Warhammer Fantasy Battle (Third Edition)
Warhammer Fantasy Battle (Third Edition) Rulebook
Table of Contents
Table of Contents
Introduction
The Gaming Set-Up
The smallest area that will prove satisfactory for a game is 6' x 4', and an area 8' x 4' is better. A smaller table is acceptable if it is squarer, say 4' x 4', but you will only be able to fight correspondingly smaller games. If the area is too small it will be impossible to exploit the abilities of faster moving troops, while missile-armed troops will find themselves unable to avoid attackers. The table must not be so large that it is inconvenient to reach the centre when moving troops. A table which is too long will stretch out the battle-line. A games table may be a table, a board of chipboard or marine plywood (usually 8' x 4' sections), or the floor with a heavy cloth or polystyrene scenic blocks (2' x 2' squares).
Terrain on the Tabletop
Scenery is almost as important as the model troops. Typical terrain features:
Hills. The rise and fall of real hill contours creates blind-spots, vantage points and defensible positions. Hills are easily represented by stepped layers (for example polystyrene ceiling tiles or chipboard, or books under a cloth). A base area of about 8" diameter, with smaller circles glued on top to give a "two step" hill and further steps to make it higher. Each step must be large enough for models to stand on. Stepped hills make it easy to see which models are on a higher slope, and which hills are higher than others.
Woods. Woods are difficult to move or fire through and so help delineate areas on the battlefield. A wood can be represented by marking out its boundaries with lichen or flock, or a piece of green card, with a few model trees inside the boundary. Trees must often be moved during a battle to allow troops to pass, but the wood's boundaries remain clearly marked.
Hedges. Hedges provide cover for troops and conceal areas directly behind them.
Walls. Walls are similar to hedges in that they provide cover, but are more solid and so make better cover.
Buildings. Buildings may be bought (card or resin) or built from card or plywood.
Rivers. Rivers and streams divide a battlefield into distinct areas or zones. Sections can be any width; a good standard is 4" for a river and 2" for a stream. Bridges and fords are made in the same way. Fords are shallow parts of the river where troops may cross to the other side; a ford should be about 4" wide. Pools are roughly circular sections of water.
Bogs. Bogs, mires and areas of muddy or difficult ground may be represented by marking out an area with lichen or flock.
The Basic Game
Warhammer can become very complex, involving large numbers of rules to cover special and detailed cases. The rules are split into sections in which the basic game mechanics are covered first. All you do is move your troops and roll lots of dice. It is only when special troops are used, or when such things as terrain have to be crossed, that it begins to get tricky.
The Gamesmaster
Although it is possible to fight a game without a Gamesmaster, it will be much quicker and far easier to fight with the aid of an impartial Gamesmaster (usually abbreviated to GM). The GM functions as an umpire, or referee, responsible for all aspects of the game. The GM helps the players by interpreting or even making up rules if they are needed. If playing the full competitive rules, the GM helps determine scenery and oversees the deployment of troops.
Where necessary, the GM determines random directions and movement. As the game progresses, the GM keeps track of the turn sequence. The GM must ensure that units subject to a compulsory movement rule are moved (or not moved) as the rules specify.
The GM should also ensure that players take any appropriate tests, and generally play within the rules as given (or as agreed beforehand if the game is not part of a competition). The GM may overturn a rule given in the book if so desired, even during a competition battle, although this should be avoided except in cases of obvious need. Players must conduct the game in accordance with the GM's instructions; they should be aware that the GM, and not the rule book, is the final arbiter in cases of dispute.
In almost all games the GM will be a friend of the players who is simply helping out by keeping track of the game and making impartial dice rolls where needed. In friendly games the GM may be the person hosting the game, setting up the battle and inviting the players to command forces which he has already designed. By inventing a clever plot or scenario, the GM can contribute directly to the battle. Anyone can act as a GM. It is not necessary to know the rules by heart: the most important qualities needed are impartiality and common sense.
Before you fight your first Warhammer game, the GM and players should familiarise themselves with the Basic Rules. Although it is unnecessary to commit each and every rule to memory, players should have a reasonable idea of how the game works and where to look them up. Later on, as you gain confidence, you can add rules from the Advanced Combat and Magic sections. Information on the monsters that inhabit the Warhammer world can be found in the Bestiary, which also covers any special rules that might be required.
Competitive and Friendly Games
The Warhammer rules have been designed so that you can play either an informal or a competitive battle. The informal game allows players to agree sides before the battle, to determine the scenery for themselves, and to play for as long or short a time as desired. The competition rules restrict the armies players may use. These rules also employ a strict system for laying out scenery and establishing winners and losers.
Friendly games may be fought without the presence of a Gamesmaster, but competition games must always have a Gamesmaster to interpret rules and settle any dispute between the players. Competitive games are always fought using forces selected in accordance with the Warhammer Armies book.
If you are a newcomer to the Warhammer scene, don't worry about playing "to the rules" at first. Most importantly, don't be concerned if you have difficulty finding a rule for a specific situation. Rather than stopping the game to study the book, agree a rule with your opponent and get on with the game.
Dice and Other Equipment
A number of dice will be needed, including special four-sided, eight-sided, ten-sided, twelve-sided and twenty-sided dice. We refer to a dice as a D6 if it has 6 sides, a D12 if it has twelve sides, and so on. Dice are marked 1 to 6, 1 to 8, 1 to 10, etc., allowing us to roll random scores up to the number of sides.
It will speed things greatly if you have at least 8 D6, as handfuls of these dice are thrown frequently during a game. Of the more specialist dice, usually only one is required of each, as these are used to determine special cases.
- D3: A D3 is not a dice as such. To generate numbers from 1 to 3, roll a D6 and halve the result, rounding up any halves. A throw of 6 therefore becomes 3, as does a throw of 5 (2½ rounded up to 3).
- D4: A D4 is pyramid shaped. The numbers are marked along the edge of the die. Roll the D4 as you would any other die, but read the score from the bottom edge.
- D6: An ordinary die. Your score is the number that shows uppermost.
- D8, D10, D12 & D20: All of these dice are read just like a D6. Your score is the number which shows uppermost. However, some D10s have a 0 rather than a 10 on one face, so the score is actually 10 and not 0.
Preparations
The Advanced Rules explain how scenery is prepared, and forces arranged, for competition battles. During friendly games, players are free to lay out the table and introduce their forces in any mutually agreeable way. Often, the GM may wish to set the scenery, and may wish to specify where troops may enter the table.
If you are playing your first Warhammer game, deploy two or three small regiments of troops facing each other at a distance of about two feet. It is not a good idea to overcrowd your first few battlefields.
Defining the Troops
In the Warhammer game every creature has characteristics particular to its race. Each characteristic represents one aspect of the creature, and is given a value of 1 upwards.
Movement Allowance (M), often simply called "move", determines how fast a creature may be moved on the tabletop. The basic tabletop move equals the M characteristic in inches. For example, a creature with a M of 6 moves 6". This distance will sometimes be reduced to take into account the effects of terrain and encumbrance.
Weapon Skill (WS) indicates how adept the creature is with close-combat weapons, or in the case of dangerous animals, their ability to land a telling blow by biting or clawing. The highest possible WS value is 10 and the higher the value, the easier it is to strike an opponent.
Ballistic Skill (BS) indicates a creature's ability to use missile weapons, such as a bow and arrow, sling or even a thrown stone. Some creatures have their own natural missile attack such as poisoned venom which they spit at their victims. The highest BS is 10 and the higher the value, the easier it is to hit a target.
Strength (S) is simply how strong the creature is. The stronger a creature, the more easily it will be able to damage an adversary in close combat. The highest possible value is 10, although this is far above the highest value attainable by a mere human.
Toughness (T) represents a creature's or an inanimate object's ability to resist being hurt or damaged. The tougher a creature, the more easily it will be able to withstand an enemy's blows. The maximum T is 10, although the maximum human value is far less.
Wounds (W) indicates how much damage a creature can sustain before it is either slain or so badly hurt it cannot continue. W and T are clearly related, so it is important to understand the difference. A creature's T enables it to withstand damage, W is the measure of damage itself. Wounds represent major physical damage, not just scratches, bruises or cuts. Most humans and other similar creatures have a W value of only 1, meaning if they are wounded once, they are either dead or too badly hurt to remain in the game. Creatures with a value of more than 1 are exceptional in that they are able to sustain severe injury, yet can still continue to fight either because they have incredible stamina or because they have little feeling of, or regard for, pain.
Initiative (I) indicates how fast a creature can react. Creatures with a low I value are relatively slow and cumbersome, those with a high value are quicker. In hand-to-hand combat, a faster creature has an advantage in that it may strike before its enemy. The highest permitted value is 10, although such a degree of speed and dexterity is far above human capabilities.
Attacks (A) indicates how many times a creature may strike during a round of hand-to-hand combat. Most creatures may attack only once. Only very adept fighters, or creatures with several means of attack (such as a combination of claws, jaws, tentacles, etc) may attack more than once during a single round of close-combat.
Leadership (Ld) indicates a creature's ability to command others, to inspire confidence and loyalty. It also represents a creature's ability to respond to orders, to cooperate with other creatures, and its natural loyalty to its fellows. A creature with a high Ld value is likely to fight to the bitter end, even if facing certain death, while a creature with a low Ld would probably run away as soon as the enemy is sighted. The highest value is 10.
Intelligence (Int) indicates how intelligent the creature is, its ability to understand situations, solve problems and make decisions. In the case of wizards, Int has an affect on their spell casting abilities. Creatures with very low Int, such as animals, are almost impossible to control and will often behave instinctively rather than rationally. The highest value is 10.
Cool (Cl) indicates a creature's ability to withstand psychological stress, its degree of self-control, its ability to remain calm and its general temperament. Creatures with a low Cl value are more prone to stress of this kind than others, and may occasionally lose control of their actions when faced with terrifying dangers. As Warhammer is a fantasy game, such dangers are fairly common, and troops with a low Cl will probably flee the battlefield when faced by dragons, demons or other frightening monsters. Creatures with a high Cl value will usually be unaffected by such things. The highest possible value is 10.
Will Power (WP) indicates a creature's natural ability to withstand the effect of magic, to resist enchantment and defy the supernatural in general. Some creatures are more vulnerable to the effects of magic than others, and may be affected by spells that are ineffectual against those with higher WP. The highest possible value is 10.
The Characteristic Profile
A creature's characteristics can be given all at once in what is called a profile. A creature's profile gives the characteristic values typical for an average individual of the race concerned. These values may vary. Some humans are tougher or stronger than others for example, while others are weaker, slower or less intelligent. However, in the game, unless models represent heroes, wizards or other individuals of note, all creatures are assumed to have an average profile. It is accepted that in a unit of troops some warriors are tougher or weaker, but it is assumed these things average out within the unit as a whole.
Each race has its own unique profile. The Bestiary section gives full details for every race covered by the game. The profile for humans is given below by way of example:
| M | WS | BS | S | T | W | I | A | Ld | Int | Cl | WP | |
|---|---|---|---|---|---|---|---|---|---|---|---|---|
| Human | 4 | 3 | 3 | 3 | 3 | 1 | 3 | 1 | 7 | 7 | 7 | 7 |
Weapons and Armour
In addition to their profile, troops are defined in terms of the weapons they carry and the armour they wear. Some troops wear more armour compared to others. Some carry swords, others bows, and so on. The variety of armament and protection is considerable, and will affect the speed at which troops move, how they fight, and how easily they can survive attack. We shall be looking at equipment more closely in the Combat Rules, and in detail in the Advanced Combat section. For now, players should just bear in mind that weaponry and equipment will be playing an important role in the combat effectiveness of their troops.
The Turn
Battles are fought between two sides. Each side is represented by one or more players; the number on each side will make no difference to the turn sequence given below. The greatest advantage of having additional players comes during movement when extra hands speed up play, especially during large games when there are many models to move.
When a side is represented by several players, their forces should be divided between them in some mutually agreed way, each player becoming responsible for his own troops. There is nothing to stop one player "helping out" another if he has time, nor is there any reason why players on the same side shouldn't confer.
In order to represent the movement of troops, the duration of hand-to-hand fighting, the flight of missiles, and other aspects of warfare, the game is played in turns. Each side takes a turn in strict rotation - first one and then the other, then the first side again, and so on. This is called the turn sequence. You can decide which side takes the first turn by flipping a coin, or by rolling a dice. Note that the full game turn is over only when both sides have each had a turn.
For example, two sides, A and B, are fighting a game. Side A takes the first turn (turn 1) then side B takes a turn (turn 1), after which the full game turn (turn 1) is complete. Side A now takes another turn (turn 2) followed by side B (turn 2), and so on. The word "turn" is used to cover both the individual turn taken by each side as well as the full turn sequence involving both sides. Where confusion might otherwise arise we have used the term turn for individual turns and game turn for the full sequence.
During its own turn, a side may move troops and fire missile weapons as described in the detailed rules sections that follow. During every turn, all troops engaged in hand-to-hand combat fight regardless of whether it is their side's turn or not. This is explained fully in the Hand-to-Hand Combat section of the rules.
The Turn Sequence
| Phase | Sequence | Permitted Actions |
|---|---|---|
| 1 | Movement | If it is your turn, you may move troops in accordance with the movement rules. If it is not your turn, your troops remain stationary. |
| 2 | Shooting | If it is your turn, you may shoot with appropriate weapons in accordance with the shooting rules. If it is not your turn, your troops may not fire. |
| 3 | Hand-to-Hand Combat | All troops involved in hand-to-hand combat may fight irrespective of whether or not it is your turn. |
| 4 | Reserves | If it is your turn, you may move again with any uncommitted troops (troops more than 4" from enemy models). This represents the re-deployment of troops from outside the main battle areas. |
| 5 | Magic | If it is your turn, you may attempt any magical operation permitted under the magic rules. |
| 6 | Rallying | If it is your turn, you may attempt to rally any routing troops as described in the rallying rules. |
| End |
Keeping Track
It is the GM's responsibility to keep track of the turn sequence. As each turn begins, the GM should say something like, "turn two - undead to take the first turn starting with movement". As each phase progresses the GM should call out, "shooting", "hand-to-hand combat", "reserves", "magic" and "rallying". If there is nothing to do in a particular phase the GM should call out, "no shooting, so straight on to hand-to-hand combat", or whatever prompts continuation of the turn. Once a side's turn is over the GM then calls, "end of the undead turn: Goblins turn starting with movement", and the whole thing starts again.
To make it easier to keep track of the turn sequence, the GM should use a note pad to record game turns. In addition, the GM may wish to prepare a length of card with each of the six turn phases written on it in order. This card "phase track" is placed either at the side of the games table, or on a side table, and the GM places an indicator in each segment as the phase is reached. Another method of recording the turn phases is to use a dice, numbered 1-6 representing the 6 phases of the turn.
Measuring
During the turn, players will need to measure move distances or the range of missile shots. However, players are not permitted to first measure ranges or distances and then decide whether to fire, charge or move, etc. Players must decide what they intend to do before measuring. Similarly, if a player wishes to avoid approaching within charge distance or missile range of an enemy, he must estimate the distance involved. He may not measure the distance.
Generally, the tape measure or ruler should only be used once a course of action has been decided upon, and should only be used to measure that particular action. Estimating distances is part of the game and it is a matter of bad sportsmanship to make illegal measurements. If a player flaunts this particular rule, the GM may forbid him from firing, or oblige him to move further, or not as far, as he wishes.
The Most Important Rule
The most important rule in the whole book is this: the GM is always right! Warhammer is a complex game which often entails complicated situations. Sometimes a situation will defy strict interpretation. Occasionally the rules may appear to advocate a rather dubious course of action. This is unfortunate, but inevitable. So, the GM should be prepared to use his common sense at all times, and may overturn or invent rules as he sees fit.
Two GMs may well interpret the same situation in two different ways, but players should be prepared to accept the GM's decision nonetheless. Because the GM has the final say over rules interpretation, being a GM is quite a responsibility. The GM must try to be fair to both sides. A decision may be a compromise between what the players want, what the rules say, and what the GM thinks should happen.
Whatever decision the GM makes need not set a precedent for future games, but it should provide the basis for a personal rule interpretation which players can discuss and revise once a particular game is over. It is not a good idea to get involved in rules discussions during play, as this not only slows the game down but also can develop into quite heated arguments. Save rules discussions for a later time when the players can look at them rationally.
Movement
In this section we look at the movement of troops on the tabletop, how different creatures may be faster or slower, how armour can hinder their progress and how terrain such as hills and woods may affect their speed. Rules are provided for encumbrance, scenery, manoeuvre and different formations.
While the following rules cover almost every imaginable aspect of movement, situations are bound to occur in which the rules either require clarification or simply don't apply. Guidelines are provided to enable the GM to make a decision where necessary. When all else fails, the ultimate rule is simply to use your common sense.
Movement Distances
Movement is the first phase of the turn sequence. During a side's turn its forces are moved in this phase. The distance a unit or individual model may move depends on factors such as terrain (ascending a steep hill for example), and encumbrance (the effect of being weighed down by heavy armour). Most significantly, a model's move distance is determined by its movement allowance characteristic.
Some creatures are faster than others, some are extremely slow. Horses, for example, are faster than men. Trolls with their long legs are faster than Halflings whose corresponding limbs are (to say the least) rather short. The Bestiary describes the various creatures of the Warhammer world and provides full characteristics. For now, the chart below will serve to compare speeds, but it does not include every creature that may appear in the game:
| Creature | Movement Allowance |
|---|---|
| Bear | 4 |
| Beastman | 4 |
| Boar | 7 |
| Centaur | 8 |
| Chimera | 5 |
| Dragon | typically 6 |
| Dwarf | 3 |
| Eagle | 2 |
| Elf/Dark Elf | 5 |
| Ghoul | 4 |
| Ghost | 4 |
| Giant | typically 6 |
| Giant Bat |
The Effect of Encumbrance
The weight and bulk of armour affects the speed at which a creature can move. The following charts give the reduction of movement allowance keyed to the basic saving throw for armour. Armour affects a model's chance of survival on the battlefield. This is represented by the saving throw which gives a model a roll on a D6 to avoid damage. A saving throw of 6 means a model avoids damage on a roll of 6, while a save of 5 allows a model to avoid damage on a roll of 5 or 6. This is fully explained in detail under Saving Throws. All you have to remember for now is that the more armour worn, the lower the basic save required, but the greater the movement penalty.
Models which have a basic saving throw of 6 incur no movement penalty. For each additional saving throw point, a ½" movement penalty is incurred as shown below:
| Armour | Saving Throw | Movement Reduction |
|---|---|---|
| Shield only | 6 | None |
| Light armour only | 6 | None |
| Shield plus light armour | 5 | ½" |
| Heavy armour only | 5 | ½" |
| Heavy armour plus shield | 4 | 1" |
Mounted troops enjoy a saving throw bonus for their mounts in addition to any armour worn by the mount:
| Rider | Animal | Saving Throw | Movement Reduction |
|---|---|---|---|
| None | None | 6 | None |
| None | Cloth or metal | 5 | ½" |
| Shield only | None | 5 | ½" |
| Shield only | Cloth or metal | 4 | 1" |
| Light armour only | None | 5 | ½" |
| Light armour only | Cloth or metal | 4 | 1" |
| Light armour + shield |
The movement allowance characteristic, minus any penalty for encumbrance, is the actual distance normally moved by your models in inches. For example, a model with a movement allowance of 4 and a saving throw of 4 suffers a -1 penalty, making its tabletop move 3" (4"-1"). From now on, when we speak of a model's move, we mean the distance as modified after armour has been taken into account.
When noting down the characteristics of your troops before the battle, it is best to write the modified distance; this will save you the trouble of having to remember the relevant encumbrance and deducting it.
A Goblin wearing light armour and carrying a shield is allowed a saving throw of 5. This imposes a ½" movement penalty on his allowance of 4, which gives an actual move of 3½".
A Goblin wolf-rider has a shield and light armour; this gives him a saving throw of 4. This imposes a 1" penalty on the wolf's movement allowance of 9" resulting in an actual move of 8". Note that mounted troops always have a better saving throw than equivalent foot troops - the two Goblins in the examples are identically armoured, but the mounted one has a saving throw of 4 rather than 5. This reflects protection offered by the mount, and is taken into account in the encumbrance because the mount is carrying the rider as well as his gear.
The Effects of Terrain
The tabletop battlefield represents the contours and features of real scenery in miniature. It might include hills, perhaps even steep hills which are all but impossible to ascend. Farmlands will be bordered by hedges or walls, criss-crossing the battlefield and presenting obstacles to movement, or woodlands might cover parts of the battleground.
Before discussing the rules relating to scenery, we must make an important distinction between areas of ground (such as woods, marsh, shrublands and hills) and linear obstacles (such as walls, hedges and ditches). The vital difference is that troops will be obliged to move through areas but can move over obstacles. For example, the associated penalty for moving through a wood applies each turn the troops remain in the wood, but is applied only once when crossing a hedge or wall.
Difficult Ground
Because terrain, just like real terrain, can sometimes be slow and treacherous and other times not, there is no formal list of features which constitute difficult ground. However, the following list includes those features commonly considered to be difficult ground:
- Bush, scrub or otherwise clinging vegetation
- Debris, wreckage, loose rocks, boulders
- Fords or shallow water
- Marshes, bogs or thick mud
- Soft sand
- Stairs, steps and ladders
- Steep or treacherous slopes (may or may not include hills, depending on the steepness of the slope and GM's discretion)
- Woods and dense foliage
Models moving across an area of difficult ground do so at half their normal movement rate. For example, a model with a normal move of 4" will move only 2" through a wood. Where a model's move is reduced to only a fraction of an inch as a result of wearing armour, always round up to the nearest ½". For example, a model with a normal move of 3½" would be reduced to 1", but as this results in an inconvenient fraction the distance is rounded up to 2". (sic, as printed)
A model moving through normal and difficult ground during the turn will move at normal rate on normal ground and at half rate on the difficult ground. For example, a model has a normal move of 4" and wishes to move into a wood. The edge of the wood is 1" away, so the model moves 1" at normal rate, leaving 3" for movement inside the wood. As woods are difficult ground the model moves through the area at half rate, which is 1½".
Very Difficult Ground
In addition to the difficult ground discussed above, the GM may, at his discretion, include areas of ground which are even more arduous to traverse. A sheer rocky slope could be considered to be such a feature, for example. Areas which are more difficult to move through than difficult ground are termed very difficult ground and movement is at only a quarter rate. Fractions are still rounded up to the nearest ½". Some terrain areas may be so hazardous as to be completely impassable. An example of terrain of this sort would be a sheer cliff or a body of water such as a lake or sea. Most rivers are also impassable except by means of a bridge or ford.
Linear Obstacles
Linear obstacles are different to areas of difficult ground in that they must be jumped or climbed over. Walls, hedges, fences and barricades are positive linear obstacles, so-called because they rise from the ground. Ditches, trenches and streams are negative linear obstacles because they are sunk into the ground.
To cross a linear obstacle (whether positive or negative) a model must expend half of its move distance. For example, a model has a move of 4" and must cross a hedge lying in its path 1" away. The model moves 1" up to the hedge, expends 2" getting over, and then moves a further 1" on the other side. The width of the hedge is not taken into account. It is assumed all linear obstacles are only a matter of a few feet wide at most. If a model moves up to a linear obstacle and has insufficient move left to cross, it must halt on that side. The model does not count as being "half-way across" and the remaining move is lost.
Examples. A model with a 4" move approaches a hedge from 1" away and expends half of its move distance (2") to cross, leaving a 1" allowance for movement on the other side of the hedge. The same model approaches a hedge from 2" distance and expends half of its move to cross (2"). This leaves no movement from the total and the model is placed on the other side of the hedge. The same model approaches a hedge from 3" distance. The model has only 1" of movement left, insufficient to cross the obstacle. So the model is placed in front of the hedge and the remaining 1" is lost.
As with difficult ground, some obstacles may constitute more of a hazard than others. A 4-foot wall isn't the same as a 12-foot wall. Generally speaking, the standard half-move penalty applies to most positive obstacles up to 4 or 5 feet high and/or negative ones 4 or 5 feet across. Higher walls and wider ditches should be considered rare in games.
The GM must decide whether such items can be crossed, and if so what the proper penalty is. A whole turn to climb such an obstacle would seem to be fair - but the obstacle must be climbed not jumped and so would be impassable to mounted troops. Similarly, a ditch more than 5 feet wide would probably constitute two obstacles as troops would have to jump down into it and then scramble up the other side, moving at normal rate across the width of the ditch (or at reduced rate if it was muddy or deliberately filled with stakes, etc.).
The depth of the feature would determine whether moving into and out of it reduced movement by a half move or more. A ditch so deep that it required a whole turn to climb into would probably be too treacherous for mounted troops in the same way as very high walls are. Such an entrenchment would be rare on the battlefield, however, belonging more properly to the realms of siege warfare.
The difference between linear obstacles and difficult ground should now be apparent. Difficult ground reduces a model's move while it remains in the difficult ground; linear obstacles only reduce a model's move over a very short distance. A series of linear obstacles will therefore slow a model down much more effectively than difficult ground.
A combination of difficult ground and an obstacle reduces movement still further. For example, a ditch inside a wood presents both difficult ground and an obstacle. A model with a normal move of 4" has a reduced move distance of 2" because of the wood (movement is at half rate). The ditch imposes a penalty of half the total move distance, so the model will be forced to expend 1" of movement to cross the obstacle.
Example: a model has a normal move distance of 4", reduced to 2" because it is travelling within a wood (half rate). The wood is bounded by a hedge presenting an obstacle to movement. The model moves up to the hedge (1") and has sufficient move left to cross (a 1" penalty).
Organising Your Units
Troops on the battlefield don't just wander around aimlessly; they move with definite purpose as part of properly organised military formations. Our tabletop armies are organised into units, which you may think of as regiments, companies, troops or squadrons depending on their size and whether they are infantry or cavalry. A unit consists of a number of model warriors, a special leader model and optional models such as a standard bearer or drummer. A typical small unit might comprise 9 ordinary warriors and a leader. A larger unit might comprise 17 ordinary warriors, a leader, a standard bearer and a drummer.
We will discuss the roles of leaders, standards and musicians later in the rules. For now we will deal with how units adopt and change formations, and how they manoeuvre on the battlefield. The first thing to remember is that models must stay close together at all times. Normally, models must remain in constant base-to-base contact with their fellows with no model standing apart from the others in the unit. Exceptions to this rule do occur and are explained in the Advanced Rules section. However, they are best ignored for the moment.
A unit must comprise at least five models including a leader and any standard bearer and/or musician models. Casualties may reduce a unit to below five during the battle, but all units must commence the game with a minimum of five models. There is no maximum unit size, but units of more than thirty warriors will prove extremely difficult to handle on the tabletop. Units of about twenty infantry or ten cavalry are recommended.
All models in a unit are assumed to be identically armed and armoured throughout, just as they are all assumed to have identical profiles. It doesn't matter if some models have axes, others swords and spears; all close combat weapons have equal value in the Basic Game. In the Advanced Rules section, special rules are given for distinguishing between different weapons. Similarly, all models are assumed to wear identical armour although some might be differently equipped. If some models carry shields and others wear armour, an average save of 6 would be appropriate, but if all carried shields and wore a mixture of heavy armour, light armour and no armour, an overall save of 5 or 6 would be more in keeping. It doesn't matter whether models wear the same armour or carry the same close combat weapons; the important thing is that players and GM are aware of any missile weapons carried by the unit (bows, crossbows, etc), and what the unit's saving throw is.
Leaders
Every unit must begin the game with a leader model distinguishable from the other models forming the unit. This can be a model which is painted differently from the normal troops, or a specially selected and impressive looking model. In the Basic Game, leaders are of the same race and have the same profiles as the fighting warriors. They give commands to the rest of the unit and act as a focal point when a unit manoeuvres.
The Battle Sheet
Profiles and background on Warhammer creatures can be found in the Bestiary. At the end of this book you will also find a Battle Sheet on which you can fill in the details of any units you create. The Battle Sheet has spaces for you to fill in such things as a unit's creature type, profile, armour, weapons and any special rules which may apply.
Formations
Formations are described in terms of ranks and files. A formation of 2 ranks of 6 files comprises 12 troops. Military formations enable troops to move quickly and to adopt a suitable fighting position for attack and defence. Even rag-tag barbarian units tend to become "regularised" as the individuals pack closely together for shelter or support. To reflect this only certain formations are allowed:
- Single rank - the unit is arranged as one uninterrupted line.
- Multiple ranks - as long as each rank is placed immediately behind the other, a unit may be arranged so that the formation is two, three, four, five, six, or more ranks deep.
- Single file - the unit is arranged in a single line with each model placed behind the other. Although this may seem a strange formation, it is commonly adopted by light cavalry as it permits great flexibility of movement. This is a useful formation in which to move, but a terrible formation for fighting!
In the examples above, the unit neatly divides into the number of ranks and files required. Needless to say, this will not always be the case. For example, when a unit of 15 troops wishes to adopt a double rank formation, there will either be one model too few to form the rear rank or one model left over. The ruling on this is that a second or subsequent rank must have as many models in it as the rank in front. It may never have more, and if it has less it does not count as a rank. This is important because deeper formations are more powerful in combat as we shall later see. When a unit has models "left over" they are placed to form a rear rank of their own, but do not count as a full rank as described above.
Examples: a unit of 15 in double rank has 7 models in each rank and the remaining 1 is placed on its own at the rear. A unit of 20 in three ranks has 6 models in each rank and two are placed on their own at the rear.
Special Formations
Formations such as the square, the "hedgehog" used by pikemen, the wedge employed both by cavalry and archers, the polygonal formations used by some nomadic tribes, and so on, are not generally used in the game. These additional complexities are dealt with in the Advanced Rules section. Players may wish to incorporate these new formations once they have thoroughly absorbed the Basic Rules.
Positioning Leaders
Unit leaders should always be placed in the centre of the front rank, from where they can effectively control their troops. If the front rank contains an even number of troops, leaders should be placed in one of the two off-centre positions - either to the right or the left.
All changes of unit frontage are based around the leader model, the model remaining still while the troops around it are rearranged. The leader should be in the centre of the front rank in the new formation. If the leader is slain, the model in the centre of the front rank is still used for formation changes and alignment. If a unit changes formation by turning to its side, the leader model must be repositioned in the new centre-front position. This is done by swapping the model representing the leader for the model currently in the leader's position.
A unit's formation may be changed during the game, and may be forced to change as a result of casualties incurred. A formation change is a manoeuvre and a complete explanation of how this works is given in the section on Manoeuvres.
Moving Over Difficult Ground and Crossing Obstacles
A formation arranged in several ranks will often find some of its members faced with difficult ground while others are not. When this happens the whole unit is reduced to the pace of the slowest model while any model remains on difficult ground. The necessity to maintain formation makes it impossible for troops to move faster, even though they may not have personally encountered the restrictive terrain. Units may not change formation as long as any of their number remain within an area of difficult ground. (Example: only the unit's rear rank is within the wood, but the whole unit is reduced to half pace.)
As with difficult ground, an obstacle imposes a movement penalty for the whole unit, whether the obstacle lies in front of all or merely some of the troops. When a formation is faced with an obstacle, each rank is considered separately. The first rank moves across as normal, leaving either no space behind itself and the obstacle, or a certain amount which will vary depending on whether the unit started right in front of the obstacle or a distance away. If the space is sufficient to accommodate another rank that rank may also cross, it is simply moved behind the first. Subsequent ranks are moved in the same way, but unless your troops are especially fast the maximum number of ranks that will be able to cross at one time will be two.
Once a rank has moved over an obstacle and there is insufficient space to accommodate another, the whole section of the unit that has crossed is moved back to close what little gap remains, and any ranks still on the original side are moved up to the obstacle to keep the unit whole. Although a unit may be divided in two by an obstacle, it is still considered as a single unit. Once a unit has started to cross an obstacle, it may not make any manoeuvre until the whole unit has crossed; this means it cannot wheel, turn, or change formation even if attacked. Note that a unit divided by an obstacle may not make a reserve move.
Example: 1 - The unit approaches the obstacle and has insufficient movement left to cross. 2 - The following turn the unit crosses with the front rank. There is sufficient distance between the obstacle and rear of the front rank to allow another rank to cross. 3 - The second rank crosses - there is now only a tiny distance between the second rank and the obstacle.
Single File Formations
A unit in single file is arranged in a long line with one model in front of another. Special rules apply to formations of this kind, reflecting the ability of such units to assume special formations such as curves or even complete circles. To allow for this unique flexibility, it is not necessary for each model to be positioned rigidly behind the one in front; the two bases must meet front-to-rear at a point, but need not touch along their whole frontage as would normally be the case. (Diagram: 1 - formation in rigid line ahead; 2 - the formation in a curve; 3 - a complete circle.)
To move a unit in single file, move the front model forward. The following model is placed so as to follow the path of the first, the third to follow the second, and so on.
In cases of difficulty, GMs judging the viability of a proposed manoeuvre should rely on common sense rather than a rigid interpretation of the rules. Could real warriors accomplish the move proposed by the player and still keep formation? If you can picture the troops spurring forward in a flowing line the manoeuvre should be allowed.
Because a single man, unhindered by fellows to his right or left, can so much more easily dodge hazardous trees, bushes and holes, or jump fences, walls and hedges, special rules apply to single file formations and terrain:
- Single file formations ignore the normal penalty for difficult ground and count very difficult ground as difficult - i.e. instead of moving at quarter rate they move at half rate.
- Obstacles are easier to cross, and the normal penalty is halved from ½ to ¼ of the total move distance.
One point commonly raised by players concerns units which change from single line to single file. When a unit in single line changes to single file by making a 90 degree turn, the line gets twice as long, because the models' bases are 50mm deep and only 25mm wide. The solution is to turn the two end models without moving them forward or backwards, and to fill in the rest of the models by placing them in a zig-zag line if space permits. (Diagram: 1 - 5 models in 1 deep line; 2 - end models turn to face new direction; 3 - the remaining models are placed in-between in a zig-zag pattern.)
As the unit moves forwards during the turn, the front model is moved as required, while the remaining models are strung out behind it. If the front model is only moved a little way, say 2" forwards, the 2" gap will quickly be filled by the models behind, in which case the rear models may not get to move at all, but remain in their zig-zag pattern. Even though some of the unit is not moving as fast as the leading model, the whole unit is considered to be moving at this rate for other rules purposes.
Moving Through Friends
Just as two real people cannot occupy the same space, units of friendly troops may not move through each other. The possibility of units moving through other units is discussed later in the Advanced Rules.
Approaching the Enemy
The turn sequence used in Warhammer is alternate, i.e. one side takes a turn, followed by the other, then the first side again, and so on. This means that one side moves its units while the other remains stationary. However, this is purely a games convention. To reflect the fact that troops would be able to move and respond to the actions of their enemy, we invent a special rule. This is a very important rule, so try to remember it right from your first game.
When troops move, they may not approach closer than 1" to an enemy unit or any single enemy model unless they intend to enter hand-to-hand combat (as described later in the Hand-to-Hand Combat section). This applies not only at the end of movement, but all the way through. So, it is not possible for a model to "squeeze" between two enemy units.
Example: the moving model faces two enemy units. The gap between the enemy units is 2" - enough for the model to move through. However, the model could not move between the enemy units and leave a gap of 1" on both sides, so the move is not permitted.
If a single model or any model in a unit moves towards an enemy unit which it does not intend to attack in hand-to-hand combat, the whole unit must halt as soon as it approaches within 1". Any movement remaining during that movement phase is automatically lost. The moving player must decide whether the gap is large enough to get through by estimation alone; measurement is not allowed until the player declares what he intends to do. In marginal cases the player's skill at estimation is very important. If the player tries to get through, and the gap proves too narrow, the unit is halted as soon as it comes within 1" of the enemy.
Manoeuvres
When a unit wishes to change its formation, or the direction in which it is facing, it must make a manoeuvre. Similarly, when a unit wishes to move in some unusual manner (such as backwards), an appropriate manoeuvre must be made. There are two different types of manoeuvre; simple and complex:
- Simple manoeuvres: a formation change; a turn of 90° or 180°; a wheel.
- Complex manoeuvres: moving backwards; wheeling backwards; wheeling from the centre.
A unit's ability to manoeuvre depends upon the training and discipline of its constituent troops. Training and discipline vary - some units and some races are better at this than others. The degree of discipline and unit cohesion is expressed by the unit's Ld characteristic: the higher the score, the more disciplined the unit.
In the Basic Game the unit's Ld is that of its ordinary troopers - but in the Advanced Game, the presence of a character model may increase a unit's Ld value. Character models are special models which represent the heroes of the race in question, be they humans, Dwarfs or Ogres. These heroes can increase the Ld of the troops under their command - full details can be found in the Advanced Rules section.
Simple Manoeuvres
Any unit may make 1 simple manoeuvre during its Movement and/or Reserve Phase providing:
- The unit is not crossing an obstacle or otherwise positioned so that the formation is split by an obstacle.
- The unit is not engaged in hand-to-hand combat. Exceptions: (i) a unit which pushes-back and follows-up its combat opponent is allowed to expand its formation once as it does so; (ii) a unit engaged in hand-to-hand combat may automatically turn any unengaged models to face a fresh enemy charge from the sides.
- If any members of the unit are positioned on difficult or very difficult ground the unit may not make any formation change. The unit may make one other simple manoeuvre, but may not attempt a subsequent manoeuvre that phase.
The first manoeuvre. Simple manoeuvres are made as a unit moves. The first (or free) manoeuvre occurs automatically.
The second manoeuvre. If a unit has a leader it may attempt a second simple manoeuvre; a unit which has no leader may not do so. It is necessary to make a Ld test to initiate a second manoeuvre. The player rolls 2D6 and adds the results. If the total is equal to or less than the unit's Ld the test is passed. If the result is more than the Ld, the test is failed. If the test is passed the unit may perform the additional manoeuvre. If the test is failed, the unit comes to an immediate halt, loses any movement remaining to it and may attempt no further manoeuvres that phase.
The third manoeuvre. So long as a unit performs its second manoeuvre successfully, it may attempt a third simple manoeuvre in the same way. No unit may attempt more than three manoeuvres during the same Movement or Reserve Phase. Three manoeuvres is the absolute limit.
Formation Change
When making a formation change, a unit may increase or decrease the number of models in its front rank by one or two models on each flank (a maximum of four models in total). Once a unit's frontage has been changed, remaining troops are lined up in full ranks behind. Any incomplete ranks are aligned roughly in the middle. There is nothing to stop a unit expanding or contracting frontage several times during the phase, assuming the rules do not otherwise disallow it. A test must be taken for any second or third manoeuvre of course.
Example: this unit expands its frontage from 6 to 10 models. The remaining ranks are arranged behind. If the player wishes, the formation could now be expanded to 14 models by a successful manoeuvre test.
The Turn
Just as a real unit of troops can only march to its front, our models must only be moved forwards. To move to the side, members of a unit must turn to their left or right, move forwards and turn again so that they face the original direction.
You will note that the unit turns completely to its right or left a full 90°. All turns must be of 90° or multiples of 90°. A unit turning 180° will turn round to face the opposite direction.
A single turn of either 90° or 180° is a single manoeuvre. The turn can take place at any point during movement, either before the unit is moved, once movement is completed, or at any point in between. So, a unit with a move distance of 4" might move 2", turn through 90° and move a further 2".
You will notice that as a unit turns, the formation changes; ranks become files and files become ranks. Because the unit is no longer facing or moving in its original direction, the position of its leader must be altered. The leader model is placed centrally in the new front rank and the model displaced is positioned in the gap left by the leader. Standard bearers and musicians may also be repositioned in the formation.
Example: 1 - the unit is three deep and has a frontage of 5 models. 2 - the unit turns. It now has a frontage of three models and a depth of 5. The leader is positioned as indicated.
The Wheel
The wheel is intended to change the formation's direction. Unlike the turn, it does not alter the actual formation of the unit. The unit is in a single rank facing the direction indicated. To accomplish the wheel, the end model marked "P" remains stationary as a pivot, while the remaining end model, "W", wheels forward along the arc indicated. The remaining troops march forward between W and P maintaining a straight line as they do so.
The maximum distance which may be moved by model W is its normal move distance measured along the outside arc. Model W may move less than its full move distance if the player wishes, in which case the remaining distance may be used for additional movement.
It is a little difficult measuring along this invisible curving line and it will be found useful to employ a flexible steel tape measure. First place your tape along the unit's front extended over the distance P to W. Next pivot the tape so that its tip describes the arc which is to be moved along. You can judge the approximate distance of the arc, and position the model W along it. Now check the distance you have moved W, curving the tape slightly to allow for the arc. Reposition W as necessary.
While you must try to be accurate, it is not possible to be one hundred percent spot on, nor is it absolutely necessary. Where dispute arises the GM must oversee the manoeuvre and determine the unit's final position.
Once W has been moved the remainder of the unit is positioned to form a straight line between it and P, with P turned on the spot to maintain the formation.
A unit may pivot on either its left or right edge. The distance travelled by model W is taken as the distance moved by the unit. The wheel may take up the unit's entire move, or only a part of it. For example, a unit might move straight forward 2" and wheel 2" making a total move of 4".
Wheels can be made before, after, or in between stretches of ordinary straight movement if the player wishes. A wheel is one manoeuvre and must be accomplished in a single sweep. If a unit intends to wheel, move straight and then wheel again, it is attempting two manoeuvres and a test must be made to begin the second.
Complex Manoeuvres
A complex manoeuvre requires considerable precision, training and co-operation. No unit without a leader may attempt a complex manoeuvre. A complex manoeuvre is equivalent to three simple manoeuvres. If a unit attempts a complex manoeuvre, it must be the first and only manoeuvre attempted that phase. Before a complex manoeuvre begins, a Ld test must be taken. If this is failed the unit comes to an immediate halt, loses all move distance remaining to it and may attempt no further manoeuvres until its next movement phase. If a unit fails a complex manoeuvre in its movement phase it may not take a reserve move.
Moving Backwards
Normally, troops may only move forwards. However, well trained bodies of warriors could actually walk backwards and still maintain formation. Because it is difficult to walk backwards at all, let alone in formation while carrying weapons and equipment, any unit attempting this manoeuvre is reduced to half movement rate. This penalty is combined with any existing penalty for difficult terrain etc, so the distance a unit can walk backwards through a wood is calculated at quarter rate.
The Backwards Wheel
Troops are allowed to wheel backwards, but they may not make any other movement during the phase - not even ordinary straight forward movement. The usual half movement rate applies and the manoeuvre is measured in exactly the same way as a normal wheel - but backwards.
Wheel from the Centre
By this manoeuvre the unit pivots around its leader so that one side moves forward while the other moves backward. This counts as a manoeuvre in exactly the same way as moving backwards and the same rules apply.
Single File Formations - Curving Path / Snaking
A single file formation is simply a formation in which models are lined up one behind the other in a long line. These formations are very flexible indeed, and can move about the battlefield very quickly. A single file formation may be moved in a curving path or by "snaking". Trailing models are placed to follow the path of the leading model. This does not count as a manoeuvre; it is simply a type of special movement unique to single file formations. A formation in single file may describe a curving path as part of normal movement - no test is necessary.
A 90° turn will change the formation into a one deep line. It is not possible to move backwards, wheel backwards or wheel from the centre whilst in a single file.
Other Manoeuvres
In addition to the manoeuvres described above, other manoeuvres are used to adopt special formations and to reform units. These are described in detail in the Advanced Rules. For the moment, the manoeuvres given will meet all our needs.
Shooting
Battles can be won or lost by the use or misuse of troops armed with bows, crossbows, slings, javelins and other weapons designed to be thrown or fired. Even fully armoured knights are vulnerable to the deadly shaft of the longbow or the sure-flight of the crossbow's quarrel. Many of the creatures of the Warhammer world are relatively poor fighters once engaged in hand-to-hand combat, but are fully capable of using missile weapons.
Ranges
The Warhammer Old World is home to a civilisation not unlike that of late medieval Europe. The weapons available to its inhabitants are of similar design and appearance to real weapons used by real warriors of the fifteenth and sixteenth centuries. We accept the outside range of 300 yards as the maximum distance at which an archer with a long bow could reasonably hope to slay his target, and place the crossbow on a par with this. Other bows and missiles such as javelins, slings and throwing axes are assigned correspondingly lower values.
For the sake of the game, we assume that missile ranges use a scale of 1" represents 10 yards. The chart below summarises the maximum ranges for all the missile weapons described in this section:
| Weapon | Maximum range in yards | Maximum tabletop range |
|---|---|---|
| Short bow | 160 | 16" |
| Bow | 240 | 24" |
| Long bow | 300 | 30" |
| Crossbow | 300 | 30" |
| Repeating crossbow | 160 | 16" |
| Sling | 180 | 18" |
| Javelin | 80 | 8" |
| Thrown axe, spear | 40 | 4" |
| Thrown knife or dart |
Hitting the Target
When a unit fires, a dice is rolled for each model firing. The chance of hitting a target depends largely on the individual skill of the shooter as reflected by its Ballistic Skill (BS) characteristic. The minimum score needed to hit the target is given on a D6 and the necessary score is lower if the BS is higher. A model with a BS of 2, for example, requires a 5 or 6 to hit a target, whereas a firer with a BS of 4 requires a 3, 4, 5 or 6.
| Ballistic Skill | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 |
|---|---|---|---|---|---|---|---|---|---|---|
| D6 score needed to hit | 6 | 5 | 4 | 3 | 2 | 1 | 0 | -1 | -2 | -3 |
Models with a BS of 6 or more require a score of 1 or even less to hit as given on the chart. These values are included for reasons that will become obvious later. In fact, no matter how skilful an archer, there must always be some chance of missing the target. To represent this maximum chance of hitting, the lowest score required to hit a target is always 2; a dice score of 1 is always a miss.
Example. Four men are firing longbows at a group of Orcs. The range is 5", 6", 6" and 7" for each man in turn, so all are within the weapon's maximum range of 30". The player takes four dice, one for each firer, and rolls them together. The scores come up 1, 4, 4 and 6. As the men have a BS of 3 a quick look at the chart will show that they require a score of 4 or more to hit their targets. The dice thrown indicate one miss and three hits.
Fire Arcs
The direction faced by the model is assumed to be the actual direction faced by the creature it represents. It is not possible to fire a weapon in one direction while looking in another. To simulate this limitation, a target must lie within a 90° arc projected from the front of the shooter. This arc can be imagined easily if your models are on square bases, as the lines projecting through the corners create a 90° angle. If the players dispute whether or not a target lies within this arc, the GM must make any measurements and decide whether the shot is allowed.
Mounted troops and troops riding in a chariot, howdah, wagon or anything similar, are far more free to turn and face a target to the side or rear. In the case of troops riding horses, wolves, boars or other "riding beasts" they can turn in the saddle. So any mounted models, or models in chariots, etc, can fire all round regardless of the direction in which the model is pointing.
Firing Through Gaps
There is no rule that says a model must fire at an enemy unit which is closer than another. Players are allowed to select freely from amongst their possible targets. However, if missile troops are being threatened by two approaching enemy units, it is a bit much to expect the shooters to aim their missiles through the gap between them at a unit beyond. To prohibit "trick" shooting like this we apply the following rule:
Missile troops may not fire through a gap between possible enemy targets, or between a possible target and blocking scenery, or a friendly unit, if the course of their missiles approaches within 2" of either edge of the gap. To put it another way, missile troops may only shoot between enemy units if there is a gap of more than 4".
Terrain and Line of Sight
Just as real-life troops cannot see through hills or behind hedges, we must assume our models cannot see behind corresponding scenic features and are unable to target their weapons against an obscured enemy. To shoot at a target, the firer must be able to see it. This rule must be interpreted by the GM as necessary. The following guidelines will help you to determine which features block a line of sight and which do not.
Hills, large boulders and buildings will normally block the line of sight totally. Assume the ridge or high point of a hill runs down its middle.
Positive linear obstacles, i.e. hedges and walls, block the line of sight on level ground. However, it is possible to draw a line of sight to a target behind a hedge or wall, so long as the target is not more than 1" from the wall. Similarly, if a missile equipped model is behind a wall (within 1"), it may fire over it. The character is assumed to be sticking its head or torso over the top in order to fire a weapon or see clearly. Especially high walls or hedges may block a shooter's line of sight completely; this is at the GM's discretion.
Woods will block a line of sight if the shooter and target lie on either side of the wood. If the target is inside the wood, the line of sight is blocked if there is more than 2" of woodland between firer and target. If the target is inside a wood and within 2" of the edge it can be seen and fired at by troops outside.
Interposing units, like interposing terrain, block the line of sight. It is not possible to fire through another unit or model at a target beyond it.
Elevated positions offer ideal vantages for observation. Troops on hills, occupying the upper storeys of buildings, flying or otherwise placed in an elevated position relative to their target can draw a line of sight over lower terrain features, linear obstacles, units and ranks. Similarly, it is possible to draw a line of sight up to an elevated position over lower terrain features, linear obstacles, units and ranks.
Cover
Troops may sometimes have the opportunity to take cover behind hedges, walls or inside buildings or woods. We distinguish between two kinds of cover for game purposes: hard cover, such as a wall, and soft cover, such as a hedge. Hard cover offers real physical protection as well as partially hiding a target. Soft cover hides a target to some extent, but offers much less in the way of real protection. The following rules relate to troops claiming cover from various scenic features:
- To claim protection behind a positive linear obstacle (hedge, wall etc) it must lie between the shooter and target, and the target must be within 1" of the cover. If shooter and target are both within 1" of the same cover it is effectively cancelled out and is ignored.
- The corner of a building, large rock, wagon etc, can be counted as cover by one model. The model is placed at the edge so that it is partially, but not wholly, obscured.
- Woods offer automatic protection to models who are inside them. In woods all shooting is reduced to 2" range, except that models within 2" of the edge may see out and fire normally. Similarly, models within 2" of the edge of a wood may be seen and fired at normally, although they are within cover. Models further than 2" from a wood's edge may not fire outside.
- Negative linear obstacles such as trenches and pits offer cover from shooters outside.
- Models at windows and doors count as behind cover to shooters from outside.
- Troops behind a hedge, wall, etc may draw a line of sight over it if within 1", enabling them to shoot at targets on the other side.
Diagram: (1) a unit deep inside the wood can neither be seen from outside nor shoot outside; (2) a unit within 2" of the edge may be seen from outside and may fire outside.
| Hard Cover | Soft Cover |
|---|---|
| Corner of a building | Hedges |
| A large rock | Wagons, carts etc |
| Pits and trenches | Woods |
| Wall | |
| Wooden palisades, barricades etc | |
| Models at windows and doors |
Modifying the Score Needed to Hit
Cover is just one factor that makes it easier, or harder, for a shooter to hit the target. Another factor is distance: a target close to the shooter will be easier to hit than one at the limit of the weapon's range. The size of the target may also make a difference. Finally, if the shooter is riding a moving wagon or speeding horse, he will find it difficult to draw a bead on the target. The following chart gives dice modifiers for a variety of situations likely to occur on the battlefield:
| Modifier | Circumstance | Description |
|---|---|---|
| +1 | Firing at a large target | Anything over 10' high or long counts as a large target. Models mounted on normal sized riding animals, such as horses, wolves or boars do not count, but chariots do. |
| -1 | Firing at a small target | Anything under 1' high and long counts as a small target. |
| -1 | Firing while moving | If the firer moved in the movement phase the chances of hitting are reduced. Note that not all weapons permit their user to move and fire. This penalty also applies to mounted, chariot-borne and other troops who are not actually moving as individuals, but are being moved nonetheless. Turning, or making any manoeuvre, counts as movement, causing this penalty to apply. |
| -1 | Firing at a rapidly moving target | A rapidly moving target is defined as any creature or object travelling more than 6" during its previous reserve phase. |
| -1 | Firing at a charging enemy | This modifier applies to units shooting at enemies who are charging them. |
| -1 | Firing at over half range | If the target is more than half the weapon's total range distant - e.g. a bow firing at over 12". |
Example. 5 longbowmen are firing at a giant (17", 18", 18", 19" and 20") respectively away - all are within range but over half range (15" for a longbow). Their BS is 3 so the basic score required to hit is 4. However, the giant is a large target so the archers may add +1 to their dice rolls. On the other hand, the giant is at over half range, so they must subtract -1 from their dice rolls as well. In this case the modifiers cancel each other out and five dice are rolled straight, scoring 3, 3, 4, 5 and 6 which gives a result of 3 hits.
The GM may impose additional modifiers. Warhammer is a flexible game and you can contribute to it by inventing rules of your own if you wish. These are called dice modifiers because the number modifies the dice roll. So, for example, if a 4 is required to hit and the dice is subject to a -1 penalty, a score of 5 will be required. Dice modifiers are cumulative, so a -1, -2 and +1 modifier gives a total modifier of -2. Modifiers may not take the dice roll required to below 2. Rolls of 1 always indicate a failure to hit, no matter what modifiers apply.
Resolving the Effects of Hits
Just because a missile hits, its target is not automatically slain. A man might be so lightly struck he suffers no immediate effects and can continue fighting. Very light wounds such as this are ignored in the game. In the case of larger creatures, they may be protected by tough hide, fur or layers of fat, which render them more capable of withstanding damage.
When considering the effect of a hit, we have two things to bear in mind: the power of the missile itself and the ability of the target to withstand damage. To represent the power of a missile each weapon has a strength value. This is comparable to the strength (S) characteristic of creatures, representing the ability to cause damage. The chart below shows the strengths of different weapons.
| Weapon | Strength |
|---|---|
| Short bow | 3 |
| Bow | 3 |
| Long bow | 3 |
| Crossbow | 4 |
| Repeating crossbow | 3 |
| Sling | 3 |
| Javelin | Shooter's S |
| Thrown axe or spear | Shooter's S |
| Thrown knife or dart | Shooter's S |
| Blowpipe | 1 |
| Improvised | Shooter's S minus 2 (minimum 1) |
| Gunpowder weapons |
Some weapons have a strength value directly linked to the creature using the weapon, while the strength of others is dependent on the weapon itself. A thrown spear has the same strength value as the creature throwing it because larger creatures can use more force. On the other hand, the size of a creature makes little difference to the effect of a crossbow or bow, which would simply break if too much force were applied. Improvised weapons are less likely to cause damage on the whole and so their S equals that of the user minus 2. However, this value may never drop below 1 irrespective of the shooter's strength.
The second element we must consider is the target's ability to withstand damage. This is expressed on the creature's profile as its toughness characteristic or T. Every creature has a T rating; the higher the rating, the tougher the creature is and the more resistant to damage it is. It is not only creatures that have a T rating - even inanimate objects such as wagons, houses, doors etc. have a T reflecting how difficult or easy they are to damage. A man, for example, has a T of 3, and a Troll might have a T of as much as 5.
To discover the effect of a hit consult the Damage Chart below. It compares the weapon's strength rating against the target's toughness rating. Cross-referencing the strength and toughness gives the minimum D6 score needed to convert the hit into damage. So, for example, if a missile's S is 4 and its target's T is 3, the minimum D6 score required to convert a hit into damage is 3.
The Damage Chart
Rows: weapon Strength. Columns: target's Toughness.
| S \ T | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 |
|---|---|---|---|---|---|---|---|---|---|---|
| 1 | 4 | 5 | 6 | 6 | N | N | N | N | N | N |
| 2 | 3 | 4 | 5 | 6 | 6 | N | N | N | N | N |
The Damage Chart includes an N result where a weapon's S is very low compared to the target's T. This stands for no effect and indicates that weapons of that strength cannot affect targets of that toughness. At the other end of the scale, you can see that the minimum D6 score required is 2. Just as the minimum score needed to hit is fixed at 2, so the minimum score needed to cause damage is also fixed at 2. A dice score of 1 always indicates failure - the missile perhaps strikes an item of equipment such as a water bottle or belt buckle, or an especially scaly bit of a monster's hide.
Damage is expressed in wounds (W), and weapons cause 1 or more wounds depending on how large and powerful they are. However, the weapons discussed in this section all cause 1 wound. Only larger weapons, such as cannon and siege engines, cause more than 1 wound. The target's wound characteristic indicates how many wounds it can suffer before it is either killed or too badly hurt to continue. In most cases this is also 1. A model suffering damage deducts the number of wounds caused from its own wound characteristic; once a model has zero wounds it is removed from play. For example, a human is hit by a crossbow bolt, the dice then establish that damage is caused, and 1 wound is deducted from the model's total. As the human has only 1 wound as indicated by the characteristic, the model is removed from play.
In cases where a target has more than 1 wound, damage is deducted from the total wound score and recorded on the unit or character's Battle Sheet. For example, a model with 4 wounds suffering 1 wound has 3 left. When a unit is comprised of creatures with more than one wound each, the total number of wounds received is divided by the number of wounds each creature has, and that number of models are removed. For example, 4 wounds received by a unit of creatures with 2 wounds each is two models removed; it is not 1 wound on four separate models. Casualties are always removed in whole models where possible, and any remaining wounds recorded.
In cases where a target is an inanimate object, such as a wagon or door, it is inappropriate to talk of "wounds". Instead it is better to use the term "damage points" - 1 wound is exactly the same as 1 damage point and the two terms are interchangeable.
Example. Six crossbowmen fire at a unit of Goblins at a range of between 8 and 14". With a BS of 3 they require a 4 to hit, with no modifiers applying. Six dice are rolled scoring 1, 3, 3, 5, 6 and 6 which equals 3 hits. The player consults the Damage Chart and compares the crossbow's S of 4 with the Goblins' T of 3. The indicated score required is 3. Three dice are rolled, one for each hit. The scores are 1, 4 and 5 which means two of the hits cause damage. As crossbows cause only 1 wound and Goblins have only 1 wound, two Goblins are slain and two models are removed from the unit.
The Saving Throw
Troops wearing armour or carrying a shield are to some extent protected from the effects of damage. Missiles that would otherwise crush or pierce are deflected by armour or swept aside by a shield. To represent this models protected in this way are allowed a saving throw. Once it has been established that a model has suffered damage, roll a D6. Use the chart below to find the minimum D6 score required for the armour to deflect or absorb the effect of the missile.
There are two basic categories of armour - light and heavy. Light armour represents partial metal armour such as a studded leather brigandine, or metal armour such as a chainmail jacket, or a metal breastplate. Heavy armour is basically complete head-to-foot plate armour as worn by medieval knights, or a mixture of plate and mail armour completely enclosing the wearer.
The more armour a model wears, the greater is its saving throw. The player is allowed one saving throw for each hit suffered by the model. If the roll is successful, damage caused by the hit is ignored. In the case of crossbows and bows, this will only be a single wound, but in the case of heavy engines of war it may be far more. One dice is rolled for each hit and, if the saving throw is successful, any damage that would otherwise result from that hit is ignored.
Wearing armour also reduces a model's movement allowance. The more armour worn, the more a model is encumbered. The following tables show the saving throws for various types of armour and any applicable movement reductions:
| Armour | Saving Throw | Movement Reduction |
|---|---|---|
| Shield only | 6 | None |
| Light armour only | 6 | None |
| Light armour plus shield | 5 | ½" |
| Heavy armour only | 5 | ½" |
| Heavy armour plus shield | 4 | 1" |
Mounted Troops
If models are mounted on horses or horse-sized beasts (defined as riding animals in the Bestiary), they may add +1 to their dice roll and always have a saving throw of at least 6 even if wearing no armour. The horse and trappings offer a level of protection in themselves. Riding creatures armoured in metal or heavy cloth confer an additional bonus of +1.
| Rider | Animal | Saving Throw | Movement Reduction |
|---|---|---|---|
| None | None | 6 | None |
| None | Cloth or metal | 5 | ½" |
| Shield only | None | 5 | ½" |
| Shield only | Cloth or metal | 4 | 1" |
| Light armour only | None | 5 | ½" |
| Light armour only | Cloth or metal | 4 | 1" |
| Light armour + shield |
Troops employing weapons requiring the use of both hands may not simultaneously claim the protection of shields. Bow or crossbow armed troops firing as they meet their enemy charge may not claim the protection of shields in the following combat round. Shields carried by such troops must either be lain aside or slung on their backs.
Units shot at from the rear derive no benefit from shields. The rear of a unit extends behind in an arc of 90° in the same way as missile fire. Shooters within this arc may claim to be firing onto the unit's rear. Units shot at from either flank or from the air can still use their shields as it is assumed they are sufficiently mobile to turn slightly and still maintain formation.
Example. A unit of Orcs suffers 4 wounds from archery fire, which means 4 models are due to be removed as casualties - Orcs, like humans, have only 1 wound. However, the Orcs are equipped with chainmail armour and shields, giving them a saving throw of 5 on a D6. Four dice are thrown, one for each hit, and the scores are 1, 3, 5 and 6 which equals two successful saves. The damage caused by 2 hits is immediately discounted and so only two models are removed as casualties.
For the sake of convenience, the shield and riding animal are included as part of the armour saving throw. Any references to the "armour save" assume the shield and riding animal as well. If a weapon is described as allowing "no armour save" to its target, the target gains no benefit from armour, irrespective of whether it is carrying a shield or riding a mount.
Saving Throw Modifiers
Some weapons are better at penetrating armour than others. The fearsome power of the crossbow quarrel, for example, is far more likely to pierce an opponent's armour than a cobble thrown by some stunted Goblin. Very heavy missiles will crush an opponent irrespective of the amount of armour worn. To reflect this difference in armour penetrating power, each weapon has been allotted its own save modifier. Although the save modifier is to some extent influenced by the missile's S there are additional factors to take into account, such as the missile's shape and design. This chart gives the modifiers for the weapons already discussed.
| Weapon | Save Modifier |
|---|---|
| Short bow | None |
| Bow | None |
| Long bow | -1 at up to half range. None at over half range |
| Crossbow | -1 at up to half range. None at over half range |
| Repeating crossbow | None |
| Sling | None |
| Javelin | None |
| Thrown axe or spear | None |
| Thrown knife or dart | None |
| Blowpipe | None |
| Improvised | None |
| Gunpowder weapons |
These numbers modify the target's saving throw dice score, so an armoured knight with a normal save of 4 requires a dice score of 5 when hit by a crossbow bolt at short range. Long range shots from crossbows or longbows have no modifier. It is assumed the missile loses some of its impetus at longer ranges.
Firing into Close Combat
Once two units engage in close combat they become confused and mixed, formations lose their rigidity and the position of the units changes back and forth with the ebb and flow of the battle. In this situation it is almost impossible to place an arrow or other missile accurately, and few warriors would try. Players may not normally fire at a unit engaged in close combat.
However, if a player is willing to risk hitting his own troops, missile fire is allowed. Roll to hit as normal and then roll a D6 for each hit in turn to see which unit is struck. Where two units are engaged, a score of 1, 2 or 3 is taken to mean a hit on one unit; a score of 4, 5 or 6 the other unit. Where more than one unit is engaged, the dice score can be split equally three or more ways, using any appropriate method.
If the engagement is heavily unbalanced, with many more models on one side than another, the GM should change the odds to reflect the likelihood of hitting one side rather than the other. For example, if 20 Orcs were fighting 10 Men and someone wished to fire upon the engagement, the chances of hitting an Orc would be twice that of hitting a Man. This is simply 1-2 = a Man, 3-6 = an Orc. In the case of larger creatures (over ten feet tall) fighting smaller opponents, such as Ogres fighting Humans, the GM may rule that there is a greater chance of the Ogres being hit than the Humans, in which case a 1-2 hits a Human, while a 3-6 hits an Ogre.
Casualty Removal
Units of troops are usually considered to be identically armed and armoured throughout, with the exception of standard bearers, musicians and leaders. Shooting at individual models is not normally permitted (see Advanced Rules). Instead the firing unit simply fires at its target unit as a general mass, and casualties are assumed to fall randomly within the unit. However, a unit travelling in formation will quickly reform its line. Instead of removing casualties from the middle of units, therefore, always remove models from the ends. Remove casualties alternately so that the leader remains in the centre of the front rank. When a unit has several ranks, casualties are usually removed from the rear rank. This will deplete the rear rank, but leave the others intact. Alternatively, models may be removed from the edges of multi-rank formations, but not in such a way as to leave any forward rank shorter than the one to its rear.
Examples. A unit of 12 models suffers two casualties. The player elects to take the models off from one flank, reducing the unit's frontage to 5. A unit of 12 also suffers two casualties. The player elects to take the casualties from the rear to form a depleted rear rank. A unit of 12 suffers one casualty. This must be removed from one of the rear flanks, not the front, as the unit is not permitted to have a rear rank longer than the one in front.
Either method is acceptable and the removal of casualties is left to the player controlling the unit. In the case of models mounted on a riding animal, the animal and rider are considered as an integral piece. Missile fire is conducted against the rider, never against the mount, and any extra protection offered by the mount is taken into account by the saving throw. If the missile slays the rider, the complete piece is removed from play.
Combined Missile Tables
| Weapon | Range | Strength | Save Mod |
|---|---|---|---|
| Short bow | 16" | 3 | None |
| Bow | 24" | 3 | None |
| Long bow | 30" | 3 | -1 half range |
| Crossbow | 30" | 4 | -1 half range |
| Repeating crossbow | 16" | 3 | None |
| Sling | 18" | 3 | None |
| Javelin | 8" |
* Shooter's Strength. ** Shooter's Strength -2. *** S3 up to 8"/S1 over 8". (Sic: the combined table as printed differs from the earlier charts for thrown axe/spear save modifier, grenade save modifier, and blunderbuss strength range; the earlier charts give None, none listed, and 3 at up to 3" / 1 at over 3" respectively.)
Hand-to-Hand Combat
For all the intricacies of manoeuvre and missile fire, it is by hand-to-hand combat that most battles are resolved. Good generalship begins with understanding your troops' capabilities, exploiting their strengths and covering their weaknesses.
The hand-to-hand combat phase is the third phase of the turn sequence, coming after movement and shooting but before reserves. Hand-to-hand combat is also called close combat; the two terms are interchangeable in the rules. This phase is an exception to the others in that both sides participate. To be eligible to fight, models must be close enough to actually strike each other with their weapons. Because missile fire is worked out using a scale of 1" equals 10 yards, if we were to allow our models to stab 1" away with their swords or spears this would be an equivalent distance to a lunge of 10 yards. Therefore, to fight in hand-to-hand combat a model must be in frontal base-to-base contact with an enemy model.
Charge!
At the beginning of his movement phase, a player must declare which of his units are charging and towards which targets. Unless a unit is declared as charging, it may not do so. Any move intended to bring troops into hand-to-hand combat is a charge; opposing troops may not be placed in contact unless a charge has been declared. It doesn't matter if the distance covered is only a fraction of an inch, the unit must still charge to make contact.
During the charge, warriors increase their pace to give them extra impetus. Because troops will be moving faster during the charge they may increase their movement rate in order to get them into contact. We therefore allow our models to move at twice their normal rate. So, a model with a normal move of 3" may charge up to 6". Of course, an actual charge may only cover 3" or even less, but the unit is still charging, irrespective of the distance.
Aligning the Charge
It is usual for a unit to charge in-line with its target, moving straight towards its front, side or rear. If models are charged at a slight angle to the target, they are immediately repositioned in a straight line as contact is made. This is not considered to be a manoeuvre and represents the natural follow-through of the trailing models. Although we would expect the GM to use common sense rather than measuring, the maximum angle which may be "neatened" in this way is 22½° as shown on the diagrams.
It may be necessary for a unit to wheel slightly during the charge to facilitate charging within the 22½° allowed. If this is not done the attacking formation strikes the enemy at an oblique angle as described below.
A unit is neatened into a straight line in base-to-base contact with the target. However, it is possible that models on one flank have insufficient move distance left to allow for this. They might have moved their entire distance, but still be some distance from their target. In this case they have failed to contact their target properly; see Failing to Complete a Charge.
Manoeuvring in a Charge
Manoeuvres may be carried out during the charge move. The rules regarding manoeuvres are modified slightly. For example, a unit galloping at full pace would not come to an immediate halt because it failed a manoeuvre. The following rules apply:
- A charging unit may not make any manoeuvres within 4" of its target, except that it may wheel to come within 22½° of the target's front/side/rear.
- If a charging unit wheels within the last 4" of its charge, all charge bonuses are lost, including charge bonuses from weapons.
- If a charging unit fails a manoeuvre test at any point during the charge it may attempt no further manoeuvres during that charge. However, instead of coming to an immediate halt as is normal when a manoeuvre test is failed, the charge continues. If the chargers need to wheel to complete their charge, they may now do so automatically. However, the unit's formation is judged to be seriously disrupted. All charge bonuses are lost as in 2 above. In addition, the unit is said to be unformed for the duration of the first round of combat. If pushed-back in the first round of the ensuing combat engagement the unit is automatically routed. Any Ld, Int, Cl or WP based tests taken before the end of the charging player's movement phase suffer a -1 modifier. (Push-back, follow-up, unformed and routs are explained later.)
Changes of formation due to casualty removal from missile fire are not manoeuvres and do not impose a penalty.
Oblique Charges
Normally a unit will only charge if it can safely contact its enemy head-on within the 22½° restriction as discussed above. However, if a unit charges at an angle greater than 22½°, and makes no effort (or is unable) to come within the required angle, it hits the enemy at an oblique angle and its formation is disrupted. Firstly, the unit is rearranged into a straight line as normal. All charging bonuses, including those applying to weapons, are lost. The unit is said to be unformed for the duration of the first combat round. If pushed-back in the first round of the ensuing combat, the unit is automatically routed. Any Ld, Int, Cl and WP based tests taken before the end of the charging player's following movement phase suffer a -1 modifier.
Example: a unit charges at 45° - the formation is neatened to bring it into a straight line, but its formation is seriously disrupted and it becomes unformed. If a unit charges at an angle it is possible that models on one flank will have insufficient move distance to allow for bringing them into line. See Failing to Complete a Charge.
Charging and Sight
A unit is not allowed to charge against an enemy it could not have seen at the start of the turn. For example, a unit cannot charge an enemy on the other side of a hill. In a wood, a unit cannot charge an enemy more than 2" away. A unit within 2" of the edge of a wood can be charged from outside because it can be seen from outside; similarly the unit may itself charge out of the wood. There are a few exceptions, such as charging from one part of a building to another. This is discussed in the section on Buildings. The general idea is, if you don't know they're there, you can't charge them!
Charging and Single File Formations
A further restriction on charges concerns units in a single file, i.e. units with a frontage of one model. A formation of this kind is only intended for moving, and is not really practical for combat. To reflect this, units in single file at the start of the turn may not declare a charge. Nor may a unit adopt a single file formation once it has declared a charge. A unit in single file formation at the start of the turn may not change formation and then charge.
Just as single file formation may not charge, it will not stand before a charge either. If a unit is charged while in single file formation, it must run away as described below.
Charging in the Sides and Rear
It is very advantageous to charge a unit in the side or rear as this usually causes a panic test as described in the psychology section. This means that players will try to charge in the side or rear wherever possible. The following rules are designed to stop models starting right in front of an enemy unit, running right round the back, and then charging in the rear, but still allow very fast units to exploit open flanks.
If a unit wishes to charge against an enemy's flank, the charger may not at any point approach within 4" of the target unit's front during the charge. If a charger wishes to charge against an enemy's rear, the charger may not at any point approach within 4" of the target unit's front or side during the charge. (Each is a 4" deep zone illustrated in the diagrams.)
Receiving a Charge
Shooting. If a unit is armed with missile weapons it may attempt to shoot at an enemy unit charging against it. The missile-armed troops may only attempt this if the chargers began their move at more than half their maximum permitted charge distance away. For example, if a charging unit has a permitted charge distance of 8", the target unit may fire upon it if both units began the movement phase more than 4" apart. Firers who attempt to shoot at a charging enemy may still fight during hand-to-hand combat, drawing close-combat weapons immediately before contact is made.
This is an exception to the normal turn sequence. It is not the missile-unit's turn and normally this shooting would not be allowed. To give units a reasonable chance to draw their hand-to-hand weapons, measure the range and fire before the chargers move, or if the chargers are out of range at the beginning of their charge, at the maximum range of the weapon.
Shooting in this way does not happen automatically. It relies on the troops remaining disciplined and steady. A test is made against the unit's leadership characteristic. The player must first declare that the unit is going to shoot at the chargers. He then takes 2D6, rolls them and adds the results. If the score is equal to or less than the unit's Ld value they may fire. If the result is more than the unit's Ld they may not fire and must receive the charge at a halt. Once a player has declared his unit to be firing, it may not attempt any of the options described below. Note that a unit which fires upon a charging foe will be unnerved, suffering the -1 "to hit" penalty for firing at a charging target. A unit firing bows, crossbows, blunderbusses or arquebuses at a charging enemy may not use their shields in the first round of the ensuing combat.
Running away. Aside from firing at his enemy, a player may elect to have his unit run away from the charge instead. This is simply an attempt to avoid close combat. The troops will have to turn from their enemy and then move away from them as quickly as possible. It is all too easy for troops to panic, so instead of an ordered retreat, they keep on going until they have left the battlefield altogether! Once a player has declared a unit to be running away, a Ld test is made in exactly the same way as for attempting missile fire. If the test is successful, the unit is turned round and moved at double rate directly away from their attackers. This leaves the unit facing away from their foes.
As with missile fire directed against a charging unit, running away is an exception to the normal turn sequence. If a unit which is running away fails its Ld test, the troops panic and the retreat turns into an uncontrolled rout. Rules relating to routing troops are given later.
If a unit runs away during the enemy's turn, it may make a normal move during its own following turn, but may not charge. The unit begins its turn facing away from the enemy chargers.
As it runs away, a unit may flee past other units from its own side. Rather than simply ignore these units, the charger may wheel in order to try and contact another enemy unit within charge reach. In order to wheel the unit must make a successful Ld test. If it has already made three manoeuvres this turn or it has previously failed one, it is not eligible to wheel. If the test is failed, the unit completes its original charge move. The new target has the same option to run away if the player wishes, and the charge is worked out as normal. If there are no new target units for the charger to attack, the charger completes its charge move, following directly in the path of the retreating foe (see Failing to Complete a Charge). Chargers may not make any additional manoeuvres during this part of the charge.
Example: the charging unit is facing two enemy formations. It elects to charge the first, which runs away. Because the second unit could also be charged the unit makes its Ld test and alters targets as shown.
A single file formation charged by any enemy unit must always run away. Single file formations are ideal for moving and skirmishing, but are not practical for hand-to-hand fighting.
Receiving at the halt. If a unit is not equipped with missiles and does not wish to run away, it will receive the enemy attack at the halt. Combat is then resolved normally.
Turning models to face. Any model charged by the enemy may turn 90° or 180° to face the charge. This may mean models in a unit are facing in different directions. If a model turns it may not fire missiles at its attackers. (Example: a unit is charged in the rear - the rear ranks are turned to face the chargers.)
Failing to Complete a Charge
It is possible that a unit will begin a charge but be unable to complete it for some reason. For example, if the chargers have insufficient move distance, or if the enemy run away out of reach.
When this happens the chargers complete their move distance and come to a halt. The unit becomes unformed. This simply means that its formation has become confused. It requires a little time to re-order its ranks and present a decent fighting formation. The unit must remain halted until the end of its next movement phase. During this time the unit is reforming. While reforming the unit is vulnerable. If attacked while reforming, a unit must receive the charge at the halt, although models may be turned to face their enemy as normal. If an unformed unit is pushed-back in the first round of hand-to-hand combat, it is automatically routed (see Routs and Rallying). If an unformed unit is not pushed-back in the initial round of combat, it automatically reforms. Further rounds of combat are fought as normal.
If a unit charges at an angle to its target, it is possible that models at one end of a formation will have insufficient move to make contact. When this happens, the GM should neaten the formations into straight lines as normal, staggering stray models so that they are not in base-to-base contact. These models do not take part in the first round of combat, but models can be moved into contact at the end of the round. In addition, the unit's formation is judged to be disrupted and the unit becomes unformed. If pushed-back during the first round of combat, the unit is automatically routed. Any Ld, Int, Cl and WP tests taken before the end of the player's following movement phase suffer a -1 modifier. (Rules for follow-up, push-back and rout are given later.)
Attacked While Crossing an Obstacle
A unit crossing an obstacle is very vulnerable to attack. If a unit is charged while divided by an obstacle, it must take a panic test (see Psychology). Models charged while their formation is disrupted in this way may not be turned to face their attackers. If attacking from the side or rear, opponents will be able to strike blows without taking any in return. Work out the chargers' attacks as normal, but discount the effect of shields when making saving throws.
Striking a Blow
Once the position of the combatants has been established it is time to let the slaughter commence! During the hand-to-hand combat phase of the turn, all models engaged in close combat may fight. Unlike in the movement, shooting and other phases, both sides participate in the combat phase. Just as it is not possible to shoot an arrow in one direction while facing in another, it is not possible to strike a blow in close combat unless you are facing the enemy. Models may therefore strike blows only against models in frontal base-to-base contact. There are exceptions to this rule, but generally speaking, troops fighting in units may strike only to their front.
Some large creatures, such as dragons, do not use weapons, but rely on a mixture of kicking, clawing, biting or flailing to inflict damage. Creature attacks can involve tail lashing to the rear, biting to the front or a combination of attacks. To represent these varied modes of assault a creature's attack is referred to as a bite, gore, tail, etc. These are defined as follows:
- Stomp - a general attack which is a mixture of biting, kicking, butting and lashing. A stomp can be directed from the front, side or rear of the model and is the most versatile of all attacks.
- Bite and gore - these attacks speak for themselves. They may be directed only from the front of the model like a normal attack.
- Claw - an attack from the creature's claws or talons. This may be directed from the front or side of the model.
- Tail - a long armoured tail may be used to attack enemy to the rear or sides but not to the front.
Each combat situation is resolved using the following procedure. Each step is described in detail later. Once the procedure is complete, and all models have fought, the combat is over for that turn. This is called a round of close combat.
| Step | ||
|---|---|---|
| 1 | Establish the order of attack | Each model strikes in strict order. Those with the highest initiative characteristic strike first, followed by those with progressively lower initiative scores. |
| 2 | Throw to hit | Roll a D6 for each attack made by each model striking. Models may attack as many times as indicated by their attack characteristic. For example, if 4 models with 1 attack each are striking, 4 dice are rolled. If 4 models with 2 attacks are striking, 8 dice are rolled. Use the hit chart to establish the number of hits scored. |
| 3 | Throw to damage | For each hit scored roll a D6 and resolve any damage using the damage chart. |
| 4 | Saving throw | Models wearing armour are entitled to a saving throw against any damage received. |
| 5 | Remove casualties | Any models killed are now removed. |
| 6 | Results | After all models have attacked, troops may be forced to retreat or rout. |
Order of Attack
Models strike in strict order, those with the highest initiative characteristic strike first. Where models comprising a unit have identical I scores, all hits are resolved together. Where a model has more than one attack, all attacks are worked out at the same time. Any models removed from the table as casualties may not attack. For example, a model with an I of 3 killed by a model with I 6 may not attack; it is just too slow, its faster opponent killed it before it had a chance to attack!
Where enemy units have the same I, any unit which has charged that turn may strike first, followed by any unit which won last turn's combat round. Where neither situation applies players may either both roll a dice, the winner striking first, or the attacks may take place simultaneously with no figures being removed until all attacks have been resolved.
Throw to Hit
This process is directly parallel to the hit stage of the shooting rules. However, because each warrior is now pitted against a foe also fighting for his life, we must take some account of the enemy's skill as well as the attacker's. Therefore, a different chart is used to establish whether an attack hits an opponent. Take one D6 for each attack to be resolved. Where each model has 1 attack this obviously means one dice is used for each model. If models need to be differentiated (if one has a magic weapon for example), either roll the corresponding dice separately or use one which is a different colour or is otherwise distinguishable. Roll the dice and consult the chart to establish how many of the attacks have hit. Find the attacker's WS along the side and read across to the defender's WS along the top. The number indicated where they meet is the lowest D6 score required to hit the enemy. Pick out the number of dice indicating hits and place them aside for the next stage.
Rows: attacker's Weapon Skill. Columns: defender's Weapon Skill.
| Att \ Def | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 |
|---|---|---|---|---|---|---|---|---|---|---|
| 1 | 5 | 5 | 6 | 6 | +4 | +4 | +5 | +5 | +6 | +6 |
| 2 | 4 | 5 | 5 | 6 | 6 | +4 | +4 | +5 | +5 |
As you can see, the chart gives a required dice throw of between 2 and 6, with additional results of between +4 and +6. A number following a + means the player must first throw a 6 to have any chance of hitting. Any dice scoring 6s are rolled again, needing to score at least 4, 5 or 6 depending on the number indicated. When rolling dice in multiples, always roll all at once if possible. There is no point in rolling each dice individually as it in no way alters the probabilities and is extremely tedious. As with shooting, the minimum score required to hit is always 2 and any dice showing a 1 indicates failure.
Example. Twelve humans are in close combat against 12 Goblins: the humans have an I of 5 and the Goblins' score is only 2; therefore the humans strike first. With a WS of 3 against the Goblins' 2, the humans require dice rolls of 4, 5 or 6 to score hits. 12 D6 are rolled, one for each attack, and the scores are 1, 2, 2, 3, 3, 4, 4, 4, 5, 6, 6 and 6 - a total of 7 hits.
Modifying the Score to Hit
In the shooting rules we made allowance for situations which make it harder or easier to score a hit. Similarly, during close combat it may be easier or more difficult to hit the opponent. For example, if the opponent is behind a wall, it will be much more difficult to hit successfully. On the other hand the added impetus of a charge may make it easier to knock aside a shield and place a blow. The table below gives hit modifiers to be applied to the attacker's dice score. No modifier may reduce the score required to less than 2; a dice roll of a 1 always indicates a miss irrespective of what modifiers apply.
| Modifier | Circumstance | Description |
|---|---|---|
| +1 | Charging | Models which charged into close combat this turn gain a +1 bonus to hit. If a unit wheeled within the last 4" of its charge move, it does not qualify for the bonus. The unit must also have made no formation changes during movement, apart from those necessitated by casualty removal. |
| +1 | Following up the attack | Units which won the previous combat round and followed up the enemy unit, gain a +1 bonus to hit. |
| +1 | Advantage of higher ground | Models positioned on a higher slope, stair or rampart to their opponents, or fighting from a comparable elevation, gain this +1 bonus. Models gain no advantage from simply being taller than their enemy! |
| -1 | Enemy behind obstacle | If the enemy unit is behind a hedge, or comparable linear obstacle, the attackers suffer this -1 penalty to hit. |
| -2 | Unarmed | If a model is a creature which would normally have a weapon, this -2 penalty applies when fighting unarmed. It does not apply to creatures that have stomp, bite, gore, claw or lash attacks. |
All dice modifiers are cumulative. For example, a +1, +1 and -1 is an overall modifier of +1. These are not the only hit modifiers used in the game. Other modifiers take account of different weapons, or especially unusual situations. We will discuss these additional modifiers in due course in the Advanced Rules; those given above will do fine for now.
Example. A unit of 10 warriors with WS 4 requires scores of 4 to hit an enemy with WS 3. However, if the unit is charging they may add +1 to the dice, and so only require scores of 3. If the unit is charging and their enemy are behind a wall, the dice score will be modified by +1 and -1 which cancel each other out.
Mounted Troops
Commonly used mounts of approximately horse-size are referred to as riding animals. Other, larger, creatures may be ridden, but they are subject to special rules and are not referred to as riding animals. As we have seen, a horse and rider are a single piece; all missile attacks and all combat is worked out against the rider not the horse. If the rider is killed, both the rider and horse are removed - the rider receives a modified saving throw for the mount and any armour it is wearing.
In some cases a mount will have its own attacks allowing it to fight. Work out the rider's and mount's attacks separately - both contribute towards the damage inflicted for purposes of calculating who has won the combat round. Common combinations of this type are Goblin wolf riders and Orc boar riders. In both cases the mount has its own attack, using its own initiative, weapon skill and strength. Blows struck against the mount and rider are still worked out against the rider - even though the mount may have higher characteristic scores than the rider. Although this may appear to make the mount weaker than it would be on its own, the combined combat potency of the rider and mount more than compensates for this.
Throw to Damage
Once players have established how many hits have been caused, it is time to see how many of these hits actually cause damage. Damage is resolved in exactly the same way as hits from shooting. Using the Damage Chart, the strength characteristic of the attacking model is cross-referenced with the toughness characteristic of the defending model. Although this chart is the same for missile fire and hand-to-hand combat, it is repeated here for ease of reference.
| S \ T | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 |
|---|---|---|---|---|---|---|---|---|---|---|
| 1 | 4 | 5 | 6 | 6 | N | N | N | N | N | N |
| 2 | 3 | 4 | 5 | 6 | 6 | N | N | N | N | N |
For every hit scored the player rolls a D6. The usual procedure is to pick out the dice which have caused successful hits and roll them all together; this enables play to proceed at a fair pace and makes it unnecessary to remember how many hits have been scored.
Of course, this assumes all the attackers have the same strength value and all the defenders have the same toughness value. However, if for some reason an attacking model requires a different score to its fellows, its dice roll must be distinguished in some way. This is easy to do either by rolling a single dice separately, or by using a dice of a different colour or with different markings.
Example. Ten human warriors are engaged in a bloody combat against a force of 5 Ogres and have scored four hits. The warriors have a S of 3 and the Ogres have a T of 5. Cross-referencing the two values on the chart, we arrive at a required dice score of 6. Four dice are rolled by the player, scoring 1, 4, 5 and 6, indicating one of the hits has scored a wound on an Ogre.
The amount of damage caused is expressed in wounds or damage points in exactly the same way as damage from shooting. Most creatures, including humans, cause only one wound on a successful damage roll. One wound is deducted from the enemy's total and any casualties are removed. Creatures and weapons which cause more than one wound/damage point are discussed later; these are mostly magical weapons and large creatures such as Dragons.
The Saving Throw (Close Combat)
Just as troops wearing armour are allowed a saving throw against damage from missile fire, a saving throw is also available to troops suffering damage from close combat hits. This is conducted in exactly the same way as described in the shooting section. One dice is rolled for each damaging hit and, if successful, all damage that would otherwise result from that hit is ignored. The chart is repeated:
| Armour | Saving Throw | Movement Reduction |
|---|---|---|
| Shield only | 6 | None |
| Light armour only | 6 | None |
| Light armour plus shield | 5 | ½" |
| Heavy armour only | 5 | ½" |
| Heavy armour plus shield | 4 | 1" |
Troops employing weapons requiring the use of both hands may not simultaneously claim protection of a shield. Bow or crossbow armed troops, firing as their enemy charge, may not claim the protection of shields in the following combat round. Shields carried by such troops must either be laid aside or slung on their backs.
Units attacked in the rear derive no benefit from shields. The rear of a unit extends behind in an arc of 90° in the same way as missile fire. Attackers within this arc may claim to be hitting into the unit's rear. Units hit from either flank or from the air can still use their shields as it is assumed they are sufficiently mobile to turn slightly and still maintain formation.
If models are mounted on horses or horse-sized beasts (defined as riding animals in the Bestiary), they may add +1 to their dice roll and always have a saving throw of at least 6 even if wearing no armour. Riding animals armoured in metal or heavy cloth confer an additional bonus of +1. (The mounted-troops saving throw table given under Shooting applies.)
Saving Throw Modifiers
As some missile weapons have their own saving throw modifiers, so some close combat weapons also have their own modifiers. Large and powerful creatures also have modifiers as given in the Bestiary. A hit from a stunted Goblin may be brushed aside easily by even light armour, but a blow from a huge troll is quite another matter. Similarly a tiny dagger might be deflected by armour, but a heavy double-handed axe crashing down upon a helmet is likely to cleave it in two. As only large or unusual creatures have a save modifier in this way, players need not concern themselves with such details for the moment. Weapons with save modifiers that make Warhammer unique are discussed in the Advanced Rules, together with their hit modifiers, initiative modifiers and other special rules.
Casualty Removal in Hand-to-Hand Combat
In the case of missile fire, the chance fall of missiles slays random warriors, but the unit would quickly regroup to maintain formation. Missile casualties are therefore removed from either the flanks of the formation or from the rear rank. In hand-to-hand combat there is an extra point to remember. As hand-to-hand combat involves two sides battling face-to-face, casualties occur only among those individuals engaged in close combat, normally the front rank. Models strike in their initiative order so any killed before they have a chance to strike lose their attacks as well as their lives. To make it easy to see how many models are left to strike, casualties should be removed from among the fighting rank. For example, if 10 humans in a single rank were fighting 10 Goblins in the same formation, the humans would strike first as their initiative characteristic is higher. If they cause 4 casualties amongst the Goblin unit, only 6 Goblins remain to fight back. The Goblin player therefore rolls 6 dice to establish hits rather than 10.
Although casualties occur in the fighting ranks, formations quickly regroup, warriors stepping from rear ranks to fill the gaps, or stranded warriors closing in to keep the formation compact. To represent this, units should be "neatened" immediately after close combat, with gaps created by casualties filled from either rear rank troops or those on the flanks. The overall result is exactly the same as for missile fire. There is no reason why players shouldn't automatically remove casualties from rear or flanks rather than from amongst fighting models, so long as they remember how many models can fight. If a unit has already fought, any subsequent casualties can be removed from rear or flanks, in any case, as it makes no difference.
"Neatening" a unit following hand-to-hand combat is not a manoeuvre and happens automatically. It represents the natural flow of warriors towards the fighting.
Example. A unit of men in two ranks of 10 is fighting a unit of Goblins in two ranks of 10. The men strike first causing 4 casualties. These are removed from the front rank and it can clearly be seen that only 6 Goblins remain to fight back. In the alternative, the Goblin player decides to remove the models from the rear rank. Although there are 10 models still in the front rank, only 6 may actually fight; the remainder are rear rank troops that have stepped into gaps left by fallen comrades. In this simple situation it is easy to remember how many casualties have been removed, so there is no need to go to the trouble of removing front rank casualties. In more complex situations it may help if casualties are removed as they occur, but in any case it is up to the player concerned.
Combat Results
Once the combat round is over, the players and GM determine which side has won. Individual combat engagements are dealt with separately. An engagement may involve one or more units from each side, but all the units must be connected in some way.
To establish the victor, total up the amount of damage caused by each side during the combat round. Damage is reckoned in wounds, the number of wounds each side causes must be either recorded or remembered by the GM. The following modifiers are then applied:
- +1 If the unit charged that turn.
- +1 If the unit followed-up during the previous combat round.
- +1 For each complete second or subsequent rank the formation had when the combat round began. However, there must be at least 4 models engaged in combat in the front rank, for this bonus to apply. The maximum number of ranks which count in this way are three plus the first, giving a maximum bonus of +3. A complete rank must contain as many models as the rank in front. Incomplete ranks confer no bonus.
The side with the highest total score is the winner. For example, a unit of Goblins is fighting a unit of humans. The humans cause 3 wounds and slay 3 Goblins, the Goblins cause 3 wounds and slay 3 humans. Both units are in a single rank, but the humans charged the Goblins and so add +1 to their overall score. The humans win the engagement by a score of 4 to 3.
Push-back. As a side loses a combat it is pushed-back by the enemy. Push-backs are gradual and are assumed to happen throughout the fighting: warriors don't turn their backs on their attackers as they move, they are simply edged backwards. A pushed-back unit is moved directly backwards 2". This happens outside of the normal turn sequence and represents the giving of ground by the losing unit.
Follow-up. A side which wins a round of combat will gain ground on its opponents, pushing them back as described above. As the enemy retreat, the natural tendency will be for the victors to advance, both sides remaining in contact at all times. To simulate this, a unit whose combat opponents retreat must follow-up its attack. The unit is moved 2" forward so that it is once again in base-to-base contact with its foes.
Declining to Follow-up. If a unit is occupying a defensive position, such as a wall or hedge, it does not have to follow-up. It is assumed that the enemy is beaten back. Perhaps one or two warriors actually cross the wall to fight them, but at the end of the round any stray troopers return to the main formation. A unit behind an obstacle may follow-up if the controlling player wishes, but it does not have to. A unit protected by a magic zone spell (see the Magic Section), or other magic which will be dispelled if the unit moves, may also decline to follow-up. Otherwise a unit must always follow-up where the rules allow it.
Not Followed-up. If a unit is pushed-back but is not followed-up by its opponent, it comes to an immediate halt and must remain halted for the remainder of that turn.
Draw. Where the result of close combat is a draw, units remain in place and are said to have held.
Rout. Troops forced to retreat in the face of an advancing enemy may find themselves losing formation. At such a moment, a warrior's thoughts often turn to self-preservation. This is called a rout. The whole subject of routs is dealt with in the following section.
Continuing Combat
At the end of the combat round, some units may be pushed-back, others followed-up, and some may decline to follow-up while others rout. If the round ends with both sides still in contact, the engagement is still in progress. Units still engaged may not move away from hand-to-hand combat during their subsequent movement phases or reserve phases; they must continue to fight subsequent rounds of hand-to-hand combat until one side routs the other. There are some other situations when combat is ended because a unit withdraws, but this is only allowed under special circumstances described in the Advanced Rules. Normally a unit is obliged to fight it out until the bitter end!
Manoeuvre During Combat
Units engaged in hand-to-hand combat may not normally make any manoeuvres. However, a unit may always turn individual unengaged models to face a fresh enemy charge. Units which followed-up their enemy may expand their frontage by up to two figures either side as they do so. No manoeuvre test is required, but the unit must have a leader. If the unit's leader is dead the unit may not expand its frontage in this way.
Routs, Rallying and Reforming
A unit losing a round of combat is pushed-back, i.e. it is forced to slowly withdraw or give ground. This is a dangerous moment for the retreating unit; casualties may have been high and everything may look hopeless. In this situation even the bravest of warriors might suddenly give up the fight. With some members of the unit running off in blind panic, remaining troops will find themselves in an even more hopeless position, so that they too are compelled to make a break for it. Once this happens all unit cohesion is lost, weapons may be discarded and suddenly the formation is little more than a mob of panicking individuals. With all effective resistance gone, the victors will be able to inflict more casualties as individuals turn their backs to run.
The Rout Test
To determine whether a unit routs we apply a special test called the rout test. A rout test must be made in the following situations:
- If a unit has lost 25% (a quarter) of its original number of troops, and has just lost a round of combat, so that it would normally be pushed-back, it must make an immediate rout test. The test occurs before the push-back takes place. If the unit makes a successful rout test, it is still pushed-back.
- The unit has just lost 25% (a quarter) or more of its current numerical strength to missile fire, magic missile attack, or a combination of both during a single turn.
The player controlling the unit must roll 2D6 and add the results. If the combined scores are equal to or less than the unit's Ld value, the test has been passed and the troops stand firm. If the result is more than the unit's Ld value, the unit routs as described under Routing Troops.
The Unit's Leadership Value
The Ld characteristic value of the troops is used as the basis of the rout test. In most cases, units are composed of individual warriors whose characteristic values, including Ld, are the same throughout. The unit's leader and troops have the same Ld value, reflecting the innate sense of discipline associated with the race as a whole. For example, Goblins have a standard Ld of 5, whereas humans have a Ld of 7. This tells us that Goblins are relatively poorly disciplined and would be far more likely to rout than humans.
In the Advanced Rules a unit may be led by a character model whose Ld value includes a bonus of +1, +2 or +3. In this case, the unit's value is that of the troops plus the leader's bonus. Bonuses of this kind are described in the section on Character Models. No bonus may take the Ld to above 10, no matter how high the Ld bonus of the leader. Also, no bonus may increase the unit's Ld to more than the character's Ld value.
A unit of mixed troops uses the lowest Ld value as the basis of any test.
Routing Troops
When a unit routs, it is immediately turned away from its combat opponents and moved in the opposite direction. This initial rout move happens out of the normal turn sequence. Routing units are moved at double rate, although normal movement penalties apply for terrain. If the routing unit's path is blocked by impassable terrain or friendly units it will move around them where possible. If friendly units block the routing unit's path there must be a gap of at least 2" for the routers to "funnel" through. This gap must be within the path as shown on the diagram.
If there is no such gap the routers will simply pile through the formation of the friendly unit, causing a great deal of disruption and confusion. A unit which has been routed through in this way must take a panic test, as must all units within 12" of the routing unit when it breaks (see Psychology). Unless it routs as a result of this panic test, a unit routed through must remain stationary until the end of its following movement phase. If charged it must hold, but may turn any models to face as normal.
Free Hack
The greatest loss of life in battle comes not during the actual hand-to-hand combat but during the rout and the moments that follow. The victors leap upon their foes with renewed savagery. This is simulated by allowing the victors to fight a further round of combat against their fleeing opponents. Now, however, the enemy is unable to fight back and is offering no defence against their assailants' blows. So, instead of rolling hits and damage as normal, it is assumed every attack automatically hits. Damage rolls are still made as normal, and routers still receive armour saving throws, but shields are ignored.
Example. Eight men with 1 attack each automatically cause 8 hits against their fleeing Goblin foes. They then dice for damage causing 5 hits on the Goblins. Because the Goblins are carrying shields, they are not allowed a saving throw. If they had been wearing light armour they would be entitled to a saving throw of 6.
To avoid confusion it is best to fight this free hack as soon as the rout has been established, before the routers are moved, as it will be easy to see which of the attackers may fight.
Example. Side A has caused 5 casualties against side B's 2. Side B takes a rout test and fails. B is routed and A takes a free hack. The number of troops that may fight is now 8 because 2 of the original front rank have been slain during hand-to-hand combat.
Moving Routed Units
The initial double distance move away from combat happens out of the normal turn sequence. After that the routing units are moved in the movement phase of their own side's turn. However, the unit is now out of control, its members form a mass of frightened individuals whose only thought is to flee the battlefield as quickly as possible. Because its formation is now totally lost, the unit moves quickly but without cohesion. Following the initial rout, models should be formed into a nebulous mass to indicate their status; a block with an equal number of files and ranks is the best way to represent this.
To determine the direction taken by routers, the GM must establish which is the closest point on the table edge to the unit. The GM then moves the unit at double rate towards that spot. No deductions are made for turns; all manoeuvre and formation changes are now irrelevant. Deductions are still made for terrain as normal. It is left to the GM's discretion whether a routing unit heads for an impassable or obstructive terrain feature - it really depends on whether the feature is obvious or not. For example, a unit wouldn't flee towards the stone walls of an enemy castle, but might flee towards a cliff edge if the drop were hidden. A unit reaching an impassable obstacle, or terrain which is very obstructive, should be allowed to skirt around it. The GM has the final say on the matter.
Routers Leaving the Table
Any routing model reaching the edge of the table is removed from play and does not return. It is assumed that models which rout off the table become dispersed over the surrounding countryside. In any case their contribution to the battle is over.
Panic!
When a unit routs, other friendly units within 12" must take a panic test as described in the Psychology section. If this test is failed the unit also routs. This makes it possible for a single rout to spark off a complete collapse in morale, leading to the rout of several units. Newly routing units take a direction determined by the GM, bearing in mind that the routers are trying to flee away from their enemy. If a unit routs because another unit has routed through it, both units should rout in the same direction - the newly broken unit simply joins in the rout of the first.
If a routing unit lies within the path of pursuing troops, it will generally flee directly away from them, but this is ultimately up to the GM. In other cases the direction taken by the routers may be less obvious, and the GM may randomise the direction, or move the routers towards the nearest table edge. Either solution is perfectly acceptable. In any case, the players should be prepared to abide by the GM's decision.
Rallying a Broken Unit
Just because a unit begins to rout doesn't mean it has to continue until it leaves the games table. Once away from danger a unit may pull itself together. To represent this, the controlling player is allowed to make a rally test at the beginning of the side's rallying phase. The test is made in exactly the same way as the rout test, and, if passed, order is restored and the rout ceases.
To indicate its new status, a rallied unit is reorganised during the rallying phase. It may not move, but may adopt any permitted formation with the front rank centred around its leader. Models may be turned and positioned as the player wishes. From the end of the rallying phase the unit is considered to have fully recovered and is treated exactly as any other normal unit.
To make a rally test the unit must qualify as follows:
- The unit must be free of any pursuers. If pursuers remain in base-to-base contact with a routing unit it may not rally.
- The unit must still have at least a quarter of its original numerical strength left. This does not include any additional character models who may have joined the unit during the battle. For example, a unit which started off with 20 members may not rally if it has 4 or less remaining. Always round odd numbers down for this purpose.
- The unit must be closer to at least 1 friendly unit than any enemy units. Units comprising less than 5 models do not count. Individual models do not count. Other routing units do not count.
- If the unit is within the fear range of an enemy creature, it may not attempt to rally. Fear and its effects are explained later; it is related to a creature's ability to cause troops to rout.
- The unit may not take a rally test during the turn in which it began to rout.
Routing Units with Fast and Slow Members
When a routing unit consists of a mixture of racial types it is likely that one will be faster than the other. Unless a faster model is a character model or individual creature, all are reduced to the speed of the slowest. Character models which are faster, and models which can fly, may rout away from the unit and all subsequent rally tests are made separately.
Pursuers
If an enemy unit routs, the winners will naturally be drawn forward to hack and slay the fleeing foe. If a unit is well disciplined it may respond to its officers' cries to hold or regroup, but in the confusion of battle it is equally likely that warriors will burst from the ranks and give chase. The unit automatically strikes a free hack whether pursuit is given or not. The question of whether to pursue is a tricky one. This is up to the controlling player; for the moment we will assume the victor wishes to pursue.
The routing unit is moved first, the pursuing unit is moved immediately after it, following the path of the routers. The pursuers are moved double distance. Walls, hedges, or other linear obstacles lying between the fighting units do not reduce the pursuer's move distance; it is assumed these are crossed during the hand-to-hand fighting.
Pursuers losing contact. If the pursuer's move distance is insufficient to catch the routers, the pursuing unit is placed behind, but not in contact with, the routing unit. It then strikes a further free hack with the same number of attackers as before. This represents the additional casualties caused before the routers have time to get away.
Pursuers in contact. If the pursuer's move distance is sufficient to remain in base-to-base contact with the routers they are positioned immediately behind. Once again, the pursuers strike a free hack. The pursuing unit assumes any convenient formation, and may attack with any models in base-to-base contact.
A pursuing unit will always strike two free hacks during the turn in which the rout begins. (Examples: 1. The enemy breaks and pursuit is given. Take a free hack when the break occurs and again during the pursuit. 2. The enemy breaks and pursuit is again given although this time the routers are moving too fast to catch. Even so, a free hack is taken, both as the enemy breaks and during the pursuit.)
Pursuers Losing Contact
If a pursuing unit does not move fast enough to catch its enemy, it comes to an immediate halt at the end of the pursuit move. The unit is now unformed just as if it had charged and failed to make contact. The unit must remain stationary until the end of its next movement phase. During this time the unit is reforming (see Reforming).
While reforming a unit is vulnerable; its formation is disrupted and its members are unsure what is happening. An unformed unit must receive any charge at the halt, although models may be turned to face a charge as normal. If an unformed unit is pushed-back in the first round of hand-to-hand combat, it is automatically routed. If an unformed unit is not pushed-back by an initial round of hand-to-hand combat it automatically reforms and further rounds are fought as normal. (Example: the pursuers fail to catch their routing foe. During their next movement phase the unit must reform.)
Pursuers Remaining in Contact
If a unit pursues it will be able to maintain contact so long as it is moving at least as fast as the routers. Intoxicated by their success, the troops are temporarily overcome by blood-lust, laying about the foe and butchering a great many as they flee. The unit is now beyond the control of anyone and is compelled to follow the routing unit as it moves. No other move is allowed until the routers are either slain or removed from the table. All subsequent rounds of combat against routers are free hacks, all attacks automatically hit. If all the enemy are slain during close combat the pursuing unit becomes unformed and reforms during its following movement phase as described in the section above. If routers are chased from the table, pursuers must halt and reform at the table edge.
Close Combat Against Pursuers
Pursuers can sometimes find themselves charged (usually in the back or side) by a fresh enemy unit. The pursuers are already in the grip of a powerful blood-lust, but are hindered by their loss of formation. We shall assume these two things cancel each other out: the troops' fighting potential is both increased (because they are crazed with victory) and decreased (because their formation has been disrupted). The pursuing unit is permitted to turn models to face the new attacker, and a normal round of close combat is fought. The pursuing unit is not allowed to run away from or shoot at the chargers. The pursuit is broken off immediately, but the pursuers are not considered to be unformed and do not have to reform. However, if the pursuers are pushed-back by their attackers, their battle ardour may cool very suddenly, their already disrupted formation may shatter and their earlier euphoria turn to despair. Therefore, a pursuing unit engaged by a fresh enemy is automatically routed if pushed-back during the first round of combat.
Close combat may also be initiated during the initial rout sequence, if the routers rout straight through a friendly unit to their rear. A unit routed through in this way must take a panic test and may therefore rout itself, but brave troops may prove stalwart enough to stand firm. If this happens, any pursuers will crash straight into the unit, thereby initiating combat.
In this situation the pursuers are considered to be charging. Any psychological tests necessitated by a normal charge must be taken by the pursuers and the unit they contact (see Psychology). The unit contacted must remain stationary; it may not use missile weapons against the attackers or run away from them. Although an engagement has begun, the units involved do not strike blows this turn. It is assumed that the new engagement begins just as the turn is ending, and the first round of hand-to-hand combat is fought in the following turn. A pursuing unit which encounters fresh enemy models during the initial pursuit will be routed if it is pushed-back in the first round of hand-to-hand combat.
Not Wishing to Pursue Initially
It may be that a player does not wish a unit to pursue when the enemy routs. Unfortunately, drunk with bloodlust and half-crazed on victory, the warriors may decide to pursue without any regard to the wishes of their commander or controlling player. Whether discipline is sufficient to bring the unit into line will depend on its leadership value. The controlling player may, if he wishes, make an immediate 2D6 test on the unit's Ld in exactly the same way as for routing. If the test is passed, the unit does not pursue. If the test is failed the unit must pursue. A unit which does not pursue does not have to reform and may continue normally. No follow-up is made, and only a single free hack is struck.
Wishing to Halt a Pursuit
Once a pursuit is underway it is difficult to stop. If a player wishes to cease a pursuit, he must declare his intention as the enemy unit moves away in its own movement phase. The pursuing unit must have a leader, otherwise it must continue until the enemy is either destroyed, or driven from the table, or until charged by a fresh enemy unit. If the unit has a leader a normal Ld test is taken exactly as described for rallying, routing, etc, but with a characteristic modifier of -1. If the player succeeds in stopping the pursuit, the unit comes to an immediate halt and is considered to be unformed. The unit must remain stationary until the end of its following movement phase, reforming in the same way as pursuers whose enemy have been destroyed.
Multiple Combats
If a unit is fighting several enemy units, one may rout leaving the other still engaged. If this happens it is not necessary for the victorious unit to pursue. Continue to fight the engagement as normal until the last enemy unit routs. The victorious unit still strikes a free hack as the routers turn to flee.
Reforming
Reforming and rallying are two different operations. Only a unit which is routing can attempt to rally and a test is required for success. A successful rally takes place during the rallying phase.
Units are required to reform following pursuit or following a failed charge. Reforming happens automatically once contact with routers is lost, or in a unit's following turn after a failed charge. Reforming units must spend their following movement phase halted while they reform their ranks. Until it is reformed, any unit pushed-back and followed-up in hand-to-hand combat is automatically routed. Where an unformed unit has to take any Ld, Int, Cl or WP based test, it is subject to a -1 characteristic modifier.
Reserves
Troops spend a great deal of time hanging about and doing nothing, and then, all at once, they are committed to an engagement and very soon they either win, lose or become bogged down in a lengthy scrap. In most situations, only a very short space of time is spent fighting. However, bodies of troops not confronted directly by their enemy can move very quickly compared to those already engaged. We represent this by allowing such troops to move again during the reserves phase of the turn. This has two effects in the game. Firstly, it allows us to simulate the bringing up of reserve bodies of troops. Secondly, it compresses the time units spend "hanging around" and enables us to get on with the battle.
The Reserve Move
A reserve move is made exactly like a normal move. Units can manoeuvre in exactly the same way. A unit brought to a halt because it fails a manoeuvre test for a simple manoeuvre in the movement phase may still reserve move. A unit brought to a halt because it fails a complex manoeuvre in the movement phase may not reserve move. However, units may not approach closer than 4" to any enemy even if the enemy is routing. If they approach to within 4", they come to an immediate halt and any remaining movement is lost. This is because the unit is now within what we shall consider to be the active zone of combat.
Units do not have to make a reserve move if they do not wish to. The only exception is if the unit is subject to some compulsory movement rule - if it is magically compelled to move towards its foes, for example.
Which Units May Move
Only units which are a reasonable distance from their enemy are considered eligible for reserve movement. This distance is normally defined as 4", so if a unit has any members within 4" of any enemy it may not make a reserve move. The following models may not reserve move:
- Units engaged in hand-to-hand combat.
- Routing and pursuing units: their extra speed is taken into account in the movement phase.
- Units within 4" of any routing troops, no matter whether they are enemy or friends. The proximity of routers has a disturbing influence which hinders their movement.
- A unit which fails a manoeuvre test for a complex manoeuvre in its movement phase may not reserve move that turn.
- Flying creatures never reserve move: their speed and agility is taken into account during the movement phase.
- Large or cumbersome engines, vehicles and war machines never reserve move. They are too slow and ungainly to take advantage of the reserve movement phase. Chariots may make a reserve move if they are pulled by one or two horses or horse-sized creatures, but not otherwise.
- Units which begin the reserve phase with any models positioned on difficult ground or on very difficult ground may not reserve move. A unit which begins the reserve phase divided by an obstacle may not reserve move.
Character Models
Individual models representing characters, heroes, wizards, or whatever, are termed character models and are treated as units. Enemy characters or routing characters within 4" will therefore bring a unit to a halt. Character models are explained in the Advanced Rules and can be ignored for now.
Common Sense
Although units are not normally permitted to reserve move if enemies are within 4", there are some situations where the GM may overrule this. For example, if the game were conducted around an ancient fortress with high walls, two units could be moving on either side of a wall without knowing the other was there. Similarly, if a unit has been turned to stone it presents no threat and can therefore be ignored. Instances of this kind are left to the GM's discretion.
Psychology
A commander supervising a large body of troops cannot always rely on them to do exactly as he wants. His troops' sense of self-preservation, their fears and prejudices, all affect their actions. This is simulated by the psychology rules. Psychology allows different troops to react in different ways under stressful or unusual circumstances - ranging from outright fear to unquenchable hatred.
Psychology Tests
The description of each individual effect states when a test should be made. In general, however, all psychology tests are taken in the same way, as a 2D6 test against the unit's Cl. The unit's Cl value is assumed to be that of its constituent troops, although the presence of a character model as the unit's leader will confer a bonus as explained in the Character Models section of the Advanced Rules. To take a test the player rolls 2D6. If the score is equal to or less than the unit's Cl the test is passed. If the score is more than the unit's Cl the test is failed.
Fear
Creatures which cause fear are described in the Bestiary. Fear affects both hand-to-hand combat and shooting. A test is made by each unit that is potentially affected: note - it is the unit affected that is tested, not the creature causing fear.
A fear test must be taken in the following situations:
- A unit wishing to fire missiles at an enemy it fears must make a fear test if it lies within the enemy's charge reach (irrespective of terrain). A unit may fire at a target outside of this range without taking a test.
- When a unit wishes to charge an enemy it fears. A unit wishing to charge a feared enemy may not do so if the test is failed. The unit may not move and must spend the remainder of the turn inactive.
- When a unit is charged by an enemy it fears, the unit is automatically routed if it fails its fear test. The unit is moved exactly like one which has run away from its enemy, failed its subsequent Ld test and routed.
The following general rule also applies to troops subject to fear, regardless of the results of any initial fear test: a unit pushed-back and followed-up by an enemy it fears is automatically routed. If engaged against a mixed formation of troops (some of whom cause fear and some of whom do not) this rule only applies if the element causing fear has inflicted sufficient damage to win the combat round.
Some, although not all, creatures instil fear over a distance. This is stated in the Bestiary section as Fear 15", Fear 5" etc. This means the creature has an aura of fear which can affect units within its range. The following rules apply:
- A unit within the range of an enemy it fears automatically suffers a -1 on all "to hit" dice rolls in both close combat and shooting. Where feared enemy have no range this modifier does not apply, even if troops are engaged in close combat.
- Routing units may not attempt to rally if within range of a feared enemy.
- A unit making a reserve move may not enter within the range of a creature it fears.
Some creatures are more frightening than others: large slobbering Chaos demons are definitely more frightening than skeletons. To reflect this some fearful creatures have an associated modifier: fear +1, +2 etc. This modifies the tester's dice roll, making it more likely they will fail the test. Where creatures have a range effect and a modifier it is written fear 15" +2, fear 5" +1 etc.
Frenzy
Some creatures or individuals have the ability to work themselves up into a traumatic bloodlust, or battle-rage, transforming the ordinary warrior into a crazed whirlwind of destruction. Such a warrior cares little for personal danger, and may be able to ignore the effects of even mortal wounds while his frenzy lasts. A unit of frenzied warriors is very hard to beat - it is also very hard to control.
Troops capable of becoming frenzied are said to be subject to frenzy. At the start of the battle they are calm and collected, and only become frenzied once they enter close combat. This does not, however, happen automatically. A good, blood-curdling charge is necessary for a start! As a unit subject to frenzy charges, the controlling player rolls 2D6 against the unit's Cl. The frenzy test is an exception in that a success result means the troops do not go into frenzy (i.e. they keep their cool). If the score is more than the unit's Cl the entire unit becomes frenzied. The following rules apply to frenzied troops:
- The unit remains frenzied as long as it remains in base-to-base contact with the enemy. This means the frenzy continues throughout the combat engagement and during pursuit as long as the pursuers are able to maintain contact. Frenzy applies during all free hacks.
- Frenzied troops must always follow-up enemies who have been pushed-back regardless of any other circumstances.
- Frenzied troops must always pursue a routing enemy regardless of their circumstances.
- Frenzied troops never take Rout tests, cannot be routed, and ignore psychology tests. They are past caring about such things!
- Frenzied troops may add +1 to their "to hit" score, a +1 to their roll to cause damage and a +1 to any saving throw they make. This represents both their extra fighting ability and their ability to shrug off injury.
Note: As described in the section on Character Models, characters acting as leaders can increase the Cl value of units by adding their own Cl bonus. In the case of frenzy, rather than add the leader's Cl modifier to the troop's basic value, the player may deduct the leader's Cl modifier instead. The player has the option, and can add, deduct or ignore the leader's modifier if he wants. This gives a lower overall Cl value for the unit, and the unit is more likely to go into a frenzy. This represents the leader whipping his troops up with battle-cries and fearsome exhortations.
Hatred
Feuds and vendettas stretching over the millennia, magical and religious antipathy, territorial disputes and racial contempt, all contribute to the irrational enmity covered by hatred. A unit of troops which, for whatever reason, has a grudge against a particular enemy, may not be able to resist its collective instinct to attack the foe. While the sensible thing may be to stay firmly put, if a unit's hatred for the enemy is great enough it will undoubtedly attack, regardless of the wishes of its commander or controlling player.
Troops liable to hatred are said to be subject to hatred against a specific foe. The Bestiary section gives details of those creatures affected. A test must be made in either of the two circumstances given below. If the test is failed the hatred rules apply:
- A unit must always charge a hated enemy where possible. When a player does not wish a unit to charge a hated enemy, a test must be made.
- A unit must always shoot upon a hated enemy where possible, assuming it is unable to charge. If a player does not wish to shoot at a hated enemy a test must be made.
If a test indicates that a unit enters a fit of hatred, the following rules apply:
- The unit must charge a hated enemy within its charge range. If there are several potential opponents the nearest is charged. If opponents are equally near, the player may choose which to attack.
- The unit must shoot at a hated enemy it is able to shoot at. Where several targets present themselves, the same priorities apply as above.
The following rules apply to any models in close combat against a hated enemy whether a hatred test is taken or not, and regardless of the result:
- Troops may add +1 to their "to hit" score when fighting a hated enemy.
- The whole unit may add +1 to its Ld score when making a rout test if pushed-back by a hated enemy. If fighting a mixed formation of enemies (some of whom are hated and some are not) the hated element must have inflicted sufficient casualties to have caused the push-back, otherwise this bonus does not apply.
- Troops must always pursue a routing hated enemy regardless of circumstance.
Panic
Communication is difficult on the battlefield: not only is it difficult to see what's going on over the next rise, it may even be impossible to tell what's happening at the other end of the same formation. Troops are therefore inclined to respond directly to what is going on around them, or to what they imagine is going on around them. Seeing a friendly unit rout they might believe the entire army to be fleeing. Suddenly attacked in the rear they might think themselves surrounded and doomed. In these situations it is easy for panic to set in with disastrous results. A panic test is made exactly like other psychology tests using 2D6. A test must be made in the following circumstances:
-
If, at the start of the side's turn, a unit finds itself within 4" of a visible, friendly routing unit.
-
If, during the enemy's turn, the unit is charged in the side or rear while already engaged in frontal hand-to-hand combat. Note that unengaged models may be turned to face such an attack assuming the panic test is passed. Note: if the charging unit fails to contact the unit at more than the normal 22½°, this test is not necessary. If the unit being attacked in this way has stomp attacks, allowing it to fight [wording partly illegible in scan] around, or is being attacked in the back and has tail attacks to the rear, there is no need to make a panic test providing the majority of models under rear/side attack are able to deliver at least one blow against both their frontal and side/rear enemy.
Example: a unit of 5 Knights mounted on warhorses are attacked in the rear by Goblins while engaged with a unit of Orcs to the front. No panic test is needed because the Knights can strike against the Orcs while the warhorses stomp the Goblins.
-
If, during the enemy's turn, the unit is charged in the side or rear by an enemy force emerging from concealing cover (such as a wood) or any situation in which they, theoretically, could not have been seen at the beginning of the movement phase.
-
If, during the enemy's turn, the unit is charged while it is crossing an obstacle - for example, if divided by a hedge. Entering a building counts as an obstacle. A unit half in and half out of a house must make this test if attacked. Note that a unit may make no manoeuvres while crossing an obstacle and therefore models may not turn to meet their attacker. Models unable to turn may take free hacks from the enemy.
-
If a friendly unit within 12" routs from hand-to-hand combat a panic test must be made immediately. Any measurement is made from the routing unit's original position before its rout move is taken. If the testing unit has four times as many models as the routing unit, the test is made with a Cl bonus of +1.
-
If a unit is engaged in close combat, and one or more character models leaves, the unit must take an immediate panic test. However, if a unit includes three or more character models, and the character with the lowest (or equal lowest) character level leaves, there is no need to test. If the unit routs it does not include the model which has already left - although a further panic test may be required for proximity of routers. Note that a character may not leave unless already placed in a non-fighting rank during the first round (see p93).
A unit failing a panic test routs immediately. If in hand-to-hand combat it will rout away from its enemy and may be pursued as if it had broken as a result of combat. If swept away by another routing unit it will follow the path of that unit as directed by the GM. The GM has the final say over rout direction.
Stupidity
While it is an undeniable fact that some creatures have very little in the way of grey matter, it should be borne in mind that stupidity can affect even the cleverest of creatures. Stupidity represents a creature's tendency to do exactly the wrong thing! This is not linked directly to intelligence because even very intelligent individuals may be prone to do stupid things. Stupidity represents the tendency to be distracted, to lose concentration, or to fall into a well of concentration so deep that everything else is ignored. Some races are inclined to stupidity, and some individuals may also suffer from this problem. All models potentially affected are described as being subject to stupidity. A unit subject to stupidity must make a test at the beginning of its side's turn, any effects lasting until the test is taken again. A unit which fails its stupidity test is subject to the following rules:
- If already in close combat, half the unit will suddenly stop fighting. Affected creatures may stare around confused, suddenly forget where they are, recall something very important they had to do but cannot remember what it was, become preoccupied with an interesting insect or blade of grass etc. If an uneven number of troops are involved, the odd one will fight on a D6 score of 4 or more. The unit's leader and any associated characters may be among those affected. Roll a D6 for each character model, a result of 1, 2 or 3 indicates that they are affected by stupidity. Affected models may not strike blows in close combat.
- If not already in close combat the unit will forget exactly what it was supposed to do, perhaps becoming distracted in some manner as described above. A unit suffering from stupidity may not conduct missile fire or magic. Its movement becomes random and it never moves in the reserve phase. To determine how the unit moves roll a D6:
- 1-3 Devoid of purpose the unit absent-mindedly shuffles in a random direction at half rate, making no deductions for turns or wheels. To determine the direction a clock face is used with 12 being the direction the unit is currently facing. A D12 is rolled to find its new direction of travel. For example, a 6 is rolled, the unit turns round and heads in the opposite direction. If a friendly or enemy model or unit of any kind, or an inanimate object, lies in the unit's path roll another D6: 1-2 The unit halts in front and muses peacefully. 3-4 The unit members attempt to eat it, make 1 attack per model. 5-6 The unit attacks as normal.
- 4-6 A sudden brainstorm renders the whole unit inactive. Individual members sit down to look at the grass, kneel deep in concentration or lie down and go to sleep.
A unit affected by stupidity cannot be affected by further psychology, but it can be routed. If pursued, normal rules apply so long as pursuers remain in contact. If the pursuers lose contact the unit becomes once more subject to stupidity and, if affected, is automatically rallied once the stupidity wears off (creatures prone to stupidity find it easy to forget that they are routing).
Mixed Units and Mixed Psychology
If a unit has a leader of a different race to his troops it may be that they are subject to different psychology. For example, Dwarfs hate Goblins, but humans do not. If a Dwarf unit is led by a human, how does it react? The answer is that psychology applying to the leader also applies to his troops, and psychology applying to troops also applies to the leader. This is because the leader will find himself caught up in any confusion within the ranks, while his own phobias will either spread despondency or create enthusiasm amongst his troops.
Similarly, if a unit consists of a mixture of races, all their combined psychology applies. Where units of mixed race are compelled to take a test against their Cl, the lowest value of all the troops is used. So, for example, in a mixed unit of Orcs and Goblins, the lower Goblin value of 5 is used.
Units Including Characters
If a unit is led by a character model with a Cl bonus, this is added to the Cl of the unit as explained in the section on Character Models. In the same section you will find details of how non-leader character models affect, and are affected by the psychology of units they are associated with.
Leaders
The efficiency and enthusiasm of a unit's leader are very important factors when determining the unit's overall fighting abilities. To simplify matters, this section includes all the information relevant to leaders and units, including some details discussed elsewhere.
Leaders and Units
Every unit must begin the game with a leader model distinguishable from its fellows in some way. The vast majority of leaders are of the same race and have the same characteristic values as the fighting warriors.
The Position of the Leader
The leader model is always placed in the centre of the front rank of a formation. If the unit turns to face another direction, the leader model is repositioned in the centre of the front rank and the model displaced fills up the resultant gap. The leader remains as the reference point designating the unit's centre. Casualty removal from the sides must take place so that the leader remains in the centre at all times. This represents the unit forming up around its officer.
Where a unit has an even number of models in its front rank the officer is positioned in either one of the two centre positions.
Characteristic Tests
Tests made against the unit's Ld, Int, Cl or WP utilise the characteristic value of the troops. Where a unit contains troopers of different races the lowest value is used. Leaders generally have the same characteristic values as their troops because they are of the same race.
If a unit is led by a character model with Ld, Int, Cl or WP bonuses, the appropriate bonus is added to the characteristic value of the troops when making a test. However, no bonus may take a characteristic value to more than 10 under any circumstances. Also, no bonus may increase a unit's overall characteristic to a value greater than that of the unit's leader himself. So, for example, a Goblin leader has a Ld value of 8 and a bonus of +3. If this character was leading an Orc unit (troop Ld 7) the unit's actual Ld would be 8 and not 10.
Typical characteristic tests are: tests to make additional manoeuvres, tests made when running away from a charge, rout tests, pursuit tests, rally tests and all psychology tests. The results of such tests apply to the whole unit, including its leader and any associated character models.
Units Without Leaders
Once a unit's leader is slain it is assumed a second in command takes over and the unit continues to function. However, a second in command is not as efficient as a real leader. Therefore, a unit without a leader may make only one simple and free manoeuvre during its movement. No additional manoeuvres or complex manoeuvres may be attempted.
The Risk to a Leader from Missile Fire
A leader model may not normally be singled out as a target for missile fire. However, a leader may be shot at under the following circumstances:
- If a unit including its leader comprises fewer than 5 models, the leader may be targeted by missile troops firing from half range or less. In addition, any character model may shoot at the leader from up to the full range of the missile weapon used.
- If a unit sustains casualties so that its numeric strength is reduced to 4 models, subsequent hits may be assumed to hit the leader if rule 1 above allows it.
It is more difficult to single out a leader than it is to fire at a general mass of troops. Any shot targeted against a leader model is subject to a -1 "to hit" penalty.
The Risk to a Leader in Hand-to-Hand Combat
A leader normally occupies the centre of the front rank, and so will be involved in any hand-to-hand combat. Blows struck by and against the leader must be worked out separately and any damage results must be recorded. A model in base-to-base contact with one or more enemy models may always fight either (and may fight both/all if it has sufficient attacks). A model faced with a leader model usually has the choice of fighting it or not. This must be established before dice are rolled. When making rolls for or against leaders, dice may be thrown separately or distinguished by colour etc.
Example: the unit leader is faced by two enemy models - both may strike against the leader, or both may choose to strike against the ordinary troopers on either side. The player must decide before dice are thrown.
Personal Combat
If units are engaged in close combat, any leader may challenge his opposing number to personal combat. If the challenge is accepted, it is assumed the characters are facing each other, although the models may be left in place so as not to disrupt the formations. Their fighting is worked out separately to the rest of the unit, any damage caused contributing towards the total when determining the winning side. In practice it is often easier to work out the whole engagement as normal, but use a different coloured or marked dice to represent the blows of the leaders. If a leader is slain in personal combat the model is removed, usually accompanied by much cheering and bravado from the other side.
Other challenges. As discussed above, any leader may challenge another leader to personal combat. In addition any character model may challenge a unit's leader to personal combat in the same way.
Refusing personal combat. A leader may always decline a personal combat if the player wishes. A model refusing personal combat is not allowed to fight. The leader is left in place, but is assumed to be cowering behind his troops. The challenger may still fight as normal, but blows are directed against the common troopers. If a leader refuses a personal combat he will lose face. However, a leader less than 10 foot tall may always decline a challenge from a creature over 10 foot tall without losing face. If a leader refuses combat and loses face, his Ld characteristic bonus is reduced to -1 for the rest of the battle. This means that further Ld based tests will use the Ld of the troops -1.
Taking up the challenge. A character model associated with a unit may, if not already engaged in personal combat, take up a challenge to the leader. The original challenger has no choice but to fight the character. If a challenge is taken up in this way, the unit's leader does not lose face, may still fight, and there is no Ld penalty.
Uncovering the refuser. If a leader refuses personal combat, and the entire front rank of his unit is slain during the ensuing combat round, the cowering leader is uncovered by his enemies. The model may then be attacked by the original challenger. A further round of personal combat is fought immediately.
Standards and Musicians
A unit does not have to have standard bearers, drummers, horn blowers or other musicians, but players may include them if they wish. Standards are used to give pre-arranged signals for "advance", "halt" etc, and also act as a rallying point for troops who have lost their formation. A unit's standard is also a focal point of its martial pride, inspiring the troops to greater efforts. The loss of a unit's standard is no small matter, and a fierce battle may sometimes develop in which one side tries to capture an enemy's standard. Musical instruments also contribute towards the coordination and control of formations: the beat of the drum establishes the marching pace of the unit while special beats may be used to give general orders such as "charge", "retreat", or "dinner's ready". Drums are the most common instrument taken into battle, but horns are also popular. Anything loud will do.
The Standard Bearer and Musician Models
Models will be required to represent the standard bearer and musician. These are positioned anywhere within the unit, and may be repositioned at the beginning of that side's turn so long as they are not already engaged in combat. A model carrying a standard or musical instrument may still fight in hand-to-hand combat, and is assumed to have exactly the same armour and weapons as his fellows. Standard bearers and musicians were specially chosen from the hardiest and most fearsome members of the unit, making up for the fact that they may not be able to properly use weapons, shields etc. For the sake of simplicity, we assume that these factors cancel out, and consider the standard bearer and musician to have identical fighting abilities, weapons and equipment to the rest of the unit.
Blows struck against standard bearer or musician models must be worked out separately, or distinguished by a different coloured dice. A model facing two models may decide to strike either (or both if it has two or more attacks), so a musician/standard bearer may be struck once, twice or not at all. Unless a player states how many attacks are being made against a musician/standard bearer, it should be assumed that no attacks are so directed.
Standard Bearers
Standards may take the form of flags, banners, or some form of grizzly trophy stuck on a pole. A unit which has a standard bearer in its front rank increases its fighting potential - the troopers refuse to give ground even if sorely pressed, and they will spring eagerly forward to follow their flag.
When working out who has won a combat round, a side with a standard in its front rank may add +1 to the number of wounds caused. For example, Orcs are fighting humans - the humans cause 4 wounds and the Orcs cause 3. However, the Orcs have their standard fighting in the front rank so add +1 to the damage caused. The engagement is therefore a draw and both sides hold. Note that the standard must be flying when the results of combat are worked out. If the standard bearer is slain during the combat round the standard is down and the bonus does not apply.
Capturing Standards
When a unit's standard bearer is slain the model is removed. However, if the unit wins the combat round and follows-up its enemy, a fallen standard may be picked up by another model. Exchange the ordinary model for the standard bearer model and continue as normal. No penalty is applied because the standard bearer is a different individual - the standard is still flying and that is all that matters.
If a unit's standard bearer is slain and it is pushed-back, the enemy may attempt to capture the standard as they advance. Needless to say, no unit likes to lose its standard, so a vicious fight will develop over its possession. Do not take a standard rout test, but fight another round of hand-to-hand combat immediately. Place the standard bearer model aside to indicate that it is to be fought over. If the side attempting the capture wins the round, they have captured the standard, and the defeated unit must take a standard rout test. If the side attempting to recapture the standard wins, the standard is recovered and the enemy must make a standard rout test. If the result is a draw the standard remains where it falls, becomes trampled into the ground, and is recovered by the winning side at the end of the battle.
If a unit's standard bearer is slain and the unit is pushed-back, but the enemy player decides not to try and capture the standard, the standard is left in the dirt to be recovered by the winning side at the end of the battle.
Once a standard has been captured, the player is entitled to take the model carrying it from his opponent. This model is then placed amongst the victorious unit and one of its own models is removed to compensate. The enemy model represents one of the unit's own warriors, even though it may be of a very different creature. Where creatures are very obviously different (e.g. a unit of Halflings captures an Ogre standard) a piece of paper may be fastened to one of the unit's models to indicate that it carries the captured standard. Models with captured standards need not fight in the front rank.
If a unit's standard is captured its leadership characteristic drops by -2 for the remainder of the battle. This can only be regained by recapturing the standard. If the standard is lost but not captured, the unit's leadership characteristic drops by -1 for the remainder of the battle.
Why Capture Standards?
First and foremost it really annoys your enemy! If you are taking part in a series of connected games the unit may wish to parade the captured standard in future battles. Capturing standards also adds to a player's victory points total at the end of the game or campaign.
Recapturing Standards
A standard may be recaptured in exactly the same way as it was captured. This means that a captured standard must normally be in the front rank if it is to be recaptured.
Musicians
Musicians make it easier for a unit to manoeuvre. A unit with a musician in the front rank may add +1 to its leadership score when testing to make a second or subsequent manoeuvre (i.e. a turn, a wheel, a formation change, etc.). However, this modifier may not take the unit's Ld score to more than 10.
Routed Units
When a unit routs the first thing that happens is that the fleeing warriors will drop any bulky or heavy items - including standards and musical instruments. Once routed a unit loses its standard, its musician, and any captured enemy standards. Any standards dropped during the last round of combat are automatically captured. Other standards are simply dropped onto the ground and remain there until after the battle, when they are captured by the winning side. Models carrying standards and instruments are replaced with normal rank and file troops as appropriate, or can be removed as the first casualties during the free hack.
ADVANCED RULES
Advanced Warhammer Gaming
Warhammer is an expanding game. It is possible to keep adding new elements, introducing new rules, new concepts and ideas. And that is what this chapter is about - how to expand the Basic Game to cover all sorts of situations. In some cases this is just a case of providing new rules for particular features, such as character models, buildings, or aerial combat. In other cases we will be discussing generalised concepts, such as the conduct of games, developing your own ideas and how to go about competition gaming.
Rules Versus Ideas
Warhammer players usually belong to a formal or informal gaming group. Many groups play their own rules modifications, or interpret the rules in their own way. This is fine for club games, where everyone is familiar with the club rules, and where there will always be someone at hand to give an interpretation. However, for strict competition between unfamiliar gamers it is necessary to stick to a more formal version of the rules to avoid confusion.
This section therefore contains far more rules than we would have liked. In many of our own games we would simply rely on common sense to cope with a situation. However, this is obviously not good enough for strict competition gaming, where players must start off on an even footing. To facilitate competitive battles, comprehensive and detailed rules are provided. However, it is often the case that a particular situation can be represented by several methods and players may wish to develop their own rules to improve upon or replace those given here. Only in competition battles between unfamiliar players, or formal competitions organised by a third party, is it absolutely necessary to stick to the rules as given.
Points Values
Working out equally matched armies is always tricky - how, for example, are we to compare a huge fire-breathing Dragon with a diminutive Goblin? In theory it should be possible to allocate each model a numeric value, adding extra for armour and weapons, so that players may agree to meet with 500, 1000, 2000 or whatever points of troops on each side. In practice, however, this is more problematical than might be imagined. In the case of the Goblins and the Dragon, for example, the Goblins are completely unable to harm the mighty creature - their arrows bounce off its tough skin, their blows barely scratch its armoured hide. No matter how many Goblins attack it, they will lose. All the Dragon has to do is slay a few at the front and the rest will run away! This is an extreme example, but the same factors apply to all creatures.
Because Warhammer is a fantasy game some creatures have special vulnerabilities or powers which make them better in some situations than others. The points value system given here is intended to be used in conjunction with the Warhammer Armies book. As long as the points values and Warhammer Armies are used together, a reasonably fair game should result - providing of course players choose their armies effectively. No points value system can compensate for dumb decisions.
Friendly Games
If a GM is organising an informal game of Warhammer, and is prepared to work out the sides himself, balancing forces according to his own common sense, so much the better. Points values can be ignored. This is easy for an experienced GM and produces a far better game. However, if the GM is new to Warhammer, or if the players are forced to fight without the benefit of a GM's guidance, the points values can be used as a guide to fair troop allocation.
Points for Creatures
The following points values have been allocated to the creatures of the Warhammer world. The points values reflect the worth of a typical creature of the race concerned, with a basic profile and no armour or equipment other than a simple hand weapon where appropriate. Some creatures may have several different points values listed in the Bestiary. Where this is the case, the points value given below is the lowest for that creature type. For example, Dragons can cost up to 800 points, but the points value shown below is for the smallest Dragon - 250 points. The points values of character models, wizards and other special models are discussed later in the relevant sections.
| Intelligent Races | Points | Giant Races | Points | |
|---|---|---|---|---|
| Beastman | 10 | Giant | 250 | |
| Centaur | 30 | Minotaur | 40 | |
| Coatl | 35 | Ogre | 40 | |
| Dwarf | 8 | Treeman | 280 | |
| Norse Dwarf | 8 | Troglodyte | 36 |
| Undead | Points | Ethereal | Points | |
|---|---|---|---|---|
| Carrion | 45 | Ghost | 50 | |
| Ghoul | 8 | Spectre | 200 | |
| Liche | 90 | Wight | 100 | |
| Mummy | 80 | Wraith | 150 | |
| Skeleton | 10 | |||
| Undead Hero |
| Creatures | Points | Creatures of Chaos | Points | |
|---|---|---|---|---|
| Bear | 20 | Chaos Hound | 23 | |
| Boar | 6 | Chaos Steed | 32 | |
| Cold One | 22 | Chimera | 250 | |
| Cold One Warhound | 8 | Cockatrice | 150 | |
| Dire Wolf | 70 | Gorgon | 110 |
(The page also lists an "Elites" scale: 1 = +1, 2 = +2, 3 = +3, 4 = +4, 5 = +5. The Demonic Servant value is not legible in the scan.)
Weapons (Points)
The basic points value of each creature includes a hand weapon of some kind - a club, sword, mace, etc., where appropriate. If a model has several hand weapons - additional knives, daggers, and so on - these are usually ignored and no points are paid; they simply contribute to the appearance of the model and play no part in the game. Points are paid only for weapons the unit is assumed to be carrying - not other or additional weapons included only for decorative purposes. If a player wishes, and if the Warhammer Armies book permits it, members of a unit may be equipped with two (or more) hand arms, in which case the additional weapon/s are paid for at the cost indicated.
Additional weapons cost points. Warhammer Armies provide players with options to equip units with various weapons, the points values of which are indicated in the lists. The basic values are given below, and can be used to work out any combination of weapons for your troops.
| Weapon | Points per model |
|---|---|
| Basic hand weapon - sword, axe, club, mace etc | Free |
| Additional hand weapon | 1 |
| Dagger (assumed not carried unless paid for) | 1 |
| Double handed axe, sword, club or mace | 2 |
| Flail | 1 |
| Halberd | 2 |
| Lance | 2 |
| Net | 2 |
| Pike | 1 |
| Spear | 1 |
| Missile Weapons | Points per model |
|---|---|
| Blowpipe | 1 |
| Bow | 2 |
| Crossbow | 3 |
| Darts | 1 |
| Javelin | 1 |
| Long bow | 3 |
| Repeating crossbow | 4 |
| Short bow | 1 |
| Sling | 1 |
| Throwing axe | 1 |
| Throwing knife | 1 |
| Throwing spear | 1 |
| Gunpowder Weapons | Points per model |
|---|---|
| Arquebus | 3 |
| Blunderbuss | 2 |
| Grenades | 2 |
| Grenades - Torinoko type | 1 |
| Pistol | 2 |
Armour (Points)
Just as units are assumed to carry identical weaponry, they are also assumed to be wearing identical armour. So all the models in a unit will have the same saving throw, the same encumbrance modifier, and the same points value. As with weaponry, it doesn't matter if the models actually have a variety of armour or shields, it is assumed they all have the same.
| Armour | Points per model |
|---|---|
| Shield | 1 |
| Light armour | 2 |
| Heavy armour | 3 |
| Barding for a riding animal | 4 |
Modifying Weapon and Armour Values
Creatures with a basic points value of between 5 and 10 may have additional weapons or armour at the standard price. Creatures with a basic points value of less than 5 may buy additional weapons and armour at half cost. Creatures with a basic points value of more than 10 must pay more for their weapons and armour. Character models (discussed later) also pay additional points, but these use a different modifier as explained later. The table below summarises the multiplier for ordinary creatures:
| Basic cost | Multiplier |
|---|---|
| Less than 5 | x½ |
| 5 to 10 | basic |
| 10-20 | x2 |
| 21-30 | x3 |
| 31-40 | x4 |
| 41-50 | x5 |
| 51-60 | x6 |
| 61-70 | x7 |
| 71-80 | x8 |
| 81-90 | x9 |
| 91-100 | x10 |
| For each additional 10 points | +1 to multiplier |
Riding Animals (Points)
The value of a model mounted on a riding animal is double that of the rider including armour and equipment. The value of barding is added to the basic cost of the rider and is doubled like the value of all other equipment. A human knight with heavy armour, lance, shield and barding costs 5+3+2+1+4 = 15 points doubled to 30 points. The same knight without the barding would cost 5+3+2+1 = 11 points doubled to 22.
If a riding animal has its own attacks, or contributes additional attacks in any way, half the creature's value is added to the total. Odd fractions are rounded up to the nearest point. We only add half the value of the creature because a rider and mount is not quite so useful as two models. If the riding animal has no attacks, its point value is ignored.
For example, in the case of a warhorse, its points value is 6, adding 3 to the total. A human knight equipped as above riding a barded warhorse would therefore cost 30+3 points or 33 points. A Goblin armed with a bow, wearing light armour, carrying a shield and riding a giant wolf would cost 2½+1+1+½ = 5 points doubled to 10 and +3½ from the Wolf equals 13½ rounded up to 14 points. Remember that the value of all weapons and equipment is halved for Goblins because their basic points value is below 5.
Riding Other Creatures
Riding animals are essentially horses and horse-like creatures. Wolves may be riding animals, as may donkeys, ponies, etc. The Bestiary defines which creatures are riding animals. Some creatures may be ridden, but are not actually defined as riding animals. This is usually because they are so large or fearsome that they are more than simply transport, and are probably more powerful than the creature that rides them. If a creature other than a riding animal is being used as a mount, the value of the entire model is equal to the points value of the mount, plus that of the rider/s. For example, the points value of a Mammoth is 300. If the creature has a crew of 5 men each costing 8 points, the total is 300 + 40 or 340.
Magic Weapons and Armour (Points)
The value of magic weapons, armour and other magic is costed separately. It is not included as part of the model's standard weaponry or armour and no multipliers affect it. Similarly it does not add to the value of a riding animal.
Musicians and Standard Bearers (Points)
Musicians and standard bearer models cost extra points. Unit leaders do not cost extra points unless they are character models as described later. The value of musicians and standard bearers is double that of the rank-and-file trooper. For example, a unit of humans with a points value of 7 each may add a standard bearer for an additional 14 points.
Weapons
We have already seen how missile weapons have different ranges and effects. We have also made note of the fact that different close combat weapons might also have their own unique capabilities. In this chapter we look at missile and close combat weapons in detail, providing special rules for each, and suggesting appropriate tactics.
The weapons discussed are fantasy weapons. Many have no historical parallels, but most are based on genuine historical weaponry. Rules for each weapon are based upon effects and restrictions associated with its historical equivalent. Although certain weapons require specific tactics, or have specific limitations, players should avoid placing too much store by weaponry alone. Training and proficiency with weapons are more important than the weapons themselves.
Units with Mixed Weaponry
Many players prefer to assemble a force in which every model is different, which means every model is differently armed and armoured. This is acceptable - it is simply assumed that every model has an average amount of armour and carries the weapon most commonly represented. The player must make this clear to the GM before the game. Normally, such a unit will be designated as carrying hand weapons because these are the most common type. A unit may be assumed to carry other weapons if more than half its members are equipped with them. Casualties incurred during the game make no difference, so a unit of spearmen is still a unit of spearmen even if the only models left are armed otherwise. Sensible players will, of course, remove inappropriately armed models first. In the case of missile weapons it is assumed that every model carries the weapon, but in fact it is not essential that every single model does so, although at least half should, and preferably more. Leaders, standard bearers and musicians are assumed to be armed as the rank and file irrespective of their actual armament.
Units with Several Weapons
All missile troops carry at least two weapons (e.g. a bow and a hand weapon). Other troops may also carry two weapons if they wish, such as a spear and a hand weapon. As a hand weapon is costed in with the points values of all troops, models with spears, double handed axes etc., will normally be carrying two weapons. There is no reason why troops shouldn't carry a variety of weapons, such as a spear, a bow and a javelin, as long as the extra points are paid. The only restriction normally placed is that no model may carry more than a single close-combat pole-arm. So two spears is not a possible combination (although a spear and a throwing spear is permissible), and it is not possible to have two or more pikes. No matter how many missile weapons are carried, a model may only use one during its shooting phase. Similarly, no matter how many close-combat weapons are carried, a model may only fight with one during an engagement (except as noted later). Once in hand-to-hand combat, a unit must persevere with the weapon already in hand.
Fighting with Two Weapons
In the normal course of events models only fight with a single weapon. Our fantasy warriors include a fair proportion of loonies willing to fight with two, so we make allowance for them. If a unit intends to use two weapons these must be hand weapons (any two of axe, club, sword, mace etc.). At least half of the models in the unit must carry a weapon in either hand. All of the models must pay extra points for the additional weapon.
In combat the unit may attack as normal with each weapon carried - where models have a single attack this means they now have two. However, it is difficult to use two weapons at once, so right-handed attacks suffer a -1 "to hit" penalty, and left-handed attacks suffer a -2 "to hit" penalty. A unit equipped in this way always has the option of fighting with just one weapon if the player wishes, in which case the additional attack is ignored and the above penalties do not apply.
Weapons Used on Foot
Hand Weapons (Basic Points Cost: Free, or 1 if an additional weapon)
All weapons designed for use in one hand, and no more than three and a half feet long, are referred to as hand weapons. This includes swords, axes, clubs, maces, hammers and picks. A unit may carry an assortment of these weapons, some members carrying swords, others axes, and so on. In combat the difference between these weapons is slight (assuming the combatants are equally matched) so no differentiation is made between them.
Improvised Weapons (Basic Points Cost: Free)
This is a broad class of weaponry covering implements not specifically designed for war: bottles, chair legs and earthenware jugs; or agricultural or industrial tools, such as hammers, shovels, pitchforks, hedging-hooks and the like. Note that a weapon normally carried in two hands counts as improvised when used one-handed. All improvised weapons are subject to the following rules:
- Improvised weapons are badly balanced and awkward - therefore all blows struck are at -1 "to hit".
- Improvised weapons are not designed to penetrate armour - so any armoured enemy may add +1 to its saving throw.
Daggers (Basic Points Cost: 1)
As with improvised weapons, few troops would carry only knives or daggers onto the battlefield. The following rules apply:
- Daggers are fast, handy weapons - therefore any model using one may add +1 to its initiative.
- Daggers are rather small and unlikely to cause serious damage - therefore the attacker's strength is reduced by 1.
- Daggers can be easily turned by armour - therefore any armoured enemy may add +1 to its saving throw.
Double-Handed Weapons (Basic Points Cost: 2)
This category of weapons includes all heavy cutting or crushing weapons designed to be wielded with both hands. Such weapons include two-handed axes, clubs, flails, hammers, maces, picks and swords.
- Double-handed weapons are cumbersome to use, and troops employing them need both hands, making it impossible to use a shield.
- Double-handed weapons are slow and cumbersome, therefore any models using one suffer a -1 initiative modifier.
- Double-handed weapons are heavy and consequently deliver a powerful blow, therefore any model using one may add +1 to its strength.
- Double-handed weapons are capable of cutting or smashing straight through armour, therefore any model damaged by the weapon must deduct -1 from its saving throw.
- A double-handed weapon is treated as improvised if used one-handed.
Flails (Basic Points Cost: 1)
This category includes all weapons used in one hand which employ a length of weighted chain. A morning star is an example of this sort of weapon. Flails are extremely dangerous, not least to their users! They must be swung to gain impetus so that their weighted ends crash down with a whip-like effect. Once a flail has been brought to a halt its user is vulnerable to attack.
- Flails are very difficult weapons to master, therefore a warrior must have a WS of at least 3 to use a flail. If the WS is lower the weapon counts as improvised.
- Flails are powerful impact weapons and deliver a considerable blow, therefore any model using one may add +1 to its strength.
- Flails are tiring to use, and once impetus has been lost the user is at a disadvantage. Therefore, if flail users are pushed-back in combat they suffer a -1 initiative modifier for the following round.
- A unit equipped with flails is unable to charge at full speed because of the unbalancing effect of the swinging weapon. The unit may charge, but only at its normal move rate. The same applies to pursuit. If the unit routs and is pursued, flails must be abandoned so that routers can move at the usual double rate. If routers are not pursued, they may retain their weapons and will move at the slower rate.
Halberds (Basic Points Cost: 2)
Halberds are pole-arms up to 8 feet in length. They are similar to spears, having a long spear point, but they also have a broad axe head. Halberds are useful for fending off cavalry and for delivering killing blows to enemy troops.
- Halberds require two hands to be used effectively, making it impossible for a model to use a shield.
- Halberds are especially useful at keeping mounted troops at bay, providing the formation holds its ground. A unit equipped with halberds may add +1 to its initiative during any combat round fought against mounted opponents, providing the halberd unit has not been pushed-back in the current engagement.
- Halberds can also be used to fend off troops attacking from the air, therefore a model equipped with a halberd may add +1 to its initiative when thrusting at an aerial opponent.
- Halberds are heavy and consequently deliver a powerful blow, therefore any model using one may add +1 to its strength.
Nets (Basic Points Cost: 2)
A net is an unusual weapon and not one commonly carried into battle. It may be made from heavy cord or even chainmail. A net is held in one hand and used to defend and also deflect enemy attacks.
- Nets are useful for warding off enemy attacks. A model using a net has its armour saving throw increased by one point, in the same way as if it were using a shield.
- Nets are also used to partially entangle and distract the opponent. Anyone attacking a net armed model must subtract -1 from their "to hit" rolls.
- No model may employ both a net and a shield at the same time.
Pikes (Basic Points Cost: 1)
Pikes are long pole-arms, similar to spears but much longer. Pikes can be from 12 to 24 feet long, but most average between 16 and 18 feet including their points. Troops equipped with pikes will find it arduous to cross difficult ground, especially areas of woodland, where the overhanging branches become entangled in the pikes. Similarly, obstacles are more difficult to cross because troops will be hindered by their over-long weapons. The following rules apply:
- Pike armed troops may not employ shields as they need both hands to use their pikes.
- A pike armed unit may never make more than one manoeuvre during its movement or reserve phase. Therefore the most manoeuvres allowed in one turn is two. The unit must make a successful 2D6 test against Ld if attempting a manoeuvre within difficult terrain. The unit may make no manoeuvres in very difficult terrain or a wood.
- A pike armed unit requires 1 whole movement phase for a single rank to get over an obstacle. A unit in four ranks will require four movement phases to cross. As reserve movement is not possible to a unit divided by an obstacle, this means only 1 rank will be able to cross per turn. Pike armed troops in single file are still subject to this restriction.
- Pikes give their users a chance to strike before their enemy - therefore any model armed with a pike may add +3 to its initiative providing the pike unit has not been pushed-back in the current engagement.
- The extreme length of the pike is especially useful against a mounted opponent, therefore any model armed with a pike may add a further +3 to its initiative when fighting cavalry, providing the pike unit has not been pushed-back in the current engagement. This means a unit fighting cavalry has a total initiative modifier of +6.
- As with spears, pikes enable troops in a second rank to strike against the enemy. In exactly the same way as spears, every second model in the second rank fights - so in a rank of 4 or 5 models, 2 will fight. Because pikes are longer than spears the third and fourth ranks may also fight. Every third model in the third rank, and every fourth model in the fourth rank may also fight. For example, in a unit of pikemen with a frontage of 6, 6 models fight from the first rank, 3 from the second rank, 2 from the third rank and 1 from the fourth rank - a total of 12.
- Pikes can also be used to fend off troops attacking from the air, therefore a model equipped with a pike may add +1 to its initiative when fighting an aerial opponent.
- A unit of pikemen which is pushed-back at the end of the combat round becomes tangled and confused, therefore any unit of pikemen which is pushed-back loses all of the initiative bonuses described above, and fights only in a single rank for the remainder of that combat engagement.
- Pikemen may not enter houses or other buildings.
Spears (Basic Points Cost: 1)
Spears are fairly common weapons comprising a spear head mounted onto a shaft between four and twelve feet long. Spears are useful for fending off enemy cavalry, as horses will automatically swerve away from a hedge of spear points. The following special rules apply:
- Spears are long weapons, giving their users a chance to strike first, therefore a model using a spear may add +1 to its initiative during the first round of any combat engagement.
- Spear armed models may employ shields.
- Spears are especially useful at keeping mounted troops at bay, providing the formation holds its ground. A unit equipped with spears may add +2 to its initiative during any combat round fought against mounted opponents, providing the spear unit has not been pushed-back in the current engagement. During the first round of an engagement against mounted troops, spearmen therefore gain a +3 initiative.
- Spears are long enough to allow models in a second rank to stab at the enemy. Therefore a second rank of troops immediately behind the fighting rank may also fight. Some models will be unable to make their attack because their view or reach will be blocked. To allow for this, only every second model in the second rank is allowed to fight. For example, in a second rank of 8 or 9 models only 4 may fight, in a rank of 4 or 5 models 2 may fight. Only a model directly behind a model actually engaged is eligible to fight in this way.
- Spears can also be used to fend off troops attacking from the air, therefore a model equipped with a spear may add +1 to its initiative when fighting an aerial opponent.
Weapons Used by Mounted Troops
Hand Weapons (Mounted) (Basic Points Cost: Free, or 1 if an additional weapon)
Hand weapons carried by foot troops may also be carried by mounted troops and encompass exactly the same range of axes, swords, maces etc. Mounted troops have the advantage of height and leverage afforded by their mounted position.
- Mounted troops have a definite edge over foot troops due to their greater height and mobility. Therefore, a mounted model armed with a hand weapon may add +1 to its "to hit" roll against foot troops under 10 feet tall. This bonus does not apply if the mounted unit was pushed-back in the previous combat round.
Improvised Weapons (Mounted) (Basic Points Cost: Free)
Improvised weapons carried by foot troops may also be carried by mounted troops. In addition all double-handed weapons, pikes and halberds count as improvised when used mounted.
- Improvised weapons are badly balanced and awkward, therefore all blows are struck at -1 "to hit".
- Improvised weapons are not designed to penetrate armour, therefore any armoured enemy may add +1 to its saving throw.
Daggers (Mounted) (Basic Points Cost: 1)
Daggers are even less likely to be carried into battle by mounted troops than by those on foot. They are included for any player who wishes to use them.
- Daggers are handy weapons, therefore any model using one may add +1 to its initiative during the combat round.
- Daggers are small and cause relatively little damage, therefore the attacker's strength is reduced by 1.
- Daggers are easily turned by armour, therefore any armoured enemy may add +1 to its saving throw.
Flails (Mounted) (Basic Points Cost: 2)
Flails may be carried by mounted troops as well as by those on foot. To use them effectively they must be swung from the side, which is very tricky once a combat has become involved. They do not therefore make ideal cavalry weapons, although the advantage of leverage afforded by height does make any hit fairly potent.
- Flails are difficult to master at the best of times. When riding a horse and galloping into combat they are even more difficult to use, therefore a model must have a WS of at least 4 to use a flail when mounted. If a warrior's WS is less than 4, the weapon counts as improvised.
- Flails are powerful impact weapons and deliver a considerable blow, therefore any model using one may add +1 to its strength.
- Flails are extremely difficult to use from a mounted position and especially once combat has closed. Therefore any model using one suffers a -1 initiative modifier in the second and subsequent rounds of an engagement.
Lances (Basic Points Cost: 2)
The lance is a long spear used under-arm or couched during a charge. The weapon is only used during the first combat round of any engagement, as the rider charges against his enemy. Subsequently, troops armed with lances are considered to be equipped with hand weapons, most dropping their unwieldy lances and drawing swords, the remainder using the butts of their lances as clubs or maces.
- A lance is a long weapon and its user will be travelling very fast at the moment of impact, therefore, a lance armed warrior may add +2 to his initiative.
- A lance tip travelling fast and accurately can inflict considerable damage, therefore, a lancer may add +2 to his strength.
- A lance tip is capable of penetrating most armour due to its velocity and fine point. Therefore, any model taking damage from a charging lancer suffers a saving throw modifier of -1.
- A lance is used only in the first round of a combat engagement. In a second or subsequent round lancers count as equipped with hand weapons. If the lancers engage a fresh enemy another engagement has started - they may count their lances again for the first round.
Spears (Mounted) (Basic Points Cost: 1)
The spear makes a fine weapon for a mounted warrior, enabling him to thrust and stab at his foes from a position of relative safety.
- A spear carried by a mounted warrior is a handy weapon that can be used to stab to either side. It also has the advantage of length. Therefore, a mounted warrior equipped with a spear may add +1 to his initiative during the first round of a combat engagement.
- The spear affords an advantage over foot troops when used from a mount, therefore, a model equipped with a spear may add +1 to its "to hit" roll against foot troops under 10' tall. This bonus does not apply if the mounted troops were pushed-back in the previous combat round. A charging spearman will normally have a +2 "to hit" bonus: +1 from the charge as normal, and +1 from the spear.
- A correctly aimed spear point propelled by a speeding mount can deal out considerable damage. Therefore, a mounted model with a spear may add +1 to its strength if charging into close combat that turn.
Missile Weapons
Missile weapons have already been discussed to some extent in the Shooting section. This section provides a summary of each weapon's abilities, and provides special rules where applicable.
Bow (Basic Points Cost: 2)
The bow is an ancient and effective weapon used by almost all the races of the Warhammer world. Bows are constructed in various ways, many combining different sorts of wood, sinew or horn to give the bow more spring and consequently more power.
| Weapon | Range | Strength | Save modifier |
|---|---|---|---|
| Bow | 24" | 3 | none |
Short Bow (Basic Points Cost: 1)
The short bow is a simple wooden bow made from a single length of wood. It is easy to make, but far less powerful than the more sophisticated bow and has a shorter range.
| Weapon | Range | Strength | Save modifier |
|---|---|---|---|
| Short bow | 16" | 3 | none |
Long Bow (Basic Points Cost: 3)
The long bow is a stout wooden bow made from yew. The Wood Elves make their bows from the wood of the lornalim tree. In both cases the bow is cut from the section of the trunk where the heart wood and sap wood meet - producing a bow of great power and long range. The traditional long bow used by the men of the Old World is indeed a mighty weapon, with an unstrung length of five or six feet. The elven bow is not as long, but is considered in the same class as the long bow because of its superior material construction. Because of its amazing penetrating power, any target hit at half range or less suffers a -1 saving throw modifier.
| Weapon | Range | Strength | Save modifier |
|---|---|---|---|
| Long bow | 30" | 3 | -1 at targets up to half range |
Crossbow (Basic Points Cost: 3)
The crossbow is a highly accurate, long-ranged and powerful weapon. A peasant or mercenary armed with a crossbow can fell a fully armoured knight from a great distance. Crossbows fire a short bolt or quarrel. The force needed to pull back the bow string of a crossbow is considerable. All crossbows take quite a long time to load, cannot be loaded while moving, and consequently have a very low rate of fire.
| Weapon | Range | Strength | Save modifier |
|---|---|---|---|
| Crossbow | 30" | 4 | -1 at targets up to half range |
- Troops carrying crossbows may not move and fire their weapon during the same turn. A unit moving in the movement phase or reserve phase may not fire in the shooting phase. A unit making any manoeuvre is considered to be moving, even though it may actually remain stationary. A unit making a turn or changing frontage may not therefore fire.
- If a unit of crossbows is charged it may only stand and fire if it did not move or fire during its previous turn.
- To take into account the crossbow's high penetration, any target struck at half range or less suffers a -1 saving throw modifier.
Repeating Crossbow (Basic Points Cost: 4)
The repeating crossbow is a small, low-powered crossbow. It incorporates a box-like magazine which contains a number of light, flightless bolts. This fits on top of the bow, just in front of the bow string, and is mounted so that it slides forwards and backwards as the string is released. Although it has a very rapid rate of fire, the repeating crossbow is not very powerful. Its missiles are light-weight and flightless, which tends to mitigate against accuracy and penetration.
| Weapon | Range | Strength | Save modifier |
|---|---|---|---|
| Repeating crossbow | 16" | 3 | none |
- A repeating crossbow may be fired twice during the shooting phase with a penalty of -1 "to hit". Each shot is rolled separately "to hit" and for damage.
Throwing Spear and Axe (Basic Points Cost: 1)
A spear or axe may be designed for throwing or for hand-to-hand fighting. Spears or axes designed for throwing may be used in hand-to-hand combat, but are counted as improvised weapons. Throwing weapons are specially balanced to fly true. Because these weapons are heavy compared to arrows or quarrels, any model hit suffers a -1 saving throw modifier.
| Weapon | Range | Strength | Save modifier |
|---|---|---|---|
| Throwing axe/spear | 4" | As shooter | -1 |
Throwing weapons do not use the ordinary stand and fire rules as they are judged to have too short a range to be fully effective in this way.
- These weapons may be thrown as a unit of infantry enters hand-to-hand combat. This supersedes the normal stand and fire rule. If a foot unit equipped with throwing weapons enters hand-to-hand combat, whether by charging or because it is itself charged, the front rank may throw its weapons immediately before contact. Casualties are resolved immediately before contact (out of the normal turn sequence). Any damage inflicted is considered to have been caused as part of the close combat round, and is taken into account when determining which side has won.
- All missile "to hit" rolls are made with a further -1 modifier, simulating the haste with which the missiles are thrown. This means that a unit using throwing weapons before contact is subject to at least a -2 modifier (the other -1 comes either from moving and firing if charging, or firing while being charged).
- Thrown weapons do not suffer the -1 "to hit" penalty for being thrown at over half range.
- As not all missiles are thrown, and because we assume some can be recovered, models remain equipped with throwing weapons throughout the battle; there is no need to record models which have thrown their weapons.
Throwing Dart and Knife (Basic Points Cost: 1)
These weapons are lighter than spears or axes, and have a longer range. Darts are very much like gaming darts, although larger. Other light throwing weapons, such as kung-fu stars and war-quoits, also come into this class.
| Weapon | Range | Strength | Save modifier |
|---|---|---|---|
| Throwing dart/knife | 6" | As shooter | none |
Throwing darts and knives follow the same rules as throwing spears and axes (see above).
Javelin (Basic Points Cost: 1)
The javelin is smaller and lighter, but is otherwise similar to a throwing spear. It has a longer range, but is less hard-hitting than the heavier weapon.
| Weapon | Range | Strength | Save modifier |
|---|---|---|---|
| Javelin | 8" | As shooter | none |
Javelins follow the same rules as throwing spears and axes (see above).
Sling (Basic Points Cost: 1)
The sling is an ancient and effective weapon made simply from a strip of leather or cloth. A suitable missile, such as a stone or lead shot, is placed in the sling and is whirled around and around until a sufficient velocity is achieved, then the sling is released. Unlike a bowman or crossbowman, a slinger can deliberately speed up his rate of fire by spending only a few moments whirling the sling.
| Weapon | Range | Strength | Save modifier |
|---|---|---|---|
| Sling | 18" | 3 | none |
- If a unit remains stationary during the entire turn it may increase its rate of fire, allowing two shots per turn. Shots fired at this increased rate have less velocity and do not travel as far, and so may only be targeted against enemies at a range of 9" or less.
- A sling unit which is charged may only stand and fire once, irrespective of the range. Any movement or manoeuvre in the movement or reserve phase counts as moving and prevents the unit from firing twice.
Blowpipe (Basic Points Cost: 1)
The blowpipe is not a common weapon in the Old World, although it sees daily use amongst the primitive tribes of equatorial regions such as northern Lustria.
| Weapon | Range | Strength | Save modifier |
|---|---|---|---|
| Blowpipe | 12" | D6 | none |
- All blowpipes are assumed to use poisoned ammunition. All hits are resolved with a strength of D6 to represent the very special and deadly poison employed by such people as the Pygmies of Lustria. Although this introduces a further dice roll, the blowpipe is not a common weapon, so the inconvenience is slight. If the GM considers this dice rolling too much trouble, he can ask the player to roll a single D6, the score standing for the strength of all hits that turn.
Improvised Weapons (Missile) (Basic Points Cost: Free)
The battlefield is not really the place to start throwing crockery, furniture, bricks or small furry mammals. However, the GM might like to bear in mind that any object which can be picked up can also be thrown, irrespective of what it is. Normally, models are not allowed to throw improvised weapons on the battlefield, but in small skirmishes, bar-room brawls and other "fun" games anything goes!
| Weapon | Range | Strength | Save modifier |
|---|---|---|---|
| Improvised | 3" | As shooter -2 (printed ambiguously in the scan; earlier Shooting charts give S-2, min. 1, save modifier none) | none |
Gunpowder Weapons
Gunpowder weapons are a recent development in the Old World, although siege cannons have been known for almost two hundred years.
Arquebus (Basic Points Cost: 3)
The arquebus, or handgun, is a simple metal tube closed at one end and provided with a small touch-hole. The charge of coarse black powder is rammed down the barrel, followed by a lead shot and piece of wadding to keep it in place. It is not an accurate firearm. Exotic weapons such as this are likely to be found in the hands of the nobility, or wealthy officers. An ordinary infantryman's gun would be crude in the extreme. Misfires are common, and burst barrels are an accepted hazard.
| Weapon | Range | Strength | Save modifier |
|---|---|---|---|
| Arquebus | 24" | 4 | -1 at 12" or less; -2 at 6" or less |
- The arquebus is a very clumsy weapon; it is slow to load and slow to fire. To represent the laborious rate of discharge, a unit of arquebusiers may not move and fire in the same turn, either in the movement or reserve phase. A unit making any manoeuvre is considered to be moving, even though it may actually remain stationary. A unit making a turn or changing frontage may therefore not fire.
- If a unit of arquebusiers fires, it may not fire in its following turn, regardless of whether it intends to move or not.
- If the unit is charged it may only stand and fire if it neither moved nor fired during its previous turn. If only a portion of a unit fires the restriction applies to the whole unit.
- To take into account its high penetration at short range, any target struck at 6-12" suffers a -1 saving throw modifier, any target struck at 0-6" suffers a -2 saving throw modifier.
- To represent the chance of a misfire occurring, any "to hit" dice roll of a 1 indicates the gun has misfired. Resolve any misfires as S4 hits against the firing unit with normal saving throws against damage.
Blunderbuss (Basic Points Cost: 2)
The blunderbuss is a short-barrelled, black-powder weapon with a flared end. It is carried mostly by coachmen, since its exaggerated bore is supposed to make it look threatening and so discourage highwaymen and bandits. It is not often carried by regular troops, but Dwarf tunnel fighters sometimes employ them underground where their handy size makes them more practical than a longer-barrelled firearm.
| Weapon | Range | Strength | Save modifier |
|---|---|---|---|
| Blunderbuss | 0-8" / 8-16" | 3 / 1 | 0-8": -2; 8-16": none |
Like the arquebus, the blunderbuss is time-consuming to load and arduous to fire.
- A unit of troops equipped with blunderbusses may not move and fire in the same turn, either in the movement or reserve phase. A unit making any manoeuvre is considered to be moving, even though it may actually remain stationary. A unit making a turn or changing frontage may therefore not fire.
- If a unit fires, it may not fire in its following turn, regardless of whether it intends to move or not.
- If the unit is charged it may only stand and fire if it neither moved nor fired during its previous turn. If only a portion of a unit fires the restriction applies to the whole unit.
- To take into account its high penetration at short range, any target struck at up to 8" suffers a -2 saving throw modifier.
- Because of the weapon's short flared barrel, its velocity is very low, and its penetrating power falls off very quickly. Any shot over 8" range has a strength of only 1 and no armour saving throw modifier. (As printed here; the earlier Shooting chart gives strength 3 at up to 3".)
- To represent the chance of a misfire occurring, any "to hit" dice roll of a 1 indicates the gun has misfired. Resolve misfires as S4 hits against the firing unit with normal saving throws against damage.
Pistols (Basic Points Cost: 2)
Pistols are smaller and more intricately constructed gunpowder weapons than are ordinary hand-guns. They are also much rarer, seeing very little battlefield use in any army. The Samurai of Nippon sometimes use them, and some Old World nobles or adventurers may choose to carry pistols into battle. The range of a pistol is not very great, but they are far handier than the arquebus and considerably more reliable. Although described under missile weapons, a pistol may be used as both a missile weapon and a hand-to-hand weapon.
| Weapon | Range | Strength | Save modifier |
|---|---|---|---|
| Pistol | 6" | 4 | -1; -2 in hand-to-hand combat |
- Pistols must be carefully loaded before they can be fired, but they are not as slow firing as the longer and more cumbersome arquebus. A model equipped with a pistol may move and fire in the same turn, unlike an arquebus. However, if pistoliers fire their weapon they may not fire in the following turn.
- If a unit of pistoliers is charged it may stand and fire, so long as it did not move during its previous turn. If only a portion of a unit has fired, the restriction applies to the whole unit.
- To take into account its high penetration, any target struck suffers a -1 saving throw modifier.
- A model equipped with a pistol may also use it in hand-to-hand combat, assuming it did not fire in the previous turn or before the enemy engaged. It does not matter if the model has moved this turn, as it is assumed that the model has already loaded in preparation for combat.
- i. A pistol is normally used as a second weapon (e.g. the model is armed with sword and pistol), in which case the pistol confers an additional attack with a further -1 "to hit" modifier.
- ii. The normal modifiers for using two weapons do not apply, as it is assumed that the pistol is fired immediately before blows are struck.
- iii. Close-combat pistol attacks use the attacker's WS, not his BS.
- iv. If a successful hit is scored, the target is struck by the pistol shot and damage is worked out as normal.
- v. Because of the closeness of the shot any model struck suffers a -2 armour saving throw modifier.
- vi. Once a model has fired its pistol in hand-to-hand combat, the model may not fire again during that engagement. If a model has used its pistol it may be assumed to take up a shield in readiness for the following round.
Grenades (Basic Points Cost: 2)
Grenades, or hand-bombs, are made from small pots or metal spheres and filled with gunpowder. They are ignited by means of a simple fuse and are thrown by hand against enemy fortifications or troops. Grenades are not commonly seen on the battlefield, although the Dwarfs make considerable use of them in underground warfare.
| Weapon | Range | Strength | Save modifier |
|---|---|---|---|
| Grenade | 6" | 3 | -2 |
- A model must remain stationary during its movement phase in order to throw a grenade - but may move normally during its reserve phase.
- To throw a grenade the player takes a circular card area template 1" in diameter. The player selects the target point and places the template directly over it. The target point must lie within a 45° arc of fire and within the weapon's maximum range of 6". The target need not lie in the front rank of an enemy unit, but can be placed in a rear rank, representing the way in which a grenade can be "lobbed" onto its target. Otherwise, normal targeting rules apply.
- Once a target point has been selected and the template positioned, the player rolls a D20 to see if the grenade has landed on target. If the score is 13-19 the target is hit exactly. If the score is 1-12 the grenade has missed its target point, the shot deviating in the direction indicated by the dice roll relative to a clock face with 6 o'clock pointing directly back to the thrower. For example, a 9 deviates to the left, a 3 to the right and a 12 overshoots the target. To find out where the grenade lands roll a D3 (half the score of a D6 rounding up). The result indicates the distance the grenade travels in inches. Reposition the template accordingly. If the D20 score is a 20 the grenade has exploded prematurely; roll a D6-1 to find out how many inches it travels before it explodes. Reposition the template. Once the position of the template has been established work out casualties.
- All models whose bases lie wholly or partially within the area of the template are hit once.
Torinoko Grenades (Basic Points Cost: 1)
These are small grenades used by the Ninja assassins of Nippon. A torinoko grenade is made from an egg shell and is filled with explosives or a flash-powder. Another version is the firecracker, which confuses the enemy as it jumps explosively around its feet.
| Weapon | Range | Strength | Save modifier |
|---|---|---|---|
| Torinoko | 6" | Special | none |
The torinoko grenade is thrown in the same way as a normal grenade and the normal rules apply. Its effects depend upon its type:
- Explosive grenades carry only a light charge, and so have a strength of 2.
- Flash grenades blind all models within the template area until the end of their following turn. Blinded models may not fight or do anything else, except that they may move, if they are members of a unit and there is at least 1 unblinded model to lead each blinded one. If a leader is blinded he is out of action until his sight is recovered, and profile bonuses are lost until this time. Models which attack blinded models automatically hit them.
- Firecracker grenades bounce throughout the whole unit, reducing its combat effectiveness during the following hand-to-hand combat phase. This reduces the unit's initiative and weapon skill by -1 in the following close combat round.
Character Models
This section introduces those important elements of any fantasy novel, film or game - the heroes! For the sake of convenience we shall refer to any single model which acts independently as a character model, and this includes mighty warriors, kings, nobles, magicians, independently functioning demons and other powerful figures. Character models may be male or female, human or monsters, great or small. A character model is not necessarily better than those around but merely independent! A hero could be feeble, stupid, weak-minded, or otherwise unimpressive but still be a hero. Having said that, most heroes are tough, strong, and mean.
The Character
Some characters are more powerful than others, but all bear at least some characteristics in common with their racial type. A Goblin warlord might be bigger, tougher (and probably uglier) than its fellows but is still a Goblin for all that. To create a character model it is therefore appropriate to take an ordinary human, Goblin or whatever, and modify its characteristics - adding to strength maybe, or beefing up toughness, and so on.
Special characters are an important aspect of the Warhammer game - an army supported by a number of powerful character models has a considerable advantage over a force composed of ordinary troops. It is therefore necessary for the GM to ensure each side has character models with comparable abilities, or at least has the opportunity of fielding characters with comparable abilities. Because we must find a way to ensure sides are fair and that no side has an imbalance of characters, character models are graded by how powerful they are. For example, one side might have two very powerful characters, while the opponent has four not-so-powerful characters, but the balance is fair.
Characters are graded in levels which go up in steps of 5. A character model is therefore of level 5, 10, 15, 20 or 25; the maximum level is 25. The greater the level, the better the character model is, but the more it costs in points. Each level represents the number of advances given to a character - a level 5 character has 5 advances and a level 25 character has 25 advances. These advances are explained later.
Points Values for Characters
If the basic value of a creature is 10 points or less, the points value of a character model is equal to the cost of a basic creature multiplied by the character's level, plus the value of the basic creature. A human, for example, is worth 5 points and a human level 5 character is worth 5x5(25) + 5 = 30. Where the result is 10 or more any fractions are always rounded up to the nearest whole number.
If the basic value of a creature is more than 10 points, the points value of a character model is always 10 x the level, plus the basic cost. So, for example, a level 15 Ogre costs 10x15(150) + 40 (the basic points value of an Ogre) = 190 points.
Where a basic creature has naturally high Ld, Int, Cl or WP values, it is likely that a bonus will take a characteristic above the maximum permitted score of 10. However, because the bonus is used separately, the full points value is still paid - a 10+3 character is a better leader than a 10+2, even though their characteristic value is the same.
Maximum Characters in a Force
For strict competition games, Warhammer Armies indicates the maximum number of character models allowed to each army and players are bound by this limitation. For friendly games this limitation can be relaxed if the players wish. If the game scenario has been worked out by the GM, the number of characters involved will have been determined by the GM.
Creating the Character
In strictly competitive games players must use the standard characters given for each level. Standard characters are those marked "1" below. In non-competitive or friendly games, players may randomly generate a character model of the appropriate level using a D6 and the charts below. In their own campaigns, GMs are free to invent characters with levels which fall in between the categories given, but this is not permitted in competition. The charts show the modification made to the creature's profile to create a character model.
Level 5 Characters
| D6 | M | WS | BS | S | T | W | I | A | Ld | Int | Cl | WP |
|---|---|---|---|---|---|---|---|---|---|---|---|---|
| 1 | 0 | +1 | +1 | +1 | 0 | 0 | +1 | +1 | 0 | 0 | 0 | 0 |
| 2 | 0 | +2 | 0 | +1 | +1 |
Level 10 Characters
| D6 | M | WS | BS | S | T | W | I | A | Ld | Int | Cl | WP |
|---|---|---|---|---|---|---|---|---|---|---|---|---|
| 1 | 0 | +2 | +1 | +1 | +1 | +1 | +1 | +2 | +1 | 0 | 0 | 0 |
| 2 | 0 | +1 | 0 | +1 | +1 |
Level 15 Characters
| D6 | M | WS | BS | S | T | W | I | A | Ld | Int | Cl | WP |
|---|---|---|---|---|---|---|---|---|---|---|---|---|
| 1 | 0 | +2 | +1 | +1 | +1 | +2 | +2 | +2 | +2 | 0 | +1 | +1 |
| 2 | 0 | +3 | +1 | +1 | +1 |
Level 20 Characters
| D6 | M | WS | BS | S | T | W | I | A | Ld | Int | Cl | WP |
|---|---|---|---|---|---|---|---|---|---|---|---|---|
| 1 | 0 | +3 | +1 | +1 | +1 | +3 | +3 | +3 | +3 | 0 | +1 | +1 |
| 2 | 0 | +3 | +2 | +1 | +1 |
Level 25 Characters
| M | WS | BS | S | T | W | I | A | Ld | Int | Cl | WP |
|---|---|---|---|---|---|---|---|---|---|---|---|
| 0 | +3 | +2 | +1 | +1 | +3 | +3 | +3 | +3 | +2 | +2 | +2 |
(Tables verified against the page image.)
A standard Level 5 human character would have the following advances:
| M | WS | BS | S | T | W | I | A | Ld | Int | Cl | WP | |
|---|---|---|---|---|---|---|---|---|---|---|---|---|
| Basic profile | 4 | 3 | 3 | 3 | 3 | 1 | 3 | 1 | 7 | 7 | 7 | 7 |
| Advances | 0 | +1 | +1 | +1 | 0 |
Upper Limits to Advances
Because a man, even an heroic one, is only human, it is not possible to advance any characteristic indefinitely. The toughest, strongest barbarian is strong and tough in human terms, but still far weaker than a Dragon. Needless to say, this applies to all creatures. Players may not, therefore, increase a character model's characteristics beyond the maximum advances given below.
| M | WS | BS | S | T | W | I | A | Ld | Int | Cl | WP | |
|---|---|---|---|---|---|---|---|---|---|---|---|---|
| Basic | 4 | 3 | 3 | 3 | 3 | 1 | 3 | 1 | 7 | 7 | 7 | 7 |
| Advance | - | +3 | +3 | +1 | +1 |
The maximum permitted characteristic scores for competition games are shown by the standard level 25 character. The maximum values given above add up to more than 25 because some combinations are not possible through random generation, i.e. BS+3 and Ld+3. Although indicated as maximums on the chart, Int and WP cannot be generated as +3 on the charts. However, a character model with magical powers may be able to generate these values as explained in the Magic Section.
You will notice that as well as the modified total value for Ld, Int, Cl and WP the modifier itself is shown. For example, the Ld value is given as 10+3. This is because the modifier is also the bonus applied to the characteristic of a unit led by the character model. For example, if the character model shown above were leading a unit of Goblins (Ld 5) the unit's Ld value would be 5+3 = 8. In cases where a characteristic is naturally high, say 8 on the basic creature profile, a bonus of +2 or +3 will take the value to 10. However, the values are still written 10+2 and 10+3, because the bonus itself, and not the actual value, is used to modify some dice tests - such as unit routs, rally etc.
Mounted Characters
The normal system for working out the points value for cavalry is not used for characters as this would make them prohibitively expensive. A character model would, if anything, be more likely to have access to a riding animal than a normal trooper. Character models are allowed to buy mounts as indicated in Warhammer Armies.
Points for mounting character models (common animals): Horse 3, Warhorse 6, Wolf 7, Boar 6.
If a character's mount has armour in the form of barding, this must be bought by the character model.
Character models are not normally obliged to ride a mount, but champions (see Champions later) must have a mount of the appropriate type if their unit is mounted. Unit champions must remain with their units at all times and will remain mounted throughout the battle. Other character models may dismount instead of moving in their movement phase, and may remount in the same way. Horse and other mounts must be tethered to a specific terrain feature or given into the care of a specific unit. The character model must return to this point to remount. Aside from champions, which will always ride the creature common to the rest of the unit, mounted character models in competition games may only ride those creatures indicated in Warhammer Armies.
Wizards
The generation and points values of wizards are discussed in the Magic Section.
Character Models in Action
Independent Character Models
Independent character models may move, charge and fight on their own if they wish. Single models have an advantage over units in that they do not need to keep formation. The following rules apply:
- Turns: A single model may make as many turns during its move as the player wishes without penalty. Wheeling manoeuvres are inappropriate and unnecessary.
- Difficult ground: A single model ignores the penalty for difficult ground and counts very difficult ground as difficult (movement is at half rate, not a quarter).
- Obstacles: A single model may cross an obstacle at only half the normal penalty. This will normally be a reduction of ¼ rather than ½ of the total move.
- Facing a charge: A single model charged by an enemy is always turned to face its attacker unless already engaged in hand-to-hand combat. This overrides all other rules forbidding a model to turn.
Character Models and Missile Fire
The following special rules apply to troops wishing to fire upon character models:
- Character models may not be engaged by missile fire if they are in base-to-base contact with a unit of at least 5 models. A unit composed partly of other character models does not count as protection unless there are at least 5 ordinary troops including officers, standard bearers and musicians, but excluding champions.
- Character models in base-to-base contact with units of less than 5 models, or within 5" of a unit of at least 5 models, may not be fired at if the shooter is at over half range. However, another character model may target them as normal.
- When firing upon character models the problem of picking out an individual target makes the shot more difficult. Individuals may also be able to dodge a missile, or take advantage of localised cover in some way. To represent this, all shots targeted against character models under 10 feet tall suffer a -1 "to hit" modifier. Character models over 10 feet tall are too large and too obvious a target to gain any advantage from this rule.
- Character models not within 5" of a unit of at least 5 models may be targeted normally. They are still subject to the -1 "to hit" penalty as described above.
- If a character model is travelling in base-to-base contact with a sizeable unit, it will not normally sustain missile casualties. However, if the unit sustains casualties so that it is reduced to less than 5 models, subsequent hits may be assumed to strike the character model if the shooting player wishes and rules 1-4 above allow it.
- If a group of character models are travelling together, randomise any missile hits among the group.
- Individuals of great bulk or size, generally over 10 feet tall or long, only gain protection from units of creatures which are of equal or greater bulk. For example, a Greater Demon cannot claim protection from a unit of Goblins. A mounted creature under 10 feet tall may claim protection from a unit of foot troops if the creature is riding a standard sized riding animal. If riding a larger beast, the creature may not claim protection.
- Weapons with an area effect template use a different targeting system. Players are allowed to select character models as their target point with damage to character models being worked out separately from the rest of the unit.
Character Models and Units
While a single model enjoys a highly flexible move it is also very vulnerable. Character models will benefit by temporarily associating with a unit, preventing them being singled out as missile targets and making them less vulnerable to attack by heroes or large monsters. Any character model whose base is touching that of a model belonging to a friendly unit is said to be associated with the unit. Character models may only be associated with one unit at a time.
If a character model happens to be close to a friendly unit, but is not associated with it, the player should ensure that the model is placed so that it is clearly not in base-to-base contact with the unit.
Associated character models may be placed in formation just like other troops. Normally, the player will wish to position character models in the front rank where they can fight. Associated character models are under the command of the unit's leader (in fact, character models may assume command of units as discussed later). The following special rules apply:
- Associated characters: Any character model in base-to-base contact with a friendly unit is associated with it. The model may either join its ranks or simply be placed at the end of the formation. If joining the ranks, the model is positioned in the formation and displaced models are repositioned in a rear rank.
- Leaving: Once associated with a unit, a character model may only leave it at the beginning of the movement phase, and may not leave if subject to any psychological reaction, compulsive movement rule (such as rout, pursuit or reform) or other compulsive effect (a spell forbidding movement, for example). If the unit is engaged in combat, the character model may only leave if placed in a non-fighting rank at the beginning of the combat engagement. A model may always be placed into a non-fighting rank as soon as the unit enters combat, unless the character model is leading the unit.
- Bound by the unit: Once a character model associates with a unit it is bound by all the psychological and other compulsive rules suffered by the unit. If the unit routs, the character model is routed; if the unit is compelled to halt for a period the character model is similarly compelled. The character model becomes part of the unit in the same way as its leader and troopers.
Associated Characters, Units and Psychology
Associated character models suffer the same psychological reactions as the unit as a whole. No separate test is made, the character models are simply carried along by the unit's reaction.
If associated character models have additional psychological reactions not otherwise suffered by the unit, the player must test for these separately using the model's Cl. Any reaction affecting a character model does not affect the rest of the unit. When this happens a character model may be forced to leave a unit, entering a crazed fit and leaping upon his enemies (in the case of hatred and frenzy) or running away (in the case of fear).
Character Models as Leaders
Any character model associated with a unit may become its leader if its leadership characteristic is higher than that of the troops themselves and the unit's present leader. The player simply declares that the character model is taking over and places the model in the centre front rank position. The old leader is displaced to either side of the character model.
Where a leader has different psychology to its troops, the troops are subject to the psychology of the leader, and the leader to that of the troops. In this way, all psychology is combined. All Cl tests are made on the Cl of the troops, modified by the character's Cl bonus (+1, +2, +3 etc.). Although a bonus is applied to the characteristic value of the troops, the bonus may not increase a unit's characteristic to more than that of the character model leading it.
Just as the leader's Cl bonus increases the unit's overall Cl, its Ld bonus modifies the unit's Ld. So, for example, if a leader has a Ld bonus of +3 and the unit's normal Ld is 5, any tests are made against a Ld of 5+3 = 8. However, no bonus may take the unit's Ld to more than that of the leader. In the same way as a unit's Cl and Ld are modified by the leader's bonus, so WP and Int are also modified. WP is used to test against the effects of some magic, but Int is not used for unit reactions and can be ignored. However, no bonus may take the unit's characteristic to more than that of the leader.
Players should note that if a unit is led by a character model of the same race, the leader's Cl, Ld, WP and Int bonus will bring the whole unit's characteristics up to the same level of the character model. If the troops are of a different race to the leader, the bonus may bring the unit's characteristics up to less than the leader's value depending on the races involved. For example, a human character with a Cl of 10+3 would confer a +3 bonus upon a unit of Goblins. As a Goblin's Cl is only 5 the unit would have a Cl of 5+3 = 8. No bonus may take the unit's Ld, Cl, Int or WP scores to more than those of the leader. So, if a unit of men (Ld 7) is led by a Goblin character with a Ld of 8+3, the unit's Ld is still only 8.
Leaving a Unit
Once a character model has assumed leadership of a unit, it is not so easy to leave. The player must declare that the character model is handing over command at the beginning of the movement phase, but the model remains as leader until the beginning of the side's next movement phase. From then onwards, the old leader, or another hero, takes command and the character model is free to leave the unit as normal.
Character Models in Hand-to-Hand Combat
Where character models are placed in a fighting rank they are liable to suffer damage in hand-to-hand combat. Blows struck by and against character models must be worked out separately and any damage caused must be recorded. A model in base-to-base contact with one or more enemy models may always fight either (and may fight both or all if it has sufficient attacks). A model faced with a character model will, therefore, usually have the choice of fighting it or not. This must be established before dice are rolled. When making rolls for or against character models, dice may be thrown separately or distinguished by colour etc. In practice character models are usually faster and better fighters than their opponents, and combatants may be killed before they have a chance to fight back.
Associated Character Models and Routs
If a unit routs, any associated character models with it also rout. Character models are moved as normal members of the unit and will rally in company with the rest of the unit, if at all. The only exception to this rule occurs when the character model is capable of moving faster than the unit. If this is the case, it is acceptable to move the model ahead and attempt to rally separately. The character model is now judged to have left the unit and its own Ld is used as the basis of subsequent tests. Flying character models may always be removed from non-flying routers and treated separately.
Champions
A fighting unit may include a character model as part of its organisation. For example, a regiment might include its own champion, an individual whose martial prowess is somewhat better than its fellows, but who is still a member of the unit and subject to the command of its leader. Indeed, a unit's leader may be a champion, although it is still the leader and has all the usual responsibilities of command. Characters of this kind are firmly tied to their unit because they are members of it, living, sleeping and fighting alongside their less gifted comrades in a position of respect, but not necessarily one of seniority. These character models are referred to as champions.
Champions may be ordinary fighting warriors with enhanced martial abilities but no other powers. On the other hand they might also be wizards of some kind. The term "champion" does not define a character's capabilities, it merely distinguishes models which are part of a unit from those which are not. Champions may not leave their units, otherwise the same rules apply to them as to other heroes associated with units.
The General
Every army must be led by a general. The general is always the character model with the highest leadership. If two or more models have the same leadership the player may select either or any of them to command the army.
Generals may act as unit leaders, move independently or associate with units in the same way as other character models. The proximity of the army's general will also boost morale of nearby troops. Any regiment whose own leader is within 12" of the general may take any rout or rally tests using the general's leadership bonus rather than that of their own leader. If a unit has no leader, the distance should be measured to the central model of the unit's front rank, or to the exact centre of the rank if there are an even number of models.
Subordinate Commanders
The general can't be everywhere at once, so large armies are allowed to have additional high-level officers called subordinate commanders; usually shortened to sub-commanders. Some armies can have more sub-commanders than others, as indicated in Warhammer Armies, but all armies can have at least one sub-commander. Just as the general is the character model with the highest leadership, the sub-commander is the character model with the next highest. Any additional sub-commanders are the character models with the progressively next highest leadership values.
If you are playing a game in which each side is represented by two or more players, it is a good idea for each player to control one individual sub-commander model.
Sub-commanders influence the leadership value of units close by in the same way as the general himself, except that they are restricted to only being able to influence units of their own racial type. Sub-commanders may also have a shorter "influence range" than generals, reflecting the fact that they may be more or less competent, over-cautious, indecisive etc. Each side establishes the "influence range" of each of its sub-commanders before the game and under the supervision of the GM. The player rolls 2D6 and notes the result. This is the "influence range" of that sub-commander for that game - there is no need to inform the opposing player of the score. If checking to see whether a sub-commander model is within "influence range" during the battle, the opposing players may be asked to avert their eyes while the GM conducts any checks.
As mentioned above, the sub-commander may only influence units of his own racial type. It is the rank-and-file members of the unit which must be of the same race as the sub-commander; the leader's race is irrelevant. If the unit is of mixed race, the sub-commander may influence it, if his own racial type is in the majority. There is one notable exception to the "own-race" rules, and that is if the sub-commander is undead, ethereal or demonic, in which case he will be able to influence any unit in the same way as a general.
Challenges Between Character Models
We have already seen how a leader may challenge the leader of an enemy unit to personal combat, and how an associated character model may take up the challenge instead. In a similar way character models are allowed to challenge each other. Where several character models are involved on each side, the challenges might fly back and forth between them, so it is important to establish the order in which challenges may be made.
Challenges against a unit leader are always made first. This challenge may be taken up by any character model associated with the unit, including a unit's champion if it has one. Technically, the two models involved in personal combat should be removed and repositioned so that they fight only each other. In practice, models can be left where they are so long as the players remember when working out which models may fight. If several personal combats are to be fought during the round, it is better to reposition models rather than rely on memory.
Once challenges to leaders have been met, any character model not already participating in personal combat may issue a challenge to any enemy character model not already engaged in personal combat. Where several challenges are made within the combat round, character models must challenge in initiative order - those with higher scores making the first challenge. Where character models have the same initiative, preference goes to the one whose current turn it is.
A challenge may be issued to any enemy character model associated with the unit. A challenge may be refused, but the refuser may not fight during the combat round. A refusing model is removed from the rank; the resultant gap is not replaced until after the combat round is over, the unit therefore fights with a depleted rank. Refusing models from a fighting rank must be repositioned in a non-fighting rank. If not in a fighting rank the refuser is not moved.
Any character model not already engaged in personal combat may take up a challenge issued to another character model or a unit's leader. The model does not have to be in a fighting rank to do this. The challenger has no option but to fight the individual taking up the challenge. The best way of representing the resultant personal combat is to remove the models from their units and place them opposing each other slightly to one side. If this proves inconvenient (due to scenery or other units) shuffle the ranks around so that models fighting each other are facing. If you do this, however, don't forget that personal combats are personal and other models may not interfere even if they are in base-to-base contact.
If a challenge is taken up on another model's behalf, the model originally challenged is still free to participate in close combat or further challenges. It is not removed to a rear rank unless the challenge is refused and there are no other character models willing or able to take up the challenge.
The Conduct of Challenges
The rules allow for a complex succession of challenges between units with many associated character models. However, in practice this rarely happens, and most challenges involve at most two models from each side. Challenges are your chance to call out your enemies and put an end to their miserable existence! As such they should be made with a level of enthusiasm. Proceedings will be enhanced considerably if players actually frame a proper challenge. Challenges can be phrased to reflect the race and social standing of the character model issuing them, or to rub in some past defeat and wind up the opposing player.
Unfair Challenges
In a personal combat two foes battle it out face-to-face while those around get on with the fighting. This works fine for normal sized creatures; even when opponents are poorly matched this is hardly unfair as the challenge could always be refused. However, there are some situations when a challenger is expecting too much. For example, imagine a huge demon 20 feet tall is faced by five Halfling character models. It would be unfair of the demon to challenge a single character model to personal combat, and it would be unreasonable to expect the other Halflings to stand idly by while their mate is slaughtered.
To overcome this we allow several character models to take up a challenge if the challenger is much larger or more powerful than they are. The challenger really does have to be much more powerful, not just better. We say that if a challenger is more than 10 feet tall, any number of character models under ten feet tall may take up the challenge.
In the same vein, ordinary unit members can also pitch in if they are otherwise unengaged. If the challenger is over 10 feet tall and the enemy less than 10 feet, the challenge may be met by any otherwise unengaged troops from the fighting rank. So, a dragon cannot single out a human character model from amongst a unit it is fighting.
Special Troop Types
This section introduces some special troop types to the Warhammer game. Some of these represent units of highly trained or specialist troops, such as elites or bombardiers. Others represent troops with unusual natural abilities, such as foresters or falconers, or troops equipped with weird weaponry such as Goblin Fanatics. Levies represent the worst troops of any race.
Beast Packs
Some smaller animals may be used in units led and controlled by a single human, or other intelligent animal handler. Armies permitted to employ beast packs are indicated in Warhammer Armies together with the number of handlers available. Typical examples include wolves used by Goblins and reptilian warhounds used by Slann.
- A pack of beasts must have one or more handler models, one of which must be nominated as the unit's leader.
- Beast models must be positioned in front of handlers during movement. A typical beast pack has one or more ranks of beasts in front of one or more handlers. The unit's leader is placed in the centre of the first handler rank.
- All psychology tests are taken using the leader's profile. If the leader model is slain another handler may take over, and the new leader's profile is used. The beasts' profile is not used for psychology unless the pack reverts to a wild disposition (see 7 below).
- A pack of beasts may make a single free manoeuvre during the movement or reserve phase. No additional manoeuvres may be attempted.
- If the unit sustains missile hits the GM must determine whether beasts or handlers are hit. This can only be done fairly by randomising each hit. For example, if there are 4 handlers and 8 beasts the chance of hitting a beast would be twice that of hitting a handler (e.g. roll a D6 - 1 or 2 = a handler, 3, 4, 5 or 6 = a beast). If the proportions are not convenient (e.g. 2 handlers and 7 beasts) always round up the number of beasts to a fraction divisible by a dice roll. This represents the fact that beasts are a more immediate target and are marginally more likely to be hit.
- Handlers and beasts may have different movement rates. However, we do not wish to separate handlers from their beasts as this would lead to confusion. Therefore, a pack normally moves at the rate of its handlers or beasts whichever is slower. However, a pack charges and pursues at the movement rate of its beasts regardless of whether handlers are faster or slower. This is an exception to the normal movement rules.
- If all handlers are slain, beasts automatically revert to a wild disposition. Beast models are subsequently moved by the GM towards the nearest table edge. Models leaving the table do not return. A wild pack will fight if attacked, but will not charge of its own volition. A pack involved in a combat engagement will not revert to a wild state until the engagement and subsequent pursuit is completed.
- Handlers may not fight in hand-to-hand combat during the first round of an engagement. Handlers may be moved into the front rank during any subsequent round of combat and may fight as normal. An enemy model may choose to strike at beast or handler if in base-to-base contact with both.
Typical animals which might be driven to battle as part of a beast pack are: Bears, Boars, Cold Ones, Cold One Hounds, Giant Rat, Hobhound, War Hounds.
An Animal Handler costs an additional +5 points. This is added after points have been calculated for equipment.
Assassins
The ever-present threat of assassination is a fact of life many important people have to endure. All the cultures and people of the Warhammer world have their equivalent of the "assassin". Not all of these professional killers are specially trained, many are just cut-throats who would willingly murder their own kin for a groat or two. The most powerful of all are the Ninja of Nippon, the Dark Elf Adepts of Khaine and the Skaven Clan Eshin. These killers rarely enter battle, but may do so in times of need or as part of a special mission to slay their target.
The rules that follow are designed to allow assassins to enter the battlefield disguised as ordinary troops. From the safety of a covering unit, assassins are able to spring upon character models, or to single out and attack special targets. The same rules can be used to represent other assassins, although only those armies whose official listing includes assassins are allowed to employ them during competition games.
Assassins cost an extra 25 points added to the total points value. This is an unmodified bonus applied after points for equipment have been added.
- Models representing assassins are not placed on the table in the normal way at the beginning of the battle. Instead, the controlling player secretly allocates each assassin to an ordinary unit of its racial type. Any number of assassins may conceal themselves within a unit in this way. Each assassin is represented by a normal model of the unit's type - the assassin is in disguise and the enemy have no idea it is there. It is important that the player makes a clear note of assassin/unit allocation and shows it to the GM.
- As long as assassins remain within their units they are considered incognito and act just like other ordinary troopers. They are not liable as casualties from missile fire, magic or any other source, while they remain disguised unless the unit is destroyed. If the rest of the unit is destroyed, the assassin model is revealed and placed on the table. Otherwise, the assassin is only revealed when it wishes to enter close combat or to shoot.
- An assassin must abandon its disguise to shoot; the assassin model is exchanged for a front rank trooper. Assassins are allowed to shoot directly at any individual model within 8" and in the front rank of an enemy unit. This is an exception to the normal targeting rules and makes it possible to "pick off" enemy leaders or character models from a distance. Assassins are subject to the normal rules on fire-arcs and lines-of-sight.
- Once a unit becomes engaged in hand-to-hand combat, the controlling player may reveal any or all assassins it contains. The assassin's attack is represented as follows. Any model from the fighting rank of the harbouring unit is substituted for the assassin model. This represents the assassin throwing aside its disguise and preparing to attack. To prevent confusing the combat position, the assassin model is removed from the ranks and placed to one side. In fact, the assassin would be leaping amongst its foes to attack its target, but it is convenient to merely place the model aside. The assassin can attack any model in the enemy unit, not necessarily a model in the front rank. The enemy model is removed from amongst the unit, and is placed with the assassin. The two models are then obliged to fight each other in the combat round, no other models may interfere in their battle. This takes precedence over all other challenges.
- An assassin may abandon his disguise at any time - the assassin model replaces that of any front rank unit member. Once placed on the table, assassins are allowed to move from unit to unit or operate independently in the same way as character models. Should a unit harbouring an assassin be routed, the assassin is also routed, but may make a separate rally test from the unit.
- Assassins are trained to deal deathly blows with their bare hands. In fact, there is no part of an assassin's body that cannot be employed to slay both effectively and quickly. They can therefore fight unarmed without penalty.
Assassins may have profiles equivalent to any character level, but must have at least level 5 status.
Berserkers
Berserkers are units of troops capable of entering a wild and uncontrolled frenzy, rather like the psychological frenzy reaction, but even more so! Berserkers are found in Norse armies, where young warriors are eager to prove how brave, powerful and scornful of death they are. By the time he reaches his foe, each berserker is a frothing homicidal maniac. Anyone and anything that gets in his way is likely to be attacked. A berserker is so numbed to his surroundings that even a deadly wound won't necessarily stop him.
- Berserkers never wear armour, but may carry a shield. They may be armed with any hand-to-hand and throwing weapon, such as a throwing spear or axe. Many berserkers carry two hand weapons, choosing to forego a "namby-pamby" shield in favour of offensive weapons.
- Berserkers automatically enter frenzy the first time they charge or are charged. No dice test is made. Once berserkers are frenzied they remain so for the rest of the battle.
- Berserkers cannot be pushed-back in hand-to-hand combat, nor can they be routed as a result of hand-to-hand combat. They will refuse to give ground and will fight to the death regardless of circumstances. They must always follow-up in close combat regardless of the circumstances.
- If a unit of frenzied berserkers finds itself not in hand-to-hand combat at the beginning of its turn, it must charge the nearest enemy troops. If there are no enemy troops within charge range, the berserkers' battle-lust is such that they will charge any friendly troops in charge range! If no troops are in charge range they will move at double rate towards the nearest visible enemy.
- Berserkers must always pursue routing enemy, including previously friendly units! Once they have entered frenzy they do not need to reform after pursuit or a charge, but are considered instantly reformed and must attack or move towards any enemy or friendly unit as described above.
Norse armies are permitted to have berserker units as indicated in Warhammer Armies. Berserkers cost an extra +5 points, added after points for equipment.
Bombardiers
Armies that include war engines or machineries of destruction will generally also include special staff to maintain and operate them. Normal artillery crew are, of course, highly skilled individuals in their own right, but the most skilled of all are called bombardiers. Bombardiers are specialist engineers. Because they are very experienced and talented commanders they are often charged with looking after a group of engines.
Bombardiers serve as the commanding officers of engine batteries. A battery of engines is rather like a unit of troops. A battery does not have to form up in base-to-base contact, but no engine should be more than 2" away from another. The bombardier may move from engine to engine, and may abandon his engines with their crews if charged or routed. However, like a unit champion, he remains part of the battery, and may not otherwise leave it. Bombardiers are character models, and have profiles appropriate for character models of their race. Armies which may include bombardiers are indicated in Warhammer Armies.
As well as leading a battery of engines, a bombardier may personally supervise the firing of one engine per turn. An engine fired by a bombardier is more likely to hit its target. Stone-throwing engines, howitzers, mortars and other devices which "lob" their shot, use 2D20 to hit. If a shot misses and deviates (generally on the D20 roll of a 1-12) the bombardier may reduce the deviation distance by 1" or 2". So, for example, any shot missing by 1" or 2" can be retargeted as a hit. A miss by 4" can be reduced to a 2" miss which might bring the shot close enough to cause damage.
Bolt throwers hit with an assumed BS of 3 - giving a normal hit on a 4, 5 or 6. If a bombardier is with the engines he may add +1 to their "to hit" roll.
Cannons and organ guns hit their target automatically, but a bombardier will be able to lay the weapon so as to cause the maximum amount of damage. The number of wounds caused upon the target unit is increased by +1. For example, a 3-man cannon causes D4 wounds per hit, if a bombardier is present it will cause D4+1 wounds per hit.
Skyrockets may be targeted more accurately by a bombardier, allowing the player to reposition the target point anywhere within 3" of its landing point. This does not affect Kamikaze rockets, which are self-guided.
A bombardier model has a points cost equal to a character model of its type plus 20 points. This is an unmodified bonus, applied after points for equipment have been added.
Elite Troops
Elite troops include household guards, hardened mercenaries and seasoned veterans. Elites are selected for their experience and their personal qualities. A unit formed of elite troops will have a profile better than that of an average unit, but somewhat lower than the lowest grade of standard character model.
Elite troops have an advanced profile of between +1 and +4 points. In addition, elite troops differ in their accomplishments, depending on whether they were selected or trained for stealth, combat-worthiness, steadfastness etc. We distinguish between two basic kinds of elites, shock troops and missile troops. The distribution of the characteristic bonuses are different for each type, reflecting the different emphasis on close combat or missile fire.
| Elite | Type | M | WS | BS | S | T | W | I | A | Ld | Int | Cl | WP |
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| +1 | Shock | 0 | +1 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 |
| +1 | Missile | 0 | 0 |
The points values for elite troops are worked out in the same way as for other heroes. Each characteristic bonus costs as much as the model's basic value, up to a maximum of +10. This means that a human +2 Elite costs 15 points as opposed to 5 for a normal trooper. In terms of the model's effectiveness this is rather expensive, reflecting the fact that elite troops are rare, costly to maintain and very valuable. The equipment cost for elites is the same for normal troops of the race.
The cost of a riding animal to an elite is equivalent to the cost of a horse to a normal creature of that race. This can be worked out by adding the basic creature value to the value of equipment (including barding) and doubling the whole thing, before adding on the extra points for being elite.
Falconers
Falconers may enter battle accompanied by a hawk or other small bird of prey - not necessarily a falcon. For game purposes hawks are treated as "weapons" carried by the falconer. A hawk may be cast against an enemy unit in a similar way to missile fire, or it can be used to aid the falconer in hand-to-hand combat.
- Hawks may not be attacked or slain as such, but when a falconer is killed his hawk is also assumed to be either killed or to have flown away. If you wish to justify this association of hawks and falconers, think of hawks as being impossible to shoot missiles at or strike blows against because of their small size and great speed.
- Hawks may be "cast" in the shooting phase in the same way as other missile weapons are fired. A falconer may move and cast a hawk in the same turn, but may not enter hand-to-hand combat. A unit of falconers is subject to the normal targeting rules and must normally cast all of its hawks against a single target unit. The range of a hawk is 24", and each hawk is treated like a missile attack with a BS of 5 and strength of 2. Once it has made its attack, it is assumed the hawk returns to its master.
- Hawks may help their master in hand-to-hand combat, which they do by flying around his foe and swooping upon the enemy to attack. For every falconer fighting in hand-to-hand combat, an additional hawk attack is allowed. These attacks are resolved with a WS of 5 and a strength of 2.
Falconers cost an additional +3 points, added after the points for equipment.
Flagellants
Flagellants are a special troop type common in The Empire, where religious excess sometimes manifests itself in the form of public self-mutilation. Zealots of this kind sometimes accompany imperial armies. As battle approaches, flagellants begin to whip themselves into a fanatical ecstasy. When the battle begins, they redouble their efforts until the whole unit enters a state of crazed battle-mania.
- Flagellants are subject to the normal psychological rules given for frenzy.
- In addition flagellants have double their normal number of attacks.
- Flagellants never wear armour, although some carry shields.
- Flagellants are religious fanatics, and they are subject to the psychological rules given for hatred against units of Chaotic troops on the battlefield.
Flagellants cost an extra +4 points for their type, added after points for equipment.
Foresters
Foresters are troops recruited from among the wood-cutters and foresters of the deep woods. They are skilled survivalists, and expert woodsmen, able to move quickly through wooded cover. Foresters are common in the army of The Empire, a realm which includes great forests and vast tracts of wilderness.
- A unit of foresters disregards the normal movement penalty for moving within woods. They may not make a reserve move within a wood.
- A unit of foresters may set traps within any wood they are in. To set traps, a unit must spend an entire turn stationary. A unit cannot be harmed by its own traps as long as it remains in the wood, but once it has moved out of the wood it is treated like any other unit - it will be affected by its own traps if it re-enters.
- Every model either partially or wholly within a wood in which traps have been set, must roll a D6 each time it moves. On a score of 6, the model sustains a single automatic strength 4 hit with no armour saving throw.
Foresters cost an additional +2 points after points for equipment have been added.
Goblin Fanatics
Goblin Fanatics wield a huge ball and chain. This is a purely fantasy weapon - not the ordinary morning star used by medieval knights, but a huge solid metal ball suspended on a chain several feet long. It is used only by the drug-crazed followers of a particularly nasty Goblin cult, dedicated acolytes of which clamour for the honour of entering battle as a whirling ball of death. These revered fanatics hide themselves amongst the ranks of ordinary Goblin units. Once within a reasonable distance of an enemy regiment, the crazed Goblins are pushed out of the regiment by their comrades and they immediately begin to spin uncontrollably under the influence of narcotics and religious fervour. With no knowledge of what is happening around them, the whirling Goblin fanatics plough through anything in their way - whether friend or foe. Eventually the narcotics wear off and the acolyte collapses in a state of exhaustion, or else its heart fails under the strain and gives out altogether.
- A model equipped with a ball-and-chain is mounted on a circular card base 1" in radius. One of these can be found in the template section at the back of the book.
- Because the Goblin fanatic is initially hidden among its fellows it is not placed on the table until ready for use. The player must write down how many fanatics are present in a unit of ordinary Goblins; these are represented by normal Goblin models until such time as they are ready to attack.
- As soon as the sheltering unit comes within 8" of an enemy, the fanatics must be released towards their foe. This happens automatically no matter which side's turn it is, and irrespective of the normal turn sequence. Each fanatic model is pointed in a direction determined by the controlling player and moves off in this direction a distance of 2D6".
- Any unit in the way of the fanatic is moved over and suffers D6 automatic strength 5 hits with no saving throw for armour. The fanatics' path and the damage they cause is worked out immediately. Opponents may never fight back against a fanatic - they're far too busy trying to get out of the way!
- When a unit of Goblins is charged from more than 8" away, the chargers are halted at 8" and fanatics are released. Work out any damage from fanatics which make contact. Leave fanatics who fail to make contact in place. After casualties have been worked out, the charger has the choice of continuing the charge through the remaining fanatics or trying to halt the unit. If the unit continues the charge, move it forward through the fanatics and into contact. Any fresh fanatics moved through cause damage. If the player wishes to halt the unit, a Ld test must be passed. If the test is passed, the unit comes to an immediate halt and must reform during its following movement phase. If the test is failed, the unit moves over the fanatic and gets smashed by the whirling ball (see 4 above).
- Once it has made its initial "out of sequence" move, the fanatic model is subsequently moved at the beginning of that side's movement. However, the Goblin is now completely disorientated, so direction and move distance become random. For each fanatic model nominate one direction as 12 o'clock and roll a D12. The direction the model moves in is shown on the chart (a clock face) and corresponds to the numbers around a clock. For this reason the chart is referred to as a "clock-face chart". As before, the model moves 2D6" and crosses over all units in its path. Any unit the model comes into contact with suffers D6 automatic strength 5 hits with no saving throw for armour.
- Any model rolling a double for movement in any turn following its initial move is removed as a casualty of its own weapon - either a victim of heart failure or the inability to control the whirling ball.
Goblin fanatics cost 30 points each.
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Kamikaze Suicide Bombers
The Kamikaze suicide squads of Nippon go into battle as human bombs, carrying either a cask of black powder or bandoliers loaded with individual charges.
- Kamikaze warriors are hidden in ordinary units prior to the battle in exactly the same way as Goblin ball-and-chain fanatics. Like Goblin fanatics, they are represented by normal rank-and-file models until such time as they strike.
- Suicide bombers are revealed as soon as the enemy approaches to within 8" of the concealing unit. When this happens the normal turn sequence is suspended. The Kamikaze models are placed on the table and models removed to compensate. The Kamikaze lights his fuse and rushes towards the enemy. The Kamikaze model may increase his move rate to 8", although terrain may reduce this.
- For each Kamikaze model roll a D6. If the score is 3-6 the Kamikaze reaches his target and damage is resolved as described under 4 below. If the score is 1-2 something has gone wrong. Roll another D6:
- 1-2 Fuse goes out - the warrior turns on his heels and returns to his parent unit where he relights his fuse. The bomber may try again in a following turn.
- 3-4 Fuse too short - the charge explodes prematurely. Roll a D6 to see how far the warrior travels before his "accident".
- 5-6 Fuse too long - the warrior reaches the chosen point of the target unit, but the charge fails to explode! If the warrior survives the ensuing close combat he may relight the fuse and detonate the charge at the beginning of his next turn.
- When a charge explodes the bomber is automatically killed. In addition the player places a 2" diameter template over the model. Any models whose bases are wholly or partially within the template suffer one automatic strength 6 hit. There is no saving throw for armour.
- If a Kamikaze fails to reach his target because of obstructing terrain, the model is moved as far as possible towards its target and then explodes.
Kamikaze suicide bombers cost 30 points each.
Levies
Just as elite troops represent the pinnacle of martial achievement, levies are the dregs, the scrapings of the barrel, the very worst soldiers ever likely to take the battlefield. Levies are recruited from towns and from amongst the peasants of the countryside in times of dire need. These troops are completely inexperienced, probably badly equipped, and almost certainly unenthusiastic. In the same way as elites have specially enhanced profiles, levies have specially reduced profiles.
Their basic points value is reduced by 2 points to a minimum of 1. A Goblin levyman will therefore cost only 1 point, but with a WS and I of only 1 and Ld, Int, Cl and WP of 4, they are next to useless. Human levies are more practical, although their fighting qualities are poor compared to normal humans.
Levies must form into a special mob formation with as many ranks as files. They are not permitted to expand or contract their frontage. When casualties are removed, the formation is always neatened to retain the mob formation.
The two point reduction in value may, in fact quite often does, take the model to a points value of 4½ or less. Levies which cost 4½ or less points are subject to the ½ equipment modifier. (Sic; the printed fraction is partly illegible in the scan.)
Armies which are permitted to field levies in competition games are indicated in Warhammer Armies. Levies can be introduced at the GM's discretion into his own non-competition battles.
Sappers
Sappers are field-engineers especially trained to construct defences, to demolish enemy defences, build bridges and the like.
- Sappers operate in teams of two models. If one is killed the team is useless, although spare models may group together to make full teams if they can.
- A sapper team may move up to 1" during its movement phase and still be able to construct, as described below. If the team moves more than 1" it may not construct that turn. Sappers may not reserve move during any turn in which they construct.
Build stockades. Stockades are built at a rate of 1" per team member per turn. Two or more teams may work on the same stockade to increase the rate of construction. Stockades count as hard cover and defended obstacles.
Build bridge. Bridges may be built to span rivers, ravines or ditches. A bridge constructed in this way is 1½" wide. Bridges are constructed at the rate of 1" per team member per turn. Two teams may only work on the same bridge if one is on either side of the feature to be bridged.
Demolish. Sappers may attack walls, buildings or existing constructions in the same way as normal troops, but are permitted 3 attacks per turn and are considered to be armed with double-handed hammers.
Sappers cost an extra 3 points each, added after points for equipment.
Shapechangers
Some human armies are permitted to field units of weres as described in the Bestiary. Weres are humans capable of changing their shape into that of either a half-wolf or a full-blooded wolf creature. Shapechangers are similar to weres in many ways. Shapechangers may change into a wolf, but they may also change into a boar or bear. Unlike human weres, they are not normally assembled into separate units, but are secreted inside normal units from which they burst once their transformation is complete. Elves can be shapechangers, as can other races indicated in Warhammer Armies.
- Models representing shapechangers are indistinguishable from ordinary members of a unit. The controlling player secretly allocates each shapechanger to an ordinary unit of its racial type. Up to 20% of any unit may be composed of shapechangers hidden in this way. Each is represented by a normal model of the unit's type. It is important that the player makes a clear note of shapechanger/unit allocation and shows it to the GM.
- If a sheltering unit begins its own turn within 12" of an enemy unit, the controlling player must roll a D6. If the score is 5 or 6, all shapechangers in the unit change shape. If the covering unit is charged in the enemy turn, shapechangers roll to change shape immediately. Shapechangers who enter combat still unchanged may roll at the beginning of each of the following combat rounds (regardless of which side's turn it is) until they change shape.
- Roll a D6 to determine which creature the shapechangers change into. All shapechangers from a unit change into the same creature: 1-2 Giant Wolf; 3-4 Boar; 5-6 Bear.
- Shapechangers may not wear armour or carry a shield. They may carry a single weapon - usually a hand weapon.
- Shapechangers retain some of their human or elven qualities and are capable of wielding weapons as well as making animal attacks. They have characteristics equivalent to the animal they change into, with an additional attack from any held weapon. This additional attack is made with the animal's WS.
- Once changed into animal form, the shapechangers must move as fast as possible towards the nearest visible enemy. They are now considered to be a separate unit, and the models representing them are removed from their covering unit. The models representing their animal forms are placed on the table and make an initial move that turn. If their covering unit is already in close combat or is being charged, the shapechangers move into the front rank but cannot leave the unit until that engagement is complete.
- Shapechangers in changed form must charge the nearest enemy as soon as they are able to do so. They automatically enter frenzy as soon as they engage in hand-to-hand combat.
- If, at the beginning of their turn, there are no enemies within 12" of the shapechanger unit, they automatically return to their non-animal form. This small unit may then be moved independently, or may be assimilated within any friendly unit of foot models outnumbering it by four to one or more.
Shapechangers cost an extra 20 points added to the total points value. This is an unmodified bonus applied after equipment has been added.
Skaven Plague Censer Carriers
Plague censers are special incense burners created and used by the Skaven Clan Pestilens. The censers burn a warpstone preparation which emits a lethal poisoned gas. A Skaven wielding a censer wears a thick scarf to protect itself against the fumes, but even these are only partially effective, so censer bearers are doomed to an almost certain death. To release its deadly fumes a censer is swung round and round, billowing out its cloud of corruption.
- A censer bearer model is mounted on a circular card base 1" in radius. One of these can be found in the template section at the back of this book.
- Censer bearer models are not placed on the table at the start of the game, but are concealed with units of ordinary Skaven in the same way as Goblin ball-and-chain fanatics. The player must note how many censer bearers are present within each unit. Censer bearers are represented by ordinary Skaven models until such time as they are ready to attack.
- As soon as enemy come within 8" of a unit hiding plague censers, the censer bearers must be released towards the foe. This happens as soon as enemy approach within 8", irrespective of which side's turn it is and the normal turn sequence. The Skaven player nominates the direction in which the plague censer is to move and rolls 2D6 to establish the move distance in inches.
- Censer bearers spin round insanely, just like ball-and-chain fanatics, spreading their deadly cloud of warp-smoke amongst the enemy. Any enemy unit encountered is moved over, suffering D6 automatic strength 4 hits. There is no saving throw for armour or magical auras, although an immunity from poison spell renders a model immune to damage. Opponents are far too busy trying to avoid the whirling cloud of death to fight against the bearer.
- When a unit of Skaven is charged from more than 8" away, the chargers are halted at 8" and censer bearers are released. Work out any damage from censer bearers which make contact. Leave censer bearers who fail to make contact in place. After casualties have been worked out, the charger has the choice of continuing the charge or trying to halt the unit. If the unit continues the charge, move it forward through the censer bearers and into contact. Any fresh censer bearers moved through cause damage. If the player wishes to halt the unit, a Ld test must be passed. If the test is successful, the unit comes to an immediate halt and must reform during its following movement phase. If the test is failed, the unit moves over the censer bearer and takes damage (see 4 above).
- After the initial "out of sequence" move, the censer bearer is moved at the beginning of the Skaven player's movement phase. Because of the effect of the poisonous fumes, the censer bearer will by now have lost all sense of direction. Movement distance and movement direction are now both randomised. The distance is 2D6" as before, and direction is established by nominating one direction as 12 o'clock and rolling a D12. Any unit moved over, friend or foe, suffers D6 automatic strength 4 hits as before.
- If the Skaven player rolls a double when determining the move distance in any turn following its initial move, the model is judged to have been overcome by the poisonous fumes and is immediately removed from play.
Plague censer bearers cost 40 points each.
Skaven Poisoned Wind Globe Carriers
Poisoned wind globes are fabricated and used by the Skaven Clan Skryre, comprising a glass sphere containing poison gas. They are thrown by hand and shatter on impact to release their deadly charge. Globes use the same shooting rules as ordinary grenades. A Skaven armed with poisoned wind globes has a sufficient supply to last throughout a battle.
| Weapon | Range | Strength | Saving modifier |
|---|---|---|---|
| Gas globe | 6" | 4 | No save |
A gas globe explodes releasing a 1" cloud of gas. A circular card template 1" in radius is placed over the target and the Skaven player rolls to hit each model whose base lies wholly or partially within the template area. There is no save modifier for armour or aura spells, but the immunity from poison spell will protect a model.
Skaven poisoned wind globe carriers cost 25 points each.
Skirmishers
Skirmishing troops are lightly armed and fight in a loose formation without formal ranks and files. Skirmishing troops lack the precise organisation and unit cohesion that characterises normal units. Because there is no need for individuals to maintain their position in the ranks, skirmishers can easily dodge round obstacles and pick their way through difficult ground. On the other hand, because troops are spread out, and because they are only lightly armed, they are no match for normal troops in hand-to-hand combat.
A unit of skirmishers may be advanced in front of an army to draw fire from enemy missilemen, or to shield units from attack by enemy cavalry. Skirmishers are fast moving troops and are difficult for the enemy to chase away. Their speed and ability to penetrate woodlands enables them to capture vital positions ahead of slower moving units.
A unit of skirmishers may not be larger than 15 infantry models or 10 cavalry. All models must be based upon individual bases to facilitate skirmishing. Skirmishing models must be armed with a missile weapon of some kind. Skirmishers need to move quickly to perform their role, and so may not wear heavy or cumbersome armour. Skirmishers may only carry shields and/or wear light armour, giving a maximum saving throw of 5 or 6.
Before the battle begins, players must indicate to the GM which units are skirmishing. Once units are nominated to be skirmishing, they are considered to be skirmishing throughout the entire battle, and are subject to the special rules given below.
- Unlike a normal unit, skirmishers do not have to keep close order ranks and files. Models do not have to be in base-to-base contact, but must remain within 2" of at least one other member of the unit.
- Because skirmishers are spread out they are more difficult to hit with a missile weapon. The firer's "to hit" roll is reduced by -1. It is not permitted for an enemy to fire in between models comprising a skirmishing unit - the line of sight is considered blocked.
- Skirmishers are able to leap over obstacles fairly easily. The normal penalty is halved. Skirmishers may cross a hedge or ditch with a reduction of only a quarter of their movement. Because they do not need to maintain formation, skirmishing troops crossing a hedge do not have to form a solid block as do normal troops, but can have some troops in front of the obstacle and others behind.
- The penalty for moving over difficult ground and very difficult ground is halved for skirmishing troops. Skirmishers may move through a wood with a reduction of only ¼ of their movement rate.
- Skirmishers do not fight as structured units but as a loose assortment of individuals. Models do not need to manoeuvre in order to turn, expand frontage etc. Instead, individual models are turned and moved as required and without penalty.
- A unit of skirmishers does not have, and does not need, the degree of internal cohesion or organisation of an ordinary unit. Skirmishing units do not therefore suffer from being unformed. The condition is simply ignored.
- A unit of skirmishers must run away if charged, unless: (1) the chargers are also skirmishers; (2) the charging unit has less than ¼ the numeric strength of the skirmishers and does not comprise troops which are over 10 feet tall and larger than the skirmishers themselves.
- A unit of skirmishers may never charge except: (1) if the target unit is also skirmishing; (2) if the target unit is smaller than ¼ the numeric strength of the skirmishers, and does not comprise troops which are over 10 feet tall and larger than the skirmishers themselves; (3) if the target unit is unformed or routing.
- There is no rule which prevents skirmishers forming up in base-to-base contact in the same way as a normal unit. However, if they do so they will lose many of the advantages of skirmishing. If a skirmishing unit is formed in base-to-base contact in two or more ranks, rules 2, 3, 4, 5 and 6 are suspended. Such a situation would, however, be extremely unusual.
Skirmishers cost the same points as normal troops.
Scouts
Scouts are experienced individuals, used to living off the land, fiercely independent and used to hardship. They may join armies as small forces of highly specialised skirmishers. All the skirmish rules apply except 7 and 8 as given in the skirmishing rules. A unit of scouts may charge other troops as normal, and may stand and fight against troops that charge them. This makes scouts very useful indeed, and accordingly they are very rare. Only armies indicated in Warhammer Armies are permitted to have Scouts.
Scouts cost an extra 5 points added to the total points value. This is an unmodified bonus applied after equipment has been added.
Army Standards
Any army may have its own separate standard. Ideally, the model standard should be suitably large and imposing, so that it can be easily distinguished from ordinary unit standards. Standards of this kind must be carried by a character model, although the model may be of any level. This character model must not be the general or a sub-commander. The points value of the army standard is equivalent to double the points value of the model carrying it, plus 50.
- The army standard bearer should remain within base-to-base contact with the general. If an army's general is slain, the standard bearer may associate with a unit, but will lose all of its bonuses for the rest of the game (see below).
- An army standard functions exactly like a normal unit standard for the unit it is with (see Standards). If the unit also has its own standard, its close-combat resolution bonus of +1 is cumulative with the army standard, so the unit adds +2 to the number of casualties caused each round.
- If any friendly unit within 12" of the standard should rout, the player may take the test again. The result of this second test is final.
- If any friendly unit within 12" takes a rally test, the unit may add a further +1 to its leadership score. As its leadership score will usually include the general's bonus, the unit's leadership may rise to 10, but no bonus may take the score to more than 10.
If an army standard bearer is slain and its attendant unit pushed-back or routed, the standard may be captured in the same way as ordinary unit standards. Similarly if the bearer is slain, but the unit wins the combat round, the standard may be passed on to another model.
Army standards must not be passed into the care of rank and file troops unless there is no choice, but should be carried by a character model of level 5 or more. The general may carry his own standard. If an ordinary trooper carries the standard, it functions as normal, but any magical powers the standard may possess are suspended (see Magic).
If an army standard is lost, but not captured, the leadership of the unit currently associated with it drops by -2 for the remainder of the battle. The leadership and leadership bonus of any character model associated with the unit also drops by -2. This does not affect the general's position as army commander (even though his Ld may now be lower than that of another character). If an army standard is captured, the penalty is increased to -3. This can only be regained by recapturing the standard.
Baggage
Large armies must be properly provisioned with food and ammunition, not to mention spare equipment, clothing and items conducive to the comfort of the troops. As well as the fighting warriors, armies will therefore tend to acquire numerous camp-followers in the form of sutlers, civilian drivers, and womenfolk with children. When an army enters battle, all unnecessary personal gear (such as cooking equipment and bedding) is sent to the rear, together with the army's wagons, tents and camp-followers, where it is collectively known as "the baggage".
The baggage is protected by a rough circle of wagons, and defended by the civilians, women and such troops as are unable to take the field due to illness or disability. The army's baggage is very important to it, and the enemy's baggage presents a tempting target for attack. Few troopers can resist an opportunity to loot the enemy's baggage and make off with a few choice items for their personal profit.
Any army of 1000 or more points may include a baggage train at no extra points cost. A side does not have to have a baggage train, either in competition or friendly games. If a side has an unlooted baggage train at the end of the game, 100 victory points are awarded (see Winners and Losers). Looting and capturing the enemy's baggage is also worth additional victory points.
Baggage is represented by 1 wagon and 5 civilian models for every full 1000 points in the army. As mentioned before, this costs no extra points. The baggage is arranged into an area as indicated below:
| Army points size | Wagons | Civilians | Area |
|---|---|---|---|
| 1000 | 1 | 5 | 6" x 6" |
| 2000 | 2 | 10 | 6" x 8" |
| 3000 | 3 | 15 | 6" x 10" |
| 4000 | 4 | 20 | 6" x 12" |
| Per +1000 | +1 | +5 | 6" x +2" |
Deployment of Baggage
The baggage area must be placed on the table before any other troops, including advanced forces. If both sides have a baggage area, each rolls a dice and the lowest score places first. Baggage must be positioned along the base table edge, with the long side parallel to the base edge. The baggage area may not therefore extend more than 6" into the table. The baggage area is delineated by the wagon/s and additional hedges/fences representing barricades erected prior to the battle. These offer the same degree of protection to defenders as hedges. Players may wish to provide a special army flag to place within the baggage, as well as appropriate wagon and civilian models.
The civilians are placed inside the area, although they do not need to be arranged in a unit formation at this point. Civilians may fight if the baggage is attacked: they have typical profiles for creatures of their type. They are armed with improvised hand-to-hand combat weapons and may not be armed with other weapons. Unarmoured civilians are normally drawn from the majority creature type in the army, but may be Halflings in any army that includes Halflings amongst its fighting troops.
During troop deployment a baggage area may be reinforced by the addition of character models, engines of war, and additional units (supposing they will fit within the area available). However, using a unit in this way effectively takes it out of the battle, so players should be very careful about committing fighting troops to protecting the baggage. Additional troops placed within a baggage area may be moved out during the game, and other troops may enter it assuming there is room.
Attacking Baggage
Baggage areas are tempting targets for attack, containing all the army's goodies, including (more than likely) the pay chest! A unit able to charge the enemy's baggage at the beginning of its turn must do so unless there are enemy troops lying between, in which case the enemy troops must be attacked instead. A unit's leader may try to avoid this compulsive action by making a standard 2D6 test against the unit's Ld value. If successful, the unit does not have to charge and may behave as normal. If the test is failed the baggage, or interposing unit must be charged.
Because the baggage represents such a wonderful opportunity for personal enrichment and gratification, the chargers must immediately roll for frenzy. Baggage rules only apply to troops subject to psychology. Troops not subject to psychology (such as undead) could not care less about baggage and are not obliged to attack baggage or take the tests described. Halflings are heavily motivated by the prospect of a good meal, and will automatically charge enemy baggage, or troops between them and the baggage - no test need be taken.
When baggage areas are attacked, any civilians inside may be formed into an impromptu unit to fight off the enemy. They are positioned behind the barricade facing the attackers. Combat is fought as normal, civilian camp-followers are automatically routed off the table if they are pushed-back. Halfling civilians will fight tooth and nail to protect their supplies. This sterling quality makes them ideal as baggage guards (assuming they can be prevented from eating too much themselves). Any Halfling fighting in defence of the army's baggage area may add +2 to all "to hit" rolls and +2 to their strength.
When a unit attacks a baggage area, it is the baggage which is the main target, not its defenders. Therefore, when a defending unit routs, the attackers do not pursue. If the baggage is now undefended the victorious unit begins looting, which it continues to do until a successful Ld test is made at the beginning of that side's turn. A looting unit may do nothing else. Once it ceases looting, the unit will reorganise its ranks. The unit may not move during its next movement phase, but is then considered to be under control and may operate normally. A non-looting unit in possession of a baggage area is judged to have occupied and captured the baggage. So long as at least five models remain with the baggage it is considered captured, this being worth 100 points towards victory at the end of the game. Models may be detached from ordinary units for this purpose.
Once a baggage area has been captured, friendly units automatically suffer animosity against troops from their own side occupying the baggage area (they want to loot it too!). If fighting breaks out over the possession of a baggage area, it automatically returns to "looting" status until the fighting is over. A baggage area is worth only 50 points at the end of the game if it is still being looted.
A player may always attempt to recapture his baggage area and thus deprive the enemy of points towards victory, but once it has been looted, it is worth nothing to the side to which it belongs. Just as attacking troops are not obliged to pursue out of a baggage area, troops attempting to recapture the baggage do not have to pursue routing troops out of a baggage area.
Beasts of War
Horses, wolves, boars or similar sized creatures are termed riding animals. A riding animal and its rider are treated as a single entity - all missile fire and hand-to-hand combat blows are directed against the rider. When a casualty occurs, both rider and mount are removed. This is a very convenient system for dealing with cavalry. However, for larger animals, such as mammoths, a different approach is required.
Large creatures may be ridden only if this is specifically stated in the Bestiary. Many of these war beasts may have one or more crew, often occupying some sort of howdah or other special structure carried on the war beast's back. In the case of these larger war beasts, missile fire and hand-to-hand combat blows are struck either against the war beast or the rider/crew. Damage is recorded separately for each. It is possible, therefore, that riders are slain although the war beast itself remains unharmed.
Missile Fire (War Beasts)
Missile fire is targeted against the war beast and crew as a whole and receives a +1 bonus for firing at a large creature. Each hit is randomly allocated by rolling 2D6: 1-4 the war beast is hit; 5-6 the crew are hit. (Sic: 2D6 as printed.) Crew hits are randomly allocated among the crew members.
Hand-to-Hand Combat (War Beasts)
Large war beasts are, by definition, large! Troops under ten feet tall are unable to strike at crew members unless they are armed either with spears, pikes or halberds. Troops not equipped with these weapons may only strike at the war beast.
Models able to attack either the crew or the war beast include: troops over 10 feet tall; troops under 10 feet tall armed with spears, pikes or halberds; troops mounted on riding animals.
Models only able to attack the war beast include: troops under 10 feet not armed with spears, pikes or halberds; normal sized riding animals.
War beasts always direct their attacks against other war beasts rather than against their crew.
Examples: a mammoth is attacked by Goblin wolf riders. The Goblins may choose to attack either the war beast or the crew because they are mounted. The wolves must attack the mammoth because they are riding animals. A mammoth is attacked by human sword-armed infantry and a giant. The humans must attack the mammoth. The giant may attack either the mammoth or its crew.
War Beast Units
The rules for attacking units of war beasts differ from the normal combat rules:
All missile hits scored against a unit of war beasts are randomised amongst all of the models forming the unit. However, the GM should use discretion in deciding whether all models in the unit can be hit - some of the models may be out of range or hidden by a terrain feature such as a building or hill.
In hand-to-hand combat only those war beasts in base-to-base contact with enemy models may be hit. All models in base-to-base contact with a war beast can attack it. Where a unit of war beasts is fighting a single enemy unit, or a single model whose attacks are directed against the whole unit, the unit is split into as many sections as there are war beasts in base-to-base contact. Each of these fights is resolved separately, but for purposes of determining which side won the combat, all wounds inflicted that round are considered. (The first sentence of this paragraph is partly illegible in the scan.)
The Crew
Crew shooting. Any crew members armed with missile weapons may shoot in any direction. Crew of war beasts may fire over the heads of troops under 10 feet tall, walls, hedges etc. They may not draw a line of sight over mounted troops, troops over 10 feet tall, hills, woods, buildings or very high obstacles.
Crew in combat. Crew models are raised high above the ground, but it is assumed they can fight in hand-to-hand combat by either leaning down, by thrusting with long weapons, or by throwing missiles onto their enemy. Crew may attack in any direction, either to the model's front, sides or rear. Attacks by the crew are dealt with during the hand-to-hand combat phase, and casualties are taken into account when close combat results are resolved.
When two war beasts clash (such as two mammoths) their crews may fight either each other or the enemy war beast.
The Controller
Every war beast must have one specific model nominated as the beast's controller or handler. This will usually be the model sitting astride its neck or shoulder, with whip or stick in hand, frantically trying to get the war beast to move in the right direction. Any psychological tests are made against the controller's Cl score.
Controllers may fight in hand-to-hand combat just like other crew models, but may only direct their attacks to the model's front. If the controller is one of several crew, it cannot be specifically attacked in hand-to-hand combat or shot at by missiles. Instead, the controller has an equal chance of being killed to anyone else. When casualties occur amongst the crew, dice randomly to determine which crew members are affected. If the controller is slain, the war beast automatically runs amok as described later.
Recording Casualties
Wounds inflicted on a war beast must be recorded. If crew members are killed models may be removed, or their demise recorded, as it is often inconvenient to remove models once they are in place.
The Effects of Wounds on War Beasts
War beasts are huge, powerful and often rather stubborn. If a war beast suffers damage (either from missiles or close combat), at the end of each round of combat roll a D6. If the war beast has suffered more than 1 wound, roll only once, but add +1 to the dice score for each additional wound sustained. If the result is 6 or more the war beast runs amok. This is bad news for everyone...
Run Amok!
Once a war beast runs amok it is moved by the GM, although still in the same side's turn. The crew are buffeted about so that they cannot shoot or fight while the war beast hurtles across the battlefield. All they can do is hang on and hope!
At the end of the side's turn, the war beast may be brought under control by a successful 2D6 test against the controller's Ld. If further damage has been taken during the turn, the test may still be made, but subject to modifiers for wounds. (Text partly illegible in the scan.) If the controller is slain, another crew member may attempt to take control of the war beast; this requires a Ld test, but with +2 added to the dice roll, in addition to any modifiers for wounds. If the test is successful, the war beast is brought under control. If the test is failed, the war beast continues to run amok until it is slain or until it leaves the table. The crew do not get another chance to bring it back under control once the original controller is dead.
The Death of a Beast
If a war beast is slain any crew members are toppled to the ground and crushed by the war beast, each model takes one attack at the creature's normal S and save modifier. If not killed, surviving crew members may form into a single unit where convenient. Single models, other than characters, will always move towards and join the nearest friendly infantry unit.
When a war beast shuffles off its mortal coil, anyone close by had better look out! Roll a D6 to determine exactly how the creature expires:
| D6 | Result |
|---|---|
| 1 | Drops like a stone! The creature's knees buckle and it drops to the ground. Any models nearby are unharmed. |
| 2-3 | Pitches to the left hand side and expires in death throes. Although brief, the death throes of a large creature, such as a dinosaur, can be dangerous. Any friendly or enemy unit within 1" of the creature's side is automatically rolled over. This causes D3 attacks at the creature's normal S and save modifier. If more than one unit is present, each unit is subject to D3 attacks. |
| 4-5 | Pitches to the right hand side and expires in death throes. Any friendly or enemy unit within 1" of the creature's side is automatically rolled over. This causes D3 attacks at the creature's normal S and save modifier. If more than one unit is present each unit is subject to D3 attacks. |
| 5 | Pitches forwards and rolls briefly before dying. The war beast lurches into any unit within 1" of its front, causing D3 attacks exactly as above. |
| 6 | The war beast staggers forwards, backwards, and from side to side, before it collapses and starts rolling. This turn the creature causes D3 attacks against any unit within 1" of its sides or front as described above. The creature bellows, roars, lashes out and continues to crush anyone nearby. At the end of the turn, roll again on this chart - the result applies to the following combat round. If a succession of sixes are thrown, the war beast can continue to roll about in this fashion almost indefinitely. |
(Numbering as printed; the printed table lists 5 for both the right-hand and the forwards result.)
If a collapsing war beast is one of a unit of similar creatures, any roll to the side will cause damage against the war beast next to it. A collapsing war beast cannot harm the crew members of other war beasts.
Points Values (War Beasts)
The points value of a war beast and its crew equals the points value for the war beast plus the total points value of its crew. The cost of a howdah or similar structure equals 1 point per crew member.
Engines of War
Many of the creatures inhabiting the Old World are resourceful and intelligent. Considering the primitive resources available to them, they are capable of constructing mighty engines of war such as bolt throwers, stone throwers and simple cannon.
War engines vary greatly in the kind of missile they fire, each with its own special rules. However, all war engines have certain traits in common:
Crew size. War engines are rated according to the size of crew required for their operation. An engine's size is dependent on the number of crew required. Engines requiring large crews are correspondingly larger and shoot further than smaller engines.
Strength. Like other weapons, war engines have a strength characteristic which is used to determine whether or not a target has been damaged.
Saving throw modifier. War engines, because of their large size or special ammunition, often smash through any armour worn by a target. The saving throw modifier indicates any adjustments to be made to a model's saving throw.
Wounds. War engines generally inflict multiple wounds on a target. Where this is the case, the number of wounds caused is shown in the engine's table. In the case of weapons using area templates, only those models within the template are affected. Any additional wounds are not carried over to the rest of the unit. For example, 4 Goblin models are within the area template of a 3 man stone thrower. Each Goblin receives a saving throw; those models which fail take D4 wounds, killing the 1 wound Goblins instantly. Any remaining wound points are ignored, they do not affect the rest of the unit.
Engines are organised into units of one or more models. An engine unit does not require a specific leader model and may include several types of engine. Engines comprising a single unit do not need to remain in base-to-base contact, but no engine should be placed more than 2" from another.
It is possible for crew to move round within a unit, enabling the engines to fire with maximum efficiency. A unit of engines may be led by a special character called a Bombardier (see Special Troop Types).
Points Values for Engines
The points value of an engine depends upon its type and size. The size of an engine is described in terms of its operating crew, 2 crew, 3 crew, etc.
| Type | Size | Points |
|---|---|---|
| Bolt Thrower | 3 man | 15 |
| 4 man | 20 | |
| 5 man | 25 | |
| 6 man | 30 | |
| Stone Thrower | 3 crew | 15 |
| 4 crew | 20 | |
| 5 crew | 25 | |
| 6 crew | 30 | |
| 7 crew |
Points Value for Crew
Crew models are available at the same points cost as an ordinary member of their race plus 5 points. This 5 point bonus is added on top of points for equipment, and does not affect the equipment modifier in any way.
All engines must be provided with a full crew. Players may select further "back-up" crew for their engine units. These do not have to be allocated to individual engines, but must be placed within 2" of the rest of the unit. Having extra crew never increases an engine's rate of fire. Warhammer Armies indicates the number of crew available to each army.
Kamikaze rocketeers are not considered to be crew, and cost 25 points. This is in addition to the cost of the rocket.
Crew Loss
Crewmen for large war engines are specially trained and cannot be replaced except by other crewmen familiar with a particular type of engine. The kinds of crew which can operate each engine are given under the individual descriptions.
Character models are assumed to be quite bright (and fairly lucky!), so a character model may serve on an engine instead of a crew member if necessary.
As crew are lost, a weapon's rate of fire is reduced. Once all crew are dead or driven off, the weapon cannot fire.
| Crew lost | Fires |
|---|---|
| 1 | As normal |
| 2 | Every second turn |
| 3 | Every third turn |
| 4 | Every fourth turn |
| 5 | Every fifth turn |
| 6 | Every sixth turn |
| 7 | Every seventh turn |
| 8 | Every eighth turn |
| 9 | Every ninth turn |
| 10 | Every tenth turn |
Attacking Engines
Missile fire. Missile fire may be directed against the crew of a war engine. The engine offers a certain amount of protection, counting as soft cover (-1 to hit). Engines can only be damaged by missile fire from area weapons such as stone throwers. An engine lying within the area template of such a weapon is automatically disabled on a D6 score of a 6 (5 or 6 from fire weapons).
Hand-to-hand combat. Ideally, war engines should not become involved in hand-to-hand combat, but in the course of a battle they may well be attacked by enemy models.
If attacked by enemy troops, the crew must fight to protect themselves and their engine. All models in base-to-base contact may strike blows as normal. If the crew members are pushed-back, the engine stays in place and the attacking unit flows around the engine and stays in contact with the crew. Once a crew has been driven away from its engine, the engine comes into the enemy's possession.
If the attackers push-back or rout enemy crewmen, any unengaged models in the attacking force may be detached to capture the engine or destroy it. Not all of the unit is obliged to follow-up or pursue the crew.
Crew may also be routed as a result of missile fire, magic or psychology. In these cases the engine is left in place and may be captured or destroyed by any troops that come into base-to-base contact with it.
If an engine's crew successfully pushes-back its attackers, the crew does not have to follow-up the attack, although they may do so if they wish. Instead they may attempt to fire their engine as normal in the shooting phase, subject to any delays for crew casualties.
Destroying Captured Engines
To destroy an engine, a single model with a strength of 3 or less requires a D6 score of 6. If more troops are involved add +1 for each additional model. Stronger models add +1 to the dice roll for each point of strength above 3 - this also applies to any additional models with a strength of 4 or more. For example, two Ogres attempting to destroy a stone thrower add a total of +3 to their dice roll - +1 for the first Ogre's strength of 4, +1 for the second Ogre's assistance, and an additional +1 because the second Ogre also has a strength of 4.
Moving Captured Engines
Captured engines may be moved at the normal rate for the engine in question, the rate varying according to the number of models pushing it. However, detached troops which have captured an engine following a push-back must return to their parent unit as soon as possible. Detached models are not allowed to move a captured war engine unless it is towards their parent unit.
Using Captured Engines
Captured engines may only be used by crewmen trained in the use of that particular engine, or under the supervision of a Bombardier (as described later).
Bolt Throwers
The bolt thrower is a giant form of crossbow designed to fire a huge spear or arrow. Because it is larger than a crossbow, it is more powerful, but it is also slow to load and relatively immobile once in place.
The bolt thrower most commonly seen on the battlefield is the "3-man" variant which, true to its name, has a crew of three... although not necessarily men! This is the largest size bolt thrower which can be effectively transported and manoeuvred. Larger devices may be constructed to protect city walls, fortresses and even small towers and keeps, but are generally unsuitable for field use. These larger devices are allowed for in the rules, but they are not acceptable for competition gaming and should be restricted to sieges or set-piece battles.
Movement. A 3-man bolt thrower can be moved or dragged by its crew a distance of 1" per crewman up to a maximum of 3". A bolt thrower may only be moved in the movement phase, it may not be moved in the reserves phase. A bolt thrower may not be moved over an obstacle or through difficult terrain.
Larger bolt throwers must be wholly or partially dismantled before they can be moved. This is not practical under battlefield conditions. However, wheeled 4-man or larger engines may be turned on the spot to face a new direction.
Firing. Bolt throwers may direct their fire within a 90° arc. A bolt thrower may not move and fire during the same turn. If the bolt thrower needs to be turned to fire on a target, this is counted as movement and the weapon cannot fire that turn. The maximum range of the machine is dependent on the number of crew required for its operation:
| Bolt Thrower | Range | Strength | Save Mod. | Wounds per hit | Points |
|---|---|---|---|---|---|
| 3 man | 48" | 5 | -2 | D4 | 15 |
| 4 man | 64" | 6 | -3 | D4+1 | 20 |
| 5 man | 80" | 7 | -4 | 2D4 | 25 |
| 6 man | 96" | 8 | -5 | 2D4+1 | 30 |
To fire a bolt thrower, the player follows the procedure below:
- First nominate your target. Normal targeting restrictions apply.
- Roll "to hit". All bolt throwers have an assumed BS of 3 and so require a basic 4, 5 or 6 to hit at under half range, 5 or 6 at over half range.
- A bolt thrower hitting its target causes 1 hit on the first rank. Resolve the result using the bolt thrower's strength. If damage is caused make a saving throw immediately, noting the modifier as appropriate. If the save is successful the bolt stops, causing no damage to the model struck. If the save is failed, the bolt "spits" the model, causing the number of wounds indicated. The bolt then strikes a model in the unit's second rank (if it has one).
- Second rank casualties are resolved in exactly the same way as first rank casualties, except with a strength reduction of -1 because of the slowing effect of the spitted figure in the first rank. If the second rank target is wounded, the bolt penetrates through to the third rank.
- Third rank casualties are resolved as above, but with a strength modifier of -2. If a third rank target is wounded, continue rolling until the bolt fails to wound its target or until there are no more ranks. Each successive rank penetrated reduces the strength by -1.
Crew. Only stone thrower or bolt thrower crew may use a bolt thrower. (The scan prints "stone thrower" here.)
Stone Throwers
There are several variants of stone thrower, or catapult, but they all do pretty much the same job. Stone throwers are designed to lob a large stone or shot against enemy troops and fortifications. They are ideally suited to siege warfare, throwing a shot over or against city walls in a way impossible to other weapons. Small versions can also be used on the battlefield, although such devices are considered to be innovative and to some extent experimental.
Movement. A 3-man stone thrower can be moved or dragged by its crew a distance of 1" per crewman up to a maximum of 3". A stone thrower may only be moved in the movement phase, it may not be moved in the reserves phase. A stone thrower may not be moved over an obstacle or through difficult terrain. Larger stone throwers must be wholly or partially dismantled before they can be moved. This is not practical under battlefield conditions.
Firing. A stone thrower may not move and fire during the same turn. If the engine needs to be turned to fire on its target, this counts as movement and the weapon may not fire that turn.
Because stone throwers work by lobbing their ammunition into the air they have a minimum as well as a maximum range. The weapon's target point may not lie within this minimum range.
Stone throwers are fired using a different method to other missile weapons. An area template is used to determine the effects of any hit from a stone thrower. An area template is simply a card circle with a radius as indicated on the chart below. Suitable area templates can be found in the back of the book.
| Stone Thrower | Min Range | Max Range | Template | Strength | Save Mod. | Wounds per Hit | Points |
|---|---|---|---|---|---|---|---|
| 3 crew | 12" | 48" | 1" radius | 5 | -2 | D4 | 15 |
| 4 crew | 14" | 64" | 1" radius | 6 | -3 | D4+1 | 20 |
| 5 crew | 16" | 80" | 1½" radius | 7 | -4 | 2D4 |
The procedure for firing a stone thrower is as follows:
- The player selects the target point and places the template directly over it. The centre of the template must lie within the maximum range of the weapon and within its fire arc of 90°. If the target is a unit of troops, the template may be placed over a second, third or subsequent rank - it does not have to be placed on the first rank. Otherwise normal targeting rules apply.
- Once a target point has been selected and the template positioned, the player must roll to see if the missile has landed on target. Roll a D20; if the score is 13-20 the shot has landed bang on target. If the score is 1-12 the shot has gone astray or deviated from the target point. The direction of deviation is indicated on the "clock-face" chart (a clock face with 12 at the top): 12 o'clock is a straight overshoot, 6 o'clock an undershoot, 3 o'clock indicates the shot goes off to the right, 9 o'clock that it goes to the left, other scores indicate a direction as appropriate.
- If the shot lands on target, work out damage as described below. If the shot deviates, roll 2D6. This is the distance the shot deviates in inches, measuring from the original target point. Deviation may take a shot beyond or below maximum range and beyond normal fire arcs. However, no shot may deviate by more than half the measured range of that shot. Once the template has been repositioned, work out damage on any models lying within it.
- All models whose bases are wholly or partially within the area covered by the template are automatically hit once. Work out the results using the strength indicated for the weapon. If damage is indicated make any saving throws immediately, remembering to take the saving throw modifiers into account. Any model failing to save sustains the number of wounds indicated on the chart.
Speculative Fire
When using a stone thrower on the battlefield, targets will usually be visible to the firers, hence normal targeting rules apply. However, because the stone thrower can lob a shot over a wall or hill it is possible for it to hit a target its crew cannot actually see. This is called speculative fire.
Speculative fire is far less accurate than normal fire because the crew have no idea whether their shots are striking an enemy, or even whether there is any enemy to hit. A speculative target point does not need to be visible to the crew. It could be the centre of a wood, the middle of a town or the other side of a hill, for example. Place the area template as normal and roll for double deviation - 2D12 instead of a 2D6. Double deviation may cause a shot to fall within the weapon's minimum range - but no closer than 4" to the engine. Work out damage as normal for any models hit.
Crew. Only stone thrower or bolt thrower crew may use a stone thrower.
Cannon
Gunpowder technology is a relatively recent innovation in the Old World. The development of cannon has progressed to the stage where large siege pieces are making a valuable contribution towards the reduction of fortifications. On the battlefield, however, cannon are still too unwieldy to be truly effective; although the Dwarf Engineers Guild has perfected several smaller cannon which can be mounted on wagons.
The smallest cannon requires a crew of three, and larger devices require correspondingly larger crews. The "3-man" cannon is the type most commonly carried onto the battlefield. An even smaller 2-man cannon, known as a Jezail, may be used by certain troops as described in Warhammer Armies.
Movement. A 3-man cannon can be moved by its crew a distance of 1" per crewman up to a maximum of 3" assuming it has wheels. If it does not have wheels it may not be moved as it is too heavy, though it may still be turned to face a target. A cannon may only be moved in the movement phase, it may not be moved in the reserves phase. A cannon may not be moved over an obstacle or through difficult terrain. Larger cannon are considered to be too heavy to move without the use of horse or oxen teams. This is not practical under battlefield conditions.
Firing. To fire a cannon, take a tape measure expanded to the weapon's range. Place one end of the tape measure at the cannon's mouth and position the other end as required, but within the cannon's 90° fire arc. The tape represents the path followed by the cannon's shot. The cannon ball travels for this maximum distance before coming to a halt, although if it hits models or units, it may well stop before it reaches its maximum range!
Rather than use a tape measure you may wish to make your own firing stick. A firing stick is simply a length of wooden dowel or beading, marked off in one foot sections. The stick should be as long as the weapon's range.
| Cannon | Range | Strength up to 12" | Save Mod. | Wounds per hit |
|---|---|---|---|---|
| Jezail | 36" | 6 | -2 | 1 |
| 3 man | 48" | 7 | -3 | D4 |
| 4 man | 60" | 8 | -4 | D4+1 |
| 5 man | 72" | 9 | -5 | 2D4 |
| 6 man | 84" | 10 | -6 | 2D4+1 |
* For each additional 12" of range, the cannon's strength is reduced by -1.
Any unit or terrain feature which lies under the cannon shot is hit. Work out damage as follows:
-
Consider the first unit in the cannon's path. Does the shot lie across one or more ranks? If it lies across more than one rank the shot will cause more damage. The unit automatically takes 2 hits for each rank. A target in two ranks will therefore take 4 hits if shot at from the front. If shot at from the side, more ranks will be crossed and more damage caused. The GM must give a ruling in cases of doubt.
-
A cannon shot will penetrate and cause damage against no more than six full ranks of troops. After this point, the shot is considered to have run out of energy and can cause no further damage.
-
Taking each unit in turn and starting with the closest, roll to damage using the weapon's strength. As a cannon's blast is less effective at longer ranges, deduct -1 from the strength of a hit for each full 12" range. For example, if the range is 30" deduct 2 from the strength given. If you use a firing stick as described above, it can be easily marked off into 12" sections. Make any saving throws as appropriate, remembering to modify by the amount indicated. Each model damaged receives the number of wounds indicated.
Example: a 3 man cannon fires at 3 units. The first unit is within 12" of the cannon and takes two S7 hits on each rank. The cannon shot then hits the second unit (at a range of 21") and each rank takes two S6 hits. When it hits the third unit (range 27"), the shot causes two S5 hits on the first two ranks only. The third rank is unaffected as the shot has run out of power.
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Every time a cannon fires after the first shot of the game it gains 1 heat point. Every turn during which a cannon does not fire it loses 1 heat point. A record of heat points must be kept by the player. If a cannon attempts to fire whilst it has 1 or more heat points the player must roll a D6. If the cannon has more than 1 heat point, add +1 for each extra point. If the score is 6 or more the cannon blows up, causing an automatic hit on each crew member and destroying the cannon.
Effects of Terrain on Cannon Shot
Interposing terrain affects a cannon's shot as follows:
- If a hedge lies within the path of a shot, a 2" wide section is automatically removed. This counts as two ranks of troops penetrated. If the shot has insufficient energy left to penetrate the hedge, it remains in place and the shot is halted.
- If a low wall lies within the path of a shot, a 2" wide section is penetrated and destroyed on the D6 score of a 4, 5 or 6. This counts as four ranks of troops penetrated. If the shot has insufficient energy left to penetrate the wall, it is undamaged and the shot is halted.
- A shot may be directed against any troops on a hillside at a higher level than the cannon, but not beyond the hill's crest. The hill effectively brings the shot to a halt. Each rank penetrated at a higher level than the cannon counts as two ranks. Any energy remaining, but which is insufficient to damage a further rank, is ignored. The energy needed to penetrate hedges, walls and other obstructions on hills is also doubled. For example, a hedge on a hill counts as four ranks penetrated.
- If a cannon is positioned on a hill it may fire downwards or it may fire against troops on another facing hill. If firing from hill to hill troops in between, but at a lower level, cannot be harmed. If firing down and over hedges, walls etc., the energy expended to penetrate them is halved, but this does not apply to ranks of troops.
- Each inch of woods counts as two ranks penetrated. If a shot has insufficient energy left to penetrate a wood, it comes to a halt.
- Buildings, high walls and fortifications are not penetrated, but can be shot at causing damage as described in the Buildings section.
Spiking Cannons
If attacked by enemy troops, a cannon crew always has the option of spiking its cannon when charged, but may not then shoot at the chargers or run away. A D6 roll of 2 or more indicates that a cannon has been successfully spiked, thus making it useless. Spikes may not be removed during the course of a battle.
Crew. Only gunners - cannon, mortar or organ gun crew - may use a cannon.
Mortar
A mortar is designed to fire upwards at an angle, lobbing its shot into the air and down upon its target rather than straight at it. In this respect, a mortar is a gunpowder version of the stone thrower, and the rules used are a mixture of those used for stone throwers and those for cannon. Mortars are constructed by Dwarf Engineers and by humans, but they are by no means fully perfected. Unlike cannons, mortars fire a hollow metal shot filled with explosives. As the mortar fires, the shot is ignited by the blast so that it (hopefully) explodes more or less as it strikes the ground.
Movement. A 2- or 3-man mortar can be moved only if it is mounted on a carriage of some kind. Larger mortars are too large to move, but may be turned to face a different direction if provided with wheels. A 2- or 3-man mortar with carriage can be moved by its crew a distance of 1" per crewman up to a maximum of 3". Mortars may only be moved in the movement phase, not in the reserve phase. A mortar may not be moved over an obstacle or through difficult terrain.
Firing. A mortar may not move and fire during the same turn. If the device needs to be turned to fire on its target, this counts as movement and the weapon may not fire that turn. Because mortars lob their shot, they use the same system to fire as stone throwers. They have a minimum as well as a maximum range, and the target point may not lie within this minimum range. An area template will be needed as indicated on the chart below:
| Mortar | Min. Range | Max. Range | Template | Strength | Save Mod. | Wounds per Hit | Points |
|---|---|---|---|---|---|---|---|
| 2 crew | 16" | 36" | 1" radius | 6 | -2 | D4 | 10 |
| 3 crew | 16" | 36" | 1" radius | 7 | -2 | D4 | 15 |
| 4 crew | 16" | 48" | 1½" radius | 8 | -3 | D4+1 |
The procedure for firing is as follows:
- The player selects the target point and places the area template directly over it. The centre of the area template must lie within the maximum range of the weapon and within its fire arc of 90°. If the target is a unit of troops, the area template may be placed over a second, third or subsequent rank - it does not have to be placed on the first rank. Otherwise normal targeting rules apply.
- Once a target point has been selected and the area template positioned, the player must roll to see if the missile has landed on target. Roll a D20 - if the score is 13-19 the shot has landed bang on target. If the score is 1-12 the shot has gone astray or deviated from the target point. The score indicates the direction of deviation on the clock face, with 6 o'clock pointing back to the firer. If the D20 roll is 20 the shot has exploded either too late, too early or not at all as explained under 5 below.
- If the shot lands on target, work out damage as described below. If the shot deviates roll 2D6. This is the distance the shot deviates in inches, measuring from the original target point. Deviation may take a shot beyond maximum range and normal fire arcs and within the weapon's minimum range. However, no shot may deviate by more than half the measured range of that shot. Once the area template has been repositioned, work out damage on any models lying within it.
- All models whose bases are wholly or partially within the area covered by the area template are automatically hit once. Work out the results using the strength indicated for the weapon. If damage is indicated make any saving throws immediately, remembering to take the saving throw modifiers into account. Any model failing to save sustains the number of wounds indicated on the chart.
- If the D20 rolled to hit scores a 20, something has gone wrong. Roll a D6:
- The shot fails to explode. Ignore the area template. The falling shot causes 1 automatic hit at a strength of 3.
- The shot fails to explode and lands in the middle of the target causing no damage. However, the shell continues to fizz worryingly, and will explode causing normal damage on the D6 roll of a 6 made at the beginning of each side's turn.
- The shot explodes high above the target scattering broken casing below. Place the area template as normal, but because the explosion is far above, reduce the strength of the hits by -3.
- The shot explodes in mid-air causing no damage.
- The mortar misfires, the shell is ignited but fails to leave the weapon's muzzle. The shell will explode on the D6 roll of 6 made at the beginning of each side's turn. This automatically destroys the mortar and hits all models within its area template area as normal.
Speculative Fire (Mortar)
When using a mortar on the battlefield, targets will usually be visible to the firers, hence normal targeting rules apply. However, because the mortar can lob a shot over a wall or hill it is possible for it to hit a target its crew cannot actually see. This is called speculative fire. A speculative target point does not need to be visible to the crew. It could be the centre of a wood, the middle of a town or the other side of a hill, for example.
Place the area template as normal and roll for double deviation - 2D12 instead of 2D6. Double deviation may cause a shot to fall within the weapon's minimum range - but no closer to the mortar than 4". Work out damage as normal for any models hit. If a double is thrown for deviation, something has gone amiss in the same way as a normal D20 roll of 20.
Hand-to-Hand Combat (Mortar)
A mortar crew always has the option of spiking its mortar when charged, but may not then run away from the charge. A mortar may not be fired at chargers, even if they lie outside the weapon's minimum range when the charge begins. A D6 roll of 2 or more indicates that a mortar has been successfully spiked, thus making it useless.
Crew. Captured mortars may only be used by trained cannon, mortar or organ gun crews.
Organ Gun
The organ gun is a particularly devilish invention of the Dwarfs. It comprises several small calibre cannons lined up in a row (rather like the pipes of an organ). All of the barrels are fired together, causing immense amounts of damage to anything unfortunate enough to be in the way. The weapon's main drawback is that it takes a long time to reload, and because each cannon is small, only a low-power charge can be used.
Movement. Organ guns are fairly small and are usually mounted on a wheeled carriage, although they can be mounted in a fixed position as part of a town or fortress's defences. Those taken into battle have a small carriage and require a crew of 3. The weapon can be moved by its crew a distance of 1" per crewman up to a maximum of 3". An organ gun may only be moved in the movement phase, it may not be moved in the reserves phase. An organ gun may not be moved over an obstacle or through difficult terrain.
Firing. All loaded barrels must be fired at once - it is not possible to fire only one of several loaded barrels. It takes 1 whole turn to reload one barrel, but it is possible to fire just one or two barrels, if this is all that are loaded. An organ gun may be moved while loaded or partially loaded, but if the gun is moved it cannot be loaded that turn. Firing is the same as for normal cannon. Take a tape measure expanded to the weapon's range or use a firing stick. Place the end of the measure at the gun's mouth and position the other end as required. The length of the tape represents the path of the shot. Any unit which lies under the shot is hit.
The basic organ gun has three barrels, but more may be added at an additional cost of 20 points per extra barrel.
| Organ gun | Range | Strength up to 12" | Save Mod. | Wounds per Hit | Points |
|---|---|---|---|---|---|
| 3 man | 36" | 5 | -3 | D3 | 60 + 20 per extra barrel |
* For each additional 12" of range, the organ gun's strength is reduced by -1.
Work out damage as follows:
- Consider the first unit in the shot's path. Does the shot lie across one or more ranks? If it lies across more than one rank the shot will cause more damage. The unit automatically takes 1 hit for each barrel for each rank. A target in two ranks will therefore take 6 hits if shot at from the front by a 3 barrelled gun.
- An organ gun's shot will penetrate and cause damage against six full ranks of troops. After this point the shot is considered to have run out of energy and can cause no further damage.
- Taking each unit in turn and starting with the closest, roll to damage using the organ gun's strength of 5. As a gun's blast is most effective at shorter ranges, deduct -1 from the strength of a hit for each full 12" range. For example, if the range is 30", deduct 2 from the strength given. Make any saving throws as appropriate remembering to modify by the amount indicated. Each model damaged receives the number of wounds indicated.
- Organ guns take so long to load that there is no need to worry about the barrels overheating.
Effects of terrain. Interposing terrain affects an organ gun's shot as follows:
- If a hedge lies within the path of a shot, a 2" wide section is automatically removed. This counts as two ranks of troops penetrated. If the shot has insufficient energy to remove the hedge it remains in place and the shot is halted.
- If a low wall lies within the path of a shot, a 2" wide section is penetrated and destroyed on a D6 score of a 4, 5 or 6. This counts as four ranks of troops penetrated. If the shot has insufficient energy to penetrate the wall it is undamaged and the shot is halted.
- A shot may be directed against any troops on a hillside at a higher level than the organ gun, but not beyond the hill's crest. The hill effectively brings the shot to a halt. Each rank penetrated at a higher level than the organ gun counts as two. Any energy remaining which is insufficient to damage a further rank is ignored. The energy needed to penetrate hedges, walls and other obstructions on hills is also doubled.
- If a gun is positioned on a hill, it may fire downwards or it may fire against troops on another facing hill. If firing from hill to hill, troops in between, but at a lower level, cannot be harmed. If firing down and over hedges, walls, etc. the energy expended to penetrate them is halved, but this does not apply to ranks of troops.
- Each inch of woods counts as two ranks penetrated. If a shot has insufficient energy left to penetrate a wood it is halted.
- Buildings, high walls and fortifications are not penetrated but can be shot at causing damage as described in the Buildings section.
Hand-to-hand combat. A gun crew always has the option of spiking its gun when charged, but may not then shoot at the chargers or run away. A D6 roll of 2 or more indicates that all or some of a gun's barrels have been successfully spiked. The number of barrels spiked is equal to the dice roll minus 1, so if a 3 is rolled, 2 barrels are spiked.
Crew. Captured weapons may only be used by trained gunners - cannon, mortar or organ gun crew.
Flame Cannon
The flame cannon is the latest addition to the armoury of the Dwarf Engineers Guild. It is possibly the most devastating, and certainly the least reliable weapon so far developed. The flame cannon uses the same technology as the smaller 2-man fire thrower (see portable weapons). It projects balls of burning chemical - a mixture of sulphurous compounds and oil. This volatile mixture is retained within a tightly bound barrel lined with copper. To build up pressure within the barrel, a highly reactive chemical is added which causes the mixture to bubble in a rather alarming manner. Once enough of this explosive gas has been generated and pressure is sufficiently high, the cannon is ignited, and a huge flaming ball is shot high into the air before descending upon its luckless target.
Unfortunately, the weapon has proved less than reliable, several crews having been lost to exploding cannons. To overcome this problem, many crews prefer to retire to a safe distance from their weapon before firing it by means of a long piece of rope attached to the trigger mechanism.
Movement. A flame cannon may be wheeled on its carriage once the barrel has been emptied. Emptying a barrel takes 1 full turn. Filling a barrel from a chemical supply provided by a wagon takes 3 full turns. Filling a barrel is itself dangerous, as the mixture will explode on a D6 roll of a 6 made at the end of the third turn. This has the effect of a normal hit. Because the procedure is rather hazardous, and chemical wagons prefer to avoid the battle zone, flame cannons cannot normally be moved on the battlefield. A cannon can be turned to face a new target, but may not fire in a turn in which it is turned, as it has to be turned very gently. When attempting to turn a cannon in position, it will explode on a D6 roll of 6 causing normal damage.
Firing. A flame cannon must build up pressure before it fires. This takes 1 full turn. Once pressure is sufficiently high, the weapon may be fired in any following turn, but may fire anyway whether the player wishes it to or not. If the player wishes to hold fire once the weapon is ready, a D6 must be rolled at the beginning of the shooting phase. If the score is a 6, the cannon fires straight ahead at a target point 6D6 inches away. Flame cannon cannot normally fire at a target within its minimum range, although mishaps or deviation may cause its shot to land within the minimum range.
| Flame Cannon | Min. Range | Max. Range | Template | Strength | Save mod. | Wounds per Hit | Points |
|---|---|---|---|---|---|---|---|
| 3 crew | 12" | 36" | 1½" radius | 8 | -4 | D6 | 80 |
The firing procedure is as follows:
- The player selects the target point and places a 1½" radius area template over it. The centre of the area template must lie between the 12" minimum and 36" maximum range of the weapon and within its 90° fire arc. If the target is a unit of troops, the target point may lie over a second, third or other "hidden" rank - it does not have to be on the front rank. Otherwise normal targeting rules apply.
- Once the target point has been selected, the player must roll to see if the flaming missile has landed on target. Roll a D20. If the score is 13-18, the shot has landed on target. If the score is 1-12, the shot has deviated in the direction indicated by the dice roll relative to a clock-face. For example, a roll of 6 takes the target point back towards the shooter at 6 o'clock. If the score is 19 or 20 something has gone wrong as described under 6 below.
- If the shot lands on target, work out damage as described below. If the shot deviates, it is judged to have gone astray by 2D6 inches. Deviation may take a shot beyond maximum range or normal fire arcs, or within minimum range. However, a shot cannot deviate by more than half its measured range. Reposition the area template and work out damage as described under 4 below.
- All models whose bases lie wholly or partially within the area of the area template are automatically hit once. The flame cannon has a strength of 8 (9 against flammable targets). If damage is indicated make any saving throws with a dice modifier of -4. Any model failing to save takes D6 wounds.
- Flame cannon project a particularly sticky and inflammable mixture; any flammable target is automatically set on fire (see the rules on Fire).
- Every time the flame cannon shoots there is a chance it will explode. If the D20 dice roll made to hit is 19 or 20 the weapon explodes destroying itself and causing normal damage over a 1½" radius area. As this is rather risky, sensible crew members may retire a normal move before activating the weapon in the following (or subsequent) turn. The crew must then return to the model before they can begin to re-pressurize. It therefore takes an additional turn to prepare for firing.
Hand-to-hand combat. If charged, a cannon's crew may elect to run away after setting a fuse on their weapon. This explodes when the chargers are D4-1" away (see 6 above). A crew may also stand and defend their cannon, but may not stand and fire, even if the chargers are beyond the weapon's minimum range.
If a flame cannon's crew are preparing to fire it from a distance, the cannon may be fired as it or its crew are charged, but may not be deliberately exploded.
Although crew members may be pushed-back in close combat, the cannon cannot. Any attempt by untrained hands to move, use or destroy a flame cannon, automatically causes it to explode (see 6 above). If attackers have flaming brands or any other fire weapons, the cannon automatically explodes as close combat begins.
Flaming missiles. Any flame cannon lying within the effect template of a weapon firing flaming missiles explodes automatically.
Crew loss. Crew for flame cannon are highly trained specialists (and also mad). Crew cannot be replaced other than by other flame cannon crew. As crew are lost the weapon takes longer to pressurize:
| Crew lost | Time to pressurize |
|---|---|
| 1 | 2 turns |
| 2 | 3 turns |
Portable Weapons
Unlike the large war engines, portable weapons are small enough to be carried around the battlefield, often strapped to the back of one of the crew. Portable weapon crew models are available at the same points cost as an ordinary member of their race plus 5 points. This 5 point bonus is added on top of points for equipment, and does not affect the equipment modifier in any way. Kamikaze rocketeers are not considered to be crew; they cost 25 points. This is in addition to the cost of the rocket.
Rocket Launcher (Bazuka)
This is a simple tube designed to fire a rocket with a powerful explosive tip. The rocket launcher is relatively light and fairly simple to use, but like most of these advanced gunpowder weapons, rather risky. Although known to the Dwarf Engineers Guild, the weapon is more closely associated with Chaos Dwarfs, many of whom retain the metal working and manufacturing skills of their cousins. The normal crew is two: one to carry and fire the launcher whilst the other carries the rockets and loads them. The Dwarvish name for the weapon is bazuka which may mean "not recommended for active service".
Movement. The two models comprising a bazuka team must remain in base-to-base contact at all times. Both crew are required to carry the weapon and its ammunition. If either crew member is lost, the weapon is useless; the remaining crewman is moved in the same way as an independent character.
Firing. Because a bazuka needs to be loaded, the team may not move and fire. If the weapon fires the team may not make a reserve move. The bazuka may fire within a 90° arc drawn from the firing model. If the firer needs to be turned to fire on its target this does not count as movement, as long as the model is not moved further. Bazukas employ an area template in the same way as stone throwers and fire throwers. This is represented by a card circle with a radius of 1".
| Bazuka | Range | Template | Strength | Save Mod. | Wounds per Hit | Points |
|---|---|---|---|---|---|---|
| 2 crew | 36" | 1" radius | 5 | -3 | D3 | 40 |
The procedure for firing is as follows:
- The player selects the target point and places the area template directly over it. The centre of the area template must lie within the 36" maximum range of the weapon and within its fire arc of 90°. If the target is a unit of troops, the area template may be placed over a second, third or subsequent rank - it does not have to be placed on the first rank. Otherwise normal targeting rules apply.
- Once a target point has been selected and the area template positioned, the player must roll to see if the missile has landed on target. Roll a D20. If the score is 13-17 the shot has landed bang on target. If the score is 1-12 the shot has gone astray or deviated from the target point. The direction of deviation is indicated relative to a clock-face in the same way as stone throwers, with 6 o'clock pointing straight back to the shooter. If the score is 18, 19 or 20 something has gone amiss as described under 5 below.
- If the shot lands on target work out damage as described below. If the shot deviates roll a D6. This is the distance the shot deviates in inches, measuring from the original target point. Deviation may take a shot beyond maximum range and normal fire arcs. However, no shot may deviate by more than half the measured range of that shot. A shot at a target 6" away may not therefore deviate by more than 3". Once the area template has been repositioned work out damage on any models inside.
- All models whose bases are wholly or partially within the area covered by the area template are automatically hit once. Work out the results with the weapon's strength of 5. If damage is indicated, make any saving throws immediately, remembering to take the saving throw modifier of -3 into account. Any model failing to save takes D3 wounds.
- Every time the weapon shoots there is a chance it will malfunction and explode. If the standard D20 roll made to establish deviation is a 18, 19 or 20 something has gone wrong:
- 18 - The rocket is a dud and fails to ignite. The weapon must be reloaded and fired.
- 19 - The rocket fires normally but fails to explode. The target unit suffers 1 automatic strength 3 hit with no save modifier. If damage is taken, 1 wound is caused.
- 20 - The rocket explodes destroying the launcher. Place a standard area template over the crew and work out damage as if hit by their own weapon. In addition, some or all rockets carried by the second crewman may be ignited. See below.
Hand-to-hand combat. If charged, the bazuka team may stand and fire, or may halt. The team may not run away unless it deliberately abandons its weapon and ammunition. If engaged in hand-to-hand combat the crew may fight normally. However, if pushed-back during the engagement their bazuka and ammunition are assumed to be dropped. Once the engagement is over, the crew may recover any dropped weapons. A bazuka crew does not have to follow-up an enemy it pushes-back, but may do so if the player wishes. If hit by fire weapons, any rockets carried by the second crewman may ignite as explained below.
Missile fire. Missiles may not be directed against the weapon, but only against its crew. If hit by flaming missiles, any rockets carried by the second crewman may explode as described below.
Accidental ignition. The ammunition carried by the second crewman is highly unstable. If the team is hit by fire-based weapons, there is a chance its supply of rockets will be ignited. Roll a D6 and, if testing because the weapon has exploded, add +1. If the score is 6 or more, D6 rockets are ignited. The direction taken by each rocket is determined randomly by the GM, causing normal rocket damage on the first target in its path. Once its ammunition has been ignited, a bazuka team has none left and is useless.
Crew loss. Rocket launcher crew are highly motivated individuals with little regard for their own safety. They cannot be replaced by other troops, although a spare crew member may join another team and act as a reserve crewman. A single crewman may not operate the weapon.
Fire Thrower
The fire thrower was originally developed by members of the Dwarf Engineers Guild. It was designed to be used against Goblins in the underground lairs beneath the Worlds Edge Mountains. The weapon proved reasonably effective, if somewhat unpredictable and dangerous. Since then it has been developed and even adopted by other races, although it is still an experimental device requiring more than a modicum of bravery on the part of its user.
The basis of the weapon is a bound, airtight barrel lined with copper. This contains an inflammable mixture of sulphurous compounds and oil. To fire the weapon, one crewman pressurizes the barrel either by pumping air into it, or by adding a small amount of volatile chemical to the mixture. The other crewman holds the flexible pipe with its trigger and ignition mechanism. Once fired, a sheet of sticky, burning chemical hurls towards the target... or the fire thrower blows up!
The fire thrower is represented by two models called a team. One model is required to carry and prime the barrel of chemicals, while the other aims and fires the weapon. The two models must remain in base-to-base contact at all times. Both crew are required to carry and operate the weapon. If either crew member is lost the weapon cannot be moved or fired. The remaining crewman is moved in the same way as an independent character.
Movement. A fire thrower imposes a 1" movement penalty on its crew. Dwarfs are not subject to this penalty, as the extra weight does not bother them. A fire thrower crew may move in both the movement phase and the reserves phase. As fire throwers are carried by their crew, they may be moved over obstacles and through difficult terrain at the normal penalty for these terrain types.
Firing. Because a fire thrower needs to be primed, the team may not move and fire. If the weapon fires the team may not make a reserve move. The weapon may fire within a 90° arc drawn from the firing model. If the firer needs to be turned to bear on its target this does not count as movement as long as the model is not moved further. Fire throwers employ an area template in the same way as stone-throwers. This is represented by a card circle with a radius of 1".
| Fire thrower | Range | Template | Strength | Save Mod. | Wounds per Hit | Points |
|---|---|---|---|---|---|---|
| 2 crew | 12" | 1" radius | 4 | -3 | D3 | 30 |
The procedure for firing is as follows:
- The player selects the target point and places the area template directly over it. The centre of the area template must lie within the 12" maximum range of the weapon and within its fire arc of 90°. If the target is a unit of troops, the area template may be placed over a second, third or subsequent rank - it does not have to be placed on the first rank. Otherwise normal targeting rules apply.
- Once a target point has been selected and the area template positioned, the player must roll to see if the missile has landed on target. Roll a D20. If the score is 13-19 the shot has landed bang on target. If the score is 1-12 the shot has gone astray or deviated from the target point. The direction of deviation is indicated relative to a clock-face in the same way as stone throwers, with 6 o'clock pointing straight back to the shooter. If the score is 20 something has gone wrong, as explained under 6 below.
- If the shot lands on target work out damage as described under 4 below. If the shot deviates roll a D6. This is the distance the shot deviates in inches, measuring from the original target point. Deviation may take a shot beyond maximum range and normal fire arcs. However, no shot may deviate by more than half the measured range of that shot. A shot at a target 6" away may not therefore deviate by more than 3". Once the area template has been repositioned work out damage on any models inside.
- All models whose bases are wholly or partially within the area covered by the area template are automatically hit once. Work out the results using the weapon's strength of 4. If damage is indicated, make any saving throws immediately, remembering to take the saving throw modifiers into account. Any model failing to save takes D3 wounds.
- Fire throwers are fire weapons and receive a +1 strength bonus against flammable creatures. In addition, any flammable target hit by the weapon is automatically set on fire - no test is necessary. See the rules on Fire.
- Every time the fire thrower shoots, there is a chance it will malfunction and explode. If the standard D20 roll made to establish deviation is a 20, the barrel full of warpflame mixture has exploded, instantly killing the crew and placing anyone nearby in danger. Place an area template over the exploding crew and work out any casualties as normal.
- Any unit suffering damage from a fire thrower must make an immediate panic test.
Hand-to-hand combat. If engaged in hand-to-hand combat the crew may fight, but because they are encumbered by their weapon they are considered to be using improvised weapons. The team may stand and fire, but their heavy equipment prevents them running away. The team does not have to follow-up an enemy it pushes-back, but may do so if the player wishes. If either member of the team is hit by fire weapons the volatile chemical mixture will explode on a D6 score of 6.
Missile fire. Missiles may not be directed against the weapon but only against its crew. If the team is hit by flaming missiles, the chemical mixture will explode on a D6 score of 6.
Crew loss. Fire thrower crew are highly trained specialists. They cannot be replaced by other troops, although a spare crew member may join another team and act as a reserve crewman. A single crewman may not operate the weapon.
Warp-fire Thrower
This device is used by the children of corruption, known to the world as Chaos Ratmen, and amongst those who are familiar with their noisome ways as Skaven. It is identical in every way to the normal fire thrower, except that it projects a magical mixture of inflammable materials and the dreaded warpstone - the raw stuff of Chaos. This potent brew is even more dangerous than the normal combustible concoction, and no sane creature would go anywhere near the stuff.
Firing. The same rules and procedure apply to warp-fire throwers as to ordinary fire throwers:
| Warp-fire Thrower | Range | Template | Strength | Save Mod. | Wounds | Points |
|---|---|---|---|---|---|---|
| 2 crew | 12" | 1" radius | 5 | -4 (low-resolution scan; value uncertain) | D3 | 60 |
Because the weapon fires warpflame, an incredibly volatile and dangerous mixture, the following additional rules apply:
- A warp-fire thrower explodes on a D20 roll of a 19 or 20 rather than on a 20. It is therefore twice as likely to blow up as an ordinary fire thrower.
- Warpflame attacks with a strength of 5, with the usual +1 bonus against flammable targets.
- If a model sustains damage from warpflame but is not killed, the warping effects of the mixture start to affect it. The target's body begins to warp and change, distorting and melting as its bones crack and bend into new and unimaginable shapes. The victim is driven insane by physical agony and mental trauma. Within seconds the target is reduced to a pile of mobile caustic slime. At the start of the side's next turn it is moved 2D6" in a random direction, in the same way as a Goblin Fanatic. Any unit the slime moves over suffers D6 automatic strength 4 hits, with no saving throw for armour, although any applicable magical auras apply. Once the slime has moved, it decomposes to a harmless but repulsive puddle of tissue and plasma. This also occurs if a double is rolled when determining how far the slime moves.
Hand-to-hand combat. If engaged in hand-to-hand combat the crew may fight, but because they are encumbered by their weapon they are considered to be using improvised weapons. The team may stand and fire, but their heavy equipment prevents them running away. The team does not have to follow-up an enemy it pushes-back, but may do so if the player wishes. If either member of the team is hit by fire weapons, the volatile chemical mixture will explode on the D6 score of a 5 or 6.
Missile fire. Missiles may not be directed against the weapon, but only against its crew. If the team is hit by flaming missiles, the chemical mixture will explode on the D6 score of a 5 or 6.
Crew loss. Warp-fire thrower crew are highly trained specialists. They cannot be replaced by other troops, although a spare crew member may join another team and act as a reserve crewman. A single crewman may not operate the weapon.
Skyrocket
Simple tubular rockets have been used for centuries in Cathay and the east to provide colourful, nocturnal, public entertainment. The military version of the rocket is larger and more dangerous, but the design is basically the same. Rockets are launched from specially constructed frames. A typical rocket crew is two, and the frame is light enough to carry. From the humans of the east, the weapon has passed into the hands of the Hobgoblins.
Movement. A rocket launching frame, rockets and its crew have a 1" movement penalty. A rocket and its crew may only move in the movement phase, never in the reserves phase. It may not move over an obstacle or through difficult terrain.
Firing. Each crew, launcher and rocket model represents a team and a supply of rockets. So long as the launcher remains intact, the crew may continue to fire rockets, even though there is only one rocket model. A rocket may be fired within a 90° arc. The team may not move and fire in the same turn. Turning a rocket to face a target counts as movement and precludes firing. A rocket's maximum range is variable, depending on the number of ranging dice thrown. The maximum number of dice allowed is 7, so the maximum range is theoretically 42". The following rules are used when firing rockets:
- The player nominates his target in the normal way. The firers must be able to see the target, and normal targeting restrictions apply.
- The player rolls between 1 and 7 D6 and adds the scores; he has a free choice over the number of dice thrown. The total is the distance the rocket travels towards its target.
- The rocket comes to land exactly as indicated by the dice roll and explodes. If the rocket comes to land within the formation of a unit, it causes 2D6 automatic strength 5 hits on the unit. No model may be hit more than once, but any model wounded takes D4 wounds with a save modifier of -2.
- If the rocket does not land within the formation of a unit, the explosion is dispersed, causing 1 automatic strength 3 hit on every model within 6". Any model wounded takes a single wound with a normal saving throw.
- If any of the ranging dice show a 1, the rocket explodes prematurely in the air. This causes no damage on troops on the ground, but if the rocket's path crosses the position of aerial troops (irrespective of the height level), D6 automatic strength 3 hits are sustained. No model may be hit more than once, and any model wounded takes 1 wound and receives a normal saving throw.
Speculative Fire (Skyrocket)
Because a rocket can be fired at a high trajectory, it can be fired over a hill or building at an enemy beyond. As the crew cannot see the target they do not know it is there. Any firing at a target which the shooters cannot see is deemed speculative. Speculative fire is relatively inaccurate. The firer nominates a target point within 42". This can be any point on the table, even the centre of a wood or village, or the other side of a hill. The player then rolls 7D6 - he cannot choose to roll fewer dice as with normal fire. Casualty results are worked out as normal.
Hand-to-hand combat. If engaged in hand-to-hand combat, the crew may fight as normal. The rocket frame confers no bonus of cover as it is considered to be too flimsy. Crew must take any charge at the halt or run away; they do not have to follow-up if they win the combat round. If pushed-back, or if they run away, the rockets and launcher are destroyed. If any crew member is hit by fire weapons, rockets will explode on a D6 roll of 6. Hits are distributed throughout the units engaged.
Missile fire. Missiles may not be directed against the rockets, but only against the crew. If the crew are hit by flaming missiles, the rockets will explode on a D6 score of 6.
Crew loss. Rocket crew are highly specialised and cannot be replaced by non-rocketeers. Odd rocketeers within the same unit may be drawn together to make up full crews. Extra crew members may be included to off-set casualties, but these do not make firing any faster and are assumed to be inactive until required. A rocket team reduced to a single crew member may only fire every other turn.
Rocket Kamikazes
At some time in the distant past, some erudite Nipponese theoretician made the astounding mental leap of combining the Nipponese Kamikaze and the skyrocket. Brave volunteers allowed huge skyrockets to be tied to their backs, enabling them to soar through the sky towards their targets. Guided by the Kamikaze flapping his arms about, these rockets proved far more accurate than normal skyrockets. Because a Kamikaze has a privileged view of the battlefield, he is able to direct his missile against speculative targets far more accurately than normal.
A Kamikaze model represents one volunteer and one rocket. The Kamikaze can be fired instead of any normal rocket, but once fired the model is removed and cannot be used again.
Firing. Firing is the same as for a normal skyrocket, except that once the landing point has been established, the player may use his Kamikaze to guide the missile during its last moments of flight. The player rolls 2D6 and may move the target point to anywhere within this number of inches. For example, if the dice score is 3+5 the player may reposition the landing point to anywhere within 8". The Kamikaze takes D4 strength 4 hits when the rocket explodes.
Hand-to-hand combat. If Kamikazes become involved in hand-to-hand fighting all damage against them must be worked out separately. If hit by fire weapons, the Kamikaze explodes on a D6 score of 6.
Missile fire. If a team sustains missile casualties, Kamikazes may be hit randomly.
Anti-Kamikaze fire. Just as a missile unit may fire at a charging enemy, units equipped with missile weapons with a long range of more than 20 inches may fire at oncoming Kamikaze rockets. The unit must not be engaged in hand-to-hand combat. The unit suffers a total -3 "to hit" modifier and must pass a Ld test before it is allowed to fire. If killed, the Kamikaze may not guide the missile which then lands just like a normal rocket. If flaming missiles are used and the Kamikaze is killed, the rocket explodes harmlessly above the unit.
Skyrocket summary table (as printed):
| Rocket | Range | Type of hits | Strength | Save Mod. | Wounds per Hit | Points |
|---|---|---|---|---|---|---|
| Skyrocket | Up to 7D6" | Direct hit | Unit 2D6 S5 | -2 | D4 | 50 |
| Dispersed hit | Models in 6" S3 | normal | 1 | |||
| Aerial | Unit D6 S3 | normal | 1 |
Chariots
Chariots are fearsome weapons, the more so when pulled by aggressive creatures such as giant wolves or boars. Chariot models do not come supplied with their own base, so you must be prepared to make your own. Suitable basing materials are mounting card and plywood. Bases should be wide enough and long enough to accommodate the model. As a rough guide allow between 20 and 25mm width for each draft animal.
Organisation
Chariots are organised into units just like ordinary models. A unit consists of one to six chariot models. Unlike a normal unit, chariot models do not have to remain within base-to-base contact, although they must remain within 4" of at least one other chariot in the unit. One chariot must be nominated as the unit leader, functioning exactly like any other unit leader. If the unit has musicians or a standard these are placed in the same chariot as the leader, and may be carried by other crew members (if present), strapped to the chariot, or utilised by the leader himself.
Draft Creatures
The most common draft creatures are horses, warhorses, giant wolves and giant boars. Warhammer Armies contains examples of each of these types. Players are welcome to innovate by using different creatures to pull chariots, but your own inventions are not eligible for competition play. A span of draft creatures may comprise one, two, three or four creatures. The chariot moves at the same rate as the creatures pulling it, with a suitable modifier as shown below:
| Number in span | Move rate |
|---|---|
| 1 | As creature minus 3" |
| 2 | As creature minus 2" |
| 3 | As creature minus 1" |
| 4 | As creature |
Types of Chariot
Chariots are divided into three categories:
- Heavy Chariot: Any chariot with 3 or more draft creatures and/or 3 or more crew is a heavy chariot.
- Light Chariot: Any chariot with 1 or 2 draft creatures and 1 or 2 crew (including the driver) is a light chariot.
- Wagon: Any wheeled vehicle with 4, rather than 2 wheels is a wagon, irrespective of the number of draft animals or crew.
Moving
Light chariots may make a reserve move in the same way as normal troops. Heavy chariots are far too cumbersome to have a reserve move.
Chariots may move straight forward, like any other models, or they may turn. To turn a chariot, decide how far the chariot is moving that phase. Take a tape measure or rule and place it at right angles to the chariot. Hold the measure so that its length is equivalent to the chariot's move. To turn the chariot, move the measure so that it describes an arc. The chariot moves along this arc up to its total movement distance. The distance moved can be estimated and checked by measuring later. A chariot does not need to turn for all of its move, but may turn a little and move in a straight line. The radius of the arc remains the total distance moved, whether the distance is moved as a straight line or curve.
Chariots may not move backwards and they may not turn or wheel as can other models. This means that they are far less manoeuvrable than most normal troops. However, by moving very slowly they can turn round in a very tight circle.
Light chariots. Light chariots are turned in the same way as heavy chariots, but the turning radius is equal to only half the model's move.
Wagons. Carts, wagons, coaches etc. are different to chariots in having four rather than two wheels. They move 2" slower than equivalent chariots and have a turning radius of twice their speed. A wagon can carry twice as many crew as a normal chariot. Wagons never take a reserve move no matter how many draught animals they have - they are too slow and cumbersome. It is possible (although not necessarily advisable) to use a wagon for fighting in the same way as a proper chariot.
Crew
The size of the chariot's crew depends on how big the chariot is... and how small the crew are. Assuming the crew are normal human-sized creatures, up to four models may ride a heavy chariot. Up to two models may ride a light chariot, and up to eight models may ride a wagon. Two Halflings or three Snotlings may occupy the space of a single normal model. An Ogre occupies the same space as two humans.
Unless a chariot crew includes a character model, all crew must be identically armoured. A driver model need not have a shield, but always counts as shielded if the rest of the crew are shielded, and will then pay points as if he were shielded. This takes into account the protection offered by the beasts, chariot body and other crew members. Chariot crews fighting from their chariots always count as equipped with hand weapons, no matter what weapons they actually carry. It is not possible to use special formations for spears, pikes etc. from a chariot. No special weapon modifiers apply.
Driver. One model must be appointed the driver. The driver's characteristics are used as the basis for all psychology and rout tests.
Shooting. Any crew equipped with missile weapons, including the driver, may fire all round. There is a -1 "to hit" penalty for firing from a moving platform.
Hand-to-hand combat. All crew members, including the driver, may fight to the chariot's front. If the draft beasts have their own attack these may be struck to the chariot's front.
Charge!
When a chariot charges into combat it gains additional attacks because of its own mass. If the chariot is equipped with scythes, it can cause even more damage as it charges home! During the first round of close combat a charging chariot causes D3 automatic hits with an equivalent strength of 4. If the chariot has scythes, each scythe causes an additional automatic hit when charging.
Missile Fire (Chariots)
Missile fire may be directed against a unit of chariots and the results of damage computed against a single random chariot. Alternatively, if the shooting player wishes, hits may be divided between all possible target chariots, allocating each hit randomly. Unless one chariot contains a character model there is little point in doing this, however, and it is best to concentrate on a single random chariot model. If the chariot unit contains a character model, and there are six chariots, including the character's chariot, the character's chariot may not be targeted specifically - although it may still be hit randomly. If the chariot unit contains less than six models, the character's chariot may be specifically targeted in accordance with normal rules regarding missile fire and character models.
All shooting hits strike chariots as a whole - missiles may not be directed against specific parts of the chariot, its crew or draught animals. Chariots are large targets (+1 to hit). Note down the number of hits scored during the shooting phase. At the end of the shooting phase consult the chariot damage chart as explained later.
Hand-to-Hand Combat (Chariots)
In hand-to-hand combat, chariots may be struck by opposing models - the number of hits taken by each chariot is recorded separately. Hand-to-hand blows are directed against the chariot, crew and draft animals as a whole. It is not possible to direct a blow specifically against either the crew or the draft creatures. For purposes of attacking a chariot, chariots have a WS equivalent to that of the fighting crew. If the fighting crew have different WS (if one is a character model for example) the highest WS is used.
Damage from chariots/scythes is resolved before any other normal blows are struck. Enemy models, chariot crews and fighting draught animals strike in normal initiative order, using their own WS, S etc.
Chariot Damage Chart
Hits against chariots are recorded and damage determined at the end of the combat round (or at the end of the shooting phase in the case of shooting damage). Roll 2D6 and add +1 for each hit sustained. It is the number of hits which is considered and no reference is made to the usual Damage Chart at this stage. For this reason, chariots have no toughness.
| 2D6 + hits | Result |
|---|---|
| 3-7 | No effect. |
| 8 | One of the chariot wheels is badly damaged, spokes are splintered and the metal tyre is hanging off. This presents no problem whilst the chariot is travelling in a straight line. However, if the chariot attempts to turn roll a D6. If the score is 4, 5 or 6 the wheel drops off completely and the axle breaks (see 13 below). |
| 9 | The reins are severed, badly twisted or become detached from the draft team. All future run amok tests (see later) are failed on the score of a 5 or 6. |
| 10 | A draft animal is slain and pitches to the ground - the chariot's driver rushes to cut the beast free so that the chariot may continue. The creature is allowed to make any saving throw to which it is normally entitled. Reduce the chariot's move as described above under Draft Creatures. The driver may not fight in hand-to-hand combat that turn unless he has already done so. |
| 11 | One of the chariot's crew is struck! If the chariot's crew have identical characteristics there is no need to determine which model is hit - if the driver is slain a warrior takes over. If the crew have different characteristics, or where it is important to differentiate (leader, character model etc.) randomly determine which model is hit. The model receives one automatic hit with a strength equivalent to the creature's toughness. This gives a wound on the D6 roll of a 4 or more. Normal saving throws are allowed. |
| 12 | The chariot is badly shaken, the crew are pitched about and nearly thrown overboard. The crew may not fight for the remainder of the present or following turn. |
Drivers, Crew Casualties and Control
A chariot's driver may fight in hand-to-hand combat. Unless the crew contains a special model of some kind, the driver is not differentiated from the other crew - if the driver should be slain it is assumed that a fellow crew member takes over and the overall result is the same. Every time a crew member model is removed, there is a chance that the chariot will go out of control, reflecting the fact that the driver may be slain or distracted. The player controlling the chariot rolls a D6. If the score is 1-5 all is well and good, the crew member takes the reins and the chariot continues normally. If the score is 6 the beasts get out of control and run amok.
Run Amok!
A chariot running amok will automatically charge the nearest target to its front and within reach. The crew cannot fight, but must hold on as tightly as possible to prevent themselves being pitched overboard. If no suitable target presents itself, the chariot will move its normal maximum move, either (D6) 1-2 to the left, 3-4 straight on, 5-6 to the right.
Terrain (Chariots)
The suspension on a chariot is somewhat more primitive than that on most modern cars. As a consequence, rough terrain can be as dangerous as enemy action! If a chariot crosses difficult or very difficult ground it adds +1 to all rolls on the chariot damage chart made that turn - both in shooting and hand-to-hand combat. If a chariot is driven over a hedge or ditch, it adds +D6 to all chariot damage rolls made that turn. If no other hits are sustained, the chariot makes one automatic roll after hand-to-hand combat (or as convenient if the players prefer). If a chariot is driven over a wall or similar extremely solid object it is automatically wrecked, the draft animals killed, and all crew must make their basic saving throw or die horribly.
Results of Close Combat (Chariots)
Because chariots do not take wounds in the same way as normal troops, the results of close combat must be worked out slightly differently. The damage caused by the chariot and its crew is considered exactly as normal. Damage against the chariot unit is worked out as follows:
- +1 for each chariot that is hit during the round.
- +1 for each chariot destroyed, running amok, without draught animals or without crew.
If a chariot unit is pushed-back the chariot models are not moved, although the enemy has still won the round and still receives the "following-up" bonus in the next round. If a chariot unit is compelled to rout, models are turned around immediately and moved away just like ordinary routers. This contravenes the normal movement rules.
If chariot crews are fighting on foot as separate units, their close combat results are treated separately from that of the chariots. They are considered to be a new and different unit.
Wagons as Cover
Wagons may be formed into laagers or barricades to provide "soft" cover and a "defended obstacle". It is not necessary to push a wagon over to provide cover, but it is a good idea to unhitch the team, taking 1 stationary turn to do so. A wagon with a team can still be used as cover/an obstacle, but the team will bolt on a D6 roll of a 4 or more at the end of the combat round - running amok as for chariots. Models may fire from a wagon and still count it as cover/a defended obstacle. Wagons may be moved over like other obstacles. If troops are pushed-back from a wagon they are defending, the combat moves away from the wagon, and all advantages of cover are lost.
Special Mounting/Dismounting Rules
Chariot crewmen, other than the driver, may get off the chariot in the movement phase. A crewman may get off a chariot at any point during or after its movement and still make a full move. The crewman is then free to fire missiles or to charge into close combat as normal. A chariot crewman may remount his chariot during the reserves phase. He may do this even if not otherwise allowed a reserve move, although he must not be engaged in hand-to-hand combat. A chariot crewman always has the option of not following-up a retreating enemy if he intends to remount his chariot in the following reserves phase. The crewman may remount the chariot at any point during its move.
Example: the charioteer leaps from his light chariot after it has moved and charges in front of it. During hand-to-hand fighting he pushes-back the enemy formation and declines to follow-up. Meanwhile, during the reserve phase the chariot rumbles forward and starts to turn. The charioteer leaps back to the chariot as it approaches and rejoins the rest of his crew.
Character Models and Chariots
Character models may be placed in chariots as part of their crew. Character models do not cost more points because they are mounted in a chariot, but the chariot and character model must be costed separately. A character model may mount or dismount a chariot as described above. In hand-to-hand combat, any crew hit taken by the chariot is randomised and so may strike the character model. If the character model becomes involved in a challenge he must dismount from the chariot and fight on foot. This happens automatically, and the normal mount/dismount rules are suspended. Once the challenge is over the character model may remount the chariot immediately.
Points Values of Chariots
The points value of a chariot equals the combined value of its crew and draught animals doubled. For example, a two horse chariot with two men, each armed with shield and light armour, costs: 3+3 (horses) + 8+8 (men) = 22 points x 2 = 44 points.
The points value of a Goblin chariot pulled by two giant wolves and with the crew equipped as for the humans in the example above would be: 8+8 (wolves) + 4+4 (Goblins) = 24 points x 2 = 48 points.
If a chariot is being used by a character model the value of the chariot will be slightly less because it has one less crewman. For example, a chariot pulled by giant wolves and including a single Goblin driver would be: 7+7 (wolves) + 4 (Goblin) = 18 points x 2 = 36 points. The value of a character model mounted in this chariot would be 36 points plus the value of the character model. This makes chariots relatively cheap, especially for higher level characters. However, players should bear in mind the added dangers of "chariot accidents" which could slay your character model fairly easily. As chariot units are invariably small, it is also more likely that your character model will find himself the target of enemy missile attacks.
Scythes. Adding scythes to a chariot costs an additional 20 points per chariot.
Aerial Movement and Combat
Many of the creatures of the Warhammer world have the ability to fly through the air. Some can even carry a rider while doing so.
Movement in the Air
Flyers are moved during the movement phase. They may not move during the reserve phase. It is assumed that aerial movement takes place continuously throughout the side's turn and the opposing side's turn. However, for game purposes this is represented by a single move.
Unit Coherence in the Air
Airborne models do not have to remain in base-to-base contact with other members of their unit. However, no model may be positioned more than 2" and one height level (see below) from at least one other member of the unit. Should models become isolated as a result of casualties or compulsory movement, their position must be made coherent in the side's following turn, or as soon as possible.
Movement Rates
Aerial movement is limited by the maximum flight speed of the creature/equipment. This is given in inches on the appropriate profile. Flyers are also limited by a minimum flight speed. Models attempting to fly below this rate will fall from the sky and crash.
Aerial movement is controlled by two factors, which are: the acceleration/deceleration rate, and the turning radius ratio.
Acc/Dec
The acceleration/deceleration rate or acc/dec rate of a creature is represented by a number. This is the number of inches by which the flyer can increase speed from turn to turn. A flyer can decrease speed at twice its acc/dec rate.
Turning
All aerial turns are made in the following way. First, decide how fast the model is moving and adjust the tape measure to this length. Place the tape measure at right angles to the model so that its tip touches the model. Sweep the tape round so that its tip describes an arc with the same radius as the flyer's movement. The arc represents the path taken by the flying model. A model may stop turning at any point along the arc and fly straight or even turn in the opposite direction. (A ruler is placed at a right angle to the flyer, and a tape measure or ruler is then used to measure the distance moved.)
Height Levels
The air is divided into abstract levels. These are attack level (corresponding to the first few feet of vertical distance normally occupied by non-aerial troops), level +10 (corresponding to the first twenty yards) and levels +20, +30, +40 etc. (corresponding to successively greater vertical distances in 20 yard bands). In theory you can add as many bands as you wish (+50, +60, etc) but +40 is the highest altitude normally required.
Although, as described, the bands correspond to fixed heights, in practice they serve only as range modifiers - adding +10" at +10, +20" at +20 etc. to the range from the ground. This doesn't reflect the literal distances between the firer and flying target at various ranges. For example, a flyer at level +10 would be exactly 10" away from a firer immediately underneath, but only 15" (rounding up to nearest inch) away from a firer 10" away, not 20" as the rules would indicate. Think of this discrepancy as an additional penalty imposed due to the difficulty of targeting distant flying models.
During their movement, flyers may choose to climb, dive or fly level. Flyers can move up one level for each 20" of forward movement (or part thereof). Flyers can dive by one level for each 10" of forward movement (or part thereof). Flyers attempting to dive at faster rates will crash. Flyers capable of hovering may move up or down by a single level per turn, with no need to move horizontally.
Aerial Levels and Building Levels
The height levels used for aerial movement and the building levels correspond as follows:
| Aerial level | Building level |
|---|---|
| Attack | 1 |
| +10 | 5 |
| +20 | 10 |
| +30 | 15 |
| +40 | 20 |
As most buildings will have no more than five levels, most correspond to either the attack level or +10 aerial height bands.
Height Level Markers
At the back of the book you will find a number of height level markers. The markers are labelled attack level, +10, +20 etc. and can be used to keep track of the height level currently occupied by a flying model. Simply place the relevant counter next to the model to show its current height. When a model alters height, replace the counter with one showing its new height. Because flying models at ground level are at the same level as all other ground based models, no markers have been provided. A flying model without a marker is considered to be at ground level.
Take Off
Models capable of flight can take-off instead of making a ground move. They may never move on the ground and in the air during the take-off turn. During the take-off turn they will fly no faster than their acc/dec rate.
Landing
Flyers can land safely only if travelling within their normal deceleration rate (acc/dec x2). To land, a model must end its aerial movement at attack level, the player declares that the model is "landed and on the ground" and the height marker is removed. Once landed the model is treated like any other for purposes of ground movement, and may make a reserve move that turn as appropriate.
Flyers as Targets
- Flyers at attack level are always shot at as if they were normal ground targets. There is no modifier applied.
- Flyers at level +10 can be shot at from the ground and count as being 10" further away than the horizontal distance.
- Flyers at level +20 count as being 20" further away than the horizontal distance.
- Flyers at level +30 count as being 30" further away than the horizontal distance.
- Flyers at level +40 count as being 40" further away than the horizontal distance.
Flyers as Shooters
Flying creatures can throw or fire weapons at the ground from any height. If at attack level, level +10 or level +20 they count the range as the horizontal distance between the shooter and target. If at level +30 they count the horizontal distance plus 10". If at higher levels they count the horizontal distance plus an additional 10" per level. If the modified distance out-ranges their weapon there is no chance of hitting.
Aerial Shooting
Flying shooters can fire at other aerial targets. When firing at aerial targets up to two levels lower, measure the horizontal range only (e.g. level +30 to level +10). When firing at higher levels add 10" to the horizontal distance for each height level difference (e.g. level +10 to level +30 = +20"). When firing at lower levels more than two levels distant (e.g. level +40 to level +10) add 10" for each level difference in excess of two (+40 to +10 = +10"). Targets and firers at attack level are considered as if they were normal ground targets (e.g. attack level to level +20 is 2 levels difference).
Combat Against Ground Targets
Most flyers cannot hover over an enemy to strike a blow, but instead will simply sweep over their target, delivering a blow as they pass. To simulate this, a flying model is allowed to fight in combat against any enemy that it overflies at attack level during its turn. Ground models attacked by an overflying enemy may strike back just as in normal combat.
A flyer overflies all models touched by the flying model's base as it passes and may attack any model including leaders, character models, standards etc. A flying model with several attacks may either concentrate them on one model or spread them amongst different targets.
Flying models, other than those capable of hovering, cannot sustain a combat for more than one turn. If flying models just happen to be positioned on top of enemies at the end of their movement it is best to move the flyers to just behind - so it is clear that they may not fight in the following (other player's) turn. Flyers with a minimum move of 0 may hover above their enemy, prolonging an engagement over several turns if they wish.
Defending Against Aerial Attack
A unit attacked by aerial troops has the usual options, including stand and fire and run away. Sometimes a unit will be attacked from the air, while already engaged against ground troops. When this happens, models may fight against either the flyers or their ground opponents.
Procedure for Ground/Air Combat
The procedure for working out combat is the same as for normal combat with the following exceptions and special rules:
Roll to hit: Modifiers apply as normal except that flying troops receive no associated bonuses for charging or following-up.
Combat results: If aerial troops lose a combat, the unit is pushed-back (or up!) by one height level. This will automatically end the combat. Ground troops cannot follow-up, even if they can fly themselves, as they have insufficient time in which to get airborne.
If ground troops lose a combat they must make an immediate rout test irrespective of the normal provisions. They are not physically pushed-back but remain in position unless routed. If routed, the unit will move away from the enemy, in a direction decided by the GM where this is not obvious. Aerial troops will pursue routers as normal if physically possible. Often, however, this is not the case, and the flyers may simply continue. They do not have to reform.
Aerial Combat
Flyers at the same level and in base-to-base contact during combat will fight in the same way as normal ground troops. Flyers cannot "overfly" other flyers and strike blows; they must be in base-to-base contact to fight.
Work out combat as normal. Take strikes in order of initiative, as you would during ground combat. The charge modifier does not apply. Work out combat results as normal, except that flying models are not pushed-back if they lose the combat. Make any rout tests as normal, and work out subsequent routs and pursuits in the same way as against ground opponents.
Unless opponents can hover it is unlikely that an aerial combat will continue for more than one round. Any model, apart from a hoverer, that attempts to stay stationary, plummets to the ground in a mass of swirling feathers or ripped membranes. Flying models continue to move in their movement phase, ignoring enemy models for the purposes of movement. The models are assumed to fly past each other in combat, ripping and biting as they do so. Hovering models may maintain their position if desired, allowing combats to continue from round to round.
Breaking Off from Combat
During their movement phase, aerial troops can break off from combat against ground or other aerial troops. They do not suffer "blows as they turn" or other penalties. Aerial troops are often obliged to break off a combat to comply with their minimum move distance.
Flying Models Used as Mounts
Large flying creatures such as wyverns and dragons may be used as mounts. Like war beasts and their crews, missile combat and hand-to-hand combat blows are struck either against the rider or the mount. Damage is recorded separately for each.
Missile fire is targeted against the mount and the rider and each hit is randomly allocated by rolling a D6: 1-4 the mount is hit; 5-6 the rider is hit.
When fighting on the ground the rules for war beasts should be used. However, flying mounts do not run amok. Instead, any mount that would otherwise run amok must immediately take to the air. This applies even if the mount must break off from hand-to-hand combat to do so. A normal, full aerial move is made. This happens out of the normal turn sequence and may temporarily disrupt the usual 2" coherence rule. The mount may move and fight normally from the beginning of the side's following turn. When fighting in the air, it is up to the player concerned whether the attack is carried out against the rider or the mount. Similarly a rider of a flying mount may attack either an opposing rider or mount.
Dropping Things
If a flyer moves over a unit, suitable missiles may be dropped. This can be done from attack level, level +10 or level +20 but not if the flyers are in hand-to-hand combat. Dropping an object takes place during the shooting phase instead of normal weapons fire. A flyer cannot shoot a weapon and drop an object during the same turn. Dropped objects typically include stones, bricks and other improvised items.
A unit of flying troops may land to collect suitable items to drop. This may mean going to some theoretical off-table position, landing, collecting and returning with a full load. A unit leaving the table to do this must wait for one full turn. At the beginning of each subsequent turn roll a D6. A score of 6 indicates that the unit returns with replenished supplies of rocks, bricks etc. Place the unit at any point along their own table edge and move as normal. A unit may give up looking for missiles and return to its own player's table edge at the beginning of their next turn.
Hits from Dropped Items
Follow this procedure for each attacker:
- Nominate a target point for each attacker.
- Roll a D6.
- Deduct: 1 at level +20; 2 at level +10; 3 at attack level.
The result is the distance in inches the object lands away from its target. A score of zero or less is a direct hit. Damage from rocks, bricks etc. is resolved by taking the strength of the creature dropping the missile, plus 1 for every level above attack (e.g. 1 at +10, 2 at +20 etc.).
Dropped objects which do not land directly on target land in a random position. The distance from their target is indicated by the initial dice throw. If a dropped object strikes a target accidentally, work out damage as before.
Missiles dropped from higher altitudes (+30 upwards) are unlikely to hit their target. Proceed as before, but instead of a D6 roll a D20 and deduct 1 - this indicates the distance in inches from the target.
Crashing
A flyer or any aerial debris crashing to the ground causes D4 wounds/damage points to itself and anything it lands on for each height band of original altitude. The chart below summarises the damage caused from various heights.
| Attack level | D4 |
|---|---|
| +10 | 2D4 |
| +20 | 3D4 |
| +30 | 4D4 |
| +40 | 5D4 |
To determine where a plummeting object falls, move it D12" in a random direction. If it should land on another model, building etc. modify the wounds/damage points caused on the ground target (but not the falling object). The wounds/damage points equals D4 per height band plus the falling object's toughness minus the target's toughness. So, a falling human would be unlikely to harm an elephant - whereas a falling elephant would make a rather unpleasant mess of any human it might land on.
Special Formations
We have already described how units must maintain strict formations of ranks and files. This section introduces some new formations which allow greater flexibility to units.
Mixed Ranks
Normally, all the troops in a unit have identical arms and armour, or are assumed to have identical arms and armour. Mixed rank formations are units which contain two totally differently equipped troop types. For example, unarmoured archers and armoured spearmen. Mixed rank units must be deployed either with one type in front of the other, or with one type evenly deployed upon the flanks of the other.
When ranks of one troop type are positioned in front of ranks of a different troop type, any incomplete rank of the leading troop type is positioned between the two. Any incomplete rank of the rearward troop type is positioned as normal. When a troop type is deployed upon the flanks of another, it is divided between the two flanks equally.
All models in a mixed rank unit must remain in normal base-to-base contact like any other unit. When the unit takes casualties these must be removed from amongst the troop type fighting in hand-to-hand combat, or in the case of missile casualties, randomised by the GM.
Mixed rank units are allowed two special manoeuvres: these are change ranks and deploy flanks.
- Change ranks: The unit simply swaps its leading troop type for its rear one. The unit's front rank position remains unchanged.
- Deploy flanks: The unit divides and deploys either front or rear troop type upon its flanks. The remaining troop type remains stationary. The same manoeuvre may be used to reverse the situation.
These manoeuvres may be achieved in the same way as any other simple manoeuvre. In addition, either manoeuvre may be attempted if the unit is charged. So, for example, a unit which is charged may have a rank of archers in front of a rank of spearmen. The archers may attempt to shoot (testing on Ld) and then retire behind the spearmen. A further Ld test must be made to establish success. If this is failed the manoeuvre does not occur, and the unit must fight the ensuing hand-to-hand combat in its current formation with an additional -1 "to hit" modifier.
Square
In this formation troops are arranged in a hollow square, one or more ranks deep, facing the outside. Such a formation has no sides or rear. Forming a square is a complex manoeuvre. No other manoeuvre may be attempted during the same phase, and a Ld test is required for success. If successful, the manoeuvre is completed as follows. Divide the frontage equally, or as equally as possible into four. Either of the two central divisions forms the static edge of the formation, whilst the remaining divisions are arranged around it into a box shape. If the test is failed, the unit stays in place.
The manoeuvre may not be attempted if the unit's initial position or its final position places any models on difficult or very difficult ground or over obstacles. Once in position the square cannot be moved.
One of the square's greatest assets is that it cannot be pushed-back, and so attackers never receive a bonus for following-up. A square counts as a prepared position, and its constituent troops never follow-up an enemy they push-back.
If a square contains mixed ranks of troops, one type may be positioned at the corners, or in the centre forming a smaller square within the larger. This happens automatically and as part of the original manoeuvre, but once the square is formed the positions of the troops may not be changed.
A square may revert to a normal linear formation by a reversal of the forming procedure. Either of the square's faces may be chosen to remain static, whilst the remaining sides are arranged on its flanks.
The Wedge
The wedge formation is designed to enable fast-moving, hard-hitting assault units to drive into, divide and scatter enemy units. It is a formation which any troops can adopt, but which is most commonly used by cavalry.
This formation is unlike others in that it is intended purely for attack. A unit is only allowed to form into a wedge when it charges, counting as one simple manoeuvre. It must do this as soon as the charge is declared, before either moving or manoeuvring. The central front model (normally its leader) remains in place and the rest of the unit is rearranged as shown in the diagram (a single model at the front, then ranks widening towards the rear).
Once formed into a wedge the unit charges as normal - it may not make or attempt any subsequent turns. It may attempt to wheel, in which case wheels are worked out from the rear rank (i.e. the widest). As a wheel will be a second manoeuvre a successful Ld test is required. If this is failed, the charge continues (as it normally does when a manoeuvre test is failed during a charge). However, the wedge formation is lost, and the charge reverts to a normal formation with a width equivalent to the widest rank of the wedge. Because a manoeuvre test has been failed, the chargers are considered to be unformed for the first round of combat and all charge bonuses are lost, including those associated with specific weapons. See Hand-to-hand Combat - Manoeuvres.
Assuming the wedge successfully reaches its target, proceed as follows:
- Work out the initial combat between the leading model and any troops in base-to-base contact as normal.
- If the wedge causes more wounds than the defenders it wins the initial combat (1 above). The defender's first rank is considered to be penetrated. There is no need to move models, the GM must note that 1 rank has been penetrated. Fight a further round of hand-to-hand combat immediately. This is out of the normal sequence, as it is usual to fight only a single round of hand-to-hand combat during the turn. Because the fracas is now confused, with the attackers moving amongst the enemy formation, the wedge's second rank fights. The enemy may fight back with models in its own second rank covering an equal frontage. If base sizes are the same, for example, the number of models fighting will be the same on both sides. If the attackers are 2 cavalry on a 25mm frontage (50mm) 3 ordinary infantry (20mm bases) can fight back (the third model gets to fight because its base is within the frontage of the cavalry).
- If the wedge causes more wounds than the defenders, it wins the second combat and the enemy's second rank is penetrated. Do not move the models, make a note as before. Fight a third round between the wedge's third rank and the enemy's third rank. Carry on fighting until the wedge or the defenders run out of ranks, or until the wedge fails to win a round.
- If the wedge fails to win a combat round it is immediately reorganised into a standard formation with a frontage equivalent to that of the widest rank. The situation should now resemble a normal hand-to-hand combat, with two lines of troops facing each other. This represents the wedge partially penetrating the enemy formation and being contained.
- If a wedge is pushed-back, it is considered to be the loser and may have to take a rout test. If the final round is a draw, both sides hold.
- If the wedge succeeds in penetrating through all of the defender's ranks, the defending unit must take an immediate rout test. It does not matter how many casualties have been caused.
- If the wedge has no more ranks remaining to strike, and the enemy's formation has not been penetrated, the wedge is reorganised into a standard formation. Unless the wedge lost the final round, the result of the whole round is a draw.
- If the defending unit routs, the wedge is instantly reformed into a standard formation with a frontage equivalent to its rear rank. Subsequent pursuit is as normal.
(Diagrams show three situations resulting from a wedge charge: the wedge fails to penetrate and is organised into a linear formation; the defenders rout and the victors pursue in a linear formation; the penetrated unit does not rout, and the attackers move straight through it in a linear formation.)
The Archer Wedge
Any unit of bow or crossbow armed troops may form itself into a stationary wedge. This counts as a simple manoeuvre. The front rank may be a single model, as in a fighting wedge, but may equally well be two or more.
Once in this formation troops may not turn, but may wheel around the centre of the rear rank so as to change their direction of facing. The advantage of this formation is that it enables more models to fire while occupying only a very narrow space.
Other than by wheeling from the centre of its rear rank, the archer wedge must remain stationary. It may reform into a normal linear formation as a single simple manoeuvre, and will then have a frontage equivalent to that of its rear rank.
The archer wedge is not a fighting formation, it is purely designed to allow the maximum concentration of missile fire. If threatened by enemy troops, the standard tactic is to move friendly units in between the wedges to intercept any attacker. If the wedge is charged it will immediately assume a linear formation, with the same frontage as its rear rank; this does not count as a manoeuvre and happens automatically.
Shieldwall
This formation is only possible to infantry equipped with shields. The unit draws into a very tight huddle, overlapping its shields to form a defensive barrier. At the start of his turn, before moving, a player may declare any appropriate units to be forming a shieldwall. The unit may not move whilst in a shieldwall and may not use any missile weapons. Whilst in a shieldwall, a unit may add +1 to all armour saving throws to represent its higher level of protection.
If the shieldwall follows-up or is pushed-back in hand-to-hand combat, the special formation is automatically abandoned. Unless it follows-up or is pushed-back, the unit remains in a shieldwall until the controlling player declares it is being abandoned at the beginning of one of his following movement phases. This counts as a simple manoeuvre. The shieldwall is automatically lost if the unit becomes subject to a compulsory movement rule, or a psychological effect such as frenzy.
Testudo - or Tortoise
This formation is only possible to infantry equipped with hand weapons and shields. The unit forms a solid block with as many ranks as it has frontage - any odd models are placed in the rear. The troops then place their shields along the outsides of the formations, whilst those within position their shield over their heads. The unit thus presents a complete armoured shell, which helps to protect it from missiles.
Forming a testudo is a complex manoeuvre requiring a successful Ld test. Once in this formation, a unit is reduced to half movement rate. Its armour saving throw is increased by +2. If the testudo becomes involved in hand-to-hand fighting, it is immediately abandoned. The unit remains in the same formation of ranks and files, but its saving throw returns to normal.
The testudo enables troops to move through heavy missile fire without taking too many casualties. Except in hand-to-hand combat, when it is abandoned automatically, the testudo may be abandoned at any time by means of a simple manoeuvre. This does not alter the unit's formation of ranks and files.
Advanced Rules for Combat
This section introduces further rules for Warhammer combat. These additional rules have been collated here, rather than incorporated into the main system, because they are not necessary for the Basic Game. Some of them (such as "pivoting push-backs") will require a certain amount of judgement by the GM, and are best approached once players are familiar with the normal course of play.
Pivoting Push-Backs
When a unit charges another it may be that some of the front rank are left out of combat. In the ensuing engagement the push-back takes the combatants either straight forward or straight backwards. Generally speaking, this is perfectly acceptable - the unit winning the combat can always expand its front rank during the push-back. However, in extreme cases, only one or two models might actually be fighting. (Example: each unit has only two models actually fighting. If the chargers win the combat and push-back their enemy the normal situation would be exactly as before, i.e. a straight push-back.)
This looks unconvincing, especially if there are a lot of front rank troops not involved in the fighting. This situation also encourages a rather unfair tactic by which the attacker deliberately makes sure only a small number of models, generally 4, are engaged, but arranges his own unit in deep ranks. Any casualties caused in the fighting will thus be outweighed by additional ranks because, although a combat round is won by the side that causes the most damage, there is a +1 bonus for each additional rank involved. The victorious player will naturally wish to retain his advantage in subsequent combat rounds, and will not take the opportunity to expand his front rank. Note that a unit must have at least 4 models fighting to claim the rank bonus.
To get round this situation we invented the pivoting push-back. A pivoting push-back happens instead of a normal push-back whenever both units involved have more unengaged front rank models than fighting models. The diagram illustrates a typical situation (two units engaged at corners).
The push-back is conducted as follows. Firstly the units are pivoted around the mid-point of the engagement by 45°. If the area is cluttered with other units and scenery this can get messy. The GM must be prepared to use his common sense when positioning units and shouldn't worry too much about producing a straight line. Similarly, the players should accept the GM's decision as he has to make a difficult judgement.
Once the pivot is complete, the units are moved 2" as for a normal push-back. Rout tests, where appropriate, can be taken after the pivot but before the 2" push-back.
To complete the push-back, the victorious side must move two models from the unengaged side of the line to the other end. Rear ranks are re-arranged behind, so that the formation remains the same. This is not a manoeuvre as such, but simply represents additional warriors piling into the side as the combat becomes increasingly involved and messy. The victorious player may still expand the unit's front rank during the push-back.
Multiple Combats
When a combat engagement involves more than one unit per side it is often difficult to determine the direction of push-backs, follow-ups and routs. If a unit is fighting two opponents, one in the side and another in the back, what if it is pushed-back? Situations like this happen all the time, and require the GM to use his common sense and reach a fair decision. Rather than try and provide strict rules, we can see this principle at work in a few examples.
Example 1. A unit is being attacked from the front and back and, hardly surprisingly, finds itself pushed-back by the combined forces. The GM decides that all of the units involved will remain stationary, but the winning side is assumed to have pushed-back its enemy and the losers are assumed to have been pushed-back. A rout test is taken if the unit has lost 25% of its original numbers. The victorious unit will receive the normal +1 "to hit" next turn.
Example 2 (table edge). A unit attacked from the side and the front is pushed-back. The GM decides that the push-back should really be at an angle, but the presence of the table edge makes this inconvenient. So the GM decides to push the unit straight back instead. This is an example of the GM using his common sense to make the game more playable. Another GM might have decided to have a push-back at an angle, but to stop at the table edge - so the push-back might be less than 2". Both GMs are right, because both solutions resolve the situation in an acceptable manner.
Example 3. A totally surrounded unit is pushed-back and routs. In which direction does it rout? Normally, a unit routs directly away from its combat opponents, but which direction is away? In this case the GM decides that the routers will move directly towards the closest table edge, reasoning that they would naturally seek safety away from the battle. Another GM might decide to randomise the rout direction. Again, both options are perfectly good, because both resolve the problem.
Work out which side has won the combat round exactly as normal, considering all wounds caused by all units engaged. When a side is pushed-back the units are realigned along the plane of contact drawn between the models engaged at the extreme edges of the combat. As with pivoting push-backs, it is sometimes difficult to arrange the fighting units exactly as required. The GM should be prepared to use his common sense, and the players should be prepared to abide by his decision.
Continuing the Charge
When a unit charges its whole formation comes to an immediate halt as soon as contact is made, even though some models may not actually be in contact. This can result in the rather strange situation in which a unit charges towards two enemy units, one of which is slightly behind the other. The attackers come to a grinding halt as soon as the first unit is contacted even though they are only a matter of an inch or so away from the second unit. This is obviously nonsense. Worse, a player can exploit the situation by placing small single-file formations in between his main units. This makes it impossible to charge the main units, as any attackers are brought to a halt by the advanced single file.
To overcome this problem, a charging unit is allowed to advance any front rank models not already engaged, up to the maximum extent of their charge. However, models may not become separated from their unit, so it may be necessary to "step" the formation.
Interpenetration of Friendly Units
Normally units of troops may not move through each other. There are some exceptions, such as Goblin ball-and-chain fanatics or Skaven censer bearers, who burst through enemy units. However, for normal purposes, friendly units of troops may not move through each other. These rules allow some troops to move through others. This is rather a tricky manoeuvre because the potential for confusion is colossal.
- Skirmishing troops and non-associated character models may move through friendly units, so long as the friendly unit remains stationary throughout the turn. This counts as a simple manoeuvre and an appropriate test may be required by the interpenetrating unit. If this is failed, the two units are brought to an immediate halt at the point of contact.
- If skirmishing models or non-associated character models complete the turn within the formation of a penetrated unit, the penetrated unit may not move in its following turn either. A further manoeuvre test is not necessary.
- Should a unit be forced to move while being moved through (perhaps as a result of a psychological reaction), both units are reduced to half pace and will be routed automatically if pushed-back and followed-up in hand-to-hand combat that turn.
- Skirmishing troops and non-associated character models may move through other skirmishing troops or over non-associated character models. A manoeuvre test is not needed. Both parties may move normally and neither is unformed by the process.
- Skirmishing troops and non-associated character models may move over stationary friendly war machines, single creatures of any size or chariots. A manoeuvre test is not needed. ("war machines" is partly obscured in the scan.)
- It is not possible to move through formations of routers or charging troops under any circumstances.
If interpenetrating units suffer mutual animosity or saga animosity (explained later) an immediate test must be made, regardless of the proximity of any enemy.
Voluntary Withdrawal from Hand-to-Hand Combat
A unit may withdraw from hand-to-hand combat during its movement phase, even though the enemy is still in base-to-base contact. This is a rather dangerous course of action. The unit wishing to withdraw is turned around to face away from its foe and moved directly away at twice the normal move distance. This counts as a single manoeuvre and no additional manoeuvres may be attempted that turn. No test is made to initiate the manoeuvre, but a normal leadership test is made once the move is complete. If this test is failed, the unit is routed; it is not moved further that turn. If the test is successful, the unit may make a reserve move that turn (assuming it otherwise could do so) and may then move and fight as normal.
If a unit's hand-to-hand opponents withdraw from combat as described above, the unit will normally pursue just as if it had routed its opponents. The unit may test against its leadership if it does not wish to pursue. No free hack is struck as the enemy withdraws. If the pursuers catch the withdrawing troops, a single free hack is struck and the withdrawing troops are automatically routed regardless of their leadership test.
Voluntary withdrawal is a risky tactic best employed by small units of fast-moving, self-disciplined troops. It is not a very practical way of avoiding an unpleasant combat - especially if your enemy is quicker than you are!
Poisonous Attacks
Many of the creatures described in the Bestiary have poisonous, or envenomed attacks. This means that their fangs, claws or whatever carry a deadly poison making their attacks more effective. The general rule on poisons is that any poisonous attack is calculated as having a +1 bonus to the creature's strength. So, for example, if a creature has a strength of 4 and a venomous bite, its strength is considered to be 5.
Where creatures have poisonous attacks, or a poisonous breath, this is specifically mentioned in the Bestiary together with a note of the strength bonus that applies.
Poisons affect all living creatures, but are useless against undead, ethereal, demonic or elemental creatures - although attacks will still have their normal strength value in most cases. Gases and breath weapons will be completely ineffective of course.
Troops may be equipped with poisoned weapons at a cost of 3 points per model.
Wrapping Round
This rule is designed to represent the fact that as a larger formation pushes-back a smaller one, it will be able to infiltrate round the flanks and gradually surround its enemy. The combat rules already allow a unit to expand its frontage by two models on either flank as it follows-up in hand-to-hand combat.
Example: Unit A has a frontage of 5 models in 2 ranks. Unit B has a frontage of 3 models in 4 ranks. Unit B pushes-back unit A and expands its frontage to 5 models.
Imagine the following round of combat: if unit B once more pushes-back unit A it could, theoretically, expand its frontage again - but now there are no enemy to fight! The new wrapping rule allows two models from either flank to wrap round and attack the enemy's side. This is an automatic manoeuvre just like a normal expansion during a follow-up. If the unit has a leader, the player may choose to wrap round or not, and may wrap round by one or two models on either or both flanks. If the unit does not have a leader, models must wrap round on any flank that they are able to do so. This represents the troops' eagerness to enter battle. Wrapping troops must continue the unit's formation, forming a continuous line.
During subsequent rounds of combat, more models may be wrapped round to extend the initial wrap if the player wishes. In this way models may eventually surround their enemy. If the unit has no leader it will always wrap round to its maximum ability.
When a unit is wrapped round in this way, individual models from a second or subsequent rank may be turned through 90° or 180° to face their enemy. This happens automatically. So long as a unit is able to turn models to face wrapping troops, they are all right. They do not count as being attacked in the side or rear and do not have to take a panic test. If there are no unengaged models available to turn and meet their attackers, the unit must take an immediate panic test just as if it had been attacked in the rear. Any attacker striking against the rear of a model which is unable to strike back hits automatically.
A wrapping unit relies upon its continuing combat success to surround its foe. If a wrapping unit is itself pushed-back, all wrapping troops are immediately repositioned in the main formation. Two models from each side are added to the formation's flank, remaining wrapping models are repositioned in rear ranks in the normal way. Once pushed-back a unit may find itself wrapped round!
A unit wrapping round its foe is itself vulnerable to attack from other enemy units. Wrapping round is therefore something which must be done with care. If troops engaged in wrapping round are charged in either the side or rear, a panic test must be taken by the whole unit. Assuming their foes do not then rout, any attackers fighting against the back of models already engaged cause automatic hits - there is no need to roll to hit.
Players are generally advised against wrapping round if their unit is vulnerable to attentions of marauding enemy cavalry or other fast moving troops. However, this risk can be reduced by wrapping in several ranks. This is simply a case of using the wrapping models two or more deep. If a double rank wrap is attacked in the side or rear, models may be automatically turned to face their foes. A panic test is still taken for being charged in the side/rear. If the wrapping unit is subsequently pushed-back it is arranged into a normal line formation and the new attacking unit is positioned frontally - but may wrap round of course.
Wrap around situations can get complicated, especially if a careless player has overstretched his unit and several enemy forces have become involved on the flanks. The GM must be prepared to intervene when positioning or repositioning units in complex situations - if left to the players alone they are bound to interpret the results differently. The players are bound by the GM's decision, and the GM must endeavour to be as fair as possible.
Retire and Reform
Units are obliged to reform following a pursuit or as a result of a charge that fails to contact the enemy. This represents the unit reordering its ranks before continuing to fight, each warrior returning to his appointed place in the formation. Reforming units may not move until the end of their following movement phase. This can sometimes prove exceptionally inconvenient! Very often a unit finds itself reforming right in front of enemy missile troops.
This is not necessarily realistic. In the days when battles were fought between formal blocks of infantry and cavalry, disordered units would often retire back to reform a safe distance from their foe. To represent this we also allow our troops to retire instead of reforming, and then reform in their following turn. The rule is as follows:
If a unit is obliged to reform it may instead retire. The unit turns round and retires a normal move. Once it has moved back, the unit may be automatically turned round to face any direction the player wishes; this happens automatically and no test is necessary. The unit is still unformed, and will remain unformed, and stationary, until it can reform during its following movement phase. By the end of its following movement phase the unit may behave as normal.
Once a unit has begun to retire it may continue to retire over successive turns if the player wishes. The unit may still be turned after each retire move, and simply turns again and retreats another move. No movement penalty is imposed for this turn. Retiring units remain unformed. Retiring a unit lengthens the time it is out of the game, but gives a player the opportunity to avoid the attentions of carefully positioned enemy units!
Buildings
Buildings are key locations on the wargames table, points which must be possessed if the battle is to be won. A building with upper stories affords an excellent position from which archers can rain arrows upon their enemy below. A tall building also provides a view over surrounding scenic features such as woods and hills. Because buildings are such a common, as well as important part of the game, the rules which regulate their use must work as unobtrusively as possible. The system used in Warhammer Battle is to divide buildings into sections and levels, and to permit models limited movement from section to section and level to level.
Sections and Levels
A typical model house might have a base area of 2" x 3" and probably has an upper and lower floor. We rule that any square building area up to 4" x 4" is considered to be 1 section. Our typical house model is therefore 1 section. In addition, we must remember that buildings may have more than 1 storey, and we call each storey a level. The typical house model therefore has 1 section and 2 levels. A larger building may have more sections and more levels.
The number of levels should be obvious from the model, and the number of sections can easily be determined by measurement. Remember, sections are not delineated by area but by the length of a single wall. A house 5" x 2" is two sections, for example, because it has a wall longer than 4". A house 9" x 2" is three sections. When a house is divided into more than one section, the divisions should fall evenly if an obvious division does not suggest itself. Often, however, divisions suggest themselves from the model. If a house 3" x 4" has an attached tower 2" x 2", the main house is obviously 1 section and the tower is obviously another section.
When we wish to refer to a specific level of a specific section we use the term section/level. For example, a tower 4" x 4" with five levels has five section/levels one above the other. A tower 8" x 4" has two sections and five levels and therefore has ten section/levels.
Models and Buildings
Each section/level may contain no more than 12 models of human-size from each side. In the event of a fight breaking out inside a house, both sides may pile into a single section/level and the usual limit is, in effect, doubled. Creatures over 10 feet tall may only enter a building with the GM's consent (they may be too tall to get inside), each model counting as two human-sized models, or more if the GM thinks it appropriate. The GM must use his discretion in allowing large creatures inside buildings, if in doubt... keep 'em out!
Moving Models
Models may move across 1 section or up/down by 1 level during their movement phase. They may not move through diagonally placed sections, only those directly adjacent, above or below. Models within buildings never move during the reserve phase. Models are unhindered by interior walls, doors and other obstructions within the building, and may move up or down stairs with equal ease. They may not, however, move into or through a single section/level that already contains its full quota of models. A group of models may move out of a section/level in order to make way for others, but only if they themselves are free to move within or out of the building.
As it is impossible to get twelve fully based figures inside a model house, the movement and positioning of troops within a building must be recorded by the player under the supervision of the GM. A scrap of paper will suffice to record all details of where troops are, and how many occupy each section/level. This method has the advantage that enemy will be unaware a building is occupied until the troops inside reveal themselves.
Unit Cohesion Within Buildings
Once inside a building, a unit must remain "coherent" just as normal. If spread over several section/levels, a unit must form a recognisable and unbroken link. For example, a unit of 24 warriors occupies a tower 4" x 4" (i.e. one section) and three levels high. The unit could be divided with warriors in each level, in level one and two, or levels two and three. It could not be divided with some troops in level three and some in level one as this would place an unoccupied level between them.
Entry and Exit
A model may gain entry to a building by moving through any wall which has a door. The model is then removed from the table and the fact that it is "inside" the building is recorded. No movement penalty is applied for entering a building; entry is gained into the ground level of that section.
Because the entrance to a building is fairly narrow, a maximum of 4 models may pass through in a turn. Double doors allow entry at twice the rate (8 models). Barn doors allow entry at three times the rate (12 models). Twelve is the maximum number of models that can gain entry into a section during the turn. Leaving a building is a reverse of entering, and is accomplished at the same rate. Models leaving a building may only do so from a section that has a door and make a normal move from the position of the door.
Combat Within Buildings
As already stated, the maximum number of models that may occupy a single section/level is 12, although both sides may have up to 12 models in a section/level. Models may not enter a section/level already occupied by enemy troops except by "charging" against them and initiating hand-to-hand combat. Attacking troops must move into the section/level from an adjoining section/level, or from outside the building in the normal way.
For example, a single section tower 4" x 4" has three levels. In the bottom level is a unit of 10 Orcs, the second level is empty, at the top there is a unit of 12 human archers. The Orcs move up 1 level during their turn, placing them on level two. The human archers, rather than wait for the Orcs to attack them, charge down into level two in their turn. A round of combat is fought in level two between the charging archers and the Orcs.
Fights in buildings differ slightly from the normal hand-to-hand combat rule:
- Troops occupying, or charging from, a higher level receive the +1 "to hit" bonus for being on higher ground during the first round of combat.
- Charging troops do not receive the usual charge bonus; it is assumed the defenders gain an advantage from the furniture, fittings and internal walls of the building, thus cancelling out the normal charge bonus.
- The movement rules for push-backs and follow-ups are suspended, although it is important to keep a track of which side is winning as the normal "following up" bonus for winning the previous round still applies.
- Combat within a section/level continues from round to round. Additional troops may enter the combat from adjoining section/levels, as long as the total number of troops on each side does not rise above 12. If an engaged unit is spread over several sections, troops not engaged continue to move, but the unit must remain coherent within the building as normal.
- If members of the same unit enter close combat in an adjacent section/level, it is considered to be part of the same engagement and the overall combat results are used to determine winners and losers.
Routs Within Buildings
Although the movement rules for push-backs and follow-ups are not strictly applied, units losing a round of close combat within a building, who have lost 25% of their original force, must make a rout test in the normal way. If a unit is routed within a building, all members of the unit are considered routed, not just those from the section/level where the combat occurred. At this point trying to keep track of where models are within the building could get potentially complex. Rather than attempt to move the units involved, we resort to a simple system that allows us to simulate the situation with the minimum of inconvenience.
The GM first considers the routing unit. The GM examines the position of the unit within the building and determines which section/level occupied by the unit is furthest from the exit. If several possible exits present themselves the GM should consider the closest exit. The GM then counts the number of section/levels between the distant section/level and the outside, counting the "outside" as a section/level.
For example, imagine a tower 4" x 4" (one section) and three levels high. A battle has been raging between a unit of Orcs and a unit of humans, with the fighting spread over all three levels. The humans are routed. The most distant section/level occupied by the routing unit is level three. To escape, the routers must move through level two, level one, and outside - so they must pass through the equivalent of three section/levels.
Having arrived at a number, the GM allows the victors this many free hacks with all models engaged in close combat against the routing unit during the turn. This represents the routers turning to flee, and the victors chasing them through rooms and corridors, hacking them down as they fall over themselves and the troops in front.
To continue our example, the humans must move through three section/levels to escape, if 16 Orcs are engaged in combat they have 3 x 16 or 48 free hacks. Casualties from free hacks are removed from the unit as a whole, not just those members previously engaged in hand-to-hand combat. These free hacks are taken all at once, they represent the massive casualties inflicted on panicking troops trapped within a building. A unit caught and trapped in this way will usually be destroyed. Once free hacks have been taken survivors are placed in a single block outside the building at the point of exit. They will continue to rout from their next turn. The victors may be repositioned throughout the building as the player wishes subject to the normal rules about coherency and occupied section/levels. A victorious player does not have to pursue out of a building if he does not wish to. If they do not pursue the victors must reform, remaining stationary until the end of their following movement phase.
If a player wishes to pursue out of a building, the entire pursuing unit is positioned on the bottom level, in the last section occupied by the routers. If more than 12 troops are involved, the remainder are strung out behind. As the routers move off in their own movement phase, the pursuers move behind them as normal. This means a large pursuing unit may move through several building sections and make a pursuit move during the same movement phase. As soon as the routers/pursuers move away from the building, normal rout and pursuit rules apply. Troops routing or pursuing out of a building ignore the normal entry and exit rules. All troops may leave via the exit in one turn.
Shooting from Buildings
Although model buildings may be blessed with windows, arrow slits and other openings, it is best to assume that buildings have sufficient windows to allow 1 model to fire/observe per full inch of wall. So, a full 4" x 4" section has sufficient window space on each level to allow 4 models to shoot out from each side. This rule may be waived in non-competitive games in favour of a literal system based on the building model itself, in which case 1 window allows 1 model to fire. The "1 firer per inch" rule is a good guideline, however, and has been found a practical and fair means of representing fire from buildings.
Missile troops may shoot from buildings over lower terrain features. All missile ranges are measured from the base of the building to the target. When firing from a higher position to a lower, all missile weapons have their range extended by 10% rounding up to the nearest whole inch.
- Hedges, walls, fences and similar may be overshot from any level other than the ground level.
- Lower buildings may be overshot at half the weapon's range or less if they are one or more levels lower. Lower buildings may be overshot at more than half the weapon's range if they are two or more levels lower.
- Woods and hills may be overshot from the third level up.
- In all cases buildings positioned on hills will overlook scenic features on lower ground.
Features which can be shot at can also be observed by any suitably placed model. The GM should use a degree of common sense in cases where a complex battlefield places buildings on several height levels. The GM's decision overrides other priorities.
Shooting into Buildings
Missile armed troops may shoot at models firing from a building in their previous turn, observing from a building in their previous turn, or exposed on an open roof or balcony. Troops inside buildings may not otherwise be targeted, although they may take casualties if the building is damaged by a large siege engine or comparable device.
The range of all missile weapons is reduced by 10% when firing from a lower position to a higher one. Round the remaining range up to the nearest whole inch. For example, a bow with a normal range of 24" has a range of 21.6" which rounds up to 22".
Targets within buildings are considered to be behind "hard cover" and the "to hit" roll is subject to the standard -2 modifier.
Shooting at Buildings
Any missile troops within range may direct their fire against the fabric of a building. In most cases this is pointless, as the stone, brick or wood of the building will resist damage from arrows, bolts, darts and most ordinary missile weapons. Only missile weapons with a sufficiently high strength such as war engines are able to damage a building. The table below gives the toughness of stone, wood, and wattle buildings and the strengths necessary to damage them.
| Fabric type | Toughness | Minimum Strength required to damage |
|---|---|---|
| Stone/brick | 10 | 7 |
| Wood | 9 | 6 |
| Wattle | 8 | 5 |
These three classes are general and can be thought of as representing three grades of building, not just those composed of the materials given above. Stone buildings are extremely difficult to damage and make ideal fortifications. Timber is also extremely hard to damage and can be used to build temporary fortifications. Wattle is commonly used for domestic buildings, comprising woven twigs and mud-plaster held within a wooden frame. Light timber buildings and most domestic houses, sheds and workshops are equivalent to wattle.
Buildings have no saving throw. Damage upon each section/level must be recorded by the GM. When placing area templates, position the template vertically against the section of wall under attack. If the shot deviates from this position, a 12 o'clock roll may take it up to a higher level, a 6 o'clock roll may take it down to a lower one. A shot which falls short by more than the wall height is moved down the wall and then back towards the firer in the normal way. A shot which overshoots the building is measured up the wall to the high point of the building, and then from the wall on the opposite side. The shot will therefore land on the blind side of the building.
Close Combat Against Buildings
Any creature with a strength sufficient to damage a building may strike against it during the hand-to-hand combat phase. It is not necessary to charge a building, any model in contact may strike. Hits are automatic. Creatures under 10 feet tall may strike only against the first level. Creatures over 10 feet tall may strike against the first or second level. Striking from the ground against higher levels is not normally permitted, but can be left to the GM's discretion and common sense. Any model within a section/level may strike against it if the player wishes (the so-called Samson attack).
Damage to Buildings
When buildings are attacked the number of damage points taken by each section/level is recorded. Once this total rises to 6 the section/level is liable to collapse. At the start of every subsequent turn (regardless of whose turn it is) the GM rolls a D6. For every point of damage the building has received over and above the 6 points necessary to test, the GM adds +1 to the roll:
- Section/level shaky and unsafe. Only 6 models from each side may occupy it at a time. Counts as "soft cover" to missile fire from outside due to the number of holes in it.
- Section/level extremely unstable. If it is occupied by more than 6 models in total it will collapse immediately (see 4 below). Counts as "soft cover" to missile fire from outside.
- Section/level now structurally unsound. If there is more than 1 level above, it will collapse (see 4 below). If it has more than 6 models within it, it will collapse (see 4 below). Counts as "soft cover" to missile fire from outside. Counts as "moving surface" to missile troops firing from it.
- The section/level collapses. All section/levels directly above also collapse. All models within collapsed section/levels must make their basic saving throw or be killed. Models with a toughness of 5 or more, or with 3 or more wounds are judged to have a minimum saving throw of 4, 5 or 6 and take D3 wounds if damaged. Survivors are placed in any adjoining section/level the player wishes or outside the building if by a door. If this is not possible the models are removed as dead.
- The section/level collapses as 4 above. In addition the section/level immediately below also collapses.
- The section/level collapses as 4 above, bringing down all those sections/levels above it and a corresponding number below (minimum 1). For example, if level 3 of a five level building collapses, levels 4 and 5 also collapse as they are above, and levels 1 and 2 collapse because of the weight falling upon them.
- The section/level collapses bringing down all those above and a corresponding number below in the same way as 6 above. In addition all adjacent section/levels at the same level as the original collapsing section/level also collapse, bringing down any section/levels above them.
- The section/level collapses. All levels above and below collapse. All adjacent sections collapse entirely (secondary collapse).
- The section/level collapses. All levels above and below collapse. All adjacent sections collapse entirely (secondary collapse). Any section/level adjacent to a secondary collapse also collapses if it has taken damage (tertiary collapse). All section/levels above a tertiary collapse automatically collapse as well. 10+. The section/level collapses. All levels above and below collapse. All adjacent sections collapse entirely (secondary collapse). Any section/level adjacent to a secondary collapse will also collapse if it has taken damage (tertiary collapse). Any section/level adjacent to a secondary collapse, but so far undamaged, receives D6 damage points. All section/levels above a tertiary collapse automatically collapse.
Multi-Composite Buildings
If a building incorporates section/levels made of different materials, this may affect the rules given above for collapse. For example, it is fairly common for a tower to have an upper level built of wood, although the tower itself is stone. If the wooden upper level were destroyed this wouldn't necessarily cause the underlying structure to collapse. Therefore a wooden collapse cannot affect section/levels of stone, and a wattle collapse cannot affect a section/level of stone or wood.
Free Standing Walls
A 4" stretch of wall is considered to be a single section/level and can be attacked and destroyed in the same way as any other section. Because a wall is free standing and not structurally part of a building, a collapsing wall section will not affect adjoining walls or building section/levels. Separate section/levels built on to a wall as a construction, such as a wooden tower erected in times of siege, will collapse if their supporting wall section collapses.
Fortifications
Fortifications are not permitted during competition games, but can be introduced in non-competitive games to provide an interesting variant. A future Warhammer supplement will cover fortifications, siegecraft and assault in more depth.
Fire on the Battlefield
Fire based weaponry has two distinct applications on the fantasy battlefield: to set fire to buildings, and to destroy those creatures described in the Bestiary as flammable. There are also some creatures which dislike fire and have psychological reactions associated with it, such as wolves which must take a panic test if attacked by fire weapons.
Types of Fire Weapons
Flaming Brands. Any unit which is not itself subject to fear of fire may carry flaming brands. It is assumed that several unlit torches are carried by each trooper and that this supply is sufficient to last throughout the battle. A brand may be carried in the place of a hand-to-hand combat weapon, and may not be carried by troops who require both hands to fight or draw a missile weapon such as a bow. In combat a flaming brand counts as an improvised weapon. It costs 1 point per model to equip models with flaming brands.
Flaming Missiles. All missile weapons may shoot flaming versions of their normal ammunition - fire arrows for example. Fire missiles may only be prepared by a unit equipped with a brazier or a similar source of fire. They must also have suitably modified missiles, such as arrows entwined with oily rags or something similar. A brazier must be carried and attended by two non-combatant models. A unit preparing to shoot fire weapons must spend the entire turn stationary. Range is reduced by half. It costs 1 point per model to equip models with fire arrows, plus 2 points for a brazier.
Magical Fire Weapons. Some enchanted weapons may burn with a magical flame. Some spells enable a wizard to cast or create fire (see the Magic Section).
Flame Projectors. Some Dwarven devices, and some devices used to a lesser extent by other races, are designed to project flaming oil, tar or other flammable substances. These are fully described in the War Engines section.
Effects of Fire Weapons
Brands and missiles cause normal damage for their type against non-flammable targets. Against flammable targets their strength is increased by +1. The same holds true for magically flaming swords and so on. Magic fire balls and other magic spells cause damage as described for the relevant spell, and at +1 strength against flammable targets. Flame projectors cause damage as described in the War Engines section with +1 strength against flammable targets.
Buildings and Fire
Most buildings can be set on fire depending on the materials used in their construction.
Wooden structures. Wooden and wattle buildings are flammable. Levels/sections composed of wood or wattle are flammable. Top levels/sections with wooden or thatched roofs are also flammable.
Stone structures. Stone sections/levels are not flammable from outside, but may be considered flammable from within due to the presence of furniture, supporting timbers etc. It is therefore possible to set fire to a stone building from inside, but not from outside. It is not possible to set fire to a stone-built wall.
Setting Fire to Buildings
If a fire weapon causes damage, a check must be made to see if the structure has caught fire. The GM rolls a D6 and if the result is equal to or less than the damage points caused that turn by fire weapons, the section/level is on fire.
Models carrying flaming brands or braziers into a building section/level with the deliberate intention of starting a fire may automatically set fire to that section/level during the combat phase of their turn. Models equipped with brands, coals or other flaming substances will accidentally set fire to any section/level they pass through on a D6 roll of a 6.
Burning Buildings
Once on fire, a section/level takes D3 points of damage at the beginning of each turn (regardless of which side's turn it is). As soon as the number of damage points suffered exceeds 6, the normal chances of a building collapsing apply (see the Building section). As the number of points will rapidly exceed 6, it is likely the fire will "spread" causing adjacent sections/levels to collapse as indicated in the Building rules. Once burning, a target cannot be set on fire again until the existing conflagration has gone out, but fire based weapons will continue to cause damage as normal (with +1 strength). Once a section has collapsed it is no longer on fire.
Damage from Burning Buildings
All troops within a burning building section/level at the start of their side's turn take an automatic strength 3 hit, with no armour save for damage received. Flammable targets take an automatic strength 4 hit and may be set on fire as usual if they take damage.
Extinguishing Fires
It is not normally possible to put fires out under battlefield conditions. However, the following points should be borne in mind by the players and GM:
- A wind blast spell directed into a burning building section/level can have two effects - it may put the fire out or it may fan it further. Roll a D6: 1-2 the fire burns more fiercely causing an additional D3 damage points; 3-4 the fire is blown out completely; 5-6 the player may choose either to fan the flames or extinguish the fire.
- A cause rain spell will negate any fire damage for one turn, and will prevent fires starting that turn, but will not put out fires. All brands, braziers and other exposed flames are extinguished.
- An extinguish fire spell immediately extinguishes all fires on the tabletop.
- A dust storm spell will extinguish any fire the storm passes over.
- Water animated by an animate water spell may be used to put out a fire. For every 4 attacks, a single burning section/level may be extinguished.
- The presence of a water elemental in a section/level makes that section/level non-flammable regardless of the materials used in its construction. A water elemental entering a burning section/level automatically extinguishes any fires there.
- A fire elemental automatically sets a flammable section/level on fire causing D3 points of damage.
Creatures and Fire
The Bestiary describes which creatures are flammable. Flammable creatures are set on fire in the same way as buildings. If fire weapons cause damage, a check must be made to see if the creature has caught fire. The GM rolls a D6 and if the result is equal to or less than the wound points caused by a fire weapon that turn, the creature is on fire.
Burning creatures. Burning creatures must leave the unit they are with and head towards the nearest water source at charge speed. If no water is available they move in a random direction. Any burning creature approaching within charge range of an enemy has the option of charging and entering combat. All burning creatures which elect to enter combat may roll for frenzy. Burning creatures do damage against flammable targets as if they were equipped with flaming weapons (strength +1). A burning creature receives an automatic D3 wounds at the beginning of each of its own turns until the fire is extinguished.
Extinguishing burning creatures. A creature may extinguish a fire by immersing itself in water, such as a river, stream or bog.
Psychological effects of fire. Creatures affected psychologically by fire must take a panic test if attacked by fire weapons or if they are within 4" of a burning building. If this is failed they rout away from the source of fire as directed by the GM.
Scenery for Competition Games
When fighting an informal battle amongst friends, scenery can be placed in any mutually agreed way. A particularly good method is for one player (usually the player hosting the game) to set out the scenery before the battle. The other player then has the option of placing his troops on either table edge. The host player will try to set the scenery as fairly as possible, because he knows his opponent will be more than happy to exploit a favourable situation. Similarly, before the game begins troops are positioned along the table edge within a previously agreed distance (depending on how wide the table is). For competition battles a more formal approach is necessary. This is discussed in this section.
Scenery
Scenery should be placed using the following system. Divide the tabletop, board or playing area straight down the middle so that each player has a distinctive "half". Now divide each half into four equal quarters: left flank, centre left, centre right and right flank. (Example: an 8' x 4' table divided into eight segments.)
Each of the players (each side if more than one player is involved on each side) should now make a rough diagram representing the table divided into eight segments. The player's own table half should be towards the bottom of the piece of paper. Each player then secretly notes down a number of from 0 to 4 in each of the eight segments. The more scenery a player wants in a segment the higher the number he should select. Once diagrams are complete, they are handed to the GM. The GM compares the two diagrams and averages the score for each segment by adding and dividing by two - this may result in "odd" halves.
The GM now has a single number for each segment, such as 3 or 3½. Before converting this into scenery, a random factor is applied. For each segment the GM rolls a D6:
| D6 | Effect |
|---|---|
| 1-2 | Deduct ½ and round down to the nearest whole number |
| 3-4 | Round down to the nearest whole number |
| 5-6 | Add ½ and round down to nearest whole number |
This modified number is the number of scenic items within the segment. The GM now takes a D100 and some scrap paper and generates each item of scenery in turn, using the chart below. As each roll is made, the GM tears a small piece of paper and notes down the item generated. The piece of paper, or "chit" bearing the description of the scenery is then placed within its segment face up so that it can plainly be seen. The GM continues generating each item in this way until all scenery is generated.
| Score | Result |
|---|---|
| 01-17 | A hill with an area roughly equivalent to a 6" x 6" square, no more than 12" long. |
| 18-22 | A steep-sided hill with an area roughly equivalent to a 6" x 6" square. No more than 12" long. |
| 23-25 | 12" of ditch in three 4" sections. |
| 26-37 | 12" of hedge in three 4" sections. |
| 38-44 | 12" of wall in three 4" sections. |
| 45-64 | A wood or orchard with an area roughly equivalent to a 6" x 6" square, no more than 12" long. |
| 65-67 | An area of debris (difficult ground) with an area roughly equivalent to a 6" x 6" square, no more than 12" long. |
| 68-70 | An area of ruins (difficult ground including hard cover/a defended obstacle) with an area roughly equivalent to a 6" x 6" square, no more than 12" long. |
| 71-72 | One small building with a garden enclosed by a hedge. Total area no more than the equivalent of a 6" x 6" square and no more than 8" long. |
Placing Scenery
To place scenery, each player rolls a D6, the player with the highest score placing first. The player removes a "scenery chit" from anywhere on the table, and replaces it with the appropriate model scenery. This can be positioned anywhere within the segment. River chits may not be chosen until all other scenery has been placed.
Positioning Rivers
Rivers and streams are initially represented by a "river chit" in the same way as other scenery. The chit is placed in the segment but the course of the river is not specified. Once all other scenery has been positioned, the river can be placed. The player due to position the next item of scenery removes any river chit and lays out the course of the river. Rivers may be represented in several ways, the most convenient of which is to mark the banks with lichen, flock or loose pebbles. The water itself can then be filled in later with an appropriately coloured flock or other scenic material.
A river section must be placed so that it flows from either a table edge or to an adjoining segment containing a river chit. A river may not be placed against an adjoining segment if there is no river marker in it. If an adjacent segment does contain a river marker, the river's course must take it onto the edge of that segment. The player has no option, although the course of the river within the segment is still up to him. A river section may only enter and leave on the same table edge of the same segment, if there is no other option. (Example: where there is only a single section of river, it must be placed so that its edges run off the table. Where there are two river sections in adjacent segments, the edge of the first section must be placed so that the second section may follow on.)
When placing rivers the players must obey a few simple rules - mostly common sense. A river may not flow up a hill or through a house. It may flow through a bog or through a pool, creating muddy banks or a natural backwater. A river may include twists or meanders, but these should not be too extreme. Although precise calculation shouldn't be necessary, no curve should have a radius of less than 3" or continue through more than 90°. When placing second or subsequent lengths of river, a player must continue the course from the point chosen by the first player where possible.
In cases where a river has a choice of courses, the positioning player may choose either. This will tend to leave a river section marker outside of the main system. When a marker is left "stranded" in this way there are several options. If the river section could not possibly have joined the main river, it should be placed just like any other single section of river. Players may imagine it to be a separate watercourse, or perhaps part of the same river which joins somewhere off the table.
If the section could have joined the main system, but was not chosen by the positioning player at the time, there are two options. The player due to place the section may, if he wishes, simply remove the marker. Alternatively, the player may place a river section within the segment, aiming towards an adjoining segment containing the river. This becomes a tributary. The gap between the edge of the segment and the river itself is then made up by the other player - in effect creating a small extra length of river.
If a segment is to have two rivers these are placed as one item, by the same player starting from the same point, dividing to form an island. Unless the segment has more than one possible non-table edge exit, the two courses converge within the final 6" of the segment exit point.
The Width of Rivers
The width of a river may be determined by your scenic accessories, but, where possible, should be determined randomly once all watercourses are in place. If the river has a tributary, the main river must be at least as wide as the tributary. If the river divides to form an island, the combined width of the divided rivers must be no more than 1½ times the width of the reunited river.
| D6 | Width of river |
|---|---|
| 1-2 | 1" (stream) |
| 3-4 | 2" (river) |
| 5-6 | 3" (river) |
Streams may be crossed and are considered to be normal obstacles. Rivers may not be crossed except at fords or bridges.
Fords and Bridges
Once the river has been positioned and its width determined, the GM must place either a bridge or a 4" wide ford somewhere along its course. This should be as equidistant from both sides' table edge as possible, and equally accessible from both sides. This is difficult, sometimes impossible, but the GM must attempt to be fair. A simple D6 roll can be used to determine whether it is a bridge or ford that the GM positions: 1-3 a bridge, 4-6 a ford.
In addition either or both players may attempt to position a ford. If both wish to do so, a D6 is rolled and the player rolling the highest dice attempts to place first. A player may only position a ford within his own half of the table and must roll 4, 5 or 6 on a D6 to do so. Once both players have rolled for and positioned any fords, the scenery is complete.
Buildings on the Battlefield
Buildings can form pivotal points on the battlefield, their possession seriously affecting the outcome of the game. On the other hand, if you prefer a more open sort of game, buildings can prove a nuisance! Cavalry based armies, for example, cannot take advantage of buildings, and may find their formations hindered by built-up areas. Players should remember this when laying out scenery. In competition games a player may find himself obliged to position buildings (or other obstructive terrain). If you think a wide open battlefield would best suit your army and tactics, try to place buildings away from the main areas of conflict. If you think your plans would best be served by crowding the table, and hindering your opponent's movement, form buildings into villages or spread them across the battle front.
Missile troops can always be advance marched (see Deployment) to occupy buildings before the battle begins. This gives you an immense advantage, because your opponent is faced with a choice of diverting troops to take the building, or of suffering consistent casualties as a result of your fire. However, beware of occupying a building simply because it is there - if your opponent avoids the occupied building, you have wasted your troops!
Odd Sized Tables and Restricted Scenery
If your table is very small, or very large, the system described earlier will generate too little or too much scenery. However, for a table between 3' and 6' wide and 5' to 8' long, the basic charts are fine. If your playing area is different from these parameters, you may wish to modify the amount of scenery used by allowing the players to nominate one less, or one more, item at the initial generation stage. If your table is really huge, you might allow even more scenery, but this is left to the GM's discretion. In strict competition games organised by a third party, the amount of scenery may be varied according to the specific rules of that competition - but any deviation from the normal rules must be made clear to the players before the game, and preferably as soon as possible.
GMs and players should try to ensure that they have any scenery required, and should be prepared to improvise where necessary. However, there is no reason why gamers shouldn't adapt or redraw the generation charts to provide a different scenic balance for non-competition games.
Deployment
When armies are first placed on the games table, they must be positioned in the army's deployment zone. This area is defined as anywhere within 12" of the friendly table edge, but no closer than 12" to either of the table sides.
Units must be deployed within their deployment zone. Units are placed one at a time in order of their move rate - the slowest are placed first and the fastest last. To make this easy, players should draw up a list of their units together with each unit's move rate. If a GM is available, he should ensure units are deployed in the correct order. If both sides have units with the same move rate they are placed alternately - a dice can be rolled to determine who places first.
This system gives a realistic advantage to mounted troops. A unit of elite horsemen will be placed late on, and can be positioned ready to make a heroic attack. Infantry, on the other hand, are placed early on and must try to occupy the best positions available.
These rules allow players to simulate the pre-battle manoeuvring that gives an advantage to one side or the other. Faster forces are given an advantage in that they may move into position before the main forces arrive. Cunning generals may wish to take a chance by sending troops around their enemy's flank, or by deliberately delaying their arrival for several turns.
Advance Forces
As two mighty armies approach each other, it may be that a general will decide to send troops ahead to secure a vital position such as a village or wood. A detachment of this kind is called an advance force and is normally made up of a unit or units of the army's fastest troops. The advance force is a powerful game ploy and an important element of battle strategy.
Before the game begins, each side secretly notes down troops they wish to commit to the advance force. A player may decide against sending an advance force at all, but can still pretend to make secret notes - the enemy is not to know that the player is simply writing "nothing at all". An advance force may comprise one or several units, and may include any character models the army has. An advance force may include flying troops if the army has a flying character model, but otherwise flying troops may not form part of an advance force. A unit of troops may not be split to form an advance force.
While noting units, the player should also write the actual move of each unit by its name or description. So, for example, "cavalry lancers" might be 8", "foot guards" might be 4". Don't forget the movement deductions for armour.
Deploying Advance Forces
Once each side has finished assembling its advance force, each player calls out the speed of its slowest unit or character model. The side which calls the slowest speed must deploy the entire advance force within the army's deployment zone; the opposing player then deploys his whole advance force within his deployment zone.
Assuming both sides employ an advance force, both sides now take a pre-battle scouting turn using only their advance forces, the faster player deciding whether to take the first or second turn.
Deploying Armies
After both players have taken their scouting turn, the remainder of the armies are deployed. The player employing the slower advance force must now place his army along its table edge. The side employing the faster advance force must then place its army on its table edge. Rather than place the whole unit, only the first rank of each unit is placed on the table edge. This is merely to show their position - the rest of the unit is placed as soon as the unit moves. The initial move of a unit is always measured from the table edge, not from the edge of a model's base. While placing their units, players must declare the total number of models in each unit.
Both armies are now deployed and it is time to begin the first proper game turn. The side which went first during the scouting turn now takes the first game turn. This establishes the turn order for the rest of the battle, and play proceeds from there.
Only One Advance Force
If only one side employs an advance force, the player deploys the advance force in his deployment zone as normal and takes an initial scouting turn. Following the completion of the scouting turn, the opposing army must be deployed within its deployment zone. The side employing the advance force now deploys the rest of its army in its deployment zone. The side employing the advance force now decides to take the first turn, or to defer to the other player. The side nominated to take the turn does so, and the game proceeds from there.
Trailing Forces
Wily generals may leave some of their army uncommitted, postponing arrival until the battle is in progress and the enemy's strategy is beginning to unravel. A force of this kind is called a trailing force.
A trailing force must always include at least one character model to lead it, otherwise it will become lost (possibly the attractions of the nearest alehouse prove too strong). A player wishing to use a trailing force must always write down the units and the character models it contains, the table segment in which it is to arrive, and the turn on which it is due to arrive. A trailing force may only arrive on a friendly table edge, and may be ordered to arrive on any turn after the first. Players may have as many trailing forces as they wish, providing each one is led by a character model.
When the appointed turn arrives the player makes a 2D6 test against the highest leadership of the character model in the force. If the score is equal to or less than the character model's leadership, the force arrives. If not, the force has been delayed and a further test must be made each turn until it does arrive.
Trailing forces are deployed in the nominated segment upon the table edge and at the beginning of the turn. They make a normal move, fire and enter hand-to-hand combat that turn.
Arriving a few turns into the battle, trailing forces may prove a decisive counter to an enemy thrust. A trailing force may be deployed onto an initially weakened wing, tempting the enemy to attack a weak force and then hitting him hard with the reserve trailing force once he is committed.
Outflanking Forces
An outflanking force is a trailing force which has been ordered to skirt the area of the battlefield and enter play along either of the side edges or along the enemy's base edge. A side may only deploy an outflanking force if it employs a faster advance force than its enemy, or if it employs an advance force and the other side does not. Once this has been determined, any trailing force may be nominated as an outflanking force.
Use the original deployment map to indicate the segment where the force is to enter the battle. If a force is ordered to enter from the enemy's base edge, the player must specify the route taken, whether the right or left flank. It is best to draw arrows on your map to indicate the route taken by an outflanking force.
An outflanking force may be ordered to appear no earlier than the third turn (if entering from the side) or fourth turn (if entering from the enemy's edge). Determine whether and when the force arrives in the same way as for other trailing forces.
The advance force is an interesting way of representing the fact that an army has been "outscouted". The faster advance force reconnoitres ahead, discovering hidden passes, forest trails, and other secret routes around its enemy's flanks. This allows the army to despatch an outflanking force and come upon its foes unseen!
Aerial Troops as Advance and Trailing Forces
Aerial troops can be used as an advance or trailing force just like any others. In fact, if your army has access to them, aerial troops make the best advance forces of all, as they are extremely fast. However, they must be led by a character model capable of flight.
Creatures as Advance and Trailing Forces
Creatures with an intelligence of 5 or more may be used to form an advance or trailing force as normal. Creatures with lower intelligence cannot be used as part of an advance force, but may be used in a trailing force as long as the force leader has an intelligence of 5 or more.
Deployment Tactics
Advance forces are usually worth the gamble. Once troops are in a defendable position it is difficult to shift them. Skirmishers sent ahead of the rest of the army can inflict quite substantial casualties as they pull back to their own lines. Used correctly they will be able to slow down and break up an enemy advance.
Before deploying your army, try to evolve an overall strategy. Merely lining up your units across the table is a recipe for disaster. Think about what the different parts of the army can do and try to develop a plan that uses their abilities. If you have lots of missile troops, use them as skirmishers and deploy them across the enemy's line of advance. Powerful mounted shock troops will be wasted if they are sent off unsupported against the enemy centre. It is far better to use them on a flank where they can expect weaker opposition. During the deployment itself remember your enemy is also trying to evolve a plan. Keep an eye on what he's doing and try to guess what he's trying to do. If a clear threat to one of your flanks begins to emerge, you must react by either reinforcing to counter, or deliberately weakening it. A few regiments placed behind your centre can be turned to meet any threat from the flanks.
Winners and Losers
To begin with most players are happy to play until one side capitulates or is driven from the table. If the battle is a large one, it may take several evenings' play to resolve the action. However, in the case of games fought competitively, a result may be needed within a fairly short time. One alternative is for the players to agree to play for a set time, say three or four hours. Another is for the players to each agree to take a set number of turns - five or six provides several hours play. This latter method is fairer because it ensures that both sides receive an equal number of turns. Also, any advantage gained by taking the first turn is cancelled out by the fact that the other side takes the last one.
Suggested methods of establishing length of play:
- Sweep the enemy from the field!
- Play until one side capitulates or is destroyed.
- Agree to a set number of hours in which to conclude the battle.
- Agree that each side will take a fixed number of turns.
In the case of strict competition games, method 4 (a fixed number of turns) is usual, and the GM must tell players how many game turns are to be fought. As a rough guide, each turn will take an average of between 15 and 20 minutes per side - depending on the armies involved and how familiar the players are with the rules. If the game is to be fought within five turns it will probably last for about 3 hours. This does not include time setting up scenery, generating any necessary details or deploying troops - all of which could well take up to an hour. In an organised competition, where several games must be fought during the day, it may be necessary to reduce the number of turns to as few as three. This may seem rather drastic, but does encourage players to attack right from the word go! Within the time allotted, a side may choose to capitulate at the beginning of any of its turns.
Establishing the Results
Once the game is over it is necessary to establish who has won. In many cases this will be obvious: the losing side is strewn about the tabletop, most of the troops are dead and those remaining are fleeing in rout. In other cases, matters may not be so clear cut. In competition games the result is decided by adding up the points value of troops left on each side. To this is added any bonus the GM has arranged before the game for the possession of trophies, territory or scenic features. Routing models are not counted. Models rallying during the final game turn (either side) count at half value.
Draw. If the higher score is no more than 10% more than the value of the lower, the result is a draw. In knock-out competition games, the higher scoring player goes through to the next round - this is considered to be a "winning draw".
Win. If the higher score is more than 10% higher than the value of the lower, the result is a win for the higher scoring player. The other player has, needless to say, lost.
The distinction between a win and a winning draw is only important if some sort of league is in operation, or if the "overall best scoring player" is sought in a knock-out competition. Players receive 1 point for a losing draw, 2 for a winning draw and 3 for a win. Many gamers like to run a local "league" using this or a similar points system, in which case league positions can be worked out as an average, dividing the total number of points held by the number of games played. To encourage players to compete, it is a good idea to award ½ point to a losing side - which means it is better to have fought and lost than not have fought at all!
To determine who has won:
- Add up the points value of troops remaining on each side.
- Add any points allotted for control of scenery.
- Add any points for captured standards.
Scenery
The GM should list points available for control of terrain or territory. These should reflect the fact that a player occupying a hill, for example, is in an advantageous position. The following guidelines can be used in general play, but GMs may wish to include other features depending on the layout of the table.
- 50 points - For each hill occupied by 5 or more friendly troops and no enemy.
- 50 points - For control of a zone. Zones are established when setting up scenery, there being eight zones on a table. A zone is controlled if occupied by 1 or more friendly units, and there are no enemy units within it. If the zone contains enemy units, it may still be controlled if the enemy units are outnumbered by three to one within the zone. If enemy forces include character models, the zone may only be controlled if these are outnumbered three to one by friendly characters. If the zone contains enemy creatures more than 10' high, the zone may only be controlled if these are outnumbered three to one by friendly creatures over 10' high.
- 100 points - For control of a bridge. A bridge is controlled if 1 or more friendly models occupies the bridge and no enemy models are within charge distance. If a bridge is unoccupied, it is considered to be controlled by the side controlling the zone.
- 50 points - If the enemy general has been slain.
- 100 points - If a side's baggage area remains intact and unoccupied by enemy forces.
Trophies
The following points are awarded for capturing trophies:
- 50 points - For every captured unit standard you hold.
- 100 points - For a captured army standard.
- 50 points - If the enemy baggage is being looted at the end of the game.
- 100 points - If the enemy baggage is captured at the end of the game.
MAGIC
Magic
Wizards and magic are important elements of fantasy books and films, and are no less important in a fantasy battle game. Wizards have the ability to cast spells - terrible destructive spells, cunning spells, and spells which weave confusion or terror within their enemies' breasts. Wizards can offer protection to a hero or to a unit of troops, or may seek to overthrow heroes by means of conjuration. Some wizards are able to control the forces of nature herself, others are allied to the masters of death, some have unholy pacts with demons, and there are those who are masters of illusion and deceit.
The vast majority of magic is rare and difficult, involving endless ritual, complex symbolism and inordinate amounts of time. Magic of this kind does not belong on the battlefield, where time and conditions are not conducive to effective conjuration. On the battlefield a wizard may only employ spells of a relatively simple kind, or spells which may be prepared beforehand. These are called battle spells, and these rules deal only with this kind of magic. We shall not worry too much about exactly how individual spells are prepared before the battle, but shall simply assume that a wizard has the necessary skills and equipment needed. Once the battle starts, a spell can be put into effect by a simple gesture or keyword. For more information about how spells are prepared, what ingredients are necessary, and how long the process takes see Warhammer Fantasy Roleplay.
Magic Level
Some wizards are more powerful, more experienced or more talented than others. To reflect this disparity, wizards are placed within one of four magic levels. The lowest level is 1 and the highest is 4. These levels do not correspond to any title as such, although wizards may assume a title, or may be awarded a title of some kind, such as Mage or Magus.
Power Level
A wizard's power level represents how much magical energy he has, and will vary according to how vigorous, how experienced and how talented the individual is. Power levels are related to magic levels to some extent, and the chart below illustrates the typical power levels for each magic level. Players may either assume that their wizard has this typical level, or they may elect to opt for the random roll indicated. Once a wizard's power level has been established it is fixed and cannot be changed within the normal course of a game.
| Magic level | Power level | Random power level |
|---|---|---|
| 1 | 10 | 3D6 |
| 2 | 20 | 6D6 |
| 3 | 30 | 9D6 |
| 4 | 40 | 12D6 |
(The 9D6 entry is partly obscured in the scan but follows the pattern.)
Magic Points
Magic points are units of magical energy. A wizard with a power level of 10, for example, has 10 magic points at the start of the game, a wizard with a power level of 20 has 20 magic points, and so on. Magic points are expended as spells are cast, each spell costing 1 or more points depending on how difficult or powerful it is as given in the spell descriptions. A wizard's total of magic points will therefore drop during the game, although his power level never changes - the power level is simply the maximum number of magic points the wizard may have.
Creating Wizard Characters
Wizards are character models which use magic. Like other character models, wizards have characteristic bonuses on their profile. However, wizards gain their abilities and power by study, by experimentation and by means of dark pacts, factors which enable them to increase characteristics such as intelligence and will power but not others such as attacks.
As with character models, there are five different levels of wizard - 5, 10, 15, 20 and 25. Of these the first two levels correspond to wizards with a magic level of 1, and the others correspond to magic levels of 2, 3 and 4.
In competition games the following standard categories must be used. No modifier may take the creature's Ld, Int, Cl or WP above 10. Any bonus that would otherwise increase a creature's characteristic above 10 is ignored.
| M | WS | BS | S | T | W | I | A | Ld | Int | Cl | WP | Magic Level | |
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| Level 5 | 0 | +1 | 0 | +1 | 0 | 0 | 0 | 0 | 0 | +1 | +1 | +1 | 1 |
| Level 10 | 0 | +1 | 0 |
For non-competition games the players may agree to use the standard character model generation system. A character model with magical abilities is permitted to move any characteristic bonus from WS, BS, S, T, W, I or A onto any of Ld, Int, Cl or WP, thereby being able to increase them up to a maximum of 10 if desired.
Points Values for Wizards
Warhammer Armies gives points values for all the troop types in the army, including wizards of each level. In competition games the lists restrict the number of wizards an army can have. In non-competition games, the players may come to any mutually acceptable arrangement regarding the number of wizards and their magic levels.
The points value of a wizard is worked out in exactly the same way as for any other character as explained in the character models section. In addition, the wizard must pay for his magical powers. The following points are added:
| Wizard level | Magic level | Points modifier |
|---|---|---|
| 5 | 1 | +30 |
| 10 | 1 | +30 |
| 15 | 2 | +75 |
| 20 | 3 | +135 |
| 25 | 4 | +210 |
These modifiers reflect the value of the spells the wizard is permitted to have. For example, human wizards without additional weapons or armour work out as follows:
| Wizard level | Magic level | Points value |
|---|---|---|
| 5 | 1 | 60 |
| 10 | 1 | 85 |
| 15 | 2 | 155 |
| 20 | 3 | 240 |
| 25 | 4 | 340 |
Spells
Just as wizards are divided into magic levels, spells are divided into four levels of difficulty. Level 1 spells are the easiest to learn and use, and level 4 spells are the hardest. A wizard of magic level 1 may use only level 1 spells, a wizard with a magic level of 2 may use level 1 or 2 spells. With a magic level of 3, a wizard may use spells of levels 1, 2 or 3, and a wizard with a magic level of 4 can use spells of any level. Casting a spell uses up magical energy in the form of magic points, depleting the number of magic points held by a wizard.
Types of Magic
There are five broad categories of battle spells: battle magic, illusionist, demonic, elemental and necromantic. Any wizard may employ battle magic spells. Some wizards may substitute one or more of their battle magic spells with other types of magic.
Some races may hold more of one spell type than others, and some are obliged to have a minimum number of special spells. Any restrictions that apply are explained in the Bestiary. For example, humans may substitute equivalent level illusionist or elemental spells for any or all of their battle spells. A human wizard may also substitute a necromantic spell for a single battle magic spell, and may substitute a demonic spell for any one battle magic spell. A human wizard with a magic level of 4 could therefore hold 2 x level 1 battle magic, 1 x level 1 illusionist, 1 x level 2 battle magic, 1 x level 2 elemental, 1 x level 2 illusionist, 2 x level 3 elemental, 1 x level 3 necromantic, 2 x level 4 illusionist and 1 x level 4 demonic.
Selection of Spells for Games
Prior to each battle, players may select for each of their wizard characters three spells from each level. However, as a wizard may only employ spells from a level equivalent to his magic level or lower, this will restrict the total number of spells held as shown below.
| Magic Level | Level of spells available | Number of spells of level 1 | 2 | 3 | 4 |
|---|---|---|---|---|---|
| 1 | 1 | 3 | 0 | 0 | 0 |
| 2 | 1 or 2 | 3 | 3 | 0 | 0 |
| 3 | 1, 2 or 3 | 3 | 3 | 3 | 0 |
| 4 | 1, 2, 3 or 4 | 3 | 3 | 3 | 3 |
This chart illustrates the number of spells of each level that may be carried into battle. This doesn't mean a wizard knows only these spells, but that under the strain of battlefield conditions only the number of spells indicated can be properly prepared.
A list of spells must be made and presented to the GM before the game begins and before players reveal their forces. For non-competition games without a GM, players may simply list their spells before the battle. This spell list is not then revealed during the battle, but is given to the other player for his inspection after the game is over. Alternatively, players in non-competition games may mutually agree to any spell selection procedure, including random generation if they wish. The spell charts are divided up to facilitate random selection where appropriate.
Casting a Spell
A wizard may cast one spell during the magic phase of the turn. The player first selects the spell he wishes to use and checks the number of magic points the wizard has remaining. If the wizard has 12 or more points the spell is automatically cast - there is no need to test for success. If the wizard has less than 12 magic points, the player must test to see if the spell is cast successfully. This is done by rolling 2D6 and checking the score against the number of magic points the wizard has. If the dice score is equal to or less than the remaining magic points, the test is successful and the spell is cast. If the dice score is more than the wizard's remaining magic points, the caster is unable to control the raw magical forces and the spell is not cast.
Whether a spell is cast successfully or not, the number of magic points required for the spell must be deducted from the wizard's own magic points. A wizard may only attempt to cast one spell during the turn, but a single spell may be cast more than once during a battle if desired. A wizard with a fire ball spell, for example, may use it several times during the battle by paying the required magic points each time.
The Role of Intelligence
Although a wizard is obliged to test (as described above) if he has less than 12 magic points remaining, the minimum number the player need test against is that of the wizard's intelligence characteristic. So, for example, if a wizard has only 6 magic points left and an intelligence of 8, the player has to roll 8 or less for a spell to work. The wizard must still have enough magic points to cast the spell - he may not cast a spell which utilises more magic points than he has available, irrespective of his intelligence.
Spell Targets
Some spells affect whole units, others affect only a single model. The spell lists specify which spells affect only a single model. In cases where a target may be an entire unit or a single model, the spell description employs the term "unit". This is just to save space and make the spell description easier to read, it doesn't mean a spell cannot be used against an individual creature if the caster wishes. In the case of magical missile attacks (fire balls, lightning bolts etc.) normal targeting rules for missile fire apply. Individual targets may only be attacked by magic missiles if they could be attacked by normal missile weapons.
Casting Restrictions
A wizard may normally cast any spell during his side's magic phase. The only notable exceptions are that a routing wizard may not cast magic, and a wizard engaged in hand-to-hand combat may not cast magic if he suffers one or more wounds during that turn's hand-to-hand combat phase.
Wizards are also restricted if they are associated with units. Like other character models, wizards may associate with units in order to gain protection. They are bound by all the normal rules regarding character models and association. For example, the wizard may not leave the unit if it is subject to any psychological reaction, routing, pursuit etc. If a wizard is placed within a unit, he may be restricted in what he can or cannot see, and this will affect his ability to use some magic.
If the wizard's unit becomes engaged in close combat, and the wizard is placed in a non-fighting rank, he may still employ magic missiles against the enemy unit. However, hits will have an equal chance of striking friends, just as if he were firing into the combat from outside. If fighting in the front rank, magic missiles may be cast normally, but enemy character models may only be targeted if they are in base-to-base contact with the wizard.
Hand-to-hand casualties inflicted by magic count towards damage sustained in close combat, and will affect the result of the combat round. Combat magic may therefore be worked out out of sequence if the players are agreeable - otherwise the result of a combat must be delayed until the magic phase. A unit with 25% casualties which is pushed-back and takes magical damage during a combat round only needs to take one rout test.
The Magic Save
Magic affects different creatures in different ways, enabling some to shrug off a magical spell that would take effect against others. This magical resistance is represented by the magic save. This save is taken once by a unit under magical attack. The result applies to all ordinary members of a unit but not to any champion or associated character models. Champions and associated character models must test separately, as it is their individual mental strength that is relevant; it is not a mass reaction like a psychology test.
The magic saving throw is made by rolling 2D6 against the unit's WP characteristic. If the dice score is equal to or less than the target's WP, the test is passed and the magic has no effect. If the test is failed, the magic takes full effect as explained in the spell descriptions.
Magic saves apply only to spells that directly affect their target, not to spells that have an indirect effect. For example, a fire ball spell enables the wizard to throw a ball of fire: the creation of the fire ball is magical, but the fire is real and so a target does not receive a magic saving throw. Spells which have a magical saving throw are indicated in the spell descriptions.
Augmented Saves
A wizard under magical attack may increase his own magic saving throw by using magic points. This can only be done if the spell normally allows a saving throw. Before making the saving throw, the player must declare to the GM how many magic points are being used to augment the save. Each point raises the saving throw by one. Magic points used in this way are expended and must be deducted from the wizard's magic points total.
Enhanced Attacks
A wizard making an attack may decrease a target's magic saving throw by using magic points. Before the saving throw is made, the wizard must declare to the GM how many magic points are being used to enhance the attack. Each point reduces the magical saving throw by one. This applies to all targets affected by the spell. Magic points used in this way are expended and must be deducted from the wizard's magic points total. When an enhanced attack and augmented save are made at the same time, both sides secretly write down the number of magic points they are committing.
Magically Vulnerable Targets
Magically vulnerable creatures are: undead, ethereal creatures, demons and elementals. Because they are inherently magical, they cannot avoid the effects of magic and so have no magical saving throw. If a magically vulnerable creature is a wizard, and has its own magic points, it may use its own magic points to give it a saving throw. Its basic save is 0, and magic points augment this in the normal way. For example, 7 magic points will give a save of 7.
Resting to Recover Magic Points
A wizard may recover magic points by resting. A resting wizard may not move, must not shoot or fight in hand-to-hand combat, and may not use any magic that turn. A resting wizard lapses into a trance-like state in which he is completely impervious to events around him. After a complete turn spent in this way the wizard may recover 1 magic point, which is added to the wizard's total. The maximum number of magic points that a wizard may have is equivalent to his power level, and resting may not be used to increase magic points above this.
Magical Disharmony
A wizard spends much of his life studying magic; his powers are gained only slowly and as a result of constant mental awareness of the magical world. Symbolism is an important element of all magic, which is why wizards dress in particular robes, wear certain colours and bear mystic signs. Although a powerfully minded wizard may do without such practical aids, no wizard can cope with the magical disharmonies set up by certain metals, signs and conditions.
A wizard who wears armour or carries a shield will suffer from the effects of magical disharmony, finding it far more difficult to cast magic. A wizard model which has an armour saving throw may not regain magic points by resting. In addition, spells will cost more magic points to cast. For each armour saving "pip" add +1 to the magic points of each spell. For example, a wizard with a saving roll of 4, 5 or 6 has 3 "pips", and so all his spells cost an extra 3 points to cast. If the wizard is mounted, the armour saving throw from his riding animal is not counted towards the total, although any barding carried by the animal is.
Special Wizard Abilities
All wizards are sensitive to magic and enchantment, as a result of which they have several special abilities. A wizard's magic level does not affect these abilities - they are common to all wizards and magic using creatures.
Magic sense. If a wizard touches an object which is magical or which is affected in any way by magic, he will be able to sense this. The function and purpose of the magic cannot be detected, only its presence. A wizard can tell if another creature is in any way magical by engaging in hand-to-hand combat.
Magic awareness. A wizard may enter a trance of awareness for an entire turn, similar to a resting trance used to recover magic points. The wizard remains in this trance for a whole turn, at the end of which the wizard will be aware of the direction and magic level of any other wizards within 48".
Spell Casting Prior to Battle
Wizards are allowed to begin the battle with any spell or spells already cast. This is especially useful as regards aura spells, but applies to any spell, including those which summon undead or demonic forces. The player must inform the GM that he is casting before the battle. The results are worked out as normal and magic points are deducted. The wizard therefore enters the battle with a depleted number of magic points. Wizards are not allowed to rest before the battle to regain these lost points.
Binding an Ethereal Host
Any wizard character, including Liches, etc. may bind an ethereal host before a battle. The ethereal host will then fight for the army during the battle. Depending on the number of magic points expended, binding is more or less effective. The rules regarding bound ethereal hosts are explained in the Bestiary. Ethereal hosts must be paid for from the army's points value allocation.
Binding a Monstrous Host
Any wizard character may bind a monstrous host - a host of monsters and other independently minded creatures. The monstrous host will then fight for the army during the battle. Depending on the magic points expended, binding is more or less effective. The rules regarding bound monstrous hosts are explained in the Bestiary. Monstrous hosts must be paid for from the army's points value allocation.
Demonic Magic and Control
Demonic magic allows wizards to summon entities from the hidden existences of the gods. Summoned creatures have a mind of their own, and will not necessarily wish to cooperate with their summoner. In order to obtain proper control of his summonations, a wizard who casts a successful summonation spell must make an additional roll against his will power. This is done by the player using 2D6. If the score is equal to or less than the wizard's WP, the summoned creatures are successfully controlled. If the score is greater than the wizard's WP, the demons are not controlled and their subsequent actions are determined by the GM. In competition games such troops may be moved 2D6 inches in a random direction, charging any troops that lie within their path. Familiars and steeds which are not controlled may be removed from play immediately.
Necromantic Control
Most undead creatures do not need to be controlled. Zombies and Skeletons, however, are magically animated and need to be controlled by another will if they are to behave in a useful manner. Individuals capable of controlling Zombies and Skeletons are known simply as controllers. A wizard with one or more necromancy spells may act as a controller over all friendly undead units within 12". A controller has no power over enemy undead, only those of his own side. An Undead Hero may act as a controller over a unit the model is leading, but no others. Undead Heroes do not need to be controlled themselves. A Liche or Vampire may also act as a controller in the same way as friendly necromantic wizards. Uncontrolled units of Zombies and Skeletons may still continue to fight, but are subject to stupidity (see Psychology) and if they become unstable (see the Bestiary) they are destroyed.
Illusions
Illusions are created by means of illusionist spells. Illusions need to be maintained by their creator, and only a single illusion spell may be maintained at one time. A wizard is not restricted in any way when maintaining an illusion, and may cast other non-illusionist magic while doing so. However, if a further illusion spell is cast, it will also need to be maintained, so the original illusion is dispelled.
Illusions may be dispelled by their creator/maintainer at any time during play. This is automatic. An illusion is also dispelled automatically if it is attacked in hand-to-hand combat. If a unit charges an illusion it will need to reform in the same way as any unit which fails to contact its charge target. Chargers failing to contact an illusion are always unformed, even if they meet other enemy troops during the charge.
Illusions are not dispelled by missile fire, as they can imitate casualties and all aspects of normal troop behaviour. They can react to psychological threats, magical attacks etc. in the same way as real troops if the creator/maintainer wishes. By this means, it should not be possible to tell whether a unit is real or simply an illusion. Illusions cause psychological effects as if they were real.
Practical Applications of Illusions
If cast before the battle, illusions can be deployed on the table just like any other troops. The most effective illusion will not be a huge fire-breathing monster (which your opponent probably knows you are unable to employ), but an ordinary unit of troops. If using illusions in this way, players must indicate to the GM which units are illusions and which are real - there must be no room for confusion. The GM should then treat your illusion exactly like a real unit, making appropriate tests and removing casualties from missile fire and magic. In games without a GM, you should write down any units which are illusory and show it to your opponent at the end of the game or when and if the unit is attacked in hand-to-hand combat.
Spell Index
Level 1 battle magic: Aura of Resistance, Cause Animosity, Cure Light Injury, Dispirit, Enthuse, Fire Ball, Flight, Hammerhand, Ignite Missiles, Immunity from Poison, Leg Breaking, Part Water, Steal Mind, Strength of Combat, Wind Blast.
Level 2 battle magic: Aura of Protection, Cause Frenzy, Cause Hatred, Cause Panic, Mental Duel, Rally, Raze, Lightning Bolt, Mystic Mist, Smash, Stampede, Steadfast, Steal Magical Power, Vortex of Chaos, Zone of Sanctuary.
Level 3 battle magic: Animate Sword, Arrow Invulnerability, Cause Cowardly Flight, Cause Fear, Cause Stupidity, Cloak of Darkness, Corrode, Create Magical Bog, Curse of Arrow Attraction, Dispel Aura, Dispel Magic, Enfeeble, Magic Bridge, Transfer Aura, Vorpal Hurricane of Chaos.
Level 4 battle magic: Accelerate Time, Aura of Invulnerability, Blast, Change Allegiance, Confound Mechanism, Cure Severe Wound, Drain Magic, Enchant Weapon, Entanglement, Fetid Cloud, Hurricane, Ravine, Stand Still, Strength of Mind, Zone of Magical Immunity.
(Index transcribed from the scan; the original index lists each spell with its page number.)
Battle Magic Spells
Level One
B1.1 Aura of Resistance
Spell Level 1. Magic Points 1. Range: Personal.
Aura spells offer protection against harm by placing an aura around the caster. The effect of this aura is to increase its bearer's armour saving throw roll by +1 if he already has armour. In the case of unarmoured characters the increase is more, giving the model a saving throw of 5 or 6. Auras may be dispelled by some magic or magical weapons, and so are not a complete guarantee of invulnerability. A model may only bear one aura at a time, and can dispel its own aura whenever the player wishes.
B1.2 Cause Animosity
Spell Level 1. Magic Points 2. Range: 24".
This spell can be cast upon any enemy unit, making it subject to animosity (see the Bestiary) against any one friendly unit nominated by the casting player. The target unit must be within 24" of the caster. The target unit receives an initial magic saving throw to see whether the spell takes hold or not. In competition games, the caster may secretly nominate the target and the unit against which it suffers animosity. The GM should then make the magic save in secret. The opposing player should not know which spell has been cast or at which unit; the caster should not know whether the spell has taken effect.
B1.3 Cure Light Injury
Spell Level 1. Magic Points 1. Range: Personal/by touch.
This spell may be used to heal either the caster or any other single model by means of touching. The spell takes effect immediately it is cast and 1 wound is instantly restored to the model being cured. This spell will not work on any individual who is suffering from more than 1 wound or on dead models. A wizard who uses this spell and fails to make a successful cast will cause 1 wound. There is no magical saving throw against damage caused by a miscast. This spell may not be cast while the target is engaged in close combat.
B1.4 Dispirit
Spell Level 1. Magic Points 2. Range: 24".
This spell may be cast upon any enemy unit within 24". The target receives a normal magic saving throw. Affected units suffer a -1 leadership penalty for the remainder of the battle. This spell will not affect character models associated with units. This spell can only be cast upon a unit once.
B1.5 Enthuse
Spell Level 1. Magic Points 2. Range: 24".
This spell may be cast upon any friendly unit within 24". The target receives a +1 leadership bonus for the remainder of the battle. This spell will not affect character models associated with units, but will affect champions. This spell can only be cast once upon a unit. Leadership cannot be increased to more than 10.
B1.6 Fire Ball
Spell Level 1. Magic Points 1 per fire ball. Range: 24".
This spell allows the caster to throw a fire ball against an enemy unit up to a range of 24". Creatures which dislike fire will be obliged to make a panic test. The fire ball causes damage in the same way as bows, crossbows and other missile weapons. Damage from fire balls is adjudicated immediately.
The caster may throw up to one fire ball per magic level. This takes place during the magic phase. All fire balls cast during the same phase must be directed against the same target unit. A fire ball emanates from the caster's hand or staff and heads directly towards its target in a low arc and at considerable velocity. As such, normal targeting rules for missile fire apply, so the caster must be able to see the target, may not fire through other models over level ground etc.
Fire balls automatically hit their target causing D3 strength 3 hits. The fireball's strength against flammable targets is increased to 4. Make the normal roll on the damage chart. There is no saving throw allowed for armour, but models mounted on riding animals receive a saving throw of 6. The target does not receive a magic saving throw from fire ball spells.
B1.7 Flight
Spell Level 1. Magic Points 1. Range: Personal/24".
The caster may immediately fly to a position within 24". He cannot fly through solid objects, such as walls. He may carry up to half his own body weight, but no more (the GM must give a ruling where this applies). As a general rule this means casters cannot carry creatures of the same size as them, but a human, for example, could carry a Halfling.
B1.8 Hammerhand
Spell Level 1. Magic Points 2. Range: Personal.
This spell endows the caster with increased fighting potential. The caster may fight in hand-to-hand combat with twice as many attacks as normal and any hits are resolved at strength 5. The spell takes effect immediately and lasts until the caster suffers a wound, at which point it is instantly dispelled.
B1.9 Ignite Missiles
Spell Level 1. Magic Points 1. Range: 12".
This spell may be cast against any friendly unit of missile troops within 12", or against a war engine. The next time this unit/engine shoots, its arrows (etc.) burst into flames in the air, causing damage as for flaming missiles. Flaming missiles are not magical weapons and have no ability to dispel auras etc.
B1.10 Immunity from Poison
Spell Level 1. Magic Points 1. Range: Personal/by touch.
This spell may be cast either upon the caster or any other single model within 3". It takes effect immediately and gives the bearer complete immunity from the effects of poisons and poisonous gases for the remainder of the game.
B1.11 Leg Breaking
Spell Level 1. Magic Points 1. Range: 24".
This is a particularly mean little spell which can be used against any individual model within 24" with a toughness of 4 or less. It is not subject to the normal rules for target restrictions (as are fire ball spells for example), and so may be used against enemy characters, large creatures etc. The target may make a standard magic saving throw. If this is failed, the target falls to the ground with a sickening crunch, its leg broken. This reduces the movement of character models by half. A character model hit twice by this spell is rendered immobile. Four legged creatures need to be hit three times to be rendered immobile. Ordinary troopers will faint or be abandoned by their mates, and so are removed as casualties.
B1.12 Part Water
Spell Level 1. Magic Points 2. Range: 12".
This spell may be cast against any stream or river within 12", driving the waters apart and creating a 4" wide gap. This lasts until the caster moves or casts another spell. It may be dispelled at any time - if enemy try to cross for example! The exposed river or stream bed counts as difficult ground.
B1.13 Steal Mind
Spell Level 1. Magic Points 2. Range: 12".
This spell may be cast against any one model within 12" of the caster. The target receives its usual magic saving throw. If affected the target becomes utterly mindless, unable to do anything but sit upon the ground, gibber, dribble and eat grass. The effect is only temporary, lasting for D6 of the target's turns. The die should be rolled by the GM in secret and the result only revealed once the spell has worn off.
A mindless creature cannot defend itself and, if attacked, it suffers from free hacks like a routed unit. The creature may not voluntarily move, but may be dragged by its fellows at half pace. If riding a horse or other riding animal, the creature may be moved by his fellows at normal rate.
B1.14 Strength of Combat
Spell Level 1. Magic Points 1. Range: Personal.
This spell allows casters to increase any one of their following characteristics by +1: WS, BS, S, T, W, I and A. The effect lasts for the remainder of the battle. If cast a second or subsequent time the older spell is dispelled instantly.
B1.15 Wind Blast
Spell Level 1. Magic Points 2 + 1 per round. Range: 24".
This spell causes a terrific blast of wind, aimed specifically at a single unit within 24". The blast emanates directly from the caster, and there must be a clear line of sight to the target.
A unit or model struck by a wind blast is knocked to the ground and may not fire missiles. The unit or model may only move if it succeeds in making a test against its S characteristic. To make the test, the player must roll the unit or model's S or less on 1D10 (the die type is partly obscured in the scan). Models may test each round, and may move at half rate if successful. A unit or model may also elect to retreat from the force of the wind blast. No test is required: the unit moves directly backwards from the wind blast at its normal movement allowance.
The wind blast continues as long as the caster remains stationary and spends 1 magic point per round to maintain it. If the caster is engaged in hand-to-hand combat or casts new magic the spell ends. This means the wind blast may last through several turns if the player wishes.
If another unit or model moves in between the caster and target it will also be affected, and will block off the wind blast if it is presenting a frontage of 5 or more models towards the caster. If presenting a smaller frontage it is still affected, but does not block off the wind blast.
If this spell is directed into hand-to-hand combat both sides will be affected and all wound damage caused is halved and rounded down. Units attacked by a wind blast do not receive a magic saving throw.
Level Two
B2.1 Aura of Protection
Spell Level 2. Magic Points 1. Range: Personal.
This is a more powerful version of the Aura of Resistance. The effect of this level 2 aura is to increase an armoured model's armour saving throw roll by +2. An unarmoured model gains a saving throw of 4, 5 or 6. Auras may be dispelled by some magic or magical weapons, and so are not a complete guarantee of invulnerability. A model may only bear one aura at a time, and can dispel its own aura whenever the player wishes.
B2.2 Cause Frenzy
Spell Level 2. Magic Points 2. Range: 24".
This spell instils the psychological condition of frenzy in any unit within 24". The unit takes a magic saving throw to determine whether the spell takes effect. If the save is failed the spell lasts for the remainder of the battle. Note that units not normally subject to psychological reactions (such as undead) cannot be affected by this spell.
B2.3 Cause Hatred
Spell Level 2. Magic Points 2. Range: 24".
This spell instils the psychological condition of hatred in any unit within 24". The unit becomes subject to hatred against any single enemy unit nominated by the caster. The unit takes a magic saving throw to determine whether the spell takes effect. If the save is failed, the spell lasts for the remainder of the battle. Note that units not normally subject to psychological reactions (such as undead) cannot be affected by this spell.
B2.4 Cause Panic
Spell Level 2. Magic Points 2. Range: 24".
This spell instils the psychological condition of panic in any unit within 24". The unit must take an immediate panic test and will be routed if this is failed. The unit takes a magic saving throw to determine whether the spell takes effect. Note that units not normally subject to psychological reactions (such as undead) cannot be affected by this spell.
B2.5 Lightning Bolt
Spell Level 2. Magic Points 1 per lightning bolt. Range: 24".
This spell is a powerful version of the level one fire ball spell, allowing the caster to throw bolts of lightning, rather than fire balls, up to a range of 24". Creatures which dislike fire will be obliged to make a panic test. The lightning causes damage in the same way as bows, crossbows and other missile weapons. Damage from lightning bolts is adjudicated immediately. The caster may throw up to one bolt per magic level during a single magic phase. All lightning bolts cast during the same phase must be directed against the same target unit.
A lightning bolt emanates from the caster's hand or staff and strikes its target instantly. Normal targeting rules for missile fire apply, so the caster must be able to see the target, may not fire through other models over level ground etc.
Lightning bolts automatically hit their target causing D3 strength 4 hits. If the target is flammable, strength is increased to 5. Make the normal roll on the damage chart. There is no saving throw allowed for armour, but models mounted on riding animals receive a saving throw of 6. The target does not receive a magic saving throw for a lightning bolt spell.
B2.6 Mental Duel
Spell Level 2. Magic Points 3. Range: Battlefield.
This spell allows the caster to project his mind against that of any other magician on the battlefield. The two are immediately locked in a mental duel, becoming physically inert. All currently maintained zones, auras and illusions are dispersed.
Both wizards roll a D6 and add their magic level to their score. If the two totals are the same, the outcome of the duel is a draw. The caster loses the 3 magic points used to cast the spell and the target is unaffected.
If the spell caster has the highest score he recovers the 3 magic points used in casting the spell and takes an additional 3 magic points from the target wizard. If the target has the highest score, he gains three magic points from the caster.
If a wizard is reduced to zero magic points as a result of losing a duel, his defences are destroyed. The victor is able to scramble his brain, causing blood vessels to rupture, and (in extreme cases) his head to explode - such a character is dead.
B2.7 Mystic Mist
Spell Level 2. Magic Points 5. Range: Battlefield.
This spell creates an area of mist 6" in diameter anywhere on the tabletop. Troops caught in the mist cannot see out of it or through it, troops outside cannot see in or past it. Troops inside move at half rate. The mist will last for 1D3 turns (counted from the casting player's turns) and disperses at the end of the last turn. The GM may secretly determine how long the mist will last if he wishes, and should always do so for competition games.
B2.8 Rally
Spell Level 2. Magic Points 2. Range: 24".
This spell may be cast upon any routing unit within 24". The unit is automatically rallied in its next rally phase without recourse to a Ld test.
B2.9 Raze
Spell Level 2. Magic Points 2. Range: 24".
This spell allows the caster to cause any single section/level of a building to collapse. Consult the Damage to Buildings chart, and roll a D10 + D6 to establish the state of the building. If the section/level is already damaged, add this damage to the dice result.
B2.10 Smash
Spell Level 2. Magic Points 1. Range: By touch.
This spell may be cast against a door, wall or other inanimate object. It will not work on a creature - living or undead. The caster must touch the intended target, causing an automatic strength 10 hit, and D3 damage points on successfully damaged targets.
B2.11 Stampede
Spell Level 2. Magic Points 4. Range: 24".
This spell may be cast against any unit of mounted enemy within 24", including large creatures as well as normal riding animals. The unit must make a normal magic save or be immediately routed. Note that mounts not normally susceptible to psychological effects cannot be affected by this spell (such as undead mounts).
B2.12 Steadfast
Spell Level 2. Magic Points 4. Range: Personal/unit.
This spell affects the caster and the entirety of a unit he is associated with, endowing the unit with awesome mental and physical powers. The spell lasts for D3 full turns. The unit, including associated character models and the caster, becomes immune to all psychological reactions, including those magically induced. All models fight with twice as many attacks as normal and receive an armour saving throw bonus of +1, giving an unarmoured model a saving throw of 6.
The GM should secretly determine how many turns this spell will last, not informing either player of the result. Similarly, the GM shouldn't inform the player when the spell has worn off - let him find out when he has to take a psychology test or when he comes to fight! This spell can be dispelled by a dispel magic spell; the caster receives a personal magic save, but this saves the caster and no others.
B2.13 Steal Magical Power
Spell Level 2. Magic Points 3. Range: 24".
This spell may be cast against an enemy magician. The target may make a standard magic saving throw to escape the effects. If this save is unsuccessful the target magician is "robbed" of 2D6 magic points, which immediately pass into the casting magician. Stolen points cannot reduce a target's magic points to below 0 or increase the caster's magic points to more than the normal power level.
B2.14 Vortex of Chaos
Spell Level 2. Magic Points 4. Range: Personal/2D6".
This spell opens up a tiny, but very dangerous, hole between the material universe and the magical continuum of warp-space - the raw stuff of Chaos. During the brief fraction of a second that this hole exists, a small amount of Chaos material leaks into the world, creating a vortex of writhing power. This is represented by a 2" diameter circle of black card.
The vortex begins its existence immediately in front of the caster, and is moved 2D6 inches in a direction nominated by the caster. Everything within the area moved over by the vortex is destroyed, including creatures, buildings, scenic items etc. The only exception is a zone of magical immunity, in which case both the zone and the vortex are destroyed.
During each succeeding magic phase the vortex is moved 2D6 inches randomly by the GM, and disappears at the end of the magic phase on any roll of a double or a 7.
B2.15 Zone of Sanctuary
Spell Level 2. Magic Points 2. Range: Personal/unit.
This spell affects the caster and the entirety of a unit he is associated with, enshrouding the area in a protective zone. The spell lasts for the rest of the game, until it is destroyed or until troops in the zone move, including if they are obliged to follow-up or are pushed-back in close combat.
Models protected by the zone become immune to all psychological reactions, including those magically induced. The zone may not be entered by any undead, ethereal, demonic or elemental creature; nor may any such creature fire missiles or deploy magic into the zone. Any unit of undead, ethereal, demonic or elemental troops subject to instability must make an instability test if they approach within 12" of the caster.
Once the zone is cast, the caster may not cast any new magic or rest without instantly dispelling it. Two or more zones may not be cast onto the same troops.
Level Three
B3.1 Animate Sword
Spell Level 3. Magic Points 3 (1 + 1 per turn to maintain). Range: By touch.
The caster takes any normal, non-magic sword and imbues it with a temporary life of its own. The sword may now act independently, flying through the air and attacking any foes the player wishes. The weapon has a profile of M6, WS6, BS0, S4, T4, I6, A2. Once cast the spell lasts until the caster's following magic phase. If the caster wishes the spell to continue until the next magic phase, another 2 magic points must be expended (as printed; the heading gives 1 + 1 per turn). The magician may cast further magic while maintaining the sword, but may not rest. An animated sword counts as a magical weapon and has full effect against demons and ethereal creatures, and it will dispel any aura it comes into contact with.
B3.2 Arrow Invulnerability
Spell Level 3. Magic Points 2. Range: 12".
This spell may be cast on any unit within 12", or upon the caster himself. The spell will make the target completely invulnerable to any kind of normal missile fire, including arrows, crossbow bolts, thrown weapons and large siege engines. The spell will not offer protection from magic missiles such as fire balls. The spell lasts for 1D6 of the casting player's turns. The GM should make this roll in secret and note down the result, not revealing when the spell wears off until the unit/caster is hit by missiles.
B3.3 Cause Cowardly Flight
Spell Level 3. Magic Points 6. Range: 24".
This spell can be cast at any unit within 24". The unit will rout automatically as if it had just failed a panic test. The target unit receives a magic saving throw to determine whether the spell takes effect. If the save is failed the spell lasts for the remainder of the battle. Note that units not normally subject to psychological reactions (such as undead) cannot be affected by this spell.
B3.4 Cause Fear
Spell Level 3. Magic Points 5. Range: 24".
This spell instils the psychological state of fear into a unit within 24". The unit becomes subject to fear against all combat opponents, and will have to make the appropriate test when wishing to charge or when charged. The unit takes a magic saving throw to determine whether the spell takes effect. If the save is failed, the spell lasts for the remainder of the battle. Note that units not normally subject to psychological reactions (such as undead) cannot be affected by this spell.
B3.5 Cause Stupidity
Spell Level 3. Magic Points 2. Range: 24".
This spell instils the psychological condition of stupidity in a unit within 24". The unit takes a magic saving throw to determine whether the spell takes effect. If this is failed, the unit becomes subject to stupidity for the remainder of the battle and will have to make the appropriate psychological test at the beginning of each following turn. Note that units not normally subject to psychological reactions (such as undead) cannot be affected by this spell.
B3.6 Cloak of Darkness
Spell Level 4 (as printed, though listed among the level 3 spells in the index). Magic Points 6. Range: Personal/unit.
This spell affects the caster and the entirety of a unit he is associated with, enshrouding the area in a protective zone of darkness. The spell lasts for D3+1 full turns but is dispelled immediately if the unit or any member of it moves, including the caster.
The zone of darkness cloaks the entire unit in a magic darkness that allows the unit to see out normally, but it is impossible to see into it. Troops protected in this way may employ missiles as normal. Troops outside the zone are allowed to shoot into the darkness, but all missile fire is subject to a -2 "to hit" modifier. Specific models cannot be targeted.
As troops in the zone cannot be seen they do not cause psychological effects. However, a zone of darkness is itself pretty weird, so troops will have to take a fear test when they wish to charge into it. Once in combat all troops, including enemies, are enveloped by the spell, and hand-to-hand combat proceeds as normal. The cloak is dispelled as soon as one side pushes-back another.
B3.7 Corrode
Spell Level 3. Magic Points 5. Range: 24".
This spell affects all of the metal weapons, fittings and fastenings of a single unit within 24", causing them to corrode instantly and become useless. This destroys all armour and shields, reducing the unit's armour saving throw to nothing. Weapons are turned into improvised weapons with the exception of stone or wooden clubs which remain as hand-weapons. If mounted, reins and other trappings are destroyed, reducing movement by 2" and leadership by -1 (because the animal is harder to control).
A single chariot model or engine may be hit with this spell, and is destroyed immediately. See the main rules for details of engine and chariot destruction. There is no magic saving throw. Magic weapons and armour are not affected.
B3.8 Create Magical Bog
Spell Level 3. Magic Points 10. Range: 24".
This spell creates an area of magical bog D6" in diameter, centred at a point within 24" of the caster. Magical bogs can be represented on the table using a scattering of flock, sawdust or some other scenic material.
Any unit which has models in a magical bog or enters a magical bog, is removed from the table and considered to be lost in the bog. Lost units may do nothing, nor may they be attacked in any way. During each magic phase the GM rolls a D6 for each lost unit:
- 1-4 Wandering around hopelessly lost - roll again next magic phase.
- 5 The unit may leave the bog, but must leave at a point nominated by the opposing player.
- 6 The troops may leave the bog at any convenient edge.
If a bog is created right on top of a unit, the unit becomes lost immediately. Magical bogs last for the remainder of the battle.
B3.9 Curse of Arrow Attraction
Spell Level 3. Magic Points 6. Range: 24".
This spell may be cast at a unit within 24". The target receives a normal magic save to determine whether the spell takes hold. If affected, the unit is cursed for the rest of the battle. Any non-magic missiles fired at a target within 24" of the cursed unit are magically redirected to fall upon the cursed unit. Missiles will avoid intervening units altogether, and may travel well over their normal maximum range in order to reach their target. A missile will twist and turn round any walls, through passages etc. and so cannot be avoided, although walls still count as cover. A normal hit and damage roll is made.
Missiles fired from the cursed unit will twist around in mid-air and strike their firers. A player may cast this spell secretly by notifying the GM - its results are not then revealed until a missile salvo is redirected.
B3.10 Dispel Aura
Spell Level 3. Magic Points 1. Range: 24".
This spell may be cast against any magician using an aura of level 1 or 2. It has a range of 24". The target does not receive a magic save and the aura is instantly dispelled. This spell does not affect a level 4 aura.
B3.11 Dispel Magic
Spell Level 3. Magic Points 3. Range: 24".
This spell may be cast against a wizard or an enemy unit within 24"; in either case the caster must be able to see his target. The effect against enemy units is to cause any demonic, elemental or ethereal creatures subject to instability to take an immediate instability test. Other creatures are not affected, but any magical weapons or armour carried by the unit may not be employed that turn. Character models, but not ordinary troops, are permitted a magic save against this effect.
If a wizard is struck by this spell, any magic currently maintained is dispelled if the wizard fails a magic save. This will affect zone spells, auras, illusions etc. The spell can also be used to remove a curse of arrow attraction spell and a steal mind spell. The spell may be used to dispel entanglement, enfeeble, mystic mist, fetid cloud, hurricane or wind of dust spells.
A dispel magic may also be cast against any magical creation, such as a magical bog, bridge, ravine or mystic mist. Unless the wizard who created the bridge/mist/etc. is within 6" of the creation it is removed automatically. If the creator is within 6" of the creation he may attempt a magic save.
B3.12 Enfeeble
Spell Level 3. Magic Points 5. Range: 24".
This spell casts an enchantment of enfeeblement upon a target unit within 24". Enfeebled units suffer double the normal encumbrance penalty for any armour they wear - double all movement penalties for difficult ground and obstacles, and reduce their strength and toughness by -1 for the remainder of the game. The target unit receives a normal magic saving throw.
B3.13 Magic Bridge
Spell Level 3. Magic Points 4. Range: Personal.
This spell is used to create a solid bridge over any obstacle, such as a river or bog. The spell may also be used to form a bridge between the ground and the top of a fortress wall. The bridge begins at the caster's feet and extends forwards up to a maximum of 6" for each magic level of the caster. A magic bridge is 4" wide and can be crossed without penalty. Once placed a bridge can be dispelled at any time by its creator, otherwise it lasts for the duration of the game.
B3.14 Transfer Aura
Spell Level 3. Magic Points 1. Range: 2".
Auras may only be cast around the caster, not another model. However, this spell allows a magician bearing an aura to transfer it to any creature within 2". This happens automatically once the spell is cast.
B3.15 Vorpal Hurricane of Chaos
Spell Level 3. Magic Points 18. Range: Personal/2D6".
This spell is a powerful version of the vortex of chaos spell. It works in the same way, opening up tiny, but very dangerous, holes between the material universe and the magical continuum of warp-space - the raw stuff of Chaos.
During the brief fraction of a second that these holes exist, Chaos material leaks into the world, creating D6 vortices. Each is represented by a 2" diameter circle of card painted black. Each vortex begins its existence immediately in front of the caster, and is moved 2D6 inches in the direction nominated by the caster. Everything within an area moved over by a vortex is destroyed, including creatures, buildings, scenic items etc. If a vortex strikes a zone of magical immunity both are instantly destroyed.
During each succeeding magic phase each vortex is moved 2D6 inches in a random direction by the GM. A vortex disappears if a double or a 7 is rolled for its movement.
Level Four
B4.1 Accelerate Time
Spell Level 4. Magic Points 8. Range: Personal/unit.
This spell affects the caster and any unit he is associated with. The spell distorts time, allowing those affected to move and act far more quickly than normal. The GM rolls a D3 to determine the duration of the spell. This result is kept secret from the player, only being revealed when the spell ends. While the spell remains in effect, the movement allowance, initiative and number of attacks of the caster and any associated unit are doubled. Until the spell ends, the wizard may not perform any other magic.
B4.2 Aura of Invulnerability
Spell Level 4. Magic Points 8. Range: Personal.
This is the most powerful of the aura spells. The effect of this level 4 aura is to nullify the next 4 wounds the model would otherwise suffer. Auras may be dispelled by some magic or magical weapons, and so are not a complete guarantee of invulnerability. A model may only bear one aura at a time, and can dispel its own aura whenever the player wishes.
B4.3 Blast
Spell Level 4. Magic Points 4. Range: 24".
This spell is a powerful version of the level 1 fire ball and level 2 lightning bolt, allowing the caster to throw a blast of plasmic energy up to a range of 24". Creatures which dislike fire will be obliged to make a panic test. A blast causes damage in the same way as bows, crossbows and other missile weapons. Damage from a blast is adjudicated immediately.
The caster may throw one blast during a single magic phase. A blast emanates from the caster's hand or staff and strikes its target instantly. Normal targeting rules for missile fire apply, so the caster must be able to see the target, may not fire through other models over level ground etc.
A blast automatically hits its target causing D6 strength 8 hits. There is no saving throw allowed for armour, but models mounted on riding animals receive a saving throw of 6. If the target is flammable the strength of the blast is increased to 9, and targets may be set on fire. A blast is a magic missile and the target does not receive a magic saving throw.
B4.4 Change Allegiance
Spell Level 4. Magic Points 8. Range: 24".
This spell can be cast against any unit within 24". The target has a normal magic save to determine whether the spell takes hold. If affected, the target immediately changes sides, and is controlled by the casting player from that moment on. The spell lasts for the remainder of the battle.
B4.5 Confound Mechanism
Spell Level 4. Magic Points 8. Range: Battlefield.
This spell may be cast in secret against any engine of war or chariot on the tabletop. From that moment on, the casting player may redirect the fire of that engine, or the movement of the chariot.
Chariot movement must conform to the normal rules for movement and may be used to charge. Missile fire can take any direction or range up to the maximum - irrespective of the normal arc of fire or minimum range of the weapon. For example, a stone thrower might project its stone straight up in the air and then directly down on top of itself!
Once the player has redirected a war engine's fire or a chariot's movement, he may continue to do so until the end of the battle. This spell continues to have effect even if the wizard is killed - it does not need to be maintained in any way. The chariot becomes uncontrollable by normal means and all the crew can do is leap out of it. However, if the draft animals are slain, the chariot comes to a halt. An engine continues to load and fire magically, whatever the reaction of its crew.
B4.6 Cure Severe Wound
Spell Level 4. Magic Points 1 per wound. Range: Personal/by touch.
This spell may be used to heal either the caster or any other single model by touch. The spell takes effect immediately and 1 wound is restored for every 10 magic points used (as printed; the heading gives 1 point per wound). This spell will work only on a single model, it will not work on a dead creature, and it cannot increase a model's wounds characteristic beyond its original level.
B4.7 Drain Magic
Spell Level 4. Magic Points 12. Range: Battlefield.
This spell redirects the natural flow of magic into the caster - a dangerous ploy indeed as few creatures can control such awesome power. The redirection of magical power allows the caster to drain magic from a single enemy character model, creature or unit. The target is allowed a normal magic save, and if this is failed the target is subject to the following effects:
- Wizard. A wizard's magic points are reduced to zero.
- Undead/ethereal units. A single unit is destroyed in its entirety including champions, but not other associated character models.
- Undead/ethereal characters. A single character model is destroyed.
- Demons/elementals. A single greater demon or elemental is banished. A whole unit of lesser demons is banished. A single servant or familiar is banished.
As long as the wizard does nothing else, this spell may be prolonged over several turns without additional conjuration. One enemy character model, creature or unit is affected during each of the caster's magic phases. At the completion of each magic phase the casting player must roll a D6. If the score is a 6, the wizard is unable to handle the raw energy, and is consumed in a writhing fire of magic. The wizard is killed, the model is removed from play and the spell ended.
B4.8 Enchant Weapon
Spell Level 4. Magic Points 2. Range: By touch.
This spell allows the caster to enchant a weapon that he is touching. An enchanted weapon counts as a magic weapon for the remainder of the game and may, as such, affect certain undead or ethereal creatures, and dispel auras. Any "to hit" roll is increased by +1, and the strength of the attack is also increased by +1. All armour saving rolls made against damage inflicted by the weapon are reduced by -1. An enchanted weapon may be handed over to another character model either before or during the game. A wizard may enchant two or more weapons at the same time, paying 2 points per weapon.
B4.9 Entanglement
Spell Level 4. Magic Points 6. Range: Battlefield.
This spell may be cast upon any point on the table, and affects all units within 12" of that point. Clinging tendrils of vegetation sprout from the ground, quickly forming a dense mass. A unit with any of its members within the area is affected and may not move in the following turn. On subsequent turns the unit may only move at half rate until either all their members are clear of the area or until the spell ceases. Fresh units may not move into the area without suffering the effects of entanglement. Entangled troops suffer a -1 modifier on all "to hit" rolls for missile fire and hand-to-hand combat. The spell lasts for D6+1 turns determined in secret by the GM.
B4.10 Fetid Cloud
Spell Level 4. Magic Points 8. Range: Battlefield.
The wizard creates a fetid cloud D6 inches in diameter anywhere on the table. This cloud is extremely deadly - not only is it poisonous, but it is also acidic, and so can eat its way through living flesh. Any model wholly or partially within the cloud suffers a single automatic strength 5 hit at the end of each magic phase. At the beginning of each magic phase, the caster may move the cloud up to 6" in any direction. Fetid clouds can be dispelled by their creator, or a dispel magic spell, but otherwise last for the rest of the battle.
B4.11 Hurricane
Spell Level 4. Magic Points 12. Range: Battlefield.
As soon as this spell is cast, terrible winds, storms and lightning break out over the battle area. The hurricane lasts for D6 turns, secretly determined by the GM. While the hurricane lasts all movement is halved and aerial movement is impossible - aerial troops must make a WP test or be driven from the table area and removed from play. Units or models which make the test are forced to the ground taking a randomly determined D6 strength hit as they land. In addition, all fires are extinguished immediately, and it is not possible to kindle any more. Missile fire becomes impossible, including magic missiles such as fireballs. All building sections/levels over ground floor height receive a single strength 5 hit per turn.
B4.12 Ravine
Spell Level 4. Magic Points 12. Range: Battlefield.
This spell allows the casting magician to open up a fissure 1" wide and 3D6" long anywhere on the table. Fissures are impassable and bottomless. The fissure swallows all models it is placed under unless they make a D6 saving throw of 4, 5 or 6. Models with a normal armour saving throw of 5 or less suffer reduced mobility, and so may only leap aside from the fissure on the roll of a 6. All models swallowed by a fissure are killed. Any building section and all levels above the fissure collapse.
If desired, the caster may extend the fissure in any subsequent turn by casting this spell again but at the reduced cost of 4 points. This extends the length of the existing fissure by an additional D6". The fissure can be extended from either end, but this need not be in a straight line.
B4.13 Stand Still
Spell Level 4. Magic Points 6. Range: 24".
This spell can be cast against any unit within 24". The target receives a magic save and, if affected, will not be able to move, fire missiles or do anything else for the remainder of the game. The creatures have become trapped in time and are rendered totally immobile. The effect on the unit lasts until the battle is over (by which time all of their boot laces will have been stolen). A dispel magic spell will reanimate the victims.
B4.14 Strength of Mind
Spell Level 4. Magic Points 1. Range: Personal.
This spell enables casters to increase one of their following profile characteristics by +1: Ld, Int, Cl and WP. This may take a value to above the normal maximum of 10, but not to more than 11. The effect lasts for the remainder of the battle. If this spell is cast a second or subsequent time the original bonus is automatically lost.
B4.15 Zone of Magical Immunity
Spell Level 4. Magic Points 2. Range: Personal/unit.
This spell affects the caster and any associated unit, enshrouding them in a protective zone of magic. The spell lasts for the rest of the battle, until it is destroyed, or until any model in the zone moves, including being pushed-back or followed-up in hand-to-hand combat.
All models within the zone become immune to all psychological reactions. The zone may not be entered by any undead, ethereal, demonic or elemental creatures; nor may any such creatures employ missiles into the zone. Any undead, ethereal, demonic or elemental unit within 12" of the caster must take an instability test. The zone is impervious to all magic except for a dispel magic spell.
Once the zone is cast the caster may not cast any new magic or rest without instantly dispelling it. Two or more zones may not be cast onto the same unit of troops.
Demonic Spells
Level One
D1.1 Bind Demon
Spell Level 1. Magic Points 3. Range: 24".
This spell can be used against a unit of up to D6 lesser demons, or 1 greater demon, within 24". The demon receives a magic save and if affected will not be able to move, shoot missiles, strike in combat or use magic during its following turn. If in combat the demon is struck automatically (free hack).
D1.2 Dispel Lesser Demon
Spell Level 1. Magic Points 1. Range: 12".
This spell allows the wizard to dispel a single lesser demon or demonic familiar within 12". The demon receives a magic save; if this is failed the creature vanishes.
D1.3 Summon Familiar
Spell Level 1. Magic Points 2. Range: 3".
This spell allows the caster to summon a demonic familiar. The familiar will aid the wizard for the rest of the battle, giving 5 extra magic points to the wizard as described in the Bestiary. Only one familiar may be summoned in a game. Familiars must be controlled in the same way as other summoned demons. If unsuccessful, the familiar vanishes instantly and no other familiars may be summoned.
D1.4 Summon Steed
Spell Level 1. Magic Points 1. Range: 3".
This spell allows the caster to summon a demonic steed to bear him. A demonic steed can take many forms, but usually appears in the form of a warhorse with flaming eyes and mouth. The steed has the same profile and capabilities as a normal warhorse, and in addition causes fear in all living creatures. Once summoned the steed will appear within 3" of the wizard, and a demonic control test must be made (2D6 against the caster's WP). If this is successful, the steed will serve the caster for the remainder of the battle. If unsuccessful, the steed passes under the control of the GM, who may wish to have the demon simply leave the table in a random direction. If its summoner is slain, the demonic steed is dispelled.
| M | WS | BS | S | T | W | I | A | Ld | Int | Cl | WP |
|---|---|---|---|---|---|---|---|---|---|---|---|
| 8 | 3 | 0 | 4 | 3 | 1 | 3 | 1 | 3 | 3 | 3 | 3 |
D1.5 Zone of Demonic Protection
Spell Level 1. Magic Points 2. Range: Personal/unit.
This spell affects the wizard and the entirety of any unit he is associated with. This zone will last indefinitely, unless it is destroyed or until a model within it moves, including being pushed-back or following-up in hand-to-hand combat. The caster may forbid any demonic creatures from attacking troops within the zone, or firing missiles into the zone, or employing magic into or against it. Any demonic unit within 12" of the caster must test for instability. While a wizard is employing a zone he may not cast new magic or claim to be resting. Two or more zones may not be cast onto the same unit.
This spell is a useful addition to the spell list of any magician permitted to carry it, not just to a magician who employs demons.
Level Two
D2.1 Stop Demonic Instability
Spell Level 2. Magic Points 3. Range: 24".
This spell may be cast on any demonic unit within 24". The unit ignores its next occurrence of instability, even if magically induced. A unit may carry only one of these spells at a time.
D2.2 Summon Energy
Spell Level 2. Magic Points 3. Range: Personal.
The wizard may use this spell to summon pure unadulterated power of demonic origin. The energy appears as a writhing mist which must be controlled in the same way as a summoned demon (2D6 WP test). If successfully controlled, the energy enters into the caster, increasing the number of magic points held by 2D6 points. This spell cannot take the caster's magic points above his normal maximum power level.
D2.3 Summon Lesser Demons
Spell Level 2. Magic Points 15. Range: 3".
The caster summons a unit of 3D6 lesser demons. The unit appears within 3" and a normal demonic control test is made (2D6 against the caster's WP). If successful the caster controls the unit for the remainder of the battle. If unsuccessful the demons pass under the control of the GM who may use them in any desired manner. The demons are unarmoured and equipped with hand weapons.
| M | WS | BS | S | T | W | I | A | Ld | Int | Cl | WP |
|---|---|---|---|---|---|---|---|---|---|---|---|
| 4 | 5 | 5 | 4 | 3 | 1 | 6 | 2 | 10 | 10 | 10 | 10 |
D2.4 Summon Magical Aid
Spell Level 2. Magic Points 4. Range: Personal.
A wizard may use this spell to summon magical aid in the form of a spell not otherwise known. The aid appears as a writhing mist and must be controlled in the same way as other demonic summonations (2D6 test against WP). If the summoner successfully controls the writhing mists, any battle spell or demonic spell of the caster's own level or lower may be selected by the player. This spell may then be cast once by the wizard in the normal way.
D2.5 Zone of Demon Nullification
Spell Level 2. Magic Points 5. Range: Personal/unit.
This spell affects the wizard and the entirety of any unit he is associated with. This zone will last indefinitely, unless it is destroyed or until any model within it moves, including being pushed-back or following-up in hand-to-hand combat. Any demon charging or firing missiles, or employing magic against the zone, is automatically destroyed; the unit is unharmed. Any demonic unit within 12" of the caster must test for instability. Whilst a wizard is employing a zone he may not cast new magic or claim to be resting. Two or more zones may not be cast onto the same unit.
Level Three
D3.1 Dispel Demon Horde
Spell Level 3. Magic Points 10. Range: 24".
This spell allows the caster to dispel any single unit of demons within 24". The target unit receives a magic save, and if failed, it immediately vanishes.
D3.2 Spread Insanity
Spell Level 3. Magic Points 8. Range: 12".
This spell causes an awesome awareness of diabolic power in all living creatures within 12" of the caster. Every unit within this distance must make an immediate panic test. Any unit failing the test is routed and will move directly away from the wizard.
D3.3 Summon Demon Horde
Spell Level 3. Magic Points 25. Range: 3".
The caster summons a unit of 6D6 lesser demons. The unit appears within 3" and a normal demonic control test is made (2D6 against the caster's WP). If successful the demonist controls the unit for the remainder of the battle. If unsuccessful, the demons pass under the control of the GM who may use them in any desired manner. The demons are unarmoured and equipped with hand weapons. (Profile as lesser demons: M4 WS5 BS5 S4 T3 W1 I6 A2 Ld10 Int10 Cl10 WP10.)
D3.4 Summon Great Power
Spell Level 3. Magic Points 6. Range: Personal.
This spell enables the wizard to summon pure unadulterated power of demonic origin. The energy appears as a writhing mist which must be controlled in the same way as other demonic summonations (2D6 test against WP). If successfully controlled, the power passes into the wizard, increasing all of his characteristics by +1. This may take a characteristic to above normal level. The effect lasts for the remainder of the battle.
Level Four
D4.1 Dispel Greater Demon
Spell Level 4. Magic Points 10. Range: 24".
This spell allows the wizard to dispel a single greater demon within 24". The demon receives a normal magic save, and if dispelled, immediately vanishes.
D4.2 Summon Greater Demon
Spell Level 4. Magic Points 25. Range: 3".
The demonist may summon a single greater demon. The creature appears within 3" and a normal demonic control test is made (2D6 against the caster's WP). If successful the demonist controls the demon for the remainder of the battle. If unsuccessful the demon passes under the control of the GM, who may use it in any desired manner. The demon is unarmoured and is equipped with a hand weapon.
| M | WS | BS | S | T | W | I | A | Ld | Int | Cl | WP |
|---|---|---|---|---|---|---|---|---|---|---|---|
| 6 | 10 | 10 | - | - | 10 | 10 | 10 | 10 | 10 | 10 | 10 |
(S and T are printed as dashes in the scan.)
D4.3 Summon Total Power
Spell Level 4. Magic Points 40. Range: Personal.
This spell enables the wizard to summon pure unadulterated power of demonic origin. The energy appears as a writhing mist which must be controlled in the same way as other demonic summonations (2D6 test against WP). If successfully controlled the power passes into the wizard, increasing all of his characteristics by +2. This may take a characteristic to above normal level. The effect lasts for the remainder of the game. In addition the caster may increase his magic points (probably at a very low ebb after casting this spell!) by 10D6. This can take the number of points held above the normal maximum power level. This spell cannot be used if the wizard's magic points are already above his normal maximum power level - energy of such a magnitude would destroy its bearer.
D4.4 Demonic Portal
Spell Level 4. Magic Points 20. Range: 24".
The summoner opens up a portal between the world and the domain of demons, allowing uncontrolled demon hordes to pass unhindered. The portal appears within 24" of the wizard. The summoner cannot control the demons that appear, they will move randomly, attacking any models in their path. Alternatively, they may be moved according to the GM's whim. Demons summoned in this way will always charge the nearest non-demonic troops of either side as soon as they get the opportunity.
The portal remains open for 10D6 turns; as the portal closes any remaining demons will become unstable and disappear. At the beginning of each of the summoner's following turns, 6D6 lesser demons and 1 greater demon are unleashed. They are moved during the summoner's turns, but are not allied to him and will not spare him from the slaughter.
Elemental Spells
Level One
E1.1 Assault of Stone
Spell Level 1. Magic Points 3. Range: 24".
This spell allows the caster to "throw" a hail of stones upon any enemy unit within 24". This is a magic missile attack, causing damage like missile weapons. Target restrictions apply in the same way as for normal missile fire. An assault of stone hits automatically, causing D3 strength 4 hits. There is a normal armour saving throw, but no magic save.
E1.2 Blinding Flash
Spell Level 1. Magic Points 2. Range: 6".
This spell causes temporary blindness in all models within 6" of the caster. The spell takes effect immediately, and lasts throughout the following (i.e. the other side's) turn. Blinded models may either stay stationary or move randomly at ¼ rate. Blinded models may not shoot, strike in close combat or use magic. Blows struck against blinded models count as "free hacks". Recovery is automatic. There is no magic save. The spell does not affect the caster himself.
E1.3 Breathe Under Water
Spell Level 1. Magic Points 1. Range: Personal/by touch.
A wizard may cast this spell onto himself or any individual by touch. It allows the individual to breathe in any atmosphere as well as under water, or even in a complete vacuum. Airborne poisons and other noxious gases have no effect, including the fumes given off by Troglodytes. The spell lasts for the remainder of the battle.
E1.4 Cloud of Smoke
Spell Level 1. Magic Points 2. Range: Personal/3" radius.
The wizard creates a cloud of smoke 3" in radius and centred upon himself. The cloud does not move with the caster, but remains stationary, allowing the wizard to move out of it once created. The cloud lasts for D6 of the caster's turns, disappearing at the end of the final turn. The GM should secretly determine how long the cloud lasts. Troops inside the cloud cannot see out and their movement is reduced to half rate. Troops outside the cloud cannot see inside or through it.
E1.5 Hand of Fire
Spell Level 1. Magic Points 1. Range: Personal.
This spell turns the caster's weapons into burning flame. In hand-to-hand combat all hits count as magical and with +1 strength. Flammable targets are affected as by other fire attacks, giving a further +1 strength. The spell takes effect immediately and lasts for the remainder of the battle unless the caster dispels it of his own accord.
E1.6 Hide
Spell Level 1. Magic Points 3. Range: Personal/unit.
The caster creates a magical cloak around himself and any unit he is associated with. Models cloaked in this way assume a chameleon-like identity with their surroundings. So long as they remain stationary they are impossible to see at distances of above 6", and at below this range any missile shots targeted against them suffer a -2 "to hit" penalty. If attacked in hand-to-hand combat, enemies suffer a -1 "to hit" penalty. The effect lasts until the unit moves, including if it is pushed-back or follows-up in hand-to-hand combat. The spell can also be dispelled by a dispel magic spell.
E1.7 Magic Light
Spell Level 1. Magic Points 1. Range: 6" radius.
The wizard produces a magic light upon his hand, illuminating an area of darkness 6" in radius as normal daylight. This lasts for the remainder of the game, unless the caster deliberately dispels the flame or chooses to throw it. A magic light may be thrown 6", from which point it will illuminate an area 6" in radius for one turn and is then extinguished. If thrown at an enemy it will automatically blind a single model for the following turn (see blinding flash).
E1.8 Walk on Water
Spell Level 1. Magic Points 2. Range: Personal.
The caster may walk on water. The spell takes effect as soon as the wizard next steps onto water, and is dispelled as soon as the wizard steps off the water and onto dry land. It is not dispelled by boarding a boat or any other floating structure. The spell allows the wizard to traverse any body of water, as well as marshes, bogs and streams, without any movement penalty.
E1.9 Ward of Arrows
Spell Level 1. Magic Points 2. Range: Personal/unit.
This spell conjures a strong wind which blows around the caster and a unit he is associated with. The caster and unit are not affected by the spell, and may fire missile weapons as normal, the winds dying briefly as they do so. However, any missiles directed against them will suffer a -1 "to hit" penalty. Magic missiles directed against the unit cause 1 less wound or damage point than normal. This spell lasts until the unit enters hand-to-hand combat, or until the caster leaves a unit he is associated with, when it is immediately broken. A ward of arrows spell may also be dispelled by a dispel magic spell.
Level Two
E2.1 Cause Fire
Spell Level 2. Magic Points 4. Range: Battlefield.
The wizard may cause any single flammable target on the table to burst into flames, causing 2D6 wounds/damage points immediately. This spell may be directed against any single flammable creature (such as a mummy), or against a building or other inanimate object. If directed against a creature normally entitled to a magic save, the magic save does not apply.
E2.2 Cause Rain
Spell Level 2. Magic Points 4. Range: Battlefield.
The wizard causes a sudden downpour across the entire battlefield. This takes effect immediately and lasts until the end of the next turn (i.e. the other side's turn). Fires are extinguished immediately. Long range missile fire becomes impossible, short range fire suffers a -1 "to hit" penalty. Fire based magic is instantly dispelled; flaming effects of magic weapons are nullified for the duration. Gunpowder weapons cannot fire during the rain, and will be unable to fire for the rest of the battle on the D6 roll of a 4, 5 or 6 made for each unit or individual cannon etc.
E2.3 Clap of Thunder
Spell Level 2. Magic Points 5. Range: Battlefield.
A sudden, incredibly loud and frightening clap of thunder roars across the battlefield. All troops subject to stupidity, and all creatures with an intelligence of 3 or less must make an immediate panic test. Animals with handlers or riders must test if their Int is 3 or less, but make the test against the rider/handler's Ld score. Creatures subject to stupidity which pass the test will be distracted by the noise, and automatically fail their stupidity test for the following turn.
E2.4 Extinguish Fire
Spell Level 2. Magic Points 4. Range: Battlefield.
This spell is used to extinguish a single fire, such as a burning building or character. The fire is instantly extinguished.
E2.5 Move Object
Spell Level 2. Magic Points 3. Range: 12".
This spell causes aerial draughts sufficient to slam doors or move light objects such as parchments. The wizard may open or close any unsecured door within 12", or move any unsecured light-weight item within 12" a distance of 6".
E2.6 Part Water
Spell Level 2. Magic Points 4. Range: 24".
This spell may be cast against a river up to 4" wide and within 24". The waters instantly part, producing a gap of 4" width which can be moved across on foot. The water will remain parted until the wizard dispels it, which he may do at any time - even during his opponent's turn.
E2.7 Resist Fire
Spell Level 2. Magic Points 3. Range: Personal.
A wizard can cast this spell on himself in order to protect himself from damage caused by fire or flaming weapons. Any fire based attack, including fire balls and magic weapons with a flame attack, have no effect on the caster. The spell is effective for the remainder of the game.
E2.8 Winds of Magic
Spell Level 2. Magic Points 4. Range: Battlefield.
This spell allows the caster to create a powerful wind which he may direct as he wishes. The wind is localised in its effects, and can be directed by the caster as soon as it is created and at the start of any of his subsequent magic phases. The wind may be directed against any enemy unit on the tabletop, reducing all movement by half during the enemy's following turn. The unit may not fire missiles, and any missile directed against it will be at -1 "to hit". The winds of magic may be maintained as long as the wizard does not cast any new spells. It is dispelled if the casting wizard is slain.
E2.9 Wither Vegetation
Spell Level 2. Magic Points 4. Range: 24".
The wizard can use this spell against any section of wood or hedge within 24". The section of vegetation instantly withers away to nothing and is removed from play.
Level Three
E3.1 Banish Elemental
Spell Level 3. Magic Points 10. Range: 12".
This spell allows the caster to dispel a single elemental within 12".
E3.2 Become Ethereal
Spell Level 3. Magic Points 7. Range: Personal.
This spell causes the caster to enter an ethereal state. While ethereal the wizard may not use magic or rest to regain magic points, may not attack in close combat, and may not use missile weapons. An ethereal wizard cannot be affected by non-magical weapons, and may move normally through solid walls and over difficult ground without penalty. The caster may also become visible or invisible at will. The caster may remain ethereal for as long as he wishes; all of his clothing and other possessions also become ethereal, although living creatures that may be secreted about his person do not.
E3.3 Breathe Fire
Spell Level 3. Magic Points 10. Range: 12".
The wizard gains the ability to breathe fire three times during the battle. Fire breathing is achieved as part of normal missile fire, with a range of 12", causing 2D6 automatic hits at strength 4. There is no saving throw for armour, but models mounted on riding animals receive a saving throw of 6.
E3.4 Create Quicksand
Spell Level 3. Magic Points 9. Range: 24".
This spell creates an area of quicksand 3" in radius, centred anywhere within 24" of the caster. Quicksand may be created underneath enemy units if the caster wishes. The area of quicksand counts as very difficult ground, reducing movement to ¼ rate. In addition there is a chance that models within the area may be sucked down and killed. Roll a D10 for each model wholly or partially within the 3" radius area. If the score is equal to or less than the creature's toughness it has been sucked down and suffocated. Troops who do not require air to breathe are trapped below ground and take no further part in the game. Vehicles and war engines attempting to cross the quicksand sink on a roll of 7 or less. Quicksand remains in position for the remainder of the game.
E3.5 Crumble Stone
Spell Level 3. Magic Points 9. Range: By touch.
The caster is able to crush stone using his bare hands, each of his normal attacks causing D6 automatic strength 8 hits against any stone or brick built structure. The caster may instead cause a single strength 10 hit. The spell remains in effect for the remainder of the battle, or until the wizard dispels it or uses new magic.
E3.6 Dust Storm
Spell Level 3. Magic Points 8. Range: 24".
This spell creates a dust storm 3" in radius with its centre anywhere within 24" of the wizard. The dust storm enters play like any other piece, can be moved by the wizard player, and causes combat damage during the hand-to-hand combat part of the turn. The storm may move over troops and difficult terrain without penalty. The storm causes no damage during the turn in which it is created. It may be moved by the casting player 6" in any direction; any models passed over or within its area at the end of the move receive an automatic strength 2 hit. Models within the storm may not use missiles. The storm lasts for the remainder of the battle or until the casting wizard dispels it or is slain.
E3.7 Flame Sheet
Spell Level 3. Magic Points 4. Range: Personal.
A wizard on foot may use this spell to lay a wall of flame behind him as he moves. The sheet of flame is 1" wide and follows the course of the caster, springing behind his footsteps during his next turn's movement. The flame sheet lasts for D6 turns, which may be established by the GM in secret if he wishes. Any creature attempting to cross the fire receives an automatic strength 3 hit. The flames are high enough to affect any flying creatures at attack height.
E3.8 Foul Air
Spell Level 3. Magic Points 8. Range: 24".
The wizard creates a pocket of foul air up to 6" in radius centred anywhere within 24" of him. Any model within the air pocket at the beginning of its turn suffers a strength 3 hit as a result of poisonous vapours. Creatures which have no need to breathe, or who are of demonic origin, are not affected. The air pocket remains for the rest of the battle, until the wizard dispels it, or until the caster is slain.
E3.9 Storm of Magic
Spell Level 3. Magic Points 8. Range: Battlefield.
This spell is a powerful version of the winds of magic spell and operates in the same way. However, the magical potency of the storms is greater than the ordinary magic wind. Just as natural breezes dry and desiccate, so the magical storm drains magic and energy from those it touches. The storm may be directed in the same way as the wind, the magician choosing a new target at the beginning of each magic phase if he wishes. A unit attacked by a storm of magic may not move in its following turn. The unit may not fire missiles, and any missile directed against it will be at -1 "to hit".
If the target unit is subject to instability it must test immediately. If the target unit contains any wizard characters, the winds drain D3 magic points from the wizard's current total - the character may attempt a magic save against this effect. Until the storm is redirected, no flying troops may attack the unit, and any flying troops currently above, or fighting, the unit are blown 2D6" in a random direction. If they are subject to instability, flying troops blown about in this way become unstable. If a unit affected by a storm of magic becomes engaged in hand-to-hand fighting, all units engaged suffer a -1 "to hit" penalty, and no units may follow-up. The storm of magic is dispelled if the casting wizard casts a new spell or is slain.
Level Four
E4.1 Animate Water
Spell Level 4. Magic Points 16. Range: 24".
This spell allows the caster to animate a 3" radius area of water within 24". This may be a small part of a much larger body of water, such as a river or lake, the bulk of which is not affected by the spell. The animated water can manifest pseudopods with which to attack up to a distance of 12" away. Twelve attacks may be made per turn with a strength of 6 and WS of 8. There is no saving throw for armour, but creatures able to breathe under water have a saving throw of 4, 5, or 6. Water cannot be avoided by running away. Once engaged, water may change opponents from turn to turn, and is under no compulsion to remain in combat against a particular foe. Troops cannot fight back against water. The spell lasts for the rest of the game or until the casting wizard dispels it or is slain.
E4.2 Dispel Elementals
Spell Level 4. Magic Points 24. Range: 24".
This spell dispels all elementals within 24".
E4.3 Hedge of Thorns
Spell Level 4. Magic Points 14. Range: 24".
A hedge of thorns sprouts instantly from the ground anywhere within 24" of the caster. The hedge may take the form of a 1" x 12" strip or a 3" radius circle. The hedge may be made to grow up in front of, around, or even on top of a unit if the caster so desires. A hedge of thorns is made of magical thorns which grow so quickly they can easily trap and kill anyone they entangle. Each model within the area receives D4 strength 5 hits and has its movement reduced to a maximum of 1". Once created a hedge of thorns cannot be dispelled. A hedge of thorns is flammable and counts as a single building section with a toughness of 8 and 8 damage points.
E4.4 Summon Elemental
Spell Level 4. Magic Points 18. Range: 3".
This spell summons a single elemental of earth, air, fire or water. The creature appears within 3" of the caster.
E4.5 Summon Elemental Horde
Spell Level 4. Magic Points 30. Range: 3".
This spell summons a group of elementals of earth, air, fire or water - all will be of the same type. D3+1 elementals of the desired type appear within 3" of the caster.
E4.6 Summon Swarm
Spell Level 4. Magic Points 12. Range: 3".
The spell summons natural creatures to do the caster's bidding. A swarm of beetles, snakes, lizards, spiders, rats, gerbils, frogs/toads, ants, ticks, scorpions or bats may be summoned (see the Bestiary for details of swarms). The swarm appears within 3" of its summoner.
E4.7 Tempest of Magic
Spell Level 4. Magic Points 35. Range: Battlefield.
This spell is the most powerful version of the wind/storm of magic spells. Unlike the lesser spells it affects everything on the tabletop including units from both sides and the casting magician. Just as the storms of magic drain magic and deplete physical vigour, so the tempest of magic weakens the living and breaks the magical energies of creatures such as demons.
A magical tempest rages for only a single turn. During the caster's following magic phase it immediately subsides into a storm of magic - the caster may then use it just as if he had cast a normal storm of magic spell.
When a tempest of magic is cast, all models come to an immediate halt, lasting until the caster's following magic phase. All missile fire and hand-to-hand fighting stops during this time. All aerial troops are blown off the table edges and dispersed; they may not return. All wizards must make a successful magical saving throw, or lose D6 magic points (this includes the casting wizard). Otherwise, magicians may do nothing until the tempest subsides.
All spells operating at the time the tempest begins are dispelled. All creatures summoned during the battle so far are destroyed or dispersed and removed from play. All ethereal hosts are destroyed. All monstrous hosts and hosts of chaotic creatures revert to the GM's control for the remainder of the game. Any unit subject to instability, and which still remains on the table, must take an instability test deducting 2 from the result.
A tempest of magic may not be dispelled, but the following storm of magic may be dispelled if the casting wizard is slain. A dispel magic spell will only work if the storm is placed upon an enemy wizard, or a unit he is associated with.
The tempest of magic is an extremely potent spell; it is also rather dangerous. Used against an undead or chaotic army it can wreak considerable damage, and is perhaps the most useful spell to employ if facing armies of these creatures. Although the tempest may appear to slow the game down by introducing a turn of no moving or firing, this can be skipped over in a matter of moments, merely recording the passing of time for the benefit of trailing forces, burning, and the like.
E4.8 Tunnel Through Stone
Spell Level 4. Magic Points 18. Range: Personal.
The caster may tunnel through the ground or walls using his bare hands. The tunnel thus created is magically stable and will not collapse, and therefore causes no damage against buildings. Even soft sand or mud may be tunnelled through using this spell. The wizard may advance through the ground or walls at normal pace, creating a tunnel wide enough for a single model to follow. The spell remains effective for the remainder of the battle, but individual tunnels may be dispelled at any time the wizard wishes, instantly killing anyone inside.
E4.9 Wall Shaker
Spell Level 4. Magic Points 16. Range: 12".
This spell causes all building sections and constructions, including chariots and engines of war, within 12" to collapse. Troops inside or on top of a collapsing building must make their normal armour saving throw or be slain.
Illusionist Spells
Level One
I1.1 Assume Illusionary Appearance
Spell Level 1. Magic Points 1. Range: Personal.
The caster assumes the appearance of any other living, bipedal creature under 10' in height. The caster may assume the appearance of a specific individual if desired.
I1.2 Bewilder Foe
Spell Level 1. Magic Points 4. Range: 12".
This spell may be cast against any single model within 12". It is not an illusion as such, and so does not need to be maintained and does not interfere with the maintenance of other illusions. The target receives the usual magic save. If affected, the model becomes bewildered during its next turn and it will move at half-rate in a random direction. If in hand-to-hand combat the model will not attack and is hit automatically (free hack). If the target is a wizard he will not be able to use magic and any magic currently employed is dispelled including zones, auras and illusions.
I1.3 Camouflage Illusion
Spell Level 1. Magic Points 2. Range: Personal.
This illusion alters the appearance of the wizard so that he seems to be slightly removed from his actual position. This makes him very difficult to hit during close combat or missile fire. Accordingly all attackers must deduct -1 from their "to hit" rolls.
I1.4 Clone Image
Spell Level 1. Magic Points 2 per image. Range: Personal.
This illusion allows the caster to create one or more clone images of himself, up to a maximum of 1 per power level (as printed). The caster will appear to split into 2, 3, or 4 identical images, only one of which is the real character. Each image may be moved individually, leaving the enemy unsure as to which is the true one. The caster may maintain the whole group of images as a single illusion. Players will have to provide a group of models to allow this spell to work. The easiest policy is to remove the model and replace it with a whole selection of other models, one of which can be marked under its base as real.
I1.5 Create Illusionary Hero
Spell Level 1. Magic Points 2. Range: Battlefield.
This spell creates an illusion of a single character model under 10' high, of a race appropriate to the army or caster. The illusionary character may be represented by any appropriate model. If this spell is cast during the battle, the player may wish to bring the illusionary character on from the table edge under the guise of a trailing force. Alternatively, the illusion may be held off the table to await the arrival of a real trailing force.
Level Two
I2.1 Banish Illusion
Spell Level 2. Magic Points 3. Range: 24".
The caster may use this spell against any unit within 24" which he suspects to be an illusion. If correct the illusion is banished.
I2.2 Confound Foe
Spell Level 2. Magic Points 8. Range: Battlefield.
This reality-warping illusion may be cast by the wizard only if he has suffered damage. This spell may be cast as soon as the wizard suffers damage (or is killed) and so is an exception to the normal spell casting and magic phase procedure. If the wizard is killed, the spell must be cast immediately if it is to be effective. The spell may even be cast during the enemy's turn. Its effects are to negate all damage caused during that turn so far, just as if it didn't really happen... because it didn't. This spell does not alter the results of close combat, routs, push-backs etc.
I2.3 Illusion of Buildings
Spell Level 2. Magic Points 2 per building section. Range: Battlefield.
This illusion allows the caster to create an illusionary building or group of buildings anywhere on the tabletop. Each 4" x 4" building section costs the caster 2 magic points. Illusions of buildings will present the appearance of villages, towns, or whatever the wizard chooses. Model buildings should be placed to represent the illusion. Troops covered by the illusion will be hidden from view when "under a building" but will be visible when they occupy "streets", "gardens" and other spaces. This spell is most appropriately cast before the battle, in which case the player adds the appropriate scenic items to those generated and secretly indicates to the GM where he would like them positioned.
I2.4 Illusion of Woods
Spell Level 2. Magic Points 5 per wood area of approximately 6" x 6". Range: Battlefield.
This illusion allows the caster to create an illusion of woods anywhere on the table. Each area created costs the wizard 5 magic points. Troops covered by the "wood" can see out of and through the "wood" as if it wasn't there, but to troops outside the "wood", it appears to be real and the rules for normal woods apply. Illusionary woods hide troops at their edge in the same way as normal woods, and so troops inside count as within soft cover to shooters without. This spell is most appropriately cast before the battle, in which case the player adds the appropriate scenic items to those generated and secretly indicates to the GM where he would like them positioned.
I2.5 Ghostly Appearance
Spell Level 2. Magic Points 3. Range: Personal.
The caster may assume the appearance of any undead or ethereal creature causing any relevant psychological effects. The wizard may appear in the guise of a specific individual if he wishes. The wizard's appearance does not affect his actual powers, saving throws, armament etc.
I2.6 Hallucinate
Spell Level 2. Magic Points 4. Range: 24".
This spell may be cast against any unit within 24". If affected the unit must test immediately for psychology as if being charged by any creature of the wizard's choosing. If the unit passes any resulting tests, the illusion is dispelled. If not it can continue to affect other units.
Level Three
I3.1 Illusion of Enemy
Spell Level 3. Magic Points 6. Range: 24".
This spell creates an illusion of a unit of up to 20 humanoid creatures under 10' tall, or 10 undead or ethereal creatures, or a single creature or lesser demon. The illusion appears within 24" of the wizard and is represented by appropriate models. The illusionary unit may be moved by the player and has a move equivalent to the creatures it represents.
I3.2 Illusion of Mighty Appearance
Spell Level 3. Magic Points 6. Range: Personal.
The caster may assume the appearance of any creature he chooses.
I3.3 Universal Confusion
Spell Level 3. Magic Points 8. Range: Battlefield.
This illusion affects all troops on the table during the opposing side's following turn. During the turn, movement distances are halved as troops begin to meander about and wonder where they are. Missile fire suffers a -1 "to hit" modifier as the shooters' concentration wanders and their aim goes off. In hand-to-hand combat all troops become slack and distracted and suffer a -1 "to hit" modifier. This illusion lasts for only a single turn (that of the opposing side) and cannot be maintained for longer.
I3.4 Vanish
Spell Level 3. Magic Points 6. Range: Personal.
The wizard appears to vanish into thin air. At the beginning of any of that side's subsequent turns, the wizard may reappear anywhere within 24" of the point where he vanished. Until he rematerialises the caster is "out of the game" and can neither affect or be affected by events on the table.
Level Four
I4.1 Destroy Illusions
Spell Level 4. Magic Points 8. Range: Battlefield.
All illusions currently in play are immediately dispelled.
I4.2 Illusion of Army
Spell Level 4. Magic Points 12. Range: Battlefield.
The caster creates an illusion of 2D6 units each of 20 humanoid or undead troops as appropriate to the army. If cast during the game these units may be positioned at the table edge in the guise of a trailing or outflanking force.
I4.3 Illusion of Darkness
Spell Level 4. Magic Points 15. Range: 48".
The caster creates an illusion of complete darkness 6" in radius with its centre within 48" of the wizard. This darkness is magical and cannot be penetrated by ordinary light. Within this area troops may only move in a random direction at a quarter rate. Missile fire and hand-to-hand combat are impossible. Troops within the area are totally blind. A unit partially within the area suffers the movement restrictions but models not actually within the area may fight and shoot normally.
I4.4 Teleport
Spell Level 4. Magic Points 20. Range: 100 miles.
The caster vanishes into thin air in the same way as a vanish spell. The wizard may return to the battlefield at the beginning of any of his subsequent turns, and may appear anywhere the player wishes. The caster does not have to return. In a campaign the wizard may reappear at any point within 100 miles, but this spell may not be used more than 3 times in a day.
Necromantic Spells
Level One
N1.1 Destroy Undead
Spell Level 1. Magic Points 2. Range: 12".
This spell can be cast against any unit of skeletons, zombies or ethereal creatures within 12". D6 models are immediately removed; creatures are dispelled, crumble to dust or simply vanish.
N1.2 Hand of Death
Spell Level 1. Magic Points 1. Range: Personal.
This spell endows the caster with increased fighting potential. Any combat hit automatically causes a wound on its target - there is no need to roll on the damage chart. The effect lasts until the caster takes a wound, when it is dispelled, or until the battle is over. There is no magic save.
N1.3 Summon Undead Champion
Spell Level 1. Magic Points 3. Range: 3".
The caster may summon a single undead champion to act as the leader/controller of an undead unit. The champion will have standard characteristic values for a level 5 undead character model. He carries a hand arm and wears armour sufficient to give a saving throw of 5 & 6. The champion appears within 3" of the summoner and must move towards and join the undead unit nominated by the player.
| M | WS | BS | S | T | W | I | A | Ld | Int | Cl | WP |
|---|---|---|---|---|---|---|---|---|---|---|---|
| 4 | 3 | 3 | 4 | 3 | 1 | 3 | 2 | 7 | 7 | 7 | 7 |
Weapons: Hand arms. Armour: 5 & 6 armour saving throw.
N1.4 Summon Skeletons
Spell Level 1. Magic Points 3. Range: 3".
This spell summons D6 skeletons, or D3 undead horsemen for every 3 magic points used. The skeletons appear in a single unit within 3" of the caster.
N1.5 Zone of Life
Spell Level 1. Magic Points 2. Range: Personal.
This spell affects the caster and any associated unit, creating a protective "zone" around them. The zone lasts indefinitely, unless it is destroyed or until any models in the zone move, including if they are pushed-back or follow-up in hand-to-hand combat. The caster may forbid any undead or ethereal creatures from attacking troops within the zone, from firing missiles into the zone, or from employing magic that affects the zone or anything within it. While employing a zone a wizard may not cast new magic or claim to be resting. Two or more zones may not be cast onto the same unit.
Although this is classed as a necromantic spell, it is a useful spell generally. Many wizards have access to a limited amount of necromantic magic, irrespective of their alignment or racial type.
Level Two
N2.1 Control Undead
Spell Level 2. Magic Points 3. Range: 24".
The wizard may cast this spell upon any enemy skeleton or zombie unit within 24". The unit is taken over and controlled by the player representing the wizard. The effect lasts for the remainder of the battle. The usual control restrictions for undead apply.
N2.2 Extend Control
Spell Level 2. Magic Points 3. Range: Personal/24".
This spell enables the wizard to extend his normal undead control range from 12" to 24". The effect lasts for the remainder of the game.
N2.3 Hand of Dust
Spell Level 2. Magic Points 3. Range: Personal.
This spell endows the caster with increased fighting potential. Any combat hit automatically causes D6 wounds on its target - there is no need to roll on the damage chart. There is no magic save. The effect lasts until the battle is over or until the caster takes a wound.
N2.4 Stop Instability
Spell Level 2. Magic Points 2. Range: 24".
This spell may be cast on any unit of undead or ethereal creatures within 24". The unit will ignore its next occurrence of instability, even if magically induced. A unit may carry only one of these spells at one time.
N2.5 Summon Undead Hero
Spell Level 2. Magic Points 8. Range: 3".
The wizard can use this spell to summon a single undead hero. The hero will be a standard level 15 character model with hand weapon and an armour saving throw of 5 & 6. The hero may act as a controller of an undead unit if the player wishes. The hero appears within 3" of the summoner.
| M | WS | BS | S | T | W | I | A | Ld | Int | Cl | WP |
|---|---|---|---|---|---|---|---|---|---|---|---|
| 4 | 4 | 3 | 4 | 3 | 4 | 4 | 3 | 9+2 | 7 | 8+1 | 8+1 |
Weapon: Hand arms. Armour: 5 & 6 saving throw.
Level Three
N3.1 Annihilate Undead
Spell Level 3. Magic Points 10. Range: 12" radius.
This spell affects all undead and ethereal creatures within 12" of the caster. All undead/ethereal creatures within range are destroyed.
N3.2 Life in Death
Spell Level 3. Magic Points 10. Range: Personal.
This spell may be cast by the wizard on himself. Should the wizard be slain during the game his spirit is preserved, and is free to inhabit the body of any other creature during the next 2D6 turns (counting from that side's turn following the one in which the wizard is killed).
The wizard's invisible spirit may move 6" per turn and must begin from his corpse. The spirit must touch a host before it can try to inhabit its body. The host is permitted a magic save. If the save is successful the spirit may not inhabit that creature either then or subsequently, but may keep trying to inhabit other bodies within the time permitted. The disembodied spirit has no magical or physical powers at all and cannot be harmed in any way. As an incorporeal entity the spirit is unaffected by terrain and may move through solid objects, but cannot enter a zone of sanctuary in the same way as any other ethereal entity. If the spirit fails to find a new body within the time allowed, the wizard is destroyed and his soul blown to the cosmic winds.
If the wizard's spirit finds and succeeds in taking over a host body, the model representing the host is now considered to be the wizard re-incarnated. The host creature is, to all intents, spiritually destroyed by the process. The wizard is mentally unchanged and so his Ld, Int, Cl and WP remain as before. His body, however, is different, so his M, WS, BS, T, S, W, I and A are those of the host creature.
N3.3 Raise Dead
Spell Level 3. Magic Points 10. Range: Boundaries of graveyard.
This spell may be used within a graveyard or burial ground of any kind - a tomb or crypt for example. The wizard may raise one of the following troop types: 6D6 skeletons; 6D6 zombies; 3D6 ghouls; D6 mummies. The creatures raised join the player's forces. Skeletons are armed with hand arms and have a saving throw of 6. See the level 1 spell summon skeletons for a full profile. Skeleton and zombie units must be controlled as normal.
N3.4 Summon Skeleton Horde
Spell Level 3. Magic Points 10. Range: 3".
The wizard may use this spell to summon a unit of 6D6 skeletons, or 3D6 undead horsemen led by an undead champion. The skeletons will have basic characteristics, hand arms and a saving throw of 5 & 6 (see level 1 summon skeletons spell). The champion has the same weapons and saving throw but a profile as a skeleton level 5 character model (see the level 1 summon undead champion spell). The unit will appear within 3" of the caster and enters play immediately.
Level Four
N4.1 Curse of Undeath
Spell Level 4. Magic Points 15. Range: 24".
This spell may be cast against any single model within 24". The target receives a magic save and if affected immediately falls under the wasting malady of undeath. At the beginning of each of its turns the enemy model automatically loses 1 point of strength. Once strength has fallen to zero, the model becomes one of the undead and immediately changes sides. Strength returns to normal but WP drops to 3. All magical powers are lost. The undead creature is almost will-less and must be controlled in the same way as a skeleton or zombie. This spell can only be used against sentient creatures and will not work against large monsters (over 10' tall).
N4.2 Summon Undead Hero
Spell Level 4. Magic Points 10. Range: 3".
The wizard can use this spell to summon a single undead hero. The hero will be a standard level 25 character model with hand weapon and an armour saving throw of 4, 5 & 6. The hero may act as a controller of an undead unit if the player wishes. The hero appears within 3" of the summoner.
| M | WS | BS | S | T | W | I | A | Ld | Int | Cl | WP |
|---|---|---|---|---|---|---|---|---|---|---|---|
| 4 | 5 | 5 | 4 | 4 | 4 | 5 | 4 | 10+3 | 9+2 | 9+2 | 9+2 |
Weapon: Hand arms. Armour: 4, 5 & 6 saving throw.
N4.3 Total Control
Spell Level 4. Magic Points 10. Range: Personal/battlefield.
This spell enables the wizard to extend his normal range of "undead control" to cover the entire battlefield. The effects of the spell last for the remainder of the game.
N4.4 Wind of Death
Spell Level 4. Magic Points 25. Range: Battlefield.
This spell raises a wind of death that passes over the entire area of the game. This cold and howling wind drains life vitality from all living creatures, causing 1 strength 3 hit on every living creature on the battlefield. Units receive casualties as if hit by missiles; there is no saving throw for armour or magic auras. The wind affects even the wizard that casts the spell. There is no magic save.
MAGIC ITEMS
Magic Items
Enchanted weapons, armour and other magic items are an ever present theme in fantasy, and an important element in the magical armoury of our heroes and wizards. In the Warhammer world magic actually works, and enchanted weapons of extreme potency are not uncommon. Some magic blades are so powerful that their wielders can be considered to be little less than one-man armies. Wizards may make use of other special items too, either to aid their conjuration or to offer them the protection they lack from armour.
Choosing Magic Items
In competition and friendly games, a side may spend some of its points on magic. Points spent on equipping character models with magic must come from the army's character points allocation. Points spent on equipping rank-and-file troops with magic must come from the army's rank-and-file points allocation. Points for a magic army standard may come from either. The maximum number of points available for magic items in competition games is given in Warhammer Armies.
Items must be selected before the game and noted down so that the GM can plainly see which items the army has, their points cost, and which models are carrying them. A player is free to choose whatever magic items he wishes (with a few restrictions as discussed later). The high cost will restrict the number of items to a reasonable level.
The cost of a magic item is fixed irrespective of the model using it: the cost of a magic sword, for example, is not subject to the normal weapon cost modifiers for high value troops or the level modifiers for character models.
Warhammer Fantasy Roleplay
The rules pertaining to magic items in Warhammer Fantasy Battles are adapted from those used in Warhammer Fantasy Roleplay. Many of the items detailed in the roleplaying game have not been considered appropriate for inclusion in a competitive wargame. Gamers who wish to make full use of the Warhammer Fantasy Roleplay material are welcome to adopt or adapt any magic items for use in their own games. However, only items described in this section are eligible for inclusion in competition games.
Magical Weapons
Magical weapons are usually hand weapons such as swords, axes and maces. There are also many types of magical arrow available for bows, crossbows and other shooting weapons. Any close combat weapon may have magical properties, but it is easier to imbue a sword with magic than any other item, swords having a special symbolic relevance to magic (as any wizard will tell you!).
A single magical hand weapon costs a basic 25 points without any magical abilities other than the "common characteristics" described below. In addition, points are charged for each magical ability a weapon has. However, only a sword may have more than one ability. In practice, the high points cost of magic weapons will mean that most armies have one or possibly two, and these will inevitably be used by character models.
Common Characteristics
The following descriptions and rules apply to magic weapons. All magical weapons have four basic characteristics which cost no additional points.
- Every magical weapon emits a magical aura which may be recognised by any wizard who touches it.
- Magical weapons are not "normal weapons". Some creatures are not affected by normal weapons (some undead, ethereal, demonic and elemental creatures for example) but they are affected by magic weapons.
- Magical hand-to-hand combat weapons automatically dispel any aura spell of any level on contact. Magical arrows (and other shooting weapons) do not.
- The effects of magical weapons cannot be avoided by means of a magical saving throw as can the effects of some spells.
Abilities
A magical sword may have any number of magical abilities, but may not have any ability more than once. Other weapons may have only a single ability. Some magical abilities confer a variable bonus onto a characteristic such as WS. In this case, the player pays the full points cost for the ability and determines the exact bonus conferred before the game by rolling a dice to determine the bonus. The dice roll must be overseen by the GM and the player must note down the result. Bonuses are determined before every game, even if the same magic weapon is being used throughout a series of games. Magic weapons, like some undead and ethereal creatures, draw their power from the dark regions of magic, changes within which can affect their potency from time to time.
Basic value 25 plus:
| Points Cost | Ability |
|---|---|
| 50 | Freeze. Any living target suffering damage from this weapon is automatically killed on a D6 roll of a 2 or more. There is no armour or other saving throw allowed. |
| 50 | Savagery. The weapon adds +D3 to its bearer's attacks. |
| 50 | Might. The weapon adds +D3 to the bearer's strength. |
| 50 | Immunity. The weapon adds +D3 to the bearer's toughness. |
| 50 | Piercing. Targets wearing non-magical armour have no saving throw for any damage caused by this magically sharpened weapon. |
| 50 | Double damage. All damage caused by this weapon is automatically doubled. |
| 50 | Magical parasitism. If a hit is scored against any other magic item, including magic weapons, the magical properties of the target are stolen on the D6 roll of a 5 or 6. The properties of its target pass into the weapon itself for the remainder of the game and may be used by the model carrying it. |
Missile Weapons (Magic)
Part or all of any army's magic weapon points allocation may be spent on magic ammunition for missile weapons. The value given provides one model with sufficient arrows, bolts etc. of the type described to last the entire game. Where units are equipped with magical arrows etc. they must all be so equipped and must all have the same type. In some cases the value given is that of a single arrow, in which case it may be used only once and would normally be given to a character model.
Arrows and other missile weapons may have only a single magical ability. The following descriptions apply to arrows, but the same values and rules apply to crossbow bolts, javelins, sling stones and any missile weapon. As with magical hand-to-hand combat weapons, magic arrows and other shooting weapons have full effect against creatures not normally affected by non-magical weapons. However, note that magic arrows do not dispel magical auras.
Missile Supplies
The following missiles are supplied in sufficient quantities to last throughout a battle. The points cost is paid to equip models with a supply of these missiles.
| Points | Missile |
|---|---|
| 25 | True flight. These arrows are enchanted so that they are completely accurate. All shots automatically hit their target. |
| 5 | Sure flight. These arrows are enchanted so that they are deadly accurate, adding +1 to the "to hit" roll. |
| 5 | Piercing. These arrows are magically sharpened so that they automatically penetrate all non-magical armour. Targets receive no armour saving throw. |
| 5 | Enchantment. These arrows are specially prepared so that they automatically cause 1 wound against any undead or ethereal target they hit. |
One Shot Missiles
The points costs for the following missiles are for each missile carried.
| Points | Missile |
|---|---|
| 25 | Hail. This arrow magically multiplies into 3D6 arrows in flight, striking the target unit as a whole. Normal targeting rules for firing at individuals apply, except that an individual within a unit may never be selected as a specific target under any circumstances. Individual targets standing away from units cannot be hit by more than D6 arrows. |
| 20 | Potency. This arrow hits with a strength of 10 and is also magically sharpened to penetrate all non-magical armour. Targets receive no saving throw and take D4 wounds. |
| 20 | Far flight. This arrow has twice the range of a normal arrow (or normal missile of its kind). |
Scrolls
A magical scroll is inscribed with a spell. A wizard may read the spell upon the scroll and put it into effect, regardless of the spell level of the scroll-spell or the magic level of the reader. Using a scroll requires 1 magic point, but the spell is always cast successfully - there is no need to test for success. Once it has been read a scroll crumbles into dust, and can never be used again. A scroll may have more than one spell upon it, in which case one may be read at a time, and that portion of the manuscript fades away. Once all spells have been read the scroll crumbles into dust.
A player may equip any wizard with a single scroll containing up to 4 spells. Points spent on a scroll are considered as spent on the wizard carrying it, and must come out of the army's character points allocation. Spells can be selected from any level, but a wizard may not read necromancy, illusionist, demonist or elemental spells unless he holds at least one spell of that type. The points value of the scroll depends on the number of spells and their level. These are given on the chart below.
| Spell level | Points cost on scroll |
|---|---|
| 1 | 25 |
| 2 | 50 |
| 3 | 100 |
| 4 | 200 |
Rings
Magic rings are of many kinds, but the most important from our point of view are those which allow individuals to cast spells they do not otherwise know. Any character model may be given a magic ring, even a non-wizard, and is then able to cast the spell associated with the ring.
Rings have only a limited store of magic; once this is used up they are useless. To represent this any character model attempting to use a ring for a second or subsequent time must roll a D6. A score of 6 indicates that the ring has run out of power. A ring may only contain a single spell (those holding more than one spell are so rare they are not allowed in the battle game - see Warhammer Fantasy Roleplay for details). The points cost of a ring is dependent on the level of spell it contains as shown below. Points spent on a ring are considered to be part of the character points value and come out of the army's character points allocation.
| Spell level | Point cost in ring |
|---|---|
| 1 | 50 |
| 2 | 100 |
| 3 | 200 |
| 4 | 400 |
Magic Armour
Magical armour and shields are extremely rare and valuable, more so than weapons for example. Magic armour gives a better saving throw than the equivalent normal armour, adding +1, +2 or +3 to the basic dice roll. This may result in a model having an automatic save against normal weapons, in which case only weapons or creatures with a saving throw modifier will be able to harm them.
The points value of magical armour is equivalent to the normal cost of armour of its type, plus the bonus given below. The normal armour element of the points value is modified by character level modifiers as normal. The magic element is a fixed bonus. Magic armour may not be added together to give a higher save, nor is it possible to increase the saving throw by more than +3.
| Points value bonus | Description |
|---|---|
| +25 | The model has a saving throw modifier of +1 |
| +50 | The model has a saving throw modifier of +2 |
| +100 | The model has a saving throw modifier of +3 |
Points spent on armour are considered as spent on the character wearing it and so come out of the character points allocation.
Mithril Armour
Mithril is a fabulously hard metal mined by the Dwarfs from beneath the mountainous areas surrounding the great smith-city of Zhufbar. Although the metal is itself not magical, it is so hard that magic is required to work it. Such magic is reputedly known only by the Master Artificers of the Dwarfs. Needless to say, mithril is therefore correspondingly rare and valuable.
During its manufacture, mithril armour is imbued with magic. Mithril armour confers a +1 saving throw modifier as well as the basic saving throw for its type. Mithril costs +50 points on top of the cost of the armour type and confers a +1 saving throw. Mithril "plate armour" therefore gives a 5 or 6 save, for example. However, the metal is so light that there is no encumbrance, and consequently no movement penalty.
During the armour's manufacture, the Dwarfs entwine certain charms which make it harmful for evilly aligned or chaotic creatures to touch. Such creatures cannot therefore wear mithril.
To reflect the fact that mithril is associated more commonly with Dwarfs than other creatures, a Dwarf may wear mithril for only +25 points. Other creatures may wear mithril for +50 points. This modifier is not affected by the model's points value or character level modifier. Unlike magical armour, mithril cannot be "de-enchanted" by magical means (such as a "destroy magic" sword): its protective powers are derived from its own natural properties rather than from magic.
Magic Standards
The standard is the focus of a unit or army, and great importance is attached to it. Some standards even have magic powers. The basis of a standard's magical ability is often religious or traditional.
Unit Standards
When using Warhammer Armies the points costs for magical unit standards is part of the cost of the unit and comes out of the army's rank and file points allocation. The points costs of an ordinary unit standard equals the cost of the single trooper required to carry it. The value of the standard bearer and standard will therefore be double that of a basic trooper. An ordinary standard adds +1 to the unit's close-combat resolution score (equivalent to causing 1 extra wound). A magical unit standard, as well as adding +1 to the hand-to-hand combat resolution score of the unit carrying it, has one additional power. The points value of the standard is the same as that of an ordinary standard plus points for its special ability. A unit standard may have only one such power.
| Points | Ability |
|---|---|
| 100 | Battle Banner. The standard adds a further +D6 to the unit's hand-to-hand combat resolution score. This dice roll is made at the end of the hand-to-hand combat, so the bonus varies from round to round. |
| 100 | Icon of Divine Wrath. The standard has the ability to cast 1 lightning bolt strike per magic phase. This has a range of 24" and causes D3 strength 4 hits automatically. No magic points are expended or recorded. The standard bearer model may use this ability during the magic phase as a close combat attack, but may not make ordinary attacks during the same turn. |
| 50 | Hellfire Banner. The standard has the ability to cast 1 fire ball spell per magic phase. The fire ball has a 24" range and causes D3 strength 3 hits automatically. No magic points are expended or recorded. The standard bearer model may use this ability during the magic phase as an attack, but may not make ordinary attacks during the same turn. |
| 25 | War Banner. The standard adds a further +1 to the unit's hand-to-hand combat resolution score. |
Army Standards
Army standards may also be magical, in which case they have all the same powers as normal army standards plus up to three additional powers. These may be any of the powers associated with unit standards, or ones chosen from the following list. The points value of a magical army standard is equivalent to the cost of a normal non-magical army standard, plus the points indicated for each ability. Points spent on an army standard are considered as coming from the army's character model allocation.
| Points | Ability |
|---|---|
| 100 | Arcane Standard. The standard may act as a reservoir of magic points. Before the battle, any wizards may surrender any of their magic points and place them in the standard. These points may not be recovered before the battle begins. Any magic points placed in the standard in this way are doubled. If, for example, a player places 10 points in the standard, the standard has a reservoir of 20. A friendly wizard within 12" of the standard may draw magic points from the standard to cast spells. Any spell cast using points from the standard will automatically succeed - no test is required no matter how low the wizard's own magic points are. The wizard may only cast his normal range of spells. The points used to cast the spell are deducted from the standard's reservoir. Standards may not recover magic points. |
| 100 | Bane Banner. The standard is permitted to cast one cause cowardly flight spell per magic phase, as per the level three spell. The spell has a range of 24" and the target unit is automatically routed if it fails its magic saving throw. |
| 100 | Amuletic Standard. The standard enshrouds itself, its bearer, and any unit he is associated with, in protective magic. This acts like a selective dispel magic spell. If the unit is attacked by magic it has a magic saving throw of 10. Magic which has no associated saving throw is nullified completely, including magic missiles such as fire balls. The standard, and any associated unit, has an automatic magic saving throw of 10 against any dispel magic directed against the standard or any magical item it carries. Any troops subject to instability must test as soon as they come into contact with the unit, such as if they charge, deducting -2 from the test result. The standard does not affect magic items carried by the unit, nor does it affect magic close-combat weapons carried by the enemy, although it does confer the special magic saving throw against the effects of spells cast from magic weapons. Magic missile weapons directed against the unit are rendered completely ineffective, not even causing their normal non-magical damage. |
Dispel Magic (Standards)
A dispel magic spell cast specifically against a standard will nullify one of its special powers immediately. In the case of unit standards this will turn them into ordinary non-magical standards. In the case of army standards a random ability is destroyed. If a standard includes the "protective magic" ability a magic saving throw of 10 is allowed.
Capture of Magical Standards
A magical standard may be captured like any other standard. If a standard is captured its magical abilities are immediately lost, and cannot be regained during that battle, even if the standard is recaptured. If fighting a game as part of a campaign, a standard may be recaptured and its abilities are reinstated during the following game. A standard's magic will never work for an enemy.
Death of Standard Bearers
The normal rules apply to magical standards as to ordinary unit standards. If the bearer is slain, the standard may be picked up by another trooper if the unit wins the combat round and follows-up. If the unit is pushed-back, the enemy has the option of attempting to capture the standard.
If the bearer of an army standard is slain the same rules apply. If the standard is recaptured it should preferably be given to a character model of at least level 5. The general may carry the standard if the player wishes. If the only model available to carry the standard is an ordinary trooper, all of its magical properties are lost. The standard's magical properties may be recovered if a friendly character model can be repositioned to carry the standard in a future turn.
Points Values (Standards)
- Unit standards = value of bearer x 2 + points for ability
- Army standard = value of bearer x 2 + 50 + points for abilities
Magical Musical Instruments
An ordinary musical instrument allows a unit to add +1 to its leadership score when testing to make a manoeuvre. Magical instruments have this same ability plus one of the special abilities described below. The points value of a magic instrument is equivalent to that of an ordinary instrument, plus points for additional abilities.
| Points | Ability |
|---|---|
| 25 | Doomsounder. The instrument sounds a terrible and frightening blast which causes a -1 reduction in any enemy unit's leadership when fighting, charging or being charged by the musician's unit. |
| 25 | Battlecall. The instrument sounds a mighty call to arms that invigorates the troops. The unit may therefore add +1 to any hand-to-hand combat resolution result, just as if it had caused an additional casualty. This is cumulative with the +1 bonus from a standard, giving an overall bonus of +2. |
| 25 | Call of Valour. The instrument banishes all thoughts of death and terror from the minds of the troops. The unit may therefore add +1 to its leadership when taking any fear tests. |
| 25 | Battlerage. The peals of the instrument drive the troops into an unstoppable death-lust. During the first round of any close combat, and on any following round providing the unit is not pushed-back, it may add +1 to its "to hit" rolls. |
Magical instruments are destroyed if their bearer is slain. They are not captured like standards. In campaign games, a magical instrument may be recovered after the battle by the winning side and used in following games. However, no points are gained for capturing instruments as they are for capturing standards.
A magical instrument does not need to be carried by a character model, but a character model may carry an instrument if the player wishes to pay the additional points. There is no further modifier applied in this case. When using Warhammer Armies, points for a unit's instruments come from the army's rank and file allocation. Individual non-champion character models pay for magic musical instrument out of the character models' allotment.
THE BESTIARY (GENERAL RULES)
Transcription note: the Bestiary's individual creature and race entries (descriptions, profiles, special rules and points costs for each creature) are not transcribed here. Only its general rules chapters are given: alignments, animosity, instability and Chaos attributes.
The Bestiary
The Warhammer world is home to several intelligent races, a few not-so-intelligent races, and a great many fearsome creatures. The Bestiary describes these different races and creatures, including supernatural beings such as undead, elementals and demons. Each is represented by a general description with notes on its behaviour, geographic distribution and distinguishing features. Alignment and physique are covered under their respective headings. The ideal size for model bases is then given. Any special rules applying to the creature are given in numbered paragraphs. Finally, the creature's characteristics are shown in a profile. In the case of humans, Goblins, Dwarfs and other supposedly intelligent creatures, the standard competition profiles and points values are given for all levels of character model and wizards.
The accompanying Warhammer Armies book sets out the armies which are suitable for competition games. The Ravening Hordes volume, although written for Warhammer second edition, can be used to determine the size and composition of armies. However, points values will need to be recalculated to bring them into line with this edition of Warhammer.
Alignment
Throughout these rules you may have noticed references to Chaos or Evil, and to Chaotic or Evil creatures. Both Chaos and Evil are alignments, indicating the disposition and attitude of the creature concerned. It is possible for individuals of a race to be one of several alignments, and races are said to have racial alignments, indicating the general disposition of their species. Creatures or races of indistinct alignment are usually said to be Neutral, as are humans. Goblins, for example, are Evil, while Dwarfs are Neutral and Elves are Good. There are five alignments:
Law - Good - Neutral - Evil - Chaos
For ease of reference, Neutral is set as the "half-way" mark alignment, whilst the others are one step, or two steps, distant. Good is one step from Neutral, Law is two steps from Neutral. Similarly, Evil is two steps from Good, Chaos four steps from Law. The purpose of setting out the alignments like this is purely to indicate which creatures are allowed to form alliances with other creatures. Creatures are normally allowed to form an alliance comprising creatures of the same alignment or one either way, as long as no party is Evil or Chaotic. Evil and Chaotic troops never ally with other alignments.
Special Rules
Certain creatures are subject to special rules, which can cause them to attack friendly troops, or in the case of undead and elementals, to disappear entirely if they become affected by instability.
Animosity
Most armies content themselves with fighting the enemy. Some, however, are not quite so single minded. Rivalry between or within races may reach such a peak that even ostensibly friendly units start fighting each other. A tragic breakdown in discipline of this kind is common amongst goblinoids. Races inclined to animosity are indicated in their descriptions. Note that the animosity applies only between friendly units - never between enemies (they always dislike each other!). The animosity test is a bit like a psychology test, although it is taken in a slightly different way.
In a situation where a unit suffers animosity against a friendly unit, it must take an animosity test if the friendly unit is within 12" at the start of that side's turn unless:
- There are enemy troops within 12", or within the charge reach of the unit. Some troops have a charge range of more than 12", such as wolf riders.
- There are hated enemy within sight - the presence of hated enemy will nullify the influence of animosity as troops concentrate their anger against the true foe.
- The unit is already engaged in close combat because of the effects of animosity.
To make the test, roll a D6 and deduct the leader's Ld bonus. For example, if the D6 roll is a 4 and the unit's leader has a 7+2 leadership the result is 2. Now add any applicable modifiers:
- +1 The unit against which animosity is suffered lies directly in front of the testing unit, and within charge reach. "Directly in front" is defined as lying wholly or partially in front of a line extended either side from the front rank.
- +1 The unit against which animosity is suffered is of a different race to the testing unit.
- +1 There are no enemies in sight.
Only a single animosity test is taken for each unit during a turn. Where there are several potential units causing animosity, the test is always taken against the closest. For example, if a unit is sandwiched back and front by other "animosity" units, and the one behind is closer, it is the rear unit which is tested against not the one in front - so the +1 for "directly in front" does not apply.
- Result 7+: If the result is 7 or more the unit becomes subject to the following rules. If within charge reach of the unit against which animosity is suffered, the testers must charge if they are able to do so. If not within charge reach, or unable to charge because of intervening terrain etc., the unit will move as close as possible during the movement phase and fire any missile weapons it has. If equipped with crossbows, or other weapons restricting movement, the unit will halt or will move only as far as allowed in order to fire. Missile attacks apply only for that turn, but close combat may continue over several rounds as described below. If the unit is not able to charge or use its missiles it will approach towards its rivals and exchange insults as described under result 6.
- Result 6: If the result is 6, the testers fire any missile weapons at the unit as described above. They will not charge and enter close combat, but if not equipped with missile weapons they will move towards the unit, halting within 1", or as close as possible if their move distance does not allow them to move this close. The two units then exchange jeers, insults and a great deal of spittle. Neither unit may make a reserve move that turn.
- Result 5 or less: The test is passed successfully and the unit behaves as normal.
Once a unit has entered combat as a result of animosity, combat rounds proceed as normal. As long as the two units remain in contact they will fight, unless an enemy unit approaches within 12", or an enemy unit approaches within a fighting unit's own charge range, or until hated enemy appear within sight. Leader models do not fight and are placed out of hand-to-hand combat - they are trying to get their troops in order, beating them about the head and pulling them off their rivals.
An animosity combat may be brought to a halt at the end of the hand-to-hand fighting, if one side pushes the other back. The winning unit must make a 2D6 test against its leadership just like for a rout test. If successful, the leader holds his troops back and there is no follow-up. Because there is no follow-up, no rout test is taken by the pushed-back unit; both units are effectively out of close combat. Neither unit may move for the rest of that turn.
If an animosity combat is brought to a finish by intervening enemy, the close combat is automatically ended. The troops are not unformed by the process, but they will automatically be routed if pushed-back in close combat by an enemy that turn. This is the same as the rule for pursuing troops being attacked by a fresh enemy. If an animosity combat results in the rout of a unit, it will automatically rally when it takes its first rally test.
Saga Animosity
The Norse Sagas record the history of their warring peoples. When the Norse aren't confronted with a common enemy, they devote their attention to fighting each other, bitterly remembering each and every insult or grievance. Even on a battlefield, old differences may come to the surface and a clan may seek to settle old scores. Saga animosity is only suffered by units of Norsemen against other friendly units of Norse.
Saga animosity works exactly like ordinary animosity except that a leadership test is not required to finish an engagement once one side is pushed-back. As soon as one side is pushed-back, the victorious unit automatically holds, spending the remainder of the turn jeering, shouting and singing. If the combat round is a draw, both sides pull back 2" and spend the remainder of the turn swapping insults as described above.
Instability
Instability affects all creatures whose existence in the material world is, for whatever reason, unstable. This represents the unpredictability of magical creatures, and the way in which their powers may wax or wane depending upon their situation. Creatures subject to instability are described later and are bound by the following rules:
- If a unit subject to instability is pushed-back in hand-to-hand combat it must take an immediate instability test. As the troops are pushed-back they may lose magical power, or even gain power as a magical response to their perilous situation.
- If a unit subject to instability begins its turn within 12" of a wizard utilising a zone spell which affects creatures of that type, a test must be taken immediately.
- If a wizard casts a dispel magic spell against a unit subject to instability it must take an immediate test.
Instability tests are taken by units, the effects applying to any character models with the unit who are also subject to instability. Instability also applies to independent character models where appropriate. Where an effect applies only to some members of a unit, the GM may allot a chance of a character model being one of those affected. For example, in a unit of 6 models, a character model has a 1 in 6 chance of being amongst those affected.
To take an instability test the player rolls a D6 and consults the chart:
- Power slowly ebbs from the unstable troops until they are little more than ineffectual shadows. The creatures are unable to cause physical damage in combat, but still cause paralysis or chill attacks if they have them. They continue to be affected by weapons and magic as normal. They also continue to cause any psychological reactions as normal for their type. This effect lasts for the remainder of the game - if the unit is called upon to make another instability test it is automatically dispersed and removed from play. If pushed-back in combat, they are immediately dispelled and the models are removed.
- Weakened by their situation, the creatures become disorientated and confused. The unit may not move, use missile weapons or employ magic during the remainder of this turn. If it is the enemy's turn, these effects apply to the unit during that side's following turn. However, if the unit is already engaged in hand-to-hand combat, all subsequent blows it strikes during the remainder of that engagement are at -1 "to hit".
- The unit's magical power is seriously weakened, drawing creatures back to their natural existence. Roll a dice for each model in the unit. Scores of 4, 5 or 6 indicate that the model is drawn away from the real world and is removed from play. Character models receive an additional magic save (2D6 against WP) to avoid being affected.
- As their grip on the material world weakens, creatures are drawn back to their natural existence. Roll a dice for each model in the unit. Scores of 5 or 6 indicate that the model is drawn away from the real world and is removed from play. Character models receive an additional magic save (2D6 against WP) to avoid being affected.
- Undaunted by the feeble efforts against them, the creatures draw fresh power to fortify themselves. If already in hand-to-hand combat, the unit may strike another round of blows. If unengaged, the unit may double its movement this turn, or fire any missiles twice, or strike an extra round of blows if it becomes engaged in hand-to-hand combat this turn. If it is not their side's turn, these effects apply during the unit's following turn.
- The creatures feel the feeble powers that oppose them and laugh! Any casualties already incurred this turn are immediately reincarnated and placed back in the unit. The unit will incur no further casualties this turn. Casualties that would have been suffered are still considered when deciding who has won that combat round.
It may happen that a unit suffers several instances of instability during a turn, or has to take a further instability test before the effects of an initial test can be put into effect. In this case, ignore the original reaction in favour of the latest one. Where more than one instability test is due to be taken at the same time, it is pointless to take the initial tests - so just make one roll.
Chaos Attributes
Mutation is a common problem in the northern part of the Old World, affecting all creatures to some extent and humans in particular. Generalised mutations can take many and nebulous forms - from mottled skin to multiple limbs and heads. Specific mutations are called attributes, and because mutation is associated with Chaos and Chaotic worship, individual attributes are called Chaos attributes. Mutants, such as Beastmen, Skaven and Creatures of Chaos, are born with a number of attributes. The Gods of Chaos are also fond of bestowing "instant" attributes onto their followers as a reward for their services.
The full potential of Chaotic attributes is explored in Realm of Chaos which describes over one hundred individual mutations and their effects. Only the most common, and only those directly relevant to the Warhammer Battle Rules, are dealt with here.
Personal and Dominant Attributes
Because mutants have different attributes, each has different powers and abilities. No two Beastmen are exactly the same, for example, so a unit of Beastmen may contain troops with widely differing abilities. To cope with this wide variation, we introduce the concept of dominant attributes.
A dominant attribute refers to some special ability or power possessed by some of the unit, although not necessarily all. However, for the sake of convenience, every model is presumed to have the dominant attribute to a degree; other attributes are ignored. This does not mean that the unit does not include individuals with other powers, only that such powers are in a minority and their effect is not worth considering. The dominant attributes for each unit must be generated before the battle as described under Generating Attributes.
Character models may have their own individual attributes, which must be generated and recorded separately. These are called personal attributes. The exception to this is that unit champions and normal leaders always have the same dominant attributes as the rest of the unit. For example, a Beastman unit might have a dominant attribute of iron hard skin, while a Beastman character model has personal attributes of snake tail and very strong. Personal mutations are, model for model, more effective than a dominant mutation because a dominant mutation may not be shared by all the members of a unit. For example, a scorpion tail endows +1 attack as a personal mutation; as a dominant mutation it only confers a +1 attack for every two models.
Disadvantageous Attributes
Some attributes confer desirable powers upon their recipients. Others are less useful and some are downright disadvantageous! Such is the nature of Chaos. Players must accept the results of their dice scores without whining or complaining.
Depending upon their number and type of attributes, troops may be better or worse off. However, this does not affect their points value. The points values given for troops already take into account the chances of them gaining attributes. A disadvantageous mutation may cancel out an advantageous one, in which case the unit or model concerned is simply treated as if neither mutation applies.
Generating Attributes
For competition battles, players must roll to determine mutations as indicated in the Bestiary descriptions. In friendly games, players have the option of deciding whether their models have mutations or not. In the case of some powerful creatures, mutations are not allowed in competition games because the results would almost certainly overbalance the game. For example, Beastmen units have D6-3 dominant mutations. If the result is 0 or less, the unit does not possess a significant number of mutations. If the result is 1, 2 or 3 each mutation is generated in turn and recorded.
Players are responsible for recording any mutations present in their units and character models. The effects of personal and dominant mutations have different effects as described later. The only important thing to remember is that individual character models (including large monsters) have personal attributes, and units have dominant attributes.
To generate an attribute for a unit or character roll a D100. If the same result occurs twice, roll again.
| Attribute | Dominant | Personal |
|---|---|---|
| Atrophy | 01-04 | 01-03 |
| Blood Rage | 05-08 | 04-06 |
| Breathe Fire | - | 07-09 |
| Chaos Spawn | 09-12 | 10-12 |
| Cowardice | 13-16 | 13-15 |
| Enormously Fat | 17-20 | 16-18 |
| Great Fangs | 21-24 | 19-21 |
| Great Horns or Tusks | 25-28 | 21-23 |
| Hideous Appearance |
Attributes
- Atrophy. Dom: The unit's members are suffering from advanced atrophication (so to speak). This gives the unit a sort of leprous shuffle. Reduce the unit's movement by -1. Per: The individual suffers from atrophication of one or more limbs. Subtract -1 from the individual's initiative and movement.
- Blood Rage. Dom: The unit is subject to frenzy. Per: The individual is subject to frenzy.
- Breathe Fire. Per: The character may make an additional fire attack in hand-to-hand combat. There is the usual +1 strength bonus against flammable targets.
- Chaos Spawn. Dom: The unit receives an additional D3 dominant mutations. Per: The individual receives an extra D6 personal mutations.
- Cowardice. Dom: The unit suffers from cowardice. A successful Cl test must be made before the unit will charge. In addition, the unit fears any charging enemy of greater numerical strength. Per: The character suffers from cowardice. The model may not charge an enemy character model or an enemy unit containing a character model. The model may charge any other target, but only if a successful Cl test is made.
- Enormously Fat. Dom: The unit is composed almost entirely of obese troops. The unit's movement characteristic is halved. Per: The character is enormously fat, and its movement characteristic is halved.
- Great Fangs. Dom: The unit may make an additional bite attack for every second model fighting with a +1 bonus "to hit". Per: The character may make an additional bite attack with a +1 bonus "to hit".
- Great Horns or Tusks. The unit may make an additional gore attack for every second model fighting, adding +1 to the "to hit" score. The character may make an additional gore attack adding +1 to the "to hit" score.