.
handler. One of which is the unit leader
Charging: if a unit of light infantry charges, first, keeping the
Handlers are always placed in a rank behind the animals they
leader in place, contract the ranks so that all of the models are
control
touching.
An animal hander can control up to 6US of animals
Warband84 Psychology tests are taken on the handlers stats
Warbands represent less disciplined troops prone to more rash action. Animal handled packs may only make a single simple maneuver
These troops benefit from a sort of mob rule or group think, where in the movement and reserve phases
their cumulative mass gives them courage, but can also prompt them to Ranged attacks are distributed randomly
be foolhardy. Historically, the celts or other barbarians comes to mind, Packs move and reserve move at the slowest models speed in the
emotional fighters goaded on by their personal pride to prove unit, but charge and pursue at the animals movement rate
themselves to each other or easily taunted into fighting. In close combat the handlers may not fight in the first round of
combat, they may be moved into close combat in subsequent
Add rank bonus to Cl to max of 3 (if the unit has a character, rounds to lap around or replace casualties.
the warband modifier becomes identical to a characters ability If the ratio of animals to handlers falls below 6:1 US then the
to add or subtract Cl.) This modifier is non-cumulative with animals take an animal reaction test and act accordingly.
character modifiers.
Lose above bonus if fleeing, unformed or skirmishing Sappers87
During compulsory phase roll a die, on result of 1 the Some races employ sappers on the battle field. Typically they are used
unit/model must charge the nearest enemy unit within 2M or in sieges to undermine the integrity of enemy battlements. In other
move forward at least M toward the enemy during the engagements they can be used to erect hasty defences, demolish strong
movement phase points, or construct temporary bridges.
On the charge, if a warband wins the combat and outnumbers
Requires both models, though partial teams can pair up
the foe the enemy unit must take a break test regardless of
casualties May do one of the following:
o Build a wall (hard cover defended obstacle,) 1 per turn
o Build a bridge, 1.5 wide, 1 long per turn

83
Warhammer Ancients and 7th ed. Lustria Campaign 86
Warhammer Ancients
84 87
Warhammer Ancients Warhammer 3rd
85
Warhammer Ancients
o Demolish, may make 3 total attacks against a building Fire

Levy88
Levies represent citizens that have been pressed into service. They
have not undergone rudimentary training. More often they are simply
handed arms in times of need. To represent this lack of training
timidity use the following rules:

The unit forms into a mass of equal ranks and files and may not
adopt a different formation
In the event that a levy skirmishes all of the models must be
arranged in a skirmishing pattern but within the square root of
the unit strength inches from the leader. E.g. a unit of 16 levy
slingers would need to stay within 4 of the leader.

Combined/Mixed Unit Formations


The differing models form a single regiment, the models are
not intermixed but rather form ranks of each model type.
Archers may either arc fire over comrades in front or be
formed in the front of the regiment.
If charged the archers may either stand and fire and fight in that All Fire attacks count as magical.
turns round of combat or retire to the back of the unit, as with
counter marching this would de facto move the regiment Flaming torches +1 pt/model90
backwards the width of the front rank Improvised weapon
To switch the ranks in an ordinary situation would require a Flaming attack
reform maneuver may not be held by creatures that fear fire
A melee unit with torches may automatically catch a building
Heavy Cavalry89
or non-chariot war machine on fire in base contact.
Heavy Cavalry are the heavily armored knights of legend mounted on Barring interceding terrain/units, a torch may be seen at any
massive destriers that cause the ground to shake and spears to rattle. distance. During reduced light conditions torches add 6 to the
Alternatively they are the rumbling boars and other riotous mounts wielders LOS
whose charge unnerves those they are bearing down upon.
Any model may be equipped with a torch
May utilize up to the first three ranks for combat rank bonuses Flaming Missiles (requires a brazier and ammo)91
(+2 total bonus)
o Brazier 2pts plus two noncombat (armed with hand
If a unit of heavy cavalry outnumbers the enemy unit and gets
weapons or swords and may be equipped with armor to
the charge it causes fear. Units with the Phalanx, drilled,
match the unit they accompany) models to attend to it.
stubborn, frenzy, unbreakable, or immune to psychology rules
o Ammo 1 pts/model
need not take this test.
o A unit loosing fire attacks may not move that turn and
has its range reduced in half
Odd ball stuff/weird gear Flaming attacks get +1 S against flammable targets and count
as magical attacks
Falconer +3pts
Buildings catch on fire if they take damage from a fire missile
Falcons may not be targeted or killed, (for stone buildings imagine the arrow hits the wooden flooring
but they fly away if their master is within), after the shooting phase the GM rolls a d6 if the result
killed is less than the number of wounds taken from flaming sources
Falcons are shot/loosed during the that turn the building is on fire.
shooting phase. A falconer may move Once on fire a building takes D3 wounds each turn. Models
and shoot. Subject to normal targeting inside take a 3S hit
rules. 24 range, BS 5, S2.
Falcons are unaffected by ranged to- Putting out fires92
hit modifiers except large target and Wind spells/effects roll:
fast moving target o 1,2 fire burns more fiercely causing additional d3
May aid in close combat, 1 attack, wounds
WS 5, S2 o 3,4 fire blown out
o 5,6 Player may choose either result
Weighted Scattering Rain effects/spell
Weighted scattering is a means of scatting that results in a certain o Negates new fire for a turn
direction (usual continuing forward) more likely. Unless otherwise o Puts out braziers and torches
specified, a weighted scatter works in the following manner. Place a o Doesnt put out fires
12 hour clock face such that the 1 is directly behind the thing to be Dust storms
scattered and where 7 is in the initial direction of facing. Roll 2d6. The o Extinguish any fires
result is the new heading. Water missile spells may extinguish fires

8888
Warhammer 3rd ed. 91
Warhammer 3rd
89 92
Warhammer Ancients Warhammer 3rd
90
Warhammer 3rd
Creatures and fire93
Flammable creatures catch on fire in the same ways as
buildings
Burning creatures leave the unit they are with, moving charge
speed toward the nearest water feature. If no water they move
in a random direction
A burning creature that enters within charge range may charge
the enemy and causes flaming hits, roll for frenzy
takes d3 wounds each turn
water features will extinguish it
Creatures that fear fire must pass a Cl test or panic if within 4
of fire or attacked by fire.

Water

Defenestration95
In the event that a model utilizing a window/ledge is attacked or
climbing up a ladder/ grapple and met by the enemy. Said attacker or
climber may attempt to defenestrate them.

1. Sacrifice your regular attack(s,) lose 2 initiative, then roll to hit


with -1 modifier. (One can claim a +1 to hit for high ground)
2. If you hit both players roll a die and add the result to their
respective strengths unmodified by weapons
3. If the attacker has a greater total the model is cast from the window
and plummets to the ground (see Falling)

Climbing96
1. During their movement phase a model may attempt to climb a
Drowning
wall, cliff, fence or otherwise impassable feature.
If a model finds itself in a deep water feature without the rules 2. The model must be touching the feature at the beginning of the
for swimming, breathing underwater, or water strider then it movement phase.
runs the risk of drowning. 3. A model cannot climb a feature with height greater than M
Every model loses all of its gear except a single weapon 4. To successfully climb up a model must pass an i test. If failed the
requiring a single hand (swords, hand weapons, daggers etc) model cannot move that turn
and must fail an armor save or die. If they fail they are allowed 5. If the I test is failed while climbing down the model counts as
to swim at half movement rate with no reserve move directly to falling from that height
the nearest shore, unformed. Mounts with armor are unable to
remove it and automatically fail. The rider may survive and Jumping Down97
continue on foot. If a model wishes to jump down it must successfully pass an i test for
Troops may be ordered to enter a river or water feature every 2 it jumps down (a model cannot jump further than 6 down) if
(perhaps under the suspicion that it is an illusion) but they must a single test is failed the model counts as falling the entire height, if
pass a Ld test or halt at the waters edge successful the model may continue to move.

Walking under water Diving Charge98


Models that breathe under water, but cannot swim, may walk at half Models from an elevated position may attempt to leap upon their
rate. Armor encumbrances work in the opposite manner, increasing enemies in a diving charge. To do this the enemy must be within 2
movement rate94 but may not exceed the base move speed. horizontally from the jump spot. Like with jumping down the model
must pass an i test for every 2 of the jump or counts as falling.
Scrambling about
If successful the model gains +1 to hit (on top of charging) and +1S in
the following close combat phase.

Jumping Gaps99
Models may attempt to jump over gaps (maximum of 3)

Deduct the jump distance from the models movement (cant measure
beforehand) if the model doesnt have enough movement it fails the
jump automatically. Otherwise models must pass an i test or fall.

93 97
Warhammer 3rd Mordheim
94
Imagine Links heavy Iron boots 98
Mordheim
95 99
Made up Mostly taken from Mordheim
96
Mordheim
Skirmishers may jump during both the reserve and movement phase. Strength of the ram equals the unit strength using it (to a
Normal models may only jump during the movement phase. maximum of 8)
The ram does wounds equal to D(S-2)
Falling
Rams may not be used in close combat and are assumed to be
When a model falls it and anything it falls on takes a hit of strength
dropped.
US*Height/2 (rounded up) (armor may reduce the strength but cannot
stop the blow) and wounds equal to D(T*height/3-2) to a minimum of Mantlets 1pts/model
1. Use a falling models platform as a template. A falling model may Provides hard cover for those behind it even against arcing fire
be avoided by passing an i test.
May only be requisitioned for siege battles
Mantlet users may not move and fire
When a flying model dies midflight or otherwise plummets to the
Mantlets may not reserve move.
group scatter it 2d6. Falling flying creatures are always assumed to
For deployment purposes they have a M value of 0.
fall from 6. This assumption is made to be a compromise between the
added momentum of a low swoop and the slower speed of a creature Model costs, where do they come from?102
who was just climbing in altitude and the air resistance created by a
winged creature clumsily falling through the air.

Grappling Hooks 1pts/model100


1. During shooting phase roll to latch (BS) up to 2 sections
high(up to 2 range from wall/building)
2. There cant be too many grapples
a. 2/window
b. Platform space limitations
3. One model per grapple may attempt to cut it down. Grapples
are cut on a 4+ (+1 if armed with an edged weapon)
4. Models may climb entirely up the length of a grapple during
the movement phase, if they come into contact with a defender
it counts as a move to engage.

Ladder 5pts101 Models in this edition have their points cost derived from the
following rubric. Take the standard stat line of a human (5pts.) You
Carrying ladders
then modify the humans stats until they equal the stats of the desired
Max 6 models can carry a ladder creature. Like a balance sheet each stat has a point value as follows:
4 to move at max speed
3 or 2 half speed, M Ws Bs S T W I A Ld Int CL WP points
4 3 3 3 3 1 3 1 7 7 7 7 5
1 cant carry it
1 1 4 4
Moving ladders indoors to a new building section requires
passing an int test.
So lets practice with a dwarf
Dropping ladders
B In point
Models must drop ladders in the following situations M Ws s S T W I A Ld t CL WP s
3 4 3 3 4 1 2 1 9 7 9 9 8
Hand to hand combat - +1/ + + + + - + +1/ + +1/ +1/
They panic 1/4 2 0 0 1 0 1/4 0 2 0 2 2 +2.5
Fail any psychology test (fear, stupidity, frenzy) For simplicity this has been rounded up to +3 as creatures with a
They become unstable points cost over 5 usually are not allowed partial points cost.
Reduced to a single model
Next we have to throw in a multiplier, as larger and larger creatures
GM decides a spell would induce them to drop it are able to get greater effect from their stats (stats effects are non-
GM decides a special circumstance would cause them to drop it linear.)
Putting ladders up
So take the calculated cost of your creature and multiply it by the
If the carrying models come in contact with a wall they may
appropriate multiplier below
immediately erect a ladder.
10-15 pts X 1.5
Models atop a wall may use an entire turn to lift a ladder up and
16-20 pts X 2
transfer it to the other side so that they may enter the courtyard or what
21-30 pts X 3
have you. If they are forced to drop it, roll a d6, on a 1, 2 falls outside
31-40 pts X4
the castle, 3, 4 ladder falls on the rampart, 5, 6 ladder falls into the
+10 pts X+1
courtyard

Climbing up This results in a series of stepped or staggered results, we recommend


the following formula: Pts*(pts+5)/10
Any unblocked ladder can allow up to 4 models to climb it per
It should remove staggering.
turn
Only a single model may climb up if the ladder is blocked
From there Models can then be upgraded in a number of manners.
Battering Ram 40pts According to the 3rd ed. They were classified as either missile or shock
elite troops and given corresponding levels (e.g. +3 shock elite)
Require at least 4 unit strength to hold it.
Missile elite troops gained +1 Bs, +1 I, +1 Ws +1 S respectively for

100
Warhammer 3rd Siege 102
This rubric comes from the 2nd ed. Combat Rules book. It held as a
101
Warhammer 3rd Siege guide for points cost until the late 5th ed.
each level and elite shock troops gain +1 Ws, +1 I, +1S, +1A for each
level. Each level costs an additional point. So a +3 Shock elite human
would be 8 pts and would have +1 Ws, +1 I, +1S.103

Conversely a model may be downgraded to levy status for -1 point.


The model suffers -1 Ws, -1 Bs, -1I, -1 Int, -1 WP, -1 Ld, -1 Cl and is
restricted by the rules for levy formations.

Expensive models would have increasingly expensive gear. So an ogre


would pay 8pts for a great weapon while a goblin need only pay 1pt.
This made ogres and larger creatures prohibitively expensive. By the
5th ed, this was done away with and larger models paid the same points
cost as regular infantry. However, by the 6th ed. Varying gear costs
came back and have oscillated in every edition since. For simplicitys
sake we have opted for the 5th ed. approach in this regard. While it
may benefit a hero to use a great weapon more than an infantry, it
seems intuitive that the cost of the item shouldnt change as it changes
hands. Though one could argue for changing utilities, we have found
that it equals out in the end.

There have been a few notable gear cost changes in our rules. Notably
these are armor and arquebuses. Armor costs traditionally increase
exponentially and this is because their effectiveness is not linear but
exponential. For example in traditional rules a mounted knight with
heavy armor, shield (3+) would halve their casualties by upgrading to
barding (2+ save.) That is, they go from dying on a 1 or 2, to only
dying on a 1. In comparison the addition of the shield to mounted and
heavy armor would only reduce casualties by a third. This means,
traditionally, armor became more effective in a non-linear fashion.
However, our rules dictate that each armor save it taken individually.
This results in a linear effectiveness of armor. Additionally, since
armor isnt ignored but rather penetrated, armor is always a benefit.
This means that the prices for armor have been changed to reflect this.

Traditionally arquebuses have been priced at 3pts. This has never


made sense. In editions up to the 6th, hand guns fired every other turn.
As they should. This equates to a reduced rate of fire and less range
than a crossbow though the same S. At this traditional pricing a unit of
8 crossbowmen (64 pts) would easily and decisively defeat 8
handgunners (also 64pts) due to added range and rate of fire and equal
lethality. Consequently, arquebuses have been priced at 1pt. 12
crossbowmen (96pts) vs. 16 handgunners (also 96 pts) is a more equal
fight as the handgunners will continue to have a lower rate of fire but
with have more bodies to bear the brunt so that their rate of fire will be
effected less by casualties.

References

103
This system broke down by 6th ed as it became clear that not all
elite troops would be elite for the same reasons. So we use it as a
general guide line for calculating veteran and elite troops.

You might also like