Professional Documents
Culture Documents
Warhammer FB - Rules Forces of Fantasy Vol 1 (1E) - 1983
Warhammer FB - Rules Forces of Fantasy Vol 1 (1E) - 1983
FORCES Of FANTASY
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ORGANISING YOUR TROOPS INTO REGIMENTS REGIMENTAL CHAMPIONS
Troops are organised into units called Regiments. A Regiment Any Regiment may have a Regimental Champion who will be a
usually consist,s of between 5 and f0 models all of which have the Hero and have enhanced prof ile characterislics. Regimental
same Profile; i.e. identical Move Rabes, Weapon Skill etc. Champions are described on the appropriate tHero'chart for your
Normally a Regiment will count as having the same weaponry and Battalion. Char4pions fight alongside t.heir brethren but their
armour throughout, although it is not strietly necessary lo have eombat. is worked out separately. Champions of opposing
identical models. For example, a Regiment of Red Goblins could Regiments will always fight each other if opportunity permits.
comprise of some in Mail armour, some in Plate and some with no Charnpions may not leave their parent unit.
armour at all - but on the battlefield they could all counb as having
Mail. Similarly a Regiment of Night Goblins could have assorted A Regimentrs Leader may also be the Regimental Champion if you
weaponry, some could have spears, some axes others clubs or wish. Leaders who are also Champions are not obliged to fight
swords - but on the battlefield they could all count as ordinary other Champions.
hand weapons. This is perfectly acceptable and makes your
Regiments look more threatening and interesting. Just so long as it REGIMENTAL STANIDARDS
is clear [o your opponent how Regiments are equipped it doesn't
matter too much. Any Regiment may have a Regimental Standard - this can take the
form of a banner or trophy of some kind. The Standard Bearer
The ideal size for Regiments depends on Lhe size and type of game model may fight exactly as if he were a normal member of the
you wish to play; but between 12 and 20 models look good and can Regiment, it is assumed he eilher plants the Standard in the ground
be manoeuvred easily. Troops mounted in Skirmish order may be or holds it irr one hand or something. The standard Bearer is not
better employed in units of 10, or fewer, models. removed as a casualty unless there are no ordinary soldiers left
alive, and then any surviving Leader, Champion or personality
There is no reason why some fighters in a Regiment shouldn't be model may take up the Standard. So long as the Standard remains
equipped in a different manner to others - for instance you could intact the Regiment may:-
have a Regiment which is half bow armed unarmoured troops and
half plate armoured spearmen. The Spearmen could then lry to Add I to all MORALE dice rolls
protect the bowmen while deriving support fire from them. Such Add I to all dice rolls against FEAR
units require more skill to manoeuvre and employ.
If the Standard is lost, however, the Regiment will also be so
Large Creatures and Monsters may be organised into small disheartened that they must:-
Regiments if you wish, without of f icers, standard bearers or
musicians. Alternatively, individual Monsters may act as Deduct I from bll MORALE dice Ehrows
personality types, moving and fighting independantly. Such Test, Morale instantly
creatures can attach themselves to fighting units to enhance their
power where opportunity permits. Capturing Standards. In combat any Regiment may attempt to
captufe the Standard of the enemy if they succeed in pushing back
REGIMENTAL LEADERS their opponent. After the combat has been worked out and lhe
opponent retreated 2'r the player must declare that
tseize the Enemyrs standard'. This is a risky businesshe is
going to
Every Regiment must have a and involves
Regimenlal Leader model. the Leader shouting, 'Follow me lads!' and heading off t,owards the
Leaders are not removed as enemy's Standard, hopefully followed by those around hirn. The
casualt.ies until the rest of the number that will actually follow will be:-
Regiment has been slain, or until
he is challenged and slain by Attackers = I D5 plus 1 per Leadership Factor over J.
another Leader.
Champions never follow, they are much too engrossed in the
The Leader for each Regimenl normal confusion of hack and slay. Leaders who aie also champions
will have a Leadership Factor - may, however, still attempt t,o capture standards - but their
the higher the Leadership the superior fighting abilities are not laken into account. The scramble
better commander he is. The for the standard is considered bo be more a question of luck than
values for Lhe leaders of each race are given in with the Battalion marlial prowess.
lists.
The enemy Standard Bearen, seeing his opponent baring down on
Regiments whose commander had a Leadership of J or more mav him with his mates in tow, will naturally shout, 'Rally iound me',
add to their dice throw when saving against Fear and Terror. and hopefully his friends will all come to his assistence. The
number that will come will be:-
Leadership Save Modifier
Defenders=lD5only.
l+1
4+2 There is no need to fight. the fierce battle over the Standard; Lhe
5+J side wit.h more models committed automatically wins. The side
6+4 that wins causes I Wound per I rnan advantage they have, Lhe
losing side causes no casualties. casualties receive normal 'saving
Commanders with a Leadership of ) or more can lry to stop unit.s Throwst but 'savedr men still count as easualties for purposes of
reacting to Hated Enemy - Roll a D5, you will need to score a 5 to working out whether the Standard is captureo.
stop the unit reacting for that turn. Add I for each point of
Leadership above J. If the attacking side causes enough casualties to kill all of the men
who have rallied to the Standard, including the Standard Bearer
When Throwing for Morale a Regiment may add I to the dice if the himself, then the Standard has been captured! Ot.herwise the attack
Leadership of the Leader is J or more. has been beaten off.
In combat a Regimental Leader may challenge his opposite numDef Standards may be recaplured in exactly the same way. If you have
to personal combat. His opponent may accept or refuse. If he capt.ured enemy Standards then you may take them along to future
refuses then he loses all but I point of Leadership. If he accepts
batt.les and parade them in front of the enemy. This will annoy him
then the two models must fight against each other in combat - ano
no end! A Regimental Leader who captures 3 enemy Standards may
if either Leader shouid be killed then an instant Morale test musr increase his Leadership Factor by ].
be taken by his unit.
REGIMENTAL MUSICIANS
Special Attributes - D5
Musicians are not essential, but any Regiment, other than Militia
Regiments, can have a Musician model if desired. The presence of I The weapon will destroy any other magical weapon in
a Regimental musician model will inspire the troops and make combat on the D6 score of a 6. Roll once per Combat
them more reliable.....hopefully. Round. The weapon gains any of the magical abilities of
the defeated weapon for the rest of the game. If two such
Regimental musicians are not removed as casualties unless all the weapons meet in combat the highest Initiative may roll
normal troopers are killed, the premise being that if the musician first. Simultaneous dice rolls of a 5 will destroy both
should be slain then one of his fellows will pick up the instrument weapons.
and carry on with as much enthusiasm and musical talent as he can
muster. If there are no ordinary troops left then Musicians are the 2 The weapon will dispell all Undead within 3r' including
next to go, although the Standard Bearer or Leader can pick up the Liches, Undead Champions and Heroes as well as ordinary
instrument if they wish. Undead. This power can be rfelt' by Undead creatures
within l2r'.
Musicians and Standard Bearers are often combined into a single
model, in which case they have a combined effect. f The weapon enables the wielder to fly as if he had wings.
A Regiment which has a musician may add L to all Morale Dice 4 The weapon causes Terror in all enemy living creatures
rolls, so long as the Regiment is advancing and at least some of its within 12rr.
mentbers are facing the enemy.
5 The weapon may strike with a Strength Attack of 6 during
one combat round in the game.
TF{E LISTS - F€ROES AT\D WIZARDS
6 The wielder of the weapon is invulnerable to the effects
A choice of standard Heroes and Wizards is presented within the based magic so long as he retains his hold
of fire or fire
lists. These give the gamer a selection of standard pre-rolled on it.
characters which will save time and ensure a fair game. A further
section is included to enable the gamer to generate Heroes,
Wizards and their followers more thoroughly. Players may mutually decide to retain Heroes and weapons from
game to game if they wish. Games Masters can decide to rebalance
Heroes and Wizards selected from the main lists may be mounted forces to allow for magical weapons.
on horses on the D5 dice score of a 4r5 or 6. Roll before the game
starts. Alternatively, if both players are in agreement then either The basic points cost of Heroes and Wizards does not include any
all or an agreed number of character models may be mounted. additional equipment or armour. Such things must be bought and
Champions belonging to cavalry regiments automatically have paid for using the Basic Points system given below. Any Hero may
horses, at no additional cost, champions belonging to mounted units choose to wear Mithril Armour, so long as he pays the points cost.
in which the mount actually fights, such as Wolves and Boars, must In Goblin, Orc or Hobgoblin Battalions Mithril may only be worn by
pay the extra points indicated on the list for an appropriate mount. the Battalion Commander - who will normally be the most powerful
Hero.
Both Heroes and Wizards are entitled to carry magic weapons.
Arcane Magicks provides the gamer with the option of rolting up
eomplete magic weaponry for your Heroes.
Any Hero or Wizard may employ a magic weapon - but players may
mutually agree to use only a restricted number if they prefer.
Generate weapons by rolling a D10 to give youn magical bonus.
Lesser Heroes, Heroes and Wizards may roll once - cost 30 points
extra. Mighty Heroes may roll up to 3 times - cost l0 points per
roll. Results are cumulative, a weapon may have only one special
atlribute.
- Roll a DIO
\ +i Initiative Level
2 +I on tTo Hitr dice score
I +l on tTo Kill' dice seore
4 +l Attack oer Combat Round
5 Cause double damage - each wound = 2
5 +l level of Toughness
7 +I level of Strength
8 +L level of Weapon Skill
9 +I Wound
0 A special attribute - roll again on the following chart
THE LISTS AtlD BASIC POINTS VALUES
The Lists of Fighting Battalions give the standard points value for
I model of the type indicated. The value includes L basic close For example:-
combat weapon; usually a hand weapon sueh as a sword or axe. The
value does not include any armour or a shield, armour may only be
bought if thEption is indicated in the list. Shields may alwayi Ue
A Wood Elf with Shield and Elf Bow
bought, even if other armour is prohibited. Further weapons or
equipment must be paid for separately, the costs are listed below.
Basic Cost 9 - with long knife
These costs may be modified for certain troops types.
Elf Bow +2
Extra for shield +|
If your basic points value, as given in the lists, is 4 or less (as is the
case wilh some Halflings and Goblins) then you may acquire extra
equipment at half cost, round f 's up to |'s.
and the heartlands of the near east. They are a colorrful people,
sometirnes eruel, but always involved in eome exotie adventure.
The fabulous wealth of Arabia coines from world wide trade, piracy
and conquest.
Arab Warrior
Dervish Rider
2. Eunoch Slaves are excellent warriors who may gain their Novice AcolyLe Adept Mage
IO
oltheNorth
The Northrnen, also called the Norse,
,l,otse, are a numerous
E and
influential race of Men. They are barbariana,
'bariana, workirq the land and
fishing the cold northern se-as. They are also
alsr great sesfarers and
fearsorr pirates.
traders, as well as hardy wamiors and fearsome
ll
nol the Orient
th greater part of humanity by great distances and
SunderedJ from the
dangerou seas, the Men of the Orient have developed a
terrible dangerous
rnd strange
unique and strant warrior society. The whole of their country is
under there domination
domina of warrior lords called Shogun; these Shogun
edibly cruel,
are ineredibly crt and retain power only through the use of their
t Samurai. Fortunately for the rest of mankind
rriors - the
elite warriors
the Samurai spend most of their time fighting each other and have
urai spen
very little
le regard for foreigners.
nurai warriors
The Samurai waI are supported in battle by their fotlowerst
the Ashiguru, wh form the backbone of most armies. Sueh is the
iguru, who
training and dedication of the Samurai that they have an
peak of training
profile - being able to take 2 Wounds rather than just I
improvedd profile
lrmsl Man.
like a normsl Mar
SPECIAL MOUSIONS Monks ignore MORALE, FEAR and TERROR and are Magically
Immune.
I. All oriental warriors may be equipped with Naginata.
3. All orientals may use Long Bows, as well as ordinary Bows and
Crossbows.
SPECIAL RI,[-ES
L2
Each Battalion of Orientals will have I Oriental Warrior Hero to All Martial Arts Heroes are Vim-to masters and have all the usual
lead it. He may attach himself to a Regiment if he wishes and be attributes of Vim-to. Some may be masters of other paths - but lhe
lheir leader, or he may act as an independant characten. In addition characteristics of these are identical to Vim-to as far as the
a battalion may include up to 2 other Warrior Heroes and I Martial details given are concerned. For example, the Ninja are a cast of
Arts Hero. Points cost includes a sword. There are three kinds of master assassins with many extra abilities including extended night
hero available for each type, with the characteristics and costs vision (f0"), Woodsman and Tracker abilities and possible limited
given below. The player may select which level of hero he wants at spell use.
the cost indicated.
L'
of theWest
The men of the Kingdoms of the West live in well ordered
communities, with large towns and cities. Their society is highly
and rigidly structured on a feudal basis; Lords, Knights, Townsfolk
and lowly Peasants. ln charge of the each country is the King; who
keeps a court consisting of the most valiant, chivalrous, cultured
and bigoted Nobles.
The various Kingdoms are different to a degree, and fight amongst
themselves when not otherwise engaged, Of particular note are the
Religious Orders; warrior monks who belong to one of the Templar
or Hospitaller organisations. They are very dedicated individuals
with a burning hatred of foreigners in goneral and non-westerners
in particular.
The chief enemy of the Kingdoms of the West are the Easteners
(Godless Heathens who deserve to be cut down mereilessly) and the
Norse (Unshaven Barbarians who deserve to be cut down
mercilessly).
Dwarfs are proud and often very short tempered. Dwarf history
relates many occasions when Dwarfish indignation at some petty
slight resulted in raciat feuding or costly war, One sueh occasion
was when Wulfrun Willowhand was slain in a drunken brawl with
Grom rThe Paunch of the Misty Mountainr, a Goblin of especially ill
repute. The resultant feud lasted for half a century and became
known as the Goblin Wars, this was a costly affair which ended in
the destruction of the remaining Goblin armies at the Battle of
Mad Dog Pass. This list typifies the Dwarf armies of those times.
POINTS
VALUE
----"'--"-'t'
Dwarf Personalilty - choose Dwarf Hero or
SPECIAL PROVISIONS decide which kind of hero he wants and will then pay the poinLs
indicated.
l. Up to t Qsoto) of the Dwarf Warriors may carry Crossbows in
addition to other weapons. BUT NO MORE.
MinorHero Hero Mighty He
2. The Dwarf Militia usually only fights in times of the direst
need. This consists of very old and very young Warriors, Weaponskill- 5.- 6 9
women, disabled Dwarfs and servants. They are armed with the BowSkill ?_ J_ 4
first thing to hand (with Dwarfs this is usually something Strength j
deadly), kitchen knives, clubs, axes, agricultural tools and such Toughness - D
like. Militia units never have Champions or Standard Bearers, Wounds J 4
although they still have Leaders. Initiative
Attaeks 1_ 2_3
3. Dwarfs may employ War Engines. See the Fighting Fantasy
15 _
-
Battles section for details and full rules. Points Values 39 _ 65
SPECIAL RULES A Dwarf Battalion may include I Wizard at the indicated points
cost. Wizards have the following profile depending upon Level.
l. Dwarfs are not natural horsemen, the ponies they ride are small Points cost, includes a hammer which also functions as a personal
and stolid, more suitable as pack animals than cavalry mounts. Talisman.
For this reason Dwarf Cavalry receive no charge bonuses and
suffer a mirrrs I 'To Hitr penalty. Novice Acolyte Adept Mage
2. Dwarfs Hate Goblins and Orcs. WeaponSkill- 4 4 _5 _ 6
Bow Skill _3 3 _ j _ 4
t. Dwarfs are Magically Resistant, averaqe Willpower is I0. Strength _2 2 _ j
Toughness _c - c c
DWARF CHARACTERS - HEROES At{D WIZARDS Wounds 2 -2 4
Iniliative 5_
Each Dwarf Regiment will have a Regimental leader. Unless he is Attacks -3 -D
also a Dwarf Champion his 'profiler will be normal for his type. -
Generate the Leadership Factor for each Regiment by throwing Mastery 2
IDJ+2. Constitution 7 II _15_21
-3
Each Dwarf Regiment may have a Regimen[al Champion, who may Points Value I09- 5ZI-
-4 754
also be the Leader if you wish. Regimental Champions have the -
same profile as Minor Heroes. Generate the number of spells available as follows:-
-
Each Dwarf Battalion will have I Dwarf Hero !o lead it. He may 2D3 Spells at each Level Lower than Mastery
attaeh himself to a Regiment if he wishes and be lheir leader, or lD3 Spells at the Mastery Level
he may act, as an independant character. Points cost includes a
sword, either a normal sword or double-handed sword; or else an Choose the spells you wish to use. You aut.omatically have any
axe or double handed axe. There are three kinds of hero available, necessary balismans to cast each spelllDl times.
with the characteristics and costs given below. The player may
l5
nomes
Gnornes are smaller relatives of Dwarfs, they have a similar
cultural background and share many of the same character traits ae
their larger cousins. For instance, they speak a dialeet version of
the Common Dwarf Language, and share many Dwarfish Folk
Beliefs. Dwarfs and Gnomes feature greatly in each others mythic
background - the Dwarfe seeing the Gnomes as troublesome and
mischievous, the Gnomes regarding Dwarfs as oafish and stupid.
Gnomes can be very short tempered and difficult to get on with,
although they are not basically evil. It has been known for Gnomes
to imprison humans, Dwarfs and other adventurers that upset them;
they are particularly sensitive about their squeaky voices.
Gnome arrnies usually fight their battles under the earth - in the
tunnels and chambers of Goblin dens and Dwarf mines.
---.4x./1<----lU'
SPECIAL PROVISIONS Each Gnome Battalion will have I Gnome hero to Iead it. He may
attach himself to a Regiment if he wishes and be their leader, or
1. Crossbowmen must be bouqht Crossbows. he may act as an independant character. Points cost includes a
sword but no other equipment. There are two kinds of hero
available, with the characteristics as given above. Each one costs
SPECIAL RULES more, or less, depending on how good he is. The player may decide
which kind of hero he wants and will then pay the points indicated.
I. Gnomes HATE Goblins.
A Gnome Battalion may include I Wizard at the indicated points
2. Gnomes are not natural horsemen, the ponies they ride are cost. His profile will depend upon level, there are two levels
small, more suitable as pack animals than as cavalry mounls. available. The basic points cost includes a sword and a Personal
For this reason Gnome Cavalry receive no charge bonusrs and Talisman.
suffer a minus I 'To Hit.r penalty.
Weapon Sl<ill 4- -
Generate the number of spells available as follows:-
Bow Skill 3-
Strength 2- J ID) Spells at each Level Lower than Mastery
Toughness - c- D lD2 Spells at the Mastery Level
Wounds 2- 3
Initiative 4- 5
Attacks 1- I rlhoose the spells you wish to use. You automatically have any
!'recessary talismans to cast each spell IDf times.
Points value 18 36
- -
L6
tltings
- - -
L7
Elves
[w-z At a time when the
became disenchanted with their lot. They rebelled against the Old
Gods and, in their pride, were seduced into the worship of the
sinister Gods of Chaos. In doing so they lost all of the charm and
wisdom natural to their kind, becomlng bitter snd twisted so that
they were called the Dark Elves. Driven from the Elven lands they
tooi< refuge amongst dark forests and caves until, many years later,
they established a small independent Kingdom.
Dark Elves bear an almost uncontrollable hstred for all other living
creatures, especially other Elves' They are jealous of Menr despise
Goblins and Ores and regard Dwarfs as repulsive. They are greatly
involved with magic, eepeeially Necromantie and evil magic.
t-
Amongst the deep cavesr away from eunlight, the Elves found the
huge mutant Lizardmen, possibly the aneient primal reptile from
which all intelligent Lizardmen evolved. These they called tho Cold
Ones. The Elves discovered that although very stupid, and almost
blind, the Cold Ones could be controlled and ridden. In the dark
tunnels and midnight forests the Cold Onee could move fast' using
their uncanny sense of smell to root out hidinq cteatureg.
Witch Elveo
SPECIAL PROVISIOI.IS 6. Using their acute sense of smell Cold Ones can detect the scent
of any creature within 6rr, even if completely hidden. They can
I. Dark Elf soldiery is as likely to be female as male, Elf maidens detect the scent of creatures over 5trand up to 18" away on the
are as cruel and murderous as their menfolk. D6 dice roll of 4,5,5.
2. Witch Elves are Dark Elf maidens whose lives are dedicated DARK ELF CHARACTERS - HEROES AND NECROMAT\CERS
totally to the hellish gods of the Dark Elves. In battle they are
possessed by inhuman forces which give them enhanced profiles. Each Dark Elf Regiment will have a Regimental leader. Unless he
After battle they bathe in cauldrons of sacrificial blood and is also a Dark Elf Champion his profile will be normal for his type.
feast on the remains of the slain. Generate the Leadership Factor for eaeh Regiment by throwing
lDf+1.
SPECIAL RTJLES
Each Dark Elf Regiment may have a Regimenlal Champion, who
1. All Dark Elves are expert Woodsmen and Miners, and they have may also be the Leader if you wish. Regimental Champions have
an extraordinary sense of direction and perspective in the dark. the same profile as Minor Heroes.
Accordingly they move full distance in woods, at night' and
amongst tunnels or inside buildings. Each Dark Elf Battalion will have I Dark Elf Hero to lead it, He
may attach himself to a Regiment if he wishes and be their leader'
2. Dark Elves HATE other Elves. or he may act as an independant character. Points cost includes a
sword. There are three kinds of hero available, with the
t. Dark Elves may not make use of the Elf Bow' they may use the characteristics and costs given below. The player may decide which
ordinary infantry bow. Alternatively they can use the Dark EIf kind of hero he wants at the points cost indicated.
Crossbow - a small, light crossbow with a short range and rapid
rate of fire. Maximum range is 15" - which eounts as Short
Range, there is no Long Range. Strength Attack with a Dark Elf Minor Hero Hero Mighty Hero
Crossbow is 2, but the weapon can fire 2 shots per move. Unlike
a normal crossbow the user may move and then fire during his Weapon Skill 5 6
Active Player Turn..,- Bow Skill 4 5-6
Strength 2 2 -7
4. The Cold One is subjeot to STI-FIDITY - but the rider may Toughness B c-c
over-ride this on the D6.score of 41516. CoId Ones are over l0' Wounds I 2 -3
tall and cause FEAR in Man sized, or smaller, enemy within Initiabive 6 9
15". Cold Ones will not attack other Lizardmen. Attacks l
I 2-3-J
q,
Cold Ones have very tough skins which act like Mail Armour at Poinls Values l0 -IJ
no extra cost. This gives them a Saving Throw of 5 on a D5.
-50
18
A Dark Elf Battalion may include I Dark Elf Necromancer and I The Necromancer acts exactly like a normal Wizard - except that
Witch Elf Necromancer bt the indicated Points cost. Necromancers he can also make use of Necromancy spells and act as a rcontrollert
heve the following profile depending upon Level. Points cost of friendly Undead.
includes a sword and Personal Talisman, which is often a sacrificial
knife or dark jewel. Generate the number of non-Necromancy spells available:-
fu
-12 -25
- -
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Elves
' - -ruilfr'E--= - High Elves are related very closely to Sea Elves - they are part
the same Elf kindred, and are separated now only by choiee of
habitation. While the Sea Elves maintain their white towem by the
sea, the High Elves have moved away from the coast and built
mighty eities of stone, cities which hold sway over vast inland
empires. The power and the technical skill of the High Elves is
without equal. Perhaps because of their achievements the High
Elves have become somewhat arrogant - even towards their fellow
Elves, and especially the Wood Elves who they regard as rustic and
boorish.
The High Elves claim kingship over all of the Elf Races - and by
means of their wealth and influence they maintain an effective
control of the other Elf kingdoms. They have a professional
soldiery and a, Guard elite as well as a strong Warrior class. Elf
armies are always well supplied and equipped, and the Elf kings are
always ready to use force of arms to back up their expansive
foreign policies.
SPECIAL PROVISIONS A Hiqh Elf Battalion will have 1 Elven Hero to lead it, and may
have up to J other independant Elven Heroes as well. Hiqh Elf
l. High Elf Soldiers, but not Warriors, may make use of bows - Elf Battalion Commanders must be Mighty Heroes. Points cost includes
bows may be chosen at the extra points cost. a sword but no other equipment. There are three kinds of Hero
available, with the characteristics as given below. Eaeh one costs
2. Cavalry may have barded or armoured horses. more, or less, depending on how good he is. Apart from the
Battalion Commander, the player may decide which kind of Hero he
t. Guard Cavalry may ride Warhorses. wants and will then pay the points indicated.
SPECIAL RULES Independant Elven Heroes may ride Chariots - see the Rules
Additions section on chariots for details. The Basic Points cost of
1. Elf infantry may move through woods at normal speed. each chariot includes a driver but no other crew. There is room for
the Hero and one other model - who must be paid for separately.
2. Elves HATE Goblins, Orcs and Night Elves
An Elven Battalion may include I Elvish Wizard at the points cost
3. Elves cause FEAR in units of Goblins less than twice their own indicated for his type. He may be the Battalion Commander. Elvish
strength - so, for instance, I0 Elves cause Fear in 19, or fewer, Wizards have the following profile depending on Level. Points cost
Goblins. includes a long knife only.
ELF CHARACTERS - HEROES AND WIZARDS
Novice Acolyte Adept Mage
Each Elf Regiment may have a Regimental leader. Unless he is also
an Elf Champion his prof ile will be normal for his type - Weaponskill- 4 4 5 6
Guardsman, Soldier, Warrior or Cavalry. Generate the Leadership BowSkill 4 5 6
Factor for each Regiment by throwing IDI+I. Strength 2 t
Toughness - - - C
Each Elf Regiment may also have a Regimental Champion -who woundsl-1 - -
may be the Leader if you wish. Regimental Champions have the Initiative -B -2 7 -2 - 11
same profile as Minor Heroes. Attacks -B I -B
-6 -2-3
Mastery -l 2 -9 - 4
Minor Hero Hero Mighty Hero constitution-9 -2 -t 27
Primary Skill -I
if Bow 7 I Points values lll 111 -3 5D - 7J7
if Sword 5 -I4-2O
Secondaryskill- 4 - not wear
Elvish Wizards may armour or carry a shield, they may
Strength 2- -9 employ additional weaponry if they pay the appropriate - points
-7 - -
Toughness B -6 costs. Generate the number of spells available as follows:-
Wounds I -5 -6
Initiative -2 9 -3 13
2D4 Spells at each Level Lower than Mastery
Attacks I - . 1D4 Spells at the Mastery Level
-
Points Value 15 l0 - 58 Choose the spells you wish to use. You automatically have any
-2 -3 necessary Talismans to cast each spell lDl times.
- -
20
sea Elves live amongst the west facing shore lines - where they
maintain and guard the passages to the lands across the sea, They
are reclusive folk; proud and independant. They are also fearsome
warriors, seafarers and explorers.
sea Elves do not favour ihe bow as do the wood Elves, but prefer
to rely upon close combat weapone. Aecordingly they have never
te developed the archery skills of their breihren - jlthough some
rriors do carry bows and make good use of them.
SPECIAL PROVISIONS Each Battalionof Sea Elves will have I Elven hero to lead it. He
may attach himself to a Regiment if he wishes and be their leader,
1. Up to half of the Warriors may make use of bows - you may or he may act as an independant character. Points cost includes a
choose to pay the extra points for Elf bows if you wish. sword but no other equipment. There are three kinds of hero
available, with the characteristics as given below. Each one costs
2. Cavalry may have barded or armoured horses. more, or less, depending on how good he is. The player may decide
which kind of hero he wants and will then pay the points indicated.
SPECIAL RTJI-ES
Points Value t5 _ l0 _ Choose the spells you wish to use. You automatically have any
6g
necessary Talismans to cast each spell LDl times.
2T
Elves
W
Wood Elves live in woodlands and forests, as their name
They are expert woodsmen and archers, and their armed
reflect this preference for the bow. Wood Elves are the most
practical and least sophisticated of all the Elf races - pre
hunting, dancing and singing to arduous otudy and learned
discourse.
Orcs and Goblins are the main enemies of Wood Etves - and many a
long battle has taught the Goblins to fear Elven valour. Sadly Elves
are not overfond of Dwarfs either and the hiatory of the two races
is not an entirely oeaceful one.
SPECIAL PROVISIOT\S Each Elven Battalion will have I Elven Hero to lead it. He may
attach himself to a Regiment if he wishes and act as their Leader,
1. Bowmen must be bought bows - you may choose Elf Bows if you or he may act as an independant character. Points cost includes a
wish. sword but no other equipment. There are three kinds of Hero
available, with the characteristics described above. The better
SPECIAL RI'-ES Heroes cost more points, whilst the lesser one is cheaper. You can
decide which kind of Hero you require, or think you can afford.
I. Elf Infantry may move through woods at normal speed.
Primary Skill
-
Points Value 120 -2 -t
7 8- 9
-
il*:,. Skill- 5
5-
7 -
Secondary 5 6 -
Strength 2 2- 3 The Warrior Mage acts exactly like a normal Wizard - except he is
Toughness B c- C not subject to the extra Fumble Factor for wearing armour.
Wounds t 2- 3 Generate the number of spetls available:-
Initiative 6 9- L3
Attacks I
I 2- ? lD6 Spells at each Level lower than Mastery
ID5 Spells at the Mastery Level
Points Value 15 tO- 58
Choose the spells you wish to use. You automatically have any
necessary Talismans to cast each spell lDl times.
-
22
nts
Many of the larger humanoid cneatures live solitary
lives or live in small roving groups. Often these creatures are
handicapped by stupidity or psychopathic criminality, and for these
reasons Giants cannot really be considered as 'armiesr - but they
often band togelher with other evil types to assault passing
merchants and travelling parties.
-- .\-
I. True Giants may Bowl or Drop balls of metal where included on 4. Giants cause FEAR in man sized, or smaller, enemy. Elves are
the model. not easily impressed by brute force alone, and so are immune.
The player then rolls dice to see how far ihe ball goes. Roll lD5 In combat the True Giant. has several possible Attack Options.
for bowls on the level, I D5 for bowls uphill and 4 D5 for bowls Each has a slightly different effect and level of amusement value -
down hill. Bowls passing over rivers, bogs or trenches get stuck. a factor important to Giants. The Giants Weapon Skill Level makes
Bowls passing over hedges Iose ID5 inches of range. Bowls no difference to his altack, and similarly the Weapon Skill Level of
passing through woods or over low walls lose 2D5 inches of his opponent makes no dif ference either (no amount of fancy
range. fencing is going to stop a Giant who is intent on hitbing you with a
telegraph pole.)
Mark the target point of the ball and then roll for accuraey.
For example, Drough Glutthog, the Giant, swings his club aqainst a
Roll a DlO for right swerve in inches, and a D10 for left swerve Regiment of Dwarfs. He causes ID6+? automatic hits at Strength 3
in the same way. Now you should know where the ball strikes, (standard number of hits for this attack option as explained in the
balls hitting a Regiment go straight through to their bowled nexl bit). The dice turns up a 4 - so he has caused 5 hits.
distance. The ball will strike any units in its path, and may even
pass through one unit and hit another behind it! 1. Stomp and Grind. (Against opponents unden I0' tall only). This
involves the Giant t.reading on his tanget and grindinq the poor
Each bowl causes lD6 auLomatic Hits at Strength 1. Troops in victim into the ground - an attack option which negales the
Skirmish order, or units of less than l0 models, can try to dodge value of armour entirely. Creatures with St.rengths of J on more
the ball. To simulate this they geL a +L on their Saving Throw are immune -smaller crealures receive lDl Hits al Stnenqlh 4
(minimum 6). with no Saving Throw for Anmour.
zt
Pick Llp and Thmttle. (Against opponents under l0ronly). This 10. Head &rtt. (Aqainst opponents over 10' tall or flying only). If
is an option which appeals especially to the more stupid Giants. your opponent is tall enough, or is attacking you from the air
The Giant picks up any single member of the enemy Regiment. then you may opt for this useful combat mode. The Giant
The victim may attempt to escape. He does this by striking causes DJ-I automatic Hits, so their is a chance he will miss
once against the Giant's hand at it descends - this is an extra altogether. Hits caused are at Strength Attack l.
attack, on top of any other attack he might already have had.
If the struggling victim causes a Wound then the Giant must TRUE GIANT GENERATIO}.I
drop him causing I Strength I Hit as he hits the ground. If the
victim fails to cause a wound then the Giant squeezes .... (and To generate your Giant deal with each of the characteristics in
the rest is too horrible to think about, but results in automatic turn, Movement, Weapon Skill etc. For each characteristic roll a
death for the person concerned). D6 and read down the appropriate coloumn to give the score - some
scores involve extra dice throws. The chart may be used to give
J. Pick up and Thmw. (Opponents under l0'only). This is another personal characteristic scores for smaller Giants if you wish.
popular attack option with Giants of a more athletic
disposition. The Giant picks up the victim in the same way as in CHARACTERISTIC I 2 t 4 5 6
2 above and the victim gets his chance to strike and escape. If
he doesnrt escape then the Giant may throw him bodily back MOVE 7t. 8rl 8rl 8rl 8rt 9'r
into his regiment causing I Strength I Hit on him and 1D5 WEAPON SKILL 2 t t 3 t 4
Strength 2 Hits on the Regiment.
BOW SKILL I 2 2 3 5 4
4. Pick up and Eat (Against opponents under l0ronly). This is an TOUGHNESS E E E E F F
option used by especially slow witted or enraged Giants who WOIJNDS 6 7 I I 9 il0
have diff iculty remembering whether they are f ighLing or INITIATIVE 1 2 2 3 t 5
eating. The Giant picks up his victim who may strike and escape INTELLIGENCE l* l* 7 t 4 5
as for the other 'Pick Up' attacks. If the captive fails to escape
then the Giant biles his head off. The unfortunate victim, faced COOL 2* t 4 5 6 7
with the oncoming maw of the unhygenic Aiant may have yet WLL POWER D6 D6+l D6+2 D6+1 D6+4 l0
arpther attack - this time against the face of the Giant. Again
if he scores a Wound he is instantly dropped causing I Strength
I Hit on him as he hits the ground. Victims who have their All True Giants attack once, using a selected strike mode.
heads bitten off are killed instanLly, and their remains can be
thrown back into their Regiment as for tJr above. Giants with an Intelligence Level of 1 are subject to Stupidity, with
a further L07o chance of being subject to Stupidity -1 (that's really
5. Pick Llp and Stuff into Bag. (Against opponents under l0ronly). dim).
The Giant picks up the victim who may try to escape as per the
other rPick Up' attacks. Failure to escape results in being Giants with a Cool of 2 must.make a compulsory throw for Frenzy
stuffed into a sack, bag or pocket for the rest of the game - the whenever any enemy approach within charge reach or fire missiles
captive escapes automatically if the Giant is killed. at them.
6. fump up and Down. (Against opponents under I0'only). A Giant Giants with a Will Power of 1 or 2 take double damage from
may jump up and down on top of lroops in combat - the magical attack. Giants with Will Power levels of I0 are Magically
resulting carnage can be quite devastating. There is a l0o/" Resistant (see Advanced Rules).
chance that any Giant attempting to jump up and down will fall
over immediately (use the Stagger and Fall chart to find out GIANTS AtlD ALCGICI-
where). The chance increases lo 5oo/o if the Giant attempbs to
jump up and down for two or more turns consecutively, with an It is a sad fact that Giants have a very irresponsible attitude
additional L07o chance of instantly expiring in an apoplectic towards alcohol. Quite why this should be is uncertain, the Elves
frenzy. (1(itts outrighl - use Stagger and Fall Chart). A. believe it is due to renviromental factorst and twidespread social
Regiment jumped on must save against Terrnr at the end cf and economic deprivation'. Whatever the cause it is certainly true
combat. The Giant causes Dl,2 automatic Hits at Strength 4 on that a great many Giants spend a great deal of lime utterly and
the Regiment. obviously drunk. Giants with a Will Power of J or less are Subject
to Alcoholism +1, there is a l,0olo chance any other Giant may be
7. Swing With Club. This involves cutting a sweep across the front subject to Alcoholism.
of the Regiment causing ID6+2 automatic Hits at Strength 3.
A Giant subject to Alcoholism will start the battle drunk 25olo of
8. Thump with Club. This is a more discriminating stroke for tire the time. Even if sober he will take every opportunity to drink all
conscientious Giant. It involves raising the club above ones head he can, stopping at noLhing to imbibe as much as possible before
and, taking hold of the weapon with both hands, bringing it passing out.
down with a single stroke. This method causes only 1 automatic
Hit - but at Strength 5. There is a l0o/o chance any weapon used Drunken Gianbs have very little control of their attaek options - so
in this manner will become embedded firmly in the ground and instead of the player choosing how he will attack roll a dice. If the
take an entire combat round otherwise unengaged to free. result is inappropriate for the enemy type roll again.
q
Yelling and Bawling. (Against opponents under 10' tall only).
This is an attack option which is a great favourite wibh the Stomp and Grind
more jovial Giants. The Giant bends down unt,il his face is only Pick uo and Throttle
a few yards away from his assailanls - he then proceeds to yell J Pick uo and Throw
as loudly as he can, bombarding his foes with a frightening blast Pick up and Eat
q
of sound and rancid air. The air blast has the effec! of making Pick up and Stuff into Bag
it impossible for the enemy to fight at all that Combat round. 6 Jump up and Down
In addition they must save against Terror. The Giant player Swing with Club
must announce that the Giant is going to Yell before lhe enemy I Thump with CIub
attack. 9 Yelling and Bawling
10 Head Butt or Drop Ball on short opponents
24
GIANT STAGGER AT{) FALL CHART
GIANT ATTACK @TION St-h,lMARY CHART
Giants are clumsy. This chart will enable you to simulate that most
common occurance - the Giant Stagger and Fall. A stagger consists This chart is intended as a ready reference for players familiar
of the Giant lurching about in a random direction, treading on with the attack options.
people and walking into trees etc. Giants may stagger for many
ATTACK HITS STRENGTH NOTES
reasons - Drunken Giants stagger automatically on the D6 dice roll
of a 6 made at the beginning of their movement phase. A Giant
Stomp/Grind D] 4 No Armour Save
who is killed in combat may also stagger about in his death throes -
this happens on the throw of a 41516 on a D5. Pick up/Throttle I Instant Death
Pick up/Throw I 3
How to sirnulate a Giant Staggerirg:- and... D6 2
Pick up/Eat I Instant Deeth
Pick up/Bag uapture
Jump up/clown utz 4 I armr
(sh
2 4
and... I 2 Partial Strika
\z
\.=
,ril
Use the clock chart above to determine the direction in which tire
Giant falls. Throw a D20. 12 o'clock on the chart represents the
direction in which the Giant is facing, a dice score of Il-20 is
counted as 1.2. Now use the Falling Giant Template to determine
who has been hit by the plumetting Giant. You can copy out the
diagram onto a piece of card for easy use. Place the feet of the
template by the feet of the model with the head in the direction of
fall. All models completely covered by the template necieve 2
automaLic Strength 4 Hits. Models partly covered recieve I
automatic Strength 2 Hit.
A Drunken Giant falling over may knock himself out, or just lapse
into urrconsiousnes, noll a D5 - a score of 5 and [he Giant is
unconscious for ID6 turns. A Drunken Giant attempting to nise
takes a complete Move Phase to stand up and then must roll again
to see if he staggers.
25
The tirree lists that, follow will allow you to select Battalions of
three Lypes of Goblin - Great goblin, Night Goblin and Red Goblin. Score Result
Hobgoblins and Orcs are related quite closely to Goblins but are
different in many ways and so have been given their own distinct Below I The Reliment loses all self control and
sets of list.s and rules. The three main types share many attacks the nearest goblinoid unit, charging
characterisLics, and for this reason many of the special rgoblint and giving missile fire where possible.
rules apply to them all.
I-2 The Regiment will eharge and fight any other
The Warhammer player with a Goblin army will be faced by unit of goblinoids within charge reach, taking
additional problems of command. As everybody knows Goblins are any opportunity to fire missiles. If there are
an extremely quarrelsome lot. They argue amongsl themselves, no goblinoids within charge reach then the
fight and even kill each other without much provocation. The only Regiment will halt for the duration of the lurn
thinq that keeps these creatures from their own throats is the and fight amongst itself. Fight half the unit
prospect of killing someLhing else. The Inter-goblinoid Animosity against the other half.
Chart provides rules for goblins going out of control and attacking
their own troops. I Some internal squabble develops inLo an open
brawl within the Regiment. You may not move
INTER-GOBLINOID ANIMOSITY a! all this turn. D6 members of the Regiment
decide to fight amongst themselves.
A goblinoid is a creature of general Goblin sLock, and here I would
include all Goblins, Hobgoblins and Orcs as well as cross breeds. All 4 or more The Regiment is still under control and
of these types may be subject to Animosity - that is, they don't. like behaves as normal, swearing, spitting, cursing
each other very much! and gesticulating but mt actually fighting.
R,egiments which have scored 5 must test immediately for Advanced players may add character Eo their Goblin uniLs by taking
Animosity. Friendly Goblins who find themselves in combat, due to into account the past record of each Regiment. lfr for example
the effects of a previous turns dice roll, are always subject to Borg the Red's Red Goblins were to attack Dagmuttrs Night Goblins
animosity and t.est automatically. In such a combat both Regiments then it is to be expected that Dagmutt would be out for revenge.
must be bnought under control before the fighting can cease. If two
squabbling goblinoid units are attacked by enemy troops then they Every time a goblinoid Regiment fights another it receives 'I
will instanlly forget about each other and fight the newcomers. 'Anirnosity Pointl (AP) against that unit. Record Animosity Points'
If you have AP's againsl any unit within charge reach you are more
Roll a D6 and modify as follows likely to Iose control and become subject to Animosity, deduct any
AP's you have against one such unit from your initial D6 dice roll.
This will be the highest possible, if two units are within charge
reach you will ignore the one you dislike least. If you 90 out of
ADD The Leaders Leadership value. controi then you must try to atLack the Regiment you dislike mosL.
ADD One (I) for each enemy Regiment within 20'r. After a few battles goblin Regiments will all dislike each other so
Add three (l) instead if the Reqiment is of much that they become to all intents and purposes useless. This
Hated enemy. may be realistic, but its a bit impractical. Therefore' as soon as
your AP reaches 5 the Regiment can decide torbury the hatchet"
DEDUCT One (1) for each 'friendly' Regiment of This is done in one of two ways. In the first way the Regimental
goblinoids within 20". Deduct two (2) if the Leaders get together over a few beers and agree that fighting is a
Regiment is of a different Goblin or goblinoid bit silly and if would be a good idea to stop it. There is a IOo/o
race. chance of this method working - if successful reduce AP's to zero.
If the f inst method fails lhen the second method will be used. This
involves t.he Regimental Leaders fighting to the death. Fight the
Now use youn scote on the animosity chant to find out what t:rat combat in a spJre moment, it will make a good basis for.a mini-
Reoirnent decides to do. game. winning leaders can insLall a new leader over the defeated
unit. New leaders can be qeneratedr or may be minor heroes as
appropriate. Losing leaders get eaten. APts are reduced to zero'
26
Goblins
There are many different tribes of Goblin, ancl these fail into
several broad types. The Great Goblins form one of these
they are characterised by their sizei large thickset faces and squat
bodies. They also ride giant boars and, of course, cannot stand the
sight of other Goblins. A sub-species of their kind are the Lesser
CoUtins which have similar features but are smaller. Lesser Goblins
live alongside their larger brethren, usually as slaves or social
inferiors.
All Goblins are naturally evil creatures who dislike each other
almost as much as they hate Elves and Men. Because of this Goblin
armies are sometimes difficult to control, and often the whole
course of a battle ean depend on the ability of the individual Goblin
Regimentel Leaders to keep their troops in check.
SPECIAL PROVISIONS 7. The Lesser Goblin thralls are armed with clubs, but up to half
of them can carry nets as well. Nets are used in hand to hand
l. A Goblin Battalion may contain m more Lesser Goblins than combat, and can either be thrown or used as shields in each
there arc normal Goblin types. round of combat. If a Goblin throws his net he cannot strike
with his club. Net Attacks throw rTo Hit' as normal in eombat,
then throw to entangle your victim - you will need to score
SPECIAL RIT-ES 41516 on a D5 to do so. Entangled victims get a Saving Throw
which is:-
I. In combat a Goblin Boar rider gets two (2) attacks - one normal
attack with the rider, and one'gore'from the boar. Use the Strength Grade Saving
factors given for the Boarrs attack. Charging Boars receive the of Creature Throw
same combat bonus as mounted Lancers.
I 6
2, Alt Goblins must deduct one (l) from their Morale Dice when 2 516
testing in strong sunlight. Woods, Mists, Buildings and other t 4t516
terrain features block out the effects of the sun. 4 tr4r516
5+ zrt141516
t. Goblins HATE Dwarfs.
Entangled figures may not move or fight - they may be
4. Goblins FEAR units of Elves which ere more than half their own attacked and cruelly slain whilst helpless. Reduce their
numerical strength - for exemple 20 Goblins will fear ll or Initiative to I whilst entangled. Once a net has been thrown it
more Elves. is gone and may not be used again.
5. Goblin Regiments sometimes loose control and attack other Entangled models who survive an entire combai are f reed
Regiments of Goblins. Simulate this using the Inter-Goblirnid automatically by their friends.
Animocity Clrart.
5. The Great Goblin Battalion Commander may ride in the Goblin GGLIN CHARACTERS - I-fROES AT\D SHAMANS
Chieftens Chariot - see the Fighting Fantasy Battles volume for
the full chariot fighting rules. The Commander may dismount Each Goblin Regiment must have a Regimental leader. Unless he is
and fight on foot if he wishes leaving the rest of the crew to also a Goblin Champion his 'profile' will be normal for his type.
battle on alone. Generate the Leadership Factor for each Regiment by throwing
1Dl.
27
Each Goblin Regiment may have a Regimental Champion -who may The Shaman acts exactly like a normal Wizard. Generate the
also be the Leader if you wish. Regimental Champions have the number of spells available as follows:-
same profile as Minor Heroes of the appropriate type.
lDl Spells at each Level Lower than Mastery
Each Goblin Battalionwill have I Goblin Hero to lead it. He may ID2 Spells at the Mastery Level
attach himself to a Regiment if he wishes and be their leader, or
he may acl as an independant character. Points cost includes a Choose the spells you wish to use. You automatically have any
sword but no other equipment. There are two kinds of Hero necessary talismans to cast each spell lDf times.
available, with the characteristics as given below. Each one costs
more, or less, depending on how good he is. The player may decide Goblin Shamans will act perfectly normally so long as there is a
which kind of Hero he wants and will then pay Ehe points indicated. friendly Hero within I2r'. But as soon as the friendly Hero turns his
back, and leaves the Shaman with no one in 12'r to keep an eye on
If the Battalion includes Lesser Goblins then the player may select him, the Shaman will try to make his way off the battlefield by the
a Lesser Goblin Hero as well. shortest route. He'll come to heel only if another Hero comes
within I2".
Weaponskill- t 4
BowSkill 7 5
Strength 2 2
Toughness B- B
wounds t 2
Iniriative J - t
Attacks I - I
-
Mastery I - 2
constitution-7 - IL
-
Points Values 140
-
-
28
Goblins
ight Goblins are by far the most common of all the Goblin races.
They are shortish and stooped and have misshapen learing faces.
of them are noticeably smaller than others, and these are
times called rlegser' Night Goblins. Both sorts live together,
intermix and interbreed, but the lesser Goblins are more often
found performing the more menial and demeaning tasks in Goblin
iety.
POII\ITS
VALUE
Ball/Chain
SPECIAL RULES
1. In eombat a Goblin Boar rider gets two (2) attacks - one normal
attack with the rider and one gore from the boar. Use the
factors given for the Boarts attack. Charging Boars receive the
same combat bonus as mounted Laneers.
2 In combat a Goblin Wolf rider gets two (2) attacks - one normal
attack with the rider and one 'biter from the wolf. Use the
factors given for the Wolfts attack. .-,..\€',*----
In battle the Fanatics hide themselves--".to1lg;i-th-e ordinary
3. All Goblins must deduct one (I) from their Morale Dice vihen Goblins and appear only when able Eo charge the enemy. This
testing in strong sunlight. Woods, Mists, Buildings and other they do screaming their nauseating battle cry and swinging huge
terrain features block out the effects of the sun. Ball and Chains around their heads in an uncontrollable manner.
4. Goblins HATE Dwarfs. In the Wargame the Goblin player pays for his Fanatics in the
normal manner, but doesnrt place them on the table. Instead
5. Goblins FEAR units of Elves which are over half their own they are 'hidden' in with normal units of Goblins or Lesser
strength or more. Goblins, either split up into small qroups, singly, or all in one
unit. The player must note down how many Fanatics are hiding
6. Goblin Regiments sometimes loose control and attack other in which Regiments, a Regiment may conceal up lo half its own
Regiments of Goblin. Use the Inter-Goblinoid Animosity Chart number of Fanatics.
to dictate their actions.
29
When the Regiment comes within 8" of any enemy then the At the end of his second turn the Fanatic will have whipped up
Fanatics go totally loony, leap from the ranks, and start his Ball and Chain to such velocity that he must attempt to
swinging their fearsome Ball and Chain weapons. This happens throw it at the enemy. Determine direction of throw by
as soon as the models are within 8rr even if movement has choosing the direction you want and then rolling a DZO on the
already been completed and the models couldntt otherwise move random direction chart. What actually happens is determined by
or fight. rolling a Df:-
Mount your Fanatic models on circular pieces of card I[ radius. I. Goblin lets go and the Ball whizzes
Within this area the twirling Fanatics are spinning round like off 8rr - the first thing it hits
tops - hopefully causing horrendous damage to anything they receives a Strength 4 Hit.
hit. As the Fanatics leap from the ranks of their covering unit
they go almost completely out of control. Treat each model as 2. Goblin misjudges his throw and the
an individual and determine the lr{ove DistarEe and Directiqr Ball wraps itself around his neck -
randomly for each one. killing him instantly.
hrfove Distarrce Throw 2D6 - this is the distance moved in 3. Goblin almost gets it right, he
inches. throws the ball but forgets to let
go. He and his weapon whizz off 6'r
Move Direction Throw a D20 and consult the chart below. The - the first thing hit receives an
Fanatic player first decides the direction he automatic Strength I Hit. The
actually wants the models to move in. Then he Goblin is killed.
throws his.dice - if the score is 12-20 he may
move the Fanatics as desired, otherwise lhey
go out of control, and could go almost Once a Fanatic has thrown his Ball and Chain he subsides into
anywhere, including back into their covering exhaustion and religious ecstasy. The model is removed from play
unit. Any models they come into contact with as the Fanatic is now too rout of it'to continue.
are automatically attacked, friend and foe
alike. GBLIN CHARACTERS - I-€ROES AIS fiAMANS
Each Goblin Regiment must have a Regimental leader. Unless he is
also a Goblin Champion his profile will be normal for his type.
Generate the Leadership Factor for each Regiment by rolling lD}.
Each Goblin Batt,alion will have I Goblin Hero to lead it. He may
attach himself to a Regiment if he wishes, and be their leader, or
he may act as an independant character. Points cost includes a
O\ U, sword but no other equipment. There are two kinds of Hero
available, with the characteristics as given below. Each one costs
o{\ more, or less, depending on how good he is. The player may decide
(s1
which kind of Hero he wants and will then pay the points indicated.
If the Battalion includes Lesser Goblins then the player may seleet
a Lesser Goblin Hero as well.
Weaponskill-3- 4 4
BowSkill 3 4
Strength 2
In their first turn the Fanatics must attack any body of troops Toughness - A B
that they come into contact with. This may mean they attack wounds 2-t-2-3
-
mote than one Regiment in the same turn. Each enemy
Initiative t-4-4-5
Regiment thitr by the flailing Fanatics receives .LDl automatic Attacks I
hibs at Strength J. They may not fight back.
PointsValue-B- 16- 5 10
In their next move the Fanatics rrust determine Move Distance -
and Direction again. This time use a D12, so they could go
anywhere! If they stumble into combat they cause DJ automatic -
A Goblin Battalion can also have a Night Goblin Shaman. These are
Hits again al Strength 3. By this time lhe enemy will have minor Wizards who tend to the spiritual needs of the Goblins -
reeovered from the initial shock and can fight back but with a needless to say these are pretty basic. Night Goblin Shamans are
reduced Initiative of only l. The Goblins can cut swaithes much more enthusiastic than Great Goblin Shamans, but still
through any opponents and so can move straight through units cannot lead other lroops, as they are half-crazed and
they are attacking, possibly attacking more than one Regiment unpredictable. The Points Cost includes a dagger and a personal
a lurn. Talisman of some kind which will often be a ju-ju stick or else
some disgusLing piece of bone, flesh or entrail.
to
Novice Acolyte
WeaponSkill- 3
BowSkilt 3
Strength 2 2
Toughness B B
wounds I -4 ?
Initiative 3 -3 3
Attacks I - I
-
Mastery I - 2
Constitution 6, -J- I
-
Points Values- 50 120
-
-
The Shaman acts exactly like a normal Wizard. Generate the
number of spells available as followss-
-
lD} Spells at each Level Lower than Mastery
ID2 Spells at the Mastery Level
Choose the spells you wish to use. You automatically have any
necessary talismans to cast each spell lDf times.
x(-
VE'
/
o
Goblins
Red Goblins are a eharacteristic tribe of goblin who were bred
away from the main Goblin stock by evil Necromantic Wizards in
years past. They have little respect for other typee of Goblinl or
anything else for that matter. They are by far ttp moet evil
hearted of their kind. Red Goblins still gerve the purposes of their
Wizard creators, although whether these still live is unknown.
SPECIAL PROVISIONS Each Goblin Regiment may have a Regimental Champion, who may
also be the Leader if you wish. Regimental Champions have the
I. If Wolves are to be used without riders there must be at least 1 same profile as Minor Heroes.
Goblin Wolf rider 'Leaderr for every 5 Wolves. If he is killed the
Wolves become subject to Stupidity. Each Goblin Battalion will have I Goblin Hero to lead it. He may
attach himself to a Regiment if he wishes and be their leader, or
2. Wolf Riders may be armed with Goblin Bows in addition to their he may act as an independant charaeter. Points cost includes a
other weapons. sword but no other equipment. There are two kinds of Hero
available, with the characteristics as given below. Each one costs
SPECIAL RII-ES more, or less, depending on how good he is. The player may decide
which kind of Hero he wants and will then pay the points indicated.
l. In combat a Goblin Wolf rider gets two (2) attacks - one normal
attack with the rider and one rbiter from the wolf. Use the
factors given for the Wolfrs attack.
2. All Goblins must deduct one (l) from their Morale Dice when Minor Hero Hero
testing in strong sunlight. Woods, Mists, Buildings and other
terrain features block out the effects of the sun. Weaponskill- 4
BowSkill 4 5
t. Goblins HATE Dwarfs. Strength Z t
Toughness B -5 C
4. Goblins FEAR units of Elves which are twice [heir own slrength Wounds 2- t
or more. Initiative 3- 4
Attacks L- 2
5. Goblin Regiments sometimes loose control and attack other
-
Regiments of Goblin. Use the Inter-Goblinoid Animosity Chart Points Value - 20
to dictate their aclions. -
GOBLIN CHARACTERS . HEROES
-
Each Goblin Regiment must have a Regimental leaden. Unless he is
also a Goblin Champion his rprofile' will be normal for his type.
Generate the Leadership Factor for each Regiment by throwing
ID].
,2
lins
.8 Hobgoblins are large, aggressive relatives of Goblins - in fact the
relationship is so close that the two types cen interbreed,
!C' producing espeeially large Goblin off-spring, Hobgoblins are
generally more organised and together than other Goblins, they are
prolific, if crude, metal workers - producing armour and weapons in
great guantities. The Hobgoblins are known to manufacture some
of the armour and weapons used by other Goblins. Hobgoblin
Shamans can have fierce mutant guard dogs called Hobhounds.
SPECIAL PROVISIONS
Minor Hero Hero Mighty Hero
t. Hobgoblin's may employ bows or crossbows - but no more than
25o/o of the models may be so equipped. Archers may use either Weaponskill- 4 5- 8
a normal bow or a long bow, at the appropriate points costs. BowSkill 3_ 4_ 5
Strength 3
?. Hobhounds may only be used in conjuction with a Shaman. Toughness - D
Hounds without a master will run off the table, defending Wounds 4
themselves if attacked. Initiative 4_ 5-- g
Attacks I _ 3
SPECIAL RII-ES
18
1. Hobgoblins are subject to FRENZY - but dontt have to remove
their armour when Frenzied. Hobgoblin armour is cunningly
constructed to be almost impossible to shake off when frenzied A Hobgoblin Battalion can also have a Hobgoblin Shaman. Such a
(these Hobgoblins are no fools). character has the characteristics described below. Hobgoblin
magicians are relatively powerful compared to other goblin-like
2. Hobgoblins HATE Elves, Dwarfs and Men. magic users and they are much sought after for this reason. A
Shaman ean have up to 5 Hobhounds as guard dogs and pels.
3. Hobgoblins are subject to inter-goblimid animosity as described Hobhounds are loyal and extreqnely aggresive, they will fight unto
in the rGoblin' section. death and are immune to psychological facbors. Hobhounds
normally do not move more than 6rr away from their Shaman, bu[
4. Hobhounds are immune to psychological factors. they can be ordered to attack any enemy within 12". If they survive
a combat and kill their foes, Hobhounds with return lo their
HOBGOELIN CHARACTERS - HEROES AND SHAMANS master. If the Shaman should be killed Hobhounds will leave the
table, defending themselves if attacked.
Each Hobgoblin Regiment must have a Regimental leader. Unless
he is also a Hobgoblin Champion his rprofilerwill be the same as a Points cost includes a sword, axe or mace and Personal Talisman,
normal warior. Hobgoblin leaders are quite ruthless! and they can which is often a huge ceremonial mace.
usually control their troops very effectively. Generate the
Leadership Factor for each Regiment by rolling LD4+2.
Novice Acolyte Adept Mage
Each Hobgoblin Regiment may have a Regimental Champion -who
may also be the Leader if you wish. Regimental Champions have Weaponskill-J
the same profile as Minor Heroes of the appropriate type. BowSkill 2 _t _4 _5
Strength 2
Each Hobgoblin Battalion will have L Hobgoblin Hero to lead it. He Toughness
may attach himself to a Regiment if he wishes and be their leader, wounds I -4
_2 -5
_3 -6
_ 4
or he may act as an independant character. Points cost includes a Initiative -C 3 _4 _5 _6
sword or club but no other equipment. There are three kinds of Attacks I -2
_I -2
_I -t
_2
-C -C -C
Hero available, with the characteristics as given below. Each one
costs more, or less, depending on how good he is. The player may Mastery I
decide which kind of Hero he wants and will then pay the points itution 10 _ 15 _ 20 _ 30
indieated.
ints Value lI5_ 32O_ _
525 -4 775
-2 -t
Generate the number of spells available as follows:-
Choose the spells you wish to use. You au[omatically have any
lDl times.
necessary talismans to cast each spell
3t
rcs
=
and meaner than even the very largest sorts of Goblin.
are related quite closely to Goblins and they speak different
ons of the same language, the two races can even interb'reed
producing repulsive half orc/half Goblin offspring. This debasing of
!h" fighting Orc stock, together with tribal bigotry and
\1.'r/ fragmentation has resulted in the appearance of several
ri'lf\ \,L istinguishable orc races. of special note' are the' famous pig
.:' \\\ t
aced orcs who enjoyed fame and supremacy in former times, but
'hr.'
\i are now, sadly, hardly ever seen at all.
RARE
_l
SPECIAL PROVISIONS against the Wyvern until it is killed, and the rider is
dismounted. Wyvern cause FEAR within 8'r and TERROR in
l. Orc Wamiors, but not Guards, may employ Bows or Crossbows anything they abtack. Wyvern may also fly.
and may use the Infantry Bow paying the appropriate cost. Orc
Guards may use heavy weighted throwing Darts.
ORC CHARACTERS - I-fROES AlS SHAMANS
2. The cost of a Wolf Rider includes the Wolf. The value for
Wolves used individually is given too (5). If Wolves are to be Each Orc Regiment must have a Regimenlal leader. Unless he is
used separately then lhere must be I Orc Wolf Rider for every also an Orc Champion his profile will be normal for his type -Guard
5 independant Wolves, otherwise the Wolves become subject to or Warrior. Generale the Leadership Factor for each Regiment by
Stupidity. Use bhe Wolf profile given for Wolf attacks. throwing 1D4.
J. The cost. of the Wyvern Rider includes the Wyvern. The value Each Orc Regiment may have a Regimental Champion -who may
for Wyverns bought separat.ely as a mounl for the Shamen is also be the Leader if you wish. Regimental Champions have the
given too (J-20). same profile as Minor Orc Heroes.
4. Wolf Riders may employ Short Bows in addition to their other Each Orc Battalion will have I Orc Hero to lead it. He may altach
weapons. himself to a Regiment and be their leader, or he may act as an
independant character. Poinls cost includes a sword but no other
5. Any Orc Battalion may employ up to 5 chariots pulled by either equipment. There are two kinds of Hero available, with the
2 or 4 Wolves, and crewed by Orc Warriors. Wolves and crew characteristics as givpn above. The player may decide which kind
must be paid for separately. See the Fighting Fantasy Batlles of Hero he wanLs and pays bhe points indicated. Orc Battalion
section for the full chariot fighting rules. Orc personalities may Commanders may ride a Wyvern at the additional points cost
also ride chariots. Use the Wolf profile for any Wolf attacks indicated.
from the chariot. Chariots may have scythed wheels at 10
points extra. Minor Hero Hero
6. Orcs may use War Engines crewed by Orc warriors. Any Weapon Skill 4 5
Battalion may include I Stone Throwing and up Eo I Bolt Bow Skill --- 4 5
Throwing engines. See the Fighting Fantasy Battles section for Strength 2 t
the full War Engine rules. Toughness C D
Wounds 2
SPECIAL RULES Initiative i 4
Attacks I _2
I. The Orc Wyvern Rider occupies an important social position,
the Wyvern ilself is a veneraled animal accorded much respect Poinbs Value 15 _ 25
by the Orcs. In combat an Orc Wyvern rider has 4 attacks, J.
from the rider and J from the Wyvenn. Use the factors given for -
the Wyvern's attack. The combat opponent must strike back An Orc Battalion may include an Orc Shaman. Orcs are not
t4
naturally competant Wizards but can master a few simple spells
with which to impress their fellows. Only the Orc Shaman has the
ability to train the Wyvern, which he achieves by battling with the
spirit of the Wyvern on the spirit plane. Beeause of this speeial
relationship the Shaman may ride a Wyvern into battle, paying
extra points for his fearsome mount, as indicated on the list.
Choose one of the two grades of Shaman available. These may act
as normal Wizards - the points cost includes a sword and personal
Talisman, usually a piece of jewelry such as a necklace, bangle or
brooch.
Acolyte
Weaponskill- 3 4
Bow Skill t
Strength 2
Toughness C- C
wounds I _ 2
Initiative 2_- 2
Attacks I _ I
Mastery I 2
constitutio g_ 12
Orc Shamans are a bit incompetant and so always add J. onto their
Fumble - giving them an automatic chance of Fumble on every
spell, so remember to always roll.
55
A proper study of these reptiles would show them to be a diverse,
possibly genetically unstable, gr6up of races. As with Goblins there
are several main tribal groupings based on slze. They live in the
deeper regione of cave systems, emerging into the lower levels of
Goblin dens or Dwarf Holds to raid and take captives.
Deep in the heart of the earth tive the largest ard the most
primitive of all living Lizard men - The cold ones. These creatures
have only the faintest glimmer of primal intelligence. Eons of
living in darkness has eaused their eyes to beeome almost. useless,
but they have a keen senge of smell. Cold Ones may be ridden by
other Lizardmen, although Troglodytes mostly lack the skill except
in the case of a few rare individuals,
The next largeet of these reptiles are Troglodytes. These creatures
are powerful wamiors but, sedly, rather stupid and smelly.
SPECTAL PROVISIONS
I. All Lizardmen may have any one close combat weapon as their 7. Using their acute sense of smell, cold ones can detect the
basic weapon. scent of any creature within 5r', even if completely hidden.
They can delect the scent of creatures over 6'i and up to lg"
SPECIAL RI.'-ES away on the D6 dice roll of 41516.
LIZARDMEN CHARACTERS - FIEROES
t. Lizardmen have really tough skins which provide some defence
against most normal weapons. All lizardmen, including the Cold
Ones, count their skin as if it was Mail Armour, at no extra Each Regiment will have a Regimental leader. Unless he is also a
points cost, thus giving them a minimum Saving Throw of 5. Lizardman Champion his profile will be normal for his type.
There is no need to have Leadership Factors, as Lizardmen are
exempt from Psychological reactions.
2. Troglodytes ane, unfortunately, rather stupid. They are subject
to Stupidity -I. Each Regiment may have a Regimental Champion, who may also be
t. Troglodytes smell extremely badly. This horrendous aroma the Leader if you wish. Regimental Champions have the same
causes Fear in all non-reptilian creatures within )'r, all such
prof ile as other Heroes. Regiments of Lizardmen or Lesser
troops within Jrr must test to save against Nausea. Roll a D6. Lizardmen may have Champions of any Lizardman type.
2. Tribal warriors and Braves must be bought the additional Short Range Long Range Attack Strength
compulsory weaponry. 0-5rr 6-12" l-Weak
3. Slann with Bow skills marked * may use the indieated level only Blowpipes ignore the 'To Hit' Modifiers given on page 15 of
when f iring their specialist weapon, either blow-pipe or Volume I of Warhammer.
tomahawk. All slann may throw knives or similiar hand thrown
weapons with a Bow Skill of f. 3. Regiments of Eunoch Slave Wamiors must be led by a Slann
Leader. Slann Leaders carry whips and batons for this very
Warhounds are large reptilian carnivores, used by the Slann in purpose.
battle and as guard dogs. Each Warhound must have a handler.
4. Slann Braves are somewhat impetuous. During their first
5. slann are known to occasionally ride the large reptilian cold charge/eountercharge of the game there is a chanee they will
Ones, though how these creatures arrived in Southern Lustria become subjecl to Frenzy. Roll a D5 - if the score is 5 then the
is a mystery hidden in the days of the Old Slann. Braves will go into a Frenzy.
SPECIAL RULE5 5. Slann armour is made out of shell, precious gems or gold. This
counls as Mail Armour and costs the same points. In addition
t. Slann are semi-aquatic and may move 4" swimming on lhe Slann have a +f onto their Saving Throw to account for their
surfaee of the water. They may submerge totally, in which case tough leathery hides, giving them a minimum Save of 5.
they become invisible in all but the clearest water. Submerged
they may swim 1". Slann may shoot blow-pipes from the waler 6. The Cold One is subject to STUPIDITY - but the rider may
surface, with only their eyes peeking above the water. In this over-ride this on the D5 score of 41516. Cold Ones are over LOt
semi-submerged state they are invisible at distances of over 6il. tall and cause FEAR in Man sized, or smaller, enemy within
but firing blow-pipes will give away their position. l5'r. Cold Ones will not attack other Lizardmen.
.)
Blowpipes are a unique Slann weapon. They are mostly used for 7. Using their acute sense of smell, Cold Ones can detect the
hunting, the Slann floating along a river until he gets an scent of any creature within 5", even if completely hidden.
opportunity to pick off some likely looking animal drinking at They can detect the scent of creatures over 5" and up to 18rt
lhe waters edge. away on the D5 dice roll of 415,6.
B. Warhounds are fierce and unpredict,able brutes at the best of A slann Battalion may include 1 slann wizard at the indicated
times. They usually enler battle half starved, this makes them Points cost. Wizards have the following profile depending upon
subject to FRENZY. So long as their handlers are alive the Level. Points cost includes a sword and Personal Talismanr-which
Warhounds will only attack enemy, and the handlers can drag is often a religious motif.
the beasts about the battlefietd in a reasonably controlled
manner. If his handler should be killed the warhound will cease
fighting and begin to feed on any suitable carcase, if attacked
it will run off, but defend itself if necessary. Novice Acolyte Adept Mage
Weaponskill- 3 4 5 6
SLAi{{ CHARACTERS - HEROES AIO WIZARDS BowSkill t _ 3 _ 4 _ 5
Strength 2 2 J
Each Slann Regiment must have a Slann Champion as the ToughnessCCCC - - -
Regimental Leader. The Leadership Factor is generated by rolling wounds I _ 2 _3 _ 4
ID4. Initiative 3 - 4 -Z 5 - 6
Attacks I _ I _l _
-- 2
Regimental Champions have t,he same profile as Minor Heroes.
Mastery 1- - 2 - 4
Each Slann Battalion will have I Slann Hero to lead it. Slann Constitution l0 15 20 25
Heroes are often Imperial officials, or else relalives of the Slann
rulinq family. Points value - 110 _ _
32O -J 510 _
- 73o
-
The Battalion Commander may attach himself to a Regiment if he -
wishes and be their leader, or he may act as an independant
character. Points cost includes a sword. There are three kinds of Generate the number of spells available as follows:-
Hero available, wibh the characteristics and costs given below. The
player may decide which kind of hero he wants and will then pay 2D4 Spells at each Level Lower than Mastery
the points indicated. ID4 Spells at the Mastery Level
Minor Hero Hero Mighty Hero Choose the spells you wish to use. You automatically have any
necessary talismans to cast each spell IDI times.
Weaponskill- 5 7 8
BowSkill 3_ 4_ 5
Strength 2 t- 4
Toughness C-- D- D
wounds 2 t- - J
Initiative 4_ 6_ g
Attacks 1- 2- 3
Points value 18
- l0 75
-
- - - /tt
'iz4
,lrlt
,4 z\
.--)'
} ..,
{,:, t''
i,i, '
74- ',
/- ?',/aQz to. 3'2
.'?''i 2''':'
t' i. ;i
q"
a:
hcos
:1.. '4 '. : "'1 t /z
Pa
The Chaos Battalion is potentialty the most powerful of tabletop
forces; its eldritch potency and awesome strangeness makes it a
difficult and unpredictable enemy indeed. By its very nature a
Chaos force is always a distinctly rone-off' formation. There is no
such thing as a ready-made Chaos Army, players wishing to general
the Chaos Hordes will have to assemble their armies after
generating their Champions, followers and appropriately weird
Chaos Creatures, using the various charts contained in our arcane
REALM OF CHAOS publication,
DESCRIPTION
Chaos either
Beastmen or
Beast Varies
nsonality - Choose Chaos Charnpion, Undead Champion, Necromancer
Wizard, Heno or Liche.
SPECIAL PROVISIONS 2. AII troops types marked with an asterix (x) have double normal
chances of having Chaos Attributes, as per the MARK OF
l. Chaos Beastmen may be considered as a mass of bestial and CHAOS section in REALM OF CHAOS, or lhe simplified system
ugly ex-humans, whose various Chaotic Attributes have the given in the FIRST CITADEL COMPENDIUM.
effect of increasing the Weaponskill and Toughness of the
Regiment as a whole to 5 and C in each case. This form of NEW Percentage chances are;
Beastmen costs only 8 points each.
Centaur 2lo/o
Alternatively you may wish to field a group of more advanced Chaos Warrior 5o/o
and complex, individual Chaos mutations. Roll for each member Chimera 4]o/o
of the unit, starting with a basic human, and adding D4 Grif f on 2oo/o
Beaslman attributes lo each. This is most suitable for a small Harpy 20o/o
battle or skirmish, but experienced Warhammerists should be Heroes and Wizards 4o/o
able to cope with the added colour, even in major battles, Hippogrif f IOo/o
especially if they enjoy the extra detail and strangeness. These Hydra t0%
more horrible Chaos Beastmen cost 25 points each. Manticore ZOVo
Troll IOo/o
Happy Conventing!
t9
,. Demons and Demonic Beasts must be of an appropriate type for
the Chaos God which the General worships. Chaos Generals who
do not worship a documented God (Khorne, Slaaneesh, Nurgle
or Tzeentch at the time of writing) may summon a Demon or
Demonic Beast of their own creation approved by the GM.
40
N ead
'//,
7fu/f/'n i, r It is not difficult for Necromancers of qreat power to raise whole
armies of Undead creatures. The Undead have . certain
I, 7 -v/l/ - ra, il disadvantages, some kinds may be banished, for instance, or they
/,,/r) may be ineffective in sunlight. For this reason Battalions of
Undead are often included in with living troops of evil alignment.
,ozz2Y.T
One particular problem with employing undead troops is that they
have an inherantly unstable existence in the living world, and this
stablity may be undermined outside of the creatures host
enviroment. Skeletons, for example, are powerful foes amongst
grave yards and death pits, but in the open and under the living sun
they may crumble into dust. Similarly Wraiths may exist within the
confines of a tomb - but are dispersed in daytight. Almost, it is as
if there are pockets of the world of the dead in the world of the
living and these pockets are often places of carnage or burial.
.' $S.-: -'[*'t
^.$
POINTS
VALUE
LJf\DEAD INSTABILITY
SPECTAL RT.I-ES
Skeletons, Zombies, Wraiths, Wights and Spectres are subject to
l. Skeletons, Zombies, Wraiths, Wights and Spectres are subject to Undead Instability. These types naturally belong in the Planes of
Undead Instability - use the Undead Instability chart to the Dead; the plane into which the spirit is transported after death.
determine their state every move. Accordingly each Regiment of these Undead types may, at any
time, be effected by Shifts between the various planes.
2. Skeletons cause Fear in living creatures within 5r'. They cause
Terror in units of_Men they are fighting - test once only during If your army contains potentially unstable Undead roll a D6 at the
the initial charge/countercharge. beginning of your tunn before you do anything else. If the result
turns up 6 then a Dimensional Shift has occured, and each
f. Zombies cause Fear in all living creatures they attack - test Regiment of unstable type may be effected. Roll again for each
once only during the initial charge/countercharge. Regiment as follows, the result takes effect from then until your
next turn.
4. Hits from Ghouls are Poisoned.
5. Wraiths are dispersed in sunlight and rendered ineffective. Each I The dimensions pull apart totally. The Regiment is now
hit by e Wraith reduces the victims Strength Level by I grade, trapped in this plane, do not throw any more for instability
victims reduced to a Level of 0 are killed. Wraiths are immune this battle. This seriously effects the fighting power of the
to non-enchanted weapons. They cause Fear in all living unit, as their minds gradually decay and their bodies become
creatures. more insubstantial.
6. Wights are dispersed in sunlight as per Wraiths. Each hit causes The Regiment becomes subject to STUPIDITY. Deduct I
Strength reduction in the same way as Wraiths. Wights are from theirtto hitrdice each turn from now on. Eventually
immune !o non-enchanted weapons and non-necromantic magic, the Regimen! will no Ionger be able to hit at all. When this
a Blessed Blade has no effect on them. Enchanted Weapons happens the Regiment will not be able to cause any damage.
cause normal damage. They cause Fear in all living creatures. They can, however, still cause Fear or Terror as
appropriate.
7. Mummies cause Fear in living creatures within l0rt, and Terror
against combat opponents. Test at the initial charge or 2 The dimensions are in a state of flux. Confused by the
countercharge for Terror. suddenfluidity in reality, the creatures are held in a state
between 2 planes.
8. Spectres cause Fear within I5", and Terror within 5rr, in all
normal living creatures. Hits cause Paralysis, throw to save as The Regiment may not move at all this turn. If in combat
Poison. Paralysed victims are helpless for 5D6 Turns. Spectres the Regiment fights at half effect (halve number of hits)r
are immune to non-enchanted weapons and most magic. They and all hits caused on them destroy automatically.
may be dispelled by a Necromantic Banish Undead spell with a
plus f Fumble Factor. They are affected by enchanted t A sudden shift between the dimensions removes the physical
weapons, and a Blessed Weapon will cause normal damage. part of their bodies back into their own realms. The visible,
though ineffectual, images of the Regiment remain. In time
lhe shift ends and the creatures return to full power.
4l
The Regiment may conlinue to move as normal. However A Battalion of Undead must have either a Necromancer, Evil
blows struck by them, and blows slruck against them, will be Wizard, or Liche to lead it. An Undead Battalion may, in addition,
totally ineffective. The blows just go straight through! include as many Necromancers, Evil Wizards or Liches as the
Magic will have full effect and the Regiment continues to player wishes, so long as he pays the appropriate points cost. So it
cause FEAR etc as normal. would be possible, for example, to field a Battalion which consisted
entirely of Undead or Evil characters.
A slow shift between dimensions draws some of the
Regiment back to their own world. lrlecromancers have the following profile depending upon Level.
Points eost includes a sword and Personal Talisman, which is often
Roll a D6 to determine how many models are drawn back - a sacrificial knife or dark jewel.
bhey do not return.
The Regimentrs natural dimension moves more closely onto Novice Acolyte Adept Mage
the one they occupy. The Regiment becomes more stable
and aequires added vigour. WeaponSkill 5 5 6 7
BowSkill 4 4 5 6
For this turn only the Regiment fights with twice as many Strength 2 t
Attacks as normal. ToughnessBBBC - - -
wounds I - 2 -_3 -_ 5
The Dimensions shift slightly and, although the Regiment Initiative 6 -2.-2 9 - lI
will be aware of the change, they are uneffected. Attacks 1- I 2
-
The Regiment may fight, move and otherwise function as Masteryl-2- -7 - 3-4-
normal. constitution I 12 - -3 18 25
-
Points Value I20 -- 100 500- 75o
-
-
The Necromancer acts exactly -
like a normal Wizard - except that
he can also make use of Necromancy spells and act as a controller
of friendly Undead.
Generate the number of non-Necromancy spells available:-
fach Regiment of Undead must be led by an Undead Champion. An Choose the spells you wish to use. You automatically have any
Undead champion is basically the Undead form of a once powerful necessary Talismans to cast eaeh spell lDl times.
Iiving character. Typical Undead Champions are Skeletal
tJhampions and Zombie Lords. Liches, who are Undead Magicians,
are also counted as Undead Champions. Evil Wizards, and
i'rlecromancers can act as Undead Champions
if they wish. Evil Wizards have the following profile depending upon Level.
Points cost includes a sword and Personal ralisman, which is often
Undead Champions can have very varied profiles. To represent this a staff.
generate Undead Heroes using the following chart. Roll a D6 for
each of the characteristics qiven.
Novice Acolyte Adept Mage
DICE
CHARACTERISTICI2S4S6 Weapon Skill t 4 _5 _ 6
Bow Skill 3_t-4-5
MOVE htr 4" 4n 4n 4n Strength 2-2-2-3
WEAPON SKILL 2 t 4 5 6 7 Toughness BBBB
-
BOW SKILL I I 2 2 t J
Wounds 2 4
Initiative 4
STRENGTH z 2 2 t , 4 Attacks I _1 _ 2
TOUGHNESS B C a t) D E -J -
WOUNDS I 2 z 5 t 4 Mastery 2 -5 -6
INITIATIVE t 5 t constitution 14-20 27
J J 3 -
ATTACKS 0 I 2 2 1 4 Points Value I0B- JIz--3 5L7 -4 736
42
Liches are Undead Wizards. They are mentally and physically foul FIGHTINIG AT TWILIGHT
and corrupt, twisted and tormented by years of nameless evil toil.
Liche are immune to magic, but may themselves cast spells as for Many of the Undead creatures are prevented from fighting in
normal Wizards. Liche may have extra powers. Generate your tabletop battles because they are dispersed in sunlight. Normally
Liche as follows. Roll 1D6 for each characteristic. battles take place during daytime and so these more unstable
Undead can only be used wiLhin buildings, dense woods or
DICE underground.
CHARACTERISTICI2S456
At the beginning of a game either player may ask the Games
MOVE 4l 4tr 4* 4, 4, 4, Master to determine how many turns can be played before
WEAPON SKILL 7 I 9 9 9 10 nightfall. The Games Master can establish this using the following
method. The GM secretly rolls 2D6 - giving his a score of from 2-
STRENGTH 2 3 t t 4 4
12. This is the number of turns of full daylight that remain. This
TOUGHNESS D E E E E F will be followed by 2 turns of twilight, followed by complete
WOUNDS t 4 4 4 5 5 darkness.
INITIATIVE 4 4 5 5 6 6
ATTACKS 0 I 2 2 t 4
In twilight Wights, Wraiths and Spectres and all other types of
I* 2* 5* 4*
undead that are normally dispersed by daylight may wander about
POWERS 5* freely, but are all subject to Instability on the D6 dice throw of
516.
Points Cost +25O
*Extra Powers In darkness Undead are not subject to instability at all, unless they
attempt to enter a holy precinct, such as a church, which has been
determined to be a santuary by the Games Master.
I. The Liclle is so far gone down the path of decadence and decay
that he cannot abide the presence of living creatures. He will FIGHTIT\G AT DAWN
try to avoid being within 8rr of living ereatures - if this should
happen he must move away as soon as possible. Games Masters may wish to stage night time games involving
Undead creatures. In a similar way as with twilight attacks, the
2. The Liche has horrible glowing eyes that can transfix and
GM can establish how may turns of darkness remain by rolling 2D6.
destroy living creatures. Range is 6rr- but he can use the attack This will be followed by 2 turns of twilight, followed by normal
in close combat. First select your victim. The victim can be any daylight.
one model including characters or leaders. Now throw 2 D6 -the
Liche needs to score higher than the victims Will Power to
transfix him. The victim remains transfixed for the rest of that
Turn, he cannot f ight or move during this time. Whilst
transfixed the Liche drains his life forces - causing D6
automatic Wounds. The Liehe may not attack with normal
weapons or perform magic whilst he is using his tranfix attack.
Liehes cause Terror in creatures lhey attack, and Fear in all living
creatures who can see them, except friendly Evil Wizards or
Necromancers. Test just once for Temor - before the first round of
combat. Test just once for Fear when the Liche is first sighted.
There is no need to keep testing every turn. Friendly living troops
must also test, but instead of Routing they will go into an
immediate state of Frenzy.
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SPECIAL PROVISIONS
SPECIAL RULES
l. Players must consult the detailed rules given for each creature
within the Warhammer svstem. o\l
? Certain creatures from this Iist may be used as cavalry mounts, \- l/ ^.^
or equipped with howdas and played in the same way as
Elephants. The use of such creatures will usually involve
b
modelling conversion, or imaginative combination of models
already available. A player may use creaLures in this way only
with the consent of his opposing player or the Games Master. r'av^.
Crews and riders must be paid for separately, as if they were ,v nqa
standard infantry models. -'
CREATURES AS CHARACTERS
t. Goodly creatures may be banded together into ad hoc
Regiments, or they may be attached to Regiments of normal Intelligent creatures may ac! as Regimental Leaders for Regiments
troops in order to make them more effective. Once attached to of ordinary troops - such as Elves, Men or Dwarfs. They retain the
a Regiment a creature may not leave it, in effect he becomes a same prof ile, and have Leadership Factors as would normal
member of the unit. It is no! subjecL to the psychological or Regimental Leaders of that nacial type.
other effects that may occur in the normal troops. The
creatures combat must be worked out separately from the rest " An intelligenl creature may also act as the leader of an entire
of the Regiment, and it may be engaged by missile fire in the ' army. For example an army of Dwarfs could have a Eagle general.
,i .
same way as a hero within the body of a Regiment. A creature leading an army counls as an individual Hero for
/ purposes of enemy missile fire, morale and so on.
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M / -db II " i/
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,------\ rauding Monsters
-\ A Battalion of marauding monsters can form part of an evil armyt
although this list has also been included to provide rprofilesr and
points costs for monsters. Marauding monsters will add rpunchr to
an evil army, and make your games more interesting.
DESCRIPTION
Giant Rat
45
6. Maurauding monsters get quite excited and uncontrollable if
they find themselves anywhere near scenes of slaughter, noise
or mayhem. For this reason a monster pack rnrst attack routing
or pursuing troops of either side who approach within charge
reach.
7. Monster packs are moved by the GM, but the player can tell
him which direction he wants the pack to take. The pack will
generally move as requested, but there is a I0% chance that the
pack will go out of control. Members of an out of control pack
will charge any troops within reach, the rest of the pack will
move en masse in a random direetion.
4OT{STERS AS CHARACTERS