You are on page 1of 30

Warlord Open Beta Revision 1.

01 Page 1

Last Edited: 7/4/2003
Credits
Copyright 1981, 2003
All Rights Reserved
Warlord by Bill Grand, Matt Ragan, Ed Pugh

Dark Heaven Legends, CAV, Damage Track, Warlord is trademark
Reaper Miniatures Inc.

Special Thanks
Al Pare, Robert Allen, Matt Clark, Doug Clevenstein, Tim Collier, Paul
Garmer, Jason Hawver, Gary Hoover, Frank McCloy, Brandon
McDermott, Nao Nagashima, Frederick Steputis, Robert Stewart,
Bryan Stiltz, Ira Strawn, David Ward, Matt Yamarino

Extra Special Thanks
To The Gamers Guild. You grizzled greybeard grognards from the
80s back in the old days when clip art involved scissors and glue and
especially Max Carr, David Pugh & Dave Bennett. Warlord lives
again!

Playtesting
Joel Agee, Ray Bailey, Jeremy Barnhill, Thane Barnier, Mike Clark,
Jessica DePeel, Scott Frank, Slaine Fullerton, Dylan Gould, Neil Gunn,
Mike Hardy, Michael Head, Tim Krason, Lee Langston, William
McFall, Colin Moore, Steven Page, Lanse Tryon, John Williams


BETA TESTING VERSION ONLY
This version of the rules is for beta testing, feedback, and evaluation
purposes. No guarantee is made that the mechanics and presentation of
this document will reflect the final printed work. Feedback is both
desired and encouraged online at the Reaper Miniatures discussion
forum. Updates to these rules will be posted to the internet when
available. Font sizes are small to reduce the number of printed pages
required.
www.warlordhq.com
www.reapermini.com

What is a Miniatures Game?
A kingdom for a stage, princes to act
And monarchs to behold the swelling scene!
Then should the warlike Harry, like himself,
Assume the port of Mars: and at his heels,
Leashed in like hounds, should famine,
Sword and fire crouch for employment.
William Shakespeare, Henry V


Since the invention of the toy Soldier there have been games that
use them. As young children, toy Soldiers battled across rooms with
childrens imaginations creating the sound effects and rules as they
went along. Generals and Soldiers throughout history have used toy
Soldiers to recreate historical battles, to visualize and develop an
understanding of Grand Strategy and Tactics. In the end; however, it
comes down to the simple fact that it is a lot of fun to push around
small painted toys on a model battlefield.

Good Habits of Play
The best reply to unseemly behavior is patience and
moderation.
Molire The Would-be Gentleman

There are a few good habits to get into when playing miniatures
games that helps everyone enjoy the hobby and reduce arguments. The
following Good Habits are not rules, they are simply commonly
accepted miniatures game courtesies. In Official Warlord Tournaments,
these good habits will be a large part of a participants sportsmanship
score.

Declare, then Measure Tape measures are great inventions but dont
measure until after your Troop and Models actions have been declared
out loud. Some futuristic games may encourage pre-measurement, but
unless a game or your opponent states that it is ok, assume it is not. If,
after you declare your action, you discover that you dont have enough
range/movement/distance to complete your declared action, make the
best of it - but do not change your declared action.

Roll Dice in the Open Roll your dice where many players can see the
results rather than hidden behind terrain or out of sight.

Give Data Card Information When your opponent asks you for a
piece of information that is printed on one of your Data Cards (such as
Defensive Value) go ahead and give the truthful answer so they can
gauge how they would conduct their actions.

Tokens and Lying Models Down Warlord uses Tokens to mark
several important events or pieces of information that occur during
play. One such piece of information is when a Model is killed.
Typically it is preferable to remove the Model and replace it with a
token since it leaves less clutter (A penny works great for a token!
Some players prefer to use a Reaper tombstone painted and glued to a 1
inch base since it creates a very cool visual effect). However, some
players prefer to instead simply lay the killed Model over on its side
or back representing the fallen body. This is also fine if it is agreeable
to all players.

Fallen Models in the Way If players do not use tokens to denote
fallen Models, there are no rules or penalties for kicking the corpses
out of the way. If a fallen Model is preventing movement or the
establishment of base-to-base contact simply move the fallen model an
inch or so out of the way or to the edge of the combat. Be careful to not
damage the paint on Models that do not belong to you! Likewise, when
conducting Movement simply move through or over the corpses.

Warlord Open Beta Revision 1.01 Page 2

Last Edited: 7/4/2003
Preparation

Bases
If you want to make an apple pie from scratch, you must first
create the universe.
Carl Sagan

When playing miniatures based games, having a common set of
bases dramatically increases the speed and ease of play. Warlord base
sizes are very easy to remember, create and acquire. Warlord Models
are typically packaged with the correct base included. Regardless, the
correct base size is printed on the Models Data Card.

Warlord Base Sizes
Standard 1 square (25mm)
Cavalry 1 x 2 rectangle (25mm x 50mm)
Large 1.5 square (40mm)
Giant 2 square (50mm)
Super 4.5 Circle (CD, CD-ROM)

Front Base Sides
For game purposes a Models Base is said to only have two sides:
front and rear. Since square and rectangles obviously have four real
sides, three of the four sides are considered the Models front, and the
final side is considered the rear.

[insert diagram]

Materials Needed
Ten sided dice (d10)
Six sided dice (d6)
Various Warlord miniatures on proper bases (Models)
Measuring devices (rulers or tape measures)
A deck of standard playing cards
Pennies, beads, or other small items to use as tokens

The Data Card

Name: Joe Example DT 0 1 2 3
ID: # (MM) 6 3
Points: 14 (DS) 4 2
(MT): Sergeant (AV) 0 0
(TS): 3-10/0 (RAV) - -
Range - -
(MB): Standard (DV) 8 7
(AA): Mercenary/
Neutral
(CP) - -
Melee: 1 (MD) 10 9
Ranged: -
Special: Bloodlust/2

Name: Name of the Model
ID: Reaper Miniatures item or catalog number
Points: The number of points the model costs to field
Model Type (MT): The Models classification Type: Leader (Warlord,
Captain, Sergeant), Soldier (Grunt, Adept), Solo (Monster, War
Machine, Solitaire) Elite (Hero, Cleric, Mage) and whether or not it is
Unique.
Troop Size (TS): Only Leader Models will have information displayed
here. The first two numbers indicate the minimum and maximum
number of total Models for a Troop that is led by this particular Leader
Model. The number following the slash represents the number of Elite
Models that may replace Grunts in the troop. Note that total Models
means that the Leader Model itself is counted as one of the Troop.
Model Base (MB): The type of Base the Model must have to be used
in play: Standard, Cavalry, Large or Giant. Army/Affiliation (AA):
The overall army type the Model belongs to which dictates the
Affiliation of ally models in the army or on the side.
Melee: The number of attacks it performs when initiating a Close
Combat Action.
Ranged: The number of attacks it performs when initiating a Ranged
Combat Action.
Special: A list of all of the Models Special Abilities

Damage Tracks (DT): Number of levels of damage a Model
possesses. As a Model takes Damage place a die (usually a six sided
die will suffice) near the model indicating how many points of damage
it has suffered. When conducting Actions using a damaged Model, use
the column on the data card that corresponds with the damage level
indicated by the damage die. Once the Model has taken an amount
greater than the Damage Tracks listed for the Model, the Model is
considered a casualty (either removed from play or marked with loot
tokens depending on the scenario).

Movement (MM): How many inches of Movement the model has
available to conduct a Movement Action.
Discipline (DS): Training, courage, and mental/emotional control
Attack Value (AV): A Models relative melee offensive ability
Ranged Attack Value (RAV): A Models relative ranged combat
offensive ability
Range: The distance in inches a Models Ranged Attack will reach
when using its RAV.
Defensive Value (DV): A Models relative physical defensive ability
including armor and skill at dodging
Casting Power (CP): A Models Magical offensive ability including
any innate powers and magical control
Magic Defense (MD): A Models Magical defensive ability including
any innate powers

The Fighting Company
Players will have a group of models under their control called a
Fighting Company. The Fighting Company represents a group of
warriors and adventurers from the war-torn Taltos region of Adon. The
opposing Fighting Companies can struggle for control of an objective,
or simply engage to wipe out their foes. A Fighting Company is made
up of smaller units called Troops and Troops are made up of individual
Models. Special terminology and rules govern how to put together
Troops and Models to form your Fighting Company.
Example Fighting Company
The following example represents a very large Fighting Company (well
over 1000 points once you add magical equipment and spells).
Troop A (12 Models) 1 Warlord, 9 Grunts, 2 Elite
Troop B (5 Models) 1 Captain, 3 Adepts, 1 Elite
Troop C (7 Models) 1 Sergeant, 6 Grunts
Troop D (1 Model) 1 Monster
Troop E (1 Model) 1 Solitaire
Troop F (1 Model) 1 War Machine

The Troop
A Soldier will fight long and hard for a bit of colored
ribbon.
Napoleon Bonaparte

In Warlord, the Troop is the basic unit of play and organization.
The Warlord game focuses on skirmish level play, which means that
Troops are fairly small units of Models.
Warlord Open Beta Revision 1.01 Page 3

Last Edited: 7/4/2003
A Troop is one of two things:
A Group of Soldiers and Elite Models under the command
of a single Leader Model
A single Solo Model
Troop Size
A Troop with a Leader Model can only be as large or feature as
many Elites as the Leader Model will allow. A Leader Models Data
Card will indicate a Troop Size (TS) in the following format:

Troop Size (TS): Min. Max. / Elite

The first value (Min) is the minimum total size of a Troop that uses
that particular Leader Model, including its Leader. The second value
(Max) is the Troops maximum total size, including Leader. The value
after the slash (Elite) indicates the maximum number of Elite Models
that may be used to replace Soldier Models.

Limits
Elite type models can only be present in a Troop if the
Troops Leader Model Data Card indicates it is allowed.
An Elite type model may be included in a Troop by
substituting it for a Grunt model. You can only substitute
1 Grunt with an Elite for every 4 total Models in a
Troop. A troop of 8 total models could contain up to 2
Elite type models. A Troop of 7 total models could only
contain 1Elite type model.
A Troop cannot have more than one Leader Model.
A Fighting Company cannot have more Solo Models
than Leader Models.
A Fighting Company can never have more than one
Model of the Warlord Model Type.

Example of Troop Size (TS)
Lets say the following values are printed on a particular Leader
Models Data Card: Troop Size (TS): 3-10/2.
At the minimum, this Troop must have at least three
total Models: the Leader itself plus 2 Soldiers.
At the maximum, this Troop may have up to ten total
Models: the Leader, 2 Elites, and 7 Soldiers.

Chain of Command
Sergeants and Officers
Sergeants can command small patrols and scouting
expeditions, but larger operations will require officers on the field.
To represent this, Leader Models must obey the principles of the
Command Chain. In its most basic form, the Command Chain
means that you cannot add a third Sergeant to a Fighting Company
unless you have a Captain. Once you have at least one Captain in
the Fighting Company the ratio should be maintained that for every
three leader Models, at least one should be a Captain or Warlord.

1-2 Sergeants
No Captain required, though Captains and Warlords may be
fielded.
3-4 Sergeants
At least 1 Captain or Warlord required, more may be fielded.
5-6 Sergeants
At least 2 Captains (or 1 of them a Warlord) required, more
may be fielded.
and so forth

Example
A Fighting Company has four Troops. One Troop is a
Solo Monster and Sergeants lead two of the Troops. The
fourth Troop can either be another Solo Model or led by a
Captain or Warlord. It may not be another Troop led by a
sergeant since a third sergeant Model may not be added until
at least one Captain or Warlord is present in the Company.
Another Fighting Company has five Troops; all of them
have Soldiers and Leader Models. Four of them are led by
Sergeant Models; either a Captain or Warlord leads the fifth.

Captains and Warlords
Captains are senior officers that are more than capable of
operating without continual orders and govern themselves. Due to
their experience and skill, Captains have a much closer battlefield
relationship with Warlords. One or two Captains can cooperate
without difficulty, but more than that and a Warlord must be
present.
A Fighting Company cannot have three or more Captains
unless it first has a Warlord Model.

Large Operations
A Warlord Model is mandatory in games where each Fighting
Company is built using 1001 or more points, even if the actual
Fighting Company only uses 1000 or fewer points.
Example
Two players agreed to play using a Game Point Value of
1100 points. One player only takes 995 points worth of
Models, Spells, and Equipment. That players Fighting
Company will still require a Warlord Model since the original
Game Point Value was over 1000 points (i.e. 1001 points or
more).

More officers than needed
The above Chain of Command ratios govern the minimum
leadership requirements for large Fighting Companies. Players are
free to field Warlords and multiple Captains in games of only a
few hundred points or with only one or two Troops. The Chain of
Command is not designed to restrict players from using their cool
and powerful officers in small games; it is simply intended to
prevent hordes of Troops with no clear leadership in large ones.

Model Types
The different Models used in Warlord each have different roles and
uses. Players should consider what Models and Troops they wish to
bring to the game. Some players base their decisions on what Models
look coolest, others on mathematical bonuses and special rules, and
some draw from a little bit of both.
There are four main Model Types: Leaders, Elites, Solos, and
Soldiers. Each main Model Type is composed of several Subtypes that
vary in name and purpose.

Leaders
The first of the Main Model Types are the Leader Models. Leader
Models lead each Troop and are of varying strength and ability. There
are three types of Leaders: Sergeants, Captains, and the Warlord itself.

Leader Model Subtypes
Sergeant
Captain
Warlord

Sergeant Sergeants are regular soldiers that have proven
themselves in the face of battle and have the ability or strength of
will to command. In Warlord they represent the most inexpensive
Leader Model and most Fighting Companies will have several.

Captain Captains are exemplars of leadership and battlefield
prowess. Captains are powerful Models, often with several unique
special abilities that add versatility and strength to a Fighting
Company.

Warlord Warlords command great armies and large forces in
their thirst for control of Taltos. Larger games will require a
Warlord Model, however in smaller games a Warlord is optional.
Typically Warlord Models have special abilities and powers that
can quickly turn the tides of battle. When fielded, a Fighting
Warlord Open Beta Revision 1.01 Page 4

Last Edited: 7/4/2003
Company can only ever have one Warlord regardless of how many
points are being used.

Soldiers
The second Main Model Type forms the bulk of any army or
fighting company - the Soldier. Soldiers are the basic troopers that flesh
out Fighting Companies and give any military operation the necessary
mass and personnel to succeed. There are two types of Soldiers: Grunts
and Adepts.

Soldier Model Subtypes
Grunt
Adept

Grunts Grunts represent the bulk of the troops you will
encounter on any tabletop battlefield. While possibly lacking the
individual skills or abilities of heroes, well coordinated Troops of
Grunts are easily one of the most dangerous elements you will face
in battle.

Adepts Adepts are much more rare than a normal Grunt. They
are the Special Forces of an Army and have special rules
concerning their use within a Fighting Company. Adepts that use
the same Data Card must always be in a Troop together under the
command of the same Leader Model. The number of Adepts in the
Troop, and which Leader Model commands the Troop is normally
unimportant. The key thing to remember is that all Adepts using
the same Data Card are in the same Troop. This also means that
there will only ever be one Troop of a particular type of Adept in a
Company; this also helps represent an Adepts rareness.

Elites
The third Main Model Type is the Elite. These are the special
purpose Models that often have several special abilities that make them
much more powerful than a normal Soldier. In Warlord there are three
types of Elite Model subtypes that include the Heroes and Spell-Casters
commonly found in the Heroic Fantasy genre.

Elite Model Subtypes
Cleric
Hero
Mage


Cleric Clerics are special conduits of divine power. Clerics have
access to healing, augmenting, and other useful spells that can
boost the fighting ability of a Company.

Hero Heroes are mighty warriors and adventurers that have
made a name for themselves in their travels or with their deeds.
Heroes add combat power to a Company in the form of skilled
melee or ranged prowess and special abilities.

Mage Mages are students of arcane spells and sorcery. Mages
have access to damaging and offensive spells that can damage the
enemy and provide combat support.

Solos
The final Main Model category is for the Solos. Solos are Models
that are either too large to be in a Troop, too anti-social, or perform
specific tasks that are unsuited for fighting in a unit with other Models.
Solos include monsters, very special characters, or even the large and
powerful machinery used in siege warfare.

Solo Model Subtypes
Monster
Solitaire
War Machine

Monster Monsters are spectacular creatures, often non-
intelligent or only bestially cunning with destructive powers and
special abilities. Typically Monsters will be mounted on Large,
Cavalry, or Giant bases.

Solitaire Solitaires are warriors and soldiers so skilled,
intelligent, and/or cunning that they prefer to act alone. Typically
Solitaires will be on Standard bases, though some may be larger
creatures.

War Machine War Machines are mechanical or supernatural
engines of destruction, often designed for use in sieges. War
Machines will typically be mounted on Giant Bases and have a
crew of Models that all function together using the same Data
Card.

Uniques
A Unique Model is not an actual category but rather an even more
special Model of another type. Any of the above Subtypes may be
marked with the Unique or Unq. prefix. Unique means that only one
of that particular Model and its affiliated Data Card may be in a single
Fighting Company under the control of a single player. Warlords are a
Leader type that is always a Unique model.
A Data Card that is not marked with the Unique prefix indicates
that the cards values are common enough in the army roster that
multiples are possible. This does not mean that there are clones or
duplicates of a particular character or individual, simply that the
particular Models Data Card is common enough to serve for more than
just one Model in a Fighting Company of that Type. By their very
nature, Leader Models, Elites, and Solos will often have the Unique
prefix and Grunts or Adepts will not.

Examples
Ashkrypt the Lich: Warlord
(A Leader Model)
The Dark Maiden: Unique Monster
(A Solo Model)
Lysette, Unique Mage
(An Elite Model)
Sir Conlan, Lightbringer: Sergeant
(A Leader Model)
Kyla the Bounty Hunter: Unique Solitaire
(A Solo Model)
Bull Orc Warrior: Grunt
(A Soldier Model)
Mithral Knight: Adept
(A Soldier Model)

Army and Affiliation
Leadership has a harder job to do than just choose sides. It
must bring sides together.
Jesse Jackson

In Taltos there are many warring factions, each with their own
goals and views. When choosing Models to field in a Company, or
trying to figure out what allies you may call upon for reinforcements,
its important to know what side they are on.
Not only do armies have different goals, but individuals within
armies often have strong codes of conduct or world views that often
conflict with those of their allies. While within an army all Models will
fight together, when creating alliances its often important to know that
your allies have the same goals you do.

Army Rosters & Choosing Models
A Fighting Company that does not use a specific Army Roster is
considered a Freelance Company. Freelance Companies have no
restrictions on which Models may be fielded with which other Models
Warlord Open Beta Revision 1.01 Page 5

Last Edited: 7/4/2003
so long as they are of compatible Affiliations. Freelance Companies
have the advantage of ultimate flexibility choosing the right model
and best Data Card values for the job regardless of where the model
comes from. Some Models will have specific abilities they can only use
when part of a Fighting Company entirely composed of models from
their own Army Roster. Freelance Companies have the disadvantage of
not being able to employ a particular Models Army Specific Special
Actions and/or Special Abilities..
Each of the major Factions in Warlord will have their own Forces
of Taltos supplement. These Army Roster supplements detail additional
units, magical items, characters, and special rules that govern Fighting
Companies composed of only models from the same Army.
Affiliation
There are three Affiliations: Good, Neutral, and Evil. Good and
Evil Affiliated Models cannot be in the same Fighting Company.

Multiple Player Games with Teams or Alliances
Large battles with multiple players and Sides are very common.
While a specific Side, made up of multiple players, may contain
Fighting Companies that are Good and/or Evil, no individual player can
command both a Good Fighting Company and an Evil Fighting
Company in the same battle.

Points
Its very hard in military or personal life to assure complete
equality.
John F. Kennedy

Most Models are not equal; most have different strengths and
different weaknesses. A Grunt is usually less capable than a Warlord,
just as a teaspoon is less capable than a shovel when digging a ditch. To
represent these differences and to allow games to be played between
roughly equal overall forces, each Model has a point cost and a
particular session of play will have a Game Point Value.

Game Point Value
When players get together to play a session of Warlord, a Game
Point Value for the battle should be agreed upon in advance. In turn,
each Side spends those points to purchase Models and Troops to create
their Fighting Companies. A typical quick game is around 750-1500
points per player. A two player game of 1000 points per Side, which
typically concludes just under two hours, is recommended for normal
play though larger games with multiple players and sides are certainly
possible.

Sides
Since battles can be organized in many ways, the term Side is used
throughout the rules and represents each opposing Side in a battle.
Some battles may have multiple players but only two Sides with each
Side made up of one or more players. Free-for-all battles are ones
where each person is out to defeat all of the other players, and in this
kind of battle each player is a Side all to themselves. Warlord is
designed for any combination of players or Sides.

Game Play Concepts
Miniatures games have lots of rules that help resolve disputes and
keep the game fun. There are some concepts that are important and
common enough that they get their own section such as Line of Sight,
Discipline and Area of Effect. Line of Sight, Discipline and Area of
Effect interlace with several different game rules. Also included here is
a description of what happens when you roll a Perfect Ten on a Ten-
sided die.

A Perfect Ten

Whenever a player is required to roll a ten-sided die (d10) and the
player rolls a natural, unmodified 10, the result is an automatic success.
Line of Sight
"When you aim for perfection, you discover it's a moving
target."
George Fisher

Line of Sight is one of those concepts in tabletop miniature games
will that often cause heated discussion among the players. Basically,
Line of Sight means that one Model can see another Model. In the
event of a dispute, just remember this golden rule for Line of Sight: If
it can shoot/see you, then you can shoot/see it. That should resolve
most disputes.
Determining Line of Sight
If there are no Obstructions on either side of a line drawn from any
point of a models base, to any point of the Target Models base, and
out to a width of one-quarter inch from that line, then there is a clear
Line of Sight (LOS). When determining Line of Sight against targets
with different base sizes, a smaller base size Model does not block Line
of Sight to a larger base size.

[insert LOS diagram, look down]

Obstructions
A Model with the same size or larger base size.
Base Size Values
o Base Size 0 = Standard (1 square) with the
Vermin Special Ability
o Base Size 1 = Standard (1 square)
o Base Size 2 = Large and Cavalry (1.5 square
and 1 x 2 rectangle)
o Base Size 3 = Giant (2 square)
o Base Size 4 = Super (CD, CD-ROM)
Two intervening inches of Light Woods.
One intervening inch of Heavy Woods.
Any terrain pieces as specified and agreed upon by the
players prior to play that would obstruct LOS.

Elevated Models in the Line of Sight as Obstructions
A Models Base Size Value can be modified up or down by
Terrain Elevation.
Each Terrain Elevation Level increase adds +1 to a Models
Base Value.
Each Terrain Elevation Level decrease subtracts -1 to a
Models Base Value.
As with all Terrain, players should agree on which pieces of
Terrain qualify as a full increase or decrease in Terrain
Elevation prior to play.

Example
A rise of two Terrain Elevations will add two to a Models Base Size.
A fall of three Terrain Elevation would subtract three from the Models
Base Size and so forth.

An ogre (Large Base Size 2) standing on Level One Hill would actually
obstruct Line of Sight as if it were a Size 3 Model (2+1 = 3). That same
ogre standing in a Level Three ravine or ditch would count as Base Size
-1 (2 3 = -1), meaning even Vermin would be able to see over the
ogre while it was in a ditch of that depth.
Discipline
Be strong and of a good courage, fear not, nor be afraid of
them.
Moses, Deuteronomy 31:6
Warlord Open Beta Revision 1.01 Page 6

Last Edited: 7/4/2003

Discipline is an odd thing. Average soldiers can sometimes find
incredible reserves of courage; brave men sometimes will break when
all were relying on them to stay. A Fighting Company that flees the
battlefield does not often win the day and a soldier that is Shaken is
likely to be killed.

Discipline Check
When a Discipline Check it is called for during game play, Roll
1d10 and add Models current Discipline (DS). If the result is greater
than or equal to 10 then the check is successful. If the result is lower
than 10 then the Model has failed its Discipline Check and suffers the
effects detailed in the rules that require the Discipline Check.

Shaken
Often when a Model fails a Discipline Check it is considered
Shaken. Any Model that is considered Shaken suffers a 2 to any and
all d10 Dice Rolls when attacking or defending. Additionally, a Shaken
Model has its Defense Value (DV) reduced by 2 until it performs a
Rally Combat Action.

Shaken Token
It is strongly recommended that players use coins, dice, or tokens
of some sort to mark a Shaken Model.
Unit Cohesion
Soldiers will follow orders to the best of their abilities; however,
the chaos of battle will sometimes disorient or break the bands of
control on even the most veteran Troop. Under fire, fighting forces
require Leadership and control to survive. To represent this, Troops in
Warlord have rules to represent the controlling influence exerted by
Leader Models to keep a unit together.

Leadership
Troops with Leader Models can function much more effectively
than Troops that have lost their Leader. If a Troop has a Leader Model,
all Models in the Troop can operate freely within the radius of inches
described below. Models within the same Troop have no requirements
governing how close or far apart they must be in relation to each other.
Command Radius
Sergeant 12
Captain 15
Warlord 18

While the Leader Model remains in play, a Model may never
voluntarily end its Action Phase outside of its Leader Models
Command Radius. If actions and effects cause a Model to fall outside
of the Command Radius (for example the Part spell moves it away
from its Troop), in its next Action Phase(s) it must use any and if
necessary all of its Movement Actions to return to the Leader Models
Command Radius.
Models in Close Combat at the time it falls outside of its Leader
Models Command Radius may complete its current combat before
moving to rejoin its Troop. However, it may not initiate any Close
Combat until it is back within its Leaders Command Radius.

Leaderless Troop Cohesion
If a Troop loses its Leader Model due to combat casualties, magic,
or other circumstances, then some Models might be required, at the
beginning of their next Action Phase, to use Movement Actions to get
within 2 inches of at least one other Model in their Troop. The 2-inch
distance is measured from any point of its base to any point of the other
Models base.
At the beginning of a Leaderless Troops Action Phase, roll a
Discipline Check for all Models that are not within 2 inches of at least
one other Model in its Troop. Models that fail the Discipline Check are
not considered Shaken, however they must use one or both Movement
Action(s) in order to get within 2 inches of another model in their
Troop.
Models that succeed in the Discipline Check may function as
normal even though they are not within 2 inches of at least one other
Model in their Troop, however at the beginning of each of its Action
Phases the Model must continue to pass the Discipline Check in order
to function away from its Troop.
Models in Close Combat at the time it falls outside of cohesion
may complete its current combat before moving to rejoin its Troop.
However, it may not initiate Close Combat until it is back within
cohesion of at least one model in its Troop.
Even Models that pass their Discipline Check are still constrained
to remain with their Troop to a degree. No two Models in the Troop can
be further apart than 24 inches at the conclusion of the Troops Action
Phase.

Retreat
When only one non-Leader Model remains of a Troop, it retreats.
It must conduct Movement actions each round in order to reach its
Sides Deployment Table edge and escape from the battlefield. If it is
already in Close Combat at the time it is made the last model, it may
complete that combat before beginning the retreat. If it is attacked
while Retreating, it may defend itself as normal. A Regroup Action
performed by an eligible Leader Model from another Troop will end a
Models Retreat. A Model that Retreats off the battlefield counts as a
casualty for Bounty Point or scenario victory conditions.
Solo Models: Solo Models do not retreat since by definition they
normally operate on their own.

Example
[insert text]

Area of Effect
Some powers, spells, or abilities will affect all Models in an Area
of Effect (usually noted as AoE). Any abilities that have an Area of
Effect will list a radius in inches that is measured from a central point.
Any Models within this circle are affected by the spell, power, or
ability unless otherwise indicated by the description of the ability.
Models that are only partially in the Area of Effect only suffer or
benefit from the power, spell or ability if the center point of the
Models base is within the Area of Effect.

[insert diagram]

Playing the Game

Setting up the Battlefield
Miniatures games have been played on kitchen and dining room
tables since the earliest days of the hobby. The art of creating terrain
and turning a tabletop into a battlefield in miniature could fill a book all
by itself! For Warlord purposes, we suggest scattering terrain pieces to
represent rubble, walls, trees, and hills in a manner suitable to the
players of the game. For a more formal system of Terrain placement as
well as ideas on how to create portable, useful terrain cheaply, see
Appendix A. We suggest that a good Warlord play area is either a 4 by
6 rectangle or a 4 by 4 square surface.
Choose a Scenario
Miniatures games have endless replay ability. With a little bit of
creativity and planning, each and every time you play could be
different by simply changing scenario goals, methods, and results.
Players should first agree to a scenario and second make sure everyone
understand any special scenario rules that will govern a particular
session of play. For ideas or sample scenarios, or even to read about
how to run a campaign (a series of interlinked scenarios forming a
larger epic), see the chapter titled The Warlord Campaign.

Warlord Open Beta Revision 1.01 Page 7

Last Edited: 7/4/2003
Two Sample Scenarios
To the Death
There is always one Scenario that everyone can play that is a
classic: To the Death. The rules are simple; both Sides deploy
their Forces within a box area next to the edge of the battlefield.
Each Fighting Company will need a deployment box that is 12
inches deep and 24 inches wide. Play begins and all Sides attack
each other until one Side has no Models remaining or surrenders.
To the Death scenarios do not use Bounty Points nor require the
use of the Loot Non-Combat Action. If a Model is a casualty,
simply remove it from the battlefield rather than replace it with a
token.

Greed is Good
Another scenario very similar to To the Death is one we like
to call, Greed is Good. The rules are only slightly more complex
than To the Death. Greed is Good is an excellent Scenario for
games with a fixed time allotment or players that dont have a lot
of time to play. Models are worth a variable number of Bounty
Points when slain and/or looted (see Appendix B). The Side that
has the most Bounty Points at the end of the specified time period
is the winner. All Sides deploy as outlined above in the To the
Death scenario.

Deployment
The very first phase of actual play once the battlefield has been set
up with Terrain and a Scenario chosen is called the Deployment phase.
During the Deployment phase, players will determine in what order a
players Troops are placed within their deployment area on the
battlefield. In addition to this, certain special Models that can take Pre-
Battle Actions will be able to conduct those actions during the
Deployment phase.

Spies
During the entire Deployment Phase (choosing area, deploying
Troops, pre-game movement) Models present in a Fighting Company
with the Strategist Special Ability have the ability to force a card to be
Buried. If a card is drawn of the same suit as the Fighting Company
that possesses the Strategist, the controlling player may request that the
drawn card be buried back into the Draw Deck at the bottom. The
controlling player may bury the drawn card in this manner once per
Model possessing the Strategist Special Ability. A Strategist only
allows a player to bury his or her own cards, not the cards of other
players.
The Draw Deck
You got to know when to hold em; know when to fold em;
know when to walk away; know when to run.
Kenny Rogers The Gambler

Game play requires at least one 52-card deck of standard playing
cards. Cards from the deck are used to create a smaller deck called a
Draw Deck. The Draw Deck is used to determine which Side or which
player goes first and to regulate the play and flow of the game.
Choose a Suit
Each player, or Side, that is playing should choose a suit that will
represent him or her in the Draw Deck. It is often helpful to put one
card from the suit near each of the players represented by that suit for
reference and reminder during the course of the game (usually Aces or
face cards).
Number of Cards in a Draw Deck
Each Side adds one card to the Draw Deck for each Troop in their
force.

Bonus Cards
Some special abilities will add Bonus Cards to the Draw Deck
(such as Tactician). These bonus cards are in addition to the 1 card
already granted for each Troop in the Draw Deck.

Removing Models and Cards
During play, if an entire Troop or Model with a Special Ability is
removed from play; the cards it originally contributed to the Draw
Deck are removed from the Draw Deck during the End Phase.


Example
Franks Crusaders Fighting Company has 6 Troops. 3 are Solo
model Troops, and the other 3 Troops are led by a Sergeant, a Captain
with the Tactician Special Ability, and a Warlord. Franks Crusaders
have 7 cards for the Draw Deck (6 troops, +1 for the Tactician).
If in the first round of battle, Franks Captain is slain. 1 card (the
bonus card granted for Tactician) is removed from the Draw Deck
during the End Phase. The Troop that the Captain Model commanded
retains its own card, even though its leader is gone. When the Troop is
finally wiped out to the last Model or Regrouped into another Troop,
the Troops card is removed during the End Phase.

Determine Deployment Area
The terrain offers two advantages in warfare. The first is that
it presents obstacles to the enemys approach. These either
make his advance impossible at a given point, or force him to
march more slowly and to maintain his formation in columns,
etc. The second advantage is that obstacles in the terrain
enable us to place our troops under cover.
Carl von Clausewitz On War

Where a Fighting Company places itself around the terrain-strewn
battlefield will affect its first moves once play begins. A Fighting
Company may be able to use Heavy Cover to shield itself from arrow
fire or it might be subject to crossing unprotected terrain right from the
start.

Shuffle and Draw
One player should shuffle the Draw Deck and draw, or turn over,
the top card. The Side controlling the suit of the card that is drawn may
choose in which unclaimed Deployment Area or tableside they wish to
set up their forces. Continue to draw cards (ignoring suits belonging to
Sides that have already chosen their Deployment Area) until all Sides
have chosen a Deployment area for their forces.

Size of Deployment Area
The actual sizes of a Deployment Area vary from scenario to
scenario. However, if it is not previously specified or agreed to, a
Warlord standard Deployment Area is a rectangle measuring 12 by
24 with one of the long sides consisting of the table or battlefield
edge.

Determine Deployment Order
Success in warfare is gained by carefully accommodating
ourselves to the enemys purpose.
Sun Tzu Art of War

Once each Side has chosen where on the battlefield they will
deploy, it is time to determine who gets to place Troops first.

Shuffle and Draw
One player should shuffle the Draw Deck and draw, or turn over,
the top card. The Side controlling the suit that is drawn places a single
Warlord Open Beta Revision 1.01 Page 8

Last Edited: 7/4/2003
Troop of their choice from their Fighting Company in their
Deployment Area. Continue to draw cards until all Sides have deployed
all of their Troops.

Example
Frank shuffles and draws a diamond. Susan has chosen diamonds
for her Nefsokar, however she has a Strategist and wants to wait and let
Frank deploy his first Troop so she can react accordingly. She opts to
bury the card. Frank draws again and this time it is clubs. Frank has no
spies and must deploy his first Troop. He chooses to deploy a unit of
archers. Frank draws again, diamonds; Susan had only one Strategist
and has already used this Special Ability so she must now deploy her
first Troop. She chooses to deploy her Warlord Troop. Since she has
seen where Frank deployed his Troop of archers she places her Warlord
and the Troop he commands in an area where the archers cannot easily
fire upon them. They alternate deploying Troops in whatever order the
Draw Deck indicates until all of their Troops are placed. Frank actually
has more Troops than Susan, so after Susan deploys the last of her
Troops, Frank forgoes drawing further cards and just deploys the
remainder of his Fighting Company.

Pre-Battle Phase
In the fields of observation chance favors only the prepared
mind.
Louis Pasteur

Some Models may have Special Abilities that allow them to
take actions before anyone else in the Company. This extra Action
might represent the result of good reconnaissance, extraordinary
abilities, equipment, or just plain good luck. Spies present in a players
Fighting Company may be used again in the same manner they were
used during the Deployment Phase and as such, a player controlling a
Strategist has the ability to force a card to be Buried.

Shuffle and Draw
One player should shuffle the Draw Deck and draw a card. The
Side controlling the suit that is drawn may conduct Pre-Battle Actions
with any and all Models that may do so. A Side conducts all of their
Pre-Battle Actions at once when their card is drawn. Continue to draw
cards until all Sides have conducted their Pre-Battle Actions.

Ranger
Models present in a Fighting Company with the Ranger Special
Ability have the ability to make a free Pre-Battle Phase single
Movement Action. Models with the Ranger Special Ability treat Light
Woods, Heavy Woods and Rough Terrain as Open Terrain when
calculating Movement Cost Modifiers.


Example
Frank shuffles and draws a club. He doesnt have any spies and
must move all of his Models with Special Abilities that allow him to
take Pre-Battle actions. He has one Ranger in his Company, a Sergeant,
and moves the Model under some tree cover. Frank then draws another
card and it is a diamond. Susan does not need to use her Strategist since
Frank already moved all of his Rangers. Susan however, has an entire
unit of Rangers plus a Ranger Sergeant! She now moves the Ranger
Troop into position to attack any of Franks exposed Models once play
actually begins.

The Game Turn

All of the Sides have, by this point, chosen Deployment Areas,
placed Models, and in some cases may have already begun
maneuvering Models around on the battlefield. The Troops are eager
for battle; it is time to actually play the Game! The Game Turn itself is
composed of three Phases, the Initiative Phase, Action Phase, and End
Phase. The Game Turn is the meat and potatoes of actual play.
Models conduct actions, inflict damage, receive damage, and take
casualties as the controlling players struggle to successfully complete
the game scenario.

One Complete Turn Sequence of Play
Initiative Phase
Action Phase
(Repeat Initiative and Action Phases for all Troops)
End Phase

Initiative Phase
Fortune can, for her pleasure, fools advance, and toss them
on the wheels of Chance.
Juvenal

Shuffle and Draw
At the beginning of play a player should shuffle the Draw Deck
and draw a card. The Draw Deck will not be shuffled again until the
End Phase. The Side controlling the suit that is drawn may conduct an
Action Phase with all of the Models of one of its Troops.

Initiative Phase Play Sequence
Cards are drawn until all Sides have performed one Action Phase
with all of their Troops. No Troop may perform more than one Action
Phase in the same Turn. If a Sides card is drawn, but all of its Troops
have already moved, it is simply skipped and another card is drawn.
Once all Troops have performed one Action Phase, the Turn progresses
to the End Phase.

Example
Frank shuffles and draws a diamond. Susans Rangers have a
lovely opportunity to fire upon on a unit of Franks foot warriors so she
chooses to activate that Troop. She may now perform an Action Phase
with her Troop of Rangers.

Action Phase
The outcome of the war is in our hands
Homer The Iliad

It is during the Action Phase that Troops actually move, attack
other Models, take damage, and of course, this is where players roll
their dice. The Action Phase is composed of two conducted Actions
that are either combat or non-combat related. However, a Model may
only perform one combat related action in an Action Phase. Of course,
a Model may always opt to Pass and conduct only one or even no
Actions at all.


A Models Action Phase Options
2 Non-Combat Actions
1 Combat Action and 1 Non-Combat Action
1 Non-Combat Action and 1 Combat Action
Pass
Actions Summary

Non-Combat
Movement
Pick-Up/Carry Object
Regroup
Loot

Combat
Cast a Spell
Close Combat
Use Special Ability
Rally
Ranged Combat

Resolving Troop Combat Actions
Warlord Open Beta Revision 1.01 Page 9

Last Edited: 7/4/2003
When a Troop performs its Action Phase not every Model will be
conducting the same Actions as others in the Troop or possibly even in
the same order. It is important to remember that all Models in a Troop
performing the same Combat Actions must perform their Combat
actions at the same time. The order that the Combat Actions are
declared or resolved does not matter. The controlling player may opt to
conduct Ranged Combat before Close Combat or vice versa. In other
words, when you start resolving the Ranged Attacks being conducted
by a Troop you must declare and resolve all Ranged Attacks that will
be conducted by that Troop. You cannot declare and resolve an
individual Models Ranged Attack, follow it up with a different
Models Close Combat resolution and then conduct a Ranged Attack
with a different Model when all of these Models are in the same Troop.

Example
Susans declares that her Rangers will open fire upon Franks foot
warriors. Two of her Rangers do not have Line of Sight because they
are blocked by a piece of terrain. Since all Combat Actions of the same
type must be resolved together she can opt to move all of her Rangers
together and then shoot, or just the two Rangers that need to move into
position and then shoot. If she chooses the latter option, she may
conduct non-combat actions with the Rangers that did not need to move
after the Troop has finished shooting. However, the Rangers that had to
move into position prior to shooting will not be able to move again
since they have already conducted their non-combat action for this
Action Phase.

Non-Combat Actions

Movement
As soon as a movement is approximately finished, it
immediately flows into another one without stopping. Thus,
defense and attack are alternately producing one another.
Bruce Lee

The most basic part of a tabletop miniature game is the moving of
Models around on the battlefield. Trees, hills, rocky ground, and water
may adversely affect the distance a Model may cover during a
Movement action. The amount of distance a Model may travel varies
depending on its Data Card.

Data Card Information
A Model may move zero or up to a number of inches equal to the
current Movement (MM) value on the Data Card. This distance should
be measured from the same point on the Models base each time.

Facing
A Model may turn to face any direction while conducting
Movement.

Obstructions
A Model cannot move through a cluster of other models or terrain
obstruction unless its base fits through a gap in the cluster or
obstruction. At no time may a Models base overlap another Models
base.

Charge Bonus
A Model may gain additional points of straight-line Movement
(MM) when conducting a Movement Action if and only if these
additional Movement Points will bring the Model into base-to-base
contact with an enemy Model. If the Charge Bonus does not allow the
Model to come into contact with an enemy base then the charging
Model is moved back to where it was before the Charge Bonus was
applied. Straight-line movement means that any bonus Movement
(MM) gained by the Charge must be in a straight line with no facing
changes allowed. Terrain modifiers still apply.

Charge Bonus
Base Charge +2 MM

Special Ability Charge Bonus Modifiers
Beast +2 MM
Bloodlust +(Indicated Value) MM
Mounted +2 MM
Runner +(Indicated Value) MM

Base-To-Base Contact with an Enemy Model
Base-to-base contact with an enemy Models base ends a Models
Movement Action.
Flying or Burrowed Models
A Model conducting its Movement Action may move through
a Flying or Burrowing Models base though it may not end its
Movement in such a manner as to be in Base-to-base contact with
the Flying or Burrowing Model. Models with the Flyer or Burrow
Special Abilities that are involved in Close Combat are no longer
considered Flying or Burrowed and function as any other Model.

Leaving Close Combat
A Model already in Base-to-base contact with an enemy Model
may declare a Movement Action to leave Close Combat. However, it
may not move away unless it first makes a successful Discipline Check.
If it does not succeed then the Model is considered in Shaken,
immediately suffers all the affects of Shaken, and forfeits its declared
Movement Non-Combat Action. If it succeeds it may conduct its
declared Movement Non-Combat Action as normal. If the attempt fails,
any Model that still has an unused Non-Combat action may attempt to
Leave Close Combat again, but suffers the 2 penalty for being in
Shaken.

Terrain
When crossing terrain, if any part of the Models base touches
another type of terrain, the Model must use the Movement Cost
Modifier value for the least favorable Terrain Type being traversed.

Terrain and Model Base
Multiply each inch, or fraction thereof, of terrain traversed by a
Model by the following Movement Cost Modifiers to determine how
much Movement (MM) a Model uses to cross over it. Models with
different base sizes pay different costs to cross over certain Terrain
Types.

Movement Cost Modifier Table
Terrain Type Standard,
Large Base
Giant,
Cavalry
Base
Bridge, Road or Trail x1/2 x1/2
Open Terrain x1 x1
Light Woods, Scrub, Field
Works
x1 x2
Rough Terrain, Heavy Woods,
Ditches, Dry Moats
x2 x3
Marsh, Bog x3 x4
River Crossing x3 x3
Increase Elevation Level +1 MM +1 MM
Decrease Elevation Level +0 MM +0 MM

Example
A Cavalry Base Model moves through some Light Woods going
up a hill. Normally if it were Open Terrain on flat ground, each inch of
movement forward would cost 1 Movement (MM) point. When
Cavalry Base Models move through Light Woods (x2), each 1-inch of
forward Movement would now cost 2 MM points (1x2 = 2). However
in the particular example, because the Movement is uphill, each 1-inch
of forward Movement now costs 3 MM points ((1x2)+1 = 3).

Pick-Up/Carry Object
A box without hinges, key, or lid, yet golden treasure inside
is hid.
J. R. R. Tolkien

Warlord Open Beta Revision 1.01 Page 10

Last Edited: 7/4/2003
Sometimes a Model may need to carry a big object. In Warlord,
Objects are not weapons, bags, purses, or anything small and easily
portable, but rather large and cumbersome like the body of an injured
comrade or a treasure chest full of loot.

Pick-Up Object
The Model must be in Base-to-base contact with the Object and a
Pick up Object action.

Carry Object
Each Turn the Model must declare that it is continuing to carry the
Object. An Object may not be removed from the carrying Model unless
the carrying Model is slain, is somehow removed from play, or drops
the Object.

Other Actions
A Model carrying an Object may not initiate any form of Combat
Action, conduct two Movement Actions in the same turn (back-to-back
moves), or conduct a Loot Action while carrying an Object. Initiating
any of these Actions automatically causes the Object to be dropped.

Failed Discipline
If the Model carrying an Object fails a Discipline Check (or is
considered to have failed a Discipline Check for any reason) then the
Object is dropped. The Object must be placed in base contact with the
front side of the carrying Model. If two Models are carrying an Object
together both Models must be in Base-to-base contact with the dropped
Object.

Dropped Object
Any Model that comes into Base-to-base contact and declares a
Pick up Object action may pick up a Dropped Object.

Example
[insert text]

Regroup
Come on you apes! You wanna live forever?
Robert Heinlein, Starship Troopers

Units whose Leader Model has been removed from play may
attempt to join another Troop. Leaders can handle a finite number of
troops at any given moment. If a nearby Troop is without a Leader of
their own and is small enough to be absorbed by another nearby Troop,
a Leader Model may attempt to bring them under his or her command.

Leader Model Conducting Regroup Action
For a Leader Model to perform the Regroup Action the Leader
Models current Troop Size (TS) must be less than its maximum. The
Leader Model must have Line of Sight, be within its own Command
Radius of at least one of the Models in the Troop that is being
absorbed, and not currently be in base-to-base contact with an enemy
Model.

Troop Being Absorbed
The Troop or Troops being absorbed must be Leaderless and have
not yet performed any Actions this turn. The sum total of the combined
Troops cannot exceed the absorbing Leader Models Troop Size (TS)
value. If the combined total would be greater than the Leader Models
Troop Size (TS) then the excess Models are removed from play and
count as casualties toward Bounty Point and scenario victory
conditions (consider them has having either been immediately
withdrawn from battle or executed). Models in the Troop being
absorbed that have not yet performed an Action Phase may conduct
Movement Actions in order to get within the Leader Model conducting
the Regroup Actions Command Radius.

Complete Actions
If after all required Movement is complete and Coherency
established, any Models in the now combined Troop that still have
unused Combat and Non-Combat Actions may conduct them as
normal.

Draw Deck
Remove appropriate cards from the Draw Deck representing the
Troop or Troops that were absorbed by the new Leader Model. The
absorbed Troop or Troops and are now part of the Leader Models
Troop.

Example
[insert text]

Loot
Searching is half the fun: life is much more manageable
when thought of as a scavenger hunt as opposed to a surprise
party.
Jimmy Buffett

Combat for combats sake only takes a Fighting Company so far.
Soldiers can expect a reasonable share of the spoils but sometimes they
dont want to wait. Most Warlord Scenarios will use the Loot Action in
conjunction with Bounty Points to determine Victory Conditions.
However, some scenarios will not.

Looting Roll
When a player wants to Loot a fallen Model make a roll on the
Bounty Table as appropriate for the target model or as dictated by the
scenario and apply the results. A Fighting Company may loot its own
fallen Models. Unless otherwise specified (such as during the course of
a Warlord Campaign), Loot Actions must be performed during the
course of normal play.

Remove Casualties
After a Looting Action, the casualty Token or fallen Model should
be removed from the table.

Coup de Grace
Models with the Tough Special Ability that have been stunned, and
have not taken their Toughness rolls to recover, may be Looted and
given the Coup de Grace by the Looting Model. This represents the
Looting model finishing off the wounded and stunned Model.

Example
[insert text]

Combat Actions

Casting Spells
It is a lonely life, the way of the necromancer... oh, yes.
Lacrimae Mundi - the tears of the world.
Nicol Williamson as Merlin, Excalibur

In the world of Warlord, a spell caster in the Fighting Company is
not only a good idea it is a necessity. Only the very foolish
commanders go into battle without at least a healer or supporting
spellcaster in the Fighting Companys ranks.

Casting a Spell
To cast a spell a player declares which Model(s) will be casting
spells, what spells they are casting, and any applicable targets. All
spells are either Attack Spells (versus values on the target Models
card) or Non-Attack Spells (versus a static number of 10 unless
otherwise specified).

Line of Sight
Line of Sight is required for Spells unless the spells description
specifically states otherwise.

Targets and Close Combat
Area of Effect spells (like Firestorm) affect all Models in the Area
of Effect unless the spell description specifically states otherwise.
Warlord Open Beta Revision 1.01 Page 11

Last Edited: 7/4/2003
Other spells (like Ice Shards) only affect the targeted Model or Models
and will not deviate from the original target or targets even if cast into
Close Combat.

Multiple Spells
A Spell Casting Model can only ever cast one spell of any kind or
type per Action Phase.

Non-Attack Spell Resolution

How to Resolve Casting a Non-Attack Spell
Roll 1d10 and add the spell casting Models Casting Power (CP).
If the result of the Casting Check is equal to or greater than 10, the
casting is successful. As with all other Combat Actions, once a Troop
begins spell declarations and resolutions, all spells must be conducted
and resolved before conducting the next Action of a Troop.

Attack Spell Resolution

Range
The Target, be it a Model or a spot on the ground, must be within
the maximum Range of the Attacking Models spell measured from any
point on the casting Models base to any point on the target Models
base.

Casting into Close Combat
The Spell Caster may Cast into Close Combat so long as the Model
has Line of Sight to its target; however, spells with an Area of Effect
will attack all Models in the Area of Effect. All friendly Models in the
Area of Effect that survive the spell attack automatically suffer Shaken
(as if they had failed a Discipline Check). Models that are not required
to make Discipline Checks are not affected.

How to Resolve Casting an Attack Spell

a) Attacker
Roll 1d10 and add the spell casting Models Casting Power
(CP). If this number equals or exceeds the Defenders
Magic Defense value, the spell is successful. As with other
Actions, all Attack spells should be resolved together. For
Area of Effect Spells, roll once versus each Model in the
Area of Effect.
b) Defensive Strike
The Defending Model(s) may perform a single Defensive
Strike against any enemy spellcasting Model in valid front
side Base-to-base contact. A Defensive Strike uses normal
Close Combat Resolution Steps a), b) and c) with the
Model performing the Defensive Strike acting as the
Attacker. Defensive Strikes may not be conducted against
an Attacker in Base to base contact with the Defenders rear
base side. Models attacked in both Close Combat and also
by a spellcasting Model in Base-to-base contact may only
return a single defensive strike.
c) Defensive Magic Special Ability
A Defending Model may perform a single Defensive Magic
action if it has Special Abilities that allow it to do so. Note
that Models that are capable of conducting Defensive Magic
must still purchase Spells that may be cast during Defensive
Magic actions.
d) All Spells take effect
After any Defensive Magic all Attack spells take effect
(typically damage). Models that have received more damage
than Damage Tracks they possess are marked as casualties.
In scenarios that use Bounty Points or Looting rules replace
the Model with a token or place it on its side until their
bodies are Looted. In games that do not use Bounty Points
or Looting rules, simply remove the Model from play.

Example
[insert text]

Close Combat
I'll beat him so bad he'll need a shoehorn to put his hat on.
Muhammad Ali

After the screaming charge comes good old-fashioned melee
combat. Fists, kicks, claws, teeth, swords, bayonets, or baseball bats all
involve up-close and personal fighting. After completing Movement,
the Models in Base-to-base contact with the enemy now roll dice to
resolve their attacks.

Valid Base to Base Contact
Valid Base to base contact is defined as the attacking Model
having any flat portion of its base in contact with any flat portion of an
enemy Models base.

Lay On
After completing Movement, it is possible that some Attacking
Models have only corner base contact with one of the Defending Model
flat base sides. The Attacking Model may pivot to meet the Defending
Models base with any front side of its own base, and create a valid
Base to base contact. The pivot must be in the direction that requires
the least amount of rotation and should always be less than 45 degrees.
If the pivot requires 45 or more degrees to be completed then the
original movement was incorrectly conducted; often in an attempt to
gain unreasonable access to the target Models rear side. Any corner-to-
corner only contact is not valid and a pivot is not allowed. A Lay On
pivot must obey rules regarding Obstructions and Base Contact with
an Enemy Model as described above under Movement.

[insert diagram]

Defender Adjusts
The Defending Model may rotate in place to change facing freely
each time a new Attacking Model comes into front side base-to-base
contact and completes any needed Lay On adjustments. Once there are
two attacking Models in front side base-to-base contact, the Defending
Model may no longer adjust its facing in response to additional
attackers. The Defender Adjust may not cause any previously
established valid base-to-base contact to be broken. In the event of
rectangular bases (such as cavalry), surrounding models are shifted to
allow the Defender to adjust.

Attacker Adjust
If an Attacking Model begins its Action Phase already in base-to-
base contact, such as when continuing a Close Combat from a previous
Action Phase, it may make one free facing change. The Attacker Adjust
may not cause any previously established valid base-to-base contact to
be broken. In the event of rectangular bases (cavalry), surrounding
models are shifted to allow the Attacker to adjust.

Support
Support represents nearby Models assisting the current attacker to
successfully strike a telling blow against their target. Support may take
the form of long pole weapons assisting from behind, a nearby friendly
soldier blocking a strike, or even just the chaos and confusion caused
by so many hostile Models in nearby proximity.
Models in front side base-to-base contact with an enemy
Model always lends Support to attacks conducted against
that enemy by friendly Models, even if they might
themselves be conducting an action other than Close
Combat (such as casting a spell).
Models may not lend Support to attacks conducted upon an
enemy Model that is adjacent to their own rear base side.
Third party Models in Close Combat from a side other than
the current Attacker and in valid Base-to-base contact with
the Defender may choose to add their Support bonus to the
Attacking Model or not. Remember, if the third party Model
is in base-to-base contact with the Model being attacked, it a
valid target for the Defensive Strike even if it opts to not
lend Support, so goes the chaotic nature of free-for-all
battles.
All enemy Models in base-to-base contact are valid targets
for the defending Models Defensive Strike.
Warlord Open Beta Revision 1.01 Page 12

Last Edited: 7/4/2003

Leaving Close Combat
Refer to the Movement Non-Combat Action Leaving Close
Combat on how to successfully leave Base to base contact with an
Enemy Model.

Close Combat Resolution Stage
After you have moved all of a Troops Models that will be
conducting a Close Combat Action into Valid Base to base contact with
enemy Models, it is time to resolve the combats and win the day. Close
Combat Resolution is easy and fast; simply follow the steps outlined
below.

a) Declare Each Attacking Models Target(s)
The controlling side declares all Close Combats, all targets of
those Close Combats, and in the case of attacking Models with
multiple attacks which targets receive how many attacks. A
Model may attack any enemy Model with which it has valid Base
to base contact along any of its Front Base Sides.
b) Defender
Defender adds any applicable Close Combat Defense Situational
Modifiers to its current Defense Value (DV).
c) Attacker
Attacker rolls 1d10. Attacker then adds its current Attack Value
(AV) and any applicable Close Combat Situational Modifiers to
the 1d10 result. If this number equals or exceeds the Defenders
modified Defense Value, the attacker inflicts one point of
Damage, which will take effect at the end of the Close Combat
Resolution Stage.
d) Multiple Attacks
Some Models have Multiple Attacks when in Close Combat.
Models will have its number of Multiple Attacks indicated on a
Data Card in this format:
Melee: # Attacks
The number indicates how many total attacks a Model may
perform in a single Close Combat. A Model with Multiple
Attacks that has declared more than one of its Multiple Attacks
against the same target cannot reallocate its Multiple Attacks
against a different target if its first Close Combat attack kills the
target model.
e) Complete Troops Close Combat Actions
Continue resolving Close Combat attacks until all Models from
the attacking Troop have completed their declared Close Combat
Actions.
f) Defensive Strike
The Defending Model(s) may perform a single Defensive Strike
against any enemy Model in valid front side base-to-base contact.
A Defensive Strike uses normal Close Combat Resolution Steps
a), b) and c) with the Model performing the Defensive Strike
acting as the Attacker. Defensive Strikes may not be conducted
against an Attacker in Base to base contact with the Defenders
rear base side. Models attacked in both Close Combat and also by
a spellcasting Model in base to base contact may only return a
single defensive strike.
g) All Damage Takes Effect
Models that have received more damage than Damage Tracks
they possess are marked as casualties. In scenarios that use
Bounty Points or Looting rules replace the Model with a token or
place it on its side until their bodies are Looted. In games that do
not use Bounty Points or Looting rules, simply remove the Model
from play.

Close Combat Situational Modifiers
+1 Support: For each additional friendly Model in valid base-
to-base contact with the Defender. Does not apply to
Defensive Strike. (Attacker only)
+1 Rear: In valid base-to-base contact with the Defending
Models rear side. (Attacker only)
+1 Polearms: For each friendly model with the Polearm
Support Special Ability in rear side valid base-to-base
contact with the attacking Model. Does not apply to
Defensive Strike. If the Polearm Model is not in base-to-
base contact with the Defender then it is not a valid target
for Defensive Strike. (Attacker only)
+1 Model on higher Elevation Level than the Target Model
-2 Climbing (Rope, Ladder)
-3 Carrying Object


Example
[insert text]
[insert diagram]

Use Special Ability
Hide not your talents, they for use were made.
Benjamin Franklin

The term Use Special Ability is a catchall. Using a Special Ability
is a Combat Action, but depending on the Special Ability it could have
any one of many different effects.

Variable Effects
See the description of the Special Ability for the Mechanics related
to its usage. The Use Special Ability action may not be used to Leave
Close Combat.

Example
In the last turn a Burrowing Monster surfaced and attacked the
enemy Warlord. When its the controlling sides turn again, the player
can declare that the Model is using its Burrow Special Ability and then
move or it can attack and move on the surface. Since Use Special
Ability is a Combat Action, the Monster cannot attack and use its
special ability Burrow to return belowground in the same turn.

Rally
Courage is the first of human qualities because it is the
quality which guarantees the others.
Aristotle

Sometimes a Model will fail a Discipline Check or suffer effects
that cause it to have Shaken penalties. A Model suffers these penalties
until it has the opportunity to conduct a Rally Action.

Recovery
A Model conducting a Rally Action recovers automatically from
Shaken. If using tokens to mark Models suffering from Shaken remove
them at this point.

Example
[insert text]

Ranged Combat

Ranged Attack

If you would hit the mark, you must aim a little above it;
every arrow that flies feels the attraction of earth.
Henry Wadsworth Longfellow

Not every combat is, or even should be, resolved with Close
Combat. Ranged Combat is the ability to damage or destroy enemy
targets at a distance with minimal risk to oneself.


Ranged Attack Models
Warlord Open Beta Revision 1.01 Page 13

Last Edited: 7/4/2003
A model may attack using its Ranged Attack Value (RAV) if
there is a number in the field instead of a -. A Model cannot conduct
a Ranged Attack if it is in Base to base contact with an enemy Model.

Range
The Target Model must be within the maximum Range of the
Attacking Model measured from any point on the attacking Models
base to any point on the defending Models Base. A Models maximum
Range will be listed on its Data Card in this format:
Range: Distance in Inches

Line of Sight for Ranged Attacks
A Model cannot conduct a Ranged Attack if the target Model is not
within the attackers Line of Sight. Some Models have Special Abilities
(such as Scrye Shot) that will allow them to conduct a Ranged Attack
that ignores Line of Sight Obstructions.

Firing into Close Combat
The Attacker must roll 1d10 when firing into a Close Combat.
With an even roll, the Attacker hits the intended target. On an odd roll,
the Defender may choose any other model in base to base contact with
the intended target. The Attacker must resolve the Ranged Attack
regardless of the identity of the target. A friendly Model that survives
the Ranged Attack automatically suffers Shaken (as if they had failed a
Discipline Check). Models that are not required to make Discipline
Checks are not affected.
Ranged Attack Resolution

Youve positioned your Ranged Attack Models, now its time to let
the arrows fly and resolve the attacks. Ranged Attack Resolution is
easy and fast; simply follow the steps outlined below.

a) Declare Each Attacking Models Target(s)
The controlling side declares all Ranged Attacks, all targets
of those Ranged Attacks, and in the case of attacking
Models with multiple attacks which targets receive how
many attacks.
b) Defender
Defender adds any applicable Ranged Combat Situational
Modifiers to its current Defense Value (DV).
c) Attacker
Attacker rolls 1d10. Attacker then adds its current Ranged
Attack Value (RAV) and any applicable Ranged Combat
Situational Modifiers to the 1d10 result. If this number
equals or exceeds the Defenders modified Defense Value,
the attacker inflicts one point of Damage, which will take
effect at the end of the Ranged Attack Resolution Stage.
d) Multiple Attacks
Some Models have multiple attacks when performing
Ranged Attacks. Models will have its number of multiple
attacks indicated on a Data Card in this format:
Ranged: # Attacks
The number indicates how many total Ranged Attacks a
Model may perform when conducting a Ranged Attack. A
Model with Multiple Ranged Attacks that has declared more
than one of its Multiple Ranged Attacks against the same
target cannot reallocate its Multiple Ranged Attacks against
a different target if its first Ranged Attack kills the target
model.
e) Complete Troops Ranged Attacks
Continue conducting Ranged Attacks until all Models from
the attacking Troop have completed their declared Ranged
Attack actions of any kind.
f) All Damage Takes Effect
Models that have received more damage than Damage
Tracks they possess are marked as casualties. In scenarios
that use Bounty Points or Looting rules replace the Model
with a token or place it on its side until their bodies are
Looted. In games that do not use Bounty Points or Looting
rules, simply remove the Model from play.

Ranged Combat Situational Modifiers
+1 Point Blank: Target within 6 inches (Attacker only)
+1 Cover: Light (Defender only)
+1 Deflect Special Ability (Defender only)
+1 Flying (Defender only)
+2 Cover: Heavy (Defender only)
-1 In Water, Rough Terrain (Defender only)
-2 In Marsh, Bog (Defender only)
-2 Climbing (Rope, Ladder)
-3 Carrying Object (Defender Only)
+1 Per Elevation Level above Target Model
+6 Range Bonus for Volley (Attacker only)

Example
[insert text]

Volley Ranged Attack
Mass. Concentrate combat power at the decisive place and
time.
US Army Field Manual 1-108

The principle behind a Volley is that a coordinated mass flight of
arrows is more destructive than individuals each taking shots of
opportunity. The major difference between a Volley and normal
Ranged Attacks is that it strikes targets in an area rather than a single
specific target.

Eligibility for Direct Volley
Only Models with the requisite Special Abilities (for example
Volley or Master Archer) may conduct Volley Attacks. Five or more
Models from a single Troop with the Volley or Master Archer
special ability and armed with Ranged Attack weapons are required to
conduct a Direct Volley. Models participating in a Volley cannot be
currently in Base to base contact with an enemy Model. The target
point must be within Line Of Sight to all of the Models participating in
the attack.

Eligibility for Indirect Volley
Only Models with the requisite Special Abilities (for example
Volley or Master Archer) may participate in an Indirect Volley. As
with a Direct Volley, five or more Models from a single Troop are
required. At least one Model participating in the Indirect Volley must
have the Blazer Special Ability. When firing at a target, only the
Blazer requires Line of Sight. The Blazer does not require the Volley
Special Ability itself to participate in an Indirect Volley.

Volley Massed Formation & Declaration
Declare all Volley Ranged Attacks and all targets. Only a
formation (typically a line) of Models in Base to base contact with each
other may participate in the declared Volley. The shape of a Mass
formation is unimportant, though for Direct Volleys, since Line of
Sight is required, a line of Models all side-by-side is recommended.
All Models participating in the Volley must be in Base to base contact
with at least one other Model also participating in the Volley Ranged
Attack.

Range
The Volley Ranged Attack gets an additional six (6) inches to the
range on the Attackers Data Card. The Target Model must be within
the maximum Range plus 6 inches of the Attacking Models as
measured from any point on the attacking Models base to any point on
the defending Models Base. A Models maximum Range will be listed
on its Data Card in this format:
Range: Distance in Inches

Target Point and Area of Effect
The attacking side chooses a point on the battlefield or a Target
Model. The Area of Effect for the Volley depends on the number of
Ranged Attacks participating in the volley. A Ranged Attack Model
may have more than one Ranged Attack and would count them in
Warlord Open Beta Revision 1.01 Page 14

Last Edited: 7/4/2003
computing the Area of Effect Radius.

Area of Effect Radius
1-4 Ranged Attacks - No Volley Possible
5-9 Ranged Attacks - 1.25 inch
10-14 Ranged Attacks - 2 inch
15+ Ranged Attacks - 3 inch

Area of Effect and Friendly Models
Friendly Models that survive a Volley Ranged Attack
automatically suffers Shaken (as if they had failed a Discipline Check).
Models that are not required to make Discipline Checks are not
affected.

Multiple Attacks
A Model may only participate in a single Volley Ranged Attack
during its Action Phase regardless of the number of attacks of the
individual Models in the Mass Formation. A Model with multiple
attacks that participates in a volley cannot divide its number of attacks
between the volley and other forms of Ranged Attacks; all of its attacks
are used for the Volley.

Volley Ranged Attack Resolution

a) Declare the Volley Ranged Attack Target Point or
Target Model
The controlling side declares the Volley Ranged Attack
Target Point or Target Model.
b) Defender
Defender adds any applicable Ranged Combat Situational
Modifiers to its current Defense Value (DV). This step is the
same for each target Model in the Area of Effect.
c) Attacker
Attacker first determines what the lowest RAV is among all
of the Models participating in the Volley Ranged Attack.
The Attacker than rolls 1d10 versus each Model in the Area
of Effect and adds that lowest Ranged Attack Value (RAV)
and any applicable Ranged Combat Situational Modifiers to
the 1d10 result. Only the lowest RAV value among all of
the Data Cards of the Models participating in the Volley
Ranged Attack applies. If this number equals or exceeds the
Defenders modified Defense Value, the attacker inflicts
one point of Damage, which will take effect at the end of the
Ranged Attack Resolution Stage.
d) Complete Troops Ranged Attacks
Continue conducting Ranged Attacks until all Models from
the attacking Troop have completed their declared Ranged
Attack actions of any kind.
e) All Damage Takes Effect
Models that have received more damage than Damage
Tracks they possess are marked as casualties. In scenarios
that use Bounty Points or Looting rules replace the Model
with a token or place it on its side until their bodies are
Looted. In games that do not use Bounty Points or Looting
rules, simply remove the Model from play.

Example
[insert text]
[insert mob formation diagram]

Ranged Attacks and Cover
And then, after Lee's army is entrenched behind nice fat
rocks, Meade will attack finally, if he can coordinate the
army.
Sam Elliot as General Buford, Gettysburg

A battlefield is full of all types of cover, some organic and some
man made. Using cover can often be the minor difference between life
and death when a flight of arrows is bearing down on you. Bravery
is great but sometimes when a Model is under long-range attack, then
nothing beats hiding behind a nice tree or rock.
Cover bonuses apply to Ranged Attacks and rare spells (like
Fireball), but never in Close Combat. A Cover bonus only applies when
the direction of the Ranged Attack crosses the terrain piece providing
the Cover, the target Model is using the terrain piece appropriately as
cover, and is no further from the terrain piece than two inches.
Appropriate Use A Standard Base Model on top of a wide low
farm wall that lacks battlements of any kind would not be an
appropriate usage of cover even though a ranged attack would cross the
terrain piece to strike the Model and the Model is definitely within 2
inches of the wall. However, standing within two inches of the same
low wall on the ground and opposite from the direction of enemy fire
would.

There are two types of Cover: Light Cover and Heavy Cover.

Light Cover
All sorts of items can serve as light cover such as a scraggly
sapling, a light hedge, forest bracken, or even fences. Generally Light
Woods, Scrub, Low Walls, Ditches, Dry Moats, or any other Terrain
piece agreed upon prior to play (such as certain types of Rough Terrain,
like rocky badlands or a boulder strewn field).
Peering Around Cover
Terrain that blocks Line of Sight (such as a high wall or single
tall tree) may still provide Light Cover to attacking Models. The
attacking Model must be able to peer around the Terrain, meaning
only the Models at the edge of the Terrain obstruction may gain the
benefit of Light Cover (Heavy Cover may never be gained in this
manner). Even though the Model is using the Terrain edge as
Cover, in order to attack enough of its base must be still be visible
to draw a valid Line of Sight to its target. When using the edges of
tall terrain remember the Golden Rule of Line of Sight. If you can
shoot/see it, then it can shoot/see you.

Heavy Cover
Heavy Cover usually consists of terrain that will seriously hinder
an arrows ability to find its intended target. Generally Heavy Woods,
Defensive Field Works, Stone Walls, or any other Terrain piece agreed
upon prior to play (such as a High Wall with an arrow loop or castle
battlements).
Some Terrain Features, like High Walls might completely obscure
Line of Sight to a Standard Base Model but logically provide cover for
a Large or Cavalry Base creature. A 4-foot Stone Wall that provides
Heavy Cover for a Standard Model might only provide Light Cover to
a larger based creature.
To help players resolve what type of Cover provides a bonus for
what type of Model, players will organize each piece of terrain on the
battlefield into one of the Terrain Cover Types listed below. Using the
values assigned to terrain and the values assigned to Model base sizes,
players will be able to quickly determine what, if any, Cover bonus
might apply to a situation.

Base Size Cover Values
Base Size Cover Value 0 = Standard (1 square) with the
Vermin Special Ability
Base Size Cover Value 1 = Standard (1 square)
Base Size Cover Value 2 = Large and Cavalry (1.5 square
and 1 x 2 rectangle)
Base Size Cover Value 3 = Giant (2 square)
Base Size Cover Value 4 = Super (CD, CD-ROM)

Terrain Cover Type Values
Light Cover
Terrain Cover Type Light 0 Very Low Walls, Light
Scrub, Small Hedges and some Rough Terrain
Terrain Cover Type Light 1 - Medium Height Wooden
Walls, Balconies and Light Defensive Field Works
Terrain Cover Type Light 2 Light Woods, High Wooden
Walls, Window and Doorways
Terrain Cover Type Light 3 Tall Light Woods, Palisades,
Most Wooden Buildings and Structures
Heavy Cover
Warlord Open Beta Revision 1.01 Page 15

Last Edited: 7/4/2003
Terrain Cover Type Heavy 0 Most Rough Terrain and
Stone Statues
Terrain Cover Type Heavy 1 - Medium Height Stone Walls
and Heavy Defensive Field Works
Terrain Cover Type Heavy 2 - Heavy Woods, High Stone
Walls, Castle Merlons and Murder Slits
Terrain Cover Type Heavy 3 - Tall Heavy Woods, High
Fortress Walls, Most Stone Buildings and Structures

The above listed Terrain Cover Types are a general guideline. It
would be simply impossible to list every type of terrain that could
appear on a table top battlefield, so after terrain is placed all players
should review and agree on which type and what Cover value, if any,
should be assigned to each terrain piece on the battlefield.

How Cover Works

Light Cover terrain only grants its Cover bonus to a target Model if
the Terrain Cover Type value is equal to the Models Base Size Cover
Value. If the Terrain Cover Type is larger than a Models Base Size
Cover Value, then it probably blocks Line of Sight rather than provide
any Cover.
Heavy Cover terrain only grants its Cover bonus to a target Model
if the Terrain Cover Type value is equal to the Models Base Size
Cover Value. Heavy Cover for one Model could also be considered
Light Cover for a different larger Model. If a Terrain Cover Type value
is one less than a Models Base Size Cover Value, then the terrain piece
would be considered Light Cover for the target Model and the Model
would receive the Light Cover bonus. If the Terrain Cover Type is
larger than a Models Base Size Cover Value, then it probably blocks
Line of Sight rather than provide any Cover.

Examples
A Dwarf Warrior with a 1 Standard base stands behind a section
of Medium Height Wooden Wall determined to be Terrain Cover Type
1 - Light Cover. Since the Medium Height Wooden Wall Terrain Cover
Type value is the same as the Dwarfs Base Size Cover Value of 1, the
Dwarf gains a benefit from the terrain and the Light Cover bonus it
provides. If a mounted Crusader Knight on a Cavalry base were to
stand behind that same Medium Height Wooden Wall, it would gain no
benefit for Cover since the Walls Terrain Cover Type of 1 is one less
than the Crusaders Base Size Cover Value of 2. Basically, the Knight
and Horse are just too tall to be able to take effective cover behind the
wall.
A Troll with a 1.5 Large base is standing behind a section of and
Heavy Defensive Field Works determined to be Terrain Cover Type 1 -
Heavy Cover. Since the Heavy Defensive Field Works Terrain Cover
Type value is one less than the Trolls Base Size Cover Value of 2, the
Troll gains a benefit from the terrain, but only as Light Cover and
would only receive the Light Cover bonus.

End Phase
Death is not the end. There remains the litigation over the
estate.
Ambrose Bierce

After every Troop has conducted one Action Phase, it is time to
wrap up loose ends and prepare for a new turn. The wrapping up stage
of a Turn is the End Phase.

Remove Cards
If any Troops were completely eliminated from play during the
turn remove the cards of the appropriate suit from the Draw Deck. If
any Captains were eliminated from play remove one card of the
appropriate suit. If any Warlord models were eliminated from play,
remove two cards of the correct suit from the Draw Deck.

Special Rules
Any special rules or effects awaiting the End Phase now take
effect. Scenario Objectives may have been met which may cause
certain things to happen.

Victory or Continue
The players determine if one of the sides has won the scenario.
Winning the scenario can be accomplished in a couple of ways:
1) Fulfilling the Victory Conditions of the Scenario (which
often means having the highest number of bounty points).
2) Eliminating all the opposing models.

Reshuffle and Start Again
Assuming the combat or the scenario is still unresolved; the current
Turn ends, a new Turn begins and play passes back to the Initiative
Phase.

Example
[insert text]

Appendix A: Terrain
Removed from Beta version

Appendix B: Bounty Points

Bounty Hunting
Some scenarios will make use of the Loot Action to help determine
victory conditions. When using the Loot Action the following Bounty
Point table will help players determine the outcome of the Loot Action.
Unless otherwise specified, such as during the course of a campaign,
Loot Actions must be conducted during the normal course of play.
Once the battle or scenario is concluded, any possible benefit gained
from Looting the Model is lost.

What are Bounty Points?
Fighting Companies earn treasure and reputation by fighting
opponents and defeating them. The accumulation of fame and wealth is
tracked with Bounty Points. Bounty Points can represent many things
such as money, valuable items, songs and stories about the character or
Fighting Company told in local pubs, and other things that increase an
individuals standing, wealth, and fame around Taltos. For example, a
common Mercenary or Orc would have no qualms about stripping the
valuables from the corpse of a fallen foe and in that case Bounty Points
would represent money and valuables. A noble and valiant Crusader
Justicar cares nothing for money, for him the Loot action could very
well be renamed Last Rites. The honorable Justicar stoops over the
body of a vanquished foe to administer last rites to ensure the body
does not rise again as undead and in this case the Bounty Points might
represent word of the deed as it spreads among the peasants which
might lead to increased tithes and alms in the days to come. Both
examples are represented with Loot Actions and rolls on the Bounty
Point table.
Warlord Open Beta Revision 1.01 Page 16

Last Edited: 7/4/2003

Bounty Point Awards
Per Enemy Model
Marked as a Casualty
Point Value of the Model.
Per Enemy Model
Marked as Casualty
where damage was
Inflicted by multiple
Sides
Divide Point value of the Model by
total number of Damage Tracks (a
Model with 0, 1, and 2 columns on a
Data Card has three total Damage
Tracks) to get point value of each
Damage Track.

The points for a Damage Track go to
the Side that inflicted the Damage.
Models that heal or repair damage
allow the total number of Bounty
Points earned to possibly be greater
than the Models original point cost.
Loot Action on a
Grunt or Sergeant
+1d10 Bounty Points
Loot Action on a
Captain or any Solo
Model
+2d10 Bounty Points
Loot Action on an any
Elite Model
+3d10 Bounty Points
Loot Action on a
Warlord
+30 Bounty Points
Fulfill Objective As Per Scenario

Tip
Included in this book is a Bounty Point tracking sheet. When you
loot or gain bounty points go ahead and jot them down as you earn
them. Permission is granted to photocopy the Bounty Point tracking
sheet for your own personal use.

Appendix C: Special Abilities List

360
The Model treats its entire Base as if it were the front side. In
effect, this Model has no rear base side.

Assassin
An Assassin Model gains a +2 Close Combat Situational Modifier
when attacking a targets rear base side in Close Combat.

Beast
This Model may not use Equipment Cards unless the Equipment
Card specifically states that a Beast may use it. Beast Models gain a 4
(MM) Charge Bonus instead of 2.

Big
The Model is considered one base size category larger than it
actually is for line-of-sight purposes. For example, a large/cavalry base
Model (size 2) is considered a Giant Base (size 3), a standard base
Model (size 1) is considered a large base (size 2).

Blazer
The Model may be the Blazer for a Troop conducting an Indirect
Volley.

Bloodlust / # Number
When conducting a Charge Bonus Movement Action, the model
gains the number of inches as additional MM if (and only if) the Model
will be able to come into base contact with an enemy Model. This is in
addition to the Charge Bonus.

Blowthrough
Blowthrough is a special type of Area of Effect attack. When
measuring range for a Blowthrough Ranged weapon measure a line
from the center of the shooting Models base out to the full distance of
the weapons Range. Any Models base touched by this line is in the
Area of Effect. Damage is rolled in order beginning with the Target
Model closest to the attacking Model. Each attack after the first
receives a cumulative -1 situational modifier to the roll (-1, the next roll
is -2, then -3 for the next roll and so forth). The attacker continues to
roll attacks until the weapon has reached its maximum range or a
Defending Model takes no damage, at which point the Blowthrough
attack ends. A Blowthrough attack can only inflict one point of damage
per Model, thus a Model with multiple damage tracks will only suffer
one point of damage and the attack will continue to the next Model in
the line.

Breaker
After completing all Close Combat attacks, if the Model is able to
successfully remove an enemy Model in Close Combat (slay, remove
as a casualty, etc.) it may perform a free step up to the width of its own
base under the following conditions; first that the shift does not break
any already established base to base contact and second that the
Breaker Model makes no facing changes.
The free step may create a new base to base contact situation, but
note that the Breaker Model may not conduct attacks on the newly
contacted Model until its next Action Phase since it can only free step
after completing all of its Close Combat attacks. As long as the free
step does not violate the above two conditions it may shift the model to
the front, sides, or rear.

[insert diagram]
Stage 1 (E = Enemy, B = Breaker, A = Ally)
EEEE
BB
A

Stage 2
E E
B B
A

Stage 3 A
E E
B B
Burrow
A Model that is Burrowed is underground and cannot be attacked
by non-burrowed Models. Only spells that do not require Line of Sight
(such as Confusion) may affect a Burrowed Model. A Burrowed model
may come aboveground at no cost to Movement during its Movement
Action; however, returning underground requires a Use Special Ability
Action. Burrowed Models do not obstruct line of sight until they are
aboveground. If only conducting Movement, they can move under
terrain and other Models but may not end their movement under or in
base-to-base contact with any other models unless declaring they are
coming aboveground (possibly to conduct Close Combat). If the
Burrowed Model comes up directly under a Target Model simply shift
the Target Model to a point in valid base-to-base front contact with the
Burrowing Model.

Cleric X/Y
The Model may cast Cleric Spells with a Cast Spell Action. The
Models has a Casting Grade of (X) and has (Y) number of Spell Points
to purchase Spells of a Casting Grade equal to or less than the Clerics
Casting Grade from the appropriate Spell List indicated by the Models
Type and/or Affiliation.

Critical Shot
The Model sacrifices its Non-Combat Action (such as Movement)
to double its current Ranged Attack Value (RAV) on a single attack
when conducting a Ranged Combat Action. Models with Multiple
Attacks may only apply the doubled RAV to their first attack. All
subsequent ranged attacks use their normal RAV. This ability may not
be combined with, or be used in the same Action Phase as Scrye Shot
or Marksman.

Defensive Magic
A Model with Defensive Magic and a Spell capable of being cast
during Defensive Magic may perform a single Defensive Magical
Attack against the Mage or Cleric Model that cast the Attack Spell. If
the Defending Model is in Base to base contact with an enemy Model it
Warlord Open Beta Revision 1.01 Page 17

Last Edited: 7/4/2003
may not perform the Defensive Magic. Defensive Magic uses normal
Casting Attack Spell Resolution Steps with the Model performing the
Defensive Magic acting as the Attacker. Defensive Magic may not be
conducted against an Attacker in the Defending Models rear 180-
degree arc measured from the Models rear base side.

Defensive Shot
A Defending Model may perform a single Defensive Shot against
one of the Models (of the Defenders choice) that conducted a Ranged
Attack against them. If the Defending Model is in Base to base contact
with an enemy Model, it may not perform a Defensive Shot. A
Defensive Shot is performed after the attacking Troop has completed
all of its Ranged Combat actions and uses normal Ranged Attack
Resolution Steps with the Model performing the Defensive Shot acting
as the ranged Attacker. Defensive Shot may not be conducted against
an Attacker in the Defending Models rear 180-degree arc measured
from the Models rear base side. Defensive Shot may not be combined
with any other Ranged Combat Special Abilities.

Deflect
The Model gains a Ranged Defensive Situational Modifier of +1.

Drift
The Models Area of Effect Ranged Attack Drifts in the event that
it misses its original target point (normally a miss had no further effect
and is simply ignored). Simply roll a six sided die (d6) and consult the
following diagram. The attack Drifts a distance of 1d6 inches. Note that
the arrow indicates the original direction of fire.
Drift Diagram [insert graphic of diagram]
1-3
6 ^ 4
5
Falling Short: If the attack drifts in direction 5 (back at the
shooting Model) and the distance rolled would cause the attack to
land on the shooting Model; halve the Drift distance. Only if the
shooting Model is still in the Area of Effect after halving the Drift
distance does it suffer an attack.

Empowered
The Model is considered Empowered for purposes of special rules
or spell effects. Neutral Affiliation Models that wish to come into Base-
to-base contact and initiate Close Combat with an Empowered Model
must succeed in a Discipline Check. If the Empowered Model initiates
the Close Combat, the Neutral Affiliated Model is not required to make
a Discipline Check. Empowered Models are immune to the effects the
Empowered Special Ability from other Models.

Fanatic
The Model must always take its full Movement Action towards the
nearest enemy model it has Line of Sight to in an attempt to initiate
Close Combat. If there is a nearby Close Combat involving an enemy
model the Fanatic must join in. Fanatics may not Break Away from
Close Combat.

Fearless
Fearless Models do not need to make Discipline Checks and are
considered to automatically succeed in any Discipline Check required
of them.

Flyer
While in Flight all Movement Cost Modifiers for terrain are x1.
Unless specified otherwise prior to play, the Model may fly over
obstructions and should be marked with a token to indicate it is in
flight. While in Flight the Model cannot attack or be attacked by
ground models except via spells or Ranged Combat actions. While in
Flight the Model has a +1 Ranged Defense Situational Modifier. If the
Model lands, it is treated in all ways as a normal ground based Model.
A Use Special Ability Action is required to return to the air.
While in Flight, the Model ignores Area of Effect Attacks (such as
Ranged Combat Actions or Spells) that are not specifically targeted at
the Flying Model. Similarly, if the Flying Model is the target of an
Area of Effect Attack, Models on the ground directly under the Flying
Model are also unaffected.
If the Model is slain in flight (by spells or ranged combat actions)
it falls and any Models caught under its base receive free movement to
get out from under it. This is to prevent unscrupulous players from
hovering over their targets in the hopes of inflicting additional damage
after their Model is slain.

Holy
The Model is considered Holy for purposes of special rules or spell
effects. Evil Affiliation Models that wish to come into Base-to-base
contact and initiate Close Combat with a Holy Model must succeed in a
Discipline Check. If the Holy Model initiates the Close Combat, the
Evil Affiliated Model is not required to make a Discipline Check. Holy
Models are immune to the effects of the Vile Special Ability.

Horrid
An attacking Model must succeed in a Discipline Check in order to
come into Base-to-base contact and initiate a Close Combat. A Model
that is being attacked (i.e. the defender) in Close Combat by a Horrid
Model does not require a check since it is the Horrid Model that is
initiating the base-to-base contact. Horrid Models are immune to the
effects the Horrid Special Ability from other Models.

Lance
If an attacking Model with the Lance Special Ability is able to
eliminate the target Model from play during the resolution of its own
initial Close Combat Attack, the target Model may not perform a
Defensive Strike against it. If a Troop has Lance equipped Models and
non-Lance equipped Models resolve all Close Combats with Lance
Models first.
Lance SA only applies for the Attack first initiated by the Lance
Equipped Model following a Movement Action. All further and
subsequent Close Combat is resolved without the benefits granted by
the Lance Special Ability. Lance equipped Models may not
successfully disengage from Close Combat with Models from a Troop
and then re-engage Models from the same Troop to gain the Lance
bonus multiple times. The Lance equipped Model that successfully
disengages from Close Combat with one Troop that attempts to engage
Models from a new Troop in the same Action Phase must move at least
6 inches to regain the bonus of the Lance Special Ability. Lance
equipped Models with multiple attacks get the Lance bonus for all of its
attacks if they attack only one target Model. Lance equipped Models
with multiple attacks that choose to attack more than one target Model
must declare which target Model gets the Lance. All attacks conducted
against that declared Target Model receive the benefit of the Lance
Special Ability.

Mage X/Y
The Model may cast Mage Spells with a Cast Spell Action. The
Models has a Casting Grade of (X) and has (Y) number of Spell Points
to purchase Spells of a Casting Grade equal to or less than the Mages
Casting Grade from the appropriate Spell List indicated by the Models
Type and/or Affiliation.

Marksman
The Model sacrifices its Non-Combat Action (such as Movement)
to gain an additional attack when conducting a Ranged Combat Action.
The extra attack may be applied to a Volley Attack for determining
Area of Effect. This Special Ability cannot be combined with, or be
used in the same Action Phase with Critical Shot or Scrye Shot.

Marsh Walker
The Model treats Marsh, Bog, swampy or muddy Terrain as if it
were Open Terrain when calculating Movement Cost Modifiers.

Master Archer
The Model has all of the following Special Abilities: Blazer,
Defensive Shot, Marksman, Scrye Shot, Critical Shot, and Volley

Mounted
The Models Data Card is composed of a creature and a rider that
functions as a single Model. Mounted Models gain a 4 (MM) Charge
Bonus instead of 2.

Non-Corporeal
Warlord Open Beta Revision 1.01 Page 18

Last Edited: 7/4/2003
All Movement Cost Modifiers for terrain are x1 and unless
specified otherwise prior to play the Model may move through terrain
obstructions. The Model cannot move through other Models unless
those Models have either the Non-Corporeal or Undead Special
Abilities. A Non-Corporeal Model cannot ends its Movement on top of
or within another Model, but it may end its Movement in base to base
contact.

Pike
When a Model with the Special Ability of Pike is defending
against a Model with the Lance Special ability; it cancels the effect of
the attacking Models Lance Special Ability and may conduct
Defensive Strikes as normal.

Polearm
When attacking, the Model can Support (+1) a friendly attacking
Model which is in base to base contact with its front side. The base of
the Model being Supporting must be the of the same or smaller Base
Size with the exception of Cavalry Base Models which can only have
Polearm Support from Giant Base Models.

Ranger
The model may conduct a single Movement Action during the Pre-
Battle Phase. Additionally Rangers treat Heavy Woods and Rough
Terrain as Light Woods when calculating Movement Cost Modifiers.

Ridge Runner
The Model treats Rough, Dry Moat, Ditch or rough and rocky
terrain as if it were Open Terrain when calculating Movement Cost
Modifiers.

Ronin
If the Model is the only survivor of its Troop, it does not Retreat.
Instead it functions as a Solitaire for the remainder of the game or until
another Leader Model performs a Regroup action to bring the Ronin
into its Troop.

Runner / # Number
When conducting a Movement Action, the model gains the
indicated number of inches as additional MM if (and only if) the Model
will be able to come into Base to base contact with an enemy Model
and initiate a Close Combat. This is in addition to the Charge Bonus.
Additionally, a Runner may use the additional Movement indicated
during Action Phases where the model conducts two Movement
Actions and does not wish to enter base-to-base contact with an enemy
Model (note when used in this manner the Model does not get the
Charge bonus).

Scrye Shot
The Model sacrifices its Non-Combat Action (such as Movement)
to ignore any Line of Sight Obstructions on a single attack when
conducting a Ranged Combat Action. Models with Multiple Attacks
may only ignore obstructions on their final attack. If the Model is
attacking multiple Models, declare attacks against targets as normal
prior to attacking. This ability may not be combined with, or used in the
same Action Phase as Critical Shot or Marksman.

Small
The Model is considered one base size category smaller than it
actually is for line-of-sight purposes. For example, a large/cavalry base
Model (size 2) is considered a Standard Base (size 1), a giant base
Model (size 3) is considered a large base (size 2).

Innate:name-Range/AoE/#
The Model may cast the innately known spell or spell-like effect
indicated on the Models Data Card as (name) and the spells values for
Range, Area of Effect, and maximum number (#) of Models Affected.
Innate spells do 1 point of damage. Casting the innate spell requires a
Use Special Ability Action.

Strategist
A Strategist grant benefits to a Sides Deployment during pre-play
setup.

Tactician
The Model grants a bonus Card to the Draw Deck for determining
Initiative. Additionally, during play the controlling player may opt to
bury its own Card that has been drawn at the bottom of the Initiative
Deck. A side can bury one of its own Initiative Cards one time per
Model with the Tactician special ability during a Game Turn.

Trencher
The Model is better able to take advantage of fighting in
formations. The Model may add the Polearm Close Combat Situational
Modifier to its Defensive Value (DV) in Close Combat. Trencher
Special Ability only applies if Models with the Polearm Special Ability
are behind it. It may not add this bonus when receiving a Defensive
Strike.

Tough / # Number
A Model with Tough that takes sufficient damage to remove it
from play is not marked as a casualty, it is considered Stunned. A
Stunned Model is replaced with a token or placed on its side. During
the next Action Phase, the Model may roll 1d10 and add the indicated
Tough value. If the result is equal to or greater than 10, the Model
returns to play on its last damage track. If the result is less than 10, the
Model is removed as a casualty. Prior to the Models next Action Phase
it may be killed via a Coup de Grace Loot Action or healed via magic
from another Model as normal. For healing purposes, the Stunned
Model is considered to be 1 beyond its normal number of damage
tracks. For example, healing 1 point of damage returns the model to its
last damage track.

Undead
The Model is considered Undead for purposes of special rules or
spell effects. In addition Undead Models gain all the benefits of the
Fearless Special Ability.

Vermin
The Model does not block line of sight for any size base except
other Vermin.

Vile
The Model is considered Vile for purposes of special rules or spell
effects. Good Affiliation Models that wish to come into base-to-base
contact and initiate Close Combat with a Vile Model must succeed in a
Discipline Check. If the Vile Model initiates the Close Combat, the
Good Affiliated Model is not required to make a Discipline Check. Vile
Models are immune to the effects of the Holy Special Ability.

Wood Strider
The Model treats Scrub, Light Woods, Heavy Woods or vegetation
overgrown Terrain as if it were Open Terrain when calculating
Movement Cost Modifiers.

Volley
The Model may perform Volley Attacks. They may participate in
Indirect Volley Ranged Attacks in Troops led by a Model with the
Blazer special ability.

Appendix D: Common Spells

Spells & Data Cards
Spells for use in game play have their own cards and point costs. A
Spell Card is placed with the Data Card of the Model using it. If there
are multiple Models using the same Data Card, the Model with the
Spell must have its own Data Card (For example if you have 3 Magic
Users that use the same Data Card, but you want each of them to use a
different Spell, then each Magic User require its own Data Card).

Warlord Open Beta Revision 1.01 Page 19

Last Edited: 7/4/2003
Purchasing Spells
All Spellcasting Models will be marked with a numeral that
indicates how many Spell Points they posses to purchase their spells.
For instance Cleric 2/4 means a Cleric of the 2
nd
Casting Grade that
has 4 Spell Points with which to purchase spells. All spells are single
usage; meaning if you purchase a spell only one time, then you may
only use it one time. Spells cost a number of Spell Points equal to their
own Casting Grade. So the above Cleric could purchase four Casting
Grade 1 spells, two Casting Grade 2 spells, or one Casting Grade 2
spell and two Casting Grade 1 Spells. A character may have multiple
spells of the same type.
Unsuccessful Castings: If the Casting Model fails its roll (Attack
or Non-Attack) the spell is still used.

Common Mage Spells

Availability: The following spells are available to all characters with
the Mage special ability.

Ice Shards
Casting Grade: 1 (attack spell)
Point Cost: 10
Range: 18
Area of Effect: N/A
# Models Affected: 1
Damage: 1 point
Notes: Target must be in LOS of the caster.

Fear
Casting Grade: 1 (attack spell)
Point Cost: 5
Range: 24
Area of Effect: N/A
# Models Affected: 1
Damage: none
Notes: Target must be in LOS of the caster. If the Caster rolls equal to
or higher than the targets Magic Defense (MD) then the target must
make a Discipline Check (DC). If it fails place a Shaken token on the
Model.

Slow
Casting Grade: 1 (attack spell)
Point Cost: 10
Range: 24
Area of Effect: N/A
# Models Affected: 1
Damage: none
Notes: Target must be in LOS of the caster. If successful the target
loses its next non-combat action.

Bolt
Casting Grade: 2 (attack spell)
Point Cost: 20
Range: 18
Area of Effect: N/A
# Models Affected: 1
Damage: 1 point
Notes: Target must be in LOS of the caster. Bolt may be used to
conduct Defensive Magic if the Model has the Defensive Magic
Special Ability.

Fireball
Casting Grade: 2 (attack spell)
Point Cost: 50
Range: 18
Area of Effect: 2 Radius Circle
# Models Affected: All
Damage: 1 point
Notes: The target point must be in the casters LOS. Target Models
may add Cover Bonuses to their Magical Defense (MD) versus a
Fireball as if it were a Ranged Attack. Line of Sight for determining
Cover is drawn from the Fireballs target point. Models in the Area of
Effect may still be shielded from the effects of the Fireball if they are
behind sufficient cover. A Fireball is Base Size 4.

Scare
Casting Grade: 2 (attack spell)
Point Cost: 10
Range: 24
Area of Effect: 2 Radius Circle
# Models Affected: All
Damage: none
Notes: Target point must be in LOS of the caster. If the Caster rolls
equal to or higher than the Magic Defense (MD) of the targets in the
Area of Effect, then the targets must make a Discipline Check (DC). If
it fails place a Shaken token on the Model.

Fire Storm
Casting Grade: 3 (attack spell)
Point Cost: 75
Range: 18
Area of Effect: 3 Radius Circle
# Models Affected: All.
Damage: 1 point
Notes: The target point must be in the casters LOS. Stunned Models
caught in the Fire Storms Area of Effect are considered killed as if by
a Coup de Grace.

Dispel
Casting Grade: 3 (non-attack spell)
Point Cost: 10
Range: 24
Area of Effect: 3 Radius Circle
# Models Affected: All
Damage: none
Notes: The target spot must be within the LOS of the caster. This spell
is allowed to cancel any spell effect, such as Paralyze, Fear, or Slow
cast upon the model. The Caster must declare which effect is being
cancelled within the Area of Effect. Counter may be used to conduct
Defensive Magic if the Model has the Defensive Magic Special Ability.
.

Common Cleric Spells
Availability The following spells are available to all characters with
the Cleric special ability.

Bandage
Casting Grade: 1 (non-attack)
Point Cost: 10
Range: 24
Area of Effect: N/A
# Models Affected: 1
Damage: Restore 1 point
Notes: -

Bless
Casting Grade: 1 (non-attack)
Point Cost: 5
Range: Centered on Cleric
Area of Effect: 2 Radius Circle
# Models Affected: All
Damage: none
Notes: Adds +1 AV or +1 RAV (caster chooses at time of casting) to
Friendly Models in the Area of Effect conducting Close Combat or
Ranged Combat Actions for the remainder of the Action Phase.

Speed
Casting Grade: 1 (non-attack spell)
Point Cost: 10
Range: 18
Area of Effect: N/A
# Models Affected: 1
Damage: none
Warlord Open Beta Revision 1.01 Page 20

Last Edited: 7/4/2003
Notes: The target spot must be within the LOS of the caster. The spell
causes models to take an additional non-combat movement action.

Cure
Casting Grade: 2 (non-attack spell)
Point Cost: 50
Range: 18
Area of Effect: N/A
# Models Affected: 1
Damage: Restore 2 points
Notes: -

Hold
Casting Grade: 2 (attack spell)
Point Cost: 25
Range: 18
Area of Effect: 2 Radius Circle
# Models Affected: All
Damage: none
Notes: Target must be in LOS of the caster. All affected models lose
their next Action Phase. All affected models will not be able to move
or participate in combat. If attacked they will have a -2 to their DV and
MD.

Part
Casting Grade: 2 (attack spell/non attack spell)
Point Cost: 30
Range: 18
Area of Effect: 2 Radius Circle
# Models Affected: All
Damage: none
Note: The target spot must be within the LOS of the caster. The side
controlling the casting Model indicates a direction. Affected Models
are moved 1d10 inches in that direction by the casting Models player,
roll separately for each affected Model. This spell may cause the target
to come into base-to-base contact with an enemy Model. If the 1d10
inches of magical movement would cause the Model to be on top of or
in the middle of an enemy Model or impassable Terrain, the Model
stops in front of and in base contact with that Model or feature. Models
affected by this spell do not lose their normal Actions during their
Action Phase. When cast against enemy Models, Part is an Attack
Spell. When cast against friendly Models, Part is a Non-Attack Spell.
Special Effects:
If successful, enemy Models with the Burrow Special
Ability that are underneath the spells Area of Effect are
immediately brought to the surface. The Part spell confers
the knowledge of where, generally, a Burrowed Model is
located. However the casting Model must still have Line of
Sight to the target spot.
If the target spot is in the middle of Water (such as Rivers or
Lakes, but not Marshes or Bogs) Terrain no wider than 4
inches from shore to shore, Part can be used to create a
corridor 2 inches wide through the Water. The Corridor
counts as Rough Terrain. Only Models from the same Troop
as the Casting Model may use the Corridor as the effects
expire at the end of the Troops Action Phase. Part is a non-
attack spell when used in this manner and may only affect
the Water, not Models.

Dispel
Casting Grade: 3 (non-attack spell)
Point Cost: 10
Range: 24
Area of Effect: 3 Radius Circle
# Models Affected: All
Damage: none
Notes: The target spot must be within the LOS of the caster. This spell
is allowed to cancel any spell effect, such as Paralyze, Fear, or Slow
cast upon the model. The Caster must declare which effect is being
cancelled within the Area of Effect. Counter may be used to conduct
Defensive Magic if the Model has the Defensive Magic Special Ability

Teleport
Casting Grade: 3 (attack/non-attack spell)
Point Cost: 50
Range: Initial 12 / Destination 24
Area of Effect: N/A
# Models Affected: 1
Damage: none
Notes:
This spell allows a Cleric model to Teleport a model that is in his
Line of Sight, within the Area of Effect and is no farther than 12 inches
away from the casting model. The Model teleported may be moved
from its original point to any different point on the battlefield that is no
farther than 24 inches from its original point. The Model Teleported
may conduct its normal Actions during its Action Phase. The Model
Teleported during its Action Phase may conduct its Actions if it has not
already done so. A Model cannot be Teleported into base contact with
an enemy Model, though it may use an Action to move into contact. A
friendly Model teleported away from its Troop ignores the rules for
Troop Cohesion as long as the Cleric Model is within 24 inches.
For Friendly models, this spell is resolved as a Non-Attack spell.
No additional modifier or bonus is applied to the Cleric model in
resolving this spell.
For enemy models, this spell is resolved as an Attack spell. If the
spell is successfully resolved the Side controlling the casting Cleric
model may move the Teleported models.
Appendix E: Generic Equipment

Equipment & Data Cards
Equipment for use in game play have their own cards and point
costs. An Equipment Card is placed with the Data Card of the Model
using it. If there are multiple Models using the same Data Card (such as
Soldiers), the Model with the Equipment must have its own Data Card

Example
If you have 3 Grunts that all use the same Data Card, but you want
one of them to use a specific piece of equipment then that particular
Grunt would require its own Data Card. The Equipment would be
grouped with that card to show it is different from the other Grunts).

Force Upgrades
Force Upgrades are unique Equipment Types. Only Force Upgrade
equipment provides benefits to multiple Models. Force Upgrades are
also unique because they allow the controlling player to create their
own custom models that are carrying standards or musical instruments.
For players that are less skilled with sculpting Models, Reaper has
plenty of accessory packs and Models that can be used to help represent
the Force Upgrades. Force Upgrades will indicate how many Models
may benefit from it in the description (usually all Models in a Troop or
all Models in the Fighting Company).

Stacking Bonuses
A piece of Equipment that grants a type of bonus cannot be stacked
with any other Equipment that grants the same type of bonus. In the
event of multiple items that all grant the same bonus, use the single
highest value. A single Equipment Card alters the overall Data Card.
For example, a Model with two physical representations of swords
sculpted into the Model does not require two Magic Weapon equipment
cards.

Weapons
Weapons that grant a + after the slash add that number of attacks to
the models normal number of attacks.
Totem of Battle
Category: Force Upgrade
Point Cost: 10% of Game Points Value
(Example: 1000 point game a Totem costs 100 points,
even if the Company only uses 997 points)
Bonus: +1 Defense Value (DV), +1 Attack Value (AV) to All Models
in the Fighting Company
Warlord Open Beta Revision 1.01 Page 21

Last Edited: 7/4/2003
Affiliation: A Company may only buy one Totem of Battle from the
proper Army Roster. The benefits of the Totem of Battle only affect
Models in the Fighting Company that purchased it. The Totems of
Battle for the different Armies are:
Crusaders Avatar of Celestial Justice
Dwarves Statue of the Mountain All Father
Elves Statue of the Tree of Creation
Nefsokar Statue to the God Sokar
Horde Skull Throne
Freelance Companies As Appropriate
Reptus The Pagoda of Jade
Darklords Dire Shrine of Alabros
Necropolis The Altar of Blood and Death
Overlords The Altar of Submission
Special Rules
Base & Modeling
Totems of Battle must be mounted on Giant Bases. Reaper will
never produce a Totem of Battle per se. However, we may produce
figures or accessories that can be used to represent the Avatar. Players
are encouraged to create their own Totems of Battle and have fun with
it.

Interruption
An opposing Company may cancel the effect of a Totem of Battle
by moving a Model within 2 inches of the base of the Totem. As long
as an enemy model is within 2 inches of the base of the Totem the
effect is cancelled. Once the enemy model is removed from Play or
moves away, the effects of the Totem of Battle returns.

Transportation
A Totem of Battle can only be carried by 4 Models all in the same
Troop that are using Pick-Up/Carry Object as one of their Actions each
round.

Defile
Enemy Models may Defile a Totem of Battle and cause its effects
to be cancelled for the duration of play. Enemy Models that are able to
come into Base contact with the Totem of Battle may perform Loot
Actions on the Totem. By performing 6 successive Loot Actions a
Totem will be successfully Defiled. This can be tracked with a six-
sided die. Each time an enemy Model performs a Loot Action it gains
1d6 Bounty Points for its side. Totems are unaffected by Magical spells
cast in an attempt to affect, move, damage or defile it.

Lesser Magic Armor
Category: Armor
Point Cost: 15
Bonus: +1 Defense Value (DV)

Greater Magic Armor
Category: Armor
Point Cost: 30
Bonus: +2 Defense Value (DV)

Great Shield
Category: Armor
Point Cost: 20
Bonus: +1 Defense Value (DV), Grants the Deflect Special Ability.
Models that already have the Deflect Special Ability gain no further
benefit.

Greater Magic Weapon
Category: Weapon
Point Cost: 115
Bonus: +2 Attack Value (AV), +1 Melee Attack
Notes: Leader or Elite Model Only

Lesser Magic Weapon
Category: Weapon
Point Cost: 15
Bonus: +1 Attack Value (AV)

Troop Musician
Category: Force Upgrade
Point Cost: 15
Bonus: +1 MM to all Models in Troop.
Notes: One allowed per Troop, the controlling player nominates which
Soldier Model is the Musician. If the Model is lost so is the bonus.

Troop Standard
Category: Force Upgrade
Point Cost: 10
Bonus: +1 Discipline (DS) to all Models in Troop
Notes: One allowed per Troop, the controlling player nominates which
Soldier Model is the Standard Bearer. If the Model is marked as a
casualty, the controlling player may have another Model in the Troop
pick up the Standard by conducting a Loot Action. Models from other
Troops, even Troops that have no Standard of their own, gain no
benefit from another Troops Standard.

Amulet
Category: Item
Point Cost: 30
Bonus: +2 Magical Defense (MD)

Staff of Power
Category: Item
Point Cost: 45
Bonus: +2 Casting Power (CP), +1 Attack Value (AV)
Notes: Models with the Mage Special Ability only.

Familiar/Animal Companion
Category: Item
Point Cost: 20
Bonus: Special
Notes: Models with Spellcasting ability only (Cleric/Mage) may
purchase this piece of equipment. If any spell has no effect (failed the
roll when casting Non-Attack Spells or did not affect a single enemy
Model when casting Attack Spells) the Familiar/Animal Companion
will return the spell to the casting Models list of unused spells. Though
the spell still fails in the Action Phase when it was cast, the
Familiar/Animal Companion allows the spell to be cast again in a later
Action Phase. The Familiar/Animal Companion will continue to return
a spell to the Spellcasting Models list of unused spells indefinitely
until the spell is successfully cast. Note that spells that could affect
more than one Model (such as spells with an AoE) are still considered
successfully cast even if only one Model was actually affected such is
the fickle nature of magic.
The Familiar/Animal Companion must be represented on or next to
the possessing Model in some way (typically attached to the Base). A
Familiar/Animal Companion does not have to be directly attached to
the possessing Models base and can be on its own base next to the
Spellcaster. A Familiar/Animal Companion on its own base never
obstructs Line of Sight and cannot obstruct the establishment of Base-
to-base contact with the Spellcaster. A Familiar/Animal Companion
cannot affect, or be effected by any game mechanic. (in other words
they only represent a possession of the Spellcaster)

Bracers of Marksmanship
Category: Item
Point Cost: 75
Bonus: +2 Ranged Attack Value (RAV)

Holy Icon
Category: Item
Point Cost: 45
Bonus: +2 Magical Defense (MD), +1 Defense Value (DV)
Notes: Models with the Cleric Special Ability only.

Magic Boots
Category: Item
Point Cost: 30
Bonus: +2 Movement (MM)
Warlord Open Beta Revision 1.01 Page 22

Last Edited: 7/4/2003

Magic Horseshoes
Category: Item
Point Cost: 60
Bonus: +4 Movement (MM)

Ring of True Placement
Category: Item
Point Cost: 40
Bonus: +1 Ranged Attack Value (RAV)

Magic Bracelet
Category: Item
Point Cost: 15
Bonus: +1 Magical Defense (MD)

Magic Ring
Category: Item
Point Cost: 15
Bonus: +1 Casting Power (CP)

Medium Magic Weapon
Category: Weapon
Point Cost: 30
Bonus: +2 Attack Value (AV)
Notes: Leader or Elite Model Only

Appendix F: Stunts
The Stunts Appendix presents optional rules that, though they are
not central to playing a game of Warlord, would certainly be fun in
games that use a lot of buildings or cities as the terrain. Taltos is a
violent land and a lot of combat takes place in the cities of Port
Gangrel, Blackguard Cove, Craclaw and others.
Players should agree before play if the Stunts rules will be used
since they do add a level of complexity that is not crucial to a good
game of Warlord. Experienced Warlord players should not use the
Stunt rules when teaching new players or with novice players since
they will have more than enough to learn already.
New Special Abilities: Stunts
Any and all Models conducting a Use Special Ability Action
(which is a Combat Action, so Stunts cannot be used by Models that
also wish to attack) when fighting in urban areas may use the following
Special Abilities, collectively called Stunts.

Tightrope
The Model may move across a very narrow piece of terrain
that would not normally support the Models base width but could
theoretically support the Models weight. Players must agree prior
to play what terrain constitutes valid tightrope terrain to prevent
later debate. For example, a standard base Model might be able to
walk across an extended laundry cable but a cavalry base most
certainly could not.
Stunt Check: The Tightrope walking Model makes an attack
roll using either its Attack Value (AV) or Ranged Attack Value
(RAV) versus a static target number of 10. If successful, the Model
may move across the Tightrope terrain at a x2 Movement Cost
Modifier. If unsuccessful, it falls. If the Model stops on the
Tightrope terrain, or is later attacked while on the Tightrope terrain
(even if it takes no damage from the attack), it must immediately
make and succeed in a Stunt Check or fall (falling damage detailed
under the Defenestrate SA).
The Dastard Factor: Models may perform a Use Special
Ability action to cut a tightrope, kick the plank off the roof, etc.

Defenestrate
This action is used to shove an enemy Model out a window,
off the edge of a tall building or over a cliff. The target Model
must be within half an inch or in base contact with the building
edge or window. The attacking Model must be in base to base
contact with the Target Model in order to conduct the Defenestrate
Use Special Ability Action.
The attacking Model makes an attack roll using either its
Attack Value (AV) or Ranged Attack Value (RAV), whichever is
higher, versus the Target Models Defense Value (DV). If
successful, the target Model is moved outside the window or off
the building edge. The Target Model takes no damage from the
Defenestrate action itself; however it does suffer falling damage.
The Target Model may return a Defensive Strike just as if it were a
normal Close Combat action.
Falling Damage: A Falling Model takes 1 point of damage
per Elevation Level fallen to a maximum of 3.

Leap
The Model takes a running leap to go from rooftop to rooftop.
With a successful Stunt Check (see Tightrope above) the Model is
able to jump over a chasm or alleyway. The distance is equal to
two inches horizontal or may be used to jump upwards 1 Elevation
Level and only 1 inch horizontal. A Model that performs a Leap
immediately following a Move Action, may gain an additional inch
of horizontal movement (3 inches total horizontal movement or 2
inches horizontal and 1 Elevation Level upwards). If the Model
fails the Stunt Check, it falls. If the Leap was only being used to go
upwards, the Model still takes damage as if it had fallen 1
Elevation Level.
Models with the Mounted Special Ability gain +1 inch of
horizontal movement when Leaping.
Banzai!
Models may leap down from above their target Model in
an attempt to surprise their foe and inflict damage. The Model
conducting the Banzai leap receives a +1 to the normal Close
Combat attacks. Additionally, the target Model does not get a
defensive strike, even if the attack fails. Banzai Models take
falling damage as normal at the conclusion of its attacks
(successful or not).

Knock
The Model bashes in, opens, or kicks down a barred or locked
doorway. With a successful Stunt Check a Model in base to base
contact with it may force open the door. Reinforced fortress type
doors require 2 successful Knocks (use a damage die to track) and
extremely rare and powerfully reinforced (possibly by magic)
doors require 3 successful Knocks.
Knock will typically not affect fortress/castle type grand
doors, which are much larger and more powerfully protected than
the normal doorways a Model would typically encounter in a city
or dungeon. Grand Fortress doors are versus a static target number
of 15 instead of 10 and begin with 4 damage points for the weakest
of them with 8 being average.
Battering Rams
Battering Rams require all Models using it to use the Pick
Up/Carry Object each round in order to carry it. Once the tip
of the Battering Ram is in contact with the doorway, the
Battering Ram crew (all the Models carrying the Ram) may
perform a group Knock. One Model on the Ram crew is
nominated to conduct the Stunt Check, it adds a +1 to the roll
for each Model also carrying the Battering Ram. If successful,
the Battering Ram does 2 points of Knock damage to the door
instead of 1.
It is rumored that the grand gate of Fortress Aizen Khrahl,
the most powerful in Taltos, has 20 damage points. The Horde
has built Grand Battering Rams that can only be carried by
Large Base creatures (or larger), it is also rumored that these
Grand Battering Rams do 3 points of Knock damage.

Traps and Hidden Doors
If the battle takes place in a dank dungeon or sewer there may
be traps and hidden doors scattered throughout the battle area.
Models with the Assassin or Mage Special Abilities may find and
disarm traps or find and open Hidden Doors with a successful
Stunt Check. Failure indicates that the Model suffers a point of
damage when attempting to disarm a trap or that the hidden door
remains hidden from that fighting company for the remainder of
the battle. For speed and clarity of play we suggest openly putting
Warlord Open Beta Revision 1.01 Page 23

Last Edited: 7/4/2003
traps and secret doors down on the battlefield and only require
rolls to disarm and open (the game becomes horribly slow if the
company is stopping every 2 inches to check for traps). Models
without the Assassin or Mage Special Abilities may successfully
disarm traps and open secret doors on a roll of a Perfect Ten.

Grapnel
Any non-Soldier Model Type equipped with a Ranged Attack
with a range of 18 inches or further may send up a Grapnel by
using its Ranged Attack Value (RAV) versus a static target number
of 10. If successful the Grapnel latches on to the roof or top of a
high building, cliff, etc. and trails down a rope that may be
climbed. Once the Model that fired the Grapnel climbs or moves
away from the rope (or is removed from play as a casualty) the
Grapnel is considered removed or taken down and stowed. Models
still climbing the rope may complete their climb, but the rope and
grapnel are immediately removed afterwards. If necessary use a
token to mark where a grapnel and rope have been placed. Models
may only deploy one grapnel at a time.

Climb
The Model scales a wall by using a rope or ladder. The Model
may scale 2 Elevation Levels per Climb Action when using a rope
or 3 Elevation Levels per Climb Action if using a ladder. If
attacking or being attacked while on the rope or ladder, use the
appropriate situational modifiers (-2). The Model may make a
Stunt Check to gain an additional Elevation Level of bonus height,
but if the Stunt Check fails the Model falls a distance equal to the
height it would have reached had the Stunt Check been successful.
Models with the Mounted Special Ability may not Climb.

Toss
A Model of a larger Base Size may Toss a Model of a smaller
Base Size. The attacking Model must be in Base-to-base contact
and make an attack roll as per normal Close Combat (AV versus
DV) and if successful the target Model is tossed a distance in
inches equal to the attacking Models Base Size Category. The
victim suffers 1 point of damage or falling damage (if tossed off a
high elevation); whichever is greater. Models may be tossed into
base contact with other Models. The Target Model may return a
Defensive Strike as Normal.
Willing Models
Friendly Models may be Tossed with a successful Stunt
Check. Since the Tossed Model was prepared, the Tossed
Model may attempt an immediate Stunt Check to reduce the
damage taken by the Toss by 1 point (possibly taking no
damage).
Throw
If an enemy Model is within range, the victim may be
thrown at a target in addition to being Tossed. Roll RAV (or
use an RAV of 0 if the Model lacks an RAV score) versus the
targets DV. If successful, the Target Model takes a point of
damage. The Tossed Model takes damage from the Toss as
above but suffers no additional damage from being thrown
into another Model. If the Tossed Model survives, it is placed
in base-to-base contact with the target Model.

Smash
Similar to Knock, a Model may take the time to tear down or
destroy Terrain obstructions. The Model must be in base to base
contact with the Terrain obstruction, succeed in a Stunt Check, and
must sacrifice one of its Non-Combat Actions for the turn. It may
knock down/remove Light Cover terrain obstructions equal to or
small than its own Base Size or Heavy Cover terrain obstructions
that are smaller than its own Base Size. Players should decide prior
to play if any Terrain types are more difficult to Smash (like a
stone wall with mortar rather than the normal mortarless low farm
walls) in which case it will require multiple Smash actions much
like a reinforced door (see Knock).
Door Battle Close Combat
Models fighting opponents just on the other side of a Doorway or
Window present much more difficult opponents. Sometimes a Model is
unable to be in actual base to base combat with its target Model due to
a doorway or window but would have been in base contact had the
window or doorway not been present.
Doorways*: Models on both sides that are fighting through a
doorway add +1 to their Defense Value (DV), which is like Light
Cover representing their increased ability to dodge or evade blows
by using the doorway.
Windows: Models on both sides fighting through a window add
+2 to their Defense Value (DV), which is like Heavy Cover.
Battlements: A Model defending a Battlement adds +1 to its
Defense Value versus opponents conducting Close Combat from a
scaling ladder. Note a Siege Tower allows the Models coming
from the Siege tower to fight as if both models had the benefit of a
Doorway (+1 to both instead of only to the Model on the
battlement).

* The rules for Doorway battle may be used to resolve combat between
two models on opposite sides of a low wall.

Support: Models may never gain more than +1 Support Bonus when
fighting in a doorway or window. Double width doorways (like a
dungeon grand door or grand double doorway) may allow another +1
Support if both players agree to it prior to play. Polearm Special Ability
is unaffected and adds its bonus as normal. If the supporting Model is
unable to be in base to base contact with the target Model due to the
doorway or window, it must at least be in base to base contact with the
Model to which it is lending Support.

Warlord Open Beta Revision 1.01 Page 24


Appendix G: Helpful Aides
Aid 1: Bounty Point Tracking Sheet
The Taltos Chapter House of the Temple of the Chroniclers of Pelise, Racheau hereby extends to the Fighting Company named herein a summary
of their treasures and laurels gained in recent battle against their foes. May their deeds during these Wars of the Warlords be forever recorded and
live eternal in the history of Adon.

Fighting Company:
Under the Command of:
This Date of the Record:
Model/Object Details Original Model Cost Bounty Points Awarded


























Total for this Page

Last Edited: 7/4/2003
Generic Warlord Data Cards Open Beta 1.01
Generic Warlord Data Cards - Soldiers
Name ID# Base AA Type TS #M #R DT MM DS AV RAV Rng DV CP MD Pts
Warrior 0 Standard Generic/Neutral Grunt - 1 0 0 5 5 1 0 0 10 0 10 19
Specials:
Name ID# Base AA Type TS #M #R DT MM DS AV RAV Rng DV CP MD Pts
Polearm 0 Standard Generic/Neutral Grunt - 1 0 0 6 4 2 0 0 8 0 10 18
Specials:
Name ID# Base AA Type TS #M #R DT MM DS AV RAV Rng DV CP MD Pts
Linebreaker 0 Standard Generic/Neutral Grunt - 1 0 0 5 5 3 0 0 8 0 10 22
Specials:
Name ID# Base AA Type TS #M #R DT MM DS AV RAV Rng DV CP MD Pts
Crossbow 0 Standard Generic/Neutral Grunt - 1 1 0 6 4 0 3 18 8 0 10 22
Specials:
Name ID# Base AA Type TS #M #R DT MM DS AV RAV Rng DV CP MD Pts
Cavalry 0 Cavalry Generic/Neutral Adept - 1 0 0 11 5 2 0 0 11 0 10 53
Specials:
Name ID# Base AA Type TS #M #R DT MM DS AV RAV Rng DV CP MD Pts
Heavy Infantry 0 Standard Generic/Neutral Adept - 1 0 0 5 6 2 0 0 11 0 10 25
Specials:
Name ID# Base AA Type TS #M #R DT MM DS AV RAV Rng DV CP MD Pts
Heavy Cavalry 0 Cavalry Generic/Neutral Adept - 1 0 0 10 6 2 0 0 12 0 10 55
Specials:
Name ID# Base AA Type TS #M #R DT MM DS AV RAV Rng DV CP MD Pts
Longbow 0 Standard Generic/Neutral Adept - 1 1 0 6 4 0 2 30 8 0 10 40
Specials:
Name ID# Base AA Type TS #M #R DT MM DS AV RAV Rng DV CP MD Pts
2 Wpn. Dervish 0 Standard Generic/Neutral Adept - 2 0 0 5 5 2 0 0 9 0 10 28
Specials:
Name ID# Base AA Type TS #M #R DT MM DS AV RAV Rng DV CP MD Pts
Archer 0 Standard Generic/Neutral Adept - 1 1 0 6 4 0 1 24 8 0 10 26
Specials:
Name ID# Base AA Type TS #M #R DT MM DS AV RAV Rng DV CP MD Pts
Pike 0 Standard Generic/Neutral Adept - 1 0 0 5 5 2 0 0 9 0 10 22
Specials:
Generic Warlord Data Cards - Leaders
Name ID# Base AA Type TS #M #R DT MM DS AV RAV Rng DV CP MD Pts
Cavalry Warlord 0 Cavalry Generic/Neutral Warlord 3-12/2 3 0 0 10 9 6 0 0 12 0 13 214
1 8 7 5 0 0 10 0 11
2 7 5 3 0 0 8 0 9
3 5 2 2 0 0 6 0 7
Specials:
Name ID# Base AA Type TS #M #R DT MM DS AV RAV Rng DV CP MD Pts
Archer Warlord 0 Standard Generic/Neutral Warlord 3-12/2 1 3 0 5 8 1 6 30 9 0 13 369
1 4 6 1 5 30 7 0 11
2 3 4 1 3 30 6 0 9
3 3 2 0 2 30 5 0 7
Specials:
Name ID# Base AA Type TS #M #R DT MM DS AV RAV Rng DV CP MD Pts
Melee Warlord 0 Standard Generic/Neutral Warlord 3-12/2 3 0 0 5 9 5 0 0 11 0 13 201
1 4 9 4 0 0 9 0 11
2 3 9 3 0 0 7 0 9
3 3 9 1 0 0 6 0 7
Specials:
Tough/1
Polearm
Runner 2, Breaker
Mounted, Lance
Tough/1, Trencher
Mounted, Lance, Tough/1
Yeoman, Marksman
Tough/2, Bloodlust/2
Yeoman, Ranger
Polearm, Pike
Mounted, Lance, Tough/3
Master Archer, Tough/2
Tough/4, Fearless, Spy, Tactician
Name ID# Base AA Type TS #M #R DT MM DS AV RAV Rng DV CP MD Pts
Cavalry Captain 0 Cavalry Generic/Neutral Unq. Captain 4-11/1 2 0 0 10 8 4 0 0 12 0 11 110
1 8 5 3 0 0 9 0 8
2 5 3 1 0 0 6 0 6
Specials:
Name ID# Base AA Type TS #M #R DT MM DS AV RAV Rng DV CP MD Pts
Archer Captain 0 Standard Generic/Neutral Unq. Captain 4-11/1 1 2 0 5 7 0 4 30 9 0 11 174
1 4 5 0 3 30 7 0 8
2 3 2 0 1 30 5 0 6
Specials:
Name ID# Base AA Type TS #M #R DT MM DS AV RAV Rng DV CP MD Pts
Melee Captain 0 Standard Generic/Neutral Captain 4-11/1 2 0 0 5 9 3 0 0 11 0 11 81
1 4 9 2 0 0 8 0 8
2 3 9 1 0 0 6 0 6
Specials:
Name ID# Base AA Type TS #M #R DT MM DS AV RAV Rng DV CP MD Pts
Linebreaker Sgt 0 Standard Generic/Neutral Sergeant 4-10/0 1 0 0 5 6 4 0 0 8 0 10 32
1 3 3 2 0 0 4 0 5
Specials:
Name ID# Base AA Type TS #M #R DT MM DS AV RAV Rng DV CP MD Pts
Polearm Sarge 0 Standard Generic/Neutral Sergeant 4-10/0 1 0 0 6 5 3 0 0 8 0 10 28
1 3 3 2 0 0 4 0 5
Specials:
Name ID# Base AA Type TS #M #R DT MM DS AV RAV Rng DV CP MD Pts
Crossbow Sgt 0 Standard Generic/Neutral Sergeant 4-10/0 1 1 0 6 5 0 4 18 8 0 10 36
1 3 3 0 2 18 4 0 5
Specials:
Name ID# Base AA Type TS #M #R DT MM DS AV RAV Rng DV CP MD Pts
Warrior Sarge 0 Standard Generic/Neutral Sergeant 4-10/0 1 0 0 5 6 2 0 0 10 0 10 29
1 3 3 1 0 0 5 0 5
Specials:
Name ID# Base AA Type TS #M #R DT MM DS AV RAV Rng DV CP MD Pts
Hvy. Infantry Sgt. 0 Standard Generic/Neutral Sergeant 4-10/0 1 0 0 5 7 3 0 0 11 0 10 38
1 3 4 2 0 0 6 0 5
Specials:
Name ID# Base AA Type TS #M #R DT MM DS AV RAV Rng DV CP MD Pts
Dervish Sgt 0 Standard Generic/Neutral Unq. Sgt. 4-10/0 2 0 0 5 9 3 0 0 9 0 10 52
1 3 9 2 0 0 5 0 5
Specials:
Name ID# Base AA Type TS #M #R DT MM DS AV RAV Rng DV CP MD Pts
Cavalry Sgt. 0 Cavalry Generic/Neutral Unq. Sgt. 4-10/0 1 0 0 11 6 3 0 0 11 0 10 66
1 6 3 2 0 0 6 0 5
Specials:
Name ID# Base AA Type TS #M #R DT MM DS AV RAV Rng DV CP MD Pts
Longbow Sgt. 0 Standard Generic/Neutral Unq. Sgt. 4-10/0 1 1 0 6 5 0 3 30 8 0 10 83
1 3 3 0 2 30 4 0 5
Specials:
Name ID# Base AA Type TS #M #R DT MM DS AV RAV Rng DV CP MD Pts
Hvy. Cavalry Sgt. 0 Cavalry Generic/Neutral Unq. Sgt. 4-10/0 1 0 0 10 7 3 0 0 12 0 10 71
1 5 4 2 0 0 6 0 5
Specials:
Mounted, Lance, Tough/2
Blazer, Yeoman, Marksman, Critical Shot
Fearless, Tough/3, Trencher
Runner/2, Breaker
Polearm
Tough/1
Tough/2, Trencher
Yeoman, Marksman, Blazer, Ranger
Tough/2, Bloodlust/2, Fearless
Mounted, Lance
Mounted, Lance, Tough/2
Generic Warlord Data Cards - Elites
Name ID# Base AA Type TS #M #R DT MM DS AV RAV Rng DV CP MD Pts
High Priest(ess) 0 Standard Generic/Neutral Unq. Cleric - 2 0 0 5 9 3 0 0 9 6 14 79
1 4 6 2 0 0 7 5 11
2 3 3 1 0 0 5 3 7
Specials:
Name ID# Base AA Type TS #M #R DT MM DS AV RAV Rng DV CP MD Pts
Priest(ess) 0 Standard Generic/Neutral Cleric - 1 0 0 5 8 2 0 0 9 5 13 42
1 3 4 1 0 0 5 3 7
Specials:
Name ID# Base AA Type TS #M #R DT MM DS AV RAV Rng DV CP MD Pts
Initiate 0 Standard Generic/Neutral Cleric - 1 0 0 5 6 1 0 0 9 4 12 28
Specials:
Name ID# Base AA Type TS #M #R DT MM DS AV RAV Rng DV CP MD Pts
Archmage 0 Standard Generic/Neutral Unq. Mage - 1 1 0 6 6 1 0 6 8 6 13 46
1 3 3 1 0 6 4 3 7
Specials:
Name ID# Base AA Type TS #M #R DT MM DS AV RAV Rng DV CP MD Pts
Apprentice 0 Standard Generic/Neutral Mage - 1 1 0 6 4 0 0 6 8 4 12 26
Specials:
Name ID# Base AA Type TS #M #R DT MM DS AV RAV Rng DV CP MD Pts
Wizard 0 Standard Generic/Neutral Mage - 1 1 0 6 5 0 0 6 8 5 12 38
1 3 3 0 0 6 4 3 6
Specials:
Name ID# Base AA Type TS #M #R DT MM DS AV RAV Rng DV CP MD Pts
Mounted Wizard 0 Standard Generic/Neutral Mage - 1 0 0 12 5 1 0 0 8 5 12 50
1 6 3 1 0 0 4 3 6
Specials:
Name ID# Base AA Type TS #M #R DT MM DS AV RAV Rng DV CP MD Pts
Tank Hero 0 Standard Generic/Neutral Unq. Hero - 3 0 0 5 9 5 0 0 11 0 12 131
1 4 9 3 0 0 8 0 9
2 3 9 2 0 0 6 0 6
Specials:
Name ID# Base AA Type TS #M #R DT MM DS AV RAV Rng DV CP MD Pts
Melee Hero 0 Standard Generic/Neutral Hero - 2 1 0 5 6 3 0 6 10 0 11 55
1 3 3 2 0 6 5 0 6
Specials:
Name ID# Base AA Type TS #M #R DT MM DS AV RAV Rng DV CP MD Pts
Ranger Hero 0 Standard Generic/Neutral Unq. Hero - 2 2 0 6 4 2 3 24 8 1 13 184
1 5 3 1 2 24 6 1 10
2 3 1 1 1 24 4 1 7
Specials:
Name ID# Base AA Type TS #M #R DT MM DS AV RAV Rng DV CP MD Pts
Archer Hero 0 Standard Generic/Neutral Hero - 1 2 0 6 5 1 4 30 8 0 10 97
1 3 3 1 2 30 4 0 5
Specials:
Name ID# Base AA Type TS #M #R DT MM DS AV RAV Rng DV CP MD Pts
Cavalry Hero 0 Cavalry Generic/Neutral Unq. Hero - 3 0 0 10 9 5 0 0 12 0 12 183
1 8 6 3 0 0 9 0 9
2 5 3 2 0 0 6 0 6
Specials:
Mage 1/4, Defensive Magic
Mage 2/8, Defensive Magic
Mage 3/12, Defensive Magic, Ronin
Cleric 3/9, Empowered
Cleric 2/6, Empowered
Cleric 1/3, Empowered
Blazer, Yeoman, Marksman
Mounted, Lance, Deflect, Tough/2, Tactician, Ronin
Mage 2/8, Defensive Magic, Mounted
Tough/3, Fearless, Deflect, Bloodlust/2, Ronin
Tough/2, Runner/2, Breaker, Trencher
Ranger, Blazer, Critical Shot, Defensive Shot, Cleric 1/2, Ronin
Generic Warlord Data Cards - Solos
Name ID# Base AA Type TS #M #R DT MM DS AV RAV Rng DV CP MD Pts
Behemoth 0 Giant Generic/Neutral Unq. Monster - 3 0 0 6 6 5 0 0 13 0 12 183
1 5 5 4 0 0 11 0 11
2 5 4 3 0 0 10 0 9
3 4 2 2 0 0 8 0 8
4 3 1 1 0 0 7 0 6
Specials:
Name ID# Base AA Type TS #M #R DT MM DS AV RAV Rng DV CP MD Pts
Giant Monster 0 Giant Generic/Neutral Monster - 2 0 0 6 6 5 0 0 13 0 12 99
1 5 5 4 0 0 11 0 10
2 4 3 3 0 0 9 0 8
3 3 2 1 0 0 7 0 6
Specials:
Name ID# Base AA Type TS #M #R DT MM DS AV RAV Rng DV CP MD Pts
Large Creature 0 Large Generic/Neutral Unq. Monster - 2 0 0 5 9 4 0 0 12 0 11 78
1 4 9 3 0 0 9 0 8
2 3 9 1 0 0 6 0 6
Specials:
Name ID# Base AA Type TS #M #R DT MM DS AV RAV Rng DV CP MD Pts
Large Monster 0 Large Generic/Neutral Monster - 2 0 0 5 6 4 0 0 12 0 11 50
1 3 3 2 0 0 6 0 6
Specials:
Name ID# Base AA Type TS #M #R DT MM DS AV RAV Rng DV CP MD Pts
Giant Flyer 0 Giant Generic/Neutral Unq. Monster - 2 0 0 12 6 5 0 0 13 0 12 142
1 10 5 4 0 0 11 0 10
2 8 3 3 0 0 9 0 8
3 6 2 1 0 0 7 0 6
Specials:
Name ID# Base AA Type TS #M #R DT MM DS AV RAV Rng DV CP MD Pts
Giant Burrower 0 Giant Generic/Neutral Unq. Monster - 2 0 0 6 6 5 0 0 13 0 12 178
1 5 5 4 0 0 11 0 10
2 4 3 3 0 0 9 0 8
3 3 2 1 0 0 7 0 6
Specials:
Name ID# Base AA Type TS #M #R DT MM DS AV RAV Rng DV CP MD Pts
Assassin 0 Standard Generic/Neutral Unq. Solitaire - 2 1 0 6 4 3 3 24 8 1 13 131
1 5 3 2 2 24 6 1 10
2 3 1 1 1 24 4 1 7
Specials:
Name ID# Base AA Type TS #M #R DT MM DS AV RAV Rng DV CP MD Pts
Dragon 0 Super Generic/Neutral Unq. Monster - 3 1 0 10 9 8 6 12 15 8 13 972
1 10 9 7 6 12 14 8 12
2 9 9 7 5 12 14 7 12
3 9 9 6 5 12 13 7 11
4 8 9 6 4 12 13 7 11
5 8 9 5 4 12 12 6 10
6 8 9 4 3 12 11 6 10
7 7 9 4 3 12 11 6 9
8 7 9 3 2 12 10 5 9
9 6 9 2 2 12 9 5 8
10 6 9 2 1 12 9 5 8
11 5 9 1 1 12 8 4 7
12 5 9 1 0 12 8 4 7
Specials:
Defensive Magic, Fearless
Beast, Mage 3/10, Blowthrough, Tough/4, Deflect, 360, Flyer, Horrid, Strategist, Tactician,
Beast, Horrid, Tough/4, Deflect
Beast, Tough/2, Burrow, Horrid
Assassin, Spy, Ranger, Critical Shot, Mage 1/2
Beast, Tough/3, Deflect
Beast, Tough/2, Fearless
Beast, Tough/1, Bloodlust/2
Beast, Tough/2, Flyer, Ranger
Warlord Open Beta Revision 1.01 Page 25

QUICK REFERENCE SHEET

Abbreviations
MT = Model Type
TS = Troop Size
MB = Model Base
AA = Army Roster and Affiliation
Melee/Ranged = Number of attacks
MM = Movement
DS = Discipline
AV = Attack Value
RAV = Ranged Attack Value
DV = Defense Value
CP = Casting Power
MD = Magic Defense

Troop Size: Min Max / Elite
Chain of Command:
1-2 Sgt = 0+ Captain/Warlord
3-4 Sgts = 1+ Captain/Warlord
5-6 Sgts = 2+ Captain/Warlord
Base Size Values:
0 = Standard with Vermin SA
1 = Standard
2 = Large and Cavalry
3 = Giant
4 = Super
Elevation = +/- Elevation Levels
Unit Cohesion Radius:
Sergeant = 12
Captain = 15
Warlord = 18
Charge Bonus:
Base: +2 MM
Beast/Mounted: +2 MM
Runner/Bloodlust: +(Indicated) MM

Line of Sight: inch on both sides of line
Discipline Check: 1d10 + DS value versus 10
Shaken: -2 to all rolls and DV
Non-Attack Spell: 1d10 + CP value versus 10

The Game Structure
Choose Fighting Company composition
Set up Battlefield with Terrain
Deployment Stage
Choose Deployment Area
Choose Deployment Order
Deploy 1 Troop per draw
Pre-Battle Phase
Play
a) Initiative Phase
b) Action Phase
b*) Repeat Initiative draw and Action Phase for all Troops
c) End Phase
End of Game, determine victory conditions/Bounty Points

The Action Phase
1 Combat Action + 1 Non-Combat Action or,
2 Non-Combat Actions or,
Pass
Non-Combat Actions
Movement/Leave Close Combat
Pick-Up/Carry Object
Regroup
Loot/Coup de Grace
Combat Actions
Cast Spell
Close Combat
Use Special Ability
Rally
Ranged Combat

Movement Cost Modifier Table
Terrain Type Standard,
Large Base
Giant,
Cavalry
Base
Bridge, Road or Trail x1/2 x1/2
Open Terrain x1 x1
Light Woods, Scrub, Field
Works
x1 x2
Rough Terrain, Heavy Woods,
Ditches, Dry Moats
x2 x3
Marsh, Bog x3 x4
River Crossing x3 x3
Increase Elevation Level +1 MM +1 MM
Decrease Elevation Level +0 MM +0 MM

Close Combat Situational Modifiers
+1 Support: For each additional friendly Model in valid
base-to-base contact with the Defender. Does not apply to
Defensive Strike. (Attacker only)
+1 Rear: In valid base-to-base contact with the Defending
Models rear side. (Attacker only)
+1 Polearms: For each friendly model with the Polearm
Support Special Ability in rear side valid base-to-base
contact with the attacking Model. Does not apply to
Defensive Strike. If the Polearm Model is not in base-to-
base contact with the Defender then it is not a valid target
for Defensive Strike. (Attacker only)
+1 Model on higher Elevation Level than the Target Model
-2 Climbing (Rope, Ladder)
-3 Carrying Object

Ranged Combat Situational Modifiers
+1 Point Blank: Target within 6 inches (Attacker only)
+1 Cover: Light (Defender only)
+1 Deflect Special Ability (Defender only)
+1 Flying (Defender only)
+2 Cover: Heavy (Defender only)
-1 In Water, Rough Terrain (Defender only)
-2 In Marsh, Bog (Defender only)
-2 Climbing (Rope, Ladder)
-3 Carrying Object (Defender Only)
+1 Per Elevation Level above Target Model
+6 Range Bonus for Volley (Attacker only)

Volley Area of Effect
1-4 Attacks = Not possible
5-9 Attacks = 1.25 radius
10-14 Attacks = 2 radius
15+ Attacks = 3 radius

Cover
Base Size Cover Values (as per Base Size)
Light Cover +1
Light 0 (low walls, light scrub, some rough terrain)
Light 1 (medium height wood walls, light field words, balconies)
Light 2 (light woods, high wooden walls, windows, doorways)
Light 3 (tall light woods, palisades, wood buildings)
Heavy Cover +2
Heavy 0 (most rough terrain, stone statues)
Heavy 1 (medium height stone walls, field works)
Heavy 2 (heavy woods, high stone walls, castle battlements)
Heavy 3 (tall heavy woods, high fortress walls, stone buildings)

Drift Special Ability Diagram
1-3
6 ^ 4
5
Arrow is direction of Fire
Distance: 1d6 inches (Fall Short: halve distance if caught in AoE)
Last Edited: 7/4/2003

You might also like