Warhammer RPG Skirmish Game Rules

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Warhammer RPG-Skirmish Core Rulebook

Written by Michael Woodland.Based in Games Workshop's Warhammer Fantasy world.

Warhammer RPG-Skirmish Game

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edition core rulebookWritten by Michael Woodland Edited by Matthew Batchelor Play tested by Ryan Hill, Marcus gates and David Woodland This game and its set of rules is completely unofficial and in no way sponsored by Games Workshop. All things created by Games Workshop (e.g chaos gods, Warhammer world, etc) belong to them entirely, and I do not own them in any way, shape or form. All images/products shown/ mentioned do not belong to me either, but their respective owners. This Rpg-Skirmish is for the people, and any and all who wish to play it. It is entirely free, and always will be. May any who wish to play enjoy it. Power to the people !

Preface:

I've always loved Warhammer, and it is the favourite of all my hobbies. I started collecting Warhammer in 2006, when I went to Hobby-craft and my mother suggested I buy the Battle for Skull pass night goblin paint set. She regrets this ever since. It was then my uncle who guided me into the gaming world via the selling of his old Orc and Goblin army to me. I then played a few games, and soon discovered how much I loved the game. It was then when I started secondary school did I discover more about the hobby, through a great teacher who ran our Warhammer club. I made many friends while doing so, people who are still my friends now, 5 years on. My old Orc and Goblin army is long gone, now replaced by my foul undead army and my

righteous Middenland army. Despite this, my love of the game has not changed one bit, if anything grown since I started collecting. The idea of a Warhammer RPG came about after a huge apocalypse game where me and several friends had an hour left to kill afterwards. One of my especially good friends, Matt, suggested we play a Warhammer RPG game, where I added we should have combats like in Mordenheim, a skirmish fight. The game quickly grew, and we set more solid rules in place. After a while, I suggested I should write the rules down at some point, in which many of my friends agreed/ urged me on to do so. The great thing about the WHFB world is that it has a lot of stuff to build on, as well as adding your own stuff and it still being acceptable and awesome. It gave me a lot of scope and imagination when writing these rules. This allowed me to really get into it, and writing rules can actually be quite a fun task. These rules are the core rules, and the place it is set in is the Empire. If this gets popular, I might write rules for an expansions for this game. I know my friend wants to do a Lustria one, seeing as there are no lizardmen in the game. One thing I would like to stress it that these rules are free for anyone and everyone to use. Rules for this game will always be free, and you will never be charged. After all, whats the fun of writing rules for an awesome game if others can't enjoy it too ? I've made the rules as fun and user-friendly as possible. It is largely like Warhammer in the respects to combat and shooting and the like, but simpler as it is on a smaller scale. There are also various rules I have added in order to make it more challenging and interesting to play. So grab your sword, put on your plate armour and wake up the wizard, as you are about to enter a world where monsters haunt foul dungeons, where treasure and adventure is in abundance, and where you can fight foes in their scores. Welcome to the world of Warhammer RPG-Skirmish game. Michael Woodland

Contents:1. General principles of the game 2. Combat in RPG-Skirmish game:2.1: The turn sequence 2.2: Movement phase 2.2: Magic phase 2.3: Shooting phase 2.4: Close combat phase 2.5: The overlook phase

3. Special rules/ Troop types 4. RPG hero specific rules 5. Armoury 6. How to play on the RPG-Map 7. Scenarios 8. How to structure a campaign 9.How to make a RPG-hero 10. Levelling up 11. Bestiary 12. Boss characters 13. Eight lores of magic 14. Enemy lores of magic 15. The end ?

1. General principles of the game:

Measuring distances:Distances in this game are measured in inches with a tape measure. You can always measure range before charging or using ranged attacks. Distances between models/object are always measured between the closest point on one base to the closest point of the other.

Dice:The dice we use through the entire game is a standard 6-sided dice, which is referred to as a D6. We also but thing in front of them to signify the number of 6-sided dices needed to be rolled. For example, if a weapon causes 3D6 wounds, you would roll 3 6sided dice and the amount you get on the dice would be the number of wounds taken. Sometimes you may be called upon to roll a D3. Use the following method to determine the result. 1-2 = 1 3-4 = 2 5-6 = 3 You may sometimes also be asked to use an artillery die ( marked

2,4,5,6,8 and misfire) , or a scatter die ( marked with arrows and a HIT symbol). These may be used for devastating spell effect, or the scatter of a particular weapon. Sometimes you may have to modify the result of the dice. For example, D6 + 3 would figure out as you would roll the D6 then add the 3 on there. You may also be asked to re-roll your dice. This just means you pick up the dice you want to roll and roll them again a second time, the second result standing. If wish to re-roll a 2D6 or 3D6 roll for example, you must re-roll all dice again.

Scattering:Place the object on the battlefield, as instructed by the rule, then roll the scatter dice to determine the direction of the scatter, and any accompanying dice. For example, if the rule said scatter 2D6, you would roll the scatter die and the 2 6-sided die, and if it scattered you would move the object that many inches in the direction the scatter dice had determined.

Characteristic tests:A model may be called upon to do a characteristic test, although the test will be put against a specific characteristic, such as strength, or toughness. To make characteristic roll, roll a D6, and compare it to the the relevant characteristic. If the roll is equal to or less than the stat , the test is passed. If the roll is more than the stat, the test has failed. A roll of a 6 on a characteristic test is always a failure, and a roll of a 1 is always a success, regardless of modifiers.

Leadership tests:A model may be called upon to take a leadership test. This represents the model trying to draw as much courage as possible to pass. Leadership tests are taken by rolling 2D6. If the result is equal to or less than the LD value, then the model has passed the test. If the result is more than the LD value, the test has been failed, and the penalty for failing is applied. Note that a result of a 2 (double 1) on a LD test is always a success, regardless or any

modifiers to LD.

Line of sight:Line of sight (LOS) literally means the warriors view of the battlefield. They must be able to see their foe through various terrain and other models. For one model to have line of sight to another, you must able to see the model and be able to trace a unblocked line to the part of the models body (i.e head, leg, etc.)

Models bases:Models have a forward, flank and rear arc based on the direction that it is facing. This is important later on, as charging a foe from the side or rear can tip the fight in your balance.

A example of a models forward, flank and rear arcs.

Characteristic of models:Models use 9 different statistics to describe the models various attributes for different models. Each characteristic is rated on a scale of 0-10. They cannot go below 0 or rise above 10 (except wounds for monsters). They are as follows: Movement (M): This shows the number of inches a model can move. For example, a man of the empire, being a human, would have a M of 4, meaning he move 4. A wolf, being a animal and much faster, would have a M of 8, therefore moving 8 inches.

Weapon skill (WS): This shows how good a model is at fighting. The higher the score, the more likely the model is to hit his foe. For example, a man of the empire would have a respectable WS3, whereas a chaos chosen, being a battle-hardened veteran from the frozen chaos wastes, would have a WS of 5. Ballistic skill (BS): This shows how accurate a model is when firing a ranged weapon, such as a handgun. The higher the value, the more likely the model is to hit his foe with a missile weapon. For example, a man of the empire has a BS of 3, whereas a dark elf raider has a BS of 4. Strength (S): This statistic show how strong a model is. Strength is important, as the stronger a model is, there more likely he is to cause a wound on his foe. For example, a man of the empire has a strength of 3, whereas a huge ogre has a strength of 5, meaning the ogre is more likely to wound his foe than the man is. Toughness (T): Toughness shows how much resistance a model has against damage and pain. The tougher a model, the better it can withstand an enemy's attacks. For example, a chaos warrior has a decent toughness of 4, whereas a monstrous hydra has a toughness of 7, almost double of the chaos warrior ! Wounds (W): This shows how much damage a model can take before it dies. Most models have a wound of 1, however, tougher models may have 4 wounds, and monsters, being extremely tough, may have up to 20 wounds ! Initiative (I): Initiative shows how fast a model can react to the turmoil of combat. For example, a man of the empire has a reasonable initiative of 3, whereas a fast high elf has an initiative of 4.

Attacks (A): This shows how many attacks a model can dish out in combat. For example, a Fen beast, being a slow creature, only dishes out 2 attacks a combat phase, whereas a skaven assassin dishes out an impressive 4. Leadership (LD): Leadership shows how brave a model is. This stat is used for several tests models will need to take throughout the game. For example, a cowardly clanrat only has a LD value of 4, whereas a man of the empire has a LD of 7.

Other important information about characteristic profiles:In addition to its characteristic profile, a model will have a troop type, which is either infantry, cavalry, beasts and monsters. It may also have a save, depending on what kind of armour it is wearing or items it is carrying, and it could be carrying a number of different items, and may have a few special rules to go with. This will all be covered later on, but its important to have an idea of it now.

2. Fighting in RPG-Skirmish game

Throughout this RPG-Skirmish game, one subject will come up the most: fighting. It is one of the largest and probably the most important aspect of the game. Even before we start to delve into generating your character and how the map system works, we must first learn about the hustle and bustle of combat-the turn sequence, the special rules and what the different kinds of models there are. This chapter is important, as it will teach you how to fight your enemies in RPG-Skirmish game. So sharpen your axe, and lets dive in...

2.1: The turn sequenceIn order to fight in RPG, you need to have a system in place which works for both the player being courageous heroes as well as the evil game master, hell-bent on their destruction. As such, in RPG-Skirmish game we use the turn system-a system in which players and the game master alternate moving and fighting with their models. The turn system is the following system:

The turn system:1. The movement phase 2. The magic phase 3. The shooting phase 4. The combat phase 5. The overlook phase A game turn is when players and the game master gets a complete movement, magic, shooting, combat and overlook phase. RPG-heroes must decide at the beginning what sequence their individual turns will go in.

2.2 The movement phaseThe movement phase is the first important phase. Moving in this game is simple. Models may move up to the maximum number of inches shown by their movement characteristic. They may move in any direction with no penalty to their movement. All models count as their own unit, whether it be the lowly skaven or the fierce ogre, all models move, shoot and attack independently, although several models can be in one combat. Models may move backwards and sideways if they wish, which is half the normal movement allowance in that direction.

Except from fleeing models, no model may ever move off the board.

Charging:Charges is a move in which the model charges into his foe. Models move into base contact with the chosen model, presuming they are within their movement allowance , and nothing is blocking the way from one model to the other. Note: Charges must be done at the start of the movement phase. When charged, a model may react by either standing and accepting the charge, standing and shooting their weapons, or running from the combat-fleeing. Charge reactions: 1. Hold: The model holds his position and accepts the charge. The models are now in close combat. 2. Stand and shoot: The model opens fire with any ranged weapon he chooses on the charging foe. This may only be declared against the first foe who charges (after that, the model is too busy dodging swords to fire his weapon again at another foe !). 3. Fleeing: The model decides the combat will not go well, and decides to flee. Either that, or he flees from some other result, if the monster causes terror or a spell effect. The model moves directly away from the charging model D6 inches. If the model is fleeing, the model may either attempt to finish the charge against the model, or may attempt to complete the charge against a different model. To do so, it must pass a LD test. If successful, the model now makes a charge against this new foe. If it fails, the model stays where it is and does nothing for the rest of the turn. Either way, a model who declares a charge may not do anything else for that phase except fight in close combat. If a model flees of the battlefield, it is removed from the game. RPG heroes when fleeing off the battlefield do not die, but lose all their wounds and presuming they live, come back on from

the same table edge they ran off of at their next turn. The skirmish ends if all the enemy models are dead or have fled of the table or all RPG heroes are dead or have fled off the table. Sometimes a charge may bring a model into base contact with several models, and as such counts as charging all of them, in which case the models all act independently in their individual charge reactions. A model which fails it's charge may not do anything for the rest of the phase. A model fails a charge by not being able to reach the model they are charging and put them into base-to-base contact. Charging a fleeing enemy causes the fleeing model to instantly die, or in the case of RPG heroes, lose all available wounds and goes into a revival state. Note that if all RPG heroes are in a revival state, and no one can heal them-the heroes lose the game.

Fleeing:A model which is fleeing continues to move D6 a turn towards the nearest board edge in the movement phase until it passes a rally test, which is done at the start of the movement phase. To pass a rally test, a model must pass a LD test. If successful, the model automatically rallies, and may not move in this turn, although may shoot and cast magic. If the model fails, it continues fleeing.

2.2 Magic phase

Certain models within the RPG-Skirmish game are able to manipulate the powerful winds of magic. This can be a real bonus to the RPG heroes, as they may have a wise wizard with them to guide them and to cast powerful spells, or to the enemy, as a shaman or sorcerer can inspire their fellows into greater acts of bloodshed while casting debilitating spells. RPG heroes: RPG heroes who have picked the wizard class may cast spells. He must pick one of the common eight lores of magic. He starts with the signature spell of the lore he picks, and he gets extra spells as he levels up and reaches the level he needs to unlock more spells (discussed later). All RPG heroes start with 6 spell dice.

Game master: Models who are wizards will have the special rule spellcaster. They will all have their own individual lore, depending on the race, which the spells will be randomized each time the RPG heroes encounter a wizard. If a model controlled by the Game master has access to one of the common eight lores, the model automatically knows the signature spell, and then randomizes the other spells accordingly. The number of spells a wizard knows will say in its profile, although this may changed if its a special boss the heroes are fighting. All Game master wizards start with 4 spell dice.

Casting phase:In the magic phase, a wizard may do one of two things: either channel for extra spell dice or cast a spell. Channelling: Channelling may be done in the magic phase, providing the wizard has not moved. After he has channelled, he may not do anything else for the rest of the phase. He may not channel in combat. Channelling is automatically done once declared, and the wizard gets D3 spell dice from it. Casting a spell: A wizard may cast a spell in the magic phase. This is done by reaching the number of the spell casting value in order to cast it using spell dice. For example, a spell might have a casting value of 13+, so you would put about 3 spell dice into it in order to reach 13. You get a 5, a 6 and a 3, which is 14, which is enough to cast the spell. You would then resolve the spell effects. Each spell can only be cast once a turn, unless specified otherwise. If you fail to cast a spell, you may continue casting, the failed spell effects simply don't work. Spells may not be cast in close combat unless specified otherwise. You may not shoot a weapon after you have cast a spell.

Dispel: However, a wizard can attempt to dispel a foe's magic. This is done by using spell dice to reach the number of the spell. For example, although earlier the example spell was cast with a value of 14, the spells casting value is 13, so I would need to beat 13. If a wizards spell is dispelled, he may still cast magic. Spell dice: Spell dice are the dice which are used by the wizard to cast or dispel spells. The maximum a single wizard may have of spell dice is 13. Any more dice are simply lost when generated. Miscast: A wizard who rolls a natural double 6 or a double 1 when casting a spell suffers a miscast. This is the wizard biting off more than it can chew, and putting too much power into their spell. A model who miscasts fails his spell attempt, and may not cast any more spell this phase or do anything else this phase, and must roll on the miscast table. A roll of a double 6, although still a miscast, does mean the spell goes off and cannot be dispelled.

Miscast table:Roll 2D6, and consult the table below: 2:Implosion: the spellcaster loses all wounds and spell dice, as well as forgetting D3 spells (chosen by Games master) 3-4: Magical Detonation: the spellcaster suffers D3 strength 10 hits, as does everyone else within D6 5-7: Magical whiplash: Wizard suffers D3 strength 6 hits and loses D6 spell dice 8-9: Sundering: Wizard suffers D3 strength 5 hits as does the closest model to the wizard 10-11: Magical feedback: Wizard must take a LD test-if passed, wizard suffers no ill effects. If he fails, he loses D3 spell dice. (chosen by Game master) 12: Power drain: Wizard loses a single spell dice (consider yourself lucky !)

Spell duration: The length a spell can vary. For the purposes of organisation, there a 3 kinds of spell length: immediate spell, turn spells and remain in play spell. Immediate spells are spells which are resolved then-and-there, and the effects only last a turn. Turn spells are spells which last over the course of several turns, usually having the wizard to feed spell dice into the spell to keep it going. Remain in play spells are spell that once cast, remain in play till they are dispelled by the opposing wizard. Bound scrolls Bound scrolls are scrolls which contain spells. They are used at the start of the magic phase by anyone who has it and once used, crumple and dissipate. The spell within the scroll is not revealed until use. A wizard may feed it a spell dice keep the bound scroll from dissipating, so as such can continue using the spell. However, once this has been done 3 times, the wizard suffers a strength 3 hit with no save allowed as the scroll finally collapses in on it self. A wizard can alternatively feed it 6 spell dice and pick any spell he wants to replace the one in the bound scroll from a list of spells the Game master gives them. Opposing spell-casters may dispel bound scrolls, but only on a 10+. Regardless of how weak or powerful a spell is in a bound scroll, it can only ever be dispelled on a 10+. Models which are not wizards may use a bound scroll. Also, bound scrolls magical ability protect their users. On the turn a model uses a bound scroll, it gets a 6+ ward save for the duration of spell. Remain in play and turn spells that are cast from a bound scroll can still be dispelled on a 10+.

2.3 Shooting phase

The shooting phase , although it seems like an added bonus, is just as important as any other phase in this game. This phase allows you to gun down foes who would be devastating in combat, or to weaken a monster for the oncoming charge. Models that can't shoot are the following: 1. Models who have no ranged weapons 2. Models in close combat 3. Fleeing models 4. A model which is under influence of a specific spell or special rule that prevent it from firing its weapon. Firing sequence: 1. Nominate which model is going to fire with what weapon. 2. Choose a target within the range of the weapon and shooters line of sight. 3. Roll to hit-shooting modifiers 4. Roll to wound 5. Take saves 6. Remove casualties- multi-wound weapons

1. Nominate which model is going to fire with what weapon: Exactly what it says. Pick the model which is going to fire (in the case of RPG heroes, their character) and say what weapon they are going to fire. For example Hans Von Blucken with handgun. 2.Choose a target within the range of the weapon and shooters line of sight: Trace line of sight to the model you wish to fire at, and make sure its in range of the weapon. Hans Von Blucken with handgun firing at zombie. 3.Roll to hit-shooting modifiers: Roll a dice for each shot fired by the weapon. The models BS decide whether or not he has hit his enemy. The number of times you can fire a weapon at a target should say in its profile. The following table shows you what you need to hit depending on your BS. Ballistic skill: 1 2 3 4 5 6 7 8 9 10 To hit score: 6 5 4 3 2 1 0 -1 -2 -3 Each dice that you roll which gets equal or greater than the required roll to hit hits. Each dice which gets less than the required roll to hit misses. Models with a high ballistic skill of 0 or a negative number can only ever hit on a 2+, regardless of dice modifiers or ballistic skill, as 1 is always a failure. Shooting modifiers: Moving and shooting: -1 to hit Firing at long range (over half of range of weapon): -1 to hit Standing and shooting: -1 to hit Behind some form of cover: -1 to hit

If a model needs a 7+ to hit through modifiers it can be done-the following chart shows how: Needing a 7+ to hit: 7: 6 followed by a 4,5 or 6 8: 6 followed by 5 or 6 9: 6 followed by 6 10: Impossible ! Cover is when the majority of a models body is covered by a building, barricade or some other piece of scenery. This is when the to hit modifier is applied. 4. Roll to wound: Once the model has successfully hit his target, you must now roll to wound to see if he hurts or potentially kills his foe. To determine whether you hurt the target, you must compare the strength of the weapon with the toughness of the target on the chart below by cross-referencing the strength with the toughness to see what roll you need is to wound. The number indicated it the minimum score you need to wound your foe. If you get equal or greater, it wounds. If you get less, it fails to wound. Note that some attacks (such as the fireball spell) which inflict D6 so-many hits with strength-so much are resolved using steps 4, 5 and 6 of the firing sequence.

5. Take saves: Models still have a chance of avoiding death or injury through the clever use of wearing armour to protect themselves. Now the model (if the opponent has been successful in rolling to wound) must take a saving throw for each wound caused. If you roll equal to or greater than your saving throws, the wound you saved is discarded. If you roll less than your saving throws, you suffer the wound. Note a model may never have a 1+ save, regardless of modifiers. Types of save: Warriors only protection does not necessary lie in armour, but in magical or other off worldly protection. There are 3 kinds of saves: Armour saves, scaly skin : These 2 types are the same thing. A model will typically wear armour, or sometimes have incredibly scaly tough skin. Note that armour and scaly skin saves, are cumulative with each other. For example, if a model has a 4+ scaly skin save and a shield, they combine to give a 3+ armour save. Scaly skin is just a save to explain how a models skin is as tough as armour. Armour gives varying saves, most of which will be covered later. Armour saves are acquired depending on what armour equipment you are wearing. Note that shield increase your save by +1, and suits of amour may NOT combine only one suit of armour may be worn at any one time. Example armour combos: No armour: No saves Light armour:6+ save Heavy armour: 5+ save Light armour + shield: 5+ save Heavy armour + shield: 4+ save Armour save modifiers: However-armour is not always a sure-fire thing. High strength attacks, such as that from a troll, can punch through

armour with ease. As such, the higher the strength, the less an armour save the model has. This is easily shown in the armour modifier chart below: Armour modifying table: Strength: 4 5 6 7 8 9 10 Armour save modifier: -1 -2 -3 -4 -5 -6 -7 Example: Troll hits hero wearing heavy armour and a shield, giving him a 4+ save usually against attacks. However, the troll's strength is 5, so the hero suffers a -2 modifier to his armour, now making his save when fighting the troll a 6+. Note that models with a 1+ save use that when modifying armour, despite the fact the can only ever have a 2+ save. Also note that if the strength negates the entire armour save, the models simply fails it automatically. Ward saves: Are magical saves, usually through the carrying of a talisman. Ward saves are not modified by the strength of an attackthey are always permanent. However, just as with armour saves, a roll of a 1 is always a failure - however good the save. Also, if a models has several ward saves, they are not cumulative unless specified otherwise-just use the best save. If a model has an armour save and a ward save, the model will first take the armour save if possible, and then the ward save afterwards. 6. Remove casualties - multi-wound weapons: Now remove any models which have been killed, or mark how many wounds a model has left. Note that attacks that cause multiple wounds such as D3 or D6 wounds roll with however many dice to hit and to wound, and then multiply the wounds. Model take a single save against the dice, rather than each wound individually.

2.4 Close combat phase

Arguably the most important phase, close combat is where most fates will be decided, whether you die from a sword through the gut or you decapitate the enemy wizard you have been hunting down for 3 weekends. The swirling, hacking melee of combatwhere your hero either succeeds or meets a grisly end. In a similar way to the shooting phase, for simplicity we are going to break up this phase into bits as so: Combat sequence: 1.Striking order/who can strike 2. Roll to hit 3. Roll to wound 4. Saving throws 5.Wound resolution 6. Multiple combat

1. Striking order/who can strike:

Striking order is determined by who has higher initiative, as an elf is faster than an orc, so therefore should attack first. As such, the model who has the highest initiative will strike first, then the model with the 2nd highest initiative, so and so fourth. Model that have the same Initiative strike at the same time. Example: Hans Von Blucken is in combat with a clanrat and a zombie. Hans has an initiative of 3, the clanrat has initiative 4, and the zombie has initiative 1. Therefore, The clanrat will go first, then Hans Von Blucken, and finally the zombie. Models that can strike are models in base contact, however, because of the way the skirmish game works, models may only attack models in base contact with them, and only if they are in the front or to the side of them (models never see the foe from behind). Note that models which are slain before they get to strike their blows do not get to attack, as they have been killed before they can do anything. If a model has other attacks which strike at a different initiative-work it out in the same fashion as the rest of the attacks.

2.Roll to hit: Roll a D6 for each attack. Compare weapon-skill of attacker against the weapon-skill of the defender to determine the score required to hit by consulting the chart below. If you roll equal to or higher then the score required to hit, the attack hits the enemy. If you roll less then score required to hit, the attack misses.

3.Roll to wound: Roll a D6 for each attack that successfully hit. Compare the strength of the attacker with the toughness of the defender to find the required score to wound. If you get equal to or greater then the required score to hit, you cause a wound. If you get less then the required score to hit, you do not cause a wound.

4.Saving throws: Like earlier, models that suffer a wound must now take any saving throws in order to avoid taking the wound. If it rolls equal to or greater than its saving throws, it passes and the wound is discarded. If it gets lower than its saving throws, it takes the wound.

5.Wound resolution After all combat is done, we must now do wound resolution. Wound resolution is used to decide which side has won the combat. Models gain bonuses by doing the following: 1. Each wound caused +1 2. Outnumber the foe +1 3. Side charge or rear charge +1 Once models have added up their scores from the list, the side who has more than the other win, and the model must take a LD test taking away a point from its LD by each point it was beaten by. Models test for this individually, and any that fail flee from combat. Example: Hans Von Blucken is surrounded by 3 marauders and a chaos warrior. They fight combat, and Hans causes 1 wounds, therefore has 1 points toward wound resolution. However, The chaos side caused 2 wounds, had a 2 side charges

and a rear charge (although all that only gives you +1 bonuses because it is not per charge, but just having done a charge) and they outnumber him 4 to 1 (again, only +1 for having it, rather than per model.) In total, the chaos side have 4 points to wound resolution, so minus the 1 point Hans got, Hans Von Blucken must now take a LD test at -3. Models which do not ever flee simply take a wound per point it is beaten by, and it must pass saves in order to avoid said wounds. Note a roll of a double 6 on this test is always a failure, regardless of modifiers, and a roll of a double one is always success, again regardless of modifiers. If the model fails his test, he flees D6 inches away from combat, and follows the fleeing rules as described earlier in the rulebook. The victorious model may now either pass a LD test to restrain itself from pursuing a fleeing model, or pursue a fleeing model. Note that if multiple models flee from combat, the winners may only pursue one model per one of them. If a model pursues, it now moves D6 inches in the same direction as one of the fleeing models. If it gets equal to or higher the the fleeing models roll, it has cut down the fleeing unit, and that unit is removed. If it gets less than the fleeing units roll, it does not cut the unit down, and stays where it is, and may act normally next turn. If a pursue move brings a model into an enemy model, it counts as a charge, although all combat and the like are instead resolved in the next possible combat phase. If an RPG hero gets run-down while it was fleeing, like earlier, it loses all it wounds and counts as being in a revival state. Victorious models that have either slain all foes in combat or have not pursued or have caught the foe they were pursuing may reform. The model is kept where it is, but is turned in any direction which pleases the owner. Note that outnumbering is done by whichever side

has more wounds than the other wins it. Don't worry too much about wound resolution-it will not happen very often-but when it does, bear in mind that you could get pretty bashed up by it. 6.Multiple combat

Multiple combats happen when several skirmisher are tied down to one combat. All models have the same wound resolution, and all models count towards it. There are a few things to bear in mind: 1. If one side outnumbers the other but loses the wound resolution the models gain a special rule known as Steadfast. Models with this rule take all LD tests using their unmodified LD value. The gain this rule for as long as their side outnumbers the foe. 2. Models charging the side of a foe get a +1 bonus to their to hit roll. 3. Models charging the back of a foe get a +2 bonus to their to hit roll, and may also do the special back-stab manoeuvre. 4. If a models entire base is in combat, all enemy attacks automatically hit, although the surrounded model gets a extra

attack (the model know its in dire trouble !). Also note that models completely surrounded cannot flee, so take beaten wound resolution as wounds rather than a LD test. 5. If a model kills the only foe he was in base-contact with and he is severed from the combat, move him into base-tobase contact with the nearest model possible in the same combat that is an enemy.

Back-stab:A deadly manoeuvre any model can pull off, regardless of race, weapons, etc is the back stab attack. To do this, the model must be in base contact and at the rear of the model it wishes to back stab. The back-stabbing model then roll a single dice. If he rolls a 6, the model is automatically killed with no armour save allowed. If done on an RPG hero or monster, it causes D3 wounds with no armour saves allowed. There are also several modifiers which give bonuses to the back-stab roll: 1. Back-stabbing model is equipped with a dagger: +1 2. Back-stabbing model has not been spotted yet: +1 3. Model is surrounded on all sides: +1 Once the combat phase is done, we now move on to the overlook phase.

2.5 The overlook phase

The overlook phase is a phase which allows player to calmly look over the field of battle, and also take a breather. 4 things are done in the overlook phase: 1. Check to see if force is broken: This only applies to the games master's force. If the starting number of wounds of all models added up are down by (rounding up) all games master controlled models must take panic tests at the start of each movement phase afterwards. 2. Equipment prep/passing items: Providing the model is not stunned or in a revival state, and not in combat, they may change armour/ weapons they are using for next turn, as well as using any potions or magic items nowthey may also pass on items to fellow models as long as they are within 2 of one another. 3. Reviving players: If an RPG hero is 2 within a fallen RPG hero, the model may

revive the fallen model on a 4+. 4. Looting: Models within 2 of a corpse, chest or other container which are lootable may loot it for items. Note that Looting and Reviving will be covered later in greater detail. Once the overlook phase is done, that is the end of that player half of the turn. Now you know how to play the basic RPGSkirmish game, we will move on to special rules for and how to make your character, as well as going onto the special rules RPG heroes have, and also how to use the map system, as fighting a single skirmish is only the tip of the iceberg. Much more awaits !

3: Special rules/ troop types

In warhammer, some model may have a special rule. A model which has a special rule will say so in its unit entry. Most common special rules are listed here, although you will encounter a many more as you play the game. Note that talents and special rules are not the same thing-talents will be covered later on. Always strike first: Models who have this rule always strike first in close combat, regardless of the opponents initiative. If two models fighting have this rule, they strike simultaneously. Always strike last: Models who have this rule always strike last in close combat, regardless of initiative. If two models fighting have the same rule, both models strike simultaneously. If a model has both the always strike last and always strike first rule, then the rules cancel each other out, and the model uses its initiative. Armour piercing: Wounds caused by a model with this special rule inflict a further -1 armour save modifier in addition to any strength modifier.

Breath weapon: A model with this rule may activate his breath weapon attack. This is done exactly like a shooting attack, although there is no penalty for using this. Extend a 6 line directly from the front of the models base. Then, from the side of the line, this is a hit area of D3. Any model under the 6 line or the D3 hit zone take D3 strength 4 hits. Fear: At the start of each combat round in which a model is in contact with a model which causes fear, the models must take a LD test. If they pass, no ill effects come to them. If they fail, the WS is reduced to 1 for the remainder of the close combat round. Models that cause fear are immune to the effects of fear. Flaming attacks: Models with flaming attacks cause fear in beasts and cavalry, and also negates the regeneration rule in creatures for a turn. Frenzy: Models with frenzy get +1 attack in combat, +D3 on the turn they charge, and also have immune to psychology. However, if they are in can declare charge-they always must do. Models can lose frenzy by getting beaten in wound resolution in close combat, or if they are an RPG hero, going into a revival state. Hatred: Models with the hatred special rule re-roll all to hits in the first round of close combat against their particular hated foe (for example Hatred chaos). Immune to Psychology: Models with this rule pass all panic, fear and terror tests. Also, models with this rule may never choose a flee result when charged. Killing blow: If a model rolls a 6 when rolling to wound against infantry, cavalry or beasts, the model with the rule causes the other model to lose all wounds- only ward save are allowed

against said roll, and if passed, all damage is prevented. Note if a killing blow attacks wound automatically, the effect does not take place. Magic resistance 1-3: A model with magic resistance gets a bonus to their ward save when hit by spells. For example, a model has a 5+ ward save and magic resistance 2. Usually the model would get a 5+ ward save, but when hit by a spell, he gets a 3+ ward save. Monster and handlers: Either model may be picked out, but the handler gets to use the monster toughness when getting shot at as he hide behind the monster. Also, the handler may direct attacks to models in base-contact with the monster. Move-or-fire: A weapon with the move-or-fire rule may not be used in the shooting phase if a model moved earlier that turn. Poisoned attacks: Models with this rule wound their targets automatically if they roll a natural 6 when rolling to hit. Strength modifies saves as normal. Unless otherwise stated, model with poisoned attacks are both in shooting and in combat. Quick to fire: Weapons with this rule do not suffer the -1 to hit modifier for moving and shooting. Regeneration: A model with this rule has a special regeneration saving throw. If the model has both a regeneration save and a ward save, it must pick which one to use. What the required roll is will usually say in the models special rule, although it is typically a 4+ save. Wounds cause by flaming attacks cannot be regenerated, and the model with the regeneration rule loses it for the rest of the phase.

Requires 2 hands: If a weapon requires 2 hands to use, it is not possible for a model to have a shield or an additional hand weapon in close combat, although shields may still be used against magic or shooting attacks. Slow to fire: Weapons with this rule may not be used when declaring a stand and shoot action. Steadfast: Models with this rule always use their unmodified LD value for all tests. Models can either have this rule, or gain it by outnumbering. Note models that are outnumbering only have this rule as long as they outnumber the foe. Stupidity: Models with this rule are also immune to psychology. If not in combat, a model with this rule must take a stupidity test. This is done at the start of the model's move phase. It is done exactly like a LD test. If passed, the model may act normally. If failed, the model stumbles forward D6 inches, and may not do anything else for the rest of the turn. Swift stride: When charging, fleeing and pursuing, models with this rule roll 2D6 and discard the lowest result. Terror: When a model with this rule charges another model, the charged model must take a LD test. If passed, it may react as normal. If it fails, the model counts as using a fleeing charge reaction. Models with this rule also cause fear, and models which cause fear treats models which cause terror as causing fear. Note this an exception to the rule that fear causing monster are immune to fear. Terror also causes fear. Unbreakable: Models with this rule are immune to psychology, and always pass wounds resolution tests automatically.

Troop types:Not all models in the Warhammer RPG-Skirmish game will be the same, and being certain types can be have different kinds of advantages and disadvantages. There are currently 4 kinds of troop types:

1. Infantry

The most common kind of model, infantry represent your common foot-soldier. The basic rules of Warhammer RPGskirmish game are designed for infantry, so as such no extra rules apply.

2. Cavalry

Calvary are another important kind of skirmisher. Being

mounted can be a huge bonus to your side, so as such cavalry have a number of special rules to represent the bonuses they receive for being such an asset to their side. Split profile: The rider and his mount will have different profiles. Both use their own WS, S, I and A stats when they attack. Both cavalry and rider must attack the same model. The mount may be shot at or hit by magic, but may not be attacked in close combat-all attacks must be directed against the rider. Both models use their own stats when they need to, the only stat both always use are the riders leadership and the mount's movement. Note riders of mounts may dismount at the start of their movement phase-the mount must take the no rider test as normal. No rider: If there is no rider, the mount will continue without him. Each turn a mount remains riderless, it must pass a LD test at the start of every movement phase. If the original owning player of the model succeeds, he controls the mount until the end of the phase. If he fails, the opposing team control the mount until the end of the phase. Model may also remount the mount. This is done by moving into base-contact with the mount. The player who controls the model now owns the mount, and the model counts as cavalry. Dead mount: The rider immediately takes a strength 6 hit and is stunned on a 5+. The model no longer counts as cavalry, but infantry. The model continues in the game as normal. Armour save: Both rider and mount share 1 armour save. For example, a rouge knight wear heavy armour, has a shield, and a barded horse. Whether the opposing force attack the horse or knight, the save is 2+ for both of them. Note that cavalry models get a +1 bonus to their armour save (being two models, they tend to be a lot tougher to take down).

Fast like the wind !: All models which are cavalry gain the swift stride special rule. Special rules: If one either the rider or the mount have any of these special rules: Fear/terror, immune to psychology or immune to fear, terror or panic, then so is the whole model. Cavalry which suffer from stupidity will use the riders LD for the test, but both models are effected by result. If either model has frenzy, then the whole model suffers the having to always declare a charge, but only the model with the frenzy rule gains the extra attack or the +D3 attacks when charging.

3. Beasts

Beasts are frequently fought in the warhammer world, whether for their own savage hunger or being guided by a more brutal foe, they can be a challenging opponent. Models which count as beasts have the swift stride special rule. In a prepared game master force, certain beasts may be ridden, in which case their rules change to that of the cavalry special rules.

4. Monsters

Monsters are the most challenging of foes, being monstrously strong, and being scared by nothing, monsters are truly terrifying, and fighting one can either result in a dead party of heroes, or glorious victory against a tough foe. Unbreakable: all monsters are unbreakable, primarily because they know they are the biggest thing on the board (but also to make it a challenge for players !) In a prepared game master force, certain monsters may be ridden, in which case they gain all the special rules applying to cavalry, but also keep the unbreakable rule. Note that ridden monsters in a prepared force gain all cavalry rules, except for fast like the wind and dead rider/remount.

4. RPG hero specific rules:

So far we have covered most aspects of the game: the turn sequence, the special rules and the unit types. Now we will move onto RPG heroes rules, weapons, setting up a campaign to play and how to make your character who will brave the perilous world he enters. In this chapter, we shall look at rules which apply only to RPG heroes-there may be exceptions to these rules, which will be covered in the relevant section. Looting items: Looting is one such action available only to RPG heroes: if a RPG hero model is within 2 of a corpse, a chest or any other lootable container- it may be looted for all the items within it. Looting can be done in the movement phase, at the cost of 1 of movement per loot attempt for that phase. Players can make one free loot attempt at the end of the overlook phase. It is also done at the end of a skirmish fight. Players may divide all lootable items between their relevant RPG heroes, moving all lootable containers to within 2 of the model (note the model may not move-it must stay where it is !!!). Players than take turns looting a single

container each from their container group. Player then continue as normal. Looting is done by rolling one dice when making a looting attempt. Then consult the following chart: Looting table: 6: One item of value is found 4-5: 1-3 items are found 3-2: No items are found 1: Reinforcements: Games master may put on D3 wounds worth of enemy models on any table edge What items the players receives is entirely at the digression of the games master.

Reviving players:Playing as an RPG hero can be a daunting task, which is often fraught with danger and death. As such, to make the game more interesting, when an RPG hero model loses all its wounds, it does not die, but instead has to roll on the damage table below at the end of its overlook phase: Damage table: 5-6: Recovery-Model suffers no ill effects 2-4: Minor injury- Model suffers a -1 penalty to one stat (chosen by player) for the remainder of the skirmish fight. 1: Major injury: Roll on major damage table Major damage chart: 6: False alarm-Model suffers a minor injury 2-5: Major injury: Model suffers a -1 penalty to one stat (chosen by games master) for the rest of its life.

1: Death: Sadly, the hero has met death-his model now counts as a corpse-all items are lost. Three important points about this system: 1.Minor injury + major injury are cumulative-so you could get a minus two penalty on one stat. 2. Points lost by major injury may be regained throughout the game. 3. Penalties may never be targeted at wounds.

Revival state:Once damage has been resolved, providing the RPG hero is not dead, he is now in a revival state. He may not be shot at attacked in any way. The only thing a player in a revival state can do is crawl 1 in any direction every movement phase. Other RPG heroes may revive the fallen player providing they can move, are not engaged in combat or need reviving themselves. Also, an RPG hero must be within 2 in order to revive a fallen hero. Reviving a player is done at the end of the overlook phase, and is done by rolling a single dice-on a roll of a 4,5 or 6, the fallen player gets back up with one wound, and may act normally. On a roll of a 1,2 or 3, the player has failed to revive the fallen hero. Healing potions may be used to revive player, in which the roll to revive is a 2+, and the revived player stands back up with D3 wounds instead of 1. A fallen player may only spend 6 turns in a revival state. If he is not revived by then, he counts as rolling a dead result and dies. RPG heroes which are mounted in a revival state must roll a dice once they have found out the result of the damage. On a 1,2 or 3, the hero topples off and crawls along as normal, and the mount must take the no rider test as normal. On a roll of a 4+, the hero stays mounted. The RPG hero may not attack, but the mount acts normally. If the mount dies while a hero in revival state is on it, the hero does not take any damage, and crawls on as normal.

Mounts may not use the RPG hero's LD, and heroes may never remount their mount in a revival state. Note that if all heroes are in a revival state the players lose the game.

5. Armoury

Weapons: Weapons are an important part of the game, as having different weapons can give you certain advantages and disadvantages, so is important to decide what to arm your model with. Special rules: Parry save: Models fighting in combat with a sword and shield then he receives a 6+ ward save in close combat representing the chance he has of parrying a blow. Parry save only works against close combat attacks. It can not be claimed against models who have flanked or rear charged, and frenzied models with this rule may not claim it, as they are more interested i slaughtering the foe rather than their own personal safety. Knock-out weapon: A knock-out weapon is a weapon which is good at stunning the foe, and as such can. Knock-out weapons are used like a normal weapon, but do not roll to wound but instead roll to knock-out. This will be a fixed score already in

the weapons profile, which would be followed by brackets which is the number of turns a model is knocked out for, for example6+(1). Models which are knocked-out may not do anything for the number of turns it is knocked-out-models may interact with it as normal, although models in combat with the unconscious model automatically hit in close combat. Once a model is no longer knocked out, it may act normally. Models may wake up fellow knocked-out models as if rolling to revive a player. Knock-out attacks may not be done against already knocked-out models. Models which are knocked out on mounts must roll to see if they stay on, exactly as if they had just went into a revival state. Knock-out attacks do not have any effect on monster type models. Two of the same one-handed close combat weapons: If a model wields two one-handed weapons, he gets an additional attack, although he must decide which weapon bonus to apply. Special items: Special items are items which have special rules-often they can be found in chests or on boss characters. For example, a model could find a weapon called the Wyrmfire sword, which is a sword which gives a +1 bonus to wound and grants the model flaming attacks. Special weapons may not be used in conjunction any other weapons-they are used by themselves in combat , although shields are still allowed to be used alongside. What a special weapon does is up to the Games master.

Weapon profiles:Weapons can have a variety of effects on the user, so to make it easy to understand, a weapon has 4 stats: Name, range, strength and special rules. Name: A descriptive title for the weapon Range: What distance the weapon can be used at Strength: A weapons strength can have a modifier (+1) which is added to the base strength, as user (same strength as model wielding it) or if it has a fixed strength (4). Special rules: Weapons may confer an additional ability.

Close-combat weapons:These weapons are the most usual kind of CC weaponsthere will be other weapons as you go along adventuring, but these are the most typical ones you'll find. Fists: Sometimes, the best weapon a warrior has is his knuckles. Name: Strength: Range: Special rules: Fists As-user Close-combat -1 to wound Dagger: Many a good soldier has died with a dagger in their back. Name: Strength: Range: Special rules: Dagger -1 Close-combat +1 to backstab Daggers may also be fired as a shooting weapon: Name: Strength: Range: Special rules: Dagger (thrown) -1 6 None Club: Clubs are popular amongst city guard, often for distributing swift justice by knocking out offenders. Name: Strength: Range: Special rules: Club -1 Close-combat Knock out 5+ (1) Staff: A very rarely used weapon, as staff can do very little damage, a good crack round the face however can leave a model dazed and confused. Name: Strength: Range: Special rules: Staff As-user Close-combat Knock-out 6+ (1) Mace: Maces are powerful weapons, used to bludgeon and devastate the foe. Name: Strength: Range: Special rules: Mace As-user Close-combat Bludgeon Bludgeon: Instead of attacking normally, model may instead make

a single attack at strength 8. Hammer: Hammers are often used to make armour-therefore hammers can also punch holes in it. Name: Strength: Range: Special rules: Hammer +1 strength Close-combat Armour piercing Axe: Axes are the weapon of choice for marauders, as an axe's blade can easily cut through armour and flesh. Name: Strength: Range: Special rules: Axe As-user Close-combat Armour piercing Swords: Swords are the most common weapon found in the world of the empire, as they are good, reliable weapons and easy to wield. Name: Strength: Range: Special rules: Sword As-user Close-combat None Flail: Flails are deadly weapons, as the force and momentum of a charging model can cause mass damage upon foes. Name: Strength: Range: Special rules: Flail +2* Close-combat Requires 2-hands *- the +2 strength bonus only applies in the first round of combat. Morning star: Morning stars are very destructive and require much training to use them effectively. Name: Strength: Range: Special rules: Morning star +1* Close-combat None *-the +1 strength bonus only applies in the first round of combat. Halberd: Halberds are multi-task weapons, being able to stab like a spear but also cut like an axe. Name: Strength: Range: Special rules: Halberds +1 Close-combat Requires 2 hands

Spears: Spears are as versatile as the weapon themselves, ranging from sharpened sticks to sophisticated spears. Name: Strength: Range: Special rules: Spears As-user Close-combat Always strike first*/ unwieldy**/ Mounted bonus*** *-Models receive an always strike first bonus in the first round of combat. **-Models may not get an additional attack from having a spear and another hand weapon. ***-Models models also receive a +1 strength bonus in the first round of combat. Lance: Lances are good weapons for mounted soldier, typically punching holes in foes during the charge. Name: Strength: Range: Special rules: Lance +2* Close-combat Cavalry weapon** *- the +2 strength bonus only applies in the first round of combat **- Lances can only be used by mounted models and in the first round of combat. After that attack round, roll a dice-on a 4,5 or 6, the lance is recovered-on a 1,2 or 3, the lance is destroyed and lost. Regardless of the result, models who are still in combat must fight with a hand weapon, one which is chosen by the hero. Great weapons: Great weapons are large, punishing weapons, although the wielder is often slowed down, giving more than enough time to attack them. Name: Strength: Range: Special rules: Great weapon +2 Close-combat Requires 2 hands/ always strikes last Whips: Whips are often used by taskmasters of beasts to keep them in line, and they are used to snare the foe. Name: Strength: Range: Special rules: Whip As-user Close-combat -1 I to enemies in CC

Ranged weapons:Often the best way to destroy an enemy is to kill him from afar-this section covers the various common ranged weapons you will encounter on your adventures. Short bow: Short bows are small, easy to carry bows which are often employed by goblin raiders. Name: Strength: Range: Special rules: Short bow 2 16 None Bow: Bows are used by many races in warfare as they are compact yet powerful missile weapons. Name: Strength: Range: Special rules: Bow 3 20 None Long bows: Longbows are often used by experienced archers for their long range and great accuracy. Name: Strength: Range: Special rules: Longbow 3 30 None Cross bow: Cross bows are powerful bolt-action weapons which have a long range and a good punch. Name: Strength: Range: Special rules: Crossbow 4 30 Move-or-fire Slings: Slings are rarely used, although they have a bonus of having infinite ammo: rocks are easy to find and everywhere. Name: Strength: Range: Special rules: Sling 2 12 Fires 2 shots Throwing weapon: Commonly used by thugs-can be deadly. Name: Strength: Range: Special rules: Throwing weapons As-user 6 None

Pistols: Small black-powder weapons, which are easily concealed yet pack a heavy punch, a pistol is a useful weapon indeed. Name: Strength: Range: Special rules: Pistol 4 8 Armour piercing/ Hand-to-hand* Brace** Repeater pistols: Some pistols are custom made to have several barrels on them to fire additional shots. These pistols can cut down foes in alleys of multiple fire. Name: Strength: Range: Special rules: Repeater pistol 4 8 Armour piercing/ Hand-to-hand* Brace** Fires 3 shots Duelling pistols: Some pistols are made for duelling- these weapons are extremely powerful, although very rare. Name: Strength: Range: Special rules: Duelling pistols 6 10 Armour piercing/ Hand-to-hand*/ Brace**

*-Pistols in combat give a +1 attack bonus, in the same way as wielding 2 hand weapons. **-If a model has a brace of pistols (2 pistols equipped) he can fire double the amount of shots a turn (e.g. a brace of pistols would fire 2 shots). Both pistols count as 2 of the same one-handed weapon in close-combat. Note that the pistols in the brace can be different kinds e.g. you could have a duelling pistol firing alongside a normal pistol, but both would be resolved at their own strength.

Blunderbuss: A blunderbuss is a primitive version of a handgun, which fires rusty nails, lead balls, bent nail, rocks-pretty much anything a soldier could get their hands on. Name: Strength: Range: Special rules: Blunderbuss 2 * Blunderbuss** *-Measure a 6 line from the front of the model holding the blunderbuss and 2 from the side of the line-this is the hit zoneany model in the hit zone suffers a strength 2 hit. If a model is within 1 of the model firing and and is in the hit zone, the model suffers a strength 6 hit instead of a strength 2 hit. Also, the strength 6 hit has killing blow. **-Blunderbusses take a very long time to reload. After a blunderbuss has been shot, it cannot be fired unless reloaded next shooting phase. In order to be reloaded, a model must declare he is reloading and fire no weapon in that shooting phase. Models wielding a blunderbuss may never stand and shoot. Handgun: Handguns are some of the best firearms in the world, for having an impressive range and a high armour penetration. Name: Strength: Range: Special rules: Handgun 4 20 Move-or-fire/ Armour piercing Repeater handgun: Some nobles or engineers add extra barrels to their weapon to increase the rate of fire. Name: Strength: Range: Special rules: Repeater Handgun 4 20 Move-or-fire/ Armour piercing/ Fires 3 shots Hochland Long-rifle: These weapons are very rare and very powerful, favoured by the nobles of the province they come from. Name: Strength: Range: Special rules: Hochland Long-rifle 4 30 Move-or-fire/ Armour piercing/ Killing blow

Armour:Armour is an important advantage in fighting, as a suit of heavy armour can make the difference between a dead warrior and an alive warrior. Light armour: The most basic form of armour available, light armour is usually made from furs or cheap metals, so as such to be easy to produce and easy to sell. Light armour gives an armour save of 6+. Heavy armour: A more expensive version of light armour, heavy armour is much more worth it as it gives a soldier a better chance of survival. Heavy armour gives an armour save of 5+. Shield: Shields are often made of a combination of wood and metal. They not only give the soldier a better chance of survival, but also when used with a sword can be used to parry blows. The most impressive shields arguably belong to that of the Brettonians, their long and bloody heraldry intricately painted on. Gives a +1 bonus to your armour save-when combined with a sword models gain a parry save. Helmets: Many warriors wear helmets not only to protect their head from blows that might cripple them, but also to inspire fear and terror in their foes, especially in the case of chaos warriors. Helmets negate the armour piercing rule. Full-plate armour: Favoured by the greatswords of the empire, full-plate armour is some of the very best protection a soldier can receive. Full-plate armour confers a 4+ armour save.

Gromril armour: Dwarves are considered to be the best smiths in the world, and Gromril armour is certainly a testament to that. It is considered to be some of the best armour in the world, although it is very rare to see, and even if it is, usually on the body of a high dwarf king. Gromril armour confers a 4+ armour save and a +1 toughness bonus when worn. Sorcerers robes: Sorcerers wear robes which were made with the most delicate care. Weaved by master tailors, they allow free movement and no constriction on the wizards magical ability. Wizards can only cast spells in this clothing. Sorcerers robes confer a 6+ ward save. Talismans of protection: Dotted about the empire are talismans, rare, but useful, for they provide magical protection to the wearer who very much needs it. Talismans of protection can confer a ward save from 3-6+ to models wearing it-save decided by Game master. (Can be worn in conjunction to armour.)

Miscellaneous items:Torches: Torches require one hand to use. Once lit, they last 6 turns. Torches illuminate then area around the wielder by 4 and negate Night fighting rules. Torches are lit in the overlook phase. Once used, torches are thrown away. Lantern: Same rules as torches, except lanterns last 12 turns, and can be refilled using lamp oil. Rope and hook: Rope and hook allows model wielding it to move up on to stuff using it. In order to hook a building, a model must pass an initiative test in the movement phase. Once hooked, any model may give up their move phase to move directly on to the hooked bit. Models may also move back down it-this costs a move phase also. Net: Nets can be used a throwing weapon with a range of 8 or as a close combat weapon. One net may be used per wielders turn. As a throwing weapon, it counts as firing a weapon and you must use the models BS to determine if it hits or not-there are no movement or range penalties when throwing a net. If it hits, the model must than roll a D6-if it is equal to or lower than the models strength, the net is ripped apart and lost. If the result is higher than the strength, the model hit by net misses his entire next turn. He counts as if he was knocked-out. It may also be done in close combat, except by rolling one dice and rolling to hit normally in combat rather than BS. Otherwise the rules are the same. In any case, the net is lost afterwards. Hunting rounds/arrow: Models must choose whether to fire normal shots or hunting shots before firing their chosen weapon. Hunting shots give a +1 bonus when rolling to wound against targets.

Maps: If a player has a map he may decide to use it at any time during the game. If used on the main map, the Game master must reveal one location to the players on the board. If used during a dungeon raid, all rooms on the single dungeon board are revealedall chests, monster, etc are revealed in the rooms.

Carrying items:Heroes often must carry his own stuff, and can only carry so much. This can be a problem, but solutions have been found to help heroes carry items. Hero models may only carry one suit of armour, one weapon and 5 other items (other weapons, etc). There are 3 kinds of items: Non-weight items: e.g. gold coins Mild weight items: e.g silk Weight items: e.g. sword Non-weight items weigh nothing and have no effect on heroes carrying them. Mild weight items take up of a space for carrying items. Weight items take up 1 space for carrying items. Games master decides what items weigh what. Carrying items: Leather pouch: Carry one extra item. Leather sack: Carry up to 3 extra items. Leather bag: Carry up to 5 extra items. Leather Back-pack: Carry up to 10 extra items-models wearing a back-pack suffer a -1 penalty to their movement.

Creatures:Often other creatures are used alongside warriors to give them the upper hand or some kind of advantage. Horse: M WS BS S T W I A LD 8 3 0 3 3 1 3 1 5 Barding: +1 to armour save Fighting animal: Some people like to have animals which are trained to fight alongside them, and they can often be a real help in the the most bloody conflicts. Fighting animal: M WS BS S T W I A LD 5 3 0 3 3 2 4 1 6 Fighting animals are exactly like controlling a player-the controlling player owns the animal. They are treated like equipment for the hero. Animals never gain experience, and if the player controlling them dies, they are lost. Player may store one extra item on a fighting animal, which may be accessed at any time as long as the animal and the player are within 2 of each other. If the animal dies, the item is lost. Fighting animals count as having light armour and a sword. Sharpened claws: +1 strength to fighting animal Well-trained: +1 weapon-skill to fighting animal Tough beast: + 1 toughness to fighting animal Ranged attack: Fighting animal now has BS 1 and is equipped with infinite throwing weapons. This may also be made into poison throwing weapon attacks.

Bottled items:Certain items come in glass bottles. These items can vary from simple beer to a complicated mixture which melt the face off your foe. Note that coating weapons means that only the weapon you coat with poison has that ability, chosen when item is used-also note that black-powder weapons may not coat poison on their ammo. Also note that bottled items are not cumulative !!! Minor healing potion: Drinker regains 1 lost wound. Medium healing potion: Drinker regains D3 lost wounds. Major healing potion: Drinker regains D6 lost wounds. Minor potion of channelling: Drinker gains a single spell dice. Medium potion of channelling: Drinker gains D3 spell dice. Major potion of channelling: Drinker gains D6 spell dice. Light ale: Drinker gains +1 I for 1 turn Medium ale: Drinker is Immune to fear for a turn. Strong ale: Drinker is Unbreakable but suffer from Stupidity for a turn. Holy water: On the turn this is used, the user re-rolls all to wound rolls against undead and chaos models in close combat. Weak poison: User gets the Poisoned attacks special rule for 1 turn-coated on weapon of choice.

Medium poison: User gets Poisoned attacks special rule for D3 turns-coated on weapon of choice. Strong poison: User gets Poisoned attacks special rule for D6 turns-coated on weapon of choice. Venom: Model gets Poisoned attacks special rule for the whole skirmish-coated on weapon of choice. Fire bomb: Used in the shooting phase. Model throws fire bomb(use a marker) 2D6 in any direction. If then scatters a further D6. After its final position is discovered, roll a D6. That number of inches extends round the marker. That is the fire bomb's hit zone. Any model in that hit zone suffers D3 strength 5 flaming wounds. Tree-skin: Drinker gets +3 bonus to toughness till the end of its next turn. Ogre strength: Drinker gets +3 bonus to its strength till the end of its next turn. Potions of speed: Drinker gets Always strike first rule till the end of its next turn. Potion of the loony: Drinker gets Frenzy special rule till the end of its next turn. Poison of the slow: Coated on a weapon of choice, models wounded by it suffer from the Always strike last special rule for D3 turns. Poison lasts until the end of players next turn. Poison of armour corrosion: Coated on weapon of choice, models hit by this must roll a dice. On a roll of a 1, the models armour is destroyed. Poison lasts until the end of users next turn.

Poison of fire: Coated on weapon of choice, models hit by this count as being hit by flaming attacks. Poison lasts until the end of users next turn. Poison of the fool: Coated on weapon of choice, models wounded by this suffer from stupidity for D3 turns. Poison lasts until the end of users next turn. Poison of pain: Coated on weapon of choice, models wounded by this suffer 2 wounds for every 1 wound caused instead. Poison lasts until the end of the users next turn. Potion of speed: Drinker has the Swift stride special rule until the end of its next turn. Poison of crippling: Coated on weapon of choice, models wounded by this suffer a -1 toughness penalty for D3 turns. Poison lasts until the end of the users next phase. Potion of foresight: The drinker of this potion may re-roll all rolls of a 1 to hit, to wound, armour saves and ward saves until the end of its next turn. Potion of magical presence: The drinker of the potion gains magic resistance (1) and if he is a wizard, gets a +1 bonus when casting spells. Potion of troll vomit: The drinker of this potion gets the regeneration rule for D6 turns, however, once it wears off, the model suffers D3 wounds with no armour saves allowed. Potion of fury: Roll the artillery dice(2,4,6 etc) -the number on the dice is the number of extra attacks the model gets in close combat-this turn-however, if you roll a misfire the model suffer D3 wounds with no saves allowed.

Herbs and spices:There are many herbs and spices in the old world which can be every useful on occasions. Healing herbs: The eater of these herbs loses all negative modifiers to his profile (e.g. minor injury). Bezoar stone: The eater of this stone negates effects of all poisons the model is suffering. Girdroot: Heroes who roll on the minor injury table may use a these herbs-each herb expended allows one re-roll on the minor injury table. Skulldot herb: Heroes who roll a dead result may use this herb. Roll a dice. On a roll of a 6, the result is negated and becomes a major injury result instead. Garlic: A vampire who wishes to attack a model who has eaten garlic must pass a leadership test. If successful, the vampire may attack as normal. If unsuccessful, the vampire may not attack the model. JuJu plant: The JuJu plant is used exactly like a throwing weapon with a strength of 1 which allows no armour saves. If it successfully wounds the foe, the wounded models profile immediately becomes that of a zombie (except for wounds, which stay the same) and follows the special rules for a zombie. Mandrake root: Grant the eater of herb poison immunity-roll the artillery dice (2,4,6 etc). The number on the dice is the number of turns poison of any kind has no effect on the eater. A misfire causes the eater to suffer a single wound with no save allowed.

Notes on items:Although we have listed a lot of items here, this is not by far all the items in the game. The armoury is not so much solid rules as it is a rough guide-we want the Games master to come up with plenty of items for players to enjoy. Its up to him/her to come up with campaigns, controlling the monsters and coming up with items to give players-in particular mild weight items-such as silk, leather belt, a clay pot, etc. These will usually be items for the players to sell, but may become useful at some point to make an item or something else. Again, a lot of it is down to the Games master, so pick someone whose not afraid to make stuff up on occasion, and wants to be a fun person. After all, the rules allow the Game master to make you fight 3 ogres in your first skirmish fight, which is a bit harsh, so pick someone who is ready to co-operate with the players to make a fun experience for everyone.

6. How to play on the RPG map

One important aspect of RPG is the fact players play on a map-based system. This allows player to fight on smaller skirmish boards while moving along on larger ones. Note in the next few chapters all products I mention are not mine, and this rulebook is not sponsored in any way by owners of said product. Thank you. Main map: The main map will usually represent you travelling across a province of the empire or a part of brettonia. The main map should be a battle mat, or something like that stretches across a table. The Games master will then draw it on a piece of paper, and draw markers for the following: 1. Hamlets, villages, towns and cities. 2. Enemy camps and main enemy camps. 3.Dungeons and caves 4.Towers/spires 5. Anything else you can come up with !!!

Moving on the main map: The players should have made a marker to represent their tent (aptly referred to as the tent marker). In order to move, players take turn rolling a dice and consulting the chart below: Moving: 6: Good march: Tent marker moves 4 across map 2-5: Typical day: Tent marker moves 2 across map 1: Ambush: Play the Skirmish scenario Players will the move the tent marker in any direction. Once they come within 6 of one of the main maps features it will appear on the board using an accurate marker as a representation (e.g. a town appears as a building on the map). Player will continue to move across the board in this system. Once the tent marker reaches another marker, they may choose to either go in it or not to. Camping: RPG heroes may instead choose to camp rather than move, in which they roll a dice and consult the table below: Camping: 6: Good rest: All RPG players regain D6 wounds 2-5: Rest: All RPG players regain D3 wounds 1: Ambush: Play fight by the camp-fire scenario Note that RPG heroes who have fought in skirmishes keep the wounds they lost in a skirmish e.g. Hans Von Blucken is wounded twice during a skirmish-he stays on 2 wounds until healed. Hamlets/villages/towns and cities: These are all forms of friendly civilisation (usually) and often contain shops and quest people etc. Easiest way to note the sizes between the 4 forms: 1 skirmish board is a hamlet, 2 is a

village, 3 is a town and 4 are cities. Each part of the skirmish board the Games master will put on buildings and the like etc. Multiple skirmish boards for larger things simply means each skirmish board represents a part of it, so player can move to the other parts of town using it. Although models must be physically put on for accurate representation (e.g. civilians, town guards, the RPG heroes etc), the models may move wherever the like, and interact with anyone. There will be often various shops and the like. Ultimately, it is down to the Games master to decide the rules for any kind of civilisation. Enemy camps and main enemy camps: If tent marker reaches a enemy camp and the RPG players choose to go in it, the players must play the enemy camp scenario. Dungeons and caves: On reaching either of these, the players must play the dungeon scenario or the cave scenario depending on which one they reached. Towers and spires: Upon reaching either, players must play the watchtower scenario. Anything else you can come up with: If you want a campaign where the players go to the under-empire of Skaven, you could have markers on the map which represents wells which let you go down to the under-empire to fight in a custom made scenario where you fight the fierce rat-men. As long as the rules are written down, there is no reason it can't be done. Note that the dungeon master can change the rules of stuff, what happens in certain scenarios etc - he could put you in a skirmish fight at any time. He has complete power over what happens in skirmishes !!!

7. Scenarios

The following pages contain the scenarios we mentioned in the last chapter. This chapter will contain all the rules for fighting in the scenarios, what sort of special rules they have, etc. There are 2 kinds of boards you will fight on: Skirmish board: The skirmish board is played on a board roughly around 28 by 25 board which you will fight your skirmishes on. In our games, we used the LOTR hexagonal game boards for our skirmish mapsthey fit the bill perfectly ! Dungeon/cave board: These boards instead run by a squares system-all inches turn into squares-dungeon/cave rules will be covered later on. In our case, we used the well-made Hasbro dungeon and dragons board-it was perfect, as it also came with chests and doors-perfect for markers for doors and lootable items.

1. Skirmish scenario

25 1-3 6

28

4-6

6

28

1-3 25 4-6

6

Rules:Scenery: What scenery that is on the board is up to the digression of the games master. Deployment: Game master must roll a dice. On a roll of a 1, 2 or 3, the RPG heroes deploy in the 1-3 yellow zone, and the Game masters force in the red zone marked 1-3. On a roll of a 4,5 or 6, the RPG heroes must deploy in the centre of the board, which will be marked, and 6 all round from that mark is their deployment zone. The Game masters force may be deployed on any table edge-6 up. Turns: Game keeps going until either the RPG heroes are dead or the Game masters force is destroyed. Order of play: Original roll: 1-3: RPG heroes 4-6: Game master Forces: RPG heroes Up to a 20-wound force chosen from the bestiary section Special rules: None Victory conditions: Either force is completely destroyed

2. Fight by the camp-fire scenario25 6

28 6

6

28 6

6 25

Rules:Scenery: There MUST be a camp-fire in the centre of the board, otherwise what other scenery is at the digression of the games master. Deployment: RPG-heroes must deploy within 6 all round (white circle) of the camp-fire (red circle). Game masters force must deploy within the red zone all round. Turns: Game keeps going until either RPG-heroes die or the Game masters force is destroyed. Order of play: Game masters force goes first. Forces: RPG heroes Up to a 15-wound force chosen from the bestiary section. Special rules: Night fighting: all models weapons ranges are halved, and all model suffer a -1 penalty when rolling to hit. Camp fire: Counts as a lantern with a range of 6 but lasts for the entire game. Victory conditions: Either force is completely destroyed.

3. Enemy camp scenario25 6 RPG

28

Target

Guards 12

28

Guards 12

25

Rules:Scenery: Must be at least 3 1 large tent and up to 3 smaller tentsall other scenery is at the digression of the Game master. Deployment: RPG heroes deploy in 6 yellow square-leader of camp must be put in main tent-two teams of 3 guards put in 12 red circles. Turns: Game keeps going until either the leader is dead or the RPG heroes are. Order of play: RPG heroes go first. Forces: RPG heroes Enemy camp: Leader, 8 guards and up to a 10 wound force chosen from the bestiary section. Main enemy camp: Leader, 12 guards and a 15 wound force chosen from the bestiary section. Special rules: Overwatch: The RPG heroes are not spotted at first, so cannot be attacked. It is the job of the guards to spot them. Every movement phase, guards move the scatter die D6 inches. They may not do anything else except equipment prep in the overlook phase.

Enemy models cannot target the RPG heroes until they are spotted. RPG heroes are spotted in this fashion:(spotting is done in the shooting phase) first, the heroes must be within the initiative of a guard converted into inches e.g goblin has initiative of 3 so if heroes are within 3 the goblin can roll to try spot them. The roll to spot is dictated as following: Spotting table: Starts at 6+ Model is within initiative range +1 model is shooting a weapon +2 that weapon is firing at the sentry +1 model is casting a spell +1 model moves Once a model is spotted, the guard is alerted, and can act normally- he can move shoot, attack etc under the Game masters normal control. In over watch, the normal backstab roll drops to a 4+ rather than 6+, with all modifiers added on. If a hero fails to back-stab a guard, the guard will notice on a 4+, and they will be in combat. If he rolls a 1,2 or 3, the guard immediately moves D6 forward and continues guarding as normal. If a hero charges a guard, he is automatically spotted. Spotted guards alert all other guards within 6, and so and so forth. If a guards scatter roll should bring him into base contact with a hero, the guard spots him, although counts as charging as normal. Note guards will only spot the hero, not the entire team. The rest of the heroes are spotted as normal, although the guards basic to spot roll of a 6+ drops to a 4+, as they know something is afoot. If a guard comes into contact with an item when scattering, he will stop and immediately turn around. Guards which scatter off the table count as dead (they have walked off duty).

The leader: If a hero makes it to the leader without being detected, they can move into base-contact and kill him on a 2+. If they roll a one, the leader has woken up. The leader and the hero now count as being in combat. The tents: The tents contain the army of said leader. At the beginning of the scenario, the Game master must note which models are in which tents. Once a alerted guard is within 2 of a tent, the models within are woken up. All models that come out of tents count as alerted, allowing them to alert other tents. The models are arranged around the tent 2. They may act as normal. Night or day ? : At the beginning of the game, roll a dice. On a roll of a 1,2 or 3 it is night, and the Night-fighting rules are in place. On a roll of a 4+, it is day, and no special rules are in place. Victory conditions: If the leader is dead, the RPG heroes win, if all the heroes die, the evil force wins.

4. Dungeon/caves:

Although RPG is an nice skirmish game to play, we also realised we could take this magic to the dungeons and fight foul hordes of monsters for treasure. This section will tell you about how to play a dungeon/cave scenario. Board: The board used for either caves/dungeons must have squares on it and several rooms divide by rooms. You could use the Hasbro dungeon boards (they're flip-sided) or the old Warhammer dungeon board. Models start off on one board in one room, and move through the rooms on that board. Once they get to the part which leads to the next board, put it down. Repeat process until the amount of boards in the dungeon the Game master wants to use is used. Turns: The Game master always goes first in a dungeon, the RPGheroes in a cave.

Lighting: Each time the players enter a room-roll a dice-on a 1,2 or 3, the room is not lit and night fighting rules are in play. On a 4,5 or 6 the room is adequately lit, and the models play as normal. Room combat: Models move about the board but fight enemy models in room combat. Basically, this means the skirmish fight doesn't end until either the heroes pull out or they complete the whole dungeon or they die. As such, they will continue moving and fighting as if they were in a skirmish fight. What stuff/monsters in a room is only revealed when the heroes enter it. Any model, monster or RPG, may go to different rooms. New room are opened when a hero opens a door to the room. As soon as monsters are found in a new room, the players must continue their turns in the normal sequence decided by the players. Then the Game master gets his go. If there are not monsters on the board, the Game master skips his go and the RPG-heroes play in the normal fashion. Doors: In order to get into new rooms, player must open the door into them. Opening a door is done in the movement phase, and costs one square worth of movement to open. Doors may be closed again, but obviously can also be opened. Squares: Dungeon/cave boards do not use inches-instead we convert inches to squares. Movement: Inches become squares-anything that is inches is now squares-models may NOT move diagonally, but can still face anyway the want for free. Magic: Range of spells etc inches now squares. Shooting: Weapons range now in inches, not squares-also, models can only fire down the line they are facing.

Looting: Same rules-just costs a square to loot and must be within 2 squares to do it-however, a roll of a 1 is instead a trap-the looting model now takes a strength 3 hit and gains no items. Serve the master: Dungeons and caves are the Game masters bastions, and enemies stationed in there are more then ready to give their lives. All enemy models in a dungeon/cave are fearless. Stairs: Models which move up stairs are brought to a new board piece. It costs a model's entire movement phase to move up stairshe must be standing on the marker. Pitfalls: Pitfalls can lead to new places. A model can jump over a pitfall if he passes an initiative test. If he falls in, roll a dice - on a 1,2 or 3,4 or 5 it is a trap and he takes a strength 3 hit-on a 6 the pitfall counts as stairs. He cannot climb back up them, and will probably have to rejoin the heroes in a later part of the dungeon. If he has a rope and hook he may climb out, or if a another model has it-it takes his entire movement phase to climb out of it. Enemy models which fall into pitfalls die automatically. If a hero goes into a revival state in a trap he may be revived by any hero in an adjacent square, and as soon as the hero is revived, he climbs out onto an adjacent square (chosen by controlling player). Otherwise, it follows the same rules for revival state. Player do not need a rope and hook to climb out of a pitfall-they must simply spend their whole movement phase climbing out. Models which climb out of either may act as normal but count as moving for the purposes of shooting and charging. Models fleeing over pitfalls count as falling in them then automatically rallying (the shock of falling in one is incentive enough to stop them from fleeing) and normal rules for pitfalls then apply.

Mounts: Models in dungeons/caves may not be mounted or have mounts with them (this is no place for a horse !). Baggage ponies may not be brought in either. Number of enemies: Dungeon: Up to a 40 wound force, constructed from the bestiary. Caves: Up to a 25 wound force, constructed from the bestiary. Note the Game master MUST plan the dungeon/cave and must write down which models are in which room. Victory conditions: The Game master (using the models in the dungeon/cave) must attempt to destroy the RPG-heroes. The heroes can go into the dungeon as deep as they want and pull out, but only count as winning if they destroy ever monster in the dungeon.

5.Towers/spires25 18 by 18

Watchtower/ spire 28

28

Rules:

6 by 6 25

Scenery: There must be a watchtower/spire positioned roughly in the centre of the watchtower/spire board. Any other terrain is at the digression of the Game master. Deployment: RPG-heroes deploy in a 6 by 6 square (marked as yellow). Evil forces fighting on the watchtower/spire board deploy in a 18 by 18 square. Turns: Players keep fighting until either all the enemy models are dead or all the RPG heroes are. Order of play: RPG heroes go first in watchtower-Game master's force goes first in spires. Forces: RPG heroes Watchtowers: up to a 15 wound force on the watchtower board, up a 10 wound force on the watchtower inside board. Spires: up to a 20 wound force on the spire board, up to a 15 wound force on the spire inside board. Special rules: Two boards: Players and forces fight on two board-the outside board and the inside board. The inside board may only be moved

onto by the RPG-heroes if all the enemies on the outside board are killed. The outside board is on the skirmish board and counts as a skirmish fight, while the inside board is on dungeon/cave boards and uses the rules for a dungeon/cave game. Well lit: Whether it be spire or watchtower, all rooms count as well lit unless the Game master specifies otherwise. Number of dungeon boards: Watchtower: 3 boards Spire: 2 + D3 (rolled when moved onto) boards Victory conditions: The RPG-heroes win if the successfully clear the watchtower/spire outside and inside board of all enemies. The Game master wins if (as per usual) he manages to kill all the RPG-heroes.

8. How to structure a campaign

Althoug