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Warhammer for Beginners

Whats it all about??


The game is called Warhammer Fantasy Battles, and the idea of it is collect a fantasy army made up from
plastic and metal figures, paint them and use them in tabletop battle games against the similar armies of your
opponents. Often the collecting and painting of the figures can be as much fun as the games.
The figures are available from a company called Games Workshop who have their own nation wide network
of shops (they also sell through other games and hobby shops). The game itself can be played at skirmish
level which requires just a few figures, or at full army level which can require hundreds. The figures
represent the armies of many fantasy races including Elves, Dwarves, Orcs, Skeletons, Lizardmen, Rat-men
and even Humans, all use infantry, cavalry and chariots, are armed with swords, spears, armour and magic
and some even use early firearms and cannons. A quick synopsis of the armies available is below.
The battles themselves are regulated by rules and dice and played on a table as a flat battlefield. This is
made more challenging by adding terrain (woods, hills, rivers, buildings, etc.). The figures represent the
armies, the players are the generals, and the spells, shooting and fighting are carried out using the dice.

The Armies
Brettonians A Human nation of chivalrous knights. They depend on the hard
hitting force of their cavalry. Their infantry is made up of peasants and squires and
their magic provided by damsels.
Chaos A huge choice of units of evil Humans, man-beasts and even demonic
beasts from another dimension. The Humans and demons are hard to kill but very
expensive in points, the beastmen are more numerous but difficult to control.
Chaos Dwarves Evil Dwarves, they combine the Armies of the Dwarves with Orcs &
Goblins. They have some fun options. Dedicated figures are difficult to obtain.
Dark Elves Evil Elves, they are costly in points but have good magical and
shooting ability. They are quick and steady, but do take casualties easily.
Dogs of War A mercenary army of all-sorts with a solid basis of Humans. The
figures are not easy to find in the shops though.
Dwarves An army with no cavalry and little magic, the Dwarves are tough, slow and
very reliable, oh and they use guns.
Empire The main Human army and probably the most adaptable in the game. Has
a very good balance of available troop types, some of which use firearms.
High Elves Very good with missiles and magic, quick and steady. They are
however expensive in points and take casualties easily.
Kislev A Human nation based on Eastern Europe and Russia. Figures are only
available through mail order.
Lizardmen A powerful race of reptiles, their leaders are the masters of magic
and their troops strong and tough. Expensive in points though.
Ogre Kingdoms Very strong and tough but expensive in points.
Orcs & Goblins A good fun race to play, many troop types with varying strengths
and weaknesses. Hard to control, but deadly if they do what they are told. A horde
army.
Skaven Rat-men, another fun race and horde army. Basic troops are weak but they
have a lot of fun gadgets and special troops.
Tomb Kings Based on Ancient Egypt, this is an army of skeletons and other
Undead creatures, steady but slow, they have many chariots and some good special
Units and rules.
Vampire Counts Another Undead army, there are 5 types of Vampire, each with its
own talents. Strong and steady with good magic, but also slow and fragile.
Wood Elves Quick, steady and fragile like other Elves, these have good special
rules to make them distinctive.
Characters, Soldiers and Monsters on Paper
Each army is led by a general and a few heroes and/or wizards, these are called Characters. Characters
can use magical weapons, armour and other items, they can often ride on monstrous and fantastic beasts
and some can cast spells.
The main bulk of the army is made up of soldiers which are deployed in Units. There are three classes of
Units in each army:
Core Units These are the most common troops available, the mainstay of the army. Each army has to
field a minimum amount of these depending upon the point size of the battle (see Preparing for Battle
below)
Special Units These tend to be elite troops, there is an upper limit of how many special units you can
field.
Rare Units These are unusual troops, like Royal Guards or monsters. There is an upper limit of how
many rare units you can field.
There are also different types of units: Infantry who fight on foot, Cavalry who fight on horseback (or ride
wolves, lizards, etc.), Chariots which are fast carts pulled by horses (wolves, lizards, etc.), Flying Units which
have wings and War Machines like cannons, bolt throwers and catapults.
Obviously different units use different weapons, some are very good at shooting, some are strong, some are
fast, some are fearless and some take a lot of hits to kill them. To allow for this all of the different soldiers
have the following statistics:
M Movement A number between 0 and 10, this is the distance in inches that the soldier can
move during each Movement Phase.
WS Weapon Skill A number between 1 and 10, this represents the soldiers ability to hit the
enemy when fighting hand-to-hand.
BS Ballistic Skill A number between 0 and 10, this represents the soldiers ability to hit the
target with a missile weapon.
S Strength A number between 1 and 7 (usually), this represents the soldiers ability to inflict
damage during hand-to-hand fighting.
T Toughness A number between 1 and 7 (usually), this represents the soldiers ability to
survive damage.
I Initiative A number between 1 and 6, this represents the soldiers quickness of action. In
hand-to-hand fighting the side with the higher Initiative hits first.
W Wounds A number between 1 and 5 (usually), when a soldier is hit, and wounded then a
Wound if lost unless the damage is absorbed by armour. When a soldier reaches 0 Wounds the
figure is removed from the battlefield as dead.
LD Leadership A number between 3 and 12, this represents the soldiers courage, steadiness
and will to stand by his comrades when things are going badly. During the game certain conditions
require a Unit to take a Leadership test, if it is failed then the Unit runs away.
Each army has its own book which gives a background to the army, a list of the troops available and what
statistics the Characters and soldiers of each Unit has, it also gives details on the special abilities, spells,
equipment and rules which make each army unique. The Army Book also gives the costs of the Characters
and Units in points, this is explained below in Preparing for Battle. A soldier with good statistics will cost
more points than one with average or poor statistics. Weapons and armour used and special abilities also
affect the points cost of troops.
When selecting an army to fight with you have much to consider. Do you want to be in command of a Good
army or an Evil army? What is most important to you Strength, toughness, speed or steadiness; Magic,
shooting or melee (hand-to-hand); Cheaper plastic figures or expensive metal ones; A few figures or a horde
of hundreds? There is no best answer, its all a matter of personal choice.
Preparing for Battle
Before you fight a battle you and your opponent must agree two things: Which Scenario to play and how
big the battle is going to be.
Scenarios can be found in the Warhammer rulebook, Games Workshops website and White Dwarf, the
monthly Games Workshop magazine. The most simple and common is called Pitched Battle and is simply
a head to head clash between two similarly sized armies.
How big is the battle going to be? This is regulated by points. Each figure, or more correctly the soldier it
represents, costs a certain amount of points, the better the soldiers statistics and equipment, the higher the
points cost. For example a Goblin with a sword and no armour or shield costs 1 point; a High Elf with a
spear, sword, chainmail and shield costs 11 points; a fire-breathing Dragon costs 200 points. In a small
skirmish each side may have 200 points to buy troops with, in a full scale battle each side will have 1,000 or
more points. The only limits are the figures available and the size of the table you have to play on. I have
found that 2,000 to 3,000 points is the average battle size.
As mentioned above, each army has its own book which gives a list of the troops available and how much
they cost. Once you know how big the game will be, look in the army book and select Characters and Units
of troops until you have spent as many of the points as possible. Write down which troops you are using, the
unit size and any optional extras which you are buying on a sheet of paper, this is your Army List. You may
under-spend the limit but not go over it, e.g. in a 2,000 point game you may field an army of 1,990 points but
not one of 2,001 points.
You and your opponent now have figures, a written Army List each and an empty table. The next thing is to
place terrain on the table. There are many types of terrain, they include:
Hills Missile troops can shoot in two ranks from hills and the side which is facing downhill gets an
advantage in hand-to-hand fighting.
Woods Units can hide in or behind woods, they also slow movement down.
Rivers These can slow movement or even be impassable except by a bridge or ford.
Marsh / Soft Sand / Scrub This will slow movement down.
Walls / Hedges Troops behind a wall or hedge are harder to shoot at and get good advantage in hand-
to-hand fighting.
Towers / Buildings / Ruins Give the same benefits as walls, towers also give a height advantage.
Lakes / Sea Impassable to all but those who fly and some special troops.
Open Space No movement penalties or combat bonuses, just grassland, hard sand or snow, etc.
Choosing and placing terrain can be done in a variety of ways, you can have a list of terrain types and
randomly select what goes where using dice, each player might take in turns to place a piece of terrain until
both are satisfied and then use dice to see if each piece stays or is removed, or a scenario may dictate that
specific terrain is required. One thing to be careful of is not to have too much terrain as that can spoil the
game.
With the battlefield ready you now place your units on the table as described in the scenario instructions.
Usually each player takes it in turn to deploy their army one unit at a time. Units must be place on the table
in rank and file formations (soldiers standing side by side are in ranks whereas soldiers standing one behind
the other are in files) For example a unit of 20 figures may be in a single rank of 20, in two ranks of ten, in
four ranks of five or even six ranks of three and one of two at the back. Multiple ranks give a bonus in
Combat Resolution but usually only the troops in the front rank can fight or shoot, its up to you decide which
is most important. Any Characters, the unit Champion, Standard Bearer and Musician (if any) must be in the
front rank with the Standard Bearer in the centre of the front rank. Once you have both have finished placing
your figures tell your opponent what each unit is, do not reveal magic items, details of characters, etc, just
say what the troop type is, what they are armed with and what they are wearing in the way of armour. As you
come to each Character with spells you must randomly determine which spells he or she has available to
cast and note these down on your Army List.
Now step back, have a drink and take a few minutes to study the situation. Look at where your opponents
best units are, check the terrain, re-read any special rules and think of a plan, dont be afraid to write it down
and dont let your opponent rush you.
Let Battle Commence
The game is played over a predetermined number of Turns (usually 6), each Turn comprises two Player
Turns, one player will carry out an entire Player Turn and then the opposing player will carry out the next one.
Whomevers turn it is, is known as the Active Player. After the armies are deployed the players each throw a
die, the highest chooses whether to go first or second, some scenarios however dictate the player order.
Each Player Turn is split into eight Phases which must be carried out in the order below. Once the final
Phase is over, the opposing player starts their own Player Turn, this continues until the game is over. Any
words below that are written in italics refer to a special rule which can be looked up in the main Warhammer
Rule Book or relevant Army Book.
1. Control Phase Some troops are not always under the command of their General. They may have
panicked and be running away, they may be more interested in fighting their neighbours than the enemy,
they may be dim-witted and require goading into action. Attempt to rally any fleeing troop units and goad
any Stupid units by rolling their LD (Leadership) or less on two dice. Roll for Greenskin Animosity,
Beast-man Unruliness, etc.
2. Charge Declaration Phase The best way to fight hand-to-hand is to charge your enemy, then you go
first and may get extra bonuses depending which weapons you are using. Your troops can charge
double their M (Movement) value (e.g. Empire Halberdiers have M=4 so can charge 8). If you think that
any of your units can charge an enemy unit, and you want them to do so, then Declare a Charge. You
may not measure the distance to check it until after you have declared! The enemy then declares a
reaction: Stand where they just stand there and receive the charge; Stand and Shoot where they fire
any missile weapons at the charging troops and then stand to fight them; Flee where they turn and run
away. Some units are so keen to get into combat that they are forced to charge whether you want them
to or not, these charges must also be declared. In this phase all you do is declare, do not move a figure
or roll any dice.
3. Compulsory Movement Phase The movement of some troops is beyond the Generals control, they
may be fleeing, charging, or some strange creature that moves a random distance or direction. These
must be moved now. Check each of your units which is fleeing, if their M<7 then roll two dice and move
them that many inches away from the enemy. If their M is 7 or more roll three dice instead. Your
opponent must do the same for any of his/her units that have declared a Flee response to one of your
charges. Now check your charging units, if the enemy causes Fear or Terror then you must roll the units
LD or less on two dice before continuing, if they pass or if the enemy is not so scary then measure the
distance between chargers and their targets, if they can reach their targets then move them into contact
so that they line up with them, if the target declared a Stand and Shoot reaction then they get a free shot
as you come in (see Missile Phase below for how to do this). If the charging unit cannot reach the
enemy then it is only moved its M value in inches, there it stops and the troops get their breath back.
Those who have contacted the enemy will fight in the Melee Phase. If the target unit chose the Flee
response, and the charging unit catches up with it then the fleeing unit is destroyed and removed.
4. Movement Phase Now is the time to move those troops which have not moved yet. Non-flying troops
may move up to their M value in inches, remember though that some terrain slows you down! If they are
more than 8 away from any enemy they can march, this means they can move double their M value in
inches, check any special rules as some units (e.g. chariots) can never march. Troops that Fly move 20
ignoring terrain and then land. The units of troops are in formations, as described in Preparing for
Battle above. Changing formation and turning in formation all has potential to slow you down. It is
important to note that you do not have to move your troops their full movement allowance, in fact you do
not have to move them at all.
5. Magic Phase The Wizards in the army now have a chance to affect the battle with their spells. Some
spells are designed to slow the enemy down, some to kill enemy soldiers, some to enhance friendly
soldiers and some to affect terrain.
The Active Player sets aside Power Dice (PD), the Opponent sets aside Dispel Dice (DD). The
number of PD and DD available is determined by checking Table Magic 1.
The Active Player looks at the spells available to his magician(s), each wizard can only cast a
specific spell once per turn. Decide which spells to cast and how many of your pool of PD to use
on each one.
One by one, state the spell to be cast and the target (if applicable), each spell has a Casting
Number. You must roll some of your PD and if you score the Casting Number or higher the spell
has been cast. If you roll a double 6 then the Opponent may not attempt to Dispel the spell, if you
roll a double 1 then your Wizard has made an error called a miscast and may be hurt, roll on the
Miscast Table in the Rule Book to see. If the spell is cast successfully and there is no double 6
then the Opponent may try to Dispel the spell. This is done by rolling some DD and equalling or
bettering the result rolled on the PD. If the spell is dispelled then move on to the next spell.
If the spell is cast successfully then carry out the results as shown in the spell description in the
Warhammer Rule Book or the relevant Army Book.
Note that some Magic Items can cast spells, defend from spells or Dispel them completely.
PD can also be used to try to Dispel any Remains in Play spells, these are shown in the spell
descriptions.
If a Unit takes 25% of its wounds in one Magic Phase then it must roll its LD (Leadership) or less
on two dice, if it fails then it flees. Check the M (Movement) value of each of your units which is
fleeing, if their M<7 then roll two dice and move them that many inches away from the enemy. If
their M is 7 or more roll three dice instead.
Once the Active Player has run out of PD then the Magic Phase is over.
6. Missile Phase Any War Machines and troops armed with guns, bows, crossbows, etc. can now shoot
at any enemy that are within range of their missile weapon and also in Line of Sight. Line of Sight
means that if the figure had eyes it could see the target, Line of Sight is obstructed by hills, trees,
buildings and other soldiers. If you cannot see it, you cannot shoot at it. Likewise enemy Units cannot
be shot at it they are in base-to-base contact (in other words hand-to-hand combat) with your own Units.
Select one of your missile units and declare which target it will shoot at, after declaring you may
measure the range, if you are within range then roll one die for each soldier firing and check the
soldiers BS (Ballistic Skill) value against Table Shooting 2 to see if you have hit the enemy.
Some War Machines like catapults and cannons have special rules which should be looked up in
the Warhammer Rule Book.
Pick up the dice which have scored a Hit, check the Strength of the Hit on Table Shooting 1.
Compare that to the targets T (Toughness) value on table Wounds 1 and roll the dice to see if
your hits have wounded their targets.
Your Opponent should now pick up the dice which have scored Wounds and check on his Army
List to see what the target soldier is wearing. Compare this to Table Wounds 2 which will give
the soldiers Armour Save. The Opponent now rolls the dice and removes any which have
successfully saved by rolling the Armour Save value or higher. Some soldiers have a magical or
Ward Save too, if so the remaining dice are rolled again and any which roll that number or higher
are removed.
If there are any dice left remove that number of wounds (Statistic W) from the Unit, most soldiers
only have W=1 so you remove that many figures.
If a Unit takes 25% of its wounds in one Missile Phase then it must roll its LD (Leadership) or less
on two dice, if it fails then it flees. Check the M (Movement) value of each of your units which is
fleeing, if their M<7 then roll two dice and move them that many inches away from the enemy. If
their M is 7 or more roll three dice instead.
7. Melee Phase Now look at the battlefield. Those of your units which are in base-to-base contact with
opposition units must now fight in hand-to-hand or melee combat. Each set of touching units have their
melee combat carried out from start to finish before moving on to the next set. A melee combat may
involve more than two units. The combats may be carried out in any order the Active Player chooses.
Both players should check their Army List and see which weapons their Units are armed with.
Check the rules for weapons (Table Weapons 1) and decide now which weapons your unit will
use. They must use these for the entire combat, no matter how many turns it lasts.
Who goes first? Any unit which charged into combat this turn goes first, even those armed with
great weapons. Any unit using great weapons goes last unless it charged. Apart from that the
unit with the highest I (Initiative) value goes first, if both units have the same I value then dice for
who goes first.
The player which goes first counts up the A (Attack) values in the front rank of his/her unit, dont
forget that horses etc. have an A value too. Pick up an amount of dice equal to the A values you
have counted. If some soldiers or horses within the Unit have different WS or S values then it is a
good idea to use different coloured dice or roll them separately. Check Table Melee 1 and
compare the WS of the two units fighting. Roll the dice you have counted.
Pick up the dice which have scored a Hit, check the S (Strength) value on the Army List for that
soldier. Compare that to the enemy soldiers T (Toughness) value on table Wounds 1 and roll
the dice to see if your hits have wounded their opponents.
Your Opponent should now pick up the dice which have scored Wounds and check on his Army
List to see what the wounded soldier is wearing. Compare this to Table Wounds 2 which will
give the soldiers Armour Save. The Opponent now rolls the dice and removes any which have
successfully saved by rolling the Armour Save value or higher. Some soldiers have a magical or
Ward Save too, if so the remaining dice are rolled again and any which roll that number or higher
are removed.
If there are any dice left remove that number of wounds (Statistic W) from the Unit, most soldiers
only have W=1 so you remove that many figures. The wounds hit the front rank, but soldiers from
further back will step forward to replace them so remove casualties from the rear. The Standard
Bearer should be the last soldier standing.
The player which goes second counts up the A (Attack) values in the front rank of his/her unit, not
forgetting that horses etc. have an A value too. He/she then subtracts the A values for those
soldiers removed just as casualties. Carry out combat as above, removing the first players
casualties as appropriate.
The two Players now work out the Combat Resolution by checking Table Melee 2. Using the
Table, each Player will generate a Combat Resolution (CR) number. The one with the lowest CR
number is the loser of the combat. If the two CR numbers are equal then the combat is a draw,
carry on to the next one or the next Phase if there are no more combats to resolve.
Usually though there is a loser. The loser subtracts their CR number from the winners CR
number and then subtracts that from the highest LD (Leadership) value in the Unit. If the Army
General is within 12 of the Unit then they may use the Generals LD value instead. The loser
rolls two dice, if the result is less than or equal to LD-CR difference then the Unit stands to fight
again next round. If the result is higher than that number then the losers Unit turns and runs
away. Check the M (Movement) value of the unit which is fleeing, if their M<7 then roll two dice
and move them that many inches away from the enemy. If their M is 7 or more roll three dice
instead.
If the Army has an Army Standard Bearer who is within 12 of a Unit which flees then the LD-CR
difference dice throw may be re-rolled. You must however stick with the second result.
If the losing unit Flees, then the winning unit may Pursue. Check the M (Movement) value of the
unit which is pursuing, if their M<7 then roll two dice and move them that many inches towards
the fleeing unit. If their M is 7 or more roll three dice instead. If the pursuing unit catches up with
the fleeing unit then the fleeing unit is destroyed and removed.
Move on to the next combat. When there are no combats left then move onto Phase 8.
8. End of Player Turn Sit down and mop the sweat from your brow, but dont gloat too much because
now your opponent gets a chance to hit you back.

To the Victor The Laurels


At the end of the last turn, each player checks the victory conditions of the scenario to see if the battle is
drawn or which side has won and how well. The battle is over, one player has won and has a lot of packing
away to do, the other has lessons to learn. If you won, well done. If you lost, dont despair, learn your
lessons and come back stronger next time.

Above all, whoever wins the main aim is to Have Fun!


Tables
Shooting 1 Weapons 1
Missile Weapon Range Strength Weapon Notes
Great Cannon 60 10 D6 damage, no armour save Hand Weapon +1 armour in HtH if with shield
Cannon 48 10 D3 damage, no armour save 2 Hand Weapons +1 Attack (A)
Catapult 60 4 (8) D6 damage, no armour save Spear (infantry) 2 ranks can fight
Trebuchet 12-60 5 (10) D6 damage, no armour save Flail +2S in 1st turn of combat
Bolt Thrower 48 6 -1S per rank, no armour save Morning Star +1S in 1st turn of combat
Repeating Bolt Thrower 48 4 x6 shots, -2 to armour save Halberd +1S
Longbow 30 3 Great Weapon +2S, goes last unless charging
Bow 24 3 Pike 4 ranks can fight
Shortbow 16 3 Hammer (infantry) +1S
Crossbow 30 4 Hammer (cavalry) +2S when Charging, then +1S
Repeating Crossbow 24 4 x2 shots Spear (cavalry) +1S when Charging
Handgun 24 4 Lance +2S when Charging
Dwarf Handgun 24 4 +1 to Hit at range = 12 Braystaff +2S strikes last or +2 Armour Save
Pistol 8 4 Pistol S4 Armour piercing in 1st turn of combat
Warplock Pistol 10 5 Warplock Pistol S5 Armour piercing in 1st turn of combat
Sling 18 3 x2 shots within 9 Warp Blades +1S
Blowpipe 12 2 x2 Shots
Javelin 8 As User Poison Automatic Wound if roll 6 to Hit
Throwing Axe / Knife / Star 6 As User (Axe = +1S) Killing Blow No Armour Save if roll 6 to Wound

Magic 1 Shooting 2
Army Magic Dice PD DD Shooters BS 1 2 3 4 5 6 7 8 9 10
For Army (Dwarves) 2 4 No or higher to Hit 6 5 4 3 2 1 0 -1 -2 -3
For Army (All others) 2 2 To Hit Modifiers
For each Lvl 1 Wizard +1 +1 Shooting at Large Target +1
For each Lvl 2 Wizard +2 +1 Shooting while Moving -1
For each Lvl 3 Wizard +3 +2 Shooting at Charging Enemy -1
For each Lvl 4 Wizard +4 +2 Shooting at more than half Range -1
For each Dwarf Runelord or Runesmith +1 Shooting at Skirmishers or lone figure -1
Each Unit in Melee Combat +1 (Goblin Shaman only) Target behind Soft Cover (e.g. in woods) -1
Fleeing and Dead Wizards do not generate Dice. Target behind Hard Cover (e.g. a wall) -2

Melee 1 Wounds 1
Roll number or higher to score a Hit Roll number or higher to score a Wound
Defenders WS Targets Toughness (T)
1 2 3 4 5 6 7 8 9 10 1 2 3 4 5 6 7 8 9 10
1 4 4 5 5 5 5 5 5 5 5 1 4 5 6 6 - - - - - -

Attackers Strength (S)


2 3 4 4 5 5 5 5 5 5 5 2 3 4 5 6 6 - - - - -
3 3 3 4 4 5 5 5 5 5 5 3 2 3 4 5 6 6 - - - -
Attackers WS

4 3 3 3 4 4 4 5 5 5 5 4 2 2 3 4 5 6 6 - - -
5 3 3 3 3 4 4 4 4 5 5 5 2 2 2 3 4 5 6 6 - -
6 3 3 3 3 3 4 4 4 4 4 6 2 2 2 2 3 4 5 6 6 -
7 3 3 3 3 3 3 4 4 4 4 7 2 2 2 2 2 3 4 5 6 6
8 3 3 3 3 3 3 3 4 4 4 8 2 2 2 2 2 2 3 4 5 6
9 3 3 3 3 3 3 3 3 4 4 9 2 2 2 2 2 2 2 3 4 5
10 3 3 3 3 3 3 3 3 3 4 10 2 2 2 2 2 2 2 2 3 4

Melee 2 Wounds 2
Combat Resolution Armour Worn Saving Throw
Each side generates a CR number: (roll 7 minus this or higher)
Add 1 for each Unsaved Wound inflicted on the enemy Unit None Nil
Add 1 per Rank of your Unit (max of +3, do not include front rank) Light Armour 1 (Armour save =6)
Add 1 if you outnumber the Enemy Heavy Armour 2 (Armour save =5+)
Add 1 if you have a Standard Bearer (also check for magical standards) Gromil Armour (Dwarves) 3 (Armour save =4+)
Add 1 if you have hit the Enemy in the Flank Chaos Armour (Chaos) 3 (Armour save =4+)
Add 2 if you have hit the Enemy in the Rear Shield 1
Add 1 per excess Wound of Overkill of Enemy Character in a Challenge (max of +5) Mounted 1
Add 1 if you are uphill of the Enemy when fighting on a slope Horse Armour 1
If the two CR numbers are equal Add 1 if you have a Musician Hand Weapon & Shield in HtH 1
The side with the highest CR Wins the combat. Modifiers Add 1 for each point of S over 3

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