Ok, Every person, wither you, the mighty hero, or your lesser minions, has the same line of stats. Here is an example, one from an Imperial Spearmen :
Spoiler Alert, click show to read:
![]()
Explanation of said spearmen stats:
Spoiler Alert, click show to read:M: stands for move. its how much the dude can move, duh. most infantry move 4
WS: Weapons skill, its the melee weapons skill of you dude. Bassically governs his chance to hit someone else in melee, and vice-verca
BS: Ballistic weapons, works like Weapons skill, except it effects your accuracy with ranged weapons.
S: Strength, The Raw physical Might of a fighter. it governs how hard he hits with weapons that are depended on strength (IE, thrown and melee weapons are effected by this, not, lets say, guns)
T: Toughness, the measure of the resistance to damage a person, or things, natural physiology grants.
W: Wounds. how many HP a guy has. Average is one, but heroes (like you) have better
I: Initiative. Governs who strikes first in Melee Combat.
A: Attacks. the number of attacks you can make in melee every round.
LD: Leadership. Represents the bravery and general responsiveness to orders and discipline.
Equipment: what they have, obviously.
Special Rules: for anything special about the unit; the "state troops" special rule, for example, means that this unit can use the empire specific tactical doctrine of unit attachment.
Options: the options for customization that unit has, each of them having their own effect in battle. This is especially Important for you, as your life is well, your life![]()
Movement:
Spoiler Alert, click show to read:Normal moving: In battle, any unit can move up to its move every turn.
Double timing it: If it passes an LD test (you roll a 2d6. if the result is the units LD value or lower, you pass. if its higher, you fail) , it can go twice that in a straight line...be warned, however, as no ranged weapon can be fired after this is done.
Charging: if it is Near enough to have a chance of getting to the enemy in a charge, it may do so (IE, no using the charges boost to try and get closer to a unit that is obviously to far to charge). When a unit charges, it selects an enemy unit to charge, and then rolls 2d6, the results of which are added to its movement (IE, infantry with a movement of four that rolls a total of 7 on 2d6 moves 11)....It is generally better to charge then to be charged at, As a unit that charges gets a +1 to combat result (explained later)
The unit being charged declares one of three reactions to the charge:
Stand and FIGHT! they braces themselves, and STAND AND FIGHT.
Stand and Shoot: a unit with ranged weapons can usually get a few desperate shots off before the enemy gets to them, so it can (and almost always should) choose to do so.....note, that, because a unit wont have time to get off even those last few shots if the charge originates from too close to them, no unit can stand shoot if the charging unit started the turn within their M of the charged unit (ie, if I have an infantry unit with a move of 4 that is 4 M away from a unit that it charges, that unit cannot stand and shoot)
Flee: Sometimes, close combat is death...When those Goblin Bowmen you hired for cheap are being charged by 8 foot tall armored juggernauts, you will know what I mean. thus, a unit can choose to flee from a charge. if it does, it moves 2d6m the opposite direction of the unit whose mighty charge they are fleeing from.......Be warned, however, because turning your back and running makes a bad fight into a hopeless one if you end up fighting anyway.....any Unit that is caught by a charging enemy while fleeing is destroyed.
Shooting:
Spoiler Alert, click show to read:Most units get to shoot every turn at the enemy, unless circumstances (like having really slowly reloading weapons, or being out of range) prevent them from doing so. First, look at a weapons profile. For our purposes, the most common of ranged weapons, the simple bow:
Range: in the same measurement as your Movement stat
Strength: exactly like your physical strength, except, obviously, it is the ranged weapons'
Special rules: any special rules the weapon may have.
Now, Your determine How many shots you have. the first two ranks of any ranged unit can fire, and, at the scale we are playing at, where a few dozen men is considered a large amount, two ranks is often all you will need. However, if you, for any reason, decide to form your ranged units in more than that, know that from the third rank onwards, the men wont be able to fire.....that is, unless the weapon they use has the "volley fire" special rule, which allows every rank after the 2nd to fire half of its normal shots (for example, I, being an extremely enterprising warboss, have coerced 40 Goblin archers to follow me. When battle comes, I array them 10 Men wide and 4 men deep. Without the volley fire rule, the first two ranks would be able to fire, resulting in 20 shots. With it, I fire the full 20 shots of my first two ranks while firing half those of my last two (10) for a total of 30 shots). After your determine how many shots you are firing, you determine what you have to roll on a d6 for each shot to hit.
![]()
(long rang is anything more than half a weapons range)
and roll. If my 6 of my guys are shooting and, have a weapons skill of 4, haven't moved, and are shooting at enemies in the open and not charging at them, they have to roll 3 or more on a 6 sided dice, thus, I roll my dice (I get a 3, a 1, a 2, a 4, a 5, and a 6) I have hit them 4 times. Next, I roll to wound:
Using bows (Strength 3) , if the enemy has a touphness of 3, I have a 4+ chance to wound them. thus I roll the 4 hits I got (I roll a 3, a 5, another 5, and a 6) and I wound my target three times. Lastly, if the target has any armor, I roll to see if his armor saves him from my three successful, wounding hits.
![]()
With my bows strength of only 3, their is no modifieng the armor save of my enemy, so, when my three wounding attacks hit him (lets just say he has heavy armor and a shield) either me or him roll 3 dice (one for each wounding hit) and any that are 4 or above are saved (a 2, a 6, and a 3) and so, he takes two wounds (casualties if his guys only have one wound)
And their you go! you know ranged combat in warhammer! arent you proud?
Morale (leadership, LD)
Spoiler Alert, click show to read:Besides your character, few soldiers are completely fearless. Sometimes, a unit has to test its leadership (you roll a 2d6. if the result is the units LD value or lower, you pass. if its higher, you fail) your men must do this when:
A units breaks within 6m
a unit is destroyed with 6m
is fled through by a friendly unit.
A unit loses in close combat
a unit is charged by a Terrifying enemy
Close Combat:
Spoiler Alert, click show to read:After either you charge someone or you yourself are charged, close combat happens, The Sqoud with the higher initiative attack first. the first two ranks in a formation can attack, if the formation is at least 10 guys wide, the first 3 can. Note, that some weapons (like spear or pikes) and special rules (Like the long reach of Monstrous infantry) can make more ranks be able to attack (If I have 30 swordsmen 6 wide and 4 deep, I have 12 attacks, if they were spearmen, I would have 18 attacks, and if they were arrayed 10 Wide and 3 deep, and had spears, they would have 30 attacks) Now that you know how many attack dice you have, roll them.
First determine how many attacks hit:
Then, you determine how many attacks connect well enouph to wound
and finally, you determine how many of those wounding attacks are deflected by enemy armour
After both sides have done this, you add up all factors in the mellee
And the loser takes a break test, or, if they are immune to fear, take extra wound eqoul to how much they lost by.
The Full rules can be found here: http://www.scribd.com/doc/53630231/3...ok-8th-Edition




Reply With Quote




