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Culture Documents
FEAR
Some warriors are fast beyond belief and can strike with
supernatural speed. Whether this ability is innate or the result of
enchantment matters little to the foe, who is often slain before he
has a chance to acknowledge the attack.
Models with this special rule may charge and perform a melee
attack as one action.
ARMOR PIERCING
Some attacks can penetrate armor with an ease that belies their
meager strength.
Before a model can charge a model that causes Fear it must first
take a Morale test on 3d6. If all rolls fail, the charging model can
perform another action, but cannot charge the fear causing
model. If a model is charged by a model that causes Fear it must
make a Morale roll on 1d6.
A model that causes Fear is immune to the effects of Fear. In
addition, if a model successfully passes any Quality test related
to Fear it is immune to the effects of Fear from that type of unit.
COWARD
Some warriors (if they can be called that) are easily frightened
and will run at any hint of harm or failure.
Models with this special have -1 Quality on all Morale rolls.
ETHEREAL
There ae creatures whose physical bodies have long since rotted
away, if indeed they ever existed. Such beings are immune to
normal weapons only magic can harm them.
Ethereal models have the Shadowform special rule.
FAST CAVALRY
Fast cavalry (sometimes called light cavalry) are riders of
exceptional prowess, trained in lightning-fast maneuvers and
flank attacks. They are more lightly armed and armored than
other cavalry, but make up for this with their flexibility. In battle,
they act as scouts and outriders for the army, and harry the
flanks of enemy formations.
Models with this special rule have the Mounted special rule. In
addition, a Fast Cavalry model may turn one normal movement
into two lesser movements.
For example, a model that moves Medium distance normally may
instead make two Short movements.
FRENZY
Certain warriors can work themselves up into a fighting frenzy, a
whirlwind of destruction in which all concern for personal safety
is overridden in favor of mindless violence.
Frenzied models must always roll 3d6 for activation, cannot use
ranged attacks and must always move towards the closest enemy
unit.
Frenzied models have +2 Combat when they charge.
If a frenzied model loses combat or fails activation on all dice it
loses its frenzy for the remainder of the game.
IMMUNE TO PSYCHOLOGY
There are those warriors who are especially brave, or are so
jaded by the dangers of the world that they heed personal peril
somewhat reluctantly...
Models with this special rule are both Steadfast and Fanatic and
ignore the effects of Fear and Terror.
KILLING BLOW
Tales are told of warriors who can slay their opponents with but
a single strike of a blade that seeks an armors merest gap.
Whether such an is wrought by skill or ensorcelment matters not
the target is just as dead.
Whenever a model with Killing Blow causes any number of
casualties it rolls an additional 1d6. On a 5 or 6 it causes an
additional casualty (this additional casualty does not invoke this
effect).
SPECIAL RULES
SCALY SKIN
Many creatures have gnarled, tough or scaly skin that offers the
same protection as wrought armor.
Models with this special rule have the Armored special rule.
SLOW RELOAD
Some missile weapons require large ammunition or have a
complex reloading mechanism that requires additional time to
prepare.
A model must use one action to reload a weapon with this special
rule after firing before it can fire again.
STUPIDITY
Some creatures are so dull of mind that events on the battlefield
can sometimes leave them rather distracted and confused.
Models with this special rule have -1 Quality when dicing for
activation.
SWIFTSTRIDE
Just as not all warriors are not equal in their might and resolve,
so too are some fleeter of foot (or hoof).
Models with this special rule may use one movement larger to
move into base contact with an enemy once a turn.
For example, a unit that moves Medium distance may move one
Long distance in order to end movement in base contact.
TERROR
There are creatures so large and horrifying, or supernatural
horrors so unholy and terrible, that their mere appearance on the
battlefield can cause the bravest and most steadfast of veterans
to turn tail and flee.
Models that cause Terror also cause Fear. However, instead of
opponents rolling 3d6 when charging a Terror causing model,
they only roll 1d6. Instead of making a Morale roll on only 1d6,
models charged by a Terror causing model roll 3d6.
Models that cause Fear treat the effects of Terror as the effects of
Fear. Terror causing models are immune to Fear and Terror.
UNSTABLE
Many warriors in the Warhammer world are not alive in the true
sense, but are magical constructs bound to the will of a wizard.
Models with this special are removed from the game if no nonUnstable models remain in play.
SPECIAL RULES
TROOP TYPES
MONSTROUS INFANTY, CAVALRY & BEASTS
The monstrous infantry and cavalry category covers things like
Trolls, Ogres, Minotaursand soldiers mounted on great beasts.
These units are so large that they are considered to be serveral
models.
All monstrous infantry and cavalry will have a number following
the description. This number indicates how many models the
monstrous infantry or cavalry model counts as.
For example, a Minotaur may be Monstrous Infantry (3). This
means that a single Minotaur model counts as three normal
models.
WAR MACHINES
War machines such as Empire Great Cannons, Orc Rock Lobbers
and Dwarf Bolt Throwers are powerful units on the field of
battle, aboe to pulverise whole regiments, breach stone walls or
even slay fearsome monsters with a single, well-placed shot.
War machine units count as units of four models. War machines
have the Slow Reload and Stubborn special rules. War machines
have Short Move and can only move once per turn. War
machines do not gain a Quality bonus from Inspiring Presence
from a General.
War machines inflict and receive casualties as a unit of normal
models does. This means that a war machine unit with no
casualties can inflict up to four casualties when shooting and
causes less if the unit receives casualties. This represents the
difficutly of aiming and firing due to loss of crew.
CHARIOTS
A chariot is a wheeled war vehicle drawn into battle by beasts of
some kind and crewed by warriors that are armed to the teeth.
Chariots count as units of four Mounted models. Chariots have
Long Move and can only move once per turn. Chariots are Big
and Stubborn.
TROOP TYPES
IMPACT HITS
Chariots cause Impact Hits.
WEAPONS
LONGBOW
HAND WEAPONS
We assume that all models have been armed with a hand weapon.
Swords, axes, clubs and maces are all hand weapons, as are more
esoteric weapons, such as punch daggers, brass knuckles and
fighting claws. We even use this rule to cover natural weapons,
such as claws, teeth and horns.
We assume that all troops and characters have turned up to battle
with at least one suitable fighting hand weapon. This allows
every model to perform melee attacks.
BOW
The bow is used extensively in warfare. It is a compact, longranged weapon that is cheap to make and easy to maintain.
Name
Range
Bow
Medium
Range
Medium
Range
Special Rules
Longbow
Long
PISTOL
Pistols are small weapons that employ a noxious and unreliable
form of gunpowder to propel a small lead or stone ball.
Name
Range
Special Rules
Pistol
Short
SHIELD
Crossbow
Name
Special Rules
CROSSBOW
Name
Special Rules
SHORTBOW
GREAT WEAPON
Great weapons are especially large and heavy weapons wielded
with both hands. This includes great hammers, great axes, twohanded swords and suchlike. A blow from a great weapon can
cut a foe in half and break apart the thickest armor.
Range
Special Rules
Shortbow
Short
SPEAR
HANDGUN
Spears are long shafts of wood with a sharp metal tip. Because
braced spearmen can fight in an additional rank, spears are ideal
defensive weapons for infantry.
Range
Medium
Special Rules
THROWING WEAPONS
JAVELIN
The javelin is a light spear designed for throwing, too flimsy to
be used in hand-to-hand fighting.
WEAPONS
COMMAND GROUPS
THE GENERAL
Every army is led by a General, a heroic character to whom the
command of the various warriors, war machines and wizards has
been entrusted (or who has seized control over the army by brute
force or nefarious means). The General model is a miniature
representation of you as the controlling player he is your
physical avatar upon the battlefield and the heart of your army.
INSPIRING PRESENCE
Warriors fight all the better under the stern gaze of their General,
taking heart from his noble presence (or perhaps fearing his anger
more than the blades of the enemy). All friendly (not allied)
models within one Long distance of the General have +1 Quality
for all Quality-based rolls.
If the General is slain or flees off of the table, every unit in the
army must make take a Morale test.
The Battle Standard Bearer is always the first model to test for
Morale in an army. If the Battle Standard Bearer is slain or flees
off of the table, place a marker where the Battle Standard Bearer
started his turn to represent the battle standard. Another legend
may retrieve the standard and become a new Battle Standard
Bearer. However, if an enemy unit retrieves the battle standard,
the entire army must take a Morale test. It requires one action to
pick-up the battle standard.
Hold Your Ground!
To represent the battle standards steadying presence, all friendly
models may flee towards the Battle Standard Bearer instead of
the nearest table edge. Fleeing units must still avoid enemy units.
THE MUSICIAN
When an army marches, it does so to the beat of drums and the
call of blaring horns. These instruments are used to announce an
armys presence on the battlefield, bringing fresh hope to friends
and worry to enemies. More than this, a musician is crucial to
keeping order when the army attempts to move. For trained
troops, a prearranged sequence of notes can carry as much
information as a bellowed order, and can do so more clearly and
with greater speed.
A musician cannot be the General.
COMMAND GROUPS
ONWARDS, MEN!
A unit that is within one Long of a musician who is within one
Long of a model with Inspiring Presence may reroll one failed
activation die. The rerolled result is final.
This can only be performed once per turn per musician. A
musician does not provide this bonus if it is knocked-down.
Unlike a Battle Standard Bearer, if a musician is slain or flees off
of the table he does not drop his instrument.