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A non-commercial fan-based remake of Warhammer Fantasy Battle as it was played in the 1990’s. Artwork by John Blanche.

1
Warhammer Renaissance (WHR) is a fan-
based remake of Games Workshop's
Warhammer Fantasy Battle game. It is
entirely non-commercial and is not a
product available for purchase, it is free.

This product does not challenge Games


Workshop's rights in any way. WHR is not
an original product as it builds upon
publications that Games Workshop has
released in the past. We have taken great
care to ensure that this product does not
resemble anything Games Workshop has
published, to prevent any misconception
that this is a Games Workshop product.

WHR consists of five books (available only


in electronic format): a Rulebook, a Battle
Magic Book, Warhammer Armies Vol I &
II, and Appendices. Together, these five
publications comprise the entire game. It
is advantageous, but not necessary, to
have the supplements that Games
Workshop has released for Warhammer
Fantasy Battle, especially those from the
1990s.

Throughout the WHR books, there is art


included with permission, as well as
photographs of boxes, books, and the
magazine White Dwarf, all from the
author's personal collection, all copyrights
belong to Games Workshop.

All WHR books are written by Balder


Asmussen, with considerable help from
his friends.

2
CONTENTS
FOREWORD: WHY DID I WRITE THIS?................... 7 Attacks ........................................................................... 17

Forever Young ................................................................ 7 Leadership ..................................................................... 17

The End of an Era ........................................................... 7 Characteristic Tests ....................................................... 17

A New Beginning ............................................................. 7 CONFLICTING RULES ..................................................... 18

What I Aspired to Achieve ............................................... 8 BASE SIZE........................................................................ 18

The Old World Returns .................................................. 10 The official size for bases ............................................... 18

The Evolution of Warhammer Renaissance ................... 11 Regiments on large bases vs. template hits ................... 19

What’s different in WHR? .............................................. 12 Dealing with incongruent bases ..................................... 19

Join the Party ................................................................ 12 Use common sense and be generous ............................ 19

Dedication ..................................................................... 12 CHAPTER 2: PRE-BATTLE PROCEDURES...............20


CHAPTER 1: BASIC CONCEPTS ............................. 13 BEFORE MEETING UP .................................................... 20

THE PLAYER TURN......................................................... 13 PREPARING THE BATTLE ............................................... 20

DICE ................................................................................. 13 CHOOSE OBJECTIVE ...................................................... 21

Artillery dice................................................................... 13 1: Having Most Regiments Left ...................................... 21

Modifiers and Fixed Rolls .............................................. 13 2: Raid Enemy Camp ..................................................... 21

Automatic Success and Failure ..................................... 13 3: Capture Table Quarters ............................................. 21

Re-rolls.......................................................................... 13 4: Take the Centre ......................................................... 21

MEASUREMENT .............................................................. 13 5: Take the Hill ............................................................... 21

UNITS VS. REGIMENTS .................................................. 14 6: Take the Tower .......................................................... 21

COMMAND GROUPS ...................................................... 14 7: Take the Village ......................................................... 21

ENTERING AND LEAVING COMBAT .............................. 14 8: Take the Relic ............................................................ 21

LINE OF SIGHT ................................................................ 14 9: Take the Bridge.......................................................... 21

TYPES OF UNITS ............................................................ 15 10: Two Objectives ........................................................ 22

CAVALRY AND MONSTROUS MODELS COUNT AS TWO CREATE THE BATTLEFIELD ........................................... 22
INFANTRY MODELS ........................................................ 16 CHOOSE SIDES ............................................................... 22
CHARACTERISTICS ........................................................ 16 DRAW SPELLS ................................................................. 22
Movement Allowance .................................................... 16 DEPLOYMENT.................................................................. 22
Weapon Skill ................................................................. 16 ALTERNATIVE DEPLOYMENT ZONES ........................... 24
Ballistic Skill .................................................................. 16 Broad Deployment ......................................................... 24
Strength and Toughness ............................................... 16 Displaced Deployment ................................................... 24
Wounds ......................................................................... 16 Oblique Line Deployment ............................................... 24
Initiative ......................................................................... 17 SPECIAL DEPLOYMENT RULES ..................................... 24

3
Ambush ......................................................................... 24 Flee ............................................................................... 31

Scouts ........................................................................... 24 Stand and shoot............................................................. 31

Vanguard ...................................................................... 24 RALLY FLEEING TROOPS ............................................... 31

ROLL OFF FOR THE FIRST TURN .................................. 24 COMPULSORY MOVES ................................................... 32

CONVENTIONS OF PLAY................................................ 24 MOVE CHARGES ............................................................. 32

Rulebook Consultation .................................................. 24 COMMENTS ON ALIGNING UNITS INTO COMBAT ........ 32

Guessing Ranges .......................................................... 25 SKIRMISHERS.................................................................. 33

Manoeuvring Models ..................................................... 25 FAST CAVALRY ............................................................... 34

Measuring Movement .................................................... 25 DISMOUNTING ................................................................. 34

Finalizing Moves............................................................ 25 SEQUENCE SUMMARY ................................................... 34

THE 6th TURN................................................................... 25 CHAPTER 4: SHOOTING .......................................35


WINNING CONDITIONS................................................... 25 WHO CAN SHOOT? ......................................................... 35

CHAPTER 3: MOVEMENT .................................... 26 LINE OF SIGHT ................................................................ 35

MOVEMENT IN BRIEF ..................................................... 26 RANGE ............................................................................. 35

START OF TURN ............................................................. 26 MISSILE WEAPONS ......................................................... 36

½” APART ........................................................................ 26 HITTING THE TARGET .................................................... 36

GENERAL MOVEMENT RULES ...................................... 27 HITTING MOUNTED CHARACTERS ................................ 36

Marching ....................................................................... 27 SHOOTING INTO MELEE ................................................. 37

Wheeling ....................................................................... 28 BREATH ATTACKS .......................................................... 37

MUSICIANS AND MANOEUVRES ................................... 28 TEMPLATES ..................................................................... 37

Pivot on the spot............................................................ 28 CASUALTIES AND PANIC TEST ...................................... 38

Move backwards or sideways ........................................ 28 WAR MACHINES .............................................................. 38

Turn to face another direction ........................................ 28 Moving war machines .................................................... 38

Add or deduct ranks ...................................................... 28 Shooting at war machines .............................................. 38

Complete reform............................................................ 29 War machines in melee combat ..................................... 38

Snaking ......................................................................... 29 Aiming with war machines .............................................. 38

TERRAIN RULES ............................................................. 29 BOLT THROWERS ........................................................... 39

Impassable terrain ......................................................... 29 CANNONS ........................................................................ 39

Difficult terrain ............................................................... 29 ORGAN GUNS .................................................................. 39

Woods ........................................................................... 29 STONE THROWERS ........................................................ 39

Water ............................................................................ 29 SEQUENCE SUMMARY ................................................... 39

Obstacles ...................................................................... 29 CHAPTER 5: MELEE COMBAT ..............................40


Hills ............................................................................... 30 WHICH MODELS FIGHT?................................................. 40

DECLARE CHARGES ...................................................... 30 FIGHTING IN SEVERAL RANKS ...................................... 40

Flank charges................................................................ 30 HITTING AND WOUNDING .............................................. 40

CHARGE REACTIONS ..................................................... 31 SAVING THROWS ............................................................ 41

Hold .............................................................................. 31 Unmodified saves .......................................................... 41

4
MULTIPLE WOUNDS ....................................................... 41 FRENZY............................................................................ 48

POISON............................................................................ 41 IMMUNE TO PSYCHOLOGY ............................................ 49

FLAMING ATTACKS ........................................................ 41 UNBREAKABLE ................................................................ 49

WEAPONS AND ARMOUR .............................................. 43 RESOLUTE ....................................................................... 49

MELEE WEAPONS .......................................................... 43 FEAR ................................................................................ 50

Hand weapons .............................................................. 43 TERROR ........................................................................... 50

Additional hand weapon ................................................ 44 STUPIDITY ....................................................................... 50

Flail ............................................................................... 44 STUBBORN ...................................................................... 50

Double handed weapon ................................................. 44 HATRED ........................................................................... 50

Halberd ......................................................................... 44 FLEEING........................................................................... 51

Lance ............................................................................ 44 Fleeing from melee combat ............................................ 51

Spear ............................................................................ 44 Fleeing from a charge .................................................... 51

Pike ............................................................................... 44 Fleeing from multiple charges ........................................ 51

Pistol ............................................................................. 44 Unengaged units fleeing ................................................ 51

ARMOUR.......................................................................... 44 Several sources of panic ................................................ 51

Light armour .................................................................. 44 Fleeing units fleeing again ............................................. 51

Heavy armour ................................................................ 44 Distance of flee move .................................................... 51

Shield ............................................................................ 44 Fleeing off the table ....................................................... 51

Being mounted on a steed with 1W on its profile ........... 44 CHAPTER 7: CHARACTERS ...................................52
Barding for steed ........................................................... 44 TYPES OF CHARACTERS ............................................... 52

REMOVE CASUALTIES ................................................... 45 Regimental champions................................................... 52

The “step-up” rule .......................................................... 45 Independent characters ................................................. 52

Separated models ......................................................... 45 CHARACTERS JOINING REGIMENTS ............................ 52

COMBAT RESOLUTION .................................................. 45 Compatibility and incongruity of base sizes .................... 53

FLEE AND PURSUIT........................................................ 45 Characters charging out of regiments ............................ 53

Restrain pursuit ............................................................. 45 Regiments lending protection to characters ................... 53

Fleeing units caught are destroyed ................................ 46 Characters and regiment psychology ............................. 53

Awkward pursuits .......................................................... 46 Unable to rally ................................................................ 53

Pursuing into enemy troops ........................................... 46 CHALLENGES .................................................................. 53

Moving into friendly troops and terrain ........................... 46 PERSONAL RE-ROLLS .................................................... 54

Overrun moves .............................................................. 46 THE GENERAL AND THE BATTLE STANDARD .............. 54

Pursuit off the table ....................................................... 46 CHAPTER 8: SPECIAL RULES ................................55


ALIGNING REMAINING UNITS ........................................ 46 CHARIOTS........................................................................ 55
SEQUENCE SUMMARY................................................... 47 Moving chariots.............................................................. 55
CHAPTER 6: PSYCHOLOGY................................... 48 Shooting from chariots ................................................... 55

OUTNUMBERING ............................................................ 48 Impact hits from chariots ................................................ 55

PANIC .............................................................................. 48 Chariots as mounts for characters.................................. 56

5
MONSTERS ..................................................................... 56 Shooting at buildings...................................................... 59

Monsters carrying a howdah.......................................... 56 Fighting in buildings ....................................................... 60

Monsters as mounts for characters ................................ 56 Monsters attacking buildings .......................................... 60

MONSTER REACTION TABLE ........................................ 57 CHAPTER 9: BESTIARY .........................................61


AERIAL COMBAT ............................................................. 57 GIANTS............................................................................. 61

Driven off ....................................................................... 57 MONSTROUS SPIDERS AND SCORPIONS .................... 62

Flying high ..................................................................... 58 SWARMS .......................................................................... 62

BUILDINGS ...................................................................... 58 BEASTMASTERS ............................................................. 62

Entering a building......................................................... 58

6
FOREWORD: WHY
DID I WRITE THIS?
Forever Young The End of an Era

Some years ago, I made the decision to revisit the joys of my 2010 was a year of big changes for me and for Warhammer
youth. I embarked on a nostalgic journey back into the realm of Fantasy Battle. It was when I stepped back from the game, as
Warhammer Fantasy Battle. my second child arrived, leaving little time for hobbies. But 2010
was also significant for Warhammer: it saw the release of the
Rewind to the early 1990s, when I first delved into the newly
8th edition, which I feel marked the beginning of the game's
released 4th edition of Warhammer Fantasy Battle, a splendid
decline.
creation by Games Workshop. Imagine a world where two
painted miniature armies engage in battle across a tabletop In this last edition, the game started to lose some of its realism.
landscape. The battlefield, which used to feel like a real place, became
more symbolic. For example, you could shoot through woods as
This wasn't just any game; it was a rich, detailed simulation that
if they weren't there, and five out of six woods would try to eat
breathed life into every encounter, making it feel incredibly real.
you if you entered them. They also removed the challenge of
Warhammer was far more than a mere game; it was a narrative
estimating distances, a skill I had just gotten good at. Plus, every
unfolding right before our eyes.
unit was loaded with special rules, making the unique features
To the surprise of many, Warhammer Fantasy Battle soared in less unique.
popularity. Who could have predicted it? The game was
But the bigger issue was with the Warhammer World itself.
intricate, requiring an entire evening or more to play, not to
mention the substantial investment of time and money in The success of Warhammer Fantasy Battle was largely thanks
collecting and painting those miniatures. to its rich stories and world-building. Authors like Bill King and
Jack Yeovil (Kim Newman) did a fantastic job creating a world
As a competitive game, it was somewhat quirky. The rules
that drew on J.R.R. Tolkien and Michael Moorcock, making a
served more as a guide than a strict set of instructions, often
universe that all the players could relate to. This world started in
requiring creative interpretation as they didn't account for every
the 1980s, grew in the 1990s, but then started to lose steam in
possible scenario. The game was, to put it mildly, not
the 2000s, and by the 2010s, it was fading away.
extensively play tested.
The original creators of the game and its stories had left Games
The authors of the army books had envisioned a game where
Workshop, and the new team couldn't quite keep the magic
you could theme your armies with almost limitless creativity,
going. They told a story about The End Times which broke apart
prioritizing the story above all else. In practical terms, this led to
the shared world everyone loved. And then, they stopped
some imbalance in the game, with a stronger focus on heroes,
making the game. Just like that, Warhammer Fantasy Battle
wizards and war machines over the common troops on the
was no more.
battlefield. This is precisely why the 4th and 5th editions were
dubbed “Herohammer.”
A New Beginning
In subsequent editions, most issues with game balance were
As time passed and my children grew, I found myself with a bit
addressed. While a bit of the fantastical and epic essence was
more free time. Facing the looming midpoint of life, I pondered
tempered in the process of streamlining, the game continued to
deeply: what next? The answer was clear: dive back into what I
thrive and captivate players everywhere. All was well in the
loved. The real question was, which version of Warhammer to
world of Warhammer, at least until the year 2010.
immerse myself in?

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The first time I saw John Blanche's amazing painting "Battle of Five Armies" was as a young teenager, flipping through the Tolkien Bestiary.
At that time, the painting had already been around for several years, and John had since become the most iconic artist at Games
Workshop. On a whim, which I can't quite trace the origin of, I decided to write to John on Christmas Eve 2023, asking if I could use his
picture for Warhammer Renaissance. He immediately wrote back affirmatively (John himself holds the rights to this picture, which, as
mentioned, was created before his Games Workshop career). I am deeply grateful for that. An image with a motif from Tolkien's books,
painted by John Blanche, seems to me a perfect cover for Warhammer Renaissance, a game infused with nostalgia and longing for
bygone times. Let me also mention that if, like me, you believe your quality of life increases by having John Blanche's work hanging on
your wall at home, you can purchase a quality print of this painting (and several others) via the website johnblancheprints.com.

The game mechanics were at their peak in the 2000s, What I Aspired to Achieve
particularly in the 6th and 7th editions. But it was the 1990s, with
Warhammer Renaissance, as I envisioned it, is a tribute to the
the 4th and 5th editions, where the narrative was most grand
best elements across all editions of Warhammer Fantasy Battle,
and epic. That era also witnessed the peak of creative
with a special nod to the 4th edition as its main inspiration.
storytelling in The Warhammer World. If only there was a way
Here's why:
to blend the best of both these eras into one ultimate game…
Firstly, the 4th edition was a game-changer for Warhammer
Then it struck me – why not create it myself? A daunting, time-
Fantasy Battle. It streamlined the game mechanics and
consuming task, for sure, but the idea was irresistible. I couldn't
removed the role of a gamemaster, making the game more
shake it off. So, I took the plunge and did it.
suitable for competitive play. These changes set the course for
What you're reading now is my labour of love, a revised version future editions.
of Warhammer Fantasy Battle, which I've named Warhammer
Secondly, the 4th edition greatly expanded the game. Each
Renaissance. It's not a brand-new game, but a revival of the
army received its own army book, which not only enriched the
Warhammer you remember, with some significant
lore but also introduced more special rules and troop choices.
enhancements. Think of it as a set of comprehensive, well-
This depth of content added layers of strategy and
thought-out house rules. Welcome to the Renaissance of
customization.
Warhammer.

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The first cover for Warhammer Renaissance (right) painted by my oldest daughter, Sigrid, when she was thirteen. It is a pastiche of the
cover for Warhammer Fantasy Battle third edition (left). She aimed to portray events occurring a few frames beyond the original. This
aligns perfectly with Warhammer Renaissance, a remake that closely resembles the original but with some modifications.

Thirdly, this edition was notable for its extensive array of magic While I cherish the army books for their creativity and depth, the
items. Players could spend hours crafting unique army balance in army selection and point costs needed work. Some
compositions by selecting the perfect combination of magic options were just too advantageous. This imbalance made the
items, a process that was both challenging and enjoyable. game somewhat predictable, with players often opting for the
same ten to fifteen magic items or avoiding certain troops due
Most importantly, the 4th edition brought in a revolutionary
to high point costs. Another issue was the overpowering
magic system, inspired by Terry Pratchett’s Discworld. This
presence of heroes, monsters, and war machines compared to
added a card game element for spell casting, instilling
regular troops.
excitement and narrative depth into the gameplay. The spells
were powerful, game-changing, and the storytelling in spell In reimagining Warhammer Fantasy Battle, my goal was to shift
descriptions and effects added a rich layer of fun. the balance slightly in favour of regular troops and regiments. I
wanted to level the playing field, making all options equally
In Warhammer Renaissance, I aimed to preserve these
enticing. This way, players would be encouraged to experiment
elements: the magic system, a vast collection of magic items,
with different combinations of troops and magic items, keeping
and the diverse troop choices from the original 4th edition army
the game fresh, unpredictable, and true to its roots of grand
books (and from other editions too). However, there were
strategy and epic storytelling.
aspects of the 4th edition I wanted to refine.

9
The second and third covers Sigrid painted for me when she was fourteen and fifteen years old, respectively. I can now see that it was a
wise choice to create dungeons filled with gummy bears as treasure for her, even when she was just a kindergartener. These days, she's
really into RPGs and everything related to goblins, elves, and wizards.

The Old World Returns The rules look good and well thought out. This feels like an
improvement. It's a lot better than having no official Warhammer
Several years after this project started, Games Workshop has
game at all and also better than the 8th edition, which wasn't my
finally released the updated version of Warhammer Fantasy
favourite. I'm definitely going to play Warhammer The Old World
Battle, now called 'Warhammer: The Old World'. It's really
with a lot of enthusiasm.
exciting news. I'm very happy to start spending money again on
Games Workshop products, buying every new supplement they However, I have noticed that this version doesn't have a magic
bring out (I'm not being sarcastic – I've really missed this). phase like in the 1990s, and the army books are quite different
too. Maybe the reason I'm so excited about Warhammer: The
I'm also excited about how Games Workshop is refreshing the
Old World is because I also have Warhammer Renaissance. It
Warhammer World and adding lots of new lore. It's great that
will be a challenge to learn the new game mechanics and
they're bringing back some of the old models. You don’t hear
different armies, but I'm not going to complain that things aren't
me complaining about the reissuing of old models, only I think
exactly like in the olden days. If I want to play the old way with
the models that reappear aren’t old enough. No, on second
an Empire army that includes Halflings, Ogres, Dwarfs, and
thoughts, don’t reissue the 1990s models, this would undercut
Kislev troops, I'll just play Warhammer Renaissance.
the value of my miniature collection.

10
The artist Mafu Street has graciously allowed us to use his artwork for Warhammer Renaissance. Mafu employs a classical Oldhammer
style with a personal touch and bold colours. One of his recent creations, the wolf riders above, is owned by the former GW legend Tim
Pollard, who also owns many of the most iconic John Blanche and Poul Bonner paintings. Mafu has created the cover art and much of
the interior art for Warhammer Armies volumes I & II. These are great pieces, all of which vividly narrate a story. If you're interested in
owning a print of Mafu Street's artwork, please visit his Facebook profile and explore his gallery.

The Evolution of Warhammer Renaissance we've created. This should make the gameplay even more
satisfying than the original. For any uncertainties or ambiguities
Over time, Warhammer Renaissance has undergone quite a
in the rules, players can always seek guidance in the
journey of development. In the beginning, it was a game
Warhammer Renaissance Facebook group.
reserved for a closed circle, but the circle continued to grow.
Since its early development, the game has seen only minor
To our delight, the game has gained international followers and
changes. The 2022 edition felt very much complete. The 2023
is being played by enthusiasts across the globe. This
edition didn't introduce significant changes. The 2024 edition
widespread engagement has provided invaluable feedback,
(this one) focuses on clarifications, particularly regarding spell
prompting both me and my collaborator Rune Christensen –
descriptions. The rules for magic, spells, and magic items have
who has diligently proofread the extensive 300-plus pages I've
been compiled into a separate book called Battle Magic which
written and rewritten over the years – to refine the game.
has been systematically worked through for clarity and
Our goal has been to make it more accessible to newcomers consistency (a big thanks to Nick Mole, with whom I collaborated
and to enhance the clarity and consistency of the rules. The in this endeavour).
2024 edition of Warhammer Renaissance hopefully reflects
You can find the above-mentioned books and the army books
these efforts.
in the file section of the Warhammer Renaissance Facebook
While we acknowledge the game isn't perfect, we believe that Group. The armies are compiled into two volumes: the first
we've successfully addressed more rule inconsistencies than volume includes The Empire, Bretonnia, Dogs of War, High

11
Elves, Wood Elves, Dark Elves, Orcs & Goblins, and Chaos Finally, a significant change is that you must have 50 percent
Dwarfs; the second comprises Chaos (Chaos Warriors, regiments in an army (not just 25 percent), and the points costs
Beastmen and Daemons, three armies that can be mixed or have been adjusted to achieve a better balance between the
played individually), Undead (Vampire Counts, Tomb Kings and different choices.
the Classical Undead resembling the original army book for 4th
edition), Skaven, Lizardmen, and Dwarfs. Join the Party

While the points cost of units in the army books might see slight Warhammer Renaissance, largely my brainchild, has evolved
adjustments and the special rules might be further clarified, with the contributions of many passionate players. If you're
substantial changes are not anticipated in their yearly updates. interested in adding your touch to this growing legacy, your
Indeed, I make an update every year around the 1st of January. proposals are most welcome. You can reach out to me via
This way, the game is kept alive. Messenger to share your ideas.

Additionally, there's a fifth and final volume for Warhammer Maybe you're interested in contributing art, or perhaps you'd like
Renaissance, the Appendices, which features the smaller to submit a battle report or an article. A few people have
armies Norse (they have braids, but don't call them girly), Ogres expressed interest in creating a professional layout. That's
(a mercenary style army opposed to the later Ogre Kingdoms great, but so far, no one has completed their plans. It's a big
army), Kislev (made by a fellow who would love to use his Kislev undertaking, and WHR isn't really suited for professionalism in
army in WHR), Slann (the original Slann from before the this respect. For starters, we don't want our supplements to
Lizardmen army), and The Moot (Halflings, watch your purse, resemble Games Workshop's products. Additionally,
need I say more?), along with various articles. For example, an adjustments are made annually. Since WHR is a constantly
article on strategy and one on the principles behind the points evolving game, final editing isn't really feasible.
costs in the army books.
For written stuff I'm open to tested and detailed rules for units
that aren't currently included but are part of your painted
What’s different in WHR?
collection and you're eager to bring to the battlefield. It's
If you want to know how WHR differs from the original game, I important to note that I'm not particularly keen on incorporating
refer to the previously mentioned book "Appendices," which every new unit type from 'Warhammer: The Old World' into
contains an article with a thorough and detailed overview. As a Warhammer Renaissance. While I play and enjoy both versions,
small teaser, I can mention the most important points: I believe it's essential to keep their experiences distinct.

Magic is strongly inspired by the 4th edition, but it has been While I have my own vision and preferences for what constitutes
made a bit easier to control the magic phase, allowing players Old School Warhammer, I'm still open to incorporating diverse
to block the spells they absolutely don't want their opponent to ideas. If your proposal doesn't align perfectly with my vision, it
cast. In the beginning at least. The point is, less randomness. can still find a place in the ruleset as an optional rule. However,
in such cases, you would need the consent of your opponent to
Regiments have been made more manoeuvrable. All regiments
use these rules in your games. For instance, in line with my
with a musician (and almost all have one automatically) can
approach to balance and traditional Warhammer ethos, Chaos
pivot on the spot before or after a normal move, which makes a
armies don't include war machines. But if you're keen on using
significant difference compared to the original game.
something like the 6th edition Hellcannon, it's there as an option,
Regiments have also become significantly more effective in subject to your opponent's agreement.
combat relative to characters. This is because models placed in
the second rank are allowed to make one forward attack when Dedication
engaged to the front and because fallen models whose initiative
Whether they approve of it or not, Warhammer Renaissance is
step has not passed are replaced by models from the rear ranks
dedicated to the Old Ones, the original creators of Warhammer
who can still attack in the same melee phase. Note that both
Fantasy Battle.
rules are suspended if the regiment is attacked in the flank or
rear by five infantry models (or three cavalry models, three
monstrous models, a large monster, or a chariot).
Balder Asmussen, 2024

12
CHAPTER 1:
BASIC CONCEPTS
This chapter introduces a number of basic concepts, defining terms and principles that apply in Warhammer Renaissance. For example,
what’s the difference between a unit and a regiment? The chapter explains that a dice roll of one always results in a failure to hit, to wound,
and to save. It also covers how to handle special rules that conflict with each other, and so on.

THE PLAYER TURN Automatic Success and Failure

The most common dice rolls are 'to hit', 'to wound', and 'to save'.
The battle is played over five or six game turns during which
each player has a player turn. Each player turn is divided into • When rolling to hit, you aim to roll high. Rolling a one
four phases: (1) the movement phase; (2) the shooting phase; always fails, but rolling a six always hits.
(3) the melee phase; and (4) the magic phase. Only the player • When rolling to wound, you also need to roll high. A
whose turn it is may initiate movement and shooting, though one is always a failure, but it's possible that your
both players fight in the melee phase and both players may cast target is so tough that you can't wound it, even with a
spells in the magic phase. six.
• When rolling to save, to prevent a wound, you also
aim to roll high. A one will always fail, but it's possible
DICE
that your armour save is negated because the

The game uses six-sided dice; '1D6' means one die, '2D6' opponent's attack is so powerful that armour doesn't

means two dice, and so forth. A roll of e.g. 3+ indicates you need help.

to roll 3 or more with a single die to succeed. When rolling '1D3',


Re-rolls
roll a '1D6': a roll of 1-2 equals one; 3-4 equals two; while 5-6
equals three. Sometimes, the rules allow you a re-roll of the dice. The second
roll always stands. Even if two different sources each allow a re-
Artillery dice roll, you can only re-roll the same roll once. Note that except

Warhammer Renaissance uses two special dice: the artillery die where clearly specified, only normal dice can be re-rolled, not

(marked with 2, 4, 6, 8, 10, and 'MISFIRE'), and the scatter die artillery dice.

(marked with four arrows and two 'HIT' symbols). These dice are
used to represent the effects of war machines. MEASUREMENT

Modifiers and Fixed Rolls Whenever you measure the range between two models,
measure from the edge of the models’ respective bases. A
A die roll is often subject to modifiers. For example, you might
model is always assumed to fill up the space of the entire base.
hit with a bow on a roll of 4+, but since you moved this turn, you
If you touch or can reach the base of a model, you touch or
suffer a -1 to hit, and therefore need 5+ to hit. Sometimes,
reach the model on the base as well. Note that it is illegal to
however, a die roll is specifically mentioned as being fixed. In
conduct measurements on the battlefield at will. Only when it is
this case, you do not modify the die roll. This could be a magic
strictly relevant for moving models or checking to see if troops
sword always hitting on 2+, or a magic sword automatically
are within range of missile weapons and so on, is it legal to
wounding. This roll is never modified by circumstance.
measure distances.

13
UNITS VS. REGIMENTS All command group models, as well as independent characters
positioned within regiments, must always be positioned in the
All entities on the tabletop – whether they are individual models front rank (if there is not enough space, you must expand your
or regiments – are defined as units. A regiment is a body of frontage, or the characters must find another regiment to join).
largely homogeneous troops acting together as one. Regiments
either adopt a rank-and-file formation or act in a loose skirmish
ENTERING AND LEAVING COMBAT
formation.

The front of rank-and-file regiments must be at least four models During battle, players endeavour to engage their units in melee
wide to function effectively on the battlefield (most notably, to be combat. This is achieved by declaring a charge and
able to claim a rank bonus in combat). The ranks behind the first subsequently moving the charging unit into base contact with its
must be of the same size, except the last rank, which may be target. The ensuing combat lasts until one side is destroyed or
smaller. forced to flee. It is not possible to voluntarily leave melee
combat.
The space of the outer boundary of the bases within a rank-and-
file regiment is called the regiment’s boundary rectangle. There
may be empty space in a boundary rectangle if there are not LINE OF SIGHT
enough models in the last rank to fill the entire rectangle. When
units align with each other for melee combat, models separated Charges are declared before any other movement takes place.
by the empty space of the boundary rectangle are assumed to It is only possible to declare a charge if the charging unit has a
be in base contact for the purposes of fighting. line of sight to the enemy and if it is physically possible to move
and engage the target.

COMMAND GROUPS Skirmishers and smaller single models can see in all directions
for purposes of charging. A smaller single model means any
Most regiments include a musician, a standard bearer, and a single model excluding large targets and chariots. A Pegasus
regimental champion – commonly referred to as a command Rider, for example, is a small single model and thus has a 360-
group. degree line of sight. Rank and file regiments, large targets, and
chariots have a limited line of sight. They can only see what is
All regiments are assumed to include a musician unless it is
within their front zone.
specifically mentioned that this type of regiment cannot field
musicians. Most regiments also receive a standard bearer for A unit’s front zone is measured as a 45-degree angle from its
free, except fast cavalry and monstrous regiments, which must corners (as shown in the picture). A unit can see all models
pay 10 points for this upgrade. within its front zone, but terrain and other units may block its line
of sight.
For purposes of combat, the musician and standard bearer fight
exactly like the other regimental troops. A musician improves
the regiment’s manoeuvrability, while the presence of a
standard adds to combat resolution. Additionally, any standard
bearer can be given a magic banner which confers
advantageous special rules upon the regiment carrying it.

When suffering casualties, the musician and the standard


bearer are removed as the last models. It is assumed that the
instrument or standard is picked up by another trooper if the
bearer is slain.

If a regiment breaks and flees from combat and manages to The rule that you can only charge enemies if you have a line of

escape, the regimental standard is lost amidst the confusion. sight is the most important rule in the game. Of course, we can
imagine that a model in the rear rank of a rank-and-file regiment
Remove the standard bearer and replace them with an ordinary
trooper. can turn its head and look to see what is behind it. It is possible,
it happens, but this does not mean that the whole regiment can
Regimental champions are always purchased separately; a see and charge in a 360-degree angle. It is a front-rank model
regiment can only have one regimental champion. These that issues the orders, and the rest must follow his lead.
models have enhanced characteristics and thus fight better than
the ordinary trooper.

14
Greater Goblins by Mafu Street

TYPES OF UNITS Chariots consist of several physical models but are treated as
one model in game terms (i.e., chariots work like in Warhammer
Several different types of units exist. A unit can either be (1) a Ancient Battles rather than as in the more cumbersome rules of
single model or comprise (2) a body of troops organised into a Warhammer Fantasy Battle in the 1990s).
regiment, which must be deployed either as (1) rank-and-file
Cavalry models usually consist of a rider and a steed (with
(whose line of sight is limited to their front arc) or (2) skirmishers
centaurs, warhounds, and similar models being an obvious
(who have a 360-degree line of sight).
exception but still counting as cavalry). Use the characteristics
Regiments can be categorised as either (1) infantry, (2) cavalry, of the steed for purposes of movement and when the steed
or (3) monstrous regiments. Monstrous regiments are never attacks. Use the steed’s initiative when making initiative tests.
skirmishers unless they are flying, in which case they are always For all other purposes, use the rider’s characteristics. If the rider
skirmishers. Infantry and cavalry must be formed in regiments is slain, the whole model is considered slain.
of at least five models, while monstrous regiments must be
In the case of characters riding chariots or monsters, treat the
formed in regiments of at least three models. Units that are not
character and their mount as wholly separate models. If one of
regiments are categorised as either (4) war machines, (5)
the models is slain, the other model remains on the battlefield.
chariots, (6) small monsters, (7) large monsters, or (8)
It is easy to distinguish between a cavalry steed and a
independent characters.
chariot/monster mount. A cavalry steed only has one wound on
War machines typically have a few crewmen attached to them its profile, while chariots/monsters always have more.
who move as skirmishers but will not abandon their war machine
War machines and small monsters have a 360-degree line of
voluntarily as long as the machine remains functional.
sight, as is the case for skirmishers, while chariots and large
monsters (and all other large models) have their line of sight

15
limited to what is within their front arc, as is the case for rank- CHARACTERISTICS
and-file regiments.
A model is defined by a value in each of the following
While rank-and-file regiments and large models and chariots are
characteristics.
limited in their line of sight, they have advantages that more than
compensate for this drawback. If an enemy unit breaks from
Movement Allowance
combat and is forced to flee through a rank-and-file regiment of
at least five infantry models, at least three cavalry or monstrous Movement Allowance (M) measures the model’s movement in
regiment models, or a single large model, or a chariot the fleeing inches. During a normal move, a model cannot move further
unit is destroyed. This is not the case for any other type of unit. than its Movement Allowance.

Furthermore, the enemy only aligns up against rank-and-file Weapon Skill


regiments and large models and chariots, thus only such unit
types can be used to force the enemy to align in a certain Weapon Skill (WS) is used to calculate one model’s chance to

direction. hit another model with melee attacks. If the attacker has the
higher WS, the chance to hit is 3+. If the WS of the two
If the models of a regiment become separated during the game combatants are equal, the chance to hit is 4+. If the defender
(typically as a side effect of a magic spell), the smaller part must
has the higher WS, the chance to hit remains 4+ unless the
always endeavour to join the larger part. Move the smaller part defender has more than double the WS of the attacker. In this
as directly and as quickly as possible towards the larger part rare situation, the chance to hit becomes 5+. Differences in WS
during the movement phase.
cannot alter the chance to hit further, but magic items and
Finally, note that only rank-and-file regiments of at least five special rules might.
infantry models, three cavalry models, or three monstrous
models (not including characters) are able to claim objectives. Ballistic Skill

Ballistic Skill (BS) indicates a model’s chance to hit with ranged


CAVALRY AND MONSTROUS MODELS attacks. If the shooter has a BS of 1, the chance to hit is 6+; if
COUNT AS TWO INFANTRY MODELS the shooter has a BS of 2, the chance to hit is 5+; if the shooter
has a BS of 3, the chance to hit is 4+, and so forth. This number
From the above, it's clear that cavalry and monstrous models may be modified by various circumstances, such as shooting at
are each counted as two infantry models. targets hiding behind cover, etc.

This is important not only for determining if a regiment is large


Strength and Toughness
enough to earn victory points, but also when comparing the size
of regiments, where each cavalry and monstrous model should Strength (S) and Toughness (T) are used to calculate one
always be counted as two. model’s chance to wound another model after it has been hit.
Compare the attacker’s S with the defender’s T. If S and T are
If a regiment is defeated in melee combat by an enemy it fears
equal, the chance to wound is 4+. If the attacker’s S is one point
and outnumbers it, it is automatically considered broken. When
higher, the chance to wound improves to 3+. If the attacker’s S
making this calculation, make sure to count each cavalry and
is two or more points higher, the chance to wound improves to
monstrous model as double.
2+. If the attacker’s S is one point lower, the chance to wound
If a unit flees through an enemy regiment comprising at least is 5+. If the attacker’s S is two points lower, the chance to wound
five infantry models it is destroyed. In this scenario, cavalry becomes 6+. If the attacker’s S is three points lower, the chance
models, and monstrous models are again counted as double. to wound remains at 6+, but if the difference is larger than that,
it becomes impossible to wound.
The same rule applies in flanking situations: having five models
in the flank of the enemy negates the enemy's rank bonus and
Wounds
grants your side a flank bonus, with cavalry and monstrous
models counting as two. Wounds (W) indicate how many times a model can suffer a
wound before being removed as a casualty. Most models only
Additionally, large models and chariots are equivalent to five
have a single wound.
models for these purposes, except that they cannot claim
objectives. Only regiments can claim objectives. Small
monsters count as two models just as monstrous models.

16
With the fourth edition of Warhammer Fantasy Battle, the game was released in a box filled with figures, ready to be played immediately.
This strategy enabled Games Workshop to extend their reach to toy stores and bookshops around the globe, including the provincial town
I lived nearby. This box marked my very first Warhammer purchase, and I was profoundly taken by its aesthetics, the inspiring pictures,
and the vast background story. A friend and I bought two sets between us, and then we swapped so that I got the High Elves and he the
goblins. To this day, I believe that these monopose elves are among the finest figures Games Workshop has ever produced. They are
simple and elegant, a delight to behold. Perhaps I'm a bit old-fashioned, but I find many of the modern figures overly detailed. It's hard to
appreciate the figure itself, let alone the regiment, amidst all the details.

Initiative Leadership

Initiative (I) determines the striking order in melee combat. The Leadership (LD) is used to: (1) avoid breaking and subsequently
highest I strikes first. fleeing when losing a combat engagement; (2) rally fleeing
troops; (3) take all tests that involve psychology. If an entire
Attacks regiment must take a leadership test, use the highest LD value
present in the regiment.
Attacks (A) indicate the number of dice used to hit an enemy in
melee combat (only one shot is fired in the shooting phase
Characteristic Tests
regardless of the model’s number of A). Attacks can be divided
against multiple targets. Declare targets before rolling the dice. Sometimes you are required to take a characteristic test.
Each successful hit may cause a wound on the enemy. This Normally, you pass all tests, except LD tests, by rolling equal to
way, it is possible for one model with several attacks to kill or below your characteristic value using 1D6. A roll of 6 always
several models with just one wound on their profile during the fails even if your characteristic is 6 or higher.
same melee phase.

17
A LD test is passed by rolling equal to or below LD using 2D6. BASE SIZE
A roll of 11 or 12 always fails even if your LD exceeds 10. In
Warhammer Renaissance, a few models have an LD value In Warhammer Renaissance, all figures have an official and
higher than 10, for example, a Dwarf Lord has LD 11. There is correct base size. However, it's possible that your figures, or
no limit as to how high any characteristic can go. your opponent's figures, might not meet these requirements.
Over time, the base size for many figures has changed, and with
Weapons, magic items, and spells may increase the value of a
the introduction of Warhammer The Old World, many figures are
characteristic for purposes of combat, but these increases do
now increasing in base size.
not benefit you when you take a characteristic test. For example:
A model with S4 still needs to roll four or lower to pass a strength If both armies are on the official small base sizes, then there is
test, even though the model possesses a double-handed no problem, and you can play right away. Just skip this section
weapon which increases strength by two for purposes of of the rulebook and move on to the next chapter. However, if
wounding. there are incongruent base sizes on the battlefield, here are
guidelines on how to tackle this situation.

CONFLICTING RULES My own collection of Warhammer figures is on more or less


random base sizes since I have collected them over a long
In a game designed to cover nearly every conceivable situation, period of time and as I want to play Warhammer The Old World
inconsistencies are bound to occur. Below are some basic as well, and not only Warhammer Renaissance, with my figures,
guidelines for resolving these dilemmas: and because I think the figures look better visually on larger
bases, I will gradually have more figures rebased to larger
When two rules are in direct contradiction, they negate each
bases. It will be a lengthy process, as I have all the armies. I’ve
other. For example, if you're wielding a double-handed weapon,
given myself 12 years to convert all my bases, so I don't have
the rule is that you always attack last. However, if you're also
to stress about it. Until I have finished this task, I will invariably
wearing the Helm of Many Eyes, which dictates that you always
field incongruent base sizes for my battles.
strike first, these effects cancel out. Thus, you would attack at
your normal initiative.
The official size for bases
At times, the rules also require the use of common sense. For
The official sizes for bases in Warhammer Renaissance are as
instance, River Trolls are so foul-smelling that opponents
follows: 20x20 mm bases for all infantry, except for the following
receive a -1 penalty to hit them. However, when two River Trolls
figures, which stand on 25x25 mm bases: Orcs, Beastmen Gors
fight each other, this rule is ignored since neither finds the
& Bestigors, Chaos Thugs, Chaos Warriors, Dryads, Daemon
other's smell particularly offensive. Therefore, any negative
Infantry (Bloodletters, etc.), Sauruses as well as Slann and
modifiers due to stench are mutually negated.
Lobotomized Slaves in the Slann army.
What should you do when two opposing sides attempt the same
Cavalry are placed on 25x50 mm basses while monstrous
action, but both can't succeed simultaneously? Consider a
models and models on flying steeds, swarms, and small
situation where a Giant from each side in a combat engagement
monsters are on 40x40 mm bases. Dragons, Mammoths, and
uses the Yell and Bawl special attack, aiming for an automatic
Stegadons are positioned on 50x100 mm bases, while all other
win in combat resolution. In such cases, a roll-off determines the
large monsters stand on 50x50 mm bases. Chariots use 50x100
outcome. Each player rolls a six-sided die (1D6), and in the
mm bases no matter if they are small, heavy, or large.
event of a tie, the roll is repeated. The player with the higher roll
wins the combat resolution, and the player with the lower roll If one plays with the larger bases from Warhammer The Old
loses. The same principle applies if War Dancers' Shadows Coil World, the base sizes should change as follows: 20x20 mm
are matched up against Yell and Bawl, roll a die to decide which becomes 25x25 mm, 25x25 mm becomes 30x30 mm, 25x50
rules take precedence each time it happens. mm becomes 30x60 mm, and 50x100 mm becomes 60x100
mm. The 40x40 mm and 50x50 mm bases remain unchanged,
A common contradiction occurs when a unit has been
although a range of new sizes that might be a bit deeper and
completely prevented from moving (due to a spell, for example)
possibly wider are introduced to better accommodate the
but is forced to flee for some reason. In this case, the unit is
figures.
destroyed (count as slain).

18
Regiments on large bases vs. template hits Here, you can again use movement trays with spaces for the
regiments on small bases.
It's perfectly fine to use the larger bases. If both armies are
scaled up to larger bases, the only real issue is that fewer figures If you place your models on the base sizes prescribed in
will be hit when affected by templates. Warhammer The Old World, you should notice that they do not
all scale up proportionally. For example, Beastmen Gors and
Let's recap the official WHR rules. A figure is hit by a template if
Goblin Wolf Riders are not scaled up, nor are almost all
more than 50 percent of the figure is covered by said template,
monstrous models. However, these models must be scaled up
if the hole of the template is under the figure, or if a at least
for consistency when playing Warhammer Renaissance on
square inch (about the size of your thumb or a 25x25 mm base)
larger bases. This may not be important in a friendly battle,
of a model is covered. These rules are intended for the small old
agreed, but in tournaments, no one wants to win or lose
bases. If you use the new larger bases, you won't hit as many
because they had placed their models on wrong bases, so be
figures with that rule. Therefore, if you hit a rank-and-file
sure to bring movement trays for these models that allow them
regiment on large bases, it only requires that 10 percent of the
to scale up.
figure is covered for the figure to be hit. This should yield the
same result. For example, if you hit right in the middle of a
Use common sense and be generous
regiment with a three-inch template so nothing sticks out, with
this method you would hit 12 figures on 20x20 mm bases (more When working with incongruent bases in general, be mindful of
than 50 percent covered) and 12 figures on 25x25 mm bases the front width of the large figures' bases. If my chariot with a 50
(at least 10 percent covered). mm front in reality should have a 60 mm wide front, I need to
make sure I don't get an unfair advantage. As figures with small
Let me clarify, the rules for templates in WHR, as described in
bases can stand closer together, more figures can strike. This
this rulebook and referenced in the other supplements, state
would be an unfair advantage.
that 50 percent of a figure must be covered to be hit with a
template, but if you use the larger base size, only 10 percent of With simple mental arithmetic or by aligning the figures with a
the figure needs to be covered. You have to remember this bit of distance between them when you engage in combat, you
yourself, the official rules state 50 percent. It would be incredibly can easily use different base sizes on the battlefield. I do it all
cumbersome to write “50 percent if you use small bases and 10 the time.
percent if you use large bases” every single time templates are
Particularly large armies on large bases may require larger
mentioned in the rules.
battlefields. If you use the eight-foot-wide recommended
tabletop (the proper old school tabletop size), this should pose
Dealing with incongruent bases
no problem, but with smaller tables, you might want to increase
When dealing with incongruent bases in practical terms, it is the length of the deployment zone a bit.
generally acceptable to place individual figures on bases that
Occasionally, practical issues arise when positioning figures
are slightly larger than what the official rules prescribe.
with varying base sizes in the same rank-and-file regiment. If
However, it can become problematic when some regiments on
you place an orc in a goblin regiment, what should be done?
the battlefield are placed on small bases, while others are
Simply put, position him on a smaller base so he fits in. This is
simultaneously placed on larger ones. This will make the
permissible.
boundary rectangle of the latter regiments considerably larger.
And what about a character cavalry model joining a rank-and-
If one army is on large bases and the other on small bases, we
file infantry regiment? Simply place it at the side of the regiment.
recommend that you place the figures with small bases on
It does not contribute to rank bonus but can still be included.
movement trays, with a bit of space between each figure, akin
However, beware that it does not benefit from the 'Look Out, Sir'
to ice cube trays for the freezer. This way, the area of the
rule when positioned like this. Characters riding small flying
regiment on small bases will take up the same space as the area
monsters can also be placed on the side of regiments.
of the regiment on large bases. Since it's not possible to make
Characters riding small monsters that cannot fly may even be
large bases smaller, but you can make small bases take up
placed within cavalry regiments and still benefit from 'Look Out,
more space, it's natural that the army with small bases adjusts
Sir' rolls. Note however, that large creatures and chariots cannot
to the army with large bases. But what if some figures from the
join regiments.
same army are on large bases while others are on small bases?

19
CHAPTER 2:
PRE-BATTLE
PROCEDURES
This chapter explains how to prepare for battle. It covers everything about deciding the deployment zone and objective, drawing spells,
deploying, and when to reveal secrets. It also includes some general thoughts on how to behave towards your opponent so that both
players have the best possible experience.

If you wish to deviate from these conventions, make sure to get


BEFORE MEETING UP
your opponent's agreement beforehand. Some players prefer to
play with open army rosters (no secrets) and open spell
When you agree to play Warhammer Renaissance with your
generation (knowing your opponent's spells before the battle).
opponent, you must also decide on the number of points each
This approach is perfectly acceptable as long as both players
side will use, and whether to engage in a unique scenario you
agree (if you do this, it's advised to play without the Ring of
create, or perhaps choose one from the classic White Dwarf
Corin).
issues. Alternatively, choose an objective from this chapter
randomly when you meet, after creating your armies.
PREPARING THE BATTLE
It's important to note that in Warhammer Renaissance, allies are
not allowed unless both players agree to it beforehand. Special
The initial step is to decide on the objective for your game.
characters, on the other hand, are always allowed unless both
Following this, arrange the terrain on the battlefield, then
players agree to exclude them.
determine who gets to choose their side. The player selecting
When you meet, both players should bring their army roster, their side first proceeds with their choice, and then you both
prepared at home. This roster lists the units in your army and draw spells. Afterward, jot down your deployment and proceed
their total point value, which shouldn't exceed the pre-agreed with the actual deployment. Post-deployment, provide your
limit. The detailed guidelines for creating an army are found in opponent with a comprehensive briefing on all non-secret
the army book supplements. The roster must include the aspects of your army. For instance, you might indicate that a
equipment, magic items, spell decks chosen by wizards, and specific model is a hero wielding a double-handed weapon, and
other elements used by all models in your army. It should also so on.
include hidden elements like assassins, night goblin fanatics,
Typically, armies are displayed for all to see before these steps
and shape-changers.
are undertaken. This symbolizes scouts gathering intelligence
The precise contents of your roster should be kept confidential about the enemy army's composition. Alternatively, you and
from your opponent until the end of the game. Only disclose your opponent may agree to keep the armies packed away until
visible details, such as the type of armour a regiment wears or deployment has been sketched. It's common to agree on the
the weapons a character uses. The presence of magic items armies to be used in advance (if it be High Elves, Empire etc.),
and special abilities should be revealed at the moment they're but occasionally, keeping this a secret from your opponent is
used, specifying which character is employing them. Hidden preferred to prevent tailoring your army specifically against
models remain secret until they reveal themselves, like when an theirs. The key point is that variation adds excitement, and
assassin strikes or a night goblin fanatic is released. adhering strictly to the default procedure outlined here isn't
always necessary.

20
CHOOSE OBJECTIVE 5: Take the Hill

Place a hill near the centre of the table. There is a 1 in 6 chance


Warhammer Renaissance is ideally played with objectives, as
that the hill is forested. The player with the most regiments of at
neglecting them often leads to an overemphasis on defensive
least five rank-and-file models, three cavalry models, or three
tactics, resulting in predictable and unexciting battles. Crafting
monstrous models (not including independent characters)
your own scenario with a unique objective can be immensely
touching the hill at the end of the battle is rewarded the
enjoyable. Alternatively, you can delve into scenarios from
objective.
White Dwarf magazines of the 1990s or choose from the official
Warhammer Renaissance scenarios. Either select one of the
6: Take the Tower
ten scenarios provided or choose one at random.
Place a tower near the centre of the table. There is a 1 in 6
The objective in each scenario is crucial, as it carries a
chance the tower is instead a ruined fortress, a pyramid, or
significant number of victory points—equal to half the total
some other kind of fortification. The player who is the only player
points value of the armies involved. Given the high potential for
to have a rank-and-file regiment of at least five infantry models,
victory points, it's recommended that players remain focused on
three cavalry models, or three monstrous models (not including
securing the objective. It's a common occurrence for players to
independent characters) inside the tower (or whatever the
overlook the objective amidst the intensity of battle, thereby
objective is) at the end of the battle is rewarded the objective.
missing out on these valuable points.

7: Take the Village


1: Having Most Regiments Left
Place 1D3+1 buildings on the table scattered around the centre
The player with the most rank-and-file regiments of at least five
line (deduct one house if you play a small battle). The player in
infantry models, three cavalry models, or three monstrous
possession of the most buildings at the end of the battle is
models (not including independent characters) on the battlefield
rewarded the objective. To possess a building, you must be the
(except his own deployment zone) at the end of the battle is
only player to have a rank-and-file regiment of at least five
rewarded the objective.
infantry models, three cavalry models, or three monstrous
models (not including independent characters) within 2 inches
2: Raid Enemy Camp
of a building. A single regiment, no matter how large it is, can
The player with the most rank-and-file regiments of at least five only take possession of one building.
infantry models, three cavalry models, or three monstrous
models (not including independent characters) in the enemy’s 8: Take the Relic
deployment zone at the end of the battle is rewarded the
Place an arcane landmark (such as a warding stone, ruined
objective.
temple, statue, or burial mound) near the centre of the table.
The player with the most rank-and-file regiments of at least five
3: Capture Table Quarters
infantry models, three cavalry models, or three monstrous
Divide the battlefield into four quarters. A player is rewarded a models (not including independent characters) within 2 inches
table quarter if he is the only player to have at least one rank- of the arcane landmark at the end of the battle is rewarded the
and-file regiment of at least five infantry models, three cavalry objective. The first wizard to touch the arcane landmark during
models, or three monstrous models (not including independent the battle is rewarded 2D6 additional winds of magic cards (for
characters) in that quarter. The player with most quarters is personal use only) in the following magic phase (after which the
rewarded the objective. arcane landmark is drained for the rest of the battle).

4: Take the Centre 9: Take the Bridge

Establish a 12” diameter zone with no terrain in the centre of the Place a river with a ford and a solid stone bridge (Toughness
battlefield. The player with the most regiments of at least five 10, Wounds 8) on the table. Randomise to see from which table
rank-and-file infantry models, three cavalry models, or three edges the river enters and leaves the battlefield (not the same
monstrous models (not including independent characters) table edge). The bridge is placed near the centre of the table.
touching the 12” zone at the end of the battle is rewarded the The player with most rank-and-file regiments of at least five
objective. infantry models, three cavalry models, or three monstrous
models (not including independent characters) touching the
bridge at the end of the battle is rewarded the objective.

21
10: Two Objectives CHOOSE SIDES
In this scenario there are two objectives, each worth a number
After setting the objective and arranging the terrain, it's time to
of victory points equal to a quarter of the points value of the
choose sides. Each player rolls a die, with any ties necessitating
armies involved. Roll two dice to see which two objectives to
a re-roll. The winner of this roll decides which player gets to
use. If you come up with the same two objectives, re-roll until
choose sides.
you get two different results. 1: Raid Enemy Camp; 2: Take the
Centre; 3: Take the Hill; 4: Take the Tower; 5: Take the Relic; 6: Choosing the side with the most favourable terrain is an
Kill Enemy General (a player can claim the objective if his apparent advantage, but there's a strategic consideration in
general is alive at the end of the battle while his opponent’s allowing your opponent to choose instead. The player who does
general is slain). not pick the side gains a +1 bonus to the dice roll determining
who takes the first turn. However, this particular roll to decide
the first turn is not made at this stage.
CREATE THE BATTLEFIELD

The ideal size for a battlefield in Warhammer Renaissance is 4 DRAW SPELLS


feet wide and 8 feet long, but a 4' by 6' battlefield is quite
sufficient for most games. Before deployment begins, it's time to draw spells. In the spell
selection phase, all players are required to openly declare the
To set up the battlefield, you'll need to add various terrain
levels of their wizards and the lores to which they adhere.
features such as hills, buildings, ruins, woods, lakes, rivers, and
other types. Additionally, players should announce any sources that permit
the drawing of extra spells (excluding instances like the Ring of
Start by rolling a die to decide how many hills should be placed
Volans, where the spell is chosen during army roster creation).
within each deployment zone, usually within 12 inches of the
However, players should not disclose the specific spells that
table edge and no closer than 12 inches to either side.
have been drawn for their wizards at this stage.
Roll a die to decide the number of hills.

• A roll of 1-2 calls for no hills. DEPLOYMENT


• A roll of 3-4 places one hill.
• A roll of 5-6 places two or more hills. In the default setup, each player is allowed to deploy their army
within 12 inches of their table edge and must stay no closer than
Then, roll an additional die to determine the nature of each hill.
12 inches to either side. However, if your army has more than
• A roll of 1-2 indicates a steep hill no larger than 12 twice as many models as your opponent's (excluding scout,
inches in diameter. ambush, and vanguard models), you have the option to deploy
• A roll of 3-4 calls for a gently sloping hill no larger than next to the outermost edge of either side.
12 inches.
In a small battle played on a 4' x 8' table, you should normally
• A roll of 5-6 places a very large, gently sloping hill.
deploy no closer than 24 inches to either side. This changes to
The players should collaborate to place the remaining terrain on no closer than 12 inches to either side if your army outnumbers
the battlefield. Avoid clustering too many or overly large terrain your opponent's by having twice as many models.
features in the middle of the battlefield to ensure there is plenty
Deployment involves each player drawing a map of their
of open space for manoeuvring troops. Excessive terrain can
deployment, which are then revealed at the same time. When
hinder large armies that require space to move, such as Orcs &
setting up the models, you are free to measure within your own
Goblins and Skaven, or fast armies like Elves that need room to
deployment zone. However, once the battle commences, further
circle around the enemy.
measuring is not allowed. After this stage, it's time for special
The general principle for terrain placement is that it should deployment.
reflect the accompanying objective, providing both a strategic
challenge and thematic setting for the battle.

22
Goblin Wars by Mafu Street

23
ALTERNATIVE DEPLOYMENT ZONES SPECIAL DEPLOYMENT RULES

Experimenting with various deployment strategies can add an Ambush


interesting dynamic to your Warhammer Renaissance games.
Units with the Ambush special rule have the option to not deploy
Here are some ideas for alternative deployment zones.
during the standard deployment phase. Instead, they can enter
It is recommended that you roll a die every time you determine the game from any table edge on their second turn. They are
the deployment zone. If you roll a one, then choose one of the not allowed to charge upon entry but may move normally
following deployment zones randomly. If you roll anything else, otherwise. (follow the same procedure as returning from a
proceed with the default option. pursuit from off the table).

Broad Deployment Scouts

After the completion of the main deployment phase, units with


the Scout special rule are deployed. Scouts may be positioned
anywhere on the table, provided they are out of sight of enemy
troops (assuming 360-degree lines of sight for all units) and not
within the enemy's deployment zone. Alternatively, they can be
deployed within their own deployment zone. The deployment of
scouts follows a specific order: The player who chose the sides
first places a scout unit, if any, followed by the opposing player
placing one, and this alternates until all scouts are deployed.

Vanguard

Once the ordinary deployment and scout placement are


finished, units with the Vanguard special rule may make a march
Displaced Deployment
move. This move can be made even if it results in the unit
becoming visible to the enemy. The order of moving vanguard
troops is similar to scouts: The player who chose sides moves
a vanguard unit first, followed by the opposing player, continuing
in this manner until all vanguard troops have moved.

ROLL OFF FOR THE FIRST TURN

Each player rolls a die to determine who begins the game. The
player who did not choose sides receives a +1 bonus to their die
roll. In the event of a tie, re-roll the dice, continuing to apply the
+1 bonus. The player with the highest roll then decides whether
to take the first turn or to allow their opponent to start the game
Oblique Line Deployment (the opponent has no choice but must take the first turn).

CONVENTIONS OF PLAY

These guidelines aim to foster a shared understanding between


players about expectations during gameplay:

Rulebook Consultation

It's always permissible to consult the rulebook. Moreover, if your


opponent is not familiar with them, you have an obligation to
explain any special rules associated with your troops.

24
Guessing Ranges move 12 inches and you can only target enemies with missile
fire of any kind within 12 inches of the firing unit.
Since estimating distances is a fundamental aspect of the game,
try to avoid measuring unless it's absolutely necessary. For When the distance for shooting is measured, if the target is
instance, to check if your archers are within 24 inches of the found to be more than 12 inches away the shot is considered an
enemy, unroll 24 inches of a tape measure, flip it over, and then automatic miss, no matter if it was a longbow shot or a cannon
gauge the range without referring to the numbers. This method shot. It is of course possible to hit targets further away than 12
helps prevent unintentionally gathering information about other inches thanks to cannon balls bouncing and stone throwers
distances on the battlefield. scattering, but if there was no valid target within 12 inches, no
models are hit, nevertheless.
Manoeuvring Models
Furthermore, all the magic flowing around the battlefield has
When moving your models, clearly articulate your intentions to been spent, so there can be no magic phase in the sixth turn.
avoid confusion and disputes. Once you've completed a move,
it's good practice to inform your opponent if you believe your unit
WINNING CONDITIONS
now has a line of sight to one of theirs. Lines of sight can be
measured using a protractor, laser beam, or by aligning your
When the battle is over, count the points values of slain and
view to the model's perspective. Your opponent should have the
fleeing enemy units (including regiments that have been raised
chance to contest this before the move is finalized, allowing for
or summoned by magic during the battle). A regiment reduced
a mutually agreeable resolution. Ensuring both players have a
to 25 percent or less of its original number of troops (including
consistent understanding of the battlefield's current state is
regimental champions) is worth half its point value. When
crucial, especially if models or terrain are accidentally shifted.
calculating who has won, war machines with no crew or
permanently unable to shoot count as slain as well. In the case
Measuring Movement
of characters riding chariots or monsters, you score points for
It is essential to measure the distance of your move when each model separately. So, if a character has lost their monster
moving a unit, except when it's clear that the unit isn't using its mount but is still standing, the opponent scores points for the
full movement allowance. monster.

The objective is worth 50 percent of the points value of the


Finalizing Moves
armies involved (largest army if using different amounts of
A move is considered finalized once you start moving another points). I.e. in a 2000 pts battle, the objective is worth 1000 pts.
unit or transition to the shooting phase. This rule helps maintain
• To achieve a minor victory (5/4) you must beat your
order and clarity in the sequence of play.
opponent by a margin equal to at least 10 percent of
the points value of your opponent’s army.
THE 6th TURN • To achieve a normal victory (6/3) you must beat your
opponent by a margin equal to at least 25 percent of
A battle lasts 5 turns. When the last turn is finished roll 1D6: on the points value of your opponent’s army.
a roll of 1-3, the battle ends, on a roll of 4-6, play one final turn. • To achieve a major victory (7/2) you must beat your
It is important that you roll a die after five turns to see whether opponent by a margin equal to at least 50 percent of
to play a final sixth turn. This is to ensure that no player can the points value of your opponent’s army.
know exactly when the game ends. This way you cannot hold • To achieve an ultimate victory (8/1) you must beat

back your charge to the last moment, as you do not know exactly your opponent by a margin equal to at least 90
when the last moment will be. You will have to commit your percent of the points value of your opponent’s army.
forces and risk being counter-charged in the following turn. • To achieve an unbelievable incredible legendary
victory (9/0) you must beat your opponent by a margin
However, the sixth turn comes around nightfall. Therefore, there equal to at least 140 percent of the points value of
can only be limited moving and shooting. It has become your opponent’s army.
impossible to see the enemy in the distance. Subsequently, in
• Otherwise, the result is a draw (4/4).
the sixth turn you can only see 12 inches. You cannot declare a
charge against units more than 12 inches away, you can only

25
CHAPTER 3:
MOVEMENT
In addition to outlining the procedures for the start of the turn, this chapter summarizes the rules for movement, terrain, charges,
skirmishers, and fast cavalry.

away from the source, avoiding enemies and


MOVEMENT IN BRIEF
impassable terrain.
3. Units take panic tests (LD) for fleeing friendly units
The movement rules are a crucial aspect of the game. Although
within 8 inches (unless the relevant unit outnumbers
they might seem complex and extensive, with elements of
the combined number of models in the fleeing units).
melee and psychology also involving movement, this is to
If they fail, they flee towards the nearest table edge,
ensure the rulebook covers all potential scenarios. Generally,
avoiding enemies and impassable terrain.
movement is straightforward and intuitive.
4. A unit containing stupid creatures must take a
During the movement phase, the first step is to declare all stupidity test (LD) at the start of every turn, except
charges, followed by the opponent declaring their charge when engaged in combat or fleeing. If the stupidity
reactions. Next, you move units that are out of control, test is failed, roll a 1D6. On a roll of 1-3, the unit
proceeding to move your charging units if they're unimpeded. stumbles forward half its normal move (stopping if it
After that, you can move the rest of your army. If no enemies reaches friendly troops, impassable terrain, counting
are nearby, a regiment can march, which doubles its movement as charging if it comes upon an enemy). On a roll of
allowance. However, movement is halved when a regiment 4-6, the unit does nothing, and no one in the unit
traverses difficult terrain. (stupid or not) can shoot or cast spells. Units

This chapter begins by explaining the general rules of containing stupid creatures that failed their stupidity
test are immune to psychology (they simply don’t
movement and how terrain affects it. It then delves into the more
complex descriptions of how to execute charges. Finally, it realise the danger they are in).

covers rules for skirmishers and fast cavalry, which have their 5. Units subject to Animosity or being Unruly must take
their tests (explained in the relevant army books).
own unique movement rules.

START OF TURN ½” APART

Before the movement phase properly begins, there is a brief All units on the battlefield must be kept half an inch apart from
each other at all times. At the end of a move a unit must be at
phase called "start of turn," but it is too modest a phase to
warrant its own chapter. The following must be resolved before least 1 inch away from enemy units. The only exception regards

the movement phase can begin: units charging and units engaged in melee combat. These units
may come closer than half an inch to other units when moving
1. Settle all effects provoked by spells, magic items, and and may end up closer than 1 inch to other units at the end of
special rules described as happening at the start of their move, even if they do not engage those other units in
the turn. melee combat.
2. Units take terror tests (LD) for terror-causing enemy
models within 8 inches. If they fail, they flee directly

26
Detail from the Battle of Five armies by John Blanche

GENERAL MOVEMENT RULES Regiments comprising troops with varying movement


allowances, must move at the speed of the slowest member.
Units that did not try to charge, did not undergo a compulsory
move, are not engaged in combat, and are not restricted from Marching
moving by magic or other effects, have two options: they can
Units (except chariots, flyers using their fly move, and war
either make a normal move or a march move.
machines) can opt for a march move instead of a normal move.
A unit can move forward by its movement allowance measured A marching unit can move forward at twice its movement
in inches or double that distance if marching. allowance. While a marching regiment may wheel, it cannot
perform any other manoeuvres and is also unable to shoot in
Regiments without musicians have three choices: (1) they can
the shooting phase.
pivot on the spot once and use their entire movement allowance
doing so, (2) they can move forward, wheeling being the only As a rule, a unit starting its move within eight inches of an enemy
manoeuvre allowed, (3) they can attempt a complete reform, unit is barred from marching. However, there is a specific
which requires passing a Leadership (LD) test to succeed; hierarchy that determines which units can block others from
failure means they cannot move. Regiments with a musician are marching. Cavalry, monstrous regiments, flyers, and monsters
more manoeuvrable than those without, as will be explained cannot be prevented from marching by infantry, swarms, and
later. war machines. They can only be march blocked by other
cavalry, monstrous regiments, flyers, monsters, and chariots.
Single models have the ability to pivot on the spot at any point
Infantry and swarms, on the other hand, can be march blocked
during their movement without any cost.
by all types of units.

27
For an enemy unit to prevent marching, it must be visible. Remember that regiments with more than 50% ranks than files
Assume that all units have a 360-degree line of sight for this cannot utilise their musician. The only actions such regiments
purpose. Units that are entirely hidden within woods or are can take are to pivot on the spot once, move directly forward, or
inside a building (unless they fired out of the windows in the attempt a total reform by passing a Leadership test.
previous turn) do not prevent marching.
Pivot on the spot
It's important to note that in Warhammer Renaissance, only
ethereal units and Wood Elf War Dancers are immune to being At the beginning or at the end of a normal move, regiments
march blocked. All other units, including skirmishers and fast including a musician may pivot on the spot to face in any
cavalry, can potentially be prevented from marching. direction they like. Regiments without a musician may also pivot,
but if doing so they cannot move further that turn.
Wheeling
To perform a pivot, hold the centre of the regiment immobile and
Regiments advancing can alter their course by executing a turn the regiment in any direction.
wheel manoeuvre: keep one leading corner of the unit stationary
If your regiment has more ranks than files, this manoeuvre may
while advancing the opposite leading corner, as depicted in the
result in moving slightly further than your movement allowance,
illustration. Assess the length of the direct line and avoid
which is acceptable. However, remember that you cannot pivot
measuring the curved path.
on the spot if your number of ranks exceeds your number of files
by 50 percent. For example, a regiment that is five men wide
must not have more than six ranks behind the first in order to
perform a pivot on the spot.

Move backwards or sideways

A regiment with a musician can go backwards or step to the


side, albeit only at half normal movement rate. Regiments may
wheel while performing this move.

Turn to face another direction

A unit with more than 50% more ranks than files (for example, All models in a regiment including a musician may turn to face
four men wide and seven men deep) cannot perform a wheel in another direction as shown on the picture by surrendering half
manoeuvre or utilise their musician. Ensure that you only deploy of its move. Rearrange the standard bearer, musician, and
your regiments with more ranks than files if you are prepared for characters into the new front rank. Remember that the
the inability to wheel or utilise your musician. command group (and all characters who have joined the
regiment) must be placed in the front rank or this manoeuvre is
not legal.
MUSICIANS AND MANOEUVRES

As previously mentioned, regiments lacking a musician have


limited manoeuvrability. Conversely, regiments with a musician
exhibit significantly greater flexibility in movement. All regiments
automatically come with a musician unless it is specifically
stated in the relevant army book that this type cannot include a
musician. Be aware of which regiments do not have a musician,
as it is a fairly significant tactical disadvantage.

If not marching, unengaged regiments including musicians may


execute one of the following manoeuvres: (1) pivot on the spot
Add or deduct ranks
before or after a normal move, (2) move sideways or backwards,
(3) turn each model to face a new direction, (4) add or deduct Unengaged regiments including musicians may spend half their
one or two ranks, (5) make a complete reform (without LD test), move in order to add or deduct one or two ranks by reducing or
or (6) snaking. expanding its frontage.

28
Complete reform is 2 inches, the unit now has 6 inches remaining movement rate.
This is cut in half as the unit walks through the wood. In total,
A rank-and-file regiment including a musician may forfeit moving
the unit can move 5 inches.
at all and take a complete reform instead. Replace the models
around the centre of the regiment in any way you see fit facing Another example, assume a unit is standing in a wood next to
any direction you want. and facing open ground, the unit want to exit the wood. While
leaving the wood the unit is still passing through the wood and
If it does not include a musician, a regiment may attempt a
will thus count as passing difficult terrain while moving out of the
complete reform by taking a LD test. If successful, the regiment
wood. The unit must give up a proportion of its movement
makes a complete reform. If unsuccessful, the regiment does
allowance matching the depth of the unit. If the unit is 2 inches
not move.
deep, and the unit could march 8 inches, the unit can move 6
inches in total.
Snaking

A regiment deployed in one long column, one model behind the Woods
other, does not wheel as such but twist itself around terrain like
Woods are difficult terrain. You can only see 2 inches through a
a snake without a reduction in movement. Trailing models follow
wood.
the lead of the front model. Snaking may be combined with
marching. Adopting or giving up a snake formation requires a You cannot fly within a wood (flyers must use their ground
complete reform manoeuvre. move). Woods are impassable to war machines and chariots.
War machines and chariots accidentally moving into woods are
destroyed.
TERRAIN RULES
Note that units classified as foresters may negotiate woods
Various types of terrain have various implications for without movement reduction even though they are not
manoeuvring. It may be a good idea to agree with your opponent skirmishers.
how the various pieces of terrain on your gaming table should
be classified before the game begins. Water

Water features are impassable to chariots, war machines,


Impassable terrain
barded cavalry and all infantry. Water is difficult terrain to all
No unit can negotiate impassable terrain such as sheer cliffs, other units except aquatic models (both on foot and mounted),
lava pools, swamps and quicksand. Flying units may fly over and large monsters – who treat water as open ground. Players
impassable terrain, of course. Note that fleeing units moving into may agree to designate some water features (such as a lake)
impassable terrain by accident are destroyed. as impassable terrain.

Difficult terrain Obstacles

Difficult terrain halves movement (but marching is allowed). Obstacles such as low walls and hedges cannot be crossed by
Note that fleeing and pursuing troops as well as skirmishers chariots or war machines. They can be passed at normal speed
ignore the effects of difficult terrain. (i.e. no marching allowed, charge range at normal speed, not
double speed). Large targets with legs ignore obstacles. An
Difficult terrain includes growing crops, dense foliage, brush,
scrub, debris, wreckage, loose rocks and boulders, ruins, stairs, obstacle blocks line of sight, unless you are standing next to it

steps, ladders, hills with steep slopes (steeper than the average (or you are a large target). A hedge will provide light cover
against shooting, while a low wall will provide hard cover.
hill).

In addition, woods, and water features that have not been A unit positioned behind an obstacle is said to defend it (if you

designated as impassable, are also difficult terrain. mean to defend an obstacle, tell your opponent to that you are
doing so). Defending an obstacle is a good idea, because the
The exact impact difficult terrain has on movement is best enemy suffers a -2 penalty to hit in melee against those behind
explained by examples: it. Large targets and flyers ignore this penalty. When defending
First example, a unit with movement allowance 4 makes a an obstacle, you do not have to pursue - unless you are affected

march move, and consequently gets a total movement rate of 8 by frenzy or hate the enemy, of course.
inches. Assume the unit wants to walk through a wood. Let us
say that the distance from the unit’s original position to the wood

29
Hills over another unit - as long as it can use its flying move - and
thus declare a charge even if there is an enemy in the way.
Hills pose no difficulty to movement, but regiments positioned
However, it is still required that there be enough space for the
on a hill have the advantage that all ranks may fire missile
figure to position itself in front of the enemy before it is legal to
weapons against units beneath them. Regiments on the ground
declare a charge.
have the advantage that they can shoot with all ranks against a
unit positioned on a hill. To complete a charge, your move must take you into base
contact with the target. When charging you double your
Hills with very steep slopes should be labelled as difficult terrain
movement allowance (the exceptions are flying units and units
before the battle begins. Steep slopes cannot be negotiated by
with random movement, they move their normal movement
cavalry (except by Forest Goblin Spider Riders).
allowance).

You must move directly towards the target. You only need
DECLARE CHARGES
enough move to reach and touch an enemy unit in order to

Unengaged units may declare a charge against an enemy unit complete the charge. The remaining move needed to align your

in order to enter melee combat. It does not matter if the enemy unit towards the enemy is “free”.

is already participating in melee combat, is unengaged, or is Before actually moving the charging unit, some other
fleeing. All enemy units are viable targets for a charge. procedures must be carried out, such as charge reactions, rally

Always start by declaring charges before other movement. All tests and compulsory movement.

charges must be declared at once (i.e., before the enemy


Flank charges
declares his charge reactions). Note that a unit is not allowed to
charge multiple enemy units unless it is the only option for it to You might think about attacking enemy units from the side or
declare a charge. rear, which can be a smart move for reasons like cancelling out
the enemy's rank bonus and stopping rules like "step-up" and
Certain (though rather obvious) conditions must be met to
"fight in two ranks to the front" from taking effect. This strategy
declare a charge. The enemy must be within your line of sight –
works if you use five infantry models or an equivalent force (as
this was the most important rule in the game, remember?
detailed in the first chapter).
How precisely to establish line of sight is discussed in depth in
You can only execute this tactic if more than half of your
the chapter on shooting. As a rule, what you see is what you
charging unit's front rank is within the enemy's side or rear zone,
get. Go to the eye view of the models in the charging unit. If one
or in the rare circumstance where it is the only possible solution
of them can actually see the enemy, the enemy is within line of
in order to complete the charge.
sight. Note, however, that it is only possible to see 2 inches
through woods. The front, flank and rear zones of a unit are measured from a
90-degree angle from the unit’s boundary rectangle corners as
Furthermore, the target must presumably be within your charge
shown on the illustration.
range (normally double the movement allowance of the charging
unit), and no regiment or impassable terrain piece may block the
route towards the target.

The importance of “presumably within charge range” should be


emphasized. When a player declares a charge, he must be
reasonably sure that his unit can reach its target. A player
cannot attempt to gain an advantage by declaring a charge if it
is immediately obvious his unit cannot reach its target. In most
cases this will be disadvantageous, but it is possible that an
advantage might be gained in some situations. When it is
obvious a unit would be unable to reach its target, a player may
not declare a charge.

Even if you are a large target - for example, a giant - and can
see your enemy over another unit, you cannot declare a charge
because the other unit is in the way at the moment you declare
your charge. Only a flying unit - that is a large target - can move

30
Measure from centre to centre of the units involved to determine
the exact direction of a flee move. When fleeing from a charge,
units that run into impassable terrain are slain and removed from
the game. The same applies if a fleeing unit accidentally flees
through an enemy unit (which itself is not fleeing), though said
unit must be a rank-and-file regiment of at least five infantry
models/three cavalry models/three monstrous models, or a
large target/chariot, or the fleeing unit will not be destroyed but
simply flee through and past the enemy unit.

If fleeing from multiple charges, the direction should be a


reasonable alternative that takes the fleeing unit away from both
enemy units. If this is not possible for whatever reason, flee
directly away from the largest enemy unit.

Fleeing troops are kept in their formation on the table for


practical purposes and are always turned to face the direction
they are running. If a fleeing regiment changes direction for
some reason pivot it on the spot and then move it.

When a unit is fleeing, other units cannot take advantage of any


special rules that the regiment or characters within the regiment
would normally bestow upon nearby friends.

Stand and shoot

The first edition of Warhammer was launched because it was If the target unit is armed with missile weapons, and the
discovered that many customers were buying so many figures charging enemy is more than half its charge move away in
that they could create entire regiments of them. The game was distance, and the target unit can see the approaching enemy,
originally a hybrid between a role-playing game and a miniature the target unit may fire its weapons before receiving the charge
wargame. Just as Dungeons & Dragons emerged from with a -1 modifier on the to hit roll.
miniature wargames, Warhammer Fantasy Battle developed
Weapons are always assumed to be fired at short range so no
from a role-playing game, or at least a kind of role-playing game.
need to add an additional modifier for long range.
The game was initiated by Bryan Ansell, with lots of ideas from
Richard Helliwell, but was completed by Rick Priestly. You are still allowed to perform a stand and shoot even if it turns
out that the opponent was too far away to complete their charge.

CHARGE REACTIONS If the charging unit suffers at least 25 percent casualties from
missile fire it must take a panic test (LD). If this is failed, the unit
The target unit must declare one of the following charge does not charge at all but flees directly away from its intended
reactions; (1) hold, (2) flee, (3) stand and shoot. Note that troops target instead. Flee from the spot where the unit came within
that are already fleeing must take the flee reaction when short range of the intended target.
charged, while units already engaged in melee can only hold.

RALLY FLEEING TROOPS


Hold

The unit stands and receives the charge. Fleeing units that fled in the previous turn, and have at least 25
percent of its original number remaining, may attempt to rally by
Flee successfully passing a LD test. Rallied units may adopt any
formation and facing they like.
The unit takes a flee move directly away from the charging
enemy. The distance of a flee move is 2D6 inches for units with A unit can neither move or shoot during the turn it rallied, nor
a movement allowance of 6 or less, or 3D6 inches for units with can wizards cast spells (they may still perform dispel attempts
a movement allowance of 7 or more. Fleeing troops ignore and use Dispel Magic Scrolls and similar items, however).
movement penalties for difficult terrain.

31
COMPULSORY MOVES have to; you can stop your charge move 1 inch away from the
enemy if you want to.
Fleeing units must take a flee move towards the nearest table
If the enemy got away, there is a chance that a new target, which
edge, avoiding enemies and impassable terrain. As explained
you could not have charged before, is revealed. If this is the
above, a flee move is 2D6 inches for units with a movement
case, you may re-direct your charge towards this new target. It
allowance of 6 or less, or 3D6 inches for units with a movement
is only possible to do this once per movement phase. A unit
allowance of 7 or more. Pivot the regiment on the spot to face
charged because of a redirected charge cannot take any other
the direction it runs and then move it as many inches as you
charge reaction than hold (as they are too surprised to react).
rolled. Fleeing troops ignore movement penalties for difficult
terrain. If the target fled but did not escape far enough, remaining within
the charge range and line of sight, the target is caught and
It is also in the compulsory sub-phase that you move Night
destroyed. The charging unit should be moved its full charge
Goblin Fanatics and perform all other types of movement that
distance towards (and potentially beyond) the target's location.
are beyond your control, such as moving units obliged to get
closer to the enemy. If the target did receive the charge, move the charging unit into
base contact with the enemy.
Some units have a random movement allowance (such as 2D6
or 3D6). These units are also moved in the compulsory move You only need enough movement to be able to reach and touch
subphase. Note that units with random movement allowance an enemy. The remaining move needed to align your unit
cannot double their movement when charging and cannot towards the enemy is “free”.
march.
It is always the charging unit that aligns towards the charged
It is up the player whose turn it is to determine in what order the unit unless the charged unit consists of skirmishers or is a single
various compulsory movements are taken. model on a base smaller than 50x50 mm. In that case it is the
charged unit that aligns towards the charging unit.

MOVE CHARGES If several units charge the same target you should endeavour to
make an equal number of models from both charging units come
Unless a compulsory move has made it impossible for the into base contact with the enemy; but only if this does not
charging unit to reach its intended target, it is now time to move contradict the first priority, which is to get as many models as
those units that declared a charge. possible from both sides into base contact.

Move charging units one at a time in an order determined by the


player whose turn it is. COMMENTS ON ALIGNING UNITS INTO
A charging regiment cannot change its formation while charging.
COMBAT
Also, charging units must move straight ahead. The only
“This is a game like real war, played against time, and played
manoeuvres allowed during a charge is one and only one wheel.
under circumstances of considerable excitement, and it is
The maximum distance of a charge move is double normal remarkable how elastic the measurements of quite honest and
movement allowance (except for flyers and models with random honourable men can become.”
movement, they move their normal movement allowance). If the
H.G. Wells (Little Wars, 1913)
target is found to be out of charge range or fled out of charge
range, the charge fails. In this case the charging unit only moves
Take note that Warhammer Renaissance is a simulation game.
its normal movement allowance towards its intended target.
The rules are designed to simulate a real battle. Achieving this
How do you know exactly if the enemy got away? Easy. Before sometimes demands a measure of generosity and
rolling the flee move, measure the distance of the charge by the understanding from both players.
shortest route possible. If this distance plus the flee move is
Moving chargers is perfectly straightforward in most cases.
lower than your maximum charge move, the enemy is caught
However, a battle being what it is, fought over infinitely variable
and destroyed.
terrain and subject to the strangest of circumstances, charging
If the target flees through one of their own regiments, however, can sometimes degenerate into a tangle of units scattered all
they get away. You are then allowed to redirect your charge into over the place. Nevertheless, if you follow the below guidelines
this newly revealed regiment as described below. You don’t in the true spirit of the game, you ought to experience no real
problems.

32
You must always endeavour to get as many models as possible This formation may be round, rectangular, quadrate, oval, a thin
from both sides into base contact when you align for combat. line. But a skirmish regiment may not be shaped as an octopus
or in an otherwise irregular and odd formation. Gerrymandering
Usually, it is only the chargers that move to align, but if
is illegal in the Warhammer World as well as in our world.
interposing terrain or other units are in the way, you must slightly
alter the position of the charged unit (if it is not already engaged It is advisable to place larger skirmish regiments on movement
in combat) to get as many models into base contact as possible. trays which also define the boundary rectangle of the regiment.

Note that the table edges are not considered impassable terrain. It is not possible to see through a skirmishing regiment, even
Be reasonable. If a unit needs to wheel a tiny bit out of the table though you may be able to trace a line through the models. A
edge in order to conduct a move, this is acceptable as long as regiment of skirmishers by definition blocks line of sight, as is
it does not end its move being partially out of the table. the case for all regiments. However, all models in a skirmish unit
can shoot. Skirmishing models in the same regiment can –
It may happen that it is impossible within the general guidelines
again by definition – not block each other’s line of sight.
of the rules for a charging unit to engage an enemy unit in any
other way than corner to corner contact (called “clipping” among When skirmishers charge or become charged, they align in
Warhammer players). regular formation (making sure as many models as possible can
fight). In the case of multiple charges against skirmishers, they
Clipping may happen during a charge, if the units are far apart,
align up against the first charge. If this puts them out of reach of
exactly at the maximum charge distance of the chargers. This
other charging units, these charges fail. As always, you only
situation will make it impossible for the chargers to wheel
need to able to charge with one model, and the rest will line up.
because any wheel would mean that they fail the charge.
Therefore, they will have to charge directly forward. If you want any of your units with the skirmish special rule to
operate in skirmish formation you must deploy in skirmish
Funnily enough, a very similar situation can occur when the
formation. It is not possible to switch between rank-and-file
units are too close, and the charging unit cannot physically
formation and skirmish formation during play. When deploying
wheel enough to bring the maximum number of models into
in skirmish formation you forfeit any standard bearer the
combat.
regiment might have had. Replace the standard bearer with a
The solution to the above situation is to slide the chargers normal trooper.
sideways in order to bring more models into melee combat. This
Operating in skirmish formation provides some advantages:
is allowed if it is the only option in order to bring as many models
as possible into combat. (1) Enemies suffer a -1 to hit penalty when shooting at
skirmishers on foot (that’s right, skirmishing cavalry models do
However, if a charging regiment needs to slide more than 2
not benefit from this rule).
inches in order to get all models in its front rank into base
contact, the charge has been overstretched and the unit loses (2) They can pass over all kinds of terrain and obstacles, except
its charge bonuses (such as striking first, and the strength bonus impassable terrain, without a reduction in movement. Note,
derived from charging with a lance). however, that no models on foot, unless aquatic, can cross
water. Mounted skirmishers treat water as difficult terrain
Bear in mind what is really happening during a charge. The two
units have clashed and some warriors in advance of the rest (3) Skirmishers, with their 360-degree line of sight, can declare
have struck the enemy first, but the rest will pile in beside them a charge against any visible enemy, independent of the direction
and gradually both sides come together into a wave that ebbs individual models are facing. They have no specific facing but
and flows as the troops fight. This is what the rules are meant to can always see, and thus shoot, in a 360-degree arc. They have
simulate. the freedom to move in any direction and are not required to
perform a wheel manoeuvre.

SKIRMISHERS When charging, it is enough for one skirmisher to have a line of


sight to the enemy and not be obstructed in his path by hostile
Some infantry and cavalry regiments, typically armed with units. The other skirmishers then follow this figure, allowed to
missile weapons, may operate in skirmish formation. Monstrous move through or around terrain and past enemies to reach their
regiments never skirmish, except flying monstrous regiments, target. If any individual figure moves more than 2 inches beyond
which always skirmish. its charge range during this process, it is considered an

Skirmishers operate in a roughly coherent formation with no overstretch for the entire regiment, as detailed in the section on

base contact and no more than 2 inches between each model. Comments on Aligning into Combat.

33
Operating in skirmish formation also has some disadvantages: 2. When all charges have been declared, your opponent
(1) They cannot use the LD value of other models, not even declares a charge reaction for each charged unit.
characters who have joined them. Skirmishers always use their 3. Flee reactions are worked out. Move the fleeing unit
own basic LD value. (2) They never claim rank bonuses, nor can directly away from the charging unit. The player
they negate the rank bonuses of enemy units. (3) They align whose turn it is decides in which order fleeing units
against enemies charging them rather than the other way are moved.
around (4) They cannot claim objectives. 4. If an enemy unit flees out of charge distance and by
doing so reveals a new viable target, the charge may
be redirected against this new target (which may only
FAST CAVALRY
choose to hold as a charge reaction).

Cavalry models which are not wearing other armour than light 5. Stand and shoot reactions are worked out. Charging
units must take a panic test if they suffer at least 25
armour and shield (i.e. not heavy armour or barding) – and
which are not skirmishers – are classified as fast cavalry. Fast percent casualties.

cavalry does not automatically get a free standard bearer but 6. Attempt to rally troops that fled in the previous turn.
Rallied troops cannot move, shoot or cast spells this
has to pay +10 points for such an upgrade.
turn. Troops that failed to rally flee towards the
Fast cavalry can reform any number of times and still take a nearest table edge, avoiding enemies and
complete move, which may be a march move. In effect all impassable terrain.
models in a fast cavalry regiment can be repositioned exactly as 7. Resolve all remaining compulsory movement in the
you wish within a radius equivalent to their movement allowance order you decide.
(double if marching) Make sure that no individual model moves 8. Move all units that declared a charge one at a time
more than its maximum movement allowance (twice if (provided they are still able to charge). The maximum
marching). charge range is double the unit’s movement
Fast cavalry, as opposed to skirmishers, cannot see in a 360- allowance. You decide which unit to move first.
degree arc. On the other hand, fast cavalry can have a standard 9. Any unit that made a flee move but is still found to be
bearer, can gain and negate rank bonus, and can use the within charge range is destroyed. Move the charging
general’s leadership. unit double its normal movement allowance (except
for flyers and units with random movement).
10. A charging unit that failed to reach its target because
DISMOUNTING it fled out of charge range makes a failed charge
which is equivalent to a normal move (i.e. its full
Mounted models may dismount. This may be done before taking
movement allowance) towards the target.
a normal move (not a march move). Cavalry steeds as well as
11. Charging units connect to their targets. Align the
monster mounts are forfeit if dismounting. Models must be
charging units so that as many models as possible on
supplied to represent the dismounted riders.
both sides enter base contact.
12. Remaining moves. All units except war machines and
SEQUENCE SUMMARY chariots may take a march move (twice their normal
movement allowance) if there is no enemy unit with 8
1. Declare charges against all enemy units you wish to inches at the beginning of their move. Move one unit
charge (and presumably can charge). Note that some at a time in the order you see fit.
units are obliged to charge due to special rules (such 13. Driven off flyers return to your table edge but cannot
as frenzy units, and units that failed an unruly test in move this turn.
the start of the turn).

34
CHAPTER 4:
SHOOTING
This chapter focuses on ranged weapons and shooting. The rules for wounding and inflicting casualties are deferred to the melee chapter
for convenience.

WHO CAN SHOOT? (1) Line of sight is – by definition – blocked by interposing


models and terrain (except water, rubble and other
In the shooting phase, the player whose turn it is may shoot with ground level terrain features).
all units able to shoot. (2) While obstacles usually block line of sight, it is not the
case if the obstacle in question is defended. When
It is possible to fire some weapons while moving, but it is not
defending an obstacle, the unit defending the
possible to shoot while marching or charging. Models engaged
obstacle can see across it and be seen itself (but
in melee combat may not fire missiles either.
benefits from being in cover).
A model normally only fires one shot in the shooting phase (the (3) Units designated as large targets, or units positioned
number of attacks on a model’s profile concerns melee combat on a hill, can see over other units, and can always be
only). seen themselves. For those units, only hills, woods,
buildings or other large targets block line of sight to
All troopers within a regiment can shoot against one target only.
A character within a regiment, however, may choose a different the enemy.

target.

If not all models in a regiment can see, not all models in the
RANGE
regiment can shoot.
All missile weapons have a maximum range which is the
Normally only the first two ranks in a regiment are allowed to greatest distance they can shoot.
shoot; assume the first ranks kneels down or that there is time
If your declared target lies beyond this maximum range because
for the first and second ranks to switch places. However, a unit
you have estimated the distance wrongly, then your shots
positioned on a hill may shoot with all ranks against enemies
automatically miss.
beneath them, while units on the ground may shoot with all
ranks when targeting a unit positioned on a hill. The same This is why you must pick your target before measuring the
advantage applies when a regiment shoots at a large target or range. If some of the models in a regiment firing their missile
against troops within the upper stories of a building. weapons are found to be out of range, but not all models within
the regiment, only the models found to be within range may
shoot.
LINE OF SIGHT
The ranges given are the maximum ranges. It is only possible
In order to pick a target, a model must have line of sight and be to kill enemies within range. If only five models in an enemy
within range of the intended target. regiment is found to be within range, only five models in the

The overall rule regarding line of sight is as follows: what you regiment can be made casualties.

see is what you get. Go down to the model’s point of view and Note that if you shoot more than half the maximum range, you
see what it can see. Nevertheless, the following rules for line of suffer a -1 penalty to hit.
sight always apply:

35
MISSILE WEAPONS

Range Strength Special rules

Short bow 18“ 3

Bow 24” 3

Longbow 30” 3 if a regiment on foot did not move, three ranks behind the first
are allowed to shoot, when shooting at long range

Wood Elf Longbow 36” 3 as normal longbow + armour piercing*

Crossbow 30” 4 cannot shoot the turn it moved

Dark Elf Repeating Crossbow 24” 3 may shoot twice at -1 penalty to hit

Hand Gun 24” 4 cannot shoot the turn it moved + amour piercing*

Pistol 6” 4 no penalty for shooting at long range + armour piercing* + may


shoot twice with no penalty if equipped with two pistols + may
be used as a melee weapon

Sling 18” 3 may shoot twice at -1 to hit (at short range only)

Light Thrown Weapon 12” as user

Heavy Thrown Weapon 6” as user +1 no penalty for shooting at long range

*Attacks with the armour piercing rule inflict a -1 penalty to armour save.

Arrows may be poisoned. Troops armed with poisoned weapons have +1S against living targets.

HITTING THE TARGET -1 penalty for the stand and shoot charge reaction.

-1 penalty for shooting single models and skirmishers that are


If the shooter has a BS of 1, the chance to hit is 6+; if the shooter
man-sized (meaning infantry models and not cavalry nor
has a BS of 2, the chance to hit is 5+; if the shooter has a BS of
monstrous models).
3, the chance to hit is 4+, and so forth. Various modifiers apply
for regular shooting: +1 bonus for shooting against a large target. All models on
bases of 50x50 mm or more except chariots are designated as
-3 penalty for shooting at troops within a building (it is only
large targets. War machines and chariots are only considered
possible to hit models within a building if these models are
large targets if this is specifically mentioned in their description.
standing at the window, themselves shooting at models outside
the building). Note that regardless of penalties, you will always hit on a roll of
six, and miss on a roll of one.
-2 penalty for hard cover (such as behind low stone walls).

-1 penalty for soft cover (such as behind a hedge or within a


HITTING MOUNTED CHARACTERS
wood).

-1 penalty for shooting at long range (above half the maximum When you hit a lone character mounted on a small monster, you
range). must randomise to see which of the two models actually takes
the hit. Roll a die, on a roll of five or six, the character is hit. If
-1 penalty for double shots (only some weapons, such as the
the character is riding a chariot or a large monster, the character
Dark Elf repeating crossbow, can fire twice).
will only be hit on a roll of six.
-1 penalty for shooting while moving (shooting is impossible
In case of cavalry there is no need to randomise, as it is always
when marching).
the rider who is hit.

36
SHOOTING INTO MELEE

Units may wish to fire at enemy targets engaged in melee


combat. This is possible, but not necessarily a good idea as you
are likely to hit your own troops. Troops in melee combat are
taking part in a vast swirling melee, and under the
circumstances it is virtually impossible to tell friend from foe or
get a clear view of your target.

All hits made with regular missile troops against a target


engaged in melee combat must be randomised in proportion to
the number of models involved.

Cavalry and monstrous models including small monsters have


twice the chance of being hit as infantry, while large targets have
five times the chance of being hit.

An example: If player A has 10 infantry models on bases


engaged with player B’s dragon, the odds that player A will hit
his own troops if he is shooting into that combat engagement
are 10:5.

In case of template hits, magic or mundane missiles travelling


over models in a straight line, or cannonballs ploughing through
a line of troops, there is no need to randomise as long the
models hit are not actually in base contact with their enemy. If,
however, a model in base contact is hit, there is 50 percent The second edition of Warhammer is fundamentally just a
chance that the model’s opponent (i.e., a model on the shooter’s remake of the first edition. The role-playing element is still
own side) is hit instead. pronounced. The major difference is that this edition introduces
the first version of the Warhammer world, complete with a

BREATH ATTACKS timeline, races, and maps. This set the course that has been
largely followed since. Notably, this edition is dedicated to Phil
Some creatures and even some machines and magic items can Barker, Donald Featherstone, and Michael Moorcock. The first
make a breath attack. It is not possible to make breath attacks two designed the historical miniature wargames that the
during melee combat, when you have conducted a fly move Warhammer game designers grew up with, while Moorcock was
more than 10 inches, when you make a failed charge, when you the author who most inspired the Warhammer world. For
have marched, or when you have landed from flying high. example, the High Elves are clearly inspired by Moorcock's
Melniboneans.
Use the teardrop shaped template. Place the thin end of the
template touching the front of the monster’s base and keep the
template within the monster’s line of sight arc. In case of the teardrop template, a model is also hit if its base is
crossed by the template.
TEMPLATES A consequence of the above rules is that large models are more
difficult to hit with templates than small models, as small models
Models may be hit if more than half covered by templates
are more easily covered by templates than large models. This
representing, for example, a dragon’s breath, the impact of a
is not the intention of the rules. Therefore, all models are hit as
mortar shell, or a magic spell. The two most common templates
long as at least a square inch of the model is covered (i.e.
are a round 3-inch diameter template, and an approximately 8”
approximately the size of your thumb).
inches long teardrop template.
If a character standing within a regiment is hit by a template, and
Templates are placed on top of the target. All models more than
if the regiment contains at least five regimental troops including
half covered by a template or directly under the centre of the
musician and standard bearer, the character is allowed a “Look
template are automatically hit, while models only grazed by a
Out, Sir” roll, as explained in the chapter regarding characters.
template go free.

37
CASUALTIES AND PANIC TEST Shooting at war machines

Missile hits against war machines are randomized. Roll 1D6. On


When it has been resolved which models have been hit, it is
a roll of 5+ the crew is hit, otherwise the war machine is hit. If
time to roll to wound these models and remove casualties. The
the war machine is a large target, the crew is hit on a roll of 6+
rules for these procedures are explained in the chapter
instead. War machines are not normally large targets, though
regarding melee combat.
some may be.
When all shooting has been resolved, enemy units that lost at
least 25 percent of its current number of models during the War machines in melee combat
shooting phase must take a panic test (LD), as explained in the
When charged, war machines may either flee or hold. War
chapter regarding psychology.
machines usually cannot stand and shoot.

For purposes of combat, war machines have a front (e.g. the


WAR MACHINES
muzzle of the cannon). If holding against a charge, line up the
crewmembers in front of the war machine (or behind an obstacle
War machines are independent units that cannot be joined by
if the war machine was covering behind an obstacle).
characters. A war machine consists of several models; the war
machine itself and its crew members, who must be placed within If the war machine crew flees, the charging unit goes for the
1 inch of the machine as if in skirmish formation. Unless machine and does not run down the crew. War machines are
otherwise mentioned, war machines are assumed to have T7 automatically destroyed in melee combat if there are no crew
and W3. War machines are non-living structures and therefore members to defend it. Crew members of a war machine never
immune to poison. pursue (unless affected by hatred or frenzy).

Abandoned war machines are not removed but left on the table.
Moving war machines
Rallied crew members may join another war machine if they
War machines can never charge, march or move through wish, or act as an independent unit (free of the obligation of not
difficult terrain or cross obstacles. They cannot move within being allowed to charge or pursue).
buildings but can be deployed upon a flat roof or behind a
parapet on a fortress wall. Aiming with war machines

It is acceptable to assume that war machines without wheels Like all other shooting, war machines require line of sight. Is it
can be transported with the use of rafts or simply carried, sufficient if you can draw line of sight from a single crewman?
therefore all war machines can be moved using the movement No, you need to be able to draw line of sight from the war
allowance of the crew. machine itself as well.

War machines with just one crew member left cannot move. Because the crew can see the enemy army advancing, they are
perfectly entitled to lob shots towards the rear regiments even
A rule that applies to all war machines is that they pivot freely
though they can’t (strictly speaking) see the target. What the
towards the target (and must have sufficient room around them
crew can see is a dense mass of troops, and they are choosing
to do so). Note that this pivot may not suddenly bring the war
to target the back of the army. War machines that involve
machine within range of its target. It is nothing but a cosmetic
guessing range, such as cannons and stone throwers (not bolt
gesture.
throwers which use BS), may deliberately overshoot a visible
Occasionally players place a whole battery of war machines enemy unit to plant a shot into the troops behind, but you can’t
onto very little space on top of a hill or a parapet. This is against shoot into the wild blue yonder just because you know there is
the rules. War machines must be able to pivot in order to shoot an enemy character lurking about a house or wood; you must
in another direction. If there is no space for pivoting, the war aim at an enemy model.
machines cannot pivot and thus cannot target anything but what
Missiles from bolt throwers as well as cannon balls and certain
is exactly in front of them. Well, how much space does a war
spells may penetrate several ranks within a regiment. Note that
machine need to pivot? At least as much space around it as the
only one model per rank can be hit by any kind of penetration
war machine is long.
shots.

38
BOLT THROWERS ORGAN GUNS

A bolt thrower has range 48 inches, S6, allows no armour save, Shoots like a small cannon, range 36 inches, strength 7, no
1 wound = 1D3 wounds. armour save, 1 wound = 1D3 wounds. May shoot five times in
the same turn (against the same unit). When all barrels have
Use the crew’s BS when rolling to hit and apply the usual
been fired, the organ gun must re-load, spending an entire turn
modifiers.
doing so.
If shooting against a regiment with several ranks, the bolt may
Given the fact that Organ Guns can fire up to 15 shots during a
penetrate these ranks. If the first target is killed, the model
battle, there is a high risk that they will misfire and explode.
behind it suffers a S5 hit, if this target is killed the model behind
Therefore, no Engineers will ever join an Organ Gun.
it suffers a S4 hit, and so forth.

A Dark Elf or High Elf repeating bolt thrower may opt to shoot a
STONE THROWERS
volley of four shots instead of a single shot. Volley shots are S4
and allow no armour save, but they do not penetrate ranks, nor
A small stone thrower has range 12-48 inches, S7, 1 wound =
do they deal multiple wounds.
1D3 wounds. A large stone thrower has range 12- 60 inches,
It is not possible to aim for specific models such as characters S10, 1 wound = 1D6 wounds.
with a bolt thrower.
Declare the distance you are aiming (this must be at least 12
inches). Measure the distance (after guessing range) and place
CANNONS the 3-inch template on the spot and roll the artillery and scatter
dice close by.
A small cannon has range 36 inches, S7, allows no armour
The first time you roll a misfire, the stone thrower does not shoot
save, 1 wound = 1D3 wounds. A normal cannon has range 48
this turn nor the next (nor can it move the following turn), the
inches, S10, allows no armour save, 1 wound = 1D3 wounds. A
second time you roll a misfire the stone thrower is torn apart and
great cannon has range 60 inches, S10, allows no armour save,
the crew is slain.
1 wound = 1D6 wounds.
If the scatter die is an arrow, the stone has landed a number of
Declare the distance you are aiming. You may not measure; you
inches away as shown by the artillery die in the direction shown
will have to guess.
by the arrow.
Roll the artillery die and add the score to the distance aimed.
A hit on the scatter die indicates the stone lands where the
The cannonball travels forward this distance before striking the
template was originally placed.
ground.
Templates are placed on top of the unit that have been hit. All
The first time you roll a misfire, the cannon does not shoot this
models more than half covered by a template (or at least directly
turn nor the next (nor can it move the following turn). The second
under the centre of the template) are automatically hit, while
time you roll a misfire, the cannon blows up and the crew is slain.
models only grazed by the template go free.
If you did not roll a misfire, mark the point where the cannonball
strikes the ground, and roll the artillery die to establish the
SEQUENCE SUMMARY
bounce distance.

All models in the path of the bounce are hit. If you roll a misfire (1) Declare the ranges which all guess range weapons
for the bounce, the cannonball is stuck in the ground and does are firing.
not bounce, but models standing where the cannonball landed (2) Fire all guess weapons in the order you see fit.
are indeed hit. Misfire for bouncing does not count as a misfire (3) Resolve all other fire in the order you see fit.
as such. The cannon still shoots and does not lose a turn or risk (4) The opposing player takes any panic tests required.
blowing up if you roll another misfire.

Note that a cannon ball will not bounce uphill or over water, will
not bounce more than 2 inches through woods, but it will smash
right through an obstacle (destroying it).

39
CHAPTER 5:
MELEE COMBAT
This chapter is about melee combat, including how to strike, inflict injuries, remove casualties, and the consequences thereof, specifically
when and how the losing party flees, how to pursue them, and what to do when the situation becomes somewhat chaotic.

WHICH MODELS FIGHT? FIGHTING IN SEVERAL RANKS

All units locked together in base contact are part of the same Regiments may fight in two ranks to the front even though the
combat engagement. Resolve each combat engagement on the second rank does not touch the enemy.
table in an order determined by the player whose turn it is.
The special rule "fight with one extra rank" can be combined with
Fleeing, pursuing, and panic tests caused by breaking units are
others, potentially allowing for many models behind the first to
taken after all combat engagements are resolved.
strike (for example when using spears).
In the beginning of a combat engagement, impact hits from
However, models positioned behind the front rank are limited to
chariots are resolved, and then hidden assassins are revealed
only one attack each, regardless of their normal attack count or
and strike. Then it is time to issue and accept challenges.
whether they have an additional hand weapon.
Next, individual models strike in initiative order.
When cavalry units fight in ranks behind the first, only the riders
Models which have charged strike before I10. You could say can attack, and they too are limited to a single attack.
that charging models gain I11. However, models with the always
This bonus letting you fight with several models to the front is
strike first rule strike before charging models.
negated the moment your flanks or rear become engaged with
Models with the always strike last rule strike after I1, even if enemy rank-and-file regiments of at least five models (where
charging. If a model is subject to both the always strike first and cavalry and monstrous models count double) or a large target
the always strike last rules, the two rules cancel each other. or a chariot.

If opposing models strike each other at the same interval, they


can potentially kill each other simultaneously. HITTING AND WOUNDING
As a general rule, for one model to hit another model, they must
Attacks made by one model may be divided against several
be directly touching bases. If you are fighting in multiple rows,
targets but must be resolved simultaneously. I.e., you cannot
you must be positioned behind a figure that is in base contact.
allocate one attack against a regimental champion and see if he
When fighting against a regiment, you are always allowed to hit
survives before you declare another attack by your model
a regular trooper, even if you are not in base contact with any
against that enemy champion.
regular troopers. In summary: If you are touching the boundary
rectangle of a regiment, you can always strike a trooper from Weapon Skill (WS) is used to calculate one model’s chance to
that regiment. hit another model with melee attacks.

Furthermore, wounds dealt to regimental troops carry over, this Compare the attacker’s and the defender’s WS. If the attacker
means you can kill more regimental troops than you are in actual has the highest WS, the chance to hit is 3+.
base contact with. If the WS of the two combatants are equal the chance to hit is
Models in corner-to-corner contact are also on base contact, 4+.
i.e., if a six model-wide regiment faces a four model-wide
If the defender has the highest WS, the chance to hit remains
regiment with the same base size, all models in the front on both 4+ unless the defender has more than double the WS of the
sides may strike. attacker.

40
In this rare situation, the chance to hit becomes 5+. Differences Weapons with the “armour piercing” special rule reduce armour
in WS cannot alter the chance to hit further, but magic items and save by one additional point. It is possible to an armour save of
special rules might. 1+ or even better, but a roll of one always fails.

Strength (S) and Toughness (T) are used to calculate one


Unmodified saves
model’s chance to wound another model after it has been hit.
A very few models are entitled to an unmodified save in addition
Compare the attacker’s S with the defender’s T.
to the armour save. Note that a model can only take one armour
• If S and T are equal, the chance to wound is 4+. save, and only one unmodified save. This is regardless of how
• If the attacker’s S is one point higher, the chance to many saves the model possesses.
wound improves to 3+.
Two types of unmodified saves exist, ward saves, and
• If the attacker’s S is two or more points higher, the
regeneration saves. Nothing cancels a ward save, but a
chance to wound improves to 2+.
regeneration save is cancelled by flaming attacks (see p. 31).
• If the attacker’s S is one point lower, the chance to
Furthermore, a regeneration save takes place after all blows
wound is 5+. If the attacker’s S is two points lower,
have been struck, but before break tests are taken. This means
the chance to wound becomes 6+.
that a model can in fact be slain in melee combat, but then
• If the attacker’s S is three points lower, the chance to
regenerate back to life (forfeiting its attacks if it had not struck
wound remains at 6+, but if the difference becomes
blows before being slain). If the model does not regenerate back
bigger than that, it becomes impossible to wound.
to life, it is removed as a casualty.
Each wound suffered deprives the wounded model of a wound
on its profile (W).
MULTIPLE WOUNDS
Models with no W remaining are removed as casualties.
Special rules and magic weapons can deal multiple wounds. As
Models with more than one W must suffer this number of
explained, you should apply this effect after all saves are taken.
wounds before they are removed as casualties.
The exception is regeneration, as these saves are taken after
Models labelled flammable suffer two wounds per wound dealt combat is over. When trying to regenerate, roll for each wound
by fire-based attacks. suffered, even if the model took more wounds than it had
wounds on its profile.
Note that attempts to hit and wound will always fail on a roll of
one regardless of modifiers. Imagine a hero with a magic sword successfully hits and
wounds four times against a regiment of Ogres. The magic
Attempts to hit will always succeed on a roll of six regardless of
sword makes each wound multiply into 1D6 wounds. Each Ogre
modifiers, while attempts to wound may be impossible (if T is
has 3W on its profile. The hero rolls the following results for
four points or more higher than S).
multiplying wounds, 1, 2, 2, 6. The 6 is downgraded to 3,
because no blow can do more than the 3 wounds on an Ogre’s
SAVING THROWS profile. The hero inflicts 8 wounds on the Ogres. Two Ogres are
slain, and one is left wounded, rather than ending up with one
Wounded models may take saving throws to negate wounds. slain and three wounded Ogres, as wounds are always carried
You make a successful saving throw when you roll equal to or over. Because of this, no more than one regimental trooper in
above your saving throw value. Make one saving throw for each any regiment can have a reduced number of W at any time.
wound suffered. In case of special rules and magic items that
let one wound turn into multiple wounds, always take saves
FLAMING ATTACKS
before multiplying.

Armour saves Flaming attacks deal double damage to flammable creatures


such as Treemen and negate regeneration abilities like those
If a model wears armour, it may take an armour saving throw.
possessed by trolls.
The armour saving throw is modified by the strength of the blow
that induced the wound. S4, reduce armour save by one point, A regenerating creature that has suffered a wound from a
S5 reduce armour save by two points, S6 reduce armour save flaming attack loses the ability to regenerate for the rest of the
by three points, and so forth. game. Creatures that are immune to flaming attacks retain their
regeneration saves, if any.

41
Flammable creatures that are immune to flaming attacks do not POISON
take double damage from the flames.
A poisoned weapon grants a +1 strength bonus. Some models
If a unit is immune to flaming attacks, it ignores any attack that
are immune to poison such as undead and daemons. In these
is purely flaming. For example, High Elves with Dragon Armour
cases, damage is dealt at the original strength. An attack that is
ignore flaming breath attacks from dragons. If flaming attacks
purely poisonous such as a breath attack from a green dragon
are an addition to an attack one possesses, the attack functions
is always resolved at its stated strength (not with a +1 for
normally in other respects. For instance, if one has a magical
poison). Such an attack has no effect at all on models immune
sword that grants +2 strength and makes flaming attacks, the
to poison. Attacks that involve poison often have additional
sword can still inflict damage with its +2 strength bonus on a
specific rules relating to armour saves and multiple wounds
High Elf in Dragon Armour.
which will be explained.

TO HIT CHART Defender’s Weapon Skill

1 2 3 4 5 6 7 8 9 10

Attacker’s Weapon Skill 1 4+ 4+ 5+ 5+ 5+ 5+ 5+ 5+ 5+ 5+

2 3+ 4+ 4+ 4+ 5+ 5+ 5+ 5+ 5+ 5+

3 3+ 3+ 4+ 4+ 4+ 4+ 5+ 5+ 5+ 5+

4 3+ 3+ 3+ 4+ 4+ 4+ 4+ 4+ 5+ 5+

5 3+ 3+ 3+ 3+ 4+ 4+ 4+ 4+ 4+ 4+

6 3+ 3+ 3+ 3+ 3+ 4+ 4+ 4+ 4+ 4+

7 3+ 3+ 3+ 3+ 3+ 3+ 4+ 4+ 4+ 4+

8 3+ 3+ 3+ 3+ 3+ 3+ 3+ 4+ 4+ 4+

9 3+ 3+ 3+ 3+ 3+ 3+ 3+ 3+ 4+ 4+

10 3+ 3+ 3+ 3+ 3+ 3+ 3+ 3+ 3+ 4+

TO WOUND CHART Defender’s Toughness

1 2 3 4 5 6 7 8 9 10

Attacker’s Strength 1 4+ 5+ 6+ 6+ - - - - - -

2 3+ 4+ 5+ 6+ 6+ - - - - -

3 2+ 3+ 4+ 5+ 6+ 6+ - - - -

4 2+ 2+ 3+ 4+ 5+ 6+ 6+ - - -

5 2+ 2+ 2+ 3+ 4+ 5+ 6+ 6+ - -

6 2+ 2+ 2+ 2+ 3+ 4+ 5+ 6+ 6+ -

7 2+ 2+ 2+ 2+ 2+ 3+ 4+ 5+ 6+ 6+

8 2+ 2+ 2+ 2+ 2+ 2+ 3+ 4+ 5+ 6+

9 2+ 2+ 2+ 2+ 2+ 2+ 2+ 3+ 4+ 5+

10 2+ 2+ 2+ 2+ 2+ 2+ 2+ 2+ 3+ 4+

42
Forty years ago, the Warhammer World
was described for the first time. It
originated when the Old Slann visited the
planet, making it habitable through their
incomprehensible techno-magic. We
learn about races that emerged after the
ice receded to the poles, including the
Amazons. Around 7000 years ago, the
Old Slann's fall occurred. Their civilization
collapsed almost overnight. In Lustria, the
Old Slann degenerated into a barbaric
people, losing much of their technology
and magic. This event marked the entry of
Chaos into the world.

The Old Slann played a significant role in


early Warhammer lore, with a particular
emphasis on Lustria. It's been 100 years
since Lustria was "discovered" by Erik the
Lost, leading to the settlement by Norse,
Norse Dwarfs, and Old Worlders and their
first contact with the Slann, followed by the
plundering of the Slann Empire.

The second edition of Warhammer


featured a detailed scenario, "The
Magnificent Sven," focusing on a conflict
between renegade Slann and adventurers
supported by hungover Norse berserkers.
The game, rich in character backgrounds
and potentially involving numerous
players, was meant to be run by a game
master, reflecting its strong role-playing
roots.

The Appendices for WHR include an army


list for both the Old Slann and the Norse
based on their 3rd edition counterpart.

Normally you are not allowed to switch weapons during combat


WEAPONS AND ARMOUR
but must use the weapon you decided to use in the beginning of
the combat engagement. However, when delivering a mounted
All models are assumed to carry a hand weapon. Besides
charge using a spear or a lance, the rider reverts to his hand
carrying a hand weapon, a model may carry one more melee
weapon in the ensuing melee round.
weapon. If a weapon requires two hands, the wielder cannot use
that weapon and at the same time use a shield in melee combat
(the shield can only be used against missile fire, and only when MELEE WEAPONS
not engaged in combat). A model can take one suit of armour,
either light armour or heavy armour. In addition, a model can Hand weapons
carry a shield. A cavalry model may take barding for the steed
All models are assumed to carry hand weapons. Hand weapons
(not for a flying steed, though).
confer no special rules. Note that magic weapons are assumed
to be hand weapons unless otherwise noted.

43
Additional hand weapon Pistol

+1A. Requires two hands. Infantry only. You cannot wield a Pistols count as additional hand weapons. Wielding one or more
magic hand weapon and use a mundane additional hand pistols requires two hands.
weapon at the same time (some special characters can, even
If the model wields one pistol and one hand weapon, the pistol
when mounted, but that is because they are special). However,
counts as an additional hand weapon, giving the model +1
a magic weapon labelled as an additional hand weapon is a pair
attack. If the model wields two pistols, the second pistol replaces
of magic weapons and therefore provides an additional attack
the normal hand weapon. In other words, no more than +1
on top of the magical effect.
attack is gained from using a pistol or pistols. On the first round
of melee combat the pistols may be fired. Each pistol allows one
Flail
armour piercing strength 4 hit. Roll to hit as normal using WS.
+2S in the first round of each combat engagement. Requires Any remaining attacks the model may possess are taken using
two hands. Cannot be used inside a building. the model’s normal characteristic profile.

Example: A character with 3 attacks wields two pistols. This


Double handed weapon
character now has 4 attacks in melee, of which two are
+2S. Always strikes last. Requires two hands. Cannot be used conducted using the pistols as firearms. The remaining two
inside a building. attacks are carried out using the character's normal profile,
wielding the pistols as blunt instruments or reverting to other
Halberd hand weapons.
+1S. Requires two hands. Infantry only. Cannot be used inside
a building. ARMOUR
Lance Light armour

If mounted, +2S on the charge. Armour save 6+.

Spear Heavy armour

If mounted, receive +1 strength on the charge. If on foot, you Armour save 5+. Note that Empire Full Plate armour, Dwarf
can fight in two additional ranks to the front if the unit did not Gromril armour and Chaos Armour (all of which confer an
move. This means that if the unit did not charge this turn and armour save of 4+) are also considered heavy armour.
does not have enemies on its flank or rear, it can fight with three
extra ranks, making a total of four ranks, to the front. It's Shield
important to note that models in ranks behind the first can only
Improves armour save by +1.
make one attack, and this attack must be directed to the front.
Spears cannot be used inside a building.
Being mounted on a steed with 1W on its profile

Pike Improves armour save by +1.

A particularly long spear that enables the wielder to fight in three


Barding for steed
extra ranks if the regiment did not move, or one extra rank if the
regiment charged that turn. Pikemen always strike first. Improves armour save by +1, but also reduces the mount’s
Pikemen get +1 attack in the initial turn they fight against movement allowance by one point. Note that High Elf and
cavalry, and cavalry suffer -1 attack if they charge a Pikemen Bretonnia barding are superior and do not reduce movement
regiment. A Pike cannot be used in conjunction with a shield, as allowance.
it requires two hands to use. Cannot be used inside a building
either. All the aforementioned bonuses only apply when the
Pikemen regiment is engaged to the front. Remember that
models in the ranks behind the first may only make one attack
(and this attack may be made to the front only).

44
REMOVE CASUALTIES rank-and-file regiment of at least five infantry models, at least
three cavalry or monstrous regiment models, or a single large
Casualties are removed from the table. In the case of regiments, model, or a chariot. Only count rank bonus for one regiment on
casualties suffered are removed from the rear ranks. It is your side of the combat engagement (the highest rank bonus).
assumed that fresh troops rush up and take the places of their
Add +1 for higher ground. When fighting in elevated terrain, it is
fallen comrades.
more difficult to maintain formation, and thus sheer numbers
become more important than normal. To represent this, a
The “step-up” rule
regiment placed upon a hill can claim a +1 bonus to combat
Casualties from the front rank of rank-and-file regiments which resolution if its side in the combat engagement has at least twice
are replaced by models from the rear are assumed to be able to as many models on top of the hill as the enemy has. To achieve
strike back at the enemy in the same combat phase if their this bonus, the entire regiment must be placed on the hill.
initiative step has not passed. Remember to count cavalry as two models, monstrous models

Like with the 'fight in extra ranks' rule, the 'step-up' rule is as two models, small monsters as two models, large monsters

negated if the unit is engaged on the flank or rear by an enemy and chariots as five models when counting the number of
models involved in the combat engagement. Only a model
consisting of at least five infantry, three cavalry, three monstrous
models, a large target, or a chariot. In such cases, the unit whose entire base is situated on the hill should be counted. As

becomes disorganized. Under these circumstances, it's most with rank bonus, the higher ground bonus can only be claimed
once per combat engagement.
practical to remove casualties from the fighting ranks.
Casualties do not get the opportunity to strike back in that turn. Unless the combat resolution score showed a tie, each unit on
Once the combat is completely over, the fighting rank can be the losing side must take a break test. A break test is a LD test
replenished with figures from the rear ranks. modified by the difference in combat resolution score. All units
on the losing side of a combat engagement take a break test
Separated models using the same negative modifier.
It is not possible to get accidentally separated from combat by
slaying all enemies around you. If this happens, move your FLEE AND PURSUIT
model so that it enters base contact with the nearest enemy
model in the combat engagement. Broken units roll to flee. The distance of a flee move is 2D6 inches
for units with a movement allowance of 6 or less, or 3D6 inches for
units with a movement allowance of 7 or more. The fleeing unit
COMBAT RESOLUTION
moves this number of inches directly away from the enemy. Fleeing

When all blows have been struck, calculate combat resolution troops ignore movement penalties for difficult terrain. Note that

for each combat engagement. Each wound caused scores one fleeing units are disorganised and cannot claim rank bonus, they

combat resolution point. have no facing, and move in the compulsory movement phase. If
they do not rally, they will always attempt to leave the table as fast
Add +1 for each banner on your side of the combat engagement. as possible, avoiding impassable terrain and enemy units.
Add +1 if your side has made a flank attack or +2 if your side
Victorious units wishing to pursue roll to pursue. The distance of a
has made a rear attack against an enemy unit. Bonuses for flank pursue move is 2D6 inches for units with a movement allowance of
and rear attacks may be added together but two flank attacks or 6 or less, or 3D6 inches for units with a movement allowance of 7 or
two rear attacks in the same combat engagement are not
more. Just as in the case for fleeing troops, pursuing troops ignore
cumulative in the same way as bonuses for wounds and movement penalties for difficult terrain.
banners are. To claim bonuses for flank and rear attacks, you
must have a rank-and-file regiment of at least five infantry Restrain pursuit
models, at least three cavalry or monstrous regiment models, or
Units that do not wish to pursue must successfully test against LD
a single large model, or a chariot, engaged to the enemy’s flank
to restrain themselves from doing so (even unbreakable troops such
or rear. Every unit can be flank attacked, even a small single
as undead must take this test). This is done before the enemy rolls
model.
his flee move. Note that units affected by frenzy and hatred cannot
Add +1 for each complete rank of at least four models behind restrain themselves but must always pursue. Units defending an
the first rank (to a maximum of +3). This bonus is cancelled if obstacle do not have to take this test. Units subject to hatred or
the unit in question has been charged in the flank or rear by a frenzy must always pursue even if defending an obstacle.

45
Fleeing units caught are destroyed If a fleeing unit fleeing directly away from a charge encounters
impassable terrain or buildings, the fleeing unit is destroyed. If not
Enemy units caught (pursuers rolling a distance equal to or more
fleeing from a charge, the fleeing unit will move around the
than fleeing units) are destroyed. They are destroyed on the spot,
interposing terrain seeking the nearest table edge.
before they can make their flee move, but the pursuers make their
complete pursue move.
Overrun moves
If a fleeing unit (which did not get caught) comes into contact with
In the rare event where an enemy unit is wiped out before combat
impassable terrain or enemy units when fleeing, the fleeing unit is
resolution during the first turn of melee combat, the victorious unit is
destroyed. However, the enemy unit must be a rank-and-file
allowed an overrun move if it charged this turn, just as if it pursued
regiment of at least five infantry models, at least three cavalry or
a fleeing enemy. This may bring it into contact with an enemy unit.
monstrous regiment models, a single large model, or a chariot, in
The enemy can take no charge reaction but hold. In this situation
order for the fleeing unit to be destroyed, otherwise the fleeing unit
neither the charging unit or its target take any fear or terror test, as
runs through and past them unharmed.
things are simply happening too fast for them to react. This counts
If the fleeing unit moves beyond the table edge (even if it is only by as a new charge, to be resolved in the next melee combat phase.
a fraction of an inch) it is destroyed as well. All pursuers will end up
facing their prey, whether they succeeded in destroying them or not. Pursuit off the table

If a pursuit move takes a unit out of the table, the unit may return
Awkward pursuits
where it left the table in its following movement phase. The unit
If a fleeing unit is engaged both to the flank and either to the front or cannot declare a charge (as it starts from outside the table and
to the rear, it flees directly away from the largest enemy (randomise therefore cannot see the enemy) but may otherwise take a normal
if of equal size). Remember that cavalry and monstrous models move, a march move (or a fly high move if it can fly). If there is not
count double. The lesser pursuing unit is assumed to pursue from enough room on the table for the unit to return on the exact same
the same spot as the larger pursuing unit for purposes of measuring spot at as it left the table, the unit returns at an appropriate spot as
movement. In effect this means that no matter the positioning of close as possible to where it left the table.
units, the pursuers will only catch the fleeing units if they roll equal
to or more than the pursuers on their pursue roll. Pursuing units
ALIGNING REMAINING UNITS
never get in the way of each other.

If a broken unit is engaged on two opposing sides (such as both to Melee combat sometimes gets messy, and it is possible that the
the front and the rear) by units which are either at least five infantry annihilation of a unit can physically separate one unit from the
models, at least three cavalry or monstrous regiment models, or a combat engagement it was a part of. In this situation it must be
single large model, or a chariot, the broken unit does not roll to flee, remembered that Warhammer Renaissance is simulating a real
but is automatically destroyed. Otherwise, the broken unit just flees battle where the participants are much more entangled with
past the enemy unit, which may pursue as explained above. each other than the neat rank-and-file regiments on the tabletop
suggest. Therefore, the separated unit is still a part of the
Pursuing into enemy troops combat engagement and takes break tests together with all
other regiments involved.
If a pursuit brings the pursuing unit into contact with an enemy unit,
it counts as charging. This combat is resolved in the next melee When the melee combat phase is over, it may be necessary to
combat phase. The enemy can take no charge reaction but hold. In re-align models in combats continuing on the battlefield, as
this situation neither the charging unit or its target take any fear or fleeing units and slain models may have left some models
terror test, as things are simply happening too fast for them to react. disorganised or even out of base contact with the enemy.
An enemy unit that is already fleeing takes an extra flee move.
If a separated unit is a long distance away from any enemy
regiment, say 4 inches or more, or if it is impossible to move the
Moving into friendly troops and terrain
separated unit into combat, said unit must leave the combat
If pursuit brings a unit into contact with a friendly unit, move the engagement and is free to move in its next turn. Otherwise, you
pursuing unit past that regiment (at least 1 inch away). The same should endeavour to realign units within the confines of the
applies if fleeing or otherwise out of control movement brings a unit following guidelines.
into contact with a friendly unit.
If you can move the position of a unit so that more models come
If pursuit brings a unit into contact with impassable terrain, a building into base contact with the enemy, and no models are actually
or similar, the pursuing unit stops in front of it. leaving combat, you must do so. If there is a choice between

46
which unit to move, it should preferably be both, but if this is not the two rules cancel each other. If opposing models
possible, it is up to the winner of the previous combat to realign strike each other at the same interval, they can
the position of the units in question. potentially kill each other simultaneously.
(5) Roll to hit. If successful, roll to wound. If successful,
This re-alignment should not have unintended impacts on the
the opponent is granted an attempt to save. If this
game. Do not, for example, re-align in such a way that the player
save is failed, the opponent suffers a wound.
whose turn is coming up is suddenly prevented from making a
(6) Calculate combat resolution for each combat
charge in the flank of one of the engaged regiments, because
engagement.
the models are moved slightly during re-alignment. In such
(7) Each unit on the losing side (if any) of a combat
cases either move the engaged regiments in such a way that it
engagement must take a break test. Broken units flee
is still possible to charge as before, or if this is prone to cause
directly away from the enemy.
further disruptions, simply allow the player whose turn is coming
(8) Victorious units must pursue or pass a LD test to
up to conduct the charge anyway.
restrain pursuit. Units subject to hatred or frenzy must
In order to bring more models into base contact with the enemy, always pursue.
the winner of the combat is also allowed to expand or decrease (9) Fleeing units that are caught are destroyed. If a
the frontage of the winning units as long as this does not take fleeing unit encounters impassable terrain, enemy
any models out of combat. units (in the form a rank-and-file regiment of at least
five infantry models, three cavalry models, three
Victorious regiments engaged to the flank or rear are also
monstrous models, a large model, or a chariot), or
allowed to make a turn manoeuvre. This means a unit charged
leaves the battlefield, the fleeing unit is destroyed.
in the flank or rear may turn and face the enemy directly, no
(10) All pursuers will end up facing their prey, whether they
longer counting as being engaged to the flank or rear. A unit can
succeeded in destroying them or not.
only do this if it won the previous combat.
(11) If a pursuit move brings the unit into contact with a
new enemy unit, it counts as charging. This combat is
SEQUENCE SUMMARY resolved in the next melee combat phase. The enemy
can take no other reaction but hold.
(1) Resolve impact hits from chariots. (12) In the rare event where an enemy unit is wiped out
(2) Hidden assassins are revealed and strike.
before combat resolution during the first turn of melee
(3) Issue and accept challenges. Fight challenges after combat, the victorious unit is allowed an overrun
all other fighting in the combat engagement has been move if it charged this turn (this is always optional).
resolved.
(13) When all combat engagements on the battlefield are
(4) Individual models strike in initiative order. Models resolved, unengaged units must take panic tests for
which have charged strike before I10. You could say friends broken or destroyed within 8 inches. A unit
that charging models gain I11. However, models with
only takes one panic test in each phase.
the always strike first rule strike before charging (14) If necessary, slightly realign units still locked in melee
models. Models with the always strike last rule strike combat if it makes more models come into base
after I1, even if charging. If a model is subject to both
contact.
the always strike first and the always strike last rules,

47
CHAPTER 6:
PSYCHOLOGY
This chapter provides a comprehensive summary of all the special psychology rules and offers a recap on how to appropriately move
fleeing troops around the battlefield, a topic that has been touched upon in parts throughout the rules.

Those units failing their panic test flee directly away from the
OUTNUMBERING
source of the panic avoiding enemy units and impassable
terrain. If more than one enemy unit caused a panic test by
Remember when counting numbers that cavalry and monstrous
inflicting casualties upon a regiment that subsequently flees, the
models count as two infantry models, and that large monsters
direction should be a reasonable alternative that takes the
and chariots count as five.
fleeing unit away from both enemy units. If this is not possible,
flee directly away from the one that inflicted the most casualties
PANIC (avoiding impassable terrain etc.).

Units not already fleeing must take a panic test (a LD test) when If the fleeing unit was engaged in melee combat, it flees directly
the following incidents occur: away from the enemy with which it was engaged. The enemy
may pursue only if it won the previous combat round (and is
• Unengaged units test at the start of the turn if there is otherwise unengaged).
a fleeing friendly unit within 8 inches. However, the
unit does not have to take the test if it outnumbers the You need only take one panic test in the same phase
fleeing unit (or the combined number of fleeing (movement phase, shooting phase, melee phase, or magic
models if there is more than one fleeing unit). phase).

• Unengaged units test if a friendly unit is destroyed or


breaks from melee within 8 inches (no matter the size FRENZY
of the unit). Remember that units fleeing from combat,
being caught and destroyed, are assumed to be cut Frenzied models are subject to the following rules.
down on the spot where the combat was fought. They
• Immune to psychology (i.e., immune to panic, fear,
were caught, and never completed their flee move.
terror and cannot flee voluntarily).
• Any unit (engaged as well as unengaged) tests if
• Must always charge (measure to see if the unit is
friendly models flee through the unit. However, the
obliged to charge after charges have been declared if
unit does not have to test if it outnumbers the fleeing
the unit did not charge of its own accord).
unit (or the combined number if there is more than
• Must always pursue.
one fleeing unit).
• Double the number of attacks (to a maximum of +3).
• Any unit (engaged as well as unengaged) tests if it
• Frenzied characters cannot decline a challenge.
sustains 25 % casualties from ranged sources in the
same phase. Ranged sources should be interpreted A frenzied unit loses its frenzy if broken (not beaten) in melee
very broadly, as in effect anything that is not melee. combat.
This means that drive by attacks from Tzeentch
When calculating the total number of attacks: First double the A
Screamers and the like count as ranged attacks.
on the model’s profile, then add extra A from additional hand
weapons, magic items, spells, or other special rules.

48
Bryan Ansell (1955-2023) helped
start Asgard Miniatures and then
teamed up with Games Workshop to
create Citadel Miniatures in 1978. As
the boss of Games Workshop from
1985, Bryan played a huge part in
making the company what it is today.

Warhammer Fantasy Battle and


Warhammer 40,000 both launched
during his leadership. He changed
the company's focus from selling
other companies' role-playing games
to making and selling their own
miniature games. He helped Games
Workshop grow internationally. From
1985 to 1991, in just six years, he
turned Games Workshop into a
company similar to how we know it
today. After leaving Games
Workshop, he ran Wargames
Foundry, which still makes fantasy,
science-fiction, and historical
miniatures.

Bryan's creative ideas had a big


impact. He played a major role in
shaping the idea of Chaos in
Warhammer and Warhammer
40,000 through the Realm of Chaos
books. He also conceived the
system of colour magic in
Warhammer. His direction to create
a “Call of Cthulhu” like game for
Warhammer influenced Warhammer
Fantasy Roleplay.

While many of his ideas were


brought to life by other designers,
Bryan also created games himself,
like Laserburn and The Rules with
No Name.

IMMUNE TO PSYCHOLOGY RESOLUTE

Units immune to psychology are immune to fear, terror and Whenever a resolute unit is required to take a LD test whether
panic and will never flee as a charge reaction. it be a panic test, a break test, or some other test, it may roll an
extra 1D6 and remove the highest dice.

UNBREAKABLE Note that rolling an extra die is not a re-roll. If the resolute unit
is granted a re-roll on its LD test, it may once again roll an extra
Unbreakable units are immune to psychology and never break 1D6.
from combat.

49
FEAR STUPIDITY

Units must take a fear test (a LD test) when the following A unit that contains stupid creatures must take a stupidity test
incidents occur: (a LD test) at the start of every turn except when engaged in
combat or fleeing.
• If charged by an enemy it fears. If the unit fails the
test, the unit must flee if the enemy outnumbers it, If the stupidity test is failed roll a 1D6:
otherwise the unit suffers a -2 to hit penalty while
• On a roll of 1-3, the unit stumbles forward half its
attempting to stand and shoot and fighting the first
normal move (stopping if it reaches friendly troops or
melee combat round. Do not take this test before the
impassable terrain, count as charging if it comes upon
charging unit is found to be within range.
an enemy).
• If wishing to charge an enemy it fears. If failed, the
• On a roll of 4-6, the unit simply does nothing, and no
unit must remain stationary this turn. It can neither
one in the unit (stupid or not) can shoot or cast spells
shoot nor cast spells.
(wizards may still attempt to dispel and use Dispel
When a unit is beaten in combat resolution by an enemy it fears Magic Scrolls and the like).
and is outnumbered by (remember that cavalry and monstrous
Units that contain stupid creatures that failed their stupidity test
models count double), the unit is automatically broken and
are immune to psychology (they simply don’t realise the danger
forced to flee (this applies even if the beaten unit passed its fear
they are in).
test).
The effects last for one player turn.
A unit that causes fear is not affected by fear itself.

STUBBORN
TERROR
Stubborn units always take their break tests without modifiers.
A creature that causes terror automatically causes fear as well.
A unit that causes terror is not affected by terror itself. A unit that
causes fear will fear a unit that causes terror. HATRED
You do not take both a fear and terror test; just take a terror test When fighting a hated enemy, models may re-roll missed to hit
(a LD test) when confronted with an enemy that causes terror.
rolls in the first round of each combat engagement. In addition,
A unit becomes immune to terror once it has passed a terror they take all break tests without modifiers (in effect, they are
test. When a terror test has been passed, terror causing stubborn), and must always pursue their hated enemy.
monsters will simply count as fear causing monsters to the unit Characters cannot decline a challenge from an enemy they
in question. hate.

Units not already fleeing must take a terror test when the
following incidents occur:

• If charged by or wishing to charge a terror-causing


enemy. Do not take this test before the charging unit
is found to be within range.
• There is a terror-causing enemy within 8 inches of the
unit at the start of the unit’s turn.

An unengaged unit that fails a terror test flees directly away from
the source of terror, avoiding enemy units and impassable
terrain.

If the fleeing unit was engaged in melee combat, it flees directly


away from the enemy with which it was engaged. The enemy
may pursue only if it won the previous combat round (and is
otherwise unengaged).

50
FLEEING Unengaged units fleeing

When an unengaged unit flees, it flees directly away from the


The rules for escaping are scattered throughout the rulebook,
source that caused it to flee. The fleeing unit will, however, avoid
but here they are collected and repeated for convenience.
impassable terrain and enemy units. The exact flee route is
measured from the centre of the unit that caused the fleeing unit
Fleeing from melee combat
to flee, through the centre of the fleeing unit itself.
When a unit engaged in melee combat flees, it flees directly
away from the enemy. If the fleeing unit was engaged with Several sources of panic
several enemy units, it flees away from the largest one. When
If more than one enemy unit caused a panic test by inflicting
calculating which unit is largest, count cavalry and monstrous
casualties upon a regiment that subsequently flees, the direction
models as two models, and large targets and chariots as five
should be a reasonable alternative that takes the fleeing unit
models. If the fleeing unit runs into impassable terrain, it is
away from both enemy units. If this is not possible, flee directly
destroyed. If the fleeing unit runs into an enemy rank-and-file
away from the one that inflicted the most casualties (avoiding
regiment of at least five infantry models, three cavalry models,
impassable terrain etc.). In case of terror tests and similar
three monstrous models a large model or a chariot, it is
occurrences, the regiment flees directly away the moment it fails
destroyed (otherwise it runs straight through the enemy).
its first test, and therefore flees directly away from the unit that
It is possible that a unit flees away from combat for other provoked the test. It is the player whose turn it is who decides
reasons than failing a break test, it could – for example – fail a in which order such tests are taken.
terror test. In this case it flees directly away from the enemy.
The enemy is only allowed to pursue if it won the previous round Fleeing units fleeing again
of melee combat and would normally be allowed to do so (it must
When a fleeing unit flees once more (if it failed to rally), it will
– for example – be otherwise unengaged).
seek the nearest table edge but will avoid impassable terrain
and enemy units. Fleeing units ignore any LD test that may
Fleeing from a charge
cause them to flee, as they are already fleeing. Fleeing units
When a unit flees from a charge, it flees directly away from the being charged must take a flee move directly away from the
enemy, and will be destroyed if it encounters impassable terrain charger if found to be within range.
or an enemy rank-and-file regiment of at least infantry models,
Note that fleeing units are disorganised and cannot claim rank
three cavalry models, three monstrous models, a large model,
bonus, they have no facing, and move in the compulsory
or a chariot (otherwise it runs straight through the enemy). The
movement phase.
exact flee route is measured from the centre of the charging unit
through the centre of the fleeing unit.
Distance of flee move

Fleeing from multiple charges The distance of a flee move is 2D6 inches for units with a
movement allowance of 6 or less, or 3D6 inches for units with a
If fleeing from multiple charges the direction should be a
movement allowance of 7 or more.
reasonable alternative that takes the fleeing unit away from both
enemy units. If this is not possible, flee directly away from the
Fleeing off the table
largest unit first. When calculating which unit is largest, count
cavalry and monstrous models as two models, and large targets A fleeing unit touching any table edge is removed from play as
and chariots as five models. Then move the second charge. a casualty (forcing all friendly units within 8 inches to take a
panic test).

51
CHAPTER 7:
CHARACTERS
This chapter explains how characters integrate into the existing rules, including movement, combat, and psychology.

TYPES OF CHARACTERS selection. You can simply decide to disallow lords in your
armies.
Characters are individuals far superior in their characteristics to
Spell casting characters are universally referred to as wizards.
ordinary troopers. In addition, they may carry magic items that
They usually have a magic level between one and four and have
further improve their abilities. Several concepts are used to
as many spells. Wizards may carry as many magic items as they
distinguish various types of characters. First off, characters are
initially have levels. i.e., levels added by magic items do not
either designated as regimental champions or independent
increase the number of magic items they can carry. The most
characters.
powerful wizards are also described as lords.

Regimental champions More unique types of characters exist, such as warrior priests
and assassins. These are described in the army books.
As the name suggests, regimental champions are attached to
their regiments, which they may never leave. Only if all other Independent characters may move around the battlefield on
members of the regiment fall is the regimental champion free to their own, they may join regiments (see below), or they may
move independently (and join other regiments if he so desires). form units together.
If some special rule or magical effect separates the regimental
Note that characters except regimental champions cannot
champion from his regiment, he must endeavour to rejoin his
utilise the scout, vanguard, ambush, or fire and flee special
comrades as fast as possible. Contrary to other characters,
rules.
regimental champions come with the same special rules as the
regiment they are a part of (e.g. can scout along with scouts and Remember that single models which are on bases smaller than
so on). 50x50 mm move exactly as skirmishers and thus have a 360-
degree line of sight. Characters on 50x50 mm bases or larger
Note that even though a regimental character is a character, and
may always pivot freely on the spot but have a normal 90-
their points cost does not count towards the minimum of points
degree line of sight.
that must be spent on regiments, the regimental character is still
considered part of the regiment and counts towards the size of
the regiment when counting the minimum size of the regiment. CHARACTERS JOINING REGIMENTS
Regimental champions may usually carry only one magic item.
Independent characters may join and leave regiments not
They cannot be the army general. They are fighters, not leaders.
engaged in melee combat. Characters joining regiments must
be placed in the front rank or they cannot join at all (remember
Independent characters
there should also be room for musicians and standard bearers).
Those characters not designated as regimental champions are Characters may switch places with normal troopers or other
classified as independent characters. characters placed in the front rank during a normal move (i.e.,
not when marching). If the character has roughly the same base
Characters are often described as lords or heroes. Whether you
size as the unit he joins, he gains protection from enemy
are a lord or hero makes no difference rules wise, but lords are
shooting (such as the “Look Out, Sir” roll as explained below). If
more powerful than other independent characters. If you think
the regiment enters melee combat, and a character is not in
powerful characters do not belong in your game (for example in
base contact with an enemy, the character may always switch
small battles) the distinction can be used for purposes of army
position with an ordinary trooper in order to join melee combat

52
(characters may even leave the front rank to do so but must be type of unique targeting rules, the character is entitled a “Look
replaced in the front rank when the combat is over). However, Out, Sir” roll. Roll a single die; unless you roll a one, the
characters moving around this way miss the first combat round. character goes free, and a normal trooper is hit instead.
Move the character when the first melee combat round is over.
Characters and regiment psychology
Compatibility and incongruity of base sizes
When a character stays within a regiment, that regiment may
Characters on foot with infantry bases are allowed to join benefit from the character’s LD value (and perhaps other special
infantry regiments if their bases are nearly the same size. In a abilities the character may possess), but if the unit flees or
similar way, characters riding small non-flying monsters can join becomes subject to some other compulsory move, the character
cavalry regiments with bases of almost the same size (for must move along with it. Characters joining regiments will never
instance, 40x40mm can mix with 25x50mm). However, if there flee unless their regiment flees.
is a significant difference in base sizes, like a cavalry character
This means that a character who is immune to psychology or
trying to join an infantry regiment, the character won't receive
even unbreakable must flee together with a regiment that panics
protection against shooting attacks and can always be
or breaks. It also means that a character within a regiment
specifically targeted. Also, in such cases, the character cannot
subject to frenzy must charge along with the frenzied regiment,
switch places with ordinary troops. If a character's base size
even if the character is not subject to frenzy himself.
clearly does not match that of the regiment they are joining, or
if the character is riding a small flying monster, the character If the opposite is the case (the character is subject to frenzy, but
should be positioned at the side of the regiment to the front. the regiment he has joined is not) the character must charge
Here, the character is always a separate target for shooting enemies within his charge range, but the regiment does not
attacks. Characters mounted on chariots or large monsters are have to do so. If you did not declare a charge voluntarily, but
not permitted to join regiments. were later found to be within charge range, the regiment has
forfeited its option of charging along with the frenzied character.
Characters charging out of regiments
A frenzied regimental champion who has left his regiment
Independent characters can charge out of regiments, and when because he was compelled to charge, but later in the battle finds
doing so they are not inhibited by the 90-degree line of sight that himself not within change range of an enemy, is compelled to
apply to regiments. It is not possible, however, that the return to his regiment at the highest speed and the fastest route
character, and the regiment he leaves, charge two different possible as normal.
targets. If a character charges out of a regiment, the regiment
cannot charge in that turn. Unable to rally

Characters may use their 360-degree line of sight, except of Note that if a character has joined a regiment, and all regimental
course they cannot see through other models (i.e. characters models are removed as casualties, and only the character
standing at the corner of a regiment have a 270-degree arc line remains, the character no longer counts as being part of that
of sight). regiment. This is important if the character needs to take a rally
test. Remember that a regiment cannot rally if it is below 25
The same line of sight rule for characters placed within
percent of its original size.
regiments applies to characters wishing to shoot (remember that
characters are allowed to pick a different target than the rest of
the regiment), and to wizards wishing to cast spells (as CHALLENGES
explained in the rules concerning magic).
A challenge is a duel between two characters of opposing sides.
Regiments lending protection to characters Before melee combat is fought, the player whose turn it is may
issue one challenge with one character in each combat
Characters positioned within a regiment with roughly the same
engagement on the table. If the player whose turn it is does not
base size (as explained above), cannot be hit by ordinary
issue a challenge, the opposing player may do so.
missile fire using BS if there are at least five troopers present
(including standard bearer and musician). If the regiment in If the challenged player refuses, a character of that player
question is decimated to less than five ordinary troopers, (opponent’s choice) must switch places with an unengaged
randomise to see which model is hit. trooper within the character’s regiment. If this is not possible,
the challenge cannot be refused. This means that characters on
If a character within a regiment of at least five ordinary troopers
their own cannot refuse a challenge, as they have nowhere to
(regardless of type) is hit with a cannon ball, template or any

53
hide. Characters refusing a challenge cannot cast spells or
make use of their characteristics, magic items or special rules.
They are in effect out the battle until the beginning of the next
melee phase where they are returned to base contact with the
enemy.

Any character can accept a challenge. If it is accepted, the two


characters meet. Ideally, this is done by moving the challenged
character within his/her regiment to meet the challenger. If this
is not possible, move the challenger within his/her regiment to
meet the challenged character. If neither is possible for odd
reasons, randomize between the solutions that seem
appropriate. Note however, that if one participant is on his own
and the other participant is part of a regiment, it is always the
one that is part of a regiment that moves to meet the other.

When fighting in a challenge, special effects from magic items


and the like, carried by one of the characters fighting the
challenge, which would normally affect models touching the
characters base, only affect the challenged opponent. Imagine
that the other troops make room for the combatants to fight their
epic duel.

As long as one challenge is under way, no further challenges


may be issued in this particular combat engagement. Between the second and third versions of Warhammer Fantasy

Characters fighting in a challenge can only attack each other, Battle, it split into two games: a role-playing game and a

and no other models may strike at them. Character mounts miniature wargame, both made by Rick Priestly. Warhammer
(steeds, monsters, as well as chariots) participate in challenges Fantasy Roleplay was different from other role-playing games
as well. Note, however, that impact hits are received before like Dungeons & Dragons, as the setting was dark, grim, and yet
challenges are issued. humoristic. Players start as ordinary characters, not powerful
heroes. Very ordinary in fact. This game also added a lot to the
Excess wounds (up to a maximum of +3) caused in a challenge
story of The Old World and The Empire. I prefer the first edition
count towards combat resolution. This is called an overkill
bonus. of Warhammer Fantasy Roleplay because of its unique way of
creating characters, which is unbalanced but hilariously funny.
If a character is killed in a challenge and the opponent’s mount
has yet to attack in this melee combat phase, work out the
mount’s attack as part of the challenge, and then the challenge THE GENERAL AND THE BATTLE
is over. STANDARD
It is convenient to fight challenges after all other models in the
Choose your general from among the characters with the
combat engagement have struck, as the space occupied by a
highest LD value. Regimental champions and battle standard
character slain in a challenge should not be occupied by a
bearers cannot become generals. All units within 12 inches of
model that fights in the same round as the challenge was fought.
the general must use his/her leadership for all LD tests.

All armies have the option of including a battle standard bearer


PERSONAL RE-ROLLS
as a type of character. The battle standard bearer may not ride
a monster, cannot carry a shield or wield a weapon that requires
Some items and special abilities grant personal re-rolls to
two hands (this includes all missile weapons). All units within 12
characters. These include, for example. to-hit, to-wound, to-
inches of the battle standard bearer must re-roll any failed LD
save and personal LD tests, but not LD tests for a whole
tests (not just break tests).
regiment. It also includes a roll to see if a magic item in the
possession of the character runs out of power, attempts to
dispel made by the character personally, and so on.

54
CHAPTER 8:
SPECIAL RULES
This chapter covers the rules for chariots, monsters, characters riding monsters and chariots, flying (including flying high), beastmasters,
and finally, buildings.

CHARIOTS a charge, re-measure the distance to determine if it managed to


charge or not. For Tomb Kings chariot regiments, this rule
A chariot has separate characteristics for the chariot, the applies only to the last chariot remaining in the regiment. Flying
crewmen, and the steeds pulling it, nevertheless the chariot is chariots (e.g. Chaos Chariots pulled by Discs of Tzeentch, etc.)
treated as a single model. Crewmen and steeds make their own must use their ground move when reduced to one wound. If they
separate attacks. The crew may take weapons only meant for have no ground move (e.g. Dwarf gyrocopters) they cannot
infantry (such as halberds etc.). Note that steeds pulling a move.
chariot can only attack models right in front of them.
Chariots cannot march, but still double their movement when
Hits against the chariot model are always made against the charging. Chariots need not wheel, they may pivot on the spot
crewmen’s WS and the chariot’s T and W. as many times as they like to. Just make sure the total distance
travelled does not exceed the chariot’s movement allowance.
Light chariot: S4, T4, W4
Chariots cannot pass through woods, water or over obstacles
Heavy chariot: S5, T5, W4
(and definitely not through buildings). A chariot that enters
Large chariot S6, T6, W4 woods, water (or slams into a building) due to a compulsory
move is destroyed.
Chariots always act as single models on their own, they do not
form units with other chariots (the light skeleton chariot regiment If passing through difficult terrain that is neither woods nor water
found in the Tomb Kings army being the only exception). (such as crumbled ruins and rubble), the chariot suffers 1D3
wounds. The same applies when chariots charge into other
All chariots are mounted on 50x100 mm bases. Only large
chariots are considered large models. chariots and war machines.

Chariots are structures and therefore immune to poison as well Shooting from chariots
as spells that only affect the living.
During the shooting phase, the chariot crew may shoot if armed
A chariot’s armour save is determined by the armour worn by its with missile weapons. You do not suffer penalties to hit for
crew and steeds (e.g. a total of 3+ armour save if the crew moving when riding a chariot.
members have heavy armour, shields and the steeds have
Models riding a chariot have a 360-degree line of sight for
barding).
purposes of shooting and spell casting, but the chariot only has

Moving chariots a 90-degree line of sight for purposes of charging - the same
way as regiments. This is because it is much more difficult to
The speed of a chariot equals that of the steeds pulling it. Note turn the chariot around before a charge than it is for a rider to
that barding reduces a chariot’s movement rate by one point as turn around and let go of a missile or a spell.
with cavalry.
Impact hits from chariots
When a chariot is reduced to one wound, it is assumed that a
steed has been maimed, a wheel has broken, or a similar Charging, fleeing and pursuing chariots make impact hits
impairment has occurred. This reduces its movement allowance against the unit they charge when they enter base contact with
by half. If a chariot is reduced to one wound by missile fire during the enemy (or flee through friendly models).

55
Impact hits are 1D6 hits (+2 if having scythed wheels). Impact (regardless of whether they are ridden or not) when counting the
hits are inflicted in the beginning of the melee phase before total number of models for various purposes.
normal fighting. Characters in regiments of at least five ordinary
As they are single models, monsters do not have to wheel, they
troopers (regardless of the type) go unmolested, only normal
may pivot on the spot as many times as they like to. Just make
troops are hit. If the regiment is smaller, randomise to see which
sure the total distance travelled does not exceed the monster’s
models suffer the impact hits. Impact hits versus a character
maximum move distance.
riding a monster or another chariot are allocated to the monster
or the chariot, not the character (who is situated above or away
Monsters carrying a howdah
from the point of impact).
Some particularly large monsters such as Stegadons and
Chariots as mounts for characters Mammoths may carry a howdah with crewmembers. Hits
against the model are always made against the monster. If the
Chariots can be ridden by characters. The character joins the
monster dies, the crewmen die as well. In effect, carrying a
chariot as an extra crewman. He may leave his chariot following
howdah just adds some extra special attacks to the model as a
the rules for dismounting, but he cannot join it again.
whole. Models atop the howdah may use shooting weapons
If the chariot is ridden by a character, melee attacks must be without penalties for moving and may shoot (in a 360-degree
directed against either the chariot or the character, while hits arc) even if the monster marched. If the crewmen are joined by
from shooting must be randomised. Roll a die: on a roll of six, a character, it works just as when a character rides a monster.
the character is hit.
Monsters as mounts for characters
Note that spells which may target characters hiding in a
regiment, may also target characters mounting a chariot, so no Ridden monsters are combined models with separate
need roll to randomise against these spells. characteristics. They move at the speed of the monster. Note
that riding a monster does not improve armour save as riding a
Note also that even though the chariot is considered a structure
steed with 1W on its profile does.
and thus immune to poison and spells that only affect the living,
this does not apply to the character (unless of course he is A model riding a large monster has a 360-degree line of sight
undead or daemonic himself). for purposes of shooting and spell casting, but only has a 90-
degree line of sight for purposes of charging - the same way as
If the character is killed in melee combat but not the chariot, the
regiments. This is because it is much more difficult to goad the
chariot will fight on alone.
monster around before a charge than it is for a rider to turn in
If the chariot is killed, but not the character, remove the chariot the saddle and let go of a missile or a spell.
and place an appropriate character model on foot where the
Melee attacks must be made against either of the two models,
chariot stood.
while hits from shooting is randomised: In case of small
If the chariot is destroyed on the move (at all other times than in monsters, roll a die, on a roll of five or six, the character is hit. If
melee combat), the character will survive the crash if he or she the character is riding a large monster, the character will only be
passes an initiative test (rolling equal to or below, a roll of six hit on a roll of six.
always fails).
Note that spells which may target characters hiding in a
The character’s armour save (and magic items that only benefit regiment, may also target characters mounted on a monster, so
the bearer) has no effect on the chariot. no need roll to randomise against these spells.

If the monster is slain first, remove the model and place a new
MONSTERS model to represent the character on foot. If the rider is slain first,
roll on the monster reaction table to decide what the monster
Monsters are creatures with more than one wound which can does next. The effect is resolved immediately the moment the
be used as mounts for characters or sometimes act rider dies. This means that even though the monster remains in
independently. Large monsters - ridden or not - always act as combat, it still must take break tests when the combat is over,
single models on their own, they do not form units with other and it can still be driven off (if the side of the monster lost combat
monsters. Small monsters may be attached to the side of that is).
regiments. Most monsters, but not all, can fly. Large monsters
Note that High Elf Dragons roll 3D6 on the monster reaction
count as five infantry models, while small monsters count as two
table.

56
MONSTER REACTION TABLE

MONSTER REACTION TABLE

2D6 MONSTER REACTION

2-3 The monster disengages from combat and moves off the table as fast as possible using normal move (flying high if it
has wings). Will fight only if charged. Will use its breath weapon only if shot at. In subsequent turns, if not engaged in
melee, the monster will continue its attempt to leave the battlefield. When the monster has left the table, it will not return
and counts as slain.

4-5 Remains in combat. When disengaged but not fleeing, the monster attacks the nearest troops it can see (friend or
enemy) or, if it cannot charge, moves towards the closest unit at top speed. Will use its breath weapon against the
nearest unit. In subsequent turns, if it is not engaged in melee, it will again attempt to charge the nearest troops or, if it
is not able to charge, it will move towards the closest unit at top speed.

6-8 Remains in combat. When disengaged but not fleeing, the monster moves at top speed in a random direction and attacks
whatever it encounters (no need to declare a charge, the enemy may take reaction as normal). Will use its breath weapon
against the nearest unit. In subsequent turns, if it is not engaged in melee, it will again move in a random direction and
attack whatever it encounters.

9-10 Remains in combat. When disengaged but not fleeing, the monster attacks the nearest enemy or, if it cannot charge,
moves towards the closest enemy at top speed. Will use its breath weapon on enemies within reach. In subsequent
turns, if it is not engaged in melee, it will again attack the nearest enemy or, if it cannot charge, move toward the closest
enemy at top speed.

11-12 Remains where it is. Will attack only if attacked. Will use its breath weapon on enemies within reach. Furthermore, the
monster is unbreakable for the rest of the battle and will never abandon its position and cannot be driven off.

13+ No reaction, the monster remains under the control of the owning player.

AERIAL COMBAT Driven off

Models with the fly ability that are beaten in terms of combat
Flying models may either use their ground move or their fly
resolution score in melee combat take break tests as normal. If
move. They cannot combine their ground move and fly move in
they fail, they flee as normal. However, if beaten flyers succeed
the same turn.
their break test, they are driven off, which means they fly off the
A fly move is 20 inches. A fly move is not doubled when table and cannot be pursued (undead crumble as normal and
marching and charging. are then driven off). In the end of the following movement phase
of the player to whom the flying unit belongs, the flying unit
When flying, the flyer can pass over all type of obstacles on the
appears on that player’s table edge, but may not move further.
battlefield but must be clear of other units, woods and
In the following turn, the unit is free to move.
impassable terrain when they land.
A flying unit can choose to voluntarily leave a melee combat it
No enemy can claim a bonus for defending obstacles against
has won (unless fighting in a challenge) as if it had been driven
flying creatures (large target or not).
off. When fleeing from a charge, the flyer may choose whether
to flee normally using its ground move, or whether the unit would
rather be driven off.

57
Flying high If the rider is slain while the monster is flying high, the monster
flies away (counts as slain).
Models can take to the air (remove the model from the table or
place a flying high counter next to the model) and descend If a flying creature is shot away under its rider while flying high,
anywhere on the table next turn. This is called flying high. the rider plummets to the ground and is squashed (slain). No
parachutes in the Warhammer World, unfortunately.
It is not possible to start the battle flying high. In order to fly high,
you must take off from the tabletop (or from just outside the
tabletop if you are about to enter the battlefield from the table BUILDINGS
edge).
A building is in part treated as impassable terrain. A unit fleeing
Models flying high may charge from flying high but must charge
directly away from an enemy is destroyed if it runs into a
to the enemy unit’s front. If this is not possible, the flyer cannot
building. However, buildings may be purposely entered, and
charge that unit from flying high
melee may take place therein. A building is also a very
Note that skirmishers have no front, so when charging convenient place for missile troops or spellcasters to position
skirmishing regiments, the player whose turn it is (i.e., the owner themselves.
of the flying unit) decides where to engage the skirmishers.
Only one unit can enter a building at any time except if two units
If a regiment declares stand and shoot as a charge reaction are fighting it out inside the building. Troops (and spellcasters)
against an enemy descending from flying high, all ranks in the inside a building can only be seen and targeted if they fired in
regiment may fire. the previous turn. Only certain war machines and large
monsters can wound a building.
War machines cannot stand and shoot against charges from
flying high, it is impossible for them to shoot into the air.
Entering a building
When a unit flees from a charge made by an enemy flying high,
Only infantry models and monstrous models (including small
that unit will automatically get away. When the flyer drops down
non-flying monsters) may enter buildings. Flying monsters,
in front of a unit, it has expended its entire movement and has
large monsters, and chariots cannot occupy a building. Cavalry
none left to pursue the fleeing unit in the movement phase (it
models and other riders must dismount before entering a
may pursue in the melee phase, though).
building. Only one unit may occupy a building at a time, though
While flying high the model cannot be shot at or be targeted by two opposing units may fight inside the same building.
spells cast by models on the table, nor can the flyer target units
Regiments entering a building may not exceed 20 infantry
on the ground. It is possible, however, to shoot, cast spells, and
models or 10 monstrous regiment models on foot (including
strike melee attacks (add strength bonus for charging with a
accompanying characters). In case of mixed models within the
spear or lance) against enemy models also flying high (against
same regiment, monstrous models count as two infantry models
one target only). Always assume the target is within (short)
as usual. Models which in practical terms are cavalry but which
range. A breath attack against one model hits automatically. If a
do not have riders, such as centaurs and chaos hounds, may
breath attack is used against a flying regiment (e.g., harpies),
enter a building as if they were monstrous models.
then see how many can be covered under the teardrop template
– that many are hit. A unit enters an unoccupied building by coming into contact with
it during a normal move (i.e., one cannot march or charge into
Dispel attempts (including the use of Dispel Magic Scrolls) can
unoccupied buildings). When leaving a building, regiments
only be made against spells cast by other models flying high and
should be at least four models wide and be placed with their
vice versa. When flying high only the player whose turn it is
back against the building before taking a normal move (i.e. one
makes attacks in melee combat, and there is no combat
cannot march or charge out of a building).
resolution.
Even though troops subject to frenzy cannot charge out of a
A unit flying high never takes break tests. It can be forced to
building, they must leave the building and move towards the
take fear, terror, and panic tests, though, for instance when
enemy if the enemy comes within charge range of the building.
charging from flying high. If it fails its test and as a consequence
The same applies to regiments and any other troops compelled
flees, it flees and never returns (counts as slain).
to close in on the enemy (such as units failing an animosity roll
and subsequently rolling a six on the die to see what happens
next).

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It was the earliest novels and short stories that really sparked my enthusiasm for the Warhammer universe and my understanding of the
concept of Chaos. A lot of fiction has been published since then, but nothing can surpass the original works. The authors were more
experimental and had greater freedom. The first books are literature, the following ones are just pulp fiction, which isn't necessarily a bad
thing, but it's not anything special. I have read the old books over and over again. My favorite author is Kim Newman (who calls himself
Jack Yeovil when he writes Warhammer). If I have to recommend some of the later literature, it would be the Tyrion and Teclis trilogy,
which is written by the veteran Bill King, who is also the creator of our beloved heroes, Gotrek and Felix. The books in the series are:
Sword of Caledor, Blood of Aenarion, and Bane of Malekith. They were written just before Games Workshop destroyed The Old World
with their End Times nonsense, but they offer reminiscences to the first High Elf army book, the first army book I ever read.

When occupying a building, regiments become dispersed as Shooting at buildings


troopers position themselves within the building. The standard
Normal shooting with BS against a unit within a building is at -3
is folded, and has no effect on the game, until the regiment
to hit. All missed rolls to hit will hit the building instead (it is,
leaves the building and the regiment's standard is yet again
however, impossible for missile weapons employed by
unfolded. This means that magic banners within buildings have
regiments to wound a building).
no effect.
Note that you can only shoot at troops within a building if these
While within a building a regiment’s footprint is equal to the
troops themselves shot (or attempted casting spells that require
edges of the building (the walls).
line of sight) in the previous turn. Otherwise, you cannot see
A total of six infantry models or three monstrous models per floor them. You may, however, target buildings with war machines
can shoot out of a building (in any direction). without being able to see those within or without anyone
occupying them.

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Cannonballs, stones from stone throwers, and similar attacks or if the combat was a draw, the charging unit is pushed back 1
(i.e., not attacks from war machines using BS), hit the building inch from the building (facing the building).
rather than its occupants. Nevertheless, if the building suffers
If the charging unit won the combat but the enemy does not
one (or more) wounds, all units within suffer just as many
break, the charging unit enters the house. The combat
wounds with no armour saves allowed.
continues within the house, but the charging unit no longer
Buildings offer no protection from magic spells to those within. suffers -1 to hit. This is the only situation that allows more than
A spell that hits automatically also hits occupants within the one unit into the same building.
building automatically. You still need to be able to see the
The following rules apply when fighting over a building: (1) A
occupants to target them, however. So, if the occupants of
total of 10 infantry (i.e. no more than 5 monstrous regiment)
house did not shoot (or attempted casting spells requiring line
models on foot from each side can fight in melee combat. (2) No
of sight in the previous turn), you cannot target them with spells.
charge bonus applies. (3) Only hand weapons (and shields) can
If a spell template covers a part of a building, the occupants are be used within a building (i.e., you can use additional hand
hit in proportion to how large a part of the building’s boundary weapons, but not halberds etc.). (4) Banners have no effect. (5)
rectangle is covered. I.e. if a spell template covers 80% of a Only wounds count toward combat resolution.
building, 80 percent of the models inside are hit (80 percent of
If it becomes important exactly which models are in base contact
the two sides, if a fight is going on in there).
within the house, it may be convenient to line up the two
For game purposes, four different types of buildings exist. regiments in front of each other, each with a front of 10 infantry
(or 5 monstrous) models. If the one side only has a few models
Small shed or hut T7, W5
and the other side has many, the latter may overlap and
Solid wooden structure: T8, W6 surround the smaller side so more models can strike.

Brick or part brick building T9, W7 If a unit defending a building breaks and flees, it flees away from
the charging unit. If the unit charging the building flees, it flees
Solid stone building T10, W8
back from whence it came. The victorious regiment is never
Note that buildings are flammable and will continue to burn if forced to pursue (unless subject to frenzy or hatred or similar
wounded by a flammable hit (suffering one wound per melee special rules).
phase).
If the flat top of a tower is occupied by troops, it should be
If a building is destroyed, those within are killed. treated as a building upon a building. I.e., the enemy must take
the inside of a building before they can attack the top of a
Fighting in buildings building. Even if the building is empty within, it takes one turn to
To enter a building occupied by enemy troops, you must declare occupy the building before an attack against the top can be
a charge. You are not allowed to double your charge move when launched. Troops standing on top of a building may unfold their
charging buildings, as you need spare movement allowance to banner and use its special properties.
force your way into the building. You are always allowed to
Monsters attacking buildings
charge an occupied building even though you cannot see the
enemy troops inside the building (you can see the building, that Large monsters cannot enter buildings, but they are allowed to
will suffice). attack them (if not already engaged in melee). They do not need
to declare a charge, just place the monster next to the building
Only one regiment per turn may charge an occupied building. A
stand and shoot reaction is allowed. If the regiment within the and resolve melee attacks against the building in the shooting

building flees from the charge, it will automatically get away, and phase (yes – the shooting phase). The building is hit
automatically, just roll to wound. Remember, if the building is
the charging regiment will now occupy the building. The fleeing
unit will flee directly away from the charging unit as usual. wounded, all units within suffer the same number of wounds as
inflicted by the attack (no armour save allowed). Only large
The turn a unit charges an occupied building it fights with -1 to monsters (including characters who are also large models) are
hit in melee combat. Weapons limitations (see below) apply to allowed to attack a building. Note that Treemen can inflict extra
those charging a building as well as those defending it from the damage to buildings, this is on top of the attack in the shooting
inside. If the charging unit loses the combat but does not break, phase.

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CHAPTER 9:
BESTIARY
In most instances, the rules for monsters and other creatures are included in the army books, as that is the most convenient place for
them. However, the rules for Giants, Monstrous Spiders and Scorpions, Swarms, and Beastmasters are detailed here. These rules are
quite extensive and, given that these units appear as options in several different army books, it seems more practical to consolidate the
rules in one place instead of repeating them across multiple army books.

GIANTS 7. Pick up one man-sized model (i.e. infantry models):


the model may make one (1) immediate attack
Giants are large and cause terror but not immune to psychology, against the Giant. If he fails to wound, the Giant picks
Giants are notoriously unstable, unreliable, and often drunk and up the model and stuffs it into his trousers. The model
confused. Therefore, you can expect them to flee along with counts as slain but is freed if the Giant is slain later
your other troops – so be careful when you position your Giant on (the freed model is unharmed but may be in a state
on the battlefield. of shock, and probably doesn’t smell too well either,
as Giants are not known for their attention to personal
When a Giant attacks, choose among the following special
hygiene).
attacks.
When a Giant is slain, he falls over. Roll the scatter die to
1. Thump one model with his club: the enemy must roll
determine where to place the Fallen Giant Template. All models
equal to or below I or suffer 1D6 wounds with no
hit (if at least half covered by the template) must roll equal or
armour save allowed.
below I to avoid being slain, no armour saves allowed (unless
2. Swing the club: automatically inflicts 1D6 S7 hits on
they are large targets themselves, in which case nothing
the enemy unit.
happens).
3. Stamp on one man-sized model (i.e. infantry models
on infantry bases as defined in the paragraph on base In addition, the Giant may fall over on the following occasions:
sizes in Chapter 1): the enemy must roll equal to or
1. When crossing an obstacle.
below I or die, no armour save allowed. Splat.
2. When trying to jump up and down (roll before
4. Yell and bawl: may not attack but the Giant’s side in
attacking each time the Giant jumps up and down).
this combat engagement wins combat resolution by 2
3. When beaten in combat (roll before break test).
regardless of all other modifiers (assuming the Giant
4. When failing a rally test.
is still alive when the combat is over). If two Giants
are yelling at each other, roll off to see who yells the To take the test to see if the Giant falls over, roll a D6. On a roll
loudest. of 6 the Giant falls over.
5. Jump up and down on a man-sized regiment (i.e.
While on the ground, the Giant cannot attack and is destroyed
infantry models): take the test to see if the Giant falls
if forced to flee. The Giant may get up in the next movement
over (see below); if not, deal 2D6 S7 hits on the
phase but may not otherwise move in that phase.
enemy unit. Jumping is so fun that the Giant must
pass a LD test in order to choose a different kind of
Q: What happens if a Giant loses an attack due to a special
attack in the next melee combat round.
rule?
6. Head butt large target: automatically inflicts 1 S7 hit,
wounded models are knocked unconscious. When A: This will not affect the special attacks, but it will reduce the
unconscious, models are hit automatically until they number of hits suffered by one when several hits are dealt,
wake up at the end of the next melee combat phase. specifically in options 2 and 5.

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Various types of swarms are available; Bats, Rats, Spiders,
Scorpions, and Jungle Swarms (snakes and lizards). Bat
Swarms have the ability to fly up to 10 inches but cannot fly high.
Rat Swarms have no special abilities, but their small size allows
other units to shoot over them. This small size trait is also shared
by Spider, Scorpion, and Jungle Swarms. Moreover, these
swarms are poisonous, immune to poison, and can traverse
obstacles like rocky terrain, buildings, and cliffs without
movement penalty.

BEASTMASTERS

Several armies can field Beastmasters. Wood Elf Beastmasters


incite forest animals for war, while Dark Elves and Chaos
Warriors employ Chaos Hounds, and Skaven Packmasters
command Rat Ogres or giant rats in battle. When considering
such regiments for flank charges and similar purposes, a
Beastmaster is counted as one model, and their beast as two
(except for giant rats).

At the start of the game, the number of Beastmasters in a


regiment cannot exceed the number of beasts. It is strongly
Book of Battalions, illustration by Tony Ackland. recommended to include at least one Beastmaster, as beasts
become stupid without their guidance. These regiments cannot
have standard bearers or musicians, nor can they be joined by
MONSTROUS SPIDERS AND
other characters (bar some Wood Elf special characters)
SCORPIONS
When targeted by normal missile fire, a random determination
Monstrous Spiders and Scorpions follow the same rules. They is made to ascertain whether a beast or Beastmaster is hit. In
are small monsters and thus stand on 40x40 mm bases, having this context, beasts are considered as two models for
a 360-degree line of sight. One Monstrous Spider or Scorpion calculating hit probabilities.
counts as two models for purposes of outnumbering, etc. They
Beasts are classified as fast cavalry, unless specified otherwise
cause fear, and possess an armour save of 4+. Their attacks
in the army book. Their fast cavalry status is retained even when
are poisonous (+1 strength against living models not immune to
accompanied by Beastmasters, who are infantry models. The
poison themselves). They can crawl straight over obstacles,
movement speed of the entire regiment is restricted to that of
difficult rocky terrain, buildings, and sheer cliffs without
the slowest model. However, for charge movements (including
movement penalties. When unridden, they are immune to
failed charges), the regiment can use the beasts' movement
psychology.
allowance. In such cases, Beastmasters move with the unit, but
if this exceeds their maximum charge move, they are positioned
SWARMS in the rear rank and do not participate in the first round of melee
combat. They can move to the front in the subsequent melee
Swarms represent a unique type of unit in the game, consisting round.
of numerous small creatures grouped on 40x40mm bases. They
are not traditional regiments but are categorized under Beastmasters can be deployed either in the front or rear rank. If

monsters. A minimum of three swarms is required to form a unit, the rear rank is also the second rank and they are positioned

similar to the rule for monstrous regiments. Swarms have the therein, the Beastmasters can make one attack under the 'fight

'skirmisher' attribute but are also unbreakable. in extra ranks' special rule. Beastmasters can be attacked by
enemies in what would be base contact to the front provided the
Beastmasters are in the second rank.

62
Warhammer is an incredibly immersed hobby with loads of potential. But the best part? The friendships. I've made some of my oldest and
best friends through Warhammer. And it’s still happening. Just last Easter, Jake and Casey (along with Casey's wife Susannah) flew in
from Vermont, USA to Skalbjerg, Denmark. They came to play Warhammer Renaissance and just chill with us. It turned out to be four
amazing days.

First off, I introduced them to some classic Danish food - Tartlets with chicken in asparagus. Then we quickly got down to business with
my 8x4 foot gaming board for an epic, all-night mega battle (you can see it in the top right photo). I had asked them earlier what else they
wanted to do besides playing Warhammer. Apart from trying out Danish food, we agreed we had to grab a drink in some old, cool building.
We ended up at Slotskælderen at Koldinghus, a place from the 1400s. In the bottom left photo, you'll see Jake (left) diving into the Under
Empire, Casey (middle) checking out the first full-colour Fantasy Battle Report in WD 148 (featuring the Perry Twins amazing Empire
Army), and me (right) reading about the new Warhammer Fantasy Battle fourth edition release (Susannah's behind the camera).

The next day, a bunch of other guests joined us. We played more games and sampled treats from our home countries (New England IPA
versus Limfjordsporter). The day after that was the highlight – the World Championships in Warhammer Renaissance with folks from all
over the country. The competition was tough, but in the end, the Vermont crew won - Jake took first place and Casey third. At the closing
ceremony, Jake handed me this cool Plaque of Appreciation that he made (check it out in the top left photo), which I'm super proud of.

The visit was a big deal for my eldest daughter Sigrid too. She found out she's pretty good at speaking English, holding long convos with
our guests. After they left, she captured the memories of these awesome days in her own style (see the bottom right picture). Huge thanks
for the visit – really hope we do it again soon.

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Evil Sun Banner by Sigrid Skov Asmussen

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