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    CreditsCopyright 1981, 2003

    All Rights Reserved

    Warlord by Bill Grand, Matt Ragan, Ed Pugh

    Dark Heaven Legends, CAV, Damage Track, Warlord is trademarkReaper Miniatures Inc.

    Special Thanks

    Al Pare, Robert Allen, Matt Clark, Doug Clevenstein, Tim Collier, PaulGarmer, Jason Hawver, Gary Hoover, Frank McCloy, Brandon

    McDermott, Nao Nagashima, Frederick Steputis, Robert Stewart,

    Bryan Stiltz, Ira Strawn, David Ward, Matt Yamarino

    Extra Special ThanksTo The Gamers Guild. You grizzled greybeard grognards from the

    80s back in the old days when clip art involved scissors and glue and

    especially Max Carr, David Pugh & Dave Bennett. Warlord lives

    again!

    Playtesting

    Joel Agee, Ray Bailey, Jeremy Barnhill, Thane Barnier, Mike Clark,

    Jessica DePeel, Scott Frank, Slaine Fullerton, Dylan Gould, Neil Gunn,Mike Hardy, Michael Head, Tim Krason, Lee Langston, William

    McFall, Colin Moore, Steven Page, Lanse Tryon, John Williams

    BETA TESTING VERSION ONLY

    This version of the rules is for beta testing, feedback, and evaluationpurposes. No guarantee is made that the mechanics and presentation of

    this document will reflect the final printed work. Feedback is both

    desired and encouraged online at the Reaper Miniatures discussion

    forum. Updates to these rules will be posted to the internet when

    available. Font sizes are small to reduce the number of printed pagesrequired.

    www.warlordhq.com

    www.reapermini.com

    What is a Miniatures Game?A kingdom for a stage, princes to act

    And monarchs to behold the swelling scene!

    Then should the warlike Harry, like himself,Assume the port of Mars: and at his heels,

    Leashed in like hounds, should famine,Sword and fire crouch for employment.

    William Shakespeare, Henry V

    Since the invention of the toy Soldier there have been games that

    use them. As young children, toy Soldiers battled across rooms with

    childrens imaginations creating the sound effects and rules as they

    went along. Generals and Soldiers throughout history have used toySoldiers to recreate historical battles, to visualize and develop an

    understanding of Grand Strategy and Tactics. In the end; however, it

    comes down to the simple fact that it is a lot of fun to push around

    small painted toys on a model battlefield.

    Good Habits of PlayThe best reply to unseemly behavior is patience and

    moderation.

    Molire The Would-be Gentleman

    There are a few good habits to get into when playing miniatures

    games that helps everyone enjoy the hobby and reduce arguments. Thefollowing Good Habits are not rules, they are simply commonly

    accepted miniatures game courtesies. In Official Warlord Tournaments,

    these good habits will be a large part of a participants sportsmanship

    score.

    Declare, then Measure Tape measures are great inventions but dont

    measure until after your Troop and Models actions have been declared

    out loud. Some futuristic games may encourage pre-measurement, but

    unless a game or your opponent states that it is ok, assume it is not. If,after you declare your action, you discover that you dont have enough

    range/movement/distance to complete your declared action, make the

    best of it - but do not change your declared action.

    Roll Dice in the Open Roll your dice where many players can see the

    results rather than hidden behind terrain or out of sight.

    Give Data Card Information When your opponent asks you for a

    piece of information that is printed on one of your Data Cards (such as

    Defensive Value) go ahead and give the truthful answer so they cangauge how they would conduct their actions.

    Tokens and Lying Models Down Warlord uses Tokens to mark

    several important events or pieces of information that occur during

    play. One such piece of information is when a Model is killed.Typically it is preferable to remove the Model and replace it with a

    token since it leaves less clutter (A penny works great for a token!

    Some players prefer to use a Reaper tombstone painted and glued to a 1

    inch base since it creates a very cool visual effect). However, someplayers prefer to instead simply lay the killed Model over on its side

    or back representing the fallen body. This is also fine if it is agreeableto all players.

    Fallen Models in the Way If players do not use tokens to denote

    fallen Models, there are no rules or penalties for kicking the corpsesout of the way. If a fallen Model is preventing movement or the

    establishment of base-to-base contact simply move the fallen model an

    inch or so out of the way or to the edge of the combat. Be careful to not

    damage the paint on Models that do not belong to you! Likewise, whenconducting Movement simply move through or over the corpses.

    http://www.warlordhq.com/http://www.reapermini.com/http://www.reapermini.com/http://www.warlordhq.com/
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    Preparation

    Bases

    If you want to make an apple pie from scratch, you must first

    create the universe.

    Carl Sagan

    When playing miniatures based games, having a common set of

    bases dramatically increases the speed and ease of play. Warlord base

    sizes are very easy to remember, create and acquire. Warlord Models

    are typically packaged with the correct base included. Regardless, thecorrect base size is printed on the Models Data Card.

    Warlord Base Sizes

    Standard 1 square (25mm)

    Cavalry 1 x 2 rectangle (25mm x 50mm)

    Large 1.5 square (40mm)

    Giant 2 square (50mm)

    Super 4.5 Circle (CD, CD-ROM)

    Front Base SidesFor game purposes a Models Base is said to only have two sides:

    front and rear. Since square and rectangles obviously have four realsides, three of the four sides are considered the Models front, and the

    final side is considered the rear.

    [insert diagram]

    Materials Needed

    Ten sided dice (d10)

    Six sided dice (d6)

    Various Warlord miniatures on proper bases (Models)

    Measuring devices (rulers or tape measures)

    A deck of standard playing cards

    Pennies, beads, or other small items to use as tokens

    The Data Card

    Name: Joe Example DT 0 1 2 3

    ID: # (MM) 6 3

    Points: 14 (DS) 4 2

    (MT): Sergeant (AV) 0 0

    (TS): 3-10/0 (RAV) - -

    Range - -

    (MB): Standard (DV) 8 7

    (AA): Mercenary/Neutral

    (CP) - -

    Melee: 1 (MD) 10 9

    Ranged: -

    Special: Bloodlust/2

    Name: Name of the Model

    ID: Reaper Miniatures item or catalog numberPoints: The number of points the model costs to field

    Model Type (MT): The Models classification Type: Leader (Warlord,Captain, Sergeant), Soldier (Grunt, Adept), Solo (Monster, War

    Machine, Solitaire) Elite (Hero, Cleric, Mage) and whether or not it isUnique.

    Troop Size (TS): Only Leader Models will have information displayed

    here. The first two numbers indicate the minimum and maximum

    number of total Models for a Troop that is led by this particular LeaderModel. The number following the slash represents the number of Elite

    Models that may replace Grunts in the troop. Note that total Models

    means that the Leader Model itself is counted as one of the Troop.

    Model Base (MB): The type of Base the Model must have to be usedin play: Standard, Cavalry, Large or Giant. Army/Affiliation (AA):

    The overall army type the Model belongs to which dictates the

    Affiliation of ally models in the army or on the side.

    Melee: The number of attacks it performs when initiating a Close

    Combat Action.Ranged: The number of attacks it performs when initiating a Ranged

    Combat Action.

    Special: A list of all of the Models Special Abilities

    Damage Tracks (DT): Number of levels of damage a Model

    possesses. As a Model takes Damage place a die (usually a six sided

    die will suffice) near the model indicating how many points of damage

    it has suffered. When conducting Actions using a damaged Model, usethe column on the data card that corresponds with the damage level

    indicated by the damage die. Once the Model has taken an amountgreater than the Damage Tracks listed for the Model, the Model is

    considered a casualty (either removed from play or marked with loot

    tokens depending on the scenario).

    Movement (MM): How many inches of Movement the model has

    available to conduct a Movement Action.

    Discipline (DS): Training, courage, and mental/emotional control

    Attack Value (AV): A Models relative melee offensive ability

    Ranged Attack Value (RAV): A Models relative ranged combatoffensive ability

    Range: The distance in inches a Models Ranged Attack will reach

    when using its RAV.

    Defensive Value (DV): A Models relative physical defensive abilityincluding armor and skill at dodging

    Casting Power (CP): A Models Magical offensive ability including

    any innate powers and magical control

    Magic Defense (MD): A Models Magical defensive ability including

    any innate powers

    The Fighting Company

    Players will have a group of models under their control called a

    Fighting Company. The Fighting Company represents a group of

    warriors and adventurers from the war-torn Taltos region of Adon. The

    opposing Fighting Companies can struggle for control of an objective,or simply engage to wipe out their foes. A Fighting Company is made

    up of smaller units called Troops and Troops are made up of individualModels. Special terminology and rules govern how to put together

    Troops and Models to form your Fighting Company.

    Example Fighting Company

    The following example represents a very large Fighting Company (well

    over 1000 points once you add magical equipment and spells).

    Troop A (12 Models) 1 Warlord, 9 Grunts, 2 Elite

    Troop B (5 Models) 1 Captain, 3 Adepts, 1 Elite

    Troop C (7 Models) 1 Sergeant, 6 Grunts

    Troop D (1 Model) 1 Monster

    Troop E (1 Model) 1 Solitaire

    Troop F (1 Model) 1 War Machine

    The Troop

    A Soldier will fight long and hard for a bit of colored

    ribbon.Napoleon Bonaparte

    In Warlord, the Troop is the basic unit of play and organization.

    The Warlord game focuses on skirmish level play, which means thatTroops are fairly small units of Models.

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    A Troop is one of two things:

    A Group of Soldiers and Elite Models under the command

    of a single Leader Model

    A single Solo Model

    Troop Size

    A Troop with a Leader Model can only be as large or feature as

    many Elites as the Leader Model will allow. A Leader Models Data

    Card will indicate a Troop Size (TS) in the following format:

    Troop Size (TS): Min. Max. / Elite

    The first value (Min) is the minimum total size of a Troop that usesthat particular Leader Model, including its Leader. The second value

    (Max) is the Troops maximum total size, including Leader. The value

    after the slash (Elite) indicates the maximum number of Elite Models

    that may be used to replace Soldier Models.

    Limits

    Elite type models can only be present in a Troop if the

    Troops Leader Model Data Card indicates it is allowed.

    An Elite type model may be included in a Troop by

    substituting it for a Grunt model. You can only substitute

    1 Grunt with an Elite for every 4 total Models in aTroop. A troop of 8 total models could contain up to 2

    Elite type models. A Troop of 7 total models could only

    contain 1Elite type model.

    A Troop cannot have more than one Leader Model.

    A Fighting Company cannot have more Solo Models

    than Leader Models.

    A Fighting Company can never have more than one

    Model of the Warlord Model Type.

    Example of Troop Size (TS)Lets say the following values are printed on a particular Leader

    Models Data Card: Troop Size (TS): 3-10/2.

    At the minimum, this Troop must have at least threetotal Models: the Leader itself plus 2 Soldiers.

    At the maximum, this Troop may have up to ten total

    Models: the Leader, 2 Elites, and 7 Soldiers.

    Chain of Command

    Sergeants and Officers

    Sergeants can command small patrols and scouting

    expeditions, but larger operations will require officers on the field.

    To represent this, Leader Models must obey the principles of the

    Command Chain. In its most basic form, the Command Chain

    means that you cannot add a third Sergeant to a Fighting Companyunless you have a Captain. Once you have at least one Captain in

    the Fighting Company the ratio should be maintained that for every

    three leader Models, at least one should be a Captain or Warlord.

    1-2 SergeantsNo Captain required, though Captains and Warlords may be

    fielded. 3-4 Sergeants

    At least 1 Captain or Warlord required, more may be fielded.

    5-6 Sergeants

    At least 2 Captains (or 1 of them a Warlord) required, more

    may be fielded.

    and so forth

    ExampleA Fighting Company has four Troops. One Troop is a

    Solo Monster and Sergeants lead two of the Troops. The

    fourth Troop can either be another Solo Model or led by a

    Captain or Warlord. It may not be another Troop led by asergeant since a third sergeant Model may not be added until

    at least one Captain or Warlord is present in the Company.

    Another Fighting Company has five Troops; all of them

    have Soldiers and Leader Models. Four of them are led by

    Sergeant Models; either a Captain or Warlord leads the fifth.

    Captains and WarlordsCaptains are senior officers that are more than capable of

    operating without continual orders and govern themselves. Due to

    their experience and skill, Captains have a much closer battlefieldrelationship with Warlords. One or two Captains can cooperate

    without difficulty, but more than that and a Warlord must be

    present.A Fighting Company cannot have three or more Captains

    unless it first has a Warlord Model.

    Large Operations

    A Warlord Model is mandatory in games where each FightingCompany is built using 1001 or more points, even if the actual

    Fighting Company only uses 1000 or fewer points.

    ExampleTwo players agreed to play using a Game Point Value of

    1100 points. One player only takes 995 points worth of

    Models, Spells, and Equipment. That players FightingCompany will still require a Warlord Model since the original

    Game Point Value was over 1000 points (i.e. 1001 points or

    more).

    More officers than neededThe above Chain of Command ratios govern the minimum

    leadership requirements for large Fighting Companies. Players are

    free to field Warlords and multiple Captains in games of only a

    few hundred points or with only one or two Troops. The Chain ofCommand is not designed to restrict players from using their cool

    and powerful officers in small games; it is simply intended to

    prevent hordes of Troops with no clear leadership in large ones.

    Model Types

    The different Models used in Warlord each have different roles anduses. Players should consider what Models and Troops they wish to

    bring to the game. Some players base their decisions on what Modelslook coolest, others on mathematical bonuses and special rules, and

    some draw from a little bit of both.

    There are four main Model Types: Leaders, Elites, Solos, andSoldiers. Each main Model Type is composed of several Subtypes thatvary in name and purpose.

    Leaders

    The first of the Main Model Types are the Leader Models. Leader

    Models lead each Troop and are of varying strength and ability. There

    are three types of Leaders: Sergeants, Captains, and the Warlord itself.

    Leader Model Subtypes

    Sergeant

    Captain

    Warlord

    Sergeant Sergeants are regular soldiers that have proven

    themselves in the face of battle and have the ability or strength of

    will to command. In Warlord they represent the most inexpensiveLeader Model and most Fighting Companies will have several.

    Captain Captains are exemplars of leadership and battlefield

    prowess. Captains are powerful Models, often with several unique

    special abilities that add versatility and strength to a Fighting

    Company.

    Warlord Warlords command great armies and large forces in

    their thirst for control of Taltos. Larger games will require a

    Warlord Model, however in smaller games a Warlord is optional.Typically Warlord Models have special abilities and powers that

    can quickly turn the tides of battle. When fielded, a Fighting

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    Company can only ever have one Warlord regardless of how many

    points are being used.

    Soldiers

    The second Main Model Type forms the bulk of any army orfighting company - the Soldier. Soldiers are the basic troopers that flesh

    out Fighting Companies and give any military operation the necessary

    mass and personnel to succeed. There are two types of Soldiers: Grunts

    and Adepts.

    Soldier Model Subtypes

    Grunt

    Adept

    Grunts Grunts represent the bulk of the troops you will

    encounter on any tabletop battlefield. While possibly lacking the

    individual skills or abilities of heroes, well coordinated Troops ofGrunts are easily one of the most dangerous elements you will face

    in battle.

    Adepts Adepts are much more rare than a normal Grunt. Theyare the Special Forces of an Army and have special rules

    concerning their use within a Fighting Company. Adepts that use

    the same Data Card must always be in a Troop together under the

    command of the same Leader Model. The number of Adepts in theTroop, and which Leader Model commands the Troop is normallyunimportant. The key thing to remember is that al l Adepts using

    the same Data Card are in the same Troop. This also means that

    there will only ever be one Troop of a particular type of Adept in a

    Company; this also helps represent an Adepts rareness.

    Elites

    The third Main Model Type is the Elite. These are the special

    purpose Models that often have several special abilities that make themmuch more powerful than a normal Soldier. In Warlord there are three

    types of Elite Model subtypes that include the Heroes and Spell-Casters

    commonly found in the Heroic Fantasy genre.

    Elite Model Subtypes

    Cleric Hero

    Mage

    Cleric Clerics are special conduits of divine power. Clerics have

    access to healing, augmenting, and other useful spells that can

    boost the fighting ability of a Company.

    Hero Heroes are mighty warriors and adventurers that have

    made a name for themselves in their travels or with their deeds.

    Heroes add combat power to a Company in the form of skilledmelee or ranged prowess and special abilities.

    Mage Mages are students of arcane spells and sorcery. Mages

    have access to damaging and offensive spells that can damage the

    enemy and provide combat support.

    Solos

    The final Main Model category is for the Solos. Solos are Modelsthat are either too large to be in a Troop, too anti-social, or perform

    specific tasks that are unsuited for fighting in a unit with other Models.

    Solos include monsters, very special characters, or even the large and

    powerful machinery used in siege warfare.

    Solo Model Subtypes

    Monster

    Solitaire

    War Machine

    Monster Monsters are spectacular creatures, often non-

    intelligent or only bestially cunning with destructive powers andspecial abilities. Typically Monsters will be mounted on Large,

    Cavalry, or Giant bases.

    Solitaire Solitaires are warriors and soldiers so skilled,

    intelligent, and/or cunning that they prefer to act alone. TypicallySolitaires will be on Standard bases, though some may be larger

    creatures.

    War Machine War Machines are mechanical or supernaturalengines of destruction, often designed for use in sieges. War

    Machines will typically be mounted on Giant Bases and have a

    crew of Models that all function together using the same Data

    Card.

    Uniques

    A Unique Model is not an actual category but rather an even more

    special Model of another type. Any of the above Subtypes may bemarked with the Unique or Unq. prefix. Unique means that only one

    of that particular Model and its affiliated Data Card may be in a single

    Fighting Company under the control of a single player. Warlords are a

    Leader type that is always a Unique model.

    A Data Card that is not marked with the Unique prefix indicatesthat the cards values are common enough in the army roster that

    multiples are possible. This does not mean that there are clones or

    duplicates of a particular character or individual, simply that the

    particular Models Data Card is common enough to serve for more thanjust one Model in a Fighting Company of that Type. By their very

    nature, Leader Models, Elites, and Solos will often have the Unique

    prefix and Grunts or Adepts will not.

    Examples

    Ashkrypt the Lich: Warlord(A Leader Model)

    The Dark Maiden: Unique Monster

    (A Solo Model)

    Lysette, Unique Mage

    (An Elite Model)

    Sir Conlan, Lightbringer: Sergeant

    (A Leader Model) Kyla the Bounty Hunter: Unique Solitaire

    (A Solo Model)

    Bull Orc Warrior: Grunt(A Soldier Model)

    Mithral Knight: Adept

    (A Soldier Model)

    Army and Affiliation

    Leadership has a harder job to do than just choose sides. It

    must bring sides together.

    Jesse Jackson

    In Taltos there are many warring factions, each with their own

    goals and views. When choosing Models to field in a Company, ortrying to figure out what allies you may call upon for reinforcements,

    its important to know what side they are on.

    Not only do armies have different goals, but individuals withinarmies often have strong codes of conduct or world views that often

    conflict with those of their allies. While within an army all Models will

    fight together, when creating alliances its often important to know that

    your allies have the same goals you do.

    Army Rosters & Choosing Models

    A Fighting Company that does not use a specific Army Roster is

    considered a Freelance Company. Freelance Companies have no

    restrictions on which Models may be fielded with which other Models

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    so long as they are of compatible Affiliations. Freelance Companies

    have the advantage of ultimate flexibility choosing the right model

    and best Data Card values for the job regardless of where the modelcomes from. Some Models will have specific abilities they can only use

    when part of a Fighting Company entirely composed of models from

    their own Army Roster. Freelance Companies have the disadvantage of

    not being able to employ a particular Models Army Specific Special

    Actions and/or Special Abilities..Each of the major Factions in Warlord will have their own Forces

    of Taltos supplement. These Army Roster supplements detail additional

    units, magical items, characters, and special rules that govern FightingCompanies composed of only models from the same Army.

    Affiliation

    There are three Affiliations: Good, Neutral, and Evil. Good andEvil Affiliated Models cannot be in the same Fighting Company.

    Multiple Player Games with Teams or Alliances

    Large battles with multiple players and Sides are very common.

    While a specific Side, made up of multiple players, may contain

    Fighting Companies that are Good and/or Evil, no individual player can

    command both a Good Fighting Company and an Evil Fighting

    Company in the same battle.

    PointsIts very hard in military or personal life to assure complete

    equality.

    John F. Kennedy

    Most Models are not equal; most have different strengths anddifferent weaknesses. A Grunt is usually less capable than a Warlord,

    just as a teaspoon is less capable than a shovel when digging a ditch. To

    represent these differences and to allow games to be played between

    roughly equal overall forces, each Model has a point cost and aparticular session of play will have a Game Point Value.

    Game Point ValueWhen players get together to play a session of Warlord, a GamePoint Value for the battle should be agreed upon in advance. In turn,

    each Side spends those points to purchase Models and Troops to createtheir Fighting Companies. A typical quick game is around 750-1500

    points per player. A two player game of 1000 points per Side, whichtypically concludes just under two hours, is recommended for normal

    play though larger games with multiple players and sides are certainly

    possible.

    SidesSince battles can be organized in many ways, the term Side is used

    throughout the rules and represents each opposing Side in a battle.Some battles may have multiple players but only two Sides with each

    Side made up of one or more players. Free-for-all battles are ones

    where each person is out to defeat all of the other players, and in this

    kind of battle each player is a Side all to themselves. Warlord isdesigned for any combination of players or Sides.

    Game Play ConceptsMiniatures games have lots of rules that help resolve disputes and

    keep the game fun. There are some concepts that are important and

    common enough that they get their own section such as Line of Sight,

    Discipline and Area of Effect. Line of Sight, Discipline and Area ofEffect interlace with several different game rules. Also included here is

    a description of what happens when you roll aPerfect Tenon a Ten-

    sided die.

    A Perfect Ten

    Whenever a player is required to roll a ten-sided die (d10) and the

    player rolls a natural, unmodified 10, the result is an automatic success.

    Line of Sight

    "When you aim for perfection, you discover it's a movingtarget."

    George Fisher

    Line of Sight is one of those concepts in tabletop miniature gameswill that often cause heated discussion among the players. Basically,

    Line of Sight means that one Model can see another Model. In the

    event of a dispute, just remember this golden rule for Line of Sight: If

    it can shoot/see you, then you can shoot/see it. That should resolve

    most disputes.

    Determining Line of Sight

    If there are no Obstructions on either side of a line drawn from any

    point of a models base, to any point of the Target Models base, andout to a width of one-quarter inch from that line, then there is a clear

    Line of Sight (LOS). When determining Line of Sight against targets

    with different base sizes, a smaller base size Model does not block Line

    of Sight to a larger base size.

    [insert LOS diagram, look down]

    Obstructions

    A Model with the same size or larger base size.

    Base Size Valueso Base Size 0 = Standard (1 square) with the

    Vermin Special Ability

    o Base Size 1 = Standard (1 square)

    o Base Size 2 = Large and Cavalry (1.5 square

    and 1 x 2 rectangle)

    o Base Size 3 = Giant (2 square)o Base Size 4 = Super (CD, CD-ROM)

    Two intervening inches of Light Woods.

    One intervening inch of Heavy Woods. Any terrain pieces as specified and agreed upon by the

    players prior to play that would obstruct LOS.

    Elevated Models in the Line of Sight as Obstructions

    A Models Base Size Value can be modified up or down by

    Terrain Elevation.

    Each Terrain Elevation Level increase adds +1 to a Models

    Base Value.

    Each Terrain Elevation Level decrease subtracts -1 to a

    Models Base Value.

    As with all Terrain, players should agree on which pieces of

    Terrain qualify as a full increase or decrease in Terrain

    Elevation prior to play.

    Example

    A rise of two Terrain Elevations will add two to a Models Base Size.A fall of three Terrain Elevation would subtract three from the Models

    Base Size and so forth.

    An ogre (Large Base Size 2) standing on Level One Hill would actually

    obstruct Line of Sight as if it were a Size 3 Model (2+1 = 3). That same

    ogre standing in a Level Three ravine or ditch would count as Base Size

    -1 (2 3 = -1), meaning even Vermin would be able to see over theogre while it was in a ditch of that depth.

    DisciplineBe strong and of a good courage, fear not, nor be afraid of

    them.

    Moses, Deuteronomy 31:6

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    Discipline is an odd thing. Average soldiers can sometimes find

    incredible reserves of courage; brave men sometimes will break whenall were relying on them to stay. A Fighting Company that flees the

    battlefield does not often win the day and a soldier that is Shaken is

    likely to be killed.

    Discipline Check

    When a Discipline Check it is called for during game play, Roll1d10 and add Models current Discipline (DS). If the result is greaterthan or equal to 10 then the check is successful. If the result is lower

    than 10 then the Model has failed its Discipline Check and suffers the

    effects detailed in the rules that require the Discipline Check.

    Shaken

    Often when a Model fails a Discipline Check it is considered

    Shaken. Any Model that is considered Shaken suffers a 2 to any andall d10 Dice Rolls when attacking or defending. Additionally, a Shaken

    Model has its Defense Value (DV) reduced by 2 until it performs a

    Rally Combat Action.

    Shaken TokenIt is strongly recommended that players use coins, dice, or tokens

    of some sort to mark a Shaken Model.

    Unit Cohesion

    Soldiers will follow orders to the best of their abilities; however,the chaos of battle will sometimes disorient or break the bands of

    control on even the most veteran Troop. Under fire, fighting forces

    require Leadership and control to survive. To represent this, Troops in

    Warlord have rules to represent the controlling influence exerted by

    Leader Models to keep a unit together.

    LeadershipTroops with Leader Models can function much more effectively

    than Troops that have lost their Leader. If a Troop has a Leader Model,

    all Models in the Troop can operate freely within the radius of inchesdescribed below. Models within the same Troop have no requirements

    governing how close or far apart they must be in relation to each other.

    Command Radius

    Sergeant 12Captain 15

    Warlord 18

    While the Leader Model remains in play, a Model may never

    voluntarily end its Action Phase outside of its Leader ModelsCommand Radius. If actions and effects cause a Model to fall outside

    of the Command Radius (for example the Part spell moves it away

    from its Troop), in its next Action Phase(s) it must use any and if

    necessary all of its Movement Actions to return to the Leader Models

    Command Radius.

    Models in Close Combat at the time it falls outside of its LeaderModels Command Radius may complete its current combat before

    moving to rejoin its Troop. However, it may not init iate any CloseCombat until it is back within its Leaders Command Radius.

    Leaderless Troop CohesionIf a Troop loses its Leader Model due to combat casualties, magic,

    or other circumstances, then some Models might be required, at the

    beginning of their next Action Phase, to use Movement Actions to get

    within 2 inches of at least one other Model in their Troop. The 2-inchdistance is measured from any point of its base to any point of the other

    Models base.

    At the beginning of a Leaderless Troops Action Phase, roll a

    Discipline Check for all Models that are not within 2 inches of at least

    one other Model in its Troop. Models that fail the Discipline Check arenot considered Shaken, however they must use one or both Movement

    Action(s) in order to get within 2 inches of another model in their

    Troop.

    Models that succeed in the Discipline Check may function asnormal even though they are not within 2 inches of at least one other

    Model in their Troop, however at the beginning of each of its Action

    Phases the Model must continue to pass the Discipline Check in order

    to function away from its Troop.

    Models in Close Combat at the time it falls outside of cohesionmay complete its current combat before moving to rejoin its Troop.

    However, it may not initiate Close Combat until it is back within

    cohesion of at least one model in its Troop.Even Models that pass their Discipline Check are still constrained

    to remain with their Troop to a degree. No two Models in the Troop can

    be further apart than 24 inches at the conclusion of the Troops Action

    Phase.

    Retreat

    When only one non-Leader Model remains of a Troop, it retreats.It must conduct Movement actions each round in order to reach its

    Sides Deployment Table edge and escape from the battlefield. If it is

    already in Close Combat at the time it is made the last model, it may

    complete that combat before beginning the retreat. If it is attackedwhile Retreating, it may defend i tself as normal. A Regroup Action

    performed by an eligible Leader Model from another Troop will end a

    Models Retreat. A Model that Retreats off the battlefield counts as a

    casualty for Bounty Point or scenario victory conditions.

    Solo Models: Solo Models do not retreat since by definition theynormally operate on their own.

    Example

    [insert text]

    Area of EffectSome powers, spells, or abilities will affect all Models in an Area

    of Effect (usually noted as AoE). Any abilities that have an Area of

    Effect will list a radius in inches that is measured from a central point.

    Any Models within this circle are affected by the spell, power, or

    ability unless otherwise indicated by the description of the ability.Models that are only partially in the Area of Effect only suffer or

    benefit from the power, spell or ability if the center point of the

    Models base is within the Area of Effect.

    [insert diagram]

    Playing the Game

    Setting up the Battlefield

    Miniatures games have been played on kitchen and dining room

    tables since the earliest days of the hobby. The art of creating terrain

    and turning a tabletop into a battlefield in miniature could fill a book all

    by itself! For Warlord purposes, we suggest scattering terrain pieces to

    represent rubble, walls, trees, and hills in a manner suitable to the

    players of the game. For a more formal system of Terrain placement as

    well as ideas on how to create portable, useful terrain cheaply, seeAppendix A. We suggest that a good Warlord play area is either a 4 by

    6 rectangle or a 4 by 4 square surface.

    Choose a Scenario

    Miniatures games have endless replay ability. With a little bit of

    creativity and planning, each and every t ime you play could bedifferent by simply changing scenario goals, methods, and results.

    Players should first agree to a scenario and second make sure everyone

    understand any special scenario rules that will govern a particular

    session of play. For ideas or sample scenarios, or even to read abouthow to run a campaign (a series of interlinked scenarios forming a

    larger epic), see the chapter titled The Warlord Campaign.

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    Two Sample Scenarios

    To the Death

    There is always one Scenario that everyone can play that is aclassic: To the Death. The rules are simple; both Sides deploy

    their Forces within a box area next to the edge of the battlefield.

    Each Fighting Company will need a deployment box that is 12

    inches deep and 24 inches wide. Play begins and all Sides attack

    each other until one Side has no Models remaining or surrenders.To the Death scenarios do not use Bounty Points nor require the

    use of the Loot Non-Combat Action. If a Model is a casualty,

    simply remove it from the battlefield rather than replace it with atoken.

    Greed is Good

    Another scenario very similar to To the Death is one we like

    to call, Greed is Good. The rules are only slightly more complexthan To the Death. Greed is Good is an excellent Scenario for

    games with a fixed time allotment or players that dont have a lot

    of time to play. Models are worth a variable number of Bounty

    Points when slain and/or looted (see Appendix B). The Side that

    has the most Bounty Points at the end of the specified time period

    is the winner. All Sides deploy as outlined above in the To theDeath scenario.

    Deployment

    The very first phase of actual play once the battlefield has been set

    up with Terrain and a Scenario chosen is called the Deployment phase.

    During the Deployment phase, players will determine in what order a

    players Troops are placed within their deployment area on thebattlefield. In addition to this, certain special Models that can take Pre-

    Battle Actions will be able to conduct those actions during the

    Deployment phase.

    Spies

    During the entire Deployment Phase (choosing area, deployingTroops, pre-game movement) Models present in a Fighting Company

    with the Strategist Special Ability have the ability to force a card to beBuried. If a card is drawn of the same suit as the Fighting Company

    that possesses the Strategist, the controlling player may request that thedrawn card be buried back into the Draw Deck at the bottom. The

    controlling player may bury the drawn card in this manner once per

    Model possessing the Strategist Special Ability. A Strategist onlyallows a player to bury his or her own cards, not the cards of other

    players.

    The Draw Deck

    You got to know when to hold em; know when to fold em;

    know when to walk away; know when to run.

    Kenny Rogers The Gambler

    Game play requires at least one 52-card deck of standard playingcards. Cards from the deck are used to create a smaller deck called a

    Draw Deck. The Draw Deck is used to determine which Side or which

    player goes first and to regulate the play and flow of the game.

    Choose a Suit

    Each player, or Side, that is playing should choose a suit that willrepresent him or her in the Draw Deck. It is often helpful to put one

    card from the suit near each of the players represented by that suit for

    reference and reminder during the course of the game (usually Aces orface cards).

    Number of Cards in a Draw Deck

    Each Side adds one card to the Draw Deck for each Troop in their

    force.

    Bonus Cards

    Some special abilities will add Bonus Cards to the Draw Deck(such as Tactician). These bonus cards are in addition to the 1 card

    already granted for each Troop in the Draw Deck.

    Removing Models and Cards

    During play, if an entire Troop or Model with a Special Ability is

    removed from play; the cards it originally contributed to the DrawDeck are removed from the Draw Deck during the End Phase.

    Example

    Franks Crusaders Fighting Company has 6 Troops. 3 are Solo

    model Troops, and the other 3 Troops are led by a Sergeant, a Captainwith the Tactician Special Ability, and a Warlord. Franks Crusaders

    have 7 cards for the Draw Deck (6 troops, +1 for the Tactician).

    If in the first round of battle, Franks Captain is slain. 1 card (the

    bonus card granted for Tactician) is removed from the Draw Deck

    during the End Phase. The Troop that the Captain Model commandedretains its own card, even though its leader is gone. When the Troop is

    finally wiped out to the last Model or Regrouped into another Troop,

    the Troops card is removed during the End Phase.

    Determine Deployment Area

    The terrain offers two advantages in warfare. The first is that

    it presents obstacles to the enemys approach. These either

    make his advance impossible at a given point, or force him tomarch more slowly and to maintain his formation in columns,

    etc. The second advantage is that obstacles in the terrain

    enable us to place our troops under cover.

    Carl von Clausewitz On War

    Where a Fighting Company places itself around the terrain-strewn

    battlefield will affect its first moves once play begins. A Fighting

    Company may be able to use Heavy Cover to shield itself from arrow

    fire or it might be subject to crossing unprotected terrain right from the

    start.

    Shuffle and Draw

    One player should shuffle the Draw Deck and draw, or turn over,

    the top card. The Side controlling the suit of the card that is drawn may

    choose in which unclaimed Deployment Area or tableside they wish to

    set up their forces. Continue to draw cards (ignoring suits belonging toSides that have already chosen their Deployment Area) until all Sides

    have chosen a Deployment area for their forces.

    Size of Deployment Area

    The actual sizes of a Deployment Area vary from scenario toscenario. However, if it is not previously specified or agreed to, a

    Warlord standard Deployment Area is a rectangle measuring 12 by

    24 with one of the long sides consisting of the table or battlefield

    edge.

    Determine Deployment Order

    Success in warfare is gained by carefully accommodating

    ourselves to the enemys purpose.Sun Tzu Art of War

    Once each Side has chosen where on the battlefield they will

    deploy, it is time to determine who gets to place Troops first.

    Shuffle and Draw

    One player should shuffle the Draw Deck and draw, or turn over,

    the top card. The Side controlling the suit that is drawn places a single

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    Troop of their choice from their Fighting Company in their

    Deployment Area. Continue to draw cards until all Sides have deployed

    all of their Troops.

    ExampleFrank shuffles and draws a diamond. Susan has chosen diamonds

    for her Nefsokar, however she has a Strategist and wants to wait and let

    Frank deploy his first Troop so she can react accordingly. She opts tobury the card. Frank draws again and this time it is clubs. Frank has no

    spies and must deploy his first Troop. He chooses to deploy a unit of

    archers. Frank draws again, diamonds; Susan had only one Strategistand has already used this Special Ability so she must now deploy herfirst Troop. She chooses to deploy her Warlord Troop. Since she has

    seen where Frank deployed his Troop of archers she places her Warlord

    and the Troop he commands in an area where the archers cannot easily

    fire upon them. They alternate deploying Troops in whatever order theDraw Deck indicates until all of their Troops are placed. Frank actually

    has more Troops than Susan, so after Susan deploys the last of her

    Troops, Frank forgoes drawing further cards and just deploys the

    remainder of his Fighting Company.

    Pre-Battle Phase

    In the fields of observation chance favors only the prepared

    mind.

    Louis Pasteur

    Some Models may have Special Abilities that allow them to

    take actions before anyone else in the Company. This extra Action

    might represent the result of good reconnaissance, extraordinaryabilities, equipment, or just plain good luck. Spies present in a players

    Fighting Company may be used again in the same manner they were

    used during the Deployment Phase and as such, a player controlling a

    Strategist has the ability to force a card to be Buried.

    Shuffle and DrawOne player should shuffle the Draw Deck and draw a card. The

    Side controlling the suit that is drawn may conduct Pre-Battle Actionswith any and all Models that may do so. A Side conducts all of their

    Pre-Battle Actions at once when their card is drawn. Continue to drawcards until all Sides have conducted their Pre-Battle Actions.

    RangerModels present in a Fighting Company with the Ranger Special

    Ability have the ability to make a free Pre-Battle Phase single

    Movement Action. Models with the Ranger Special Ability treat Light

    Woods, Heavy Woods and Rough Terrain as Open Terrain when

    calculating Movement Cost Modifiers.

    Example

    Frank shuffles and draws a club. He doesnt have any spies and

    must move all of his Models with Special Abilities that allow him totake Pre-Battle actions. He has one Ranger in his Company, a Sergeant,

    and moves the Model under some tree cover. Frank then draws anothercard and it is a diamond. Susan does not need to use her Strategist since

    Frank already moved all of his Rangers. Susan however, has an entire

    unit of Rangers plus a Ranger Sergeant! She now moves the Ranger

    Troop into position to attack any of Franks exposed Models once playactually begins.

    The Game Turn

    All of the Sides have, by this point, chosen Deployment Areas,

    placed Models, and in some cases may have already begun

    maneuvering Models around on the battlefield. The Troops are eagerfor battle; it is time to actually play the Game! The Game Turn itself is

    composed of three Phases, the Initiative Phase, Action Phase, and End

    Phase. The Game Turn is the meat and potatoes of actual play.

    Models conduct actions, inflict damage, receive damage, and take

    casualties as the controlling players struggle to successfully complete

    the game scenario.

    One Complete Turn Sequence of Play

    Initiative Phase

    Action Phase

    (Repeat Initiative and Action Phases for all Troops)

    End Phase

    Initiative Phase

    Fortune can, for her pleasure, fools advance, and toss them

    on the wheels of Chance.

    Juvenal

    Shuffle and DrawAt the beginning of play a player should shuffle the Draw Deck

    and draw a card. The Draw Deck will not be shuffled again until the

    End Phase. The Side controlling the suit that is drawn may conduct an

    Action Phase with all of the Models of one of its Troops.

    Initiative Phase Play Sequence

    Cards are drawn until all Sides have performed one Action Phase

    with all of their Troops. No Troop may perform more than one ActionPhase in the same Turn. If a Sides card is drawn, but all of its Troops

    have already moved, it is simply skipped and another card is drawn.Once all Troops have performed one Action Phase, the Turn progresses

    to the End Phase.

    ExampleFrank shuffles and draws a diamond. Susans Rangers have a

    lovely opportunity to fire upon on a unit of Franks foot warriors so she

    chooses to activate that Troop. She may now perform an Action Phase

    with her Troop of Rangers.

    Action Phase

    The outcome of the war is in our hands

    Homer The Iliad

    It is during the Action Phase that Troops actually move, attack

    other Models, take damage, and of course, this is where players rolltheir dice. The Action Phase is composed of two conducted Actions

    that are either combat or non-combat related. However, a Model may

    only perform one combat related action in an Action Phase. Of course,

    a Model may always opt to Pass and conduct only one or even no

    Actions at all.

    A Models Action Phase Options

    2 Non-Combat Actions

    1 Combat Action and 1 Non-Combat Action

    1 Non-Combat Action and 1 Combat Action

    Pass

    Actions Summary

    Non-Combat

    Movement

    Pick-Up/Carry Object

    Regroup

    Loot

    Combat

    Cast a Spell

    Close Combat

    Use Special Ability

    Rally

    Ranged Combat

    Resolving Troop Combat Actions

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    When a Troop performs its Action Phase not every Model will be

    conducting the same Actions as others in the Troop or possibly even in

    the same order. It is important to remember that all Models in a Troopperforming the same Combat Actions must perform their Combat

    actions at the same t ime. The order that the Combat Actions are

    declared or resolved does not matter. The controlling player may opt to

    conduct Ranged Combat before Close Combat or vice versa. In other

    words, when you start resolving the Ranged Attacks being conductedby a Troop you must declare and resolve all Ranged Attacks that will

    be conducted by that Troop. You cannot declare and resolve an

    individual Models Ranged Attack, follow it up with a differentModels Close Combat resolution and then conduct a Ranged Attackwith a different Model when all of these Models are in the same Troop.

    Example

    Susans declares that her Rangers will open fire upon Franks footwarriors. Two of her Rangers do not have Line of Sight because they

    are blocked by a piece of terrain. Since all Combat Actions of the sametype must be resolved together she can opt to move all of her Rangers

    together and then shoot, or just the two Rangers that need to move into

    position and then shoot. If she chooses the latter option, she may

    conduct non-combat actions with the Rangers that did not need to moveafter the Troop has finished shooting. However, the Rangers that had to

    move into position prior to shooting will not be able to move again

    since they have already conducted their non-combat action for this

    Action Phase.

    Non-Combat Actions

    Movement

    As soon as a movement is approximately finished, it

    immediately flows into another one without stopping. Thus,defense and attack are alternately producing one another.

    Bruce Lee

    The most basic part of a tabletop miniature game is the moving ofModels around on the battlefield. Trees, hills, rocky ground, and water

    may adversely affect the distance a Model may cover during a

    Movement action. The amount of distance a Model may travel varies

    depending on its Data Card.

    Data Card InformationA Model may move zero or up to a number of inches equal to the

    current Movement (MM) value on the Data Card. This distance should

    be measured from the same point on the Models base each time.

    FacingA Model may turn to face any direction while conducting

    Movement.

    ObstructionsA Model cannot move through a cluster of other models or terrain

    obstruction unless its base fits through a gap in the cluster or

    obstruction. At no time may a Models base overlap another Models

    base.

    Charge BonusA Model may gain additional points of straight-line Movement

    (MM) when conducting a Movement Action if and only if these

    additional Movement Points will bring the Model into base-to-basecontact with an enemy Model. If the Charge Bonus does not allow the

    Model to come into contact with an enemy base then the charging

    Model is moved back to where it was before the Charge Bonus was

    applied. Straight-line movement means that any bonus Movement(MM) gained by the Charge must be in a straight line with no facing

    changes allowed. Terrain modifiers still apply.

    Charge Bonus

    Base Charge +2 MM

    Special Ability Charge Bonus Modifiers

    Beast +2 MM

    Bloodlust +(Indicated Value) MM

    Mounted +2 MM

    Runner +(Indicated Value) MM

    Base-To-Base Contact with an Enemy ModelBase-to-base contact with an enemy Models base ends a Models

    Movement Action.

    Flying or Burrowed ModelsA Model conducting its Movement Action may move through

    a Flying or Burrowing Models base though it may not end itsMovement in such a manner as to be in Base-to-base contact with

    the Flying or Burrowing Model. Models with the Flyer or Burrow

    Special Abilities that are involved in Close Combat are no longer

    considered Flying or Burrowed and function as any other Model.

    Leaving Close CombatA Model already in Base-to-base contact with an enemy Model

    may declare a Movement Action to leave Close Combat. However, it

    may not move away unless it first makes a successful Discipline Check.If it does not succeed then the Model is considered in Shaken,

    immediately suffers all the affects of Shaken, and forfeits its declared

    Movement Non-Combat Action. If it succeeds it may conduct its

    declared Movement Non-Combat Action as normal. If the attempt fails,

    any Model that still has an unused Non-Combat action may attempt to

    Leave Close Combat again, but suffers the 2 penalty for being inShaken.

    Terrain

    When crossing terrain, if any part of the Models base touches

    another type of terrain, the Model must use the Movement CostModifier value for the least favorable Terrain Type being traversed.

    Terrain and Model Base

    Multiply each inch, or fraction thereof, of terrain traversed by aModel by the following Movement Cost Modifiers to determine how

    much Movement (MM) a Model uses to cross over it. Models with

    different base sizes pay different costs to cross over certain Terrain

    Types.

    Movement Cost Modifier Table

    Terrain Type Standard,

    Large Base

    Giant,

    Cavalry

    Base

    Bridge, Road or Trail x1/2 x1/2

    Open Terrain x1 x1

    Light Woods, Scrub, Field

    Works

    x1 x2

    Rough Terrain, Heavy Woods,

    Ditches, Dry Moats

    x2 x3

    Marsh, Bog x3 x4

    River Crossing x3 x3

    Increase Elevation Level +1 MM +1 MM

    Decrease Elevation Level +0 MM +0 MM

    Example

    A Cavalry Base Model moves through some Light Woods going

    up a hill. Normally if it were Open Terrain on flat ground, each inch ofmovement forward would cost 1 Movement (MM) point. When

    Cavalry Base Models move through Light Woods (x2), each 1-inch of

    forward Movement would now cost 2 MM points (1x2 = 2). However

    in the particular example, because the Movement is uphill, each 1-inchof forward Movement now costs 3 MM points ((1x2)+1 = 3).

    Pick-Up/Carry Object

    A box without hinges, key, or lid, yet golden treasure insideis hid.

    J. R. R. Tolkien

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    Sometimes a Model may need to carry a big object. In Warlord,

    Objects are not weapons, bags, purses, or anything small and easily

    portable, but rather large and cumbersome like the body of an injuredcomrade or a treasure chest full of loot.

    Pick-Up ObjectThe Model must be in Base-to-base contact with the Object and a

    Pick up Object action.

    Carry Object

    Each Turn the Model must declare that it is continuing to carry theObject. An Object may not be removed from the carrying Model unlessthe carrying Model is slain, is somehow removed from play, or drops

    the Object.

    Other ActionsA Model carrying an Object may not initiate any form of Combat

    Action, conduct two Movement Actions in the same turn (back-to-backmoves), or conduct a Loot Action while carrying an Object. Initiating

    any of these Actions automatically causes the Object to be dropped.

    Failed DisciplineIf the Model carrying an Object fails a Discipline Check (or is

    considered to have failed a Discipline Check for any reason) then the

    Object is dropped. The Object must be placed in base contact with the

    front side of the carrying Model. If two Models are carrying an Object

    together both Models must be in Base-to-base contact with the droppedObject.

    Dropped Object

    Any Model that comes into Base-to-base contact and declares aPick up Object action may pick up a Dropped Object.

    Example

    [insert text]

    Regroup

    Come on you apes! You wanna live forever?

    Robert Heinlein, Starship Troopers

    Units whose Leader Model has been removed from play may

    attempt to join another Troop. Leaders can handle a finite number oftroops at any given moment. If a nearby Troop is without a Leader oftheir own and is small enough to be absorbed by another nearby Troop,

    a Leader Model may attempt to bring them under his or her command.

    Leader Model Conducting Regroup Action

    For a Leader Model to perform the Regroup Action the LeaderModels current Troop Size (TS) must be less than its maximum. The

    Leader Model must have Line of Sight, be within its own Command

    Radius of at least one of the Models in the Troop that is being

    absorbed, and not currently be in base-to-base contact with an enemyModel.

    Troop Being AbsorbedThe Troop or Troops being absorbed must be Leaderless and have

    not yet performed any Actions this turn. The sum total of the combined

    Troops cannot exceed the absorbing Leader Models Troop Size (TS)value. If the combined total would be greater than the Leader Models

    Troop Size (TS) then the excess Models are removed from play and

    count as casualties toward Bounty Point and scenario victory

    conditions (consider them has having either been immediatelywithdrawn from battle or executed). Models in the Troop being

    absorbed that have not yet performed an Action Phase may conduct

    Movement Actions in order to get within the Leader Model conducting

    the Regroup Actions Command Radius.

    Complete ActionsIf after all required Movement is complete and Coherency

    established, any Models in the now combined Troop that still have

    unused Combat and Non-Combat Actions may conduct them asnormal.

    Draw Deck

    Remove appropriate cards from the Draw Deck representing theTroop or Troops that were absorbed by the new Leader Model. The

    absorbed Troop or Troops and are now part of the Leader Models

    Troop.

    Example[insert text]

    Loot

    Searching is half the fun: life is much more manageable

    when thought of as a scavenger hunt as opposed to a surprise

    party.Jimmy Buffett

    Combat for combats sake only takes a Fighting Company so far.

    Soldiers can expect a reasonable share of the spoils but sometimes theydont want to wait. Most Warlord Scenarios will use the Loot Action in

    conjunction with Bounty Points to determine Victory Conditions.However, some scenarios will not.

    Looting Roll

    When a player wants to Loot a fallen Model make a roll on the

    Bounty Table as appropriate for the target model or as dictated by thescenario and apply the results. A Fighting Company may loot its own

    fallen Models. Unless otherwise specified (such as during the course of

    a Warlord Campaign), Loot Actions must be performed during the

    course of normal play.

    Remove Casualties

    After a Looting Action, the casualty Token or fallen Model should

    be removed from the table.

    Coup de GraceModels with the Tough Special Ability that have been stunned, and

    have not taken their Toughness rolls to recover, may be Looted and

    given the Coup de Grace by the Looting Model. This represents the

    Looting model finishing off the wounded and stunned Model.

    Example

    [insert text]

    Combat Actions

    Casting Spells

    It is a lonely life, the way of the necromancer... oh, yes.Lacrimae Mundi - the tears of the world.

    Nicol Williamson as Merlin, Excalibur

    In the world of Warlord, a spell caster in the Fighting Company is

    not only a good idea it is a necessity. Only the very foolish

    commanders go into battle without at least a healer or supportingspellcaster in the Fighting Companys ranks.

    Casting a Spell

    To cast a spell a player declares which Model(s) will be casting

    spells, what spells they are casting, and any applicable targets. Allspells are either Attack Spells (versus values on the target Models

    card) or Non-Attack Spells (versus a stat ic number of 10 unless

    otherwise specified).

    Line of SightLine of Sight is required for Spells unless the spells description

    specifically states otherwise.

    Targets and Close Combat

    Area of Effect spells (like Firestorm) affect all Models in the Areaof Effect unless the spell description specifically states otherwise.

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    Other spells (like Ice Shards) only affect the targeted Model or Models

    and will not deviate from the original target or targets even if cast into

    Close Combat.

    Multiple SpellsA Spell Casting Model can only ever cast one spell of any kind or

    type per Action Phase.

    Non-Attack Spell Resolution

    How to Resolve Casting a Non-Attack SpellRoll 1d10 and add the spell casting Models Casting Power (CP).

    If the result of the Casting Check is equal to or greater than 10, the

    casting is successful. As with all other Combat Actions, once a Troopbegins spell declarations and resolutions, all spells must be conducted

    and resolved before conducting the next Action of a Troop.

    Attack Spell Resolution

    Range

    The Target, be it a Model or a spot on the ground, must be within

    the maximum Range of the Attacking Models spell measured from anypoint on the casting Models base to any point on the target Models

    base.

    Casting into Close CombatThe Spell Caster may Cast into Close Combat so long as the Model

    has Line of Sight to its target; however, spells with an Area of Effect

    will attack all Models in the Area of Effect. All friendly Models in the

    Area of Effect that survive the spell attack automatically suffer Shaken

    (as if they had failed a Discipline Check). Models that are not requiredto make Discipline Checks are not affected.

    How to Resolve Casting an Attack Spell

    a) AttackerRoll 1d10 and add the spell casting Models Casting Power

    (CP). If this number equals or exceeds the Defenders

    Magic Defense value, the spell is successful. As with other

    Actions, all Attack spells should be resolved together. ForArea of Effect Spells, roll once versus each Model in theArea of Effect.

    b) Defensive StrikeThe Defending Model(s) may perform a single Defensive

    Strike against any enemy spellcasting Model in valid frontside Base-to-base contact. A Defensive Strike uses normal

    Close Combat Resolution Steps a), b)and c) with the

    Model performing the Defensive Strike acting as the

    Attacker. Defensive Strikes may not be conducted against

    an Attacker in Base to base contact with the Defenders rearbase side. Models attacked in both Close Combat and also

    by a spellcasting Model in Base-to-base contact may only

    return a single defensive strike.

    c) Defensive Magic Special AbilityA Defending Model may perform a single Defensive Magic

    action if it has Special Abilities that allow it to do so. Note

    that Models that are capable of conducting Defensive Magicmust still purchase Spells that may be cast during Defensive

    Magic actions.

    d) All Spells take effectAfter any Defensive Magic all Attack spells take effect

    (typically damage). Models that have received more damage

    than Damage Tracks they possess are marked as casualties.

    In scenarios that use Bounty Points or Looting rules replacethe Model with a token or place it on its side until their

    bodies are Looted. In games that do not use Bounty Points

    or Looting rules, simply remove the Model from play.

    Example

    [insert text]

    Close CombatI'll beat him so bad he'll need a shoehorn to put his hat on.

    Muhammad Ali

    After the screaming charge comes good old-fashioned melee

    combat. Fists, kicks, claws, teeth, swords, bayonets, or baseball bats all

    involve up-close and personal fighting. After completing Movement,the Models in Base-to-base contact with the enemy now roll dice to

    resolve their attacks.

    Valid Base to Base ContactValid Base to base contact is defined as the attacking Model

    having any flat portion of its base in contact with any flat portion of anenemy Models base.

    Lay On

    After completing Movement, it is possible that some AttackingModels have only corner base contact with one of the Defending Model

    flat base sides. The Attacking Model may pivot to meet the Defending

    Models base with any front side of its own base, and create a valid

    Base to base contact. The pivot must be in the direction that requires

    the least amount of rotation and should always be less than 45 degrees.If the pivot requires 45 or more degrees to be completed then the

    original movement was incorrectly conducted; often in an attempt to

    gain unreasonable access to the target Models rear side. Any corner-to-

    corner only contact is not valid and a pivot is not allowed. A Lay Onpivot must obey rules regarding Obstructionsand Base Contact with

    an Enemy Modelas described above under Movement.

    [insert diagram]

    Defender AdjustsThe Defending Model may rotate in place to change facing freely

    each time a new Attacking Model comes into front side base-to-base

    contact and completes any needed Lay On adjustments. Once there are

    two attacking Models in front side base-to-base contact, the DefendingModel may no longer adjust its facing in response to additional

    attackers. The Defender Adjust may not cause any previously

    established valid base-to-base contact to be broken. In the event of

    rectangular bases (such as cavalry), surrounding models are shifted to

    allow the Defender to adjust.

    Attacker AdjustIf an Attacking Model begins its Action Phase already in base-to-

    base contact, such as when continuing a Close Combat from a previousAction Phase, it may make one free facing change. The Attacker Adjust

    may not cause any previously established valid base-to-base contact tobe broken. In the event of rectangular bases (cavalry), surrounding

    models are shifted to allow the Attacker to adjust.

    SupportSupport represents nearby Models assisting the current attacker to

    successfully strike a telling blow against their target. Support may take

    the form of long pole weapons assisting from behind, a nearby friendly

    soldier blocking a strike, or even just the chaos and confusion caused

    by so many hostile Models in nearby proximity.

    Models in front side base-to-base contact with an enemy

    Model always lends Support to attacks conducted against

    that enemy by friendly Models, even if they might

    themselves be conducting an action other than Close

    Combat (such as casting a spell).

    Models may not lend Support to attacks conducted upon an

    enemy Model that is adjacent to their own rear base side.

    Third party Models in Close Combat from a side other than

    the current Attacker and in valid Base-to-base contact with

    the Defender may choose to add their Support bonus to the

    Attacking Model or not. Remember, if the third party Model

    is in base-to-base contact with the Model being attacked, it avalid target for the Defensive Strike even if it opts to not

    lend Support, so goes the chaotic nature of free-for-all

    battles.

    All enemy Models in base-to-base contact are valid targets

    for the defending Models Defensive Strike.

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    Leaving Close Combat

    Refer to the Movement Non-Combat Action Leaving CloseCombaton how to successfully leave Base to base contact with an

    Enemy Model.

    Close Combat Resolution Stage

    After you have moved all of a Troops Models that will be

    conducting a Close Combat Action into Valid Base to base contact withenemy Models, it is time to resolve the combats and win the day. CloseCombat Resolution is easy and fast; simply follow the steps outlined

    below.

    a) Declare Each Attacking Models Target(s)The controlling side declares all Close Combats, all targets of

    those Close Combats, and in the case of attacking Models with

    multiple attacks which targets receive how many attacks. A

    Model may attack any enemy Model with which it has valid Baseto base contact along any of its Front Base Sides.

    b) DefenderDefender adds any applicable Close Combat Defense Situational

    Modifiers to its current Defense Value (DV).

    c) AttackerAttacker rolls 1d10. Attacker then adds its current Attack Value

    (AV) and any applicable Close Combat Situational Modifiers tothe 1d10 result. If this number equals or exceeds the Defenders

    modified Defense Value, the attacker inflicts one point of

    Damage, which will take effect at the end of the Close Combat

    Resolution Stage.

    d) Multiple AttacksSome Models have Multiple Attacks when in Close Combat.

    Models will have its number of Multiple Attacks indicated on a

    Data Card in this format:Melee: # Attacks

    The number indicates how many total attacks a Model mayperform in a single Close Combat. A Model with Multiple

    Attacks that has declared more than one of its Multiple Attacks

    against the same target cannot reallocate its Multiple Attacks

    against a different target if its first Close Combat attack kills thetarget model.

    e) Complete Troops Close Combat Actions

    Continue resolving Close Combat attacks until all Models fromthe attacking Troop have completed their declared Close CombatActions.

    f) Defensive StrikeThe Defending Model(s) may perform a single Defensive Strike

    against any enemy Model in valid front side base-to-base contact.

    A Defensive Strike uses normal Close Combat Resolution Stepsa), b)and c) with the Model performing the Defensive Strike

    acting as the Attacker. Defensive Strikes may not be conducted

    against an Attacker in Base to base contact with the Defenders

    rear base side. Models attacked in both Close Combat and also bya spellcasting Model in base to base contact may only return a

    single defensive strike.

    g) All Damage Takes EffectModels that have received more damage than Damage Tracks

    they possess are marked as casualties. In scenarios that use

    Bounty Points or Looting rules replace the Model with a token orplace it on its side until their bodies are Looted. In games that do

    not use Bounty Points or Looting rules, simply remove the Model

    from play.

    Close Combat Situational Modifiers

    +1 Support: For each additional friendly Model in valid base-

    to-base contact with the Defender. Does not apply toDefensive Strike. (Attacker only)

    +1 Rear: In valid base-to-base contact with the DefendingModels rear side. (Attacker only)

    +1 Polearms: For each friendly model with the PolearmSupport Special Ability in rear side valid base-to-base

    contact with the attacking Model. Does not apply to

    Defensive Strike. If the Polearm Model is not in base-to-

    base contact with the Defender then it is not a valid target

    for Defensive Strike. (Attacker only)

    +1 Model on higher Elevation Level than the Target Model

    -2 Climbing (Rope, Ladder)

    -3 Carrying Object

    Example

    [insert text]

    [insert diagram]

    Use Special AbilityHide not your talents, they for use were made.

    Benjamin Franklin

    The term Use Special Ability is a catchall. Using a Special Ability

    is a Combat Action, but depending on the Special Ability it could haveany one of many different effects.

    Variable EffectsSee the description of the Special Ability for the Mechanics related

    to its usage. The Use Special Ability action may not be used to Leave

    Close Combat.

    ExampleIn the last turn a Burrowing Monster surfaced and attacked the

    enemy Warlord. When its the controlling sides turn again, the playercan declare that the Model is using its Burrow Special Ability and then

    move or it can attack and move on the surface. Since Use Special

    Ability is a Combat Action, the Monster cannot attack and use its

    special ability Burrow to return belowground in the same turn.

    RallyCourage is the first of human qualities because it is the

    quality which guarantees the others.

    Aristotle

    Sometimes a Model will fail a Discipline Check or suffer effects

    that cause it to have Shaken penalties. A Model suffers these penaltiesuntil it has the opportunity to conduct a Rally Action.

    RecoveryA Model conducting a Rally Action recovers automatically from

    Shaken. If using tokens to mark Models suffering from Shaken removethem at this point.

    Example

    [insert text]

    Ranged Combat

    Ranged Attack

    If you would hit the mark, you must aim a little above it;

    every arrow that flies feels the attraction of earth.

    Henry Wadsworth Longfellow

    Not every combat is, or even should be, resolved with CloseCombat. Ranged Combat is the ability to damage or destroy enemy

    targets at a distance with minimal risk to oneself.

    Ranged Attack Models

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    A model may attack using its Ranged Attack Value (RAV) if

    there is a number in the field instead of a -. A Model cannot conduct

    a Ranged Attack if it is in Base to base contact with an enemy Model.

    RangeThe Target Model must be within the maximum Range of the

    Attacking Model measured from any point on the attacking Models

    base to any point on the defending Models Base. A Models maximumRange will be listed on its Data Card in this format:

    Range: Distance in Inches

    Line of Sight for Ranged AttacksA Model cannot conduct a Ranged Attack if the target Model is not

    within the attackers Line of Sight. Some Models have Special Abilities

    (such as Scrye Shot) that will allow them to conduct a Ranged Attack

    that ignores Line of Sight Obstructions.

    Firing into Close CombatThe Attacker must roll 1d10 when firing into a Close Combat.

    With an even roll, the Attacker hits the intended target. On an odd roll,

    the Defender may choose any other model in base to base contact with

    the intended target. The Attacker must resolve the Ranged Attackregardless of the identity of the target. A friendly Model that survives

    the Ranged Attack automatically suffers Shaken (as if they had failed a

    Discipline Check). Models that are not required to make Discipline

    Checks are not affected.

    Ranged Attack Resolution

    Youve positioned your Ranged Attack Models, now its time to letthe arrows fly and resolve the attacks. Ranged Attack Resolution is

    easy and fast; simply follow the steps outlined below.

    a) Declare Each Attacking Models Target(s)The controlling side declares all Ranged Attacks, all targets

    of those Ranged Attacks, and in the case of attackingModels with multiple attacks which targets receive how

    many attacks.

    b) DefenderDefender adds any applicable Ranged Combat SituationalModifiers to its current Defense Value (DV).

    c) Attacker

    Attacker rolls 1d10. Attacker then adds its current RangedAttack Value (RAV) and any applicable Ranged CombatSituational Modifiers to the 1d10 result. If this number

    equals or exceeds the Defenders modified Defense Value,

    the attacker inflicts one point of Damage, which will take

    effect at the end of the Ranged Attack Resolution Stage.

    d) Multiple AttacksSome Models have multiple attacks when performing

    Ranged Attacks. Models will have i ts number of multiple

    attacks indicated on a Data Card in this format:

    Ranged: # AttacksThe number indicates how many total Ranged Attacks a

    Model may perform when conducting a Ranged Attack. AModel with Multiple Ranged Attacks that has declared more

    than one of its Multiple Ranged Attacks against the same

    target cannot reallocate its Multiple Ranged Attacks against

    a different target if its first Ranged Attack kills the targetmodel.

    e) Complete Troops Ranged AttacksContinue conducting Ranged Attacks until all Models from

    the attacking Troop have completed their declared RangedAttack actions of any kind.

    f) All Damage Takes EffectModels that have received more damage than Damage

    Tracks they possess are marked as casualties. In scenarios

    that use Bounty Points or Looting rules replace the Modelwith a token or place it on its side until their bodies are

    Looted. In games that do not use Bounty Points or Looting

    rules, simply remove the Model from play.

    Ranged Combat Situational Modifiers

    +1 Point Blank: Target within 6 inches (Attacker only)

    +1 Cover: Light (Defender only)

    +1 Deflect Special Ability (Defender only)

    +1 Flying (Defender only)

    +2 Cover: Heavy (Defender only)

    -1 In Water, Rough Terrain (Defender only)

    -2 In Marsh, Bog (Defender only)

    -2 Climbing (Rope, Ladder)-3 Carrying Object (Defender Only)

    +1 Per Elevation Level above Target Model

    +6 Range Bonus for Volley (Attacker only)

    Example

    [insert text]

    Volley Ranged Attack

    Mass. Concentrate combat power at the decisive place andtime.

    US Army Field Manual 1-108

    The principle behind a Volley is that a coordinated mass flight of

    arrows is more destructive than individuals each taking shots ofopportunity. The major difference between a Volley and normal

    Ranged Attacks is that it strikes targets in an area rather than a single

    specific target.

    Eligibility for Direct VolleyOnly Models with the requisite Special Abilities (for example

    Volley or Master Archer) may conduct Volley Attacks. Five or more

    Models from a single Troop with the Volley or Master Archerspecial ability and armed with Ranged Attack weapons are required to

    conduct a Direct Volley. Models participating in a Volley cannot becurrently in Base to base contact with an enemy Model. The target

    point must be within Line Of Sight to all of the Models participating in

    the attack.

    Eligibility for Indirect VolleyOnly Models with the requisite Special Abilities (for example

    Volley or Master Archer) may participate in an Indirect Volley. Aswith a Direct Volley, five or more Models from a single Troop are

    required. At least one Model participating in the Indirect Volley musthave the Blazer Special Ability. When firing at a target, only the

    Blazer requires Line of Sight. The Blazer does not require the Volley

    Special Ability itself to participate in an Indirect Volley.

    Volley Massed Formation & Declaration

    Declare all Volley Ranged Attacks and all targets. Only aformation (typically a line) of Models in Base to base contact with each

    other may participate in the declared Volley. The shape of a Massformation is unimportant, though for Direct Volleys, since Line of

    Sight is required, a line of Models all side-by-side is recommended.All Models participating in the Volley must be in Base to base contact

    with at least one other Model also participating in the Volley Ranged

    Attack.

    RangeThe Volley Ranged Attack gets an additional six (6) inches to the

    range on the Attackers Data Card. The Target Model must be within

    the maximum Range plus 6 inches of the Attacking Models as

    measured from any point on the attacking Models base to any point onthe defending Models Base. A Models maximum Range will be listed

    on its Data Card in this format:

    Range: Distance in Inches

    Target Point and Area of Effect

    The attacking side chooses a point on the battlefield or a TargetModel. The Area of Effect for the Volley depends on the number of

    Ranged Attacks participating in the volley. A Ranged Attack Model

    may have more than one Ranged Attack and would count them in

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    computing the Area of Effect Radius.

    Area of Effect Radius

    1-4 Ranged Attacks - No Volley Possible

    5-9 Ranged Attacks - 1.25 inch

    10-14 Ranged Attacks - 2 inch

    15+ Ranged Attacks - 3 inch

    Area of Effect and Friendly Models

    Friendly Models that survive a Volley Ranged Attackautomatically suffers Shaken (as if they had failed a Discipline Check).Models that are not required to make Discipline Checks are not

    affected.

    Multiple Attacks

    A Model may only participate in a single Volley Ranged Attack

    during its Action Phase regardless of the number of attacks of theindividual Models in the Mass Formation. A Model with multiple

    attacks that participates in a volley cannot divide its number of attacks

    between the volley and other forms of Ranged Attacks; all of its attacks

    are used for the Volley.

    Volley Ranged Attack Resolution

    a) Declare the Volley Ranged Attack Target Point orTarget ModelThe controlling side declares the Volley Ranged Attack

    Target Point or Target Model.

    b) DefenderDefender adds any applicable Ranged Combat Situational

    Modifiers to its current Defense Value (DV). This step is the

    same for each target Model in the Area of Effect.

    c) AttackerAttacker first determines what the lowest RAV is among all

    of the Models participating in the Volley Ranged Attack.

    The Attacker than rolls 1d10 versus each Model in the Area

    of Effect and adds that lowest Ranged Attack Value (RAV)

    and any applicable Ranged Combat Situational Modifiers tothe 1d10 result. Only the lowest RAV value among all of

    the Data Cards of the Models participating in the Volley

    Ranged Attack applies. If this number equals or exceeds the

    Defenders modified Defense Value, the attacker inflictsone point of Damage, which will take effect at the end of the

    Ranged Attack Resolution Stage.

    d) Complete Troops Ranged AttacksContinue conducting Ranged Attacks until all Models from

    the attacking Troop have completed their declared Ranged

    Attack actions of any kind.

    e) All Damage Takes EffectModels that have received more damage than Damage

    Tracks they possess are marked as casualties. In scenarios

    that use Bounty Points or Looting rules replace the Model

    with a token or place it on its side until their bodies areLooted. In games that do not use Bounty Points or Looting

    rules, simply remove the Model from play.

    Example

    [insert text][insert mob formation diagram]

    Ranged Attacks and Cover

    And then, after Lee's army is entrenched behind nice fat

    rocks, Meade will attack finally, if he can coordinate the

    army.

    Sam Elliot as General Buford, Gettysburg

    A battlefield is full of all types of cover, some organic and some

    man made. Using cover can often be the minor difference between life

    and death when a flight of arrows is bearing down on you. Bravery

    is great but sometimes when a Model is under long-range attack, then

    nothing beats hiding behind a nice tree or rock.

    Cover bonuses apply to Ranged Attacks and rare spells (likeFireball), but never in Close Combat. A Cover bonus only applies when

    the direction of the Ranged Attack crosses the terrain piece providing

    the Cover, the target Model is using the terrain piece appropriately as

    cover, and is no further from the terrain piece than two inches.

    Appropriate Use A Standard Base Model on top of a wide lowfarm wall that lacks battlements of any kind would not be an

    appropriate usage of cover even though a ranged at tack would cross the

    terrain piece to strike the Model and the Model is definitely within 2inches of the wall. However, standing within two inches of the samelow wall on the ground and opposite from the direction of enemy fire

    would.

    There are two types of Cover: Light Cover and Heavy Cover.

    Light CoverAll sorts of items can serve as light cover such as a scraggly

    sapling, a light hedge, forest bracken, or even fences. Generally Light

    Woods, Scrub, Low Walls, Ditches, Dry Moats, or any other Terrain

    piece agreed upon prior to play (such as certain types of Rough Terrain,like rocky badlands or a boulder strewn field).

    Peering Around CoverTerrain that blocks Line of Sight (such as a high wall or single

    tall tree) may still provide Light Cover to attacking Models. The

    attacking Model must be able to peer around the Terrain, meaningonly the Models at the edge of the Terrain obstruction may gain the

    benefit of Light Cover (Heavy Cover may never be gained in this

    manner). Even though the Model is using the Terrain edge as

    Cover, in order to attack enough of its base must be still be visibleto draw a valid Line of Sight to its target. When using the edges of

    tall terrain remember the Golden Rule of Line of Sight. If you can

    shoot/see it, then it can shoot/see you.

    Heavy Cover

    Heavy Cover usually consists of terrain that will seriously hinderan arrows ability to find its intended target. Generally Heavy Woods,

    Defensive Field Works, Stone Walls, or any other Terrain piece agreed

    upon prior to play (such as a High Wall with an arrow loop or castle

    battlements).Some Terrain Features, like High Walls might completely obscure

    Line of Sight to a Standard Base Model but logically provide cover for

    a Large or Cavalry Base creature. A 4-foot Stone Wall that providesHeavy Cover for a Standard Model might only provide Light Cover to

    a larger based creature.To help players resolve what type of Cover provides a bonus for

    what type of Model, players will organize each piece of terrain on the

    battlefield into one of the Terrain Cover Types listed below. Using the

    values assigned to terrain and the values assigned to Model base sizes,players will be able to quickly determine what, if any, Cover bonus

    might apply to a situation.

    Base Size Cover Values

    Base Size Cover Value 0 = Standard (1 square) with the

    Vermin Special Ability

    Base Size Cover Value 1 = Standard (1 square)

    Base Size Cover Value 2 = Large and Cavalry (1.5 square

    and 1 x 2 rectangle)

    Base Size Cover Value 3 = Giant (2 square) Base Size Cover Value 4 = Super (CD, CD-ROM)

    Terrain Cover Type Values

    Light Cover

    Terrain Cover Type Light 0 Very Low Walls, Light

    Scrub, Small Hedges and some Rough Terrain

    Terrain Cover Type Light 1- Medium Height Wooden

    Walls, Balconies and Light Defensive Field Works

    Terrain Cover Type Light 2 Light Woods, High Wooden

    Walls, Window and Doorways

    Terrain Cover Type Light 3 Tall Light Woods, Palisades,

    Most Wooden Buildings and Structures

    Heavy Cover

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    Terrain Cover Type Heavy 0 Most Rough Terrain and

    Stone Statues

    Terrain Cover Type Heavy 1- Medium Height Stone Walls

    and Heavy Defensive Field