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1456588333804.Pdf 1 WARHAMMER The Game of Fantasy Battles By Mathias Eliasson ver. 1.0 (beta) 2 Prepare thyself to enter a world of Daemons and vile sorcery, of battle and death, of violence and of madness. Chaos infects this world like a malignant disease from which there can be no recovery. Logic, reason and sanity have no place here. Even the earth and the air arc suffused with the stuff of raw magic, causing gnarled hag- trees to come alive, men to devolve into monsters and castles of bone to form from the mass graves of ancient battles. In this blasted realm you will see wonders and horrors alike that you shall carry to the grave. Look to the north — tribe upon tribe of barbarians and iron-clad immortals charge into the teeth of a thousand cannons before crashing into mile-long lines of brightly uniformed infantry. Behold the great equator, land of the warrior sun. where skeletal legions and armies of living statues rise from the desert to crush the crusades of plate-armoured knights. Across the Old World, bestial and nameless things pour out from the endless forests to besiege, burn and topple fortress-cities. Orc Warlords stand atop storm-wracked mountains, bellowing raucous battle-cries. A constant flood of savage greenskins, slime-skinned monsters and ramshackle war engines emerges from the caves below in answer to the call. In the earth below, scurrying Skaven infest the depths like a tide of filth in a stinking sewer. Their verminous hordes crashing into the unyielding shieldwalls of grim Dwarf tunnel- guards who fight daily for the survival of their cavernous dominion. In the far-off lands of the Elves, brother fights brother in a war that has raged for time immemorial, the skies above alight with the fire of a hundred duelling dragons. Steam-driven towers prowl the borders of Mankind's realm, each one garrisoned by a regiment of war-hardened veterans. Above them come flocks of war gryphons and flying galleons held aloft by sorcerous pacts. Yet amidst all of the fire, flame and fury, it is a world too of mighty heroes, of bold deeds and of great courage. These few champions stand against the encroaching darkness, rallying their warriors with acts of valour and hope of victory. The deafening roar of battle rises above them all, the sound of a thousand times a thousand men crashing body, blade and shield against a horde of daemonic terrors from the bowels of hell. The fate of the world, be it damnation or salvation, will soon be decided. This is a world of eternal war and fleeting glory. This is the world of Warhammer. 3 CONTENTS THE WARHAMMER GAME..................................... 7 Moving of the Board .......................................... 22 What You Need ....................................................... 7 Reinforcements .................................................. 22 Mustering Your Forces ............................................ 8 MAGIC ...................................................................... 23 BASIC RULES ............................................................ 9 Wizards .................................................................. 23 Measuring Distances ............................................ 9 Spell Generation ................................................. 23 Dice ...................................................................... 9 The Magic Phase Sequence ................................ 24 Rolling a D3 ......................................................... 9 Magic Summary ................................................. 24 Artillery Dice & Scatter Dice .............................. 9 1. Roll for the Winds of Magic .............................. 24 Dividing Values ................................................... 9 The Power pool .................................................. 24 Modifying Dice Rolls .......................................... 9 Channeling Power Dice...................................... 24 Re-roll .................................................................. 9 Power Limit ....................................................... 25 Roll-off .............................................................. 10 The Dispel Pool .................................................. 25 Randomising ...................................................... 10 Channeling Dispel Dice ..................................... 25 Templates ........................................................... 10 Dispel Limit ....................................................... 25 Scatter ................................................................ 10 2. Cast .................................................................... 25 Choosing a Random Direction ........................... 10 Choosing a Target .............................................. 25 Characteristics Tests .......................................... 10 Spell Types ......................................................... 25 Automatic Pass & Fail ....................................... 11 Choose Number of Power Dice .......................... 26 Leadership Tests ................................................ 11 Casting Value ..................................................... 26 Sequencing ......................................................... 11 Boosted Spells .................................................... 27 Forming Units .................................................... 11 Not Enough Power ............................................. 27 Removing Casualties ......................................... 11 Broken Concentration ........................................ 27 Unit Facing ........................................................ 11 Irrestistable Force ............................................... 28 Unit Strength ...................................................... 11 Miscasts.............................................................. 28 Line of Sight ...................................................... 11 3. Dispel ................................................................. 29 Uncovered Situations ......................................... 12 Choose Wizard ................................................... 29 CHARACTERISTICS ............................................... 13 Choose number of Dispel Dice .......................... 29 FIGHTING A BATTLE ............................................ 14 Dispel Dice ......................................................... 29 Choosing an Army ............................................. 14 Dispelling with Irrestistable Force ..................... 29 The Battlefield ................................................... 14 4. Spell Resolution ................................................. 29 Deployment ....................................................... 14 Spells and Panic ................................................. 29 Starting the Battle .............................................. 14 Spell Duration .................................................... 29 The Turn ............................................................ 14 Bound Spells .......................................................... 30 The Turn Sequence ............................................ 14 Casting Bound Spells ......................................... 30 Exceptions ......................................................... 14 Dispelling Bound Spells ..................................... 30 MOVEMENT ............................................................ 15 5. Next Spell ........................................................... 30 Moving Your Units ................................................ 15 SHOOTING ............................................................... 31 1" Apart ............................................................. 15 1. Nominate Unit to Shoot ..................................... 31 Manoeuvres ....................................................... 15 Who Can Shoot? ................................................ 31 The Movement Phase Sequence ........................ 16 2. Choose a Target ................................................. 31 1. Start of Phase ..................................................... 16 Fire in two ranks ................................................ 31 2. Charge ................................................................ 16 Check the Target is in Range of the Weapon ..... 31 Declare Charge .................................................. 16 We Can't All Fire! .............................................. 31 Charge Reaction................................................. 17 Shooting into Combat ........................................ 32 Fleeing of the Battlefield ................................... 18 3. Roll To Hit ......................................................... 32 Charging More Than One Unit .......................... 18 Shooting Modifiers ............................................ 32 Roll Charge Range and Move Chargers ............ 18 Automatic Hits ................................................... 33 Flank and Rear Charges ..................................... 19 4. Roll To Wound ................................................... 33 Unusual Situations ............................................. 19 Resolving Unusual Attacks ................................ 34 Charging a Fleeing Enemy ................................ 19 5. Saving Throws ................................................... 34 Multiple Charges on a Unit ................................ 20 Negative Armour Save Modifiers ...................... 34 3. Compulsary Moves
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