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Warhammer RPG-Skirmish Core Rulebook

Written by Michael Woodland.


Based in Games Workshop's Warhammer Fantasy world.

Warhammer RPG-Skirmish Game

st

edition core rulebook


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

Preface:

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

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

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

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

1. General principles of the game:

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

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

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

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

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

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

modifiers to LD.

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

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

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

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

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

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

Other important information about characteristic profiles:


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

2. Fighting in RPG-Skirmish game

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

2.1: The turn sequence


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

The turn system:


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

2.2 The movement phase


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

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

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

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

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

2.2 Magic phase

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

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

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

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

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

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

2.3 Shooting phase

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

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

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

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

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

2.4 Close combat phase

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

1. Striking order/who can strike:

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

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

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

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

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

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

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

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

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

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

2.5 The overlook phase

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

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

3: Special rules/ troop types

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

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

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

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

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

1. Infantry

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

2. Cavalry

Calvary are another important kind of skirmisher. Being

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

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

3. Beasts

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

4. Monsters

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

4. RPG hero specific rules:

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

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

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

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

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

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

5. Armoury

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

Herbs and spices:


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

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

6. How to play on the RPG map

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

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

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

7. Scenarios

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

1. Skirmish scenario

25 1-3 6

28

4-6

28

1-3 25 4-6

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

2. Fight by the camp-fire scenario


25 6

28 6

28 6

6 25

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

3. Enemy camp scenario


25 6 RPG

28

Target

Guards 12

28

Guards 12

25

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

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

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

4. Dungeon/caves:

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

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

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

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

5.Towers/spires
25 18 by 18

Watchtower/ spire 28

28

Rules:

6 by 6 25

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

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

8. How to structure a campaign

Although the rules for this game allow you to simply wander about the warhammer RPG world doing random quests, it is somewhat better if the Game master structures the game with a story of some kind. We find that although going around carefree doing quests and fighting is good, it is so much more fun when we have some ultimate goal to fulfil. It is (like many things) the job of the Game master to come up with a plot. Here are a few examples we came up with for starting plots: 1. A close friend of the entire party of heroes is brutally murdered. The heroes now go on a quest to avenge their friend. 2. A large spider queen has been plaguing provinces for many centuries, and the RPG-heroes have decided to kill her and put an end to her foul reign of terror and death.

3. A large army of chaos marauders comes from the wastes to ravage and terrorize the empire-however, a weapon of great power wielded in the right hands could stop the army dead in its tracks. The heroes now search for the ancient weapon to save the empire for what will be a dark time ahead. Where is it set ? : Another key point about making a campaign is when is it set. In this particular set of rules, the world you fight in is mainly set in the entire of the empire. However-these are only suggested-if you want your campaign to take you to Cathay, let it take you there. However, setting is important, so make sure you got it right.

Plot twists/introducing the plot/ending a plot:


A key point with a plot is to introduce gradually to the player. Its a more interesting campaign if the players go around for a bit and gradually learn the main plot. Also, plot twists can be very fun, so as the Game master, makes sure to play around with them. Once the players achieve their ultimate objective, it is up to the Game master to decide what happens. They could decide to end the campaign there and then, or could continue on with a new plot, or even leave it for a few months, then come back with same characters and a new plot-or they could play a new campaign ! It is entirely up to the players and the Game master what they do next.

A important message to the Game master:


The Game master controls much in-game, so is important that he is fair to both players and himself to make a interesting, fun game to play. Remember, these are only rough rules-a small tool box for the Game master to change to make the game better for players. These rules are in no way set in stone, so feel free to play around with them.

9. Making a RPG-hero

Although it is great fun to control hordes of minions, the game wouldn't be what it is without the players-and making a RPG hero is extremely good fun, for not only are their endless combos of things you can make, but also because you can see how your hero progresses through the world, what deeds he achieves and what glorious victories he was a part of. Making a RPG hero is done at the start of the game. It is done as following: 1.Pick race and back story 2.Pick a career for them 3.Pick equipment from list 4.Ready to play !

9.1 Pick race and back story:

When players first start to make the characters, they must pick a race and make their back-story. Picking certain races will give you certain talents and certain career paths only available to that race. At the moment, there are 3 races available for players to choose for their characters: Human, Dwarf and Elf. Players get the base stats of their chosen race. Human(Brettonian/Empire): M WS BS S T W I A LD 4 3 3 3 3 4 3 2 7 Dwarf: M WS BS S T W I A LD 3 3 3 3 4 5 2 2 7 Elf: M WS BS S T W I A LD 5 4 4 3 3 3 4 2 7

Once a player has picked the race he wants for his character, he must find a model to represent the hero and also make up its back story. The back story can be as detailed or basic as you want, but must include the heroes name, height, age, gender, weight, birthplace, origin, hair colour, number of siblings, race and eye colour. This is all important as it helps the player bond with their character and also helps the Game master and such imagine what they are like in the game. This is all written down on the character sheet. The character sheer includes all the information above as well as what items the player has, what talents, what career, and their levelling up box (covered later.) It is the Game master's job to decide how this should be layed out, but all info should be on there. Example of back story: Name: Hans Von Blucken Height: 5 5 Age: 33 years Gender: Male Weight: 175 lbs Birthplace: A large town in Middenland. Origin: Empire Hair colour: Grey Siblings: 3 (Gottfried, Sivalgig and Fredrik.) Race: Human Eye colour: Brown Extra: Hans Von Blucken did not know his family which was very poor-his mother died when he was born from a complication in the pregnancy, and his father was killed when trying to avenge his uncle who had been killed by beast men. Hans Von Blucken lived on the streets until he was old enough to join the army, and duly did. Now, he goes about the empire with a band of heroes, seeking to do good and stop evil from taking root.

9.2 Careers:
Careers are an important part of the characters story-having a career can give you bonuses as well as allowing you to work for gold. Working: Models may do work- doing their profession at the Game masters digression. For example, a player who is a rat catcher may decide he wants to work upon reaching a town. The Game master may then say he must complete one dungeon board by himself full of only giant rats, while the other players browse around the town. If the player completes this, he is paid 20 gold. Once again, the rules surrounding a career are flexible, and may be changed to suit different needs. Choosing a career: Once player have chosen their race and wrote their back story, they must now choose a career. There are 2 careers pools-one which every race can access, and one which only that specific race can use. Players get all the bonuses that careers allows. Common career pool: Animal trainer Apothecary Assassin Armourer Bodyguard Bounty hunter Coachman Daemon hunter Duellist Entertainer Exorcist Fence Herald Horse-master Hunter Mercenary Merchant Protagonist Rat-catcher Scribe Town Guard Watchman Witch-hunter

Empire career pool: Engineer Flagellent Knight Knight of the inner circle Noble State-trooper Steward Warrior priest Wizard High elf career pool: High elf spear-men Silver helm Shadow warrior Sorcerer Swordmaster White lion Dwarf career pool: Engineer Ironbreaker Miner Runesmith Slayer Treasure hunter Brettonian career pool: Battle pilgrim Damsel Knight errant Lord Paladin Peasant Yeoman

Changing careers: Models may change careers when they get to a civilisation which has a career centre in it. For a small cost, they can change their career-however, they will lose all bonuses they received from their original career. Wizards may not ever change careers (once you study magic, that it.) How much it costs to change careers and the like is entirely up to the Game master. The only time a model doesn't lose his bonuses when changing careers is if the models had that career for 10 levels. Also note that models can only change to a career in the common pool and their race pool. Getting fired: A model which is fired from his career loses all bonuses for having that career. Career bonuses: Models will get certain bonuses for different careers. Unlike talents, careers stay at the same level unless specified you can advance otherwise. When a model picks a career, it will give certain bonuses-such as a stat increase, or a talent, or even giving them certain equipment. What bonuses the careers give you, background detail and what sort of work you will have to do is detailed on the next page.

Common careers:
Animal trainers:
Animals trainers can be found all around in the empire, more so for brettonia, as they train animals for entertainment. However, sometimes animal trainers must train larger animals, such as bears, and that is when the job gets dangerous. Many people believe animal trainer to be jokers, but the obedience of a trained animal can be quite unnerving. Bonuses: Animal trainer starts with a whip. Also, any training animal the animal trainer gets receive a +2 bonus to their WS. What you will be expected to do: Being an animal trainer requires you to train animals-for example, a noble may give you his dog and you'd have to get him to kill so many foes while making sure it lives before giving it back.

Apothecary:
Many people are in need of a mixture of some kind-whether it be poison for an assassins dagger or a potion to get rid of a cough. Such things will go to the apothecary they will use a varying amount of different materials to get the required result. If there's one thing that can be said about apothecaries is that they try and try again. Bonus: Alchemy talent. What you will be expected to do: It will usually require you mixing a potion or selling a certain amount of a certain potion on the street corners of towns.

Assassin:
There are a good few assassins round the empire-more the most would expect. Most of these assassins are often employed by politicians to kill political opponents, or particular people who are causing problems. However-not all assassins kill other fellow men of the empire many are often hired to kill cult leaders or orc bosses. Either way, an assassin feels no remorse for any they killreasoning that mercenaries and soldiers kill many every day, and its imply a way of life. Bonus: Assassins get a +2 bonus to their WS. What you will be expected to do: Obviously, you will get contracts to kill certain people. Although the job of being an assassin is quite dangerous, you will get paid a good bit of gold.

Armourer:
There are many armourers throughout the world, although a good one is hard to find-many armourers do a shoddy job. However, if a good armourer is found, then the armour or weapon will be a truly great item, as good armourers are well paid by their employers. Bonus: Forge talent. What you will be expected to do: Armourers will often be given a certain quota of items to make each day-this will be a hard, time consuming task which will make the armourer break much sweat, but for a decent amount of gold the labour is well worth it. They may also get a special request from a noble or a empire captain to forge a weapon imbued with magic, which takes much more skill and time.

Bodyguard:
Many high-up people in the old world are often at riskwhether from hired assassins or activists against them, these are the people who need protecting-and they are the same people who fill the bodyguards pockets with gold. Although this is a dangerous job, bodyguards are paid well, and some even do it for the simple satisfaction of beating up attackers-many a tavern brawler has become a bodyguard. Bonus: Any model within 2 of a bodyguard gets a +1 bonus to their armour save. What you will be expected to do: As a bodyguard, you will take jobs to keep people safe from attackers, such as getting a noble to his castle or protecting a herald while he gives the daily decrees.

Bounty hunters:
Bounty hunters hunt down criminals in the old world this fact alone is often why bounty hunters are so well off, because there are many criminals in the empire, and there always will bewith this fact under their belt, a bounty hunter will never be out of work. Often bounty hunters also make money from being hired by witch-hunter or the army to kill raiding groups of goblins or marauders. Bonuses: Bounty hunters get a +1 bonus to their WS. Also, when a bounty hunter kills a model from the renegade empire bestiary section, roll a dice. On a roll of a 6, the model is not killed, but is instead capture-he may be looted for items as normal. The model counts as two items, and may either be carried on the baggage pony or the bounty hunter. The model may then be taken back to a city and sold to the correlating people who will buy them.

What you will be expected to do: Bounty hunters will be given particular jobs to find certain criminals, and capture or kill them.

Coachman:
The lands of the old world connected by a few roads, often running through hilly areas and woodland-perfect areas for an ambush by the goblin and orc tribes who reside there. As such, coachman ensure passengers get there safely. They typically work in pairs, and are often armed with the threatening blunderbuss. Bonus: Starts with a blunderbuss (3 shells) and a map. What you will be expected to do: Take passengers to different towns and protect them from anything that attacks them. Quite a good profession because through working you will discover new places.

Daemon hunter:
Daemon hunters are tough individuals. Whether they be elf, human or dwarf, respect is paid to them, for they are truly tough individuals, unhindered by the grotesque and foul daemonic forces which they hunt. Witch-hunters are glad to have daemon hunters in their war band, often hiring them when they know a particular cultist they have been hunting has the power to summon daemons. If anyone can truly be called a hero in such times, it is these individuals who dare to hunt that which is not mortal. Bonus: Model has hatred: daemons special rule and has a +1 bonus to their LD. What you will be expected to do: The hero will be expected to hunt daemons, or accompany witch-hunter to cultist lairs in case a daemon has been summoned.

Duellist:
Duelling guilds are commonly found in the old world, as the time honoured tradition of duelling is a way to prove if a man is really a man. However, men are not the only people who duelduelling has become a more open sport as the years have gone by, and now many elves and dwarves happily duel. Men of both empire and brettonia embrace this rather than shun it, for beating a foe who is faster or tougher than you is the ultimate challenge. Bonus: Duellists must decide if they are either a melee duellist or a ranged duellist: Melee: Starts with a duelling sword (sword which has the armour piercing special rule). Ranged: Starts with a duelling pistol (6 shots). What you will be expected to do: Duellist will usually have to duel opponents for money.

Entertainer:
Many nobles of both brettonia and the empire host many lavish parties, whether for the celebration of a won war, or just for the joy of it. As such, entertainers are hired to make the guests have a good time through amazing acts-such as juggling knives or breathing fire. Often however, entertainers are actually paid to be spies by various opponents of the noble, and use the entertainer to find out guard patrols and weaknesses in the mansions themselves. Bonus: Agility talent. What you will be expected to do: Entertain the guests of parties and various other things-pays decently. You could also make extra money by being a spy for someone.

Exorcist:
Many dark things reside in the old world, dark shapeless things which hide in shadow. Things which are often unmentioned, for no one dares to mention them for fear of horrible things. However, it is the exorcist's job to mention these things, and to destroy them. Often carrying holy water around their neck and a good sword at their side, the exorcist's are another unsung hero one who takes the ultimate risk in their job-between a painful death and a succeeded task. Bonus: Exorcist's start with one vial of holy water and have the hatred: undead special rule. What you will be expected to do: Exorcists are usually called out to cases of possession, in which they will either try to cure or kill the patient depending on the severity of the case. Sometimes the exorcist will be called upon to destroy foul undead plaguing lands.

Fence:
All through the old world, hundreds of items are traded and sold each day. It is the job of the fence to value such items. However fences, much in a similar way to merchants, are regarded as distrustful as a few fences lie about the value of an item to make more money from it. However, despite this, fences are respected by the world of money, and being one is a valuable position to hold. Bonus: Starts with three point extra to spend on items and any item a fence sells receives +10 gold coins from it. What you will be expected to do: Value items for people, as well as selling items-for often a fence is employed by merchants.

Herald:
Heralds are employed by noblemen, and their job is to proclaim decrees and laws. This is why they are so unpopular with the townsfolk, and many a herald receives death threats-however, it is an extremely well paid position, and guards are often put in place to stop any trouble-makers who would harm the herald. Bonus: Herald start with heavy armour and 100 gold coins. What you will be expected to do: Decree proclamations in town squares-will occasionally be sent in to calm down riots-may also have to read the news.

Horse-master:
Horse-masters are in charge of breeding, training and wellbeing of horses. Horse-masters are often well-paid, not only for their knowledge of horses, but also because of their skill riding a horse. Bonus: Master rider talent. What you will be expected to do: Breed and train horses for certain people. Job pays reasonably well.

Hunter:
Being a hunter is a good career, as they get food to live while doing a job. They are often called out by farmers to hunt down beasts which have been killing livestock, or to catch a meal for a noble who wants deer for supper. The varying nature of the tasks and the beast makes the hunter job even more dangerous, however, the pay is good and they are always prepared to fire their bow at a split second.

Bonus: +1 bonus to BS and starts with bow (20 shots). What you will be expected to do: The hunter will be called upon to hunt down animals. The purposes vary, but usually it is for food or to stop a particular beast killing livestock. The fact that you are fighting different beasts each time can make this job dangerous, but the pay is decent.

Mercenary:
While some armies of the old world are strong and loyal, other may be weak and dissolute. Yet there is a 3rd army, often used but rarely acknowledged-that is the army of the mercenary. Mercenaries are many in the old world, soldiers-for-hire, the most loyal army a general can have as long as money keeps flowing into their pockets. Bonus: + 1 bonus to both their WS and their BS. What you will be expected to do: Fight for the people who are paying-fight alongside other soldier or mercenaries hired by the employer. Pays well.

Merchant:
Merchants are tradesman - masters of the marketplace. They are often considered distrustful, and this is not a baseless allegation. Many merchants are dishonest with selling their wares, and many a buyer has been parted with his gold more than they would care to think. Bonuses: Barter talent. What you will be expected to do: As a merchant, you will be expected to sell items at the marketplace, and will get paid for doing so.

Protagonist:
The old world has no shortage of heroes willing to put their lives on the line to save others. These people are often known as protagonists, people who are prepared to fight the forces of evil to defend innocent people at any cost. Bonus: If the protagonist rolls a Dead result on the major injury table, it may be re-rolled. However, all boss characters get a +1 to hit bonus when fighting a protagonist. What you will be expected to do: Protagonists will be expected to fight the forces of evil, so your jobs will be doing good and helping the general people of the old world. The ability to re-roll a dead result is a useful perk, however, when the party encounter boss characters, they will be so much more deadlier to the protagonist.

Rat-catcher:
The sewers of the empire are a deadly place-the pestilence and disease which festers within it, along with tales of mutants and lost river trolls. However, the one thing the people of the empire cannot stand is rats-foul, little, squeaking rats. As such, the job of the rat-catcher is simple-catch, and kill, the rats. Many rat-catchers use lures to lure the rat in, then catch them. Some more well-off and better trained rat-catchers cut out the entire catching process by using traps. Bonus: Lure talent. What you will be expected to do: Rat-catchers will be expected to go down into the sewers and kill rats. Usually, this means fighting in a single dungeon board with only giant rats as the foe. However, the rat-catcher may encounter other strange creatures lurking in the sewers.

Scribe:
Scribes are an integral part of the old world, as they are the ones who write documents and books for cities and towns. However, some scribes do not do such boring tasks, but instead document on the creatures they encounter on their travels. Known as battle-scribes, these people can often be seen travelling around parties of heroes to further their documents. Bonus: Every time a scribe fights a enemy model (not a boss character) for the first time, roll a dice. On a roll of a 1,2 or 3, nothing happens. On a roll of a 4, 5 or 6 the party of heroes may see the rules for the creature. Scribes should note down which creatures they have documented for future reference. What you will be expected to do: Scribes will usually be made to record documents, or write decrees for heralds. They may also be called in by a eccentric noble to document a certain creature. The job of a scribe really can vary.

Town guard:
Just because a person lives in a town does not make them safe. Towns can be just as, if not worse, then the very wilderness it is supposed to protect them from. As such, it falls to the the humble town guard to protect the townsfolk from crime and attackers. The basic armament of a town guard is a helmet and a club. However, over time, many town guard's have adopted halberds as a better weapon for fighting armed criminals. Bonus: Models start with a helmet, club and halberd. What you will be expected to do: Usually stopping crime-sometimes protecting certain people.

Watchman:
Around the borders of towns and cities there are the watchman loyal servant of the town who tirelessly watch the borders, waiting for anything. Despite these guards constantly being on edge due to expecting to see a large raiding party of marauders or orcs come over the hills at any moments, they are superb at night fighting-often being able to fight extremely well in the darkest of conditions, no doubt from the many weeks spent staring hard into the dark trying to pick out the shapes of potential attackers. Bonus: Night-fighter talent. What you will be expected to do: Watchman will watch at the borders of towns (usually in guard outposts) for any visitors in the night (or attackers). In a particularly small place, watchman may have to double-up as town guards as well.

Witch-hunter:
Witch-hunters are truly feared men, for they are known for their horrific ways of testing people-psychological or physical torture is not above them. They are easily recognised by their black outfits and hat. What is more terrifying then this is the very passionate hatred all witch-hunters have for those who serve chaos, and the length they will go to seek out and destroy the heretic. Bonus: Hatred of chaos special rule and all models in the renegade empire section suffer fear when fighting a witch-hunter. What you will be expected to do: Witch-hunters hunt heretics, and will usually lead small parties of soldiers (or the party of heroes !) with them.

Race-specific careers:

Although there are many careers in the old world which any race can apply for, there are a few which only a certain race will ever have. For example, a dwarf would never be honoured enough to join the high elf phoenix guard, nor would a man of the empire be allowed to become a grail pilgrim. As such, only the race with the correlating race career pool may choose from there. Players may choose from their race-specific career pool instead of choosing a common career. Players may also change jobs in-game using both their race-specific careers and common careers. As astute readers may have noticed by now, human players get a remarkable amount of careers, whether they play as brettonian or empire, they have a lot more careers options. As such, elf and dwarf specific careers will be somewhat more powerful than the other race-specific careers.

Empire careers:
Engineer:
Within the empire, there is a eccentric sub-culture known as the collage of engineers. The collage is home to like-minded and aspiring inventors and dreamers. However, many of their inventions go to making weapons-ranging from the deadly repeater handguns to the deadly Hochland long-rifle to the bizarre (if not hilarious) pigeon bombs. These weapons are often only registered to be used by a captain or a dead-eye hand gunner, but sometimes they are never collected, so the engineer keeps their formidable weapon. Bonus: Engineers may pick one of the following items as a a free weapon: 1.Hochland long rifle (5 shots) 2.Pistol-sword (counts as a pistol and a sword in that can held in one hand-models wielding it do get +1 attack as they fire the pistol in combat while fighting-may also be combines with another weapon to get a further attack !!!).-has 10 shots in it. 3.Repeater pistol (9 shots) or repeater handgun (9 shots). 4.Pigeon bombs (3). Counts as a fire-bomb but the scatter dice may be re-rolled. What you will be expected to do: Make inventions/weapons for buyers-you will have to work out schematics, what pieces you need, etc. May also be called upon by the collage of engineers to partake in activities, such as duels with custom-made pistols, etc.

Flagellent:
Throughout the empire, Sigmar is widely accepted as the patron god. For this, many people are thankful and go about their business. However, some of these people, whether by a strong belief in their god, or through a grievous event that has happened in their life, has decided to become a flagellent - a strong believer of Sigmar, who punishes themselves with whips and tasks themselves with killing all things unclean. Many witch-hunters have flagellents in their war band, for they are truly savage fighters-spurred on by their glorious god. Bonus: The player may spend no points on other items, although he starts with a whip, a sword, +1 bonus to attacks and the frenzy special rule. What you will be expected to do: It's more of a flagellents personal goal to destroy all against Sigmar than it is a job, but you will often be given food and items by the townsfolk or witch-hunters who have drafted you into their party.

Knight:
Many nobles sons join the knights after serving in the pistoliers regiment, for it is a position of honour and prestige. Many knights are hardened fighters and courageous- exactly what are expected of the empire's finest soldiers, for along the great tales of history were won at the point of a lance and a kick of the horse. Bonus: Starts with Heavy armour, sword and a shield. What you will be expected to do: Knights will usually be sent in to resolve problems or in battle to smash enemy lines.

Knight of the inner circle:


Many knights swear to one of the inner circles for extra training. Only a model who has picked the knight career may swear to be a knight of the inner circle-if the player decides to swear to a circle, he may not spend any points on extra equipment. He may swear to circles in-game, usually by passing a test set by the knights. Knights of the white wolf: Bonus: +1 bonus to strength. Knights of the blazing sun: Bonus: +1 bonus to weapon skill. Reiksguard: Bonus: Full plate armour instead of heavy. Knights of the fiery heart: Bonus: Hatred: Orcs and goblins. Knights griffon: Bonus: Immune to fear. Knights of Morr: Bonus: Cause fear. Knights of Sigmar's blood: Bonus: Talisman of protection (6+). Knights panther: Bonus: +1 bonus to leadership. Knights of the gold lion: Bonus: +1 bonus to attacks.

Noble:
Nobles are an important part of the empire's hierarchy, for they control much of the land and the money which goes there. They can often be found mulling about in the universities of the states, furthering their knowledge on politics and history. Nobles are very rich, and often have beautifully constructed homes. Many young nobles often go adventuring, either by joining the state army pistolier corps or travelling by themselves. Bonus: Nobles start with 400 gold coins. What you will be expected to do: Typically study subjects of importance or make deals with other nobles and captains of the army to do different things.

State-trooper:
Its a dog's life in the state army, as many would agree. The empire many state-trooper armies are a brutal place to be, men killed in their masses every day by the many horrors in the old world, as well as the usual battlefield dangers. However, the pay is good, and soldiers receive 3 square meals a day, as well as having the opportunity to climb the ranks. Bonus: Players who are state-troopers must decide if they are a ranged soldier or a melee soldier: Melee state-trooper: Mighty blow talent. Ranged state-trooper: Mighty shot talent. What you will be expected to do: State troopers, whether they be ranged or melee, must fight in open-skirmishes against conflicting forces, usually alongside other state-troopers.

Steward:
Stewards are officials hired by the heads of households to manage the property and to represent them in the empire. There are many stewards, and they are often quite well off, being payed a lot of money for the tasks they do. Bonus: Players get a 5 point bonus to spend on items. What you will be expected to do: Look after the house-deal with any bad servants. Make sure you're employers every whim is tended to.

Warrior priest:
Many priest of Sigmar often pray and give offerings to their gods. However, some priests believe that the only true way to serve Sigmar is not through peaceful praying, but through violent purging of all those who worship chaos, or other foul creatures. They are known as warrior priests, and they are truly inspirational to all the people within the empire, for many a battle has been won through a courageous warrior priest stirring his men on through the use of prayers and liturgies. They often lead marches of the insane flagellents, for warrior priests see them more as an asset then an annoyance, as many of the empire would care to voice. Warrior priest also hold services in temples of Sigmar, for they are fully-fledged priests as well as fighters, and many a beatsman ravaged town has had their faith renewed by a wandering warrior priest. Bonus: Power of prayer talent. What you will be expected to do: Fight alongside armies of the empire by providing faith-go from town to town leading flagellent marches-holding service in temples.

Wizard:
Wizards are a much-avoided subject in the empire, for they are regarded as trouble. Despite the fact that most wizards are good, honest servants to the humble empire, many are considered a threat. If a wizard were to walk down a typical empire street, many citizens would give them a funny look, and a few would run inside their homes. However, only a fool would threaten a wizard, as they have been known to take threats rather badly. Wizards of the empire are trained at the fabled collages of magic. Primarily based in Altdorf, there is one collage for each of the winds of magic. The master of the collages is magic is known as the supreme patriarch and his word is law in all magical matters throughout the empire. Every 8 years, the reigning supreme patriarch may be challenged to a magical duel, the winner being the new supreme patriarch. However, these duels are renowned for being highly dangerous, as often the duelling wizards can get to carried away with which spell they cast. Witch-hunters keep a close eye on wizards, and are generally distrustful of them, for they know there is always the heavy temptation of chaos, which is stronger for wizards, and if they give in, the results are more deadly. If a wizard who has been failing in his classes is asked to leave the collage of magic, a witch-hunter is usually tipped off by the wizards superiors, for who knows what trouble could be caused which could be so easily prevented by a crossbow-bolt to the face. Bonus: Has the spell-caster talent. Player starts with sorcerers robes, a staff and a medium healing potion, but may spend no point on other items. Also gets a +1 strength bonus. What you will be expected to do: Wizards will often be expected to do different jobs for the collages of magic (which will further their magical ability.)

Elf careers:
High elf spear-men
The spear-men of the high-elf army are some of the most elite warrior in the world. Clad in expertly crafted armour and shield, they brandish their deadly spears with a deadly prowess no other soldier in the old world possesses. Bonus: Martial prowess: High elf spear men are the best soldiers when wielding spears in the world. When using a spear, a high elf may move into base contact with a friendly model and make supporting attacks. This allows the high elf to attack the enemy model in combat but not technically be in combat, as he jabs the spear expertly in between the gaps of his fighting friend. Model may leave a supporting attack during the move phase, and may act normally. Models making supporting attacks may not cast magic or fire weapons, nor change items in the overlook phase, although they may still pass items on. What you will be expected to do: High elf spear-men typically go to war for their leaders-often against their foul foe, the dark elves.

Silver helms:
Silver helms are the main cavalry of the high elves, usually made up of young high-elf nobles. They care characterised by the silver, gleaming mirror-like helmets they wear. Anyone who sees the silver helms in combat knows they are a truly elite cavalry unit. Bonus: Silver helms start with a spear and a barded warhorse. What you will be expected to do: Fight for high-elf army, smash enemy lines to pieces using their cavalry powers-also escort nobles of their race.

Shadow warrior:
Shadow warriors are the scouts, hunters and archers of the shining guard. Their principle task is to rain death from afar, but they are often supernaturally quick to get into combat. How they achieve this, no-one knows, but a shadow warrior that was firing at a enemy a second ago is often now stabbing a dagger in their back. Bonus: Shadow-step talent. What you will be expected to do: Typically, shadow warriors will join up with other bands of elves to hunt down foul monsters, such as ogres or troll. However, they do other things, such as rescuing elves that are being held prisoner or assassinating particular empire officials thats interests are against the high elf ones.

Sorcerer:
Of all the wizards, it is the high-elf mages which are the strongest. They can weave master spells in seconds which would take a skilled human wizard a lifetime to complete. The mages powerful skill of magic stems from the fact that they see the infamous eight winds of magic as one whole, rather than single strands of it. Bonus: Has the spell caster talent. Players start with sorcerer robes, a staff and a medium healing potion, but may spend no points on other items. High elves get a +1 bonus when casting spells due to their magical ability. What you will be expected to do: High elf sorcerers are expected to try and further the magical knowledge. They will be sent off to find magical artefacts by eccentric collectors or their elf superiors.

Swordmaster:
The swordmasters of hoeth are some of the most elite warriors in the world. One of the key reasons why these warriors are so terrifying is the speed at which they strike, carrying weapons the size of a lesser man yet still striking at the fast speed of an elf. Swordmasters are known for never going backwards, often holding a position for many hours from enemies that outnumber them 6:1. To have one of these stalwart warriors in your party is a truly excellent advantage. Bonus: Always strikes first special rule and starts with a great weapon. What you will be expected to do: Typically, swordmasters will be instructed to hold a position against waves of enemies until the high elf forces show up.

White lions:
White lions of Chrace are known for their unflinching courage, for nothing phases a white lion but the most kneeknocking thing. They are experts in combat, wielding long-handed axes to deadly effect. Having a white lion in a party is good, as they inspire courage amongst their fellows, as well as being extremely powerful fighters. Bonus: Inspiring presence talent. What you will be expected to do: White lions will typically fight alongside other elves in skirmishes, as they are savage fighters in much demand. They may also lead small parties to hunt for monsters, or particular foes of the high-elves, such as a certain raid-lord who has been torturing high-eves.

Dwarf careers:
Engineer:
Engineer are an important part of any dwarf throng. They are master-craftsman, being able to skill-fully uses stone and metal to make items. What is more interesting is perhaps the weaponry they use-very clearly of dwarfish design, but the sheer power it has behind it makes dwarf engineers deadly adversaries. Bonus: All black-powder weapons used by the engineer cause a further -2 armour modifier due to the dwarf adding modifications to the weapon. What you will be expected to do: Engineers will be expected to make machines of war, such as cannons or bolt throwers. They will have to draw up the schematics and get the pieces to make it.

Ironbreaker:
Dwarves make their homes underground, close to where they can be mining their precious ores. However, dark things lurk underground which could threaten the very existence of the dwarf lairs. As such, It falls to the ironbreakers, an elite group of heavily-armoured dwarves, to protect their underground settlements. Bonus: The player may spend no point on extra items, but he does start with gromril armour and an axe. What you will be expected to do: Guard entrances to caves and dungeons-sometimes go into these places to clear them out-slay monsters and other creatures. Ironbreakers will often work in pairs due to their tough demeanour, so fighting alongside someone else while doing your job is a nice change.

Miner:
Mining is an important part of dwarfish life, for it is what powers the dwarf industry. As a matter of pride because of their profession, miners tend to carry picks instead of axes, but they have such skill so as to make them just as deadly. Many miners have a hatred for goblins and skaven, as they are the most common enemies underground. Bonus: Hatred: Skaven and goblins. What you will be expected to do: Working in mines, whether for the empire or for the dwarfs - general mining jobs e.g. mining, carrying ore back, smelting it down, packaging it up and sending it off etc.

Runesmith:
Runesmiths are key to a dwarfs fighting throng, as they have no magical ability what-so-ever. As such, it rests squarely on the hands of the runesmith to dispel such harsh magic. A runesmith uses his various runes to conjure up a a field which stops magic dead in its tracks. Many a wizards has been stopped from using their powerful magic by a runesmiths runes of dispel. Despite their usefulness, runesmiths are considered serious by the other dwarfs, as becoming a runesmith requires solid training. Runesmiths so not care-knowing that getting their job done is more rewarding then drinking with others. Bonus: Runes of dispel: Every enemy magic phase, the runesmith generates 3 spell dice which may only be used by him, and only to dispel. He can only do this if he is not in combat or in a revival state. What you will be expected to do: Make runes for people in a similar way to blacksmithing.

Slayer:
Slayers are dwarfs who have a great shame-one which they can't live with, and seek out a honourable death to redeem themselves. Slayers are easy to spot, sporting massive orange strips from the top of the forehead to the back of their neck, exotic blue tattoos on their body, and fighting like maniacs, slayers, despite their heinous acts, are truly great fighters, and all succeed in the end by dying with courage and honour. Bonus: Players with the slayer career receive a +3 bonus to their attacks and weapon-skill and have the unbreakable special rule. They may spend no points on other items, and start with either a great axe or 2 axes. However, when rolling on the injury table, the result of a 1 on the minor injury table counts as the dead result. What you will be expected to do: Slayers always seek their death, though they may be hired to destroy a war band, or clear out a cave, or help a witch-hunter to destroy a large cult-something which requires a lot of fighting.

Treasure hunters:
All dwarfs have a natural love of treasure, but some get completely obsessed with it. These dwarfs are known as treasure hunter-devoting their whole life to finding, holding and looting treasure. Many of these dwarfs often find themselves meeting a sticky end for their greediness. Bonus: Treasure hunter talent. What you will be expected to do: You are your own employer-as a treasure hunter, you will find maps which leads you to treasure. Occasionally, you will be paid by people who have special requests for you to get them a particular item, but its mainly you finding the treasure yourself.

Brettonian careers:
Battle pilgrims:
Brettonia is a realm which revolves around knights, and none of the people of brettonia are more devoted to the knights than the grail pilgrims. They are so fanatical in their belief that they will often fight to the last man. Bonus: Battle pilgrims start with a sword and have the immune to psychology special rule. In addition, if they fight alongside a knight of any kind, they gain the unbreakable special rule for as long as they fight with them. What you will be expected to do: Battle pilgrims will typically be assigned a knight to fight for and generally look after-these knights will pay you money for food and water etc.

Damsel:
Some brettonian children are gifted with magic abilities, and they are all taken in by the cult of the lady of the lake, where they are then taken to a secret secure location. No boy has ever returned from there, but many girls do, and become the fabled damsels - spell casters of brettonia. Although the land of brettonia is a patriarchal society, damsels are exempt from it-their word is law. Bonus: Has the spell caster talent. Player starts with sorcerers robes, a staff and a medium healing potion. Damsels are also blessed by the lady of the lake, so their any ward save they have is increased by 1. What you will be expected to do: Find artefacts for the cult and give counsel to knights.

Knights errant:
Knights errant are a house of nights, usually made up of sons nobles, who fight for the glory of brettonia and to gain recognition. Unlike knights of the realm, these knights do not own their own land, and have not sworn allegiance to any duke or earl. Bonus: All knights start with heavy armour, a sword and a horse. What you will be expected to do: Destroy armies of the foe for the glory of brettonia - hunt down monsters and go on good 'old fashioned quests.

Lord:
Lords are in charge of towns in brettonia - they are usually seasoned veterans, ready for anything. Back in their old fighting days, they would have been knights of the realm, killing all who stood in their way. Now they watch over their towns, ready for the day they are either called to lead an army or to protect their town. Bonus: Player has a +1 bonus to weapon-skill and the steadfast special rule. What you will be expected to do: Lords are usually put in charge of towns-as such, you will have to protect a town and make important decisions.

Paladin:
Before many great knights become lords or knights, they become paladins. Simply put, paladins go around fulfilling quest independently before returning to receive great rewards. Paladins often die before achieving their goals, but any who do successfully returned are showered in glory.

Bonus: Paladins may spend no points on items, but starts with a sword, a shield, heavy armour, a minor healing potion, healing herbs, 3 torches, a rope and hook and a leather sack. What you will be expected to do: The paladin class is literally for those who want to questall the good old school stuff, dungeon sieges, dragon slaying etc.

Peasant:
Despite the chivalry and the glory of the knights, the beating heart of brettonia is the peasant work force. Each peasant takes an oath not only to serve his land but fight for it as a manat-arms if needs be. Bonus: Oath: Each peasant takes an oath to protect the land of brettonia. At the start of each skirmish, choose one of the following bonuses: 1. Fight for the glory of brettonia: +1 to attacks 2. Eat my blade, foul beast: +1 to strength 3. I am a warrior: +1 to weapon-skill 4. Do not despair: +1 to leadership. Also, if they are fighting a skirmish set in brettonia, 2 bonuses may be chosen instead. What you will be expected to do: As a peasant, you will be expected to farm, and do other such menial task. In times of great need, you will be drafted into the man-at-arms, and will fight for your country.

Yeoman:
Within peasantry there are leaders-usually head of the local militia or guild masters. They are known as Yeoman, and are given the privilege of riding on horseback like the almighty knights. They are the highest of the highest in the peasant rabble,

and often lead them in times of war. Bonus: Yeoman get chemise magique (magical shirt). These shirts give Yeoman a magic resistance (1) and can be combined with other suits of armour. They also get a horse and throwing daggers (3). What you will be expected to do: Yeoman will be expected to be in charge of guilds and or militia. Also will be expected to lead armies in times of war. Example of a career choice: Well, as you can see, there a lot of careers to choose from, each with their own kinds of bonuses. Fortunately, Hans Von Blucken being a man of the empire narrows it down to 2 career pool-common and empire. Now to choose which career pool-the empire pool is good, as it has a few good classes in there - the knight career one in particular drew my eye. However, the common career pool has some basic good ones, like the assassin. Remember, you have to work as well, and some jobs are really fun to work in. However, looking back over my background earlier, I realised that one important point I raised was that Hans Von Blucken was a state-trooper. Looking at the state-trooper career, the mighty blow talent could come in handy, so as such, Hans Von Blucken's career belongs with that of the empire's noble soldiers !

9.3 RPG starting list:


Now so far we have made up your character's back story and picked him a career-we must now choose his items, for after all, a model does not travel around the old world unarmed. Models may for items on a point system. All models start with 10 points (unless their career gives them more/less) and must buy items with that. An items cost in points will be right next to it. Any points a player does not spend on items is converted into 10 gold pieces with them in-game. Melee weapons: Dagger: 1 point Staff: 2 points Sword: 2 points Axe: 3 points Club: 3 points Morning star: 3 points Whip: 3 points Flail: 4 points Halberd: 4 points Hammer: 4 points Spear: 4 points Great weapon: 4 points Mace: 5 points Ranged weapon: Sling: 1 point (slings have infinite ammo) Throwing weapon (come in packs of 3): 1 point Short bow: 2 points Bow: 3 points Long bow: 4 points All bows start with 10 shots and may buy a quiver of 10 extra arrows for 1 point.

Crossbow: 4 points Crossbows start with 10 shots and may buy and additional 10 shots at 1 point per pop. Pistol: 3 points Pistols start with 10 shots and may buy 5 extra shots for 1 point per pack. Handgun: 5 points Handgun's start with 10 shots and may buy 5 more extra shot for 1 point per pack. Blunderbuss: 5 points Blunderbuss's start with 5 shells and players may buy additional 2 extra shells for 1 point a pop. Armour: Light armour: 1 point Helmet: 1 point Shield: 2 point Heavy armour: 3 points Full plate armour: 6 points Animals: Horse-3 points Barding: A player who purchases a horse may give it barding for 2 extra points. Lances: A player who purchases a horse may purchase lances for him to wield on horse-back at 2 points a pop.

Fighting animal: 3 points Fighting animals may take any of the following upgrades: Sharpened claws: 1 point Well-trained: 1 point Tough beast: 1 point Ranged attack: 2 points Ranged attacks may also be upgraded to be poison attacks: 1 point Miscellaneous items: Torches (3): 1 point Lantern: 3 points Lanterns start with 3 packs of lantern oil. Additional packs of 3 lantern oil may be purchased at the cost of 1 point. Rope and hook: 3 points Nets: 1 point Hunting rounds: 1 point buys you a pack of 5 hunting rounds. Maps: 2 points Leather pouch: 1 point Leather bag: 2 points Leather sack: 3 points Leather backpack: 4 points Bottled items: Minor healing potion: 1 point Medium healing potion: 2 points

Major healing potion: 3 points Minor potion of channelling: 1 point Medium potion of channelling: 2 points Major potion of channelling: 3 points Weak poison: 1 point Medium poison: 2 points Strong poison: 3 points Venom: 4 points Fire bomb: 5 points Healing herbs: 1 point Girdroot: 2 points Skulldot: 3 points Example of weapon choosing: I've nearly fished Hans Von Blucken, now I need to pick him some decent weapons. With 10 points, I'm spoiled for choice. Well, first things first-defence. I've decided I'll purchase him a nice suit of heavy armour for 3 points, giving me a solid 5+ armour save. Now for some weapons-a great weapon should do it, costing me 4 points. I'll also purchase a sword for 2 points, which gives him another weapon to strike at slower foes. 1 point left-just enough for a minor healing potion-just what the doctor ordered. Hans Von Blucken is now fully equipped and ready to fight !

Baggage pony:
Parties have a lot of equipment, and often have things know as baggage ponies. Baggage ponies count as a horse with 2 wounds and barding, and can carry up to 30 items. Player may put items on the baggage pony at any time when not in a skirmish. Players may access the pony exactly like passing stuff to another player in skirmishes. If the pony dies, at the end of the fight the players may take whatever items they can carry, but any more they cannot carry are left and lost. Baggage ponies cannot be ridden, and one player controls the pony. It is deployed with them in skirmishes. It may not advance up levels. They are tethered up at villages and wait outside dungeons. They cannot be ridden by enemies, although may be attacked as normal.

Example character sheet: Name: Hans Von Blucken Career: Melee state trooper Height: 5' 5 Age: 33 years Gender: Male Weight: 175 lbs Birthplace: A large town in Middenland. Origin: Empire Hair colour: Grey Siblings: 3 (Gottfried, Sivalgig and Fredrik.) Race: Human Eye colour: Brown Extra: Hans Von Blucken did not know his family which was very poor-his mother died when he was born from a complication in the pregnancy, and his father was killed when trying to avenge his uncle who had been killed by beast men. Hans Von Blucken lived on the streets until he was old enough to join the army, and duly did. Now, he goes about the empire with a band of heroes, seeking to do good and stop evil from taking root. M WS BS S T W I A LD Hans Von Blucken 4 3 3 3 3 4 3 2 7 Items: Gold: Heavy armour Great weapon Sword Minor healing potion Talents/special rules: Basic Mighty blow Experience: Level: 1

9.4 Ready to play:

Now you're RPG-heroes are made, the equipment chosen, their talents discovered, and their stats made, and are ready to enter the old world, fraught with danger and foes. Now, how best to introduce players into the campaign ? Many Game masters tend to throw them into the middle of the action, such as hiding from a giant, or escaping a zombie horde. From there, players can do main quests and eventually complete the campaign or side quest to their hearts content. However, your RPG-hero will not stay the same as he is now ! He may gain equipment and talents, or lose them, and progress levels and become a more powerful fighter. In the next couple of chapter, we will cover what talents there are which players can have, and how the levelling up system works. Read on intrepid adventurers-for there are many things still to learn about this game.

10. Levelling up

In RPG, players do not stay at the same level throughout. As time goes on, killing more creatures and completing quests will make the heroes more experienced. Players level up based on experience points. Experience is gained by causing wounds on enemies and completing quests. Players can only go up to level 60 maximum. The amount of experience points a player needs to level up starts at 10 and doubles each time. For example, a player who wants yo get to level 4 must get 80 experience points. Every 3 levels, a player may increase a single stat (now wounds) by 1 point. Every 5 levels, a player goes up a level in talent. Experience points may be awarded at the Game master's digression. They are recorded as tallies.

Talents:
Talents are particular traits certain people have which give them certain advantages. Talents may be learned throughout the game. All players start on the basic talent and will advance up its chain of advancement during the campaign. Alchemy: Basic: When a player gets a bottled item, on a roll of a 6 the alchemist knows what potion it is. Advanced: Dice to discover changes to a 4+. Master: If the roll is successful, the player who owns this talent may decide what kind of potion it is (within reason !!!) Forge: Basic: Player may forge his weapon and armour. The Game master decides how this done, but if done, the weapon gives a +1 bonus to wound and the armour piece gives a +1 bonus to the armour save. Advanced: May be done to fellow players weapons. Master: +2 bonus now. Agility: Basic: Players may run. Instead of shooting, they move D6 in the shooting phase-this can allow you to charge foes. Advanced: In combat, after wound resolution is done, the player may pass the a leadership test to jump out of combat. If successful, the player moves D6. If it fails, the player stays in combat. Master: Now 2D6 for both. Master rider: Basic: Player falling off mount only takes a strength 4 hit. Advanced: Player may re-roll the no mount test. Master: Swift stride may be re-rolled.

Barter: Basic: When bartering, on a roll of a 6, the player wins. Advanced: Now the roll is a 4+. Master: Now it is a 2+. Lure: Basic: Player picks a point within 6 and pick an enemy model within 18. Now that model must aim all things towards it. If the lure is charged or shot at, the lure is gone. The player may only set one lure, and will only get it back if the model is dead or if it is spotted. They are set in the shooting phase. Advanced: 2 may now be set a turn Master: If a model charges it, they take a strength 4 hit with no save allowed. Night fighter: Basic: Does not halve range on weapons. Advanced: Does not take the penalties for rolling to hit. Master: Causes fear when in fighting in darkness. Mighty blow/shot: Basic: If the player rolls a 6 to hit in combat/shooting, put the dice to one side. When rolling to wound with that dice, if they roll a 6 again, the model that is being attacked is not allowed an armour save. Advanced: Only need to roll a 6 on to hit in order to ignore armour saves. Master: Model now gets a +1 bonus to wound. Power of prayer: Basic: May be used one per skirmish. Player gets a +2 strength bonus to all close combat attacks for that turn only. Advanced: May instead have a 4+ ward save. Master: Player now gets both bonuses when using this power.

Spell-caster: Basic: May cast spells. Advanced: Player chooses a single spell as his master spell. When casting the master spell, he gets a +3 bonus to casting. Master: May cast the same spell twice a turn. Shadow step: Basic: Used once every other skirmish. May repeat one phase again e.g. may have 2 shooting phases in one turn. Advanced: May be used once per skirmish. Master: May repeat entire turn again. Treasure hunter: Basic: Player finds menial item on a 3, 4 or 5 rather than just a 4 or 5 when looting. Advanced: When opening a chest, a player on a roll of 6 may decide what is in the chest (within reason !!!). Master: Rolls of a 6 when looting finds the player several good items rather than just one. Inspiring presence: Basic: May re-roll all leadership tests. Advanced: Friendly models within 6 may use their leadership. Master: Steadfast special rule.

11. Bestiary:

This section is for the Game-master-it contains all the profiles, special rules and the like for many of the potential foes the heroes will fight in the old world. This is also the section which is used to make skirmish forces. Again, as with most rules,

feel free to change it or add to make it more suitable for you and your player. For the purposes of sanity, the forces of evil are split into following sections: 1. Renegade empire 5. Dark elves 2. Animals 6. Orcs and Goblins 3.Chaos 7. Skaven 4.Undead 8. Ogres Note all items come from the player list-not the full armoury list unless said in the creatures entry.

Constructing a force:
A skirmish force is constructed by wound number-for example, if a scenario allows a 40 wound force, then the game master force creatures total number of wounds may not go past 40. Although a lot of creatures have access to a lot of weaponry, it does not mean they can use it all. For example, a model would be allowed a great weapon, dagger, and throwing weapons, but would not be allowed a great weapon, sword and shield, mace, and throwing weapons. Constrict what your guys have. All Game master lores (e.g. Skaven, necromancy, etc) are at the back with all the rest of the magic lores. When a skirmish master picks a force, unless there a reason why, it may only be picked from one bestiary. Beasts may be mixed and matched anywhere, but any other combo must have a reason - e.g. a skaven and goblin force would not be allowed unless the Game master said that goblins and skaven round this area have started to ally recently. Like most things, these rules are flexible, but generally try to have some form of guidelines when constructing a force using the bestiary.

1. Renegade empire
The empire of man is a powerful civilisation. Howeverthere are those who live outside of society-these are the renegade empire. Made up of bandits, thieves and renegades, chaos does not find it hard to dig its hooks into this society. Bandits: Bandits patrol the land of the empire, often attacking those who look weak and easy pickings. The main goal of a bandit is to acquire a living by robbing and killing those who get in the way. Parties of bandits often have leaders, known as bruisers. They are tougher, better equipped, and often have a mean streak. M WS BS S T W I A LD Bandit 4 3 2 3 3 1 3 1 6 Bandit Bruiser 4 4 3 3 3 2 3 2 7 Equipment: Type: Infantry Bandits: Dagger, sword, club, light armour, helmet, sling,

throwing weapon,short bow. Bruisers: All of the above and pistol, handgun, heavy armour, morning star, great weapon, axe, bow. Mercenaries: Mercenaries are also often hired to kill fight for peoplewhether they be crime-lords or empire generals. Mercenary warbands are often led by Mercenary veterans. Mercenary Veteran M WS BS S T W I A LD 4 4 3 3 3 1 3 1 7 4 4 4 3 3 2 3 1 8

Equipment: Type: Infantry Mercenaries: Any melee weapon- any ranged weapons-any armour except full plate. Veteran: Any melee weapon-any ranged weapon-any armour. Highway men: Highway men patrol the roads around the old world-robbing blind any and all. Mounted upon horses and sporting pistols, they ride forth, robbing coaches of all goods. M WS BS S T W I A LD Highway man 4 4 4 3 3 1 3 2 8 Equipment: Type: Infantry/cavalry Highway man are armed with a pistol, light armour and a sword. They may also ride a horse. Thief: Thieves often find their place in bandit societies-as they are fast and quick witted, and may a good hero has died by nothing more than a thief's dagger lodged in his back.

Thief

M WS BS S T W I A LD 4 3 3 3 3 1 4 1 6

Equipment: Type: Infantry Dagger, sword, throwing weapons, sling, club. Thief speed: Thieves have the always strike first special rule. Renegade knight: Throughout the empire, may disgraced knights turn to the path of evil-often simply because they have the power to. Make no mistake, a renegade knight is a worthy adversary. M WS BS S T W I A LD Renegade knight 4 4 4 4 4 1 4 2 8 Equipment: Type: Infantry/cavalry Lance, sword, shield, hammer, axe, morning star, spear, lance, barded warhorse, great weapon, heavy armour, helmet. Crime lord: Crime lords are dotted around the empire-they are some of the most well-equipped beings in the whole of the old world. All crime-lords are nasty, as they have had to crawl their way up from the bottom. Crime lord M WS BS S T W I A LD 4 5 4 4 4 3 4 3 8

Equipment: Type: Infantry Any melee weapon-any ranged weapon-any armour. Cultist: The empire is home to many cults, some of which are benign, and some of which are not. Many of these cults have often been infiltrated by chaos.

M WS Cultist 4 3 Cult enforcer 4 4 Cult leader 4 4

BS 2 3 3

S 3 3 3

T 3 3 3

W 1 1 2

I A 3 1 3 2 4 1

LD 7 8 9

Equipment: Type: Infantry Cultist: Dagger, sword, club, throwing weapons. Cult enforcer: All of the above and whip and halberd. Cult leader: Dagger and sword. Spell-caster: The cult leader is a spell-caster. Fight on for the cult !: As long as the cult leader is alive, all cultists and cult enforcers are unbreakable. Summon them: The cult leader knows only one spell-summon daemon.

2. Animals
Although there are many forces in the old world which can threaten the heroes, animals too can be a real threat to adventurers, for animals do not know the difference between a hero and a villain. Wolves: Wolves often prowl the borders of Middeland, attacking lone travellers. For the most part, wolves are quite docile animals-but harsh winters can cause wolves to attack anything. M WS BS S T W I A LD Wolf 6 3 0 3 3 1 3 1 5 Alpha wolf 6 4 0 4 4 2 4 2 6 Equipment: Type: Beasts Both wolves and alpha wolves have claws and teeth (hand weapon).

Alpha wolves: Blood frenzy: When an alpha wolf causes a wound, it gains the frenzy special rule. Bears: Bears are large , ferocious creatures. They are seldom seen, but when they are, they will attack, for they are beasts which are easily scared and want to protect themselves. M WS BS S T W I A LD Brown bear 5 4 0 5 5 4 2 4 6 Black bear 5 5 0 6 6 4 3 5 7 Equipment: Type: Monster Thick bear skin, teeth and claws (hand weapon). Bear skin: Bears get a 5+ scaly skin save. Mountain lions: Lions are savage beasts at the best of times, but not so much as the viscous mountain lion. Huge, strong and fas, mountain lions are powerful predators, well adapted to their environment. M WS BS S T W I A LD Mountain lions 7 5 0 5 5 3 5 3 5 Equipment: Type: Beast Teeth and claws (hand weapon). Savage maw: Mountain lions have the killing blow special rule. Unicorn: Unicorns are magical creatures of old, creatures who are imbued with magic. However, to anger a unicorn is a bad things, as it will use its horn to skewer foes. M WS BS S T W I A LD

Unicorn

8 4

0 4 4 2 4 2 10

Equipment: Type: Beast Unicorn horn: Spear which give the unicorn a 2+ ward save. Fearless: Unicorns are unbreakable Magical: Unicorns generate 4 spell dice a turn only to dispel magic spells. Fast: Unicorns have swift stride. Giant spider: Amongst the many vast caverns and the great forest of the old world is where the giant spider call their home. They use poison to paralyse their prey. They are usually around the size of ponies, but some have been said to be as big as elephants. The most terrifying of the spiders are the spider queens, intelligent beasts which spawn more spiders and cause mass havoc. M WS BS S T W I A LD Giant spider 9 3 0 3 3 1 3 1 7 Gigantic spider 9 4 0 5 5 4 4 4 8 Spider queen 9 6 0 6 6 14 4 6 10 Equipment: Type: Beast Giant spider: Pincers and legs (hand weapon). Wall-crawlers: Spider take no penalty for moving over terrain and have the swift stride special rule. Poisonous fangs: Poisonous attacks special rule. Gigantic spiders: Pincers and legs (hand weapon). Type: Monster Wall-crawler. Poisonous fangs. Swift stride Scaly skin: 6+ Fear

Spider queen: Pincers and legs (hand weapons) Type: Monster Wall-crawler Poisonous fangs Swift stride Scaly skin: 4+ Venom rush: One attack should be marked in a different colour to the rest. This attack is as strength 7 and causes D3 wounds. Spawn broodling: In the shooting phase, a spider queen may spawn a broodling. A single giant spider may be placed down within 1 of the spider queen. She may do this until she is on 7 wound lefts (as she is to weak to make any more spiders). Hatred of man: Spider queens have the hatred:humans special rule. Causes terror Trolls: Trolls are everywhere in the old world-huge monsters of foul repute. With a mass of strength and regenerating flesh, it is no wonder trolls are often put in rooms to guard treasure. Troll M WS BS S T W I A LD 6 4 0 5 5 6 1 3 9

Equipment: Type: Monster Fists and various hitting equipment (hand weapon). Regeneration special rule. Troll vomit: Instead of making 3 attacks in combat, a troll may make one instead. This attack automatically hits and allows no armour saves. Stupidity Sabretusks: Sabretusks are large beasts which prowl icy lands, although they can often be found in the mountains and in snowy provinces in the empire. Viscous and fast, woe betide the fool who

tries to outrun a sabretusk. M WS BS S T W I A LD Sabretusk 6 4 0 4 4 3 4 3 9 Equipment: Claws and teeth (hand weapon). Type: Beast

Dragon ogres: When lightning cracks and thunder rolls in, dragon ogres emerge from their caves to feel rejuvenated by the energy of storms. They are huge creatures, made of muscle and scale. To fight one is to truly fight for survival. They are often ruled over by larger, older ones, known as dragon ogre shaggoths. These beasts are have lived for thousands of years, and come out during great storms, often leading others of its kind. M WS BS S T W I A LD Dragon ogre 6 4 0 5 5 8 2 4 8 Shaggoth 6 6 0 6 6 16 4 6 10 Equipment: Types: Monsters Hand weapon, great weapon or two hand weapons. Dragon ogre: Scaly skin: 4+ Cause fear Storm rage: Any attack that is lightning based does not do any damage-also, the dragon ogre is now in a frenzy. Dragon ogre Shaggoth: Scaly skin: 4+ Cause terror Storm rage Hatred: everyone. Fen beasts:

Within the swamps of the old world, foul creatures rise from the murky depths. One such creature is the foul fen beast, a large creature which sucks up creatures in it flesh and digests them. M WS BS S T W I A LD Fen beast 2 2 0 6 8 8 1 2 10 Equipment: Huge fists (hand weapon). Regeneration Scaly skin: 5+ Cause fear Stupidity Hydra: Although dragons are regarded as the most ancient of all beasts, many forget their draconian cousins the fierce hydra. Large, massive creatures who breathe fire and regenerate wounds make the hydra a truly fearsome beast. Hydra M WS BS S T W I A LD 6 3 3 6 6 10 3 6 10 Type: Monster

Equipment: Claws and teeth (hand weapons) Breath weapon Hatred: everyone Cause terror Scaly skin: 4+ Regenerate Cut off the heads and the body dies: Every time a hydra takes 2 wounds, 1 head dies. Decrease the hydra's strength and attacks by 1 each time.

Minotaur: Minotaurs are huge bestial creatures which are often found in dungeons, due to their natural love of treasure. They also have a love of flesh, and will devour corpses very quickly. The largest Minotaurs are known as Doom-bulls, and are the strongest of their race. M WS BS S T W I A LD Minotaur 6 4 0 5 5 8 3 3 9 Doom-bull 6 6 0 6 6 12 4 6 10 Equipment: Hand weapon, great weapon, light armour, heavy armour, mace. Minotaur: Cause fear Blood-greed: When a Minotaur causes 6 or more wounds, it gains the frenzy and hatred: everyone special rule. Doom-bull: Cause terror Blood-greed 5+ scaly skin Giant: Giants are...well...giant beasts which roam the lands of the old world, often plundering small towns and farmland for foodpeople are always nice... Giant M WS BS S T W I A LD 6 3 3 6 6 20 3 * 10 Type: Monster

Equipment: Hands and possibly a club Cause terror Steadfast

*Special attack: Before a giant attack in close combat, roll a D6 and consult the table below: Giant special attack: 1-Yell and bawl: The giant automatically wins the combat by 2 points. 2-3-Sweep with club: Defender must take an initiative test-if failed model takes 2D6 strength 4 hits. 4-5-Pick up and eat: Defender must pass an initiative test-if failed he is eaten-takes D6 wounds with no armour save allowed. 6-Smack with arms: Giant has 4 attacks and attacks normally.

3. Chaos:
The armies of chaos are on of the greatest threats to the old world, for they want nothing more but to destroy everything that is good and civilised in this world. Often, they will sink their roots in by creating cults before destroying their enemy. Special rules for warriors of chaos: Agent of chaos: Models with this rule allows any friendly model within 3 to use it leadership. Will of chaos: Models with this rule may re-roll any leadership test. Special items: Banner: Banners count as a staff that gives a +1 leadership bonus to any model within 3.

Horn: As long as there is a horn on the field, a force cannot be broken. Chaos armour: Gives a 4+ armour save and spell-casters may wear it. Marks of chaos: A model may have e mark of chaos-if they do, it counts as an extra wound towards constructing a force. He may choose from on of the following: Khorne: +1 attack. Nurgle: +1 toughness. Tzeentch: +1 to ward save. Slaanesh: +1 initiative. Marauders: Marauders hail from the north lands- a desperate, uncivilised land-as such, it is not hard to believe they worship chaos. They are savage warriors, and will not yield until the succeed in the name of their glorious gods. M WS BS S T W I A LD Marauders 4 4 3 3 3 1 3 1 7 Marauder champion 4 4 4 3 3 2 4 2 8 Equipment: Type: Infantry Marauders: Dagger, sword, axe, hammer, morning star, flail, light armour, shield, helmet, throwing weapon, banner, horn. Marauder champion: All of the above + great weapon, mace, heavy armour, nets-may also have a mark of chaos. Will of chaos Chaos warriors: Chaos warriors are the elite men in the army of chaos. Usually standing about 6 feet tall, clad in heavy armour, these

men sold their soul to chaos long ago for ultimate power. Now, they lead the war bands of chaos and continue their never ending war on the old world. M WS BS S T W I A LD Chaos warrior 4 4 0 4 4 2 4 2 8 Chaos chosen 4 5 0 4 4 3 4 3 9 Equipment: Type: Infantry Chaos warrior: Any melee weapon-chaos armour, shield, helmet, banner, horn-may choose a mark of chaos. Chaos chosen: Same as above (except for banner and horn). Will of chaos Agents of chaos Steadfast (chosen only) Chaos marauder horseman: Marauders are often known for riding horses, as the are the main animals they rely on for most tasks due to living in a less devolved world. In war, they ride ahead of the column, as scouts. M WS BS S T W I A LD Marauder horseman 4 4 0 3 3 1 3 1 7 Equipment: Type: Calvary Dagger, sword, axe, hammer, morning star, flail, light armour, shield, helmet, throwing weapon, banner, horn, horse, nets. Will of chaos War-hounds of chaos: War-hounds of chaos are viscous, mutant dog-like creatures. There are often shepherded in by soldiers. M WS BS S T W I A LD War-hound 4 3 0 3 3 1 3 1 5

Equipment: Teeth and claws (hand weapon). Chaos knight:

Type: Beast

Heavily-armoured warrior of chaos mounted upon barded steeds is what knights f chaos are. They are feared among the empire-rightly so, as they are combat monsters. M WS BS S T W I A LD Chaos knight 4 4 0 4 4 2 4 2 8 Chaos knight champion 4 5 0 4 4 3 4 3 9 Equipment: Type: Calvary Chaos knights: Any melee weapon-chaos armour, shield, helmet, banner, horn-may choose a mark of chaos, barded horse, lance. Chaos knight champion: Same as above. Will of chaos Agents of chaos Steadfast Cause fear Chaos spawn: Chaos spawn are foul creatures, once people, but after being blessed with too many gifts of chaos, has become a horrific mutant. M WS BS S T W I A LD Spawn 2D6 3 0 4 4 6 2 D6 10 Equipment: Type: Monster Flailing limbs (hand weapons). May also have a mark of chaos. Cause fear Chaos aspiring champion:

Armies of chaos are led by men warriors known as aspiring champions. These men are highly trained fighters with the ultimate goal of chaos always in their minds-as well as being gifted by the dark gods for the destruction they cause. M WS BS S T W I A LD Aspiring champion 4 6 0 5 5 5 5 5 10 Equipment: Type:Infantry/Cavalry Any melee weapon-may choose a mark of chaos-may also ride a horse with barding-lances. Will of chaos Agents of chaos Steadfast Immune to psychology Chaos sorcerer: Chaos sorcerers use the energies of chaos, destroying reality and corrupting all it touches. These are truly some of the most dangerous of all the servants of chaos, as they know the true power of the dark gods they serve. M WS BS S T W I A LD Chaos sorcerer 4 4 0 4 4 5 4 2 9 Equipment: Type: Infantry/Cavalry Staff, sword and chaos armour. May ride a barded warhorse. Will of chaos Agent of chaos Spell-caster: The chaos sorcerer knows 2 spells from the lore of chaos.

Chaos daemons:
Although the dark gods do use the armies of chaos

as their soldiers, they do have some of their own-foul daemons of chaos. These daemons reflect the attributes of the god. Special rules for chaos daemons: Daemonic: 1.Daemon has a magic resistance of 1. 2.Daemon is unbreakable. 3.Daemon causes fear 4.Daemon takes no penalties for night-fighting. Blood-letter: Lesser daemons of Khorne, Blood-letters are some of the best fighter in the world. Believed to be Khorne's foremost followers in their previous life, Blood-letters continue to spill blood for their god. Blood-letter M WS BS S T W I A LD 4 5 0 4 4 3 4 4 10

Equipment: Type: Infantry Hell-blade Daemonic Hell-blade: Hell-blades allows no armour saves. True killers: On the turn a Blood-letter charges, it has the killing blow special rule. 5+ ward save Horror of Tzeentch: Lesser daemons of Tzeentch, horrors of Tzeentch

are malicious creatures, which are as deadly as they are mischievous. There main form of attack is a flaming daemonic blast of blue fire which sear flesh and bone. Horror M WS BS S T W I A LD 4 3 3 3 3 1 3 1 10

Equipment: Type: Infantry Tentacles (hand weapon) Daemonic Blue fire of Tzeentch: Counts as a shooting weapon which fires 2 strength 4 shots at a range of 12. 4+ ward save Plague-bearer of Nurgle: Plague-bearers are ghastly creatures, covered in poxes and pustules, it is hard to believe they were once the souls of normal people who were slain by Nurgle's rot. Insanely difficult to kill, plague-bearers are a difficult foe to fight. M WS BS S T W I A LD Plague-bearer 4 3 0 4 5 5 2 2 10 Equipment: Noxious plague swords Daemonic Regeneration Plague sword: poisonous attacks. Daemonettes: Lesser servants of Slaanesh, Daemonettes are creatures which possess a hypnotic quality, which they use to daze their foe. Then, using their crab like claws and speed, rip the flesh from their foe. Type: Infantry

M WS BS S T W I A LD Daemonette 5 5 0 3 3 1 5 2 10 Equipment: Type: Infantry Crab-like claws Daemonic 5+ ward save Crab-like claws: armour piercing Charm(replaces cause fear): When fighting a Daemonette in close combat, the model must pass a leadership test. If successful, the model will fight as normal-is failed, the model will not attack. This test is done each round of combat with the Daemonette.

Beast-men:
Beast-men are truly the children of chaos. While men of the north and men must be tempted, a beast-man belong to chaos the moment he is born. They live in the many forest of the old world, and raid towns and raze them to the ground. Special rules for beast-men: Gor frenzy: When models with this rule suffer a wound, they gain the frenzy special rule. Despise man: All beast-men have the hatred:humans special rule. Ambush: Before a skirmish fight, a beast-man force may keep a quarter of its force off. Then, at the start of any Game master turn, the ambush force may move on from any table edge. They may not move or charge, although may shoot and cast magic. Special items:

Banner: (see chaos warrior banner). Horn: (see chaos warrior horn). Severed head: Usually that of the model greatest foe, beast-men with the severed head item are allowed to re-roll all to hit rolls in close combat. Man-bane axe: Man-bane axe are huge axes, made especially for killing infantry. A beast-man armed with a man-bane axe counts as being armed with a great weapon which against infantry models, has the killing blow special rule. Gor: Gors form the core of a the war herds. Masses of muscle and fur, clad in tribal gear and carrying crude weapons, Gors are ferocious fighters. To fight a Gor is to fight a crude parody of man, one which has the intent of collecting you head. M WS BS S T W I A LD Gor 5 4 3 3 4 2 3 1 7 Foe-render 5 4 3 4 4 3 3 2 8 Equipment: Type: Infantry Gors: Any melee weapon- sling, throwing weapon, shield, light armour-banner, horn, throwing weapons. Foe-render: All of the above (except banner and horn) and may also have a severed head. Despise man Gor frenzy Ambush

Ungor: The smaller beast-man, known as Ungors, are vile creatures. Smaller than Gors, they often stay at the back of the herd, using their keen eyesight to pepper the foe with the short bows they use. They have a huge hatred for man, even more so then Gors, as Ungors are often abused by the larger beast-men, so they take it out on their foes. M WS BS S T W I A LD Ungor 5 3 3 3 3 1 3 1 6 Equipment: Type: Infantry Dagger, sword, axe, spear, shields, throwing weapons, short bows. Despise man Ambush Bestigor: Bestigors are the largest and strongest of all the beastmen. Armed with huge axes, they are always prepared to hew limbs and hack the foe. Bestigor M WS BS S T W I A LD 5 5 3 4 4 3 4 3 8

Equipment: Type: Infantry Great weapon, sword, axe, hammer, shield, heavy armour, throwing weapon, mace, horn, banner, man-bane axe, severed heads. Gor frenzy Despise man Wargor: Wargors lead the herds of beast-men - they are the biggest, most brutal and strongest of all the beast-men, and want nothing more than to watch the many cities of the old world burn

down to the ground. M WS BS S T W I A LD Wargor: 5 6 4 5 5 4 4 4 9 Equipment: Type: Infantry Any melee weapon, man-bane axe, any armour, throwing weapons, nets, severed head. Gor frenzy Despise man Ambush Fury of the beast lord: When the Wargor get the frenzy special rule, he may never lose it. In addition, he causes fear (a very angry Wargor is a very scary thing !!!). Bray shaman: The bray shamans are vile creatures, being born with magical powers, they immediately rise in rank within the war herd. When beast-men go to war, the Bray shaman reigns magical destruction amongst their foes. M WS BS S T W I A LD Bray shaman 5 4 3 4 4 4 4 1 8 Equipment: Type: Infantry Axe, sword, staff, sorcerers robes. Despise man Ambush Spell caster: The bray shaman knows 2 spells from the lore of beasts. Centigor: Centigors are drunken, jealous creatures which cause mass havoc on the battlefield. They are a grotesque cross between

a beast-man and a four-legged creature. They will use any excuse to cause violence. Centigor M WS BS S T W I A LD 8 4 3 4 4 3 3 3 8

Equipment: Type: Beast Spear, sword, shield, light armour, throwing weapons, axe, banner, horn. Despise man Ambush Drunken: At the start of the game, roll a dice: on a roll of a 6, all Centigors have the unbreakable special rule. On a roll of a 5-2, they have Gor frenzy. On a roll of a 1, they have the stupidity special rule.

4. Undead
It is a well-known fact that the dead do not stay dead in the old world. They are restless, and many rise again. The centre of this horrific fact is in the land of Sylvania. However, many undead can be found amongst the old world. The dead are a terrifying army to fight-for they know no fear, and keep on coming. They are raised by dark magic, and necromancy. They are usually resurrected by the foul necromancers - sorcerers who dabble with raising the dead. Sometimes though, it can be even worse a vampire might be in charge of them. Vampires are horrific beasts, terrible creatures with a knack for drinking the blood of humans. They are the dark masters of the decaying undead army, and raise them up for their own nefarious purposes. The army of the dead is truly an unbeatable foe. For how can you kill something which is already dead ? Special rules: Undead rule:

Unbreakable: All undead models are unbreakable - they never flee !!! Fear: All undead models cause fear. Wound resolution: models who beat undead models in wound resolution cause a wound for each point they beat the undead by. Special items: Wight blade: Models with a Wight blade have the killing blow special rule. In addition, if a hero is put into a revival state by a Wight blade, then the hero only gets 1 turn in a revival state or counts as rolling a dead result and dies. Skeleton warriors: Skeleton warriors were once age-old warriors from many centuries ago, left upon the battlefields they were slain upon, and the dirt covering them up. Now, years later, bound by the dark magic of the master, they rise again, still clad in their corroded armour and holding the same weapons they used those years ago. M WS BS S T W I A LD Skeleton warrior 4 2 2 3 3 1 2 1 3 Equipment: Sword, spears, shield and light armour. Undead special rule. Type: Infantry

Zombies: Zombies are corpses brought back from the dead by the foul necromantic arts. While slow and poor fighter, many can and will overwhelm the foe and make them join their foul ranks.

M WS BS S T W I A LD Zombie 4 1 0 2 2 1 1 1 2 Equipment: Type: Infantry Hands and corroded weapons (hand weapon). Undead special rule. Shambling horde: Zombies shamble towards the foe. Zombies may not march. The grabbing dead: As zombies attack, they grab and claw at the foe. When a model is in combat with several zombies, for every extra zombie in combat beyond one, he loses an attack to a minimum of 1. For example, Hans Von Blucken has 4 attack, and is in combat with 3 zombies. As such, he will lose 2 attack, and only get 2 attacks. Grave guard: Grave guard are ancient Wights, foul creatures which were once elite units. Now, they serve the vampires, and often protect him while they are resting. They use deadly Wight blade weapons powered by magic which can cause fully-grown men to die from a small scratch. M WS BS S T W I A LD Grave guard 4 4 0 4 4 2 3 1 6 Equipment: Type: Infantry Heavy armour, shield, great weapons, Wight blades. Undead special rule.

Wight king: The ancient chieftains and leader of ages gone past can be raised again as foul Wight kings. They are notoriously difficult to kill, as the dark magic which summons then resurrects

their will to survive. M WS BS S T W I A LD Wight king 4 6 0 4 5 6 4 3 8 Equipment: Type: Infantry Heavy armour, shield, hand weapon, great weapon, mace, flail, morning star. Undead special rule. Wight weapons: Any weapons a Wight king has get the Wight blade special rule in addition to their usual rules. Difficult to kill: When a Wight king loses its last wound, roll a dice. On a roll of a 6, it gets back up with a single wound. Keep doing this each time it loses its last wound. Tomb banshee: Tomb banshees are the spirits of evil women, often those who were serial killers in their previous life. Now they rise again, spirits bound to the will of the vampire, bringing with them a wail deadly to mortals. M WS BS S T W I A LD Tomb banshee 6 3 0 3 3 1 3 1 6 Equipment: Type: Infantry Spectral blade (hand weapon). Undead special rule. Causes terror Ethereal: The tomb banshee can only be harmed by magical attacks-normal attack have no effect. (Note that wound resolution counts as magical !). Also, it can move through any terrain and models, but cannot march. Banshee scream: The banshee scream is a screaming attack. He range is 6 around the banshee. Any model in range takes a strength 6 hit with no armour save allowed. If a model is within 1

when this happens, he takes D3 strength 8 hits with no armour save allowed and all bottled items (e.g. health potions, fire bombs) and glass based items breaks, and are removed. Crypt Ghouls: Crypt ghouls are foul degenerate creatures that roam around the sewers of the old world. They use their claws coated in vile filth to slice their foes. M WS BS S T W I A LD Crypt Ghouls 4 3 0 3 4 2 3 2 6 Equipment: Type: Infantry Ghoul claws (hand weapons which give poison attacks rule.) Undead special rule. Vampires: Vampires are extremely powerful undead creatures, being a able combatant as well as a potent spellcaster of necromancy. Unlike other undead, vampire retain all their intelligence and will, which combined with eternal life gives them a deadly ambition. Vampire M WS BS S T W I A LD 5 7 0 5 5 3* 6 3 9

Equipment: Type: Infantry Any melee weapon, any armour. Undead special rule Spell-caster: Vampires know 3 spells from the lore of necromancy. *Chop off the head or pierce the heart: Once the vampire is on its final wound, only a to hit roll and to wound roll of a 6 will cause the final wound. Master wizard: A vampire may cast spells in armour. Cause terror

Necromancer: Necromancers are mortal men who wish to prolong their life and avoid death. Desperate men, they will often turn to another necromancer or even a vampire to teach them such a foul art. Although they become powerful spell-casters in the process, their sanity is some-what broken by what they have witnessed. M WS BS S T W I A LD Necromancer 4 3 3 3 3 2 3 1 6 Equipment: Type: Infantry Sword, dagger. Undead special rule. Spell-caster: Necromancers know raise dead and one other spell from the lore of necromancy.

5. Dark elves
Dark elves are spiteful and bloody people. For many years they have waged a bloody war against the high elves. They are infamous for their sword fighting and elite fighting skills. The hail from the land of Naggaroth, a bitter, barren land which the dark elves call home. They are raiders at heart, often leading attacks on other races for nothing but pure enjoyment of destruction and plundering of items. Special rules: Eternal hatred: Dark elves despise everyone. All Dark elves have the special rule hatred: everyone. Cold ones: Dark elves ride fierce cold ones: M WS BS S T W I A LD Cold ones: 6 4 0 4 4 2 2 2 8

Equipment: Teeth and claws (hand weapon). Frenzy. Special items:

Type: Infantry

Poisoned daggers: Dark elves poison their daggers to make them more deadly. A dark elf model armed with a dagger get poisoned attacks. Horn: Dark elves often blow horns to signify an attack. A horn can be blown once per game- once blown, all Dark elves on the field gain the always strike first special rule. Dark elf raiders: Dark elf raiders are the most common soldier in the dark elf army. Armed with deadly repeater crossbows, they attack any and all just for the twisted fun they have doing so. M WS BS S T W I A LD Raider 5 4 4 3 3 1 5 1 8 Equipment: Type: Infantry Sword, spear, poisoned daggers, horn, repeater crossbows, helmet. Eternal hatred Repeater crossbow: Name: Strength: Range: Special rules: Repeater crossbow 4 18 x2 shots Cold one knights: Cold one knights are the most feared of all dark elf warriors. Elite soldiers riding ferocious lizards in never a good combination.

M WS BS S T W I A LD Knight 5 5 4 4 4 2 5 2 9 Equipment: Type: Infantry Any melee weapon-any armour, throwing weapons, nets, barded cold ones. Eternal hatred Witch elves: Witch elves are ferocious fighters. Before battle, they drink a deadly cocktail of blood mixed with poisonous herbs to drive them into a blood lust. Witch elf Equipment: Type: Infantry Two hand weapons, dagger and throwing weapons. Eternal hatred Frenzy Raid-lords: Dark elf raiding forces are led by the nobles of the dark elf world. Usually well-equipped and with an assortment of deadly looking blades, Raid-lords are not all talk. Highly trained fighters, there is no surprise that they are leading an army. M WS BS S T W I A LD Raid-lord 5 6 6 4 4 3 7 3 10 Equipment: Type: Infantry Any melee weapon-poisoned daggers, throwing weapons, repeater crossbow, any armour, horn, cold one mount-lance/barding. Eternal hatred Beast masters: M WS BS S T W I A LD 5 4 4 3 3 1 6 3 9

Dark elves have a crude love for brutal entertainment, such as animals fighting. Beasts master are in charge of said entertainment. Often, when an army of dark elves come out to raid, beast masters bring along animals in packs. They then direct these animals into combat. M WS BS S T W I A LD Beast master: 5 4 4 3 3 1 5 2 9 Equipment: Type: Infantry Whip, sword, poisoned daggers, throwing weapons. Eternal Hatred Packs: Beast masters may lead a pack of cold ones, wolves, hydras, spiders and sabretusks. As long as the beast masters are alive, the packs get to use their leadership.

6. Orcs and goblins


Orcs are large, green creatures, which would be twice the size of a man if they did not hunch over. They wear crude leather armour, often made from a collection of items, as with their weapons. They form tribes and raiding parties ruled over by the biggest orcs. Within these tribes are also creatures known as goblins-smaller, green wiry like creatures-the complete opposite of orcs in almost every way. Nonetheless, these creatures come together in tribes and raiding parties to cause mass destruction amongst the old world. Special rules: Little'uns: Orcs never take panic tests of any kind caused by goblins. Choppa's: On the turn a model with this rule charges, it gets a +1 strength bonus for that turn.

Big'uns: Goblins use the leadership of an orc within 3. Special items: Standard: Models within 3 of the standard get a +1 bonus to their leadership. Horn: When a horn a blown, all orcs on the field get the hatred:everyone special rule and all goblins get the unbreakable special rule. The effect last for D3 turns, after which a horn cannot be used again that skirmish. Orcs: Referred to as orc boys, these are the orcs which make up the back-bone of the tribes and raiding parties. Big, green and very mean, they will put up a good fight to any all and all who want to get some. M WS BS S T W I A LD Orc boy 4 3 3 3 4 2 2 2 7 Orc boss 4 4 3 3 4 3 2 3 8 Orc big boss 4 4 4 4 4 4 3 4 9 Orc shaman 4 4 3 3 4 3 2 1 8 Equipment: Type: Infantry Boys: Sword, axe, club, hammer, spear, bow, light armour, helmet, shield, standard, horn. Boss: All of the above, and great weapon. Big boss: Any melee weapon, any armour, bow. Shaman: Axe, sword, dagger, staff, sorcerers robes.

Spell-caster: Orc shamans know 2 spells from the lore of Waaagh. Big'uns (all) Choppa's (all) Goblins: Goblins have a strange way of thinking, as they are completely okay with the fact that some of their fellows are going to die. To them it is a way of life and besides, there are always plenty more... M WS BS S T W I A LD Goblin 4 2 3 3 3 1 3 1 6 Goblin boss 4 3 3 3 3 1 3 2 6 Goblin Big boss 4 4 4 3 3 2 4 3 7 Goblin shaman 4 3 3 3 3 2 3 1 6 Equipment: Type: Infantry Goblins: Sword, dagger, shield, spear, light armour, short bows, helmet, standard. Boss: All of the above and great weapons and throwing weapons. Big boss: Any melee weapon-any armour-short bow, may ride a wolf. Shaman: Dagger, staff, sorcerers robes-may ride a wolf. Spell-caster: Goblins shamans know 1 spell from the lore of Waaagh. Little'uns (all) Goblin wolf riders: Goblins and wolves have always had an alliance, for whatever reason. Perhaps it was because the goblins saw they could use wolves as mounts and the wolves have the goblins protection. Maybe it was just the similar nature-both being cunning creatures. The reason remains a mystery, but this makes

goblin wolf riders no less deadly. Goblin M WS BS S T W I A LD 4 3 3 3 3 1 3 1 6

Equipment: Type: Calvary Sword, dagger, shield, spear, light armour, short bows, helmet, standard, riding wolves. Little'uns Black orcs: Black orcs are the largest and strongest of all orcs, and get their name from the colour of their skin and their attitude. They are also the most well-armed, and take war much more seriously then their orcish kin. M WS BS S T W I A LD Black orcs 4 4 0 4 4 2 3 3 8 Black orc boss 4 5 0 4 4 3 3 4 9 Black orc big boss 4 6 0 5 5 4 4 5 10 Equipment: Type: Infantry Black orcs: Any melee weapon, any armour, standard, horn. Black orc boss: All of the above. Black orc big boss: All of the above. Big'uns (all) Choppa's (all) Armed to da' teef: Black orcs often come to war fully equippedand ready for anything. A black orc may change his equipment at the start of the round of combat rather than at the overlook phase. Nasty skulkers: Goblins are always looking for a new dirty trick to employ in war. Some goblins have the grace to dart forwards very fast and get a lot of stabs in when the foe isn't looking. These goblins are also very good as stabbing people in the back, being

assassins for hire in their own society. M WS BS S T W I A LD Nasty Skulkers 6 4 4 3 3 2 5 2 7 Equipment: Type: Infantry Two hand weapons, throwing weapons, dagger. Death speed: On the turn a nasty skulker charges, he gets the always strike first special rule. In addition, he also gets the killing blow special rule. Expert stabber: Nasty Skulkers get a +1 bonus to their back-stab roll due to having trained at that. Little'uns

7. Skaven
Underneath the feet of the people of the empire, there is is another threat far greater than any the will ever face on land. They are the Skaven foul rat man, perhaps warped by the energies of chaos. Often many people who see them stop and stare in disbelief. However, they are very real-and want nothing more than to destroy the empire. If the skaven were to unite and attack the empire, they would be no match for the viscous rat-man. Fortunately, the skaven have different tribes, and often fight each other rather than the collective foe. However, one day the skaven will rise-and it will be the end of the empire as we know it. Special rules: Scurry away !: Skaven get a +1 bonus on their roll to flee, however, as soon as a skaven force is broken, the remainder automatically flees. Strength in numbers: For every friendly skaven within 3 of

another friendly skaven, those models get a +1 bonus to their leadership e.g. there are 3 skaven, on in the middle, and 2 either side 3 from it. The one in the middle will get a +2 leadership bonus, making it have leadership 7, while the 2 on the side get a +1 bonus, so have leadership 6. A way of life: All skaven get a +1 bonus to back stab rolls. Special items: Banner: (see warriors of chaos.) Musician: Each musician can be used once per skirmish. When it is, D3 wounds worth of models may deployed in the deployment zone. Rat-men: Clan-rats are the backbone of the skaven army. There are millions of them in the under-empire, and many of them dying is no loss what-so-ever. There are also skaven slaves-rat men which do not hold the rank of clan-rat and do the mundane tasks throughout the under-empire. M WS Clan-rat 5 3 Claw-leader 5 3 Skaven slave 5 2 BS 3 3 2 S 3 3 3 T W 3 1 3 1 3 1 I A 4 1 4 2 3 1 LD 5 5 3

Equipment: Type: Infantry Clan rats/claw-leader: Swords, shield, light armour, spears, banner, musician. Skaven slaves: Slings, daggers. Scurry away ! Strength in numbers A way of life

Storm vermin: Storm vermin are the heavily armoured elite of the skaven world. Thick muscles, heavy armour and huge halberds easily set them apart from their lesser kin. Storm vermin Fang-leader M WS BS S T W I A LD 5 4 3 4 4 2 4 2 6 5 5 3 4 4 3 5 3 7

Equipment: Type: Infantry Storm vermin: Heavy armour, halberd, helmet, sword, musician, banner. Fang-leader: All of the above-great weapon, axe, hammer. Scurry away ! Strength in numbers A way of life Enforcer: Any skaven within 2 of a Storm vermin which has failed a leadership test may re-roll it. Clan Eshin: The skaven are often organised into clans-one of which is the infamous clan Eshin, famous for its assassins-which are even more back stab-like then a regular trooper. Night runner Gutter runner Assassin M WS BS S T 5 3 3 3 3 5 4 4 3 3 5 5 5 4 4 W I 1 4 1 5 2 6 A 1 2 3 LD 5 5 9

Equipment: Type: Infantry Night runners: Dagger, sword, slings, nets. Gutter runners: All of the above and throwing weapons.

Assassin: All of the above Scurry away Strength in numbers A way of life Dodge: Night runners get a 6+ ward save, Gutter runners a 5+, and assassins a 4+. Knife master (assassin only): Assassins do no take the penalty for wielding daggers. In addition, an assassins back stab roll start at a 4+ rather than a 6+ such is their skill. Packs: The dreaded clan Moulder are the ones who breed terrifying monsters. While such creatures can be put into the battlefield alone, there are a lot of...variables that could effect the creatures performance. As such, the clan sends pack masters with them to keep the creatures in check. The creatures most commonly used are the giant rats (viscous mutant rats) and huge rat ogres (vicious mutant rat ogres). M WS Rat ogres 6 4 Giant rats 6 3 Pack masters 5 3 BS 0 0 3 S 5 3 3 T W 5 6 3 1 3 2 I A 3 3 3 1 4 2 LD 4 4 6

Equipment: Type: Infantry/beast/monster Rat ogres: claws and savagery Giant rats: teeth and claws Pack masters: Whip, light armour, sword, throwing weapons. Rat ogre: Monster Stupidity Cause fear

Giant rats: Beasts Stupidity Pack master: Scurry away Strength in numbers A way of life Controller: As long as either of the creatures above has a pack master within 6 of them, they do not suffer their stupidity. Skaven chieftain: Skaven are led by chieftains- those individuals who have the most courage. Although this position could end up with a knife in their back, the council of 13 commands it, so shall it be done. Chieftain M WS BS S T W I A LD 5 5 4 4 4 4 5 3 8

Equipment: Type: Infantry Any melee weapon, throwing weapons, any armour. Scurry away Strength in numbers A way of life Enforcer (see storm vermin rules). Leader: All skaven may use the chieftains leadership as long as they are within 6 of him. Warlock engineer: Warlock engineers blend the power of arcane magic with warpstone based technology-for some-what erratic results. They often travel with bands of other skaven to get new technology.

M WS BS S T W I A LD Warlock engineer 5 4 4 4 4 2 4 1 6 Equipment: Type: Infantry Sword, sorcerers robes,pistol, handgun, warpstone generator. Scurry away Strength in numbers A way of life Spell caster: A warlock engineer is a spell-caster who knows 2 spells from the lore of skaven. Warlock generator: Warlock engineer generate 2 extra spell dice a turn- at the start of the magic phase. Warpstone ammo: Handguns/pistol used by the engineer are at strength 5, but if he's rolls a one when rolling to hit, he takes a strength 3 hit with no save allowed.

8. Ogres
Far to the east of the old world lies the mountain of mourn- a truly dangerous place, for the weather and the environment are not forgiving. This is also where the ogres kingdoms are, these brutish monster often foraying into the outside world for food and war. In war, ogres are terrifying- it takes several men to take down one. As such, to fight an army of them is a hard task. They are often found in dungeons and caves, as ogres like to make their home in rocky places, and where better than a dungeon or cave to be ? Special rules: Bull charge: An charging ogre bull is a ferocious thing. When a model with this rule charges into combat, the receiver of said charge automatically takes a strength 4 hit with no armour save allowed. Special items:

Iron-fist: An iron-fist is a huge mental gauntlet used by ogres to defend themselves more while stabbing the foe. Iron-fists count as a shield and give a +1 attack bonus to the ogre wielding them. Man-trap: Often referred to as a man-trap, ogres often pick up bear traps and use them as weapons in which to crunch people's head in. A ogre with a man-trap has the killing blow special rule. Ogre clubs: Ogres often sport huge clubs, often to whack the living daylights out of a enemy. Ogre clubs are hand weapons which have the armour piercing special rule. Great hammers: Some ogres wield massive, massive hammers. Great hammers are great weapons with an extra +1 strength bonus. Ogres: There are 2 different kind of ogres which are usually encountered. Bulls and Iron-guts. Bulls are your average ogre, often wielding a club, and with a love of bashing things. Iron-guts are ogres with more armour, sporting great weapons, and have a natural love of treasure. In the ogre hierarchy, both are ruled over by the ogre bruiser-the biggest, largest, and nastiest ogre, who's often in charge of the tribe. Bull Iron-gut Bruiser M WS 6 4 6 5 6 6 BS 0 0 0 S T 4 4 4 4 5 5 W I A LD 6 2 3 8 8 3 4 9 12 4 6 10

Equipment: Type: Monster: Bull: Ogre clubs, iron fists, light armour. Iron-gut: All of the above and heavy armour, helmet, great weapon, great hammers, man-trap.

Bruisers: All of the above. Cause fear Bull charge Gnoblars: For the more menial jobs in the tribe, ogres get the Gnoblars to do it. Gnoblars are a small, goblinoid race of creature which hang around with the ogres for protection. There are very similar in respects to that of the goblins which go with orcs, but considered much more mischievous, and far less serious. The core of Gnoblars are known as fighters, which are led by bullies. Some Gnoblars prefer to sneak around, and are known as trappers and the final group of Gnoblars like nothing more than to have a nice piggy back ride. M WS BS S T W I A LD Gnoblar fighter 4 2 2 2 2 1 3 1 5 Gnoblar bully 4 3 3 3 3 1 3 2 6 Gnoblar trapper 4 2 3 2 2 1 3 1 5 Gnoblar piggy lads 4 3 3 3 3 2 3 2 6 Equipment: Type: Infantry Fighter: Various items (hand weapons) and slings. Bully: All of the above and light armour, helmets and clubs. Trapper: Various items (hand weapons) and slings, and man-traps. Piggy lads: Spear, light armour. Piggy !: Piggy lads are a bizarre weapon of war- piggy lads are immune to psychology (shaking it off as they run forwards), have the bull charge rule (as they crash into enemies) and cause fear (and enemy is not sure whether to attack or stand there and laugh).

Gorger: Gorgers are degenerated ogre kin that wander around tunnels and labyrinths under the old world. Large beasts, with an immense amount of strength behind them, to fight a gorger is to fight for your life-for they are fierce beasts, and food does not come often.... Gorger M WS BS S T W I A LD 6 3 0 6 6 8 4 6 10 Type: Monster

Equipment: Huge claws (hand weapon). Cause fear Frenzy Hatred: everyone

12. Boss characters

In any book or movie, the main characters often need to fight antagonists (evil characters). Such is the same with RPG, as players may have to fight one such characters. Such characters are known as boss characters and they can be used by the Game master throughout the campaign. The only rule with boss characters is that the Game master MUST be able to produce a sheet which players can see which have all the boss characters special rules written down. As long as the Game master has that sheet, they can make any character they want. On the next page we have a few examples of an easy, medium and hard boss character so you can get an idea. Geirolf: Geirolf is a huge, black wolf which recently has been

leading large packs of other savage wolves and attacking towns and livestock. Geirolf M WS BS S T W I A LD 6 4 0 5 5 2 5 2 10

Equipment: Type: Beast Teeth and claws (hand weapon) Blood frenzy: (See alpha wolf entry) Immune to psychology Biting choke: Geirolf always aims for neck.... This character has the killing blow special rule. Re-knitting skin: Geirolf has the regeneration special rule Character analysis: This is a good easy character to fight in RPG, as he is moderately easy to kill. He puts up a decent fight, with regeneration to protect him and the killing blow special rule. Definitely a solid character to fight indeed. Kessel Von Bruderhack: A legendary fighter, Von Bruderhack was given control of a town when he returned as a successful knight from the great war against chaos. Now, however, he serves the very powers he once fought against, and has corrupted the town from within. M WS BS S T W I A LD Von Bruderhack 4 6 4 4 4 6 4 4 9 Equipment: Type: Infantry Sword of blades, armour of mauven, spiked shield, mark of khorne, brace of pistols. Immune to psychology Last-ditch attacks: When Von Bruderhack is on one wound, he gains +2 attacks. Sword of blades: The sword of blades is a magic weapon which

allows no armour saves when hit by it. Armour of mauven: Grants a 4+ armour save and a +2 to his parry save. Spiked shield: Grants a +2 bonus to armour save instead of +1-in addition, if Von Bruderhack passes his parry save, the model which did the attack takes a strength 4 hit. Character analysis: As we can see, Von Bruderhack is quite a powerful fighter, just smashing everyone out of the way. If you can beat him in close combat, fair play ! His obvious weakness ? Shooting-a handgun would negate his save to a 4+, and just relying on a high armour save out of combat allows it be easily modified. Even then, he can fire his brace of pistols at playerstruly a medium character if I ever saw one. Harkon the black: Harkon the black is a necromancer who has been around for years. Using his Skull of Kardon, he now has ultimate power to summon an undead army. M WS BS S T W I A LD Harkon the Black 4 5 5 4 4 3 4 3 10 Equipment: Type:Infantry Cloak of shadows, Skull of Kardon, dagger of bones. Unbreakable Hatred:Everyone Spell-caster: Harkon the black knows 4 spells from the lore or necromancy - also he starts on 6 spell dice rather than 4. Dagger of bones: The dagger of bones counts as a dagger which doubles the wielders strength. Cloak of shadows: As long as Harkon wears the cloak of shadows, he gets a 3+ ward save and may not be targeted by ranged attacks unless the pass an initiative test first. Skull of Kardon: The Skull of Kardon generates 3 extra spell dice

a turn, and also lets Harkon know a random spell from any one of the eight lores which is randomized each magic phase. Character analysis: As you can see, Harkon the Black is a very powerful spell-caster. With a decent selection of spells, and one which is randomised from one of the eight lores he can use a lot of different spells to destroy his foe. The Skull of Kardon is nasty, as it gives him extra spell dice without having to waste the time to channel. The cloak of shadows stops him from being targeted so easily with ranged weapons and spells. And if he gets into combat, he's not shy of killing the foe, with a dagger which doubles his strength to 8, allowing him to pierce armour and bone. Harkon the Black is a real tough boss character, and I'm very proud of him.

13. Eight lores of magic


The lore of fire

Signature spell: Furious fists of flaming fury 4+ to cast The wizard imbues his fists with flame and uses them as deadly close combat weapons. The wizard gains +3 attacks and +1 strength until the start of his next magic phase. Level 1: Fireball 7+ to cast The wizard creates a ball of fire in his hand which he then throws at his foes. The wizard places a marker within a range of 18. Extend D3 around it. Any model in the D3 hit zone takes a strength 4 hit. The model under the marker takes D3 strength 4 hits. Level 2: Cascading fire-cloak 8+ to cast The wizard creates a shield of flame around him. The wizard gets a +2 bonus to his ward save until the start of his next magic phase. In addition, any model that comes into base-tobase contact with the wizard suffers D3 strength 4 hits with no save allowed.

Level 4: Piercing bolts of burning 8+ to cast The wizard focuses his gaze on one model and send bolts of flame after it. When cast, one enemy model with 18 of the wizard takes D6 strength 4 hits. Level 6: Wall of flame 12+ to cast The wizard summons a great wall of flame in front of his foes. Any who goes through will surely burn. Mark a point within 6 of the wizard. Then from that point extend a 12 line and mark the end. Any model which is hit or goes through the line takes a strength 4 hit with no armour save allowed. Level 10: Burning head 14+ to cast The wizard summons a huge burning skull, wreathed in flames, and sends it flying towards the foe. Extend a 18 line from the wizard. Any model underneath it suffers D3 strength 6 hits. In addition, any model it hits which doesn't die must immediately take a panic test. Level 12: Flame storm 16+ to cast The wizard blast all the foes in a set are with a huge fire-blast. Place a marker within 24 of the wizard. From that marker, every model within 2D6 is in the hit zone and takes D3 strength 4 hits. The model directly underneath the marker takes D6 strength 6 hits with no armour save allowed.

The lore of beasts:

Signature spell: The beast within 4+ to cast The wizard unleashes the beast within himself or an ally. The wizard may cast them on himself or a friendly model with 12. If cast, the targeted model has the frenzy special rule until the start of the wizards next magic phase. Level 2: Flock of doom 6+ to cast The wizard summons a flock of birds around him to peck his foes. When cast, any model within 6 of the wizard takes D3 strength 3 hits. Level 4: Pann's impenetrable pelt 8+ to cast Calling upon the spirits of beasts, the wizard shield himself or an ally in ethereal fur and hide. Remains in play. May be cast upon the wizard or a friendly model within 12. The target of this spell gets a +2 bonus to his toughness. Level 8: The amber spear 14+ to cast The wizard conjures up a glowing spear, which he hurls a the foe. The wizard must pick an enemy target within 18. The model takes D6 strength 6 hits. Level 13: Power of the wolf 16+ to cast

The wizard summons the spirit of a wolf to attack his foes. The wizard summons a alpha wolf which has the ethereal rule, which is placed within 12 of him and 1 away from any enemy model. The alpha wolf is controlled by the wizard, and goes away at the start of the next magic phase unless the wizard puts a spell dice to sustain it. The wolf automatically disappears if the wizard goes into a revival state or at the end of a skirmish. Level 15: Savagery 18+ to cast The wizard calls upon the ancient spirits of animals to infuse himself and his allies with the true power of the beasts. The wizard may cast this spell upon himself or an ally within 12. The targeted model gains +3 to his weapon skill, strength and attacks until the start of the wizards next magic phase. Level 20: Transformation of Kadon 20+ to cast The wizard casts a spell which allows him to transform into different beasts. Remains in play-once cast, the wizard turns into one of the following beasts: Brown bear Mountain lion Unicorn The wizard may not cast magic while in this form, and all items do not work (e.g. magic weapons, bow, armour etc). Any wounds suffered are carried over in these transformations. Remember, this spell ends if the wizards want it to, at the end of a skirmish or if it is successfully dispelled

The lore of metal:

Signature spell: Philosophers will 4+ to cast As the wizard spills the blood of the foe, it magically transforms into gold coins which the wizard quickly grabs. Remains in play. Once cast, for every wound the wizard causes (magical, shooting, close combat), he gains 10 gold coins. Level 2: Plague of rust 6+ to cast The wizard casts a spell which causes the enemies armour to flake off and crumble. Pick a enemy model within 18. That models armour save is now reduced by one point for the rest of the game. Level 5: Scintillating spray of sizzling silver slivers 7+ to cast The wizard sends a scintillating spray of sizzling silver slivers at the enemy. These burn through flesh and armour. The wizard counts as firing a blunderbuss which allows no armour save what-so-ever. If the wizard gets a point-blank shot, then the strength is upped to 10, and still has the killing blow special rule.

Level 10: Glittering robes: 9+ to cast The wizard casts an incantation to coat himself and his allies in glittering robes which are hard to break. When cast, the wizard (and all his allies) get a +2 bonus to their armour saves until the start of his next magic phase. He may put another spell dice in to keep it going until the start of his next magic phase, and so on. Level 12: Transmutation of lead 11+ to cast The wizards targets a foe, and their weapons and armour suddenly become twice the burden they were before. Pick an enemy model within 18. Once cast, the model suffers a -2 penalty to its weapon-skill, ballistic-skill and armour saves. The wizard may put a spell dice into to keep it going to the start of his next magic phase, and so on. Level 14: Commandment of brass 14+ to cast The wizard uses his powers to command the blades of his enemies to attack themselves, whether it be a sword accidentally cutting its wielder or a mace bludgeoning its own master. Once cast, all models within 6 of the wizard automatically make a single attack against themselves, attacking as par normal. Level 16: Molten cocktail 18+ to cast Using the powers of magic, the wizard mixes himself a cocktail of molten iron which is then hurled at the foe. Molten cocktail works exactly like a fire-bomb, but the strength of all hits are 10 instead of the normal strength of a fire-bomb.

The lore of light:

Signature spell: Burning gaze 4+ to cast The wizards eyes become filled with light which burns the flesh of the foe. Once cast, the wizard must target an enemy model within 6. That model takes a single strength 5 hit with no save allowed. Level 2: Pha's protection 5+ to cast The wizard calls upon the guardian of light to protect himself and his allies. This spell may be cast upon the wizard himself or a friendly ally within 6. The target of the spell gets a 4+ ward save until the start of the wizards next magic phase. Level 3: The speed of light 8+ to cast The wizard casts a spell which makes himself or an ally incredibly fast. This spell may be cast on the wizard or an ally within 12. Once, cast, the target of this spell receives initiative 10 and the always strike first special rule until the start of the wizards next magic phase.

Level 4: Healing energy 9+ to cast The wizard uses the power of light to heal his friends or himself. This spell may be cast on the wizard or a friendly model within 6. Once cast, that model regains D3 wounds (he may not go above his maximum number of wounds). Level 5: Light of battle 10+ to cast The wizard uses the power of light to bolster the hearts of his friends. Once cast, all models on the wizards side have leadership 10 and are unbreakable until the end of his next magic phase. Level 6: Dazzling brightness: 11+ to cast The wizard uses the end of his staff to light the way and blind his foes. Remains in play. Once cast, all enemy models attacking the wizard suffer a -1 to hit penalty and the wizard also counts as wielding a torch which does not run out (for as long as the spell is in play). Level 7: Time-warp 14+ to cast The wizard warps time around himself and the party so as to get the combat advantage. Once this spell is cast, the wizard and all his allies may repeat one phase-exactly like the shadow-step talent. This may be the shooting phase, or the close combat phase, etc. However, the magic phase may not be repeated.

The lore of life:

Signature spell: Earth blood 6+ to cast The wizard taps into the magic of nature to imbue his allies. This spell may be cast on the wizard or a ally within 6. The model gains the regeneration (5+) until the start of the wizards next magic phase. Level 3: Flesh to stone 6+ to cast The wizard changes himself or his allies flesh to hard stone. Remains in play. This spell may be cast on the wizard or a ally within 12. Once cast, the targeted model gets a +1 bonus to his toughness and scaly skin 6+. Level 5: Lashes of thorns 8+ to cast The wizard summons a thicket in thorns which ensnares the foe. Once cast, the wizard must target 3 enemy models within 12. Each targeted model take D3 strength 3 hits. Level 7: Rain dance 9+ to cast The wizard causes rain to come down which gives him power. Once cast, the wizard generates D3 spell dice. Level 9: The dwellers below 12+ to cast

The wizard summons creatures from the ground to drag his foes under the earth to who knows what fate. Once cast, the wizard must pick a point within 18. Then, from that point, extend a D6 hit zone around it. Any model in the hit zone or under the marker must pass a strength test or lose all wounds with no armour or regeneration save allowed. Level 11: Mistress of the march 14+ to cast The wizard casts a spell to slow down his foe. Once cast, all enemy model within 18 of the wizard may only move half e.g. a 4 inch moving model can only move 2, or march 4 inches. Level 13: Throne of vines: 16+ to cast The wizard summons a great throne, fashioned from vines, which makes him have a greater connection with the world, and makes him more powerful. Remains in play. Once cast, the wizard will ignore roll of a miscast on a 4+. Also, for each spell he cast while on the throne, he gets the following benefits: Earth blood: Regeneration 4+ instead of 5+. Flesh to stone: +2 bonus to toughness and scaly skin 5+. Lashes of thorns: range of spell is 18 instead of 12. Rain dance: Gains D6 spell dice instead of D3. Dwellers below: Hit zone is 2D6 instead of 1D6. Mistress of the march: Models effected may not march.

The lore of heavens:

Signature spell: Portent of far 4+ to cast The wizard casts a spell to allow his allies more accuracy. This spell may be cast on the wizard or an ally within 6. Once cast, all the models roll of to hit that is a one (both in combat and shooting) may be re-rolled. Level 3: Wind blast 6+ to cast The wizard hurls a great blast of wind at his foes, sending the sprawling back. Once cast, the wizard must pick a enemy model within 12 to hurl a blast of wind at. That model suffers a strength 2 hit and is flies backwards 2D6. If he hits terrain or another model, or the table edge/off it he suffers a strength 5 hit and stops where he is. If he hit another model that model suffers a strength 2 hit. Level 7: Lightning bolt 9+ to cast The wizard sends a large blast of lighting out to his foes. Once cast, the wizard must target a enemy model within 18-that model suffers D6 strength 4 hits. Level 11: Thunderous boom 11+ to cast The wizard makes his voice thunderously deep and loud, terrifying

enemies and friends alike. Once this spell is cast, the wizard cases terror until the start of his next magic phase. However, he may not pass/take items from friendly models (for they are terrified of him !). Level 13: Scrying 13+ to cast The wizard looks deep into the future to see where the next blow is going to come from, just in time to warn his friends. Once cast, the wizard and all his allies may re-roll all failed armour saves until the start of his next magic phase. Level 15: Chain lightning 16+ to cast The wizard shoots out magical lighting, crackling and fizzling, which jumps from foe to foe. This spell is resolved exactly like lightning bolt, but after damage is done, roll a dice-on a roll of a 3,4,5 or 6, the lighting jumps to another enemy model within 6, and the damage is resolved again. On a roll of a 1 or 2, the spell ends. Keep doing this until you roll a 1 or a 2 or there are no enemies within 6 for it to jump to. You cannot hit the same target twice. Level 18: Comet of Casandora 30+ to cast The wizard brings a massive comet down onto the battlefield, which crushes the foe. Once cast, all models on the field suffer D3 strength 10 hits with no save allowed. The wizard and the party only suffer a single hit (presumable having had fore-warning from the wizard !!!).

The lore of shadows

Signature spell: Steed of shadows 4+ to cast The wizard creates a coal black drake to carry a person away on the wings of the night. This spell may be cast on a wizard or an ally within 6. The targeted model immediately moves 12 in any direction (including into combat), the model does count as moving for the purposes of shooting. Level 2: Creeping death 5+ to cast The wizard extends his hands and black, shadowy death surrounds his foes. Once cast, roll 3D6 for the hit zone. Any enemy model in the hit zone suffers D6 strength 1 hits with no armour save allowed. Level 4: Smoke and mirrors 6+ to cast The wizard casts a smoke screen in which he and another person swaps places. Once cast, pick another model within 12 of the wizard (may be an enemy model)-the two model immediately swap places. Level 6: Smoke screen 8+ to cast

The wizard covers himself in a large smoke screen. Once cast, any enemy model firing a ranged attack at the wizard or any ally within 6 of the wizard suffers a -1 to hit roll. Level 8: The withering 9+ to cast The wizard reaches into the minds of his foes, putting in them though of weakness and fear. Remains in play. Choose one enemy model within 6. That models toughness is reduced by D3 (to a minimum of 1). Level 12: The penumbral pendulum 10+ to cast The wizard conjures a huge pendulum which swings across the battlefield, slicing down foes. Extend a 4D6 line from the wizard. Any model hit by it suffer a strength 6 hit which causes D3 wounds with no armour save allowed. Level 13: Pit of shades: 13+ to cast The wizard opens a vortex to the pit of shades. As models are dragged into the vortex, they see their worst fears embodied in shape of shadow as they fall to their doom. Once cast, place a marker within 18 of the wizard. Then, extend a D6 hit zone. Any model in the hit zone must pass an initiative test or lose all their wounds with no armour/regeneration saves allowed*. The pit of shades may only be cast once every other skirmish game. *In addition, if the wizard rolled exactly a 13 when casting it, the models do not take an initiative test-they skip it out, so simply lose all their wounds automatically with no armour/regeneration saves allowed.

The lore of death

Signature spell: Steal soul 4+ to cast The wizard reaches out using his powers and steal the opponents soul to rejuvenate his own. When this spell is cast, the wizard chooses a enemy model within 12. They lose one wound, with no save allowed, and the wizard regains a single wound. This spell can only be cast if the wizard is not at full wounds. Level 2: Aspect of the dread-knight 6+ to cast An aura of horror and terror surrounds the wizards and his allies. This spell may either be cast on the wizard or an ally within 6. Once cast, that model causes fear until the start of the wizards next magic phase. Level 6: Doom and darkness 8+ to cast Spirits of the departed terrify and assail the foe to sap their resolve. Once cast, every enemy model within 12 of the wizard suffer a -2 leadership penalty until the start of the wizards next magic phase. Level 10: Caress of Laniph 10+ to cast The wizard calls back the spirit of the infamous lover Laniph to caress the black hand of death across her foes.

Once cast, the wizard must choose a enemy model within 18. That model suffer D6 strength 2 hits with no armour save allowed. Level 14: Spirit walk 16+ to cast The wizard imbues himself with the ability to become a spirit. Once cast, until the start of the wizard's next magic phase, the wizard counts as an ethereal (see tomb banshee entry) model. Level 18: Black guard 22+ to cast The wizard summons a mighty Black guard- a powerful ancient warrior who has been summoned back from the dead to protect the wizard. Once cast, the wizard summons a black guard to protect him from his foes. The model must be placed within 18 and 1 away from an enemy model. The black guard lasts until the end of the wizards next magic phase, unless the wizard feeds a spell dice in to sustain it to the end of his next magic phase and so on. Black Guard M WS BS S T W I A LD 4 5 0 5 5 3 3 3 10 Type: Infantry

Equipment: Heavy armour, shield, mace. Unbreakable

Level 22: Death bomb 30+ to cast The wizard creates a bomb of death-a aura which automatically kills any and all around him. Once cast, roll a D6. Any model that many inches around the wizard automatically dies with no saves but ward saves allowed.

14. Enemy lores of magic


Lore of Necromancy

Spell 1: Raise dead 4+ to cast War and famine are common amongst the old world, and their corpses lay shallowly buried, easy for a necromancer to raise. The caster of this spell summons D3 zombies within 6 of them but 1 away from any enemy models. Spell 2: Vanhel's Danse macabre 6+ to cast The necromancer fills the undead with an unholy magical vigour, able to make them faster than any mortal warrior. Once cast, all friendly models within 6 of the caster (and himself) have the always strike first rule until the start of the casters next magic phase. Spell 3: Gaze of Nagash 8+ to cast The eyes of the caster glow, and green lightning crackles forth from his eyes to sear the flesh of his foes. Once cast, the caster picks an enemy model within 18. That model suffers D6 strength 4 hits.

Spell 4: Sword of death 8+ to cast The wizard summons a sword made of pure death. Remains in play. Once cast, the model counts as being armed with a Wight blade (see grave guard entry). Spell 5: Raise dead horde 10+ to cast The caster summons a horde of the dead, ready to do anything for their master. The caster of this spell can either summon D3 skeletons or D6 zombies within 12 of them but 1 away from any enemy models. Spell 6: Wind of undeath 12+ to cast The caster rips the souls out of his foes in order to summon more of the dead. When cast, the caster rolls a dice for each enemy model on the table. On a roll of a 4+, the model suffer s wound with no armour save allowed. For every wound caused, the caster may summon a zombie (12 away but 1 from any enemy model), or may get an extra spell dice.

Lore of skaven

Spell 1: Skitter-leap 4+ to cast The skaven caster magically teleports himself away from danger. Once cast, the caster may make a single 10 move in any direction, ignoring any and all terrain-however, not into combat.

Spell 2: Warpstone dust 6+ to cast The skaven caster spreads warpstone dust everywhere, which clings onto the weapons of nearby weapons. Every model (friend or foe) within 6 takes a strength 2 hit with no armour saves. In addition, all friendly models within 12 have poisoned attacks until the end of the next caster's turn.

Spell 3: Warp-lightning 12+ to cast The skaven send a crackle of warp-lightning towards the foe. Once cast, the skaven caster must pick an enemy model within 18. Once chosen, that model takes D6 strength 5 hits. Spell 4: Pestilent breath 12+ to cast

The skaven caster inhales warpstone, before blowing it out again a large cloud of choking death. Once cast, skaven caster has a breath weapon which hits at strength 2 and allows no armour saves.

Spell 5: Death frenzy 12+ to cast The skaven caster uses his magical powers to imbue hatred and battle-lust into his fellows, sending them forwards as raving lunatics. Remains in play. Once cast, all skaven models on the field have the frenzy special rule. Spell 6: Cracks call 16+ to cast The skaven caster calls upon the power of the horned rat to create a large crack in the earth, which swallows up his foes. Once cast, extend a 4D6 line from the Skaven caster in any direction. Any model hit must pass an initiative test or suffer D6 wounds with no armour save allowed.

Lore of orcs and goblins

Spell 1: Gaze of Mork 5+ to cast The shaman calls upon the power of Mork to crump the foe. Once this spell is cast, the caster must pick a enemy model within 18. It does D6 strength 3 hits.

Spell 2: Fists of Gork 5+ to cast The shaman calls upon Gork to make him a bit more fighty. Once this spell is cast, the caster get +3 attacks until the start of his next magic phase.

Spell 3: The hand of Gork 5+ to cast The shaman summons the hand of Gork to move the lads up further. Once cast, pick a model within 18 of the wizard. That model moves 3D6 inches in any direction (including into combat.)

Spell 4: Headbutt

5+ to cast

The shaman uses the complicated and mighty magical powers of the great Mork and Gork to headbutt the foe. Once cast, the caster must pick an enemy model within 18. that model takes a strength 6 hit. Also, if it wounds, it multiplies into D3 wounds. Spell 5: Brain-bursta 5+ to cast The shaman casts a magical missile which cause the enemies brains to be scrambled and (in some cases) explode. Once cast, the caster must pick a enemy model within 18. That model takes D6 strength 1 hits, and in addition suffers stupidity until the end of its next turn. Spell 6: Gork'll fix it 5+ to cast The shaman casts a spell which causes the rest of his allies to become much more accurate with their attacks. Once cast, any model within 12 of the caster may re-roll all failed to-hit rolls (shooting and close combat).

Lore of chaos:

Spell 1: Flickering fire of tzeentch 5+ to cast The sorcerer sends a flickering fireball of pure chaos at the foe. The wizard places a marker within a range of 18. Extend D6 around it. Any model in the D6 hit zone takes a strength 2 hit. The model under the marker takes D3 strength 4 hits. Spell 2: Summon daemon 9+ to cast The sorcerer uses his powers to summon a daemon of chaos. Once cast, a single daemon of chaos (any daemon from the daemon section) is summoned within 12 of the wizard but 1 away from any enemy model. This spell may be cast on a friendly model, in which case the sorcerer gets a +2 to cast this spell, and the daemon replaces the model that was chosen (as the daemon bursts out of the poor soldier's stomach).

Spell 3: Whip of Slaanesh 11+ to cast The caster calls upon the god Slaanesh to give him a huge whip which when touches the flesh causes soldiers to fall to the ground in ecstasy, and only those with a strong resolve will ignore it. Once cast, pick an enemy model within 6 of the sorcerer. The targeted model must pass a leadership test. For every point the leadership test is failed by, the model suffers a wound with no save allowed. Spell 4: Nurgle's pox 12+ to cast The caster sends a mighty pox at his foes, which makes them weaker. Remains in play. Once cast, pick an enemy model within 18 of the wizard. That model suffer a -1 penalty to their toughness and strength (to a minimum of 1). Spell 5: Blade of chaos 14+ to cast The wizard imbues his blade or an allies with the highly destructive power of chaos. Once cast, the targeted model gets a +1 strength and attack bonus, and also get the killing blow special rule until the start of the caster next magic phase. Spell 6: Aura of chaos 16+ to cast The wizards send a pure beam of chaos to corrupt flesh and soul. Once cast, pick a model (friend or foe) within 12 of the caster. That model takes a strength 6 hit. If it successfully wounds, the model must pass a leadership test. If it succeeds, the model is fine and suffer no more ill effects. If it fails, the model becomes a chaos spawn, controlled by the Games master. If the model dies (or goes into a revival state) from the shot, then the model does not take the leadership test.

15. The end ?

At last-I have finished writing this rulebook ! Success ! And now that you're reading this, sounds like you've finished it too. Now you have at least a vague idea on how to play a game of Warhammer skirmish-RPG, and can go off to plan your adventures and start making crazy characters. I hope this book has been useful (and fun) to read, and I really hope you got something from it-whether it be ideas for a campaign or (more hopeful) learning the rules to play. As you might have guessed by now, the rules are really quite relaxed, so fudge where you see fit-sometimes I find that games with fudged rules are actually better than games with solid ones, and hopefully this one meets in the middle. So, is this the end ? Probably not. Me and my friends plan to expand on this much more, through the use of expansion rules, blogs etc. I know Ryan is planning a Lustria expansion for it, so I'm sure I'll be speaking to you all soon. All feedback is welcome, so please send me a message to my DakkaDakka account, Scorax001. I hope you enjoy this game, and I look forward to playing it. Thanks, Michael Woodland

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