Being Shoot Combat Orders Influence Command -...

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Being Threat’d Shoot To Hit Shoot Wound Shoot Casualties Combat To Hit Combat Wound Combat Casualties Orders Influence Command Test Undead Unused +1 for Wraith +1 for Wraith Unused +1 for Wraith +1 for Wraith 2pwr +Str Unused Unused Unused Unused Dice D6 figs X volleys artill = D6 X wor D6 per hit +str -res D6 D6 per wor +D6 champ D6 per hit +attk str -enemy res D6 D6 +Leadership D6 D6 +Leadership Success on 4+ 4+ Per wpn See Table 4+ Per wpn See Table See Table < Leadership See Table Bloodlust +2 -1 +2 +1 +2 -1 per unit Wrong kill BL Succ OK Shaken -2 -2 -2 Wrong Rout Succ OK Firewater +1 -1 +1 -1 +1 Disorder -1 -1 -1 if any Attack D6 per 5 wor +1 if BL=fan Hold +1 Oppose -1 Bad Light -1 -1 -1 -1 -1 -1 Bad Omens -1 Good Omens +1 Bad Boast -1 Good Boast +1 Elite +2 +2 +2 +1 better -1 worse +2 Vet +1 +1 +1 +1 Avg Poor -1 -1 -1 -1 Unpred +3 / -3 -1 +3 / -3 +3 / -3 Soft Cover -1 Hard Cover -2 Target Shield -1 +1 if not Unit Std +1 +1 +1 for defending -1 for loss +1 Unit Ldr +1 +1 +1 Unit Hero +1 +5D +1 / -1 D6 per worth +1 -1 if DESTROYER not in combat +1 if is. Unit Mus -1 opp count +1 Any Losses -1 -1 if greater +1 if fewer 25% Losses -1 50% Losses (current) -3 -3 Terrible Creature <6” -1 enemy +1 friendly -1 enemy -1 if fighting Dread <12” -3 Ranks >1 -1 Mercs Paid-up,½,¼ -1, -2, -4 -1, -2, -4 Others -1 volleys >1 -1 parabolic Possible +1 for lances +1 if by WC -1 if diff race +1 if courier -2 if BL w/unit +1 BL has banner -1 BL diff race +1 per talisman -1 per lost cmd -3 for WC lost

Transcript of Being Shoot Combat Orders Influence Command -...

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  Being Threat’d 

Shoot To Hit 

Shoot Wound 

Shoot Casualties 

Combat To Hit 

Combat Wound 

Combat Casualties 

Orders  Influence  Command Test 

Undead  Unused  +1 for Wraith  +1 for Wraith 

Unused  +1 for Wraith  +1 for Wraith 2pwr → +Str  

Unused  Unused  Unused  Unused 

Dice  D6  figs X volleys artill = D6 X wor 

D6 per hit +str -res 

D6  D6 per wor +D6 champ 

D6 per hit +attk str 

-enemy res 

D6  D6 +Leadership 

D6  D6 +Leadership 

Success on  4+  4+  Per wpn  See Table  4+  Per wpn  See Table  See Table  < Leadership  See Table 

Bloodlust  +2  -1    +2    +1  +2  -1 per unit  Wrong → kill BL Succ → OK 

 

Shaken  -2    -2      -2  Wrong → Rout Succ → OK 

 

Firewater  +1  -1    +1  -1    +1       

Disorder    -1      -1      -1 if any     

Attack          D6 per 5 wor      +1 if BL=fan     

Hold              +1       

Oppose              -1       

Bad Light  -1  -1    -1      -1  -1    -1 

Bad Omens                    -1 

Good Omens                    +1 

Bad Boast                    -1 

Good Boast                    +1 

Elite  +2  +2    +2  +1 better -1 worse 

  +2       

Vet  +1  +1    +1    +1       

Avg                   

Poor  -1  -1    -1    -1       

Unpred  +3 / -3  -1    +3 / -3    +3 / -3       

Soft Cover      -1               

Hard Cover      -2               

Target Shield      -1    +1 if not           

Unit Std  +1      +1    +1 for defending 

-1 for loss +1 

     

Unit Ldr  +1      +1      +1       

Unit Hero  +1  +5D    +1 / -1  D6 per worth    +1      -1 if DESTROYER not in combat 

+1 if is. 

Unit Mus  -1 opp count 

+1 

                 

Any Losses        -1      -1 if greater +1 if fewer 

     

25% Losses              -1       

50% Losses (current) 

      -3      -3       

Terrible Creature <6” 

-1 enemy +1 friendly 

    -1 enemy      -1 if fighting       

Dread <12”  -3                   

Ranks >1          -1           

Mercs Paid-up,½,¼                  -1, -2, -4    -1, -2, -4 

Others    -1 volleys >1 -1 parabolic 

    Possible +1 for lances 

    +1 if by WC -1 if diff race +1 if courier -2 if BL w/unit 

+1 BL has banner -1 BL diff race 

+1 per talisman -1 per lost cmd -3 for WC lost 

    

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Combat Test Casualty Test Threat Test 

   

Command Test 

  

Mercenary Command 

Test 

   

Battle Leader Test (New Orders) 

    

Drain Test   Disc  Trib  Fan  Stup 

less than 0 

ROUT Command ROUTS off

table.

Roll a D6

+2 for a paid up.

-2 if ¼ paid.

6+ All units

gain

SHAKEN

5,4 All

characters

and units in

command

ROUT.

3

or

less

CHANGE

SIDES, the

first time

this result

occurs.

Second

time, all

characters

and units in

command

ROUT.

All units SHAKEN.

Messenger killed (may

try save).

All individuals must save

or be lost.

Any losses mean no more

Drain Tests this turn.

All unactivated units lost. 0  Messenger sent away.

All units

DISORGANISED.

ATTACK order → HOLD

HOLD order → ATTACK

OPPOSE order → HOLD

1  Order not changed.

Messenger sent away.

All units

DISORGANISED.

2  SHAKEN Order not changed.

Messenger sent away.

3  All units

DISORGANISED.

Messenger may retry

next turn.

All individuals must save

or be lost.

Any losses mean no more

Drain Tests this turn.

OK

Delay. Nothing happens.

Messenger may retry

next turn.

All necromancers must

save or be lost.

Any losses mean no more

Drain Tests this turn.

5  Command becomes

SHAKEN.

No change.

Order changed.

All units

DISORGANISED.

2 necromancers must

save or be lost.

Any losses mean no more

Drain Tests this turn.

6  Command becomes

DISORGANISED.

Order changed. A necromancer must

save or be lost.

Any losses mean no more

Drain Tests this turn.

7  No effects.

Command removes

SHAKEN, BLOODLUST.

All units in command go

into BLOODLUST in

order to protect their

chances of being paid.

All units

DISORGANISED.

8  No effects.

10 

11  BLOODLUST

12+ 

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Bloodlust  Disordered  Shaken  OK 

In Contact  Must fight.

May not reorganise.

+1 on to-wound roll.

First rank only.

Must fight.

May not reorganise.

-1 on to-wound roll.

First rank only.

Must fight.

May not reorganise.

First rank only.

Must fight.

May overlap.

May not reorganise.

May use multi-rank weapons

Attack Destroy 

Storm 

Must charge.

May not reorganise.

Will not slow for terrain.

Will not halt at C-de-F or

Spiked Pits & will take dmg.

Must charge.

May slow for terrain.

May reorganise.

If shooters with ammo, may stop when within

short range.

May not pass through units or be passed through.

Must charge.

May slow for terrain..

If shooters with ammo, may stop when within

short range.

May not pass through units or be passed

through.

May not reorganise.

Must charge.

May slow for terrain.

May reorganise.

If shooters with ammo, may stop when within short

range.

May not pass through units or be passed through.

Oppose Take 

Intercept 

Must charge.

May not reorganise.

Will not slow for terrain.

May pass through.

Will not halt at C-de-F or

Spiked Pits & will take dmg.

May reorganise.

May move.

Must not move into contact.

May move.

Must not move into contact.

May pass through friendly unit if it is not

disordered and it is under Oppose.

May not reorganise.

May reorganise if disordered.

May move.

Must not move into contact.

May pass through friendly unit if it is not disordered

and it is under Oppose.

Hold  

Must charge.

May not reorganise.

Will not slow for terrain.

Will not halt at C-de-F or

Spiked Pits & will take dmg.

May not move.

May expand or reorganise.

May not be passed through.

May not move.

May expand.

May not be passed through.

May not reorganise.

May not move.

May expand or reorganise.

May not be passed through.

Retreat  Must move max distance towards baseline. May end moves facing enemy.

Will not slow for terrain — will become disordered.

May not reorganise.

Must not move into contact. Any contact results in shaken.

May not pass through units or be passed through.

May not darken skies.

  May not reorganise if has Firewater.

Expand / Contract  D6+quality figures may move to or from rear rows to a flank. (Undead gain bonus +1 per standard). Must be at start/end of move.

Reorganise  The unit does not move and loses its DISORDERED status.

Pass Through  Friendly units may pass through each other provided both have OPPOSE orders and neither is DISORDERED.

Charge  Must move max possible distance towards nearest enemy/nearest unengaged enemy. May not slow down for terrain — will collect DISORDERED as appropriate.

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  Requires  Denied By  Effects 

1st Round Profile  Must be in first round of combat. Must be either ATTACK or BLOODLUST

Must be fighting enemy to its front. Cavalry using their mounted profile.

Defender has PIKES and is ATTACK or HOLD and is being attacked

on their front.

Unit may use its first-round profile.

Cavalry will become DISORGANISED.

Berserker Profile  Unit must be in BLOODLUST Unit MUST use Berserker profile.

Capturing Standard  Opponent must have a standard. Declare this before combat roles.

Enemy gains +1 To-Kill bonus. If win this combat, standard must SAVE or be lost.

Losing standard is a -1 to COMBAT TEST.

Characters in Combat  Characters attached to a unit. Characters, leaders, specials may always fight as if in the front rank. They are also

always available to be killed by the combat.

Collision between Units  Moving unit has ATTACK or BLOODLUST and has no other route. Units are not friends. Both units become DISORGANISED. Uses entire move of moving unit.

Determining Cover 

Difficult to Control  If unit does not have ATTACK orders, it must make a threat test & obey reactions.

Formation Change  Move phase, before or after move. Only on ONE flank. D6 + QUAL count of figures may change rank/file.

Giant Creatures  5x5 base or larger. ● Includes Free Leadership.

● May upgrade to Musician or Std or Champ for 10pt.

● Always counts as a UNIT even if just 1 of them.

● Immune to reactions unless takes >4 hits per turn.

● If lost, trigger a COMMAND TEST. if base > 5x5

● If threatened by lesser worth, test may include:

○ A free musician bonus.

○ A free Friendly Terrifying Creature bonus.

Indirect Shooting  Some terrain may block indirect shooting. May shoot over intervening units/terrain. Take a -2 to hit (do not take the -1 for

LONG RANGE). Shoot between SHORT RANGE and LONG RANGE only.

Lances  Must be in first round of combat

Must be either ATTACK or BLOODLUST

Must be fighting enemy to its front.

+1 on their To-Hit roll.

Linebreaker  Must be in first round of combat

Must be either ATTACK or BLOODLUST

Must be fighting enemy to its front.

Attacker is cavalry/chariots and defender has PIKES and is ATTACK

or HOLD and is being attacked on their front.

The defender has a wider frontage than the attacker.

Enemy becomes DISORGANISED if not already.

If already DISORGANISED, becomes SHAKEN unless routed by the combat.

Mounted Profile  Unit has a mounted profile with “Horns & Hooves” or “Tooth & Claw” weapons. Use the mounted profile in combat.

The unit becomes DISORGANISED.

Moving through Units  Entire move of moving unit.

Either unit is DISORDERED. Either unit does not have OPPOSE

orders. Units are not friends.

Characters may always pass through friendly units.

Shooting into Combat  You may never shoot into combat.

Tracing LOS  Drawing a line from the front base of any figure to any target unit figure. Units block LOS. Raised difficult gnd between shoot/target blocks LOS.

Transit Terrain  Must have this ability. or Be WOOD ELVES in WOODLAND May cross difficult terrain without becoming DISORGANISED.

Wood Elves  Must be WOOD ELVES. Target in WOODLAND. Target may not claim -1 soft cover modifier to shooting.

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Orders – Two-colour orders are like the first colour except for noted changes.Order Flag Shoot? Movement? Fighters

Enter Combat

Shooters

Enter Combat

Combat Effects Other Limitations

Hold Blue Any vis. No move. Mayreform.

No. Combat Test +1

Attack Red May atnearestenemy.

Max at nearest enemyor nearest unengagedenemy. Shooters mayhalt if targ in shortrng.

Must if poss. May. 1 extra per 5dice.

Oppose Yellow Any vis. Any. May BackAway.

No. No. Combat Test -1

Take/Hold

Yellow/Blue

Any vis. Max towards objectiveposn.

No. Combat Test -1 Once <3” of dest, →Hold.

Attack/Hold

Red/Blue

Any vis. Max towards destlocn. Shooters mayhalt if targ in shortrng.

If targ obst. dest. 1 extra per 5=dice.

Once <3” to dest, →Hold.

Intercept/Rein-force

Yellow/Red

Targ. unitonly.

Max towards targunit, unless enemyunit in way of targ.

No. Combat Test -1 Once <3” of targ,→Attack. Targ may befriend to reinforce. If targdestroyed, →Oppose.

Destroy/Break-out

Red/Black

Any vis. Max towards targunit(s), Shooters mayhalt if targ in shortrng.

May attackenemy unit obst.targ. Mustattack targ.

May 1 extra per 5dice.

If any unit contacts withenemy targ or <3” of friendtarg, or all targs gone,→Attack.

GeneralRetreat

? Any vis.No volley.

Max towards baseline.May Back Away

No. If charged,→Shaken.

Will not slow for toughground. Will not stop toreorg. Extra modifiers forNew Order test.

WeaponsWeapon

Name

Short

Range

Long

Range

vs

unarm’d

vs L.

Arm.

vs Med.

Arm.

vs Hvy

Arm.

vs

X.Hvy

Arm.

Amm.

Supply

Volleys Worth Rules

Thrown Axe 2” 6” 2+ 3+ 4+ 5+ 6+ 6 3 1Thrown Knife 4” 8” 3+ 4+ 5+ 6+ 6+ 6 4 1Thrown Discus 4” 8” 2+ 2+ 3+ 5+ 6+ 6 4 1 ⇒

Bow 6” 18” 3+ 4+ 5+ 6+ 6+ 6 4 1 ⇒xLongbow 8” 24” 2+ 3+ 4+ 5+ 6+ 6 4 1 ⇒xCrossbow 8” 30” 2+ 2+ 3+ 4+ 5+ 6 2 1 (Dk Elves only)Arquebow 8” 30” 1+ 1+ 2+ 3+ 4+ 6 2 1 (Dk Elves only)

Crossbow Pistol 2” 6” 2+ 2+ 3+ 4+ 5+ 4 2 1 (Dk Elves only), 2 more ammo @20ea.Rpt Crossbow 8” 30” 2+ 2+ 3+ 4+ 5+ 6 4 1 (Dk Elves only), 2 volleys=no HIT-1.

Stonebow 6” 18” 2+ 2+ 3+ 3+ 4+ 6 2 1 Crossbow shooting stones.Handgun 6” 12” 2+ 2+ 3+ 3+ 4+ 6 2 1

Ratmen Rifle 6” 18” 2+ 2+ 3+ 3+ 4+ 6 2 1Pistol 2” 6” 2+ 3+ 4+ 5+ 6+ 6 2 1Sling 4” 8” 3+ 4+ 5+ 6+ 6+ 8 5 1

Blowpipe 2” 6” 3+ 4+ 5+ 6+ 6+ 6 3 1 Javelin 2” 6” 3+ 4+ 5+ 6+ 6+ 6 3 1 ⇒

Dwf/H.Elf/D.ElfGiant Cross-bow/Ballista

8” 30” 0+ 0+ 1+ 2+ 2+ 6 2 3 Ex2 STR+2

Orc/Dwf/D.Elf/Und/H.ElfCatapult

8” 30” -2+ -2+ -1+ 0+ 1+ 6 2 4 Ex4 STR+4 x

Human GiantH.Gun

6” 12” -2+ -2+ -1+ -1+ 0+ 6 2 2 Ex2 STR+4

Human Culverine 12” 30” 0+ 0+ 1+ 2+ 2+ 6 2 4 Ex3 STR+2

Human Cannon 12” 30” -5+ -5+ -4+ -3+ -3+ 6 1 5 Ex4 STR+7 H

Human Bombard 12” 30” -1+ -1+ 0+ 0+ 1+ 6 1 5 Ex3 STR+3 Hx

Ratmen Hvy Gun 12” 30” -2+ -2+ -1+ -1+ 0+ 6 1 2 Ex2 STR+4 H

RatmenBombard

12” 30” -1+ -1+ 0+ 0+ 1+ 6 1 8 Ex4 STR+3 Hx

Dwarf Cannon 12” 30” -3+ -3+ -2+ -1+ -1+ 6 2 6 Ex4 STR+5

Dwarf WarCannon

30” - -5+ -5+ -4+ -3+ -3+ 6 1 8 Ex4 [email protected] H

Dwarf Bombard 12” 30” -1+ -1+ 0+ 0+ 1+ 6 1 5 Ex2 STR+3 xHHurled Boulders 4” - D6=1 is miss, otherwise # of kills. 2 2 - Giant only. 2 more @25eaDragon fireball 6” - 2+ 2+ 3+ 3+ 4+ 6 2 1/2

drgn≈STR=1/3 dragon. Ammo sharedw/breath.

Dragon breath 6” - 2+ 2+ 3+ 3+ 4+ 6 1 drgn ≈STR=dragon. @1,2,3 ammod6<=ammo or dragon routs.

May be poisoned by Orcs, Goblins, Amazons, Mercenaries and Dark Elves.xMay shoot indirectly.⇒Two ranks may shoot.

HIgnition test.≈Variable strength, not pre-added.

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BoastsBoast Condition

“Attack! Attack! Attack!” Boast holds while all cmds in army have ATTACK orders.“I have no need of a bodyguard, the enemy cannot harmme.”

Boast is good unless the WC is with a unit.

“I will stay upon this spot, immovable like a rock for theentire battle.”

Place the WC on a spot. Boast is good until WC moves.

“Look for me in the thick of battle.” Boast is good while the WC is fighting.“We shall destroy the enemy by sunset/sunrise.” Boast holds until next dusk or dawn. Then broken if enemy not defeated.SpellsName Cost LOS

req’d

Method

“Arcane Eye” d6 per 3pts - Add scouting points.“Arcane Terror” 1 per 12”rng + targ

unit worth.Yes D6 1-2=halve cost, 5-6=double cost. Targ unit takes threat test for terrible

creature of greater worth. Paladin makes unit immune.“Banish Magic” 10d6 - If cost >35, no magic may be used for 6 turns.“Blast” 1 per 12”rng, +1

per attack dice,minium 2

Yes Name targ unit. Roll dice. 4-6 kills a fig as if in shooting. Any doubles rolleddouble cost of spell.

“Call Ghostly Horde” 5d6 - Dark Elf/Undead only. Announce at turn start. Takes whole turn. If caster makessaving throw during turn, fails. Any figure killed this turn becomes an undeadwarrior in the horde. BL/wraith may become its leader. 1 casting per summoner.Summoner must create necro power to sustain & may not use other spells.

“Create Necro.Power” D6 per power point - Dark Elf/Liche only. Create necromantic power to sustain/animate undead.“Duel” - - See companion p43-44.“Eldritch Command” 1 per 12”rng, +d6 No Wizard must be in contact with WC. May attempt to change orders of a BL. Targ

BL must be able to change orders. Test as normal – pay cost even if fail test.“Fickle Finger” 1 per 12”rng, +2d6. Yes Roll d6=5+ and the wizard can destroy the orders carried by a

courier/messenger. The player may not look at the original order. The couriermay try save (if has one) to prevent destruction.

“Finger of Death” 1 per 12”rng, +2d6 Yes Name targ fig. Roll 2d6. Any 6 = a kill. Targ may save.“Fudge the Omens” 2d6 - Re-roll the omens.“Haste” d6 per extra 3” - Increase move of ind or unit w/wizard in contact.“Hasten Day or Night” 3d6 per step - Move hourglass in desired direction.“Incite Frenzy” 1 per 12”rng,

+worth of targ unit.Yes Roll d6. 1-2 cost halved (round up), spell fails. 3-6 spell succeeds, targ unit

→Bloodlust”. If 5-6 cost doubled.“Portent of Doom” 10d6 - Opposing army must make command roll as if WC was lost.“Protection” 2d6 + 5 - Wizard or a fig in contact with him may avoid a death/saving throw. Targ fig

must be named.“Shield” d6 per volley

removal attempt- Wizard protects unit they’re in contact with. Cost = Dice total. For each 4+,

volley token blocked.“Spellbreak” 5d6 No If cost >5 then an enemy spell is prevented from having any effect – opposing

wizard must pay cost of spell. (And make dice rolls if they would affect cost).“Summon Fiend” 2d6 - See companion p44.“Summon Wraith” 4d6 - Dark Elf/Undead only. Announce at turn start. Takes whole turn. If caster

makes saving throw during turn, fails. Wraith appears 3” from summoner. Ifsummoner killed, so is wraith. 1 wraith per summoner.

Magic WeaponsWeapon Effect

Soul-Eater SwordWC, BL, Hero, Destroyer

If weapon kills WC, BL, Hero, Destroyer it absorbs their life-force and gains KILL+1. Effect is cumulative.Test at start of 7th & subsequent turns if sword has not absorbed a worthy soul. D6 <4 kills wielder.

Screaming BladeWC, BL, Hero, Destroyer

Blood-curdling scream unnerves warriors. THREAT-2 modifier if wielder’s unit threatens OR is threatened.

Sword of LightPaladins

Blade shines brightly, converting night to day. Paladin, unit in contact with him and enemy units in combatwith them always fight as if it were day. Shooting at paladin and unit in contact with him gets +1 to hit.

DoombringersMarksmen

These are arrows/bullets which have their target’s names magically inscribed on them. In the Boasts andOmens phase players should secretly note which enemy individual each of their marksmen’s Doombringerswill seek out. Once in range and with line-of-sight to the nominated target a hit is automatic. Kills areworked out as normal. A Doombringer whch fails to kill speeds back to the marksman who fired it. Againthe hit is automatic, but the to-kill throw is worked out as normal.

H2H WeaponsWeapon

Name

vs

unarmoured

vs Light

Arm.

vs Med.

Arm.

vs Heavy

Arm.

vs X.Hvy

Arm.

Ranks Rules

Hand Wpn 3+ 3+ 4+ 5+ 6+ 1 -2H Wpn 2+ 2+ 3+ 4+ 5+ 1 -

Spear 3+ 4+ 5+ 6+ 6+ 2 1 rank only if disorganised.Lance 3+ 4+ 5+ 6+ 6+ 2 1 rank only if disorganised. If ATTACKing or in BLOODLUST,

gain +1 on first round.Pike 3+ 4+ 5+ 6+ 6+ 3 1 rank only if disorganised. If ATTACKing/HOLDing negates 1st

round profiles and linebreaking.Tooth/Claw 2+ 3+ 4+ 5+ 6+ 1 Disorganises attacker if used.Horn/Hoof 3+ 3+ 3+ 4+ 5+ 1 Disorganises attacker if used.Naginata

GlaiveHalberd

Can choose between spear/2ranks or 2H weapon/1rank per combat. May not use shields. Maynot fight in 2 ranks if reacting or disorg.

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SpeechesSpeech D6 roll Result

+1 per talisman in army.+1 if target unit in WC command.

-1 if bad light.10+ Legendary Speech. All units in command go into BLOODLUST.

9 Rousing Speech. Target unit goes into BLOODLUST.8,7 No effect.6 Target unit disheartened by poor speech. Disorganised and Shaken.

5 or less All units in command disheartened by poor speech. Disorganised and Shaken.Tricks

Species Trick

GoblinWar Chant

Whole army has a chant. If any unit does anything but stand and chant, it’s broken and uses result 7.

1D6 + warchief’s worth.+1D6 it’s night. +1 per talisman.+1 if omens good.+1 if enemy omens bad.+2 if have battle drum.

16+ Enemy must make command test. All goblins in blood lust. All goblins get attack orders. Chantover.15 All goblins in blood lust. All goblins get attack orders. Chant over.14All organised goblins in blood lust. Chant over.10-13 No effect yet. Chant may continue next turn.8-9 No effect. Chant over.7 All units shaken. Omens now bad. Chant over.0-6 Goblins can’t chant. All units shaken. Omens now bad. Command test required. Chant over.

Wood ElfOutmanoeuvering

Whole army must be wood elves. Must outmanoeuver during scouting phase. None-scouting units mayset up in terrain features containing trees but will be disorganised & under HOLD orders.

Ignition TestD6 plus modifiers.

Modifier Reason

-1 Per crew less than 4.-1 No leader.-1 Disorganised.-2 Shaken.-1 If double charged.-2 If triple charged.+1 If have artillery master.

Result Outcome

<0 Explosion. Cmd test required. All figures within 12” killed (savingthrow allowed).

1 Misfire.2 Shoots with worth -4.3 Shoots with worth -2.4 Shoots.5 Shoots with worth +2.6 Shoots with worth +4.

Terrain & MovementTerrain Infantry

Unit

Cavalry

Unit

Chariot Monsters Animals Machines Individuals

Hill difficult difficult[1] No. difficult difficult difficult difficult

Woods difficult[2] difficult[1] [2] No. difficult Normal.[2] difficult difficult[2]

Broken difficult difficult[1] difficult difficult difficult difficult difficultSwamp No H/XH

armour.v.difficult

No. No. STR>1v.difficult

v.difficult No. No H/XHarmour.v.difficult

Marsh No XH armour.v.difficult

No H/XHarmour.v.difficult

No. No XH armour.v.difficult

No XH armour.v.difficult

No? No XH armour.v.difficult

River FW p28. FW p28. No. FW p28. FW p28. No.? difficult

Ford v.difficult v.difficult[1] v.difficult v.difficult v.difficult v.difficult v.difficultBridge BASE<2in.

Single File.difficult

BASE<2in.Single File.difficult

BASE<2in.Single File.difficult

BASE<2in.Single File.difficult

BASE<2in.Single File.difficult

BASE<2in.Single File.difficult

BASE<2in.Single File.difficult

Palisades >1/2 speed=> D6-2 hitsas spears.Disorg.

>1/2 speed=> D6-2 hitsas spears.Disorg.

No. >1/2 speed=> D6-2 hitsas spears.Disorg.

>1/2 speed=> D6-2 hitsas spears.Disorg.

No? ?

Chevauxde Frise

Halt or D6-3hits as spears.

Halt or D6-3hits as spears.

No. Halt or D6-3hits as spears.

Halt or D6-3hits as spears.

No? ?

SpikePit

Halt or D6-3hits as spearsper pit

Halt or D6-3hits as spearsper pit

No? Halt or D6-3hits as spearsper pit

Halt or D6-3hits as spearsper pit

No? ?

HostileDangerous

6s on 12D6 =kills.

6s on 12D6 =kills.

? 6s on 12D6 =kills.

6s on 12D6 =kills.

? Any 6 on 2D6= kill.

Scouting No XH armour.No polearms.No pikes.

No XH armour.No polearms.No pikes.

No XH armour.No polearms.No pikes.

BASE<5cm.No stupid.

No? No. No XH armour.No polearms.No pikes.

difficult If move >1/2 speed becomes disorg.v.difficult 1/2 speed at most, units become disorg.

[1] Except goblin spider cavalry, which may pass freely if move ends outside the terrain.[2] Wood Elves who outmanoeuvre can deploy forward into here.

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Element VPs

Warchief 2Army Standard 2Sacred Item 2Beloved Person 2Battle Leader 1Individual 1Unit 1

Add up the score value of the armybefore the battle. At the end, addup the remaining value and ALSOthe value of your opponent’s losses.

VP Change Interpretation

Stalemate.1-3 greater Minor victory.4-6 greater Decisive victory.7-8 greater Major victory.8+ greater Crushing victory.

Army Special Rules Summary

Wood Elves May move through woods without terrain penalty.May shoot in woods without terrain penalty.Do not suffer Bad Light.May add woods to table if outscout enemy.May not use field defence equipment.

Halfmen Do not suffer Bad Light.Dwarves Do not suffer Bad Light.Dark Elves Do not suffer Bad Light.

Become fanatics if fighting Wood or High Elves.Elves Do not suffer Bad Light.Goblins Are “fanatics” during the night.

Are “tribal” during the day.Spider cavalry can cross difficult terrain without penalty if crossing in a single move.

Undead Cannot be threatened.Cause dread.

ScoutingCondition Scouting

Each scouting command +1DEach scout individual +2DScouting command BL + ldrshipEach avg unit in scouting cmds +1Each vet unit in scouting cmds +2Each elite unit in scouting cmds +3Each Triton Chameleon unit +D6Each Triton Nekthurs unit in scouting cmd. +2DEach Mounted unit in scouting cmds +1Each Flying unit in scouting cmds +3Astrologer w/Book of Thoth, D6=3+ WC may scout for +ldrshipAstrologer w/Book of Thoth, D6=6 add’l +6Astrologer w/Astrolabe, D6=3+ WC may scout for +ldrshipAstrologer w/Astrolabe, D6=4+ +D6Astrologer w/Astrolabe, D6=6 +6Astrologer’s Tower 2D6Astrologer’s Telescope 2D6Each Necromancer + scouting undead foot unit +2Each Necromancer + scouting undead mounted unit +4Each Necromancer + scouting undead flying unit +6Each 2 wraiths scouting +D6Each Bat Swarm +D6Each halfling scout individual another +1DEach halfling scouting unit another +1Condition Outcome Results

Scouted Units must deploy <6” from baseline.Units must deploy >12” from WC.Units start w/HOLD orders.Units start disorganised.Necromancers must be with their Undead scouting units.

>opp Outscouted Deploy second.May re-roll time dice.

>opp x2 Outmanoeuvred Deploy second.May choose side of table.May rearrange terrain. (FW, p14-15)May choose start time.

OmensCondition Omens

Basic roll D6Each soothsayer +1Any Sacrifice which is positive +1Astrologer’s Bird +1Opponent has Astrologer’s Bird -1Astrologers/Soothsayers in contact w/Tower +1Astrologer casts “Reading of Signs”, 2D = any 6s +1Astrologer w/Book of Thoth, D6=4+ +1Astrologer w/Book of Thoth, D6=6 add’l +1Astrologer w/Astrolabe, D6=4+ +1Astrologer w/Astrolabe, D6=6 add’l +1

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Figure Purpose THREAT

TEST

CASUALTY

TEST

COMBAT

TEST

BL

TEST

CMD

TEST

INFL

TEST

SCOUT

ROLL

COMBAT

ROLL

Cost Min Max If killed

Leader Lead unit. +1 +1 +1 - - - - - figure +10 1 per unit. 1 per unit. MNo unit reorg.Champion Enhance unit combat. - - - - - - - +1D figure +10 None. 1 per unit. MMusician Encourage unit. +1 - - - - - - - figure +10 None. 3 per unit. MStandard Guide unit. +1 +1 +1 - - - - (+1) figure +10 None. 1 per unit. Bonuses become -1s.Warchief Command of force. - - - +1 - - - - Per list. 1 1 No new orders issued. BBattle Leader Commander of division. - - - - - - - - Per list. None. Any number. Cmd’s orders locked. B+Leader 1 Lead division. - - - +1 +1 1D<=1 BLx1 - +10 - per WC/BL -+Leader 2 Lead division. - - - +2 +2 1D<=2 BLx2 - +20 - per WC/BL -+Leader 3 Lead division. - - - +3 +3 1D<=3 BLx3 - +35 - per WC/BL -+Leader 4 Lead division. - - - +4 +4 1D<=4 BLx4 - +50 - per WC/BL -+Leader 5 Lead division. - - - +5 +5 1D<=5 BLx5 - +80 - per WC/BL -Herald WC/BL range+2” if in contact. - - - - - - - - Per list. None. 2/WC/BL No effect.Banner WC/BL range+4” if in contact. - - - - - +1 - - Per list. None. 1/WC/BL No effect.Wizard Cast spells. - - - - - - - - Per list. None. Any number. BCourier Carry orders around. - - - +1 - - - - Per list. None. Any number. No effect.Sharpshooter Shoot at targets. - - - - - - - - Per list. None. 1 per WC No effect.Hero Worth of 5 in combat. +1 +1 +1 - - - - +5D Per list. None. 1 per 500pt BPaladin Hero =Hero. With unit⇒no fear creat/und +1 +1 +1 - - - - +5D Per list. None. 1 BDestroyer Hero =Hero. If in combat CMD+1 else -1. +1 +1 +1 - +1/-1 - - +5D Per list. None. 1 per WC No effect.Priest Alter events by prayer. Drain enemy

magic power.- - - - - - - - Per list. None. Any number. B

Soothsayer Reading omens. Sending superstition. - - - - - - - - Per list. None. 2 Any:omens no longergood. All:omens bad.

Scout Scout before battle. - - - - - - +2D - Per list. None. 2 per BL No effect.Enchantress Enchant units. - - - - - - - - Per list. None. Any number. Rules don’t say.Druid Create impassible/hostile terrain.

Summon Ent.- - - - - - - - Per list. None. Any number. Terrain/ent is lost.

Master of- Guns Better artillery shoots. Ignition test +1 for Cannon/Bombard/Mortar. 50/60 None. Any number. MWiz/Witch’sServant

Re-roll failed magic tests. 2nd- failure kills servant. 30 None. 1 perWiz/Wch

Save lost.

Magic power - - - - - - - - - 5pt 15 per Wiz. Any number. -Druid power - - - - - - - - - 5pt 15 per Druid. Any number. -Poison Arrows -1 to save throws. - - - - - - - - 20 per volley. None. All 6 volleys. -Firewater Shooting-1, Fighting-1 +1 +1 +1 - - - - - 20 per unit. None. 1 per unit. -Mantlets Moveable hard cover -2 to shooting kills. Attkr&defr both lose 2worth/mant in combat. 20 per 2in. None. Any number. MPalisades Static soft cover -1 to shooting kills. Crossing disorgs. At >50% speed = d6-2 hits. 30 per 6in. None. Any number. MChev. de F. Movement obstacle Crossing costs D6-3 hits. Bloodlust makes this D6-2. 15 per 3in. None. Any number. MPavises Moveable soft cover -1 to shooting kills. Attacker loses 1 worth per 2 in combat. 5 per 1in. None. Any number. MSpike Pits Static movement obstacle Crossing costs D6-3 hits. Bloodlust makes this D6-2. 20 per 3in. None. Any number. MArmy Std Static army bonus object. +1 CMD if intact. 3figs may lower the standard for safety. Enemy may wreck it. +100p None. 1 wrecked=BMLowered=MSacred Item Carried by WC, BL or IND. If in contact, +1 CMD. Enemy can defile if they alone are in contact. 100p None. 1 If defiled , BMBelov’d Indv Any WC, BL, IND, SPC. +1 CMD if alive & unrouted. +100p None. 1 If killed/routed, BMUnd Warriors Fight Immune Never Never - - - - - Per list. - - -Undead Leader Lead unit. Immune Never Never - - - - - figure +10 1 per unit. 1 per unit. M, 1 Power lost. No unit

reorg.Und. Standard Unit +2” move. +1 form. chg. Immune Never Never - - - - (+1) figure +10 None. 1 per unit. Bonuses become -1s.

Necromancer Cabal member - - - - - - - 2 POW=kill+1

81pt 0 Any number. �

Wraith Scouting. Commanding leaderlessunits.

- - - - - - +1D6per 2

+3D hit+1kill+1

58pt 0 Any number. �

Spectre Ind. warrior. Cause DREAD. opp -3 - - - - - - +5D 129pt 0 1 per 1000pt �

Liche Und wizard & cabal member. - - - - - - - - 21pt +M 0 Any number. �

�Drain test this turn.BCommand test this turn.MBonuses permanently lost.

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WhoW

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Halfmen Dwarf Men Amazons BarbariansDark Elf Goblins Orcs Nihon

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Alliance

Vik Conq Triton COST

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There are several types of armies which canfight in a Fantasy Warriors game. This liststhe different structures & their restrictions.

Armies Containing Another Race as

Regular Troops

Some races will fight as regular troops forother races. They must form units of theirown race, but they will take orders fromBLs of either race.

• The WarChief must be of main race.• These relationships are not necessarilyreciprocal, check the table above.

• Individuals may be drawn from theminor race.

• There are no restrictions on thenumbers of the minor race.

• There are no extra restrictions onwhich allies/mercenaries may be usedexcept for “Will not Work With”.

Armies Containing A Major Race &

A Subordinate Race.

The first kind of “multi-ethnic” army is thatformed between a major and a subordinaterace[1]. The WarChief must be from themajor race. BLs from the minor race mayonly command units from the minor race.Units from the subordinate race mayotherwise be mixed into commands with themajor race.

This kind of army may not have allies ormercenaries. There are no restrictions onthe numbers or types of figures from eitherrace.

An Alliance of Evil

An army which is led by a mercenarySpectre is an “alliance of evil” & can haveone of two structures.

Evil Races United By Spectre.[2]

One is the second kind of “multi-ethnic”army consisting of commands of;

• Orcs (& Ogres/Trolls as regulars).• Goblins (& Ogres/Trolls as regulars).• Dark Elves (& Sinister Elves as

regulars).

Each race;

• Must be led by BL of same race.• May may bring their own individuals.• Suffer Undead Dread of Spectre.

No mercenary or allied contingents.

Undead Commanded By Spectre.[3]

The second kind of Spectre-led army isUndead & Mercenary Dworgar. Thedwarves;

• Must be led by BL.• May not outnumber undead.• May may bring one individual (Hero,Scout, Marksman, Destroyer).

• Suffer Undead Dread of Spectre.

Bringing Allies & Mercenaries.

An army composed of a primary race maybring one command each of allies &mercenaries.

The Allied command[4];

• Must have a BL.• May not bring other individuals.• Must not outnumber primary race.• Must be available as Ally to primaryrace.

• May scout.

The Mercenary command;

• Must have a BL.• May bring one individual. (Hero,Scout, Marksman, Destroyer)[5]

• Must not outnumber primary race.• Must be available as Mercenaries toprimary race.

• May not scout.

Bringing Allies Who Bring

Mercenaries

An army composed of a primary race maybring one command of allies who in turnbring a command of mercenaries.

The Allied command;

• Must have a BL.• May not bring other individuals.

• Must not outnumber primary race.• Must be available as Ally to primaryrace.

• May scout.

The Mercenary command;

• Must have a BL.• May bring one individual. (Hero,Scout, Marksman, Destroyer).

• Must not outnumber members of theallied race.

• Must not, combined with the allieswho hired them, outnumber membersof primary race.

• Must be available as Mercenaries toallied race.

• Does not have to be available asMercenaries to primary race.

• Must not be excluded from workingwith primary race.

• May not scout.

Bringing Undead.

Dark Elves may bring Undead as allies. Ifthey do so they may not have other alliedcommands or mercenary commands. Theymay still use Sinister Elves as regular troops.

The Allied command;

• Must have a BL.• May not bring other individuals.• Must therefore magically be supportedby Dark Elf characters.

• Must not outnumber the Dark Elves.• May cause Undead Dread in the DarkElves.

Allied Players

The final kind of Fantasy Warriors force isone made of several actual armies – there ismore than one WarChief on the side.

In this case;

• Each army must be a legal army underthe above rules.

• WarChiefs may only order their ownforces.

• Magic points, ammunition, prayers,and other resources may not be shared

between armies.• Light forces[6] will only ally with Lightor Neutral forces.

• Evil forces will only ally with Evil orNeutral forces.

• The “Will Not Work With” limitationapplies ACROSS the force.

• Undead may only join with Dark Elfor Goblin forces[7].

Forces of Light [8]

High ElvesWood ElvesHalfmenDwarves

Neutral Forces

AmazonsMen-at-ArmsBarbariansVikingsConquistador

Forces of Evilness

Goblins/HobgoblinsOrcsRatmenDark ElvesAlliance of Evil (Races of Evil)Triton Lizardmen

The Dead

Alliance of Evil (Undead)Undead

[1]M00 page 2.[2]M16 page 11.[3]M16 page 11.[4]M00 page 2&3.[5]FWComp. page 30.[6]M16, page 1.[7]M13 page 1.[8]M16 page 1.

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Animals Used in Armies

Race Riding Chariot Flying Monsters Machines Swarm

High Elves Horse Horse Gt.Crossbow, CatapultWood Elves Horse Eagle Shapechangers, Unicorns, Fly.Unicorns,

Eagles, WolvesHalfmen Pony Mules, Pony Lt. & Hvy.CulverineDwarves Bear, Bat Bat Worm, Giant Gt.Crossbow, Catapult, Bombard, Cannon,

Gt.CannonMen-at-Arms Horse Gt.Handgun, Culverine, Cannon, BombardAmazons Big Cat, Mammoth Big Cat Giantess, MammothBarbarians Horse, Tiger, Rhino,

MammothTiger Rhino, Mammoth, Giant, 1/2-Giant

Dark Elves Horse, Raptor, Condor Condor Ballista, CatapultGoblins Spider Gargoyle Spiders, Giant Spiders, Giant Spiders, Giant SpidersOrcs Wolf Wolf? Giant, Gt.Orc, Juggernaut Ballista, CatapultNihon OrcsRatmen Gt.Ratmen, Worm Hvy. Gun, Bombard MiceUndead Horse, Rhino, Mammoth ’Creature’ Rhino, Mammoth, Und.1/2-Troll,

Death Giant, Und.DragonBallista, Catapult Bats

Vikings Horse Giant(ess), 1/2-Giant(ess)Conquistadors Horse Springarda, Ribauldequin, Cannon, CulverineTriton Raptor PterodactylDinosaurs Acid Throwers Serpents, MicrosaurSamurai Horse GiantsHorse Raiders HorseSpectre Wyvern

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Availability of Individuals to FW Armies

High Elf Wood

Elf

Halfmen Dwarf Men Amazons BarbariansDark Elf Goblins Orcs Nihon

Orc

Ratmen Undead Vikings Triton Conq Samurai ROLE

WC/BL FM FM FM FM FM FM FMR FM FM FMC F F FMC FM FM FM FM Command.[FW42]Alchemist F F F FM Better Weapons. Transformations.

Magic User.[+]Astrologer F F F Omens, Combat/Scout/Shoot

Bonuses.[+]Banner FM FM FM FM FM FM FM FM FM FM F F FM FM FM F Extend Control Radius.[FW42]Cleric F F F F F F F F F F F F F F F Prayer Bonus. Protect Priest.[+]Courier FM FM FM F FM F F FM F F F F FM F F F Carry Order Changes.[FW42]Destroyer F F F F F F Fighter individual.[CP36-37]Druid FM F Creature/Terrain

Summon/Control.[CP39-41]Elementalist F F Magic User. Summon Elemental

Forces.[+]Enchantress F (F) Control Enemy Units.[CP37-39]Fairy X Creature/Terrain

Summon/Control.[M04]Giant F F F F F F Being giant..Herald FM FM FM FM FM FM FM FM FM FM F F FM FM FM FM Extend Control Radius.[FW42]Hero FM FMX FM FM FM FM FM FM FM FM F F FM FM FM FM Fighter individual.[FW40]Master of Guns F F Artillery Bonuses.[M08/M09]Master Forger F F Better Weapons.[+]Marksman FM FM FM FM FM FM FM FM FM FM FM Sniper individual.[CP37]Necromancer F F Create Necro Power.[CP15]Paladin FM FM FM Fighter individual.[CP36]Priest(ess) F F F F F F F F F F F F F F F Prayer.[FW40-41]Scout FM F F F F F F F F F F F F F F F Scouting.[FW42]Servant F Magic Re-rolls. Protect Witch.[M]Shaman M F F F Magic User. Creature

Summon/Control.[M04]Snake-Shaman F Prayer. Transforming Fighter

individual.[M02]Soothsayer F F F F F F F F F F F F F F F Omens Bonus. (Creature

Summon/Control.)[various]Sorcerer/ess F F Magic User. Create Necro Power.[M05]Spectre FMX Fighter individual.[CP15]Liche FM Magic User. Create Necro Power.[CP15]Witch F FM Magic User.[M09,FW43-45]Wizard F F F F F F F FM FM F F FM FM F Magic User.[FW43-45]Wraith FM Fighter individual. Unit leader.

Scouting.[CP15]

M: Mounted F: Foot X: Flying C: Chariot R: Carried

FW: FW Core Rules CP: Companion +: Additional rules translation.

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Availability of Troops to FW Armies

P: Poor A: Average/Medium V: Veteran E: Elite

D: Disciplined A: Tribal V: Fanatic E: Elite

TYPE Swd Spear 2H Halbd Pike Bow XBow Gun M.Swd Lance M.Bow M.XBow M.2H Fly Fly.M BL Chars

High Elves D VE VE VE VE E see above

Wood Elves T VE VE VE VE VE VE VE E see above ShapechangersHalfmen T AV AV AV AV E see above

Dwarves D VE VE VE VE VE VE VE VE VE VE VE E see above

Men-at-Arms D PAVE PAV VE AVE AV AV AV AV AVE AVE AV E see above

Amazons T VE VE AVE VE AV AVE AV E see above

Barbarians T AV AVE AV AVE E see above

Dark Elves D/F VE VE VE VE VE VE VE VE E see above

Goblins T/F PAV AV AVE AVE AV PAV AV AV AV AV E see above

Orcs T PAVE AV AVE PAVE AV AV VE E see above

Nihon Orcs F AV AV AV AV E see above

Ratmen F PAV PAV PAV VE AV E see above

Undead U A A A A A A E see above

Sherwood T A VE E Priest, ScoutBugbears F ASin.Elves T VE VE VE E Destroyer, Hero, Scout, Herald, Banner,

Wizard, Priestess, Soothsayer,Marksman, Berserkers

Chaos F VECyclops F ADworgar F VE VE VE E Berserkers, Bodyguard, Destroyer, Hero,

Scout, Herald, BannerHorse Raidrs T VE VE HeroHalf-Orcs F AV VE AV HeroHarpies T AMinotaur T AV AV E Berserkers, Destroyer, Hero, Herald,

Banner, Half-Giant

Troop Type Armies Available to

Berserkers Sin.Elves, Cyclops, Amazon, Barb, Goblin, Dwarves, Dworgar, Minotaurs, Vikings, SamuraiHeavy/Shock Infantry Half-Orcs, Minotaurs, Amazon, Barb, HE, Goblin, Dwarves, Men, Orcs, Dworgar, Samurai, Conq

Cavalry Amazon, Barb, HE, WE, DE, Goblin, Dwarves, Men, Orcs, Undead, Vikings, Samurai, Conq, TritonShooting Cavalry Horse Raiders, Amazon, HE, WE, Goblin, Halflings, Dwarves, Men, Orcs, Samurai, Conq, Triton

Lance Cavalry HE, DE, Dwarves, Men, Orcs, Samurai, Conq, TritonFlying Infantry Harpies, GoblinFlying Cavalry WE, Undead, Triton

Flying Lance Cavalry DwarvesShooting Flying Cavalry WE, DE, Goblin, Triton

Chariots Amazon, Barb, HE, Halflings, Orcs, UndeadGiant Minotaur, Undead, Dwarf, Amazon, Barbarian, Goblin, Orcs, Vikings, Samurai

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These are unofficial rule extensions.

  Requires  Denied By  Effects 

Combat Bonus for Spiked Weapons  Unit has SPEAR/PIKE/HALBERD. Attacked on front.

Attacked by Cavalry.

Not on HOLD or OPPOSE orders. Gain +1 STR for each 6” of charge by attacker.

Shooting Bonus for Hills  Archer unit is on hill.

Target is below them.

Archers gain +6” range.

Defending Bonus for Hills  Fighting unit is on hill.

Opponent is below them.

Defenders gain +1 STR..

Defending Bonus for Depth  On HOLD orders. Not infantry unit. Gain +1 WORTH per 2 full uninvolved ranks.

Attacking Bonus for Depth  On ATTACK orders. Gain +1 STR per 2 full uninvolved ranks.

Attacking Bonus for Flank/Rear 

Attacking  Round  Hit Modifier  Wound Modifier 

Flank

1st +1 +1

2+ +1

Rear

1st +2 +1

2+ +1 +1

Units receiving a flank/rear attack must take a casualty test every round, even if no

casualties have been caused.

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  No Undead Power  1 Undead Power  2 Undead Power  Individuals  Other Rules 

Threat  May threaten. May threaten. No power needed. Undead units are never threatened or countered.

Dread  Some may cause DREAD. ALL living units take Threat test with -3 modifier if within

12”. No LOS needed.

Reorg  Must have LEADER, WRAITH or WARCHIEF.

+1 to EXPAND/CONTRACT if have STANDARD BEARER.

N/A

Move  +2” bonus to move for a STANDARD BEARER. No power needed.

Move into Combat 

May enter combat.

For first round, counts as having

ATTACK.

No power needed.

Shoot  +1 To-Hit if unit has a WRAITH

+1 To-Wound if unit has a

WRAITH

No power needed.

Gain Necromancer Power for;

Specialist killed. +1 

Unit Annihilated. +3 

Individuals & Battle Leaders killed. +5 

Paladins killed. +10 

Warchief killed. +10 

Fight Combat 

No hits.

Take DOUBLE

CASUALTIES.

Cannot defend standard.

May fight

May spend 2 POWER for +1 STRENGTH.

+1 To-Hit if unit has a WRAITH

+1 To-Wound if unit has a WRAITH

No power needed.

Take Shots 

Cannot count shield

bonus.

Can use shields. No power needed.

If leader lost, lose 1 power from reserve. Take a drain test.

Drain Test 

Triggered by loss of

❏ Warchief

❏ Necromancer

❏ Wraith

❏ Spectre

❏ Liche

❏ D6

❏ +1 per Necromancer in Cabal.

❏ +1 if night.

❏ +Necro power in Reserve.

❏ +1 per undead artifact.

❏ -6 if undead warchief is dead.

❏ -1 per surviving enemy paladin.

❏ -1 per disorganised undead unit.

Casualty, Combat, Influence Tests

Not taken. Undead are never in BLOODLUST or SHAKEN.