Rulings_Mordheim
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Mordheim Rulings

under heavy construction!!!

contains bits/pieces stolen from other sites just to remind me what to put in here. stolen stuff will be removed later..

Note that the Warhammer v6. has an nearly identical strategy guide for Skirmish games.

 

Introduction

In the GW world, characters, either in units or as individual have 9 characteristics. A typical character would be described as:

Name M WS BS S T W I A Ld
xxxxxx..... 4 3 3 3 3 1 3 1 7

Whereas:

bulletM=the amount of inches a character may Move (in this case 4")
bulletWS = Weapon Skill
bulletBS = Ballistic Skill
bulletS = Strength
bulletT= Toughness
bulletW = amount of Wounds a character can take
bulletI = Initiative
bulletA = number of Attacks 
bulletLd= Leadership (courage, charisma, etc.)

The bold characteristics are the ones that may be tested during the game, Movement, Wounds and Attacks are just given (those can be modified by items, magic or situation). This would just be the 'bare' character. In addition a character can have additional features depending on his race, but also on his specific character (some characters in GW are 'named', that is they have names or belong to a specific unit and have specific abilities). Also, weapons and armory as well as magical items / herbs /etc. influence the characteristics as already stated.

In Mordheim (as in the other GW games), players play by turn. As soon as a player initiates an action that directly effects (e.g. combat) any opponent's character, that character may react (by the opponent). In the game Mordheim the game sequence is as follows: recovery, movement, shooting and hand-to-hand combat as in the ruling section below. After resolution, the next player takes his/her turn.

You might find this file (warband list) handy

The phases

A few things to note upfront:

bulletmodels/characters/warriors can see all around themselves (360 degrees)
bulletmoving on the spot (turning around) does not count as moving

Rout-test: if your warband has lost 25% or more of its crew, you have to check the motivation of your warband with a rout test (this goes for all types of warbands). Roll a 2D6. If the result is equal or less than the warband's leader Leadership value (Ld), the player may continue. If it's higher, the battle is over and the warband retreats from the current game. In case the leader is out of action or stunned, use the highest leadership value of the remaining non-out-of-action and non-stunned warriors. A player can voluntary take a rout test if two or  more warriors are out-of-action.

Stupidity test: if your model is stupid or affected by it, it has to take a [leadership-test: roll 2D6 against LD, if higher it fails], if it fails (while not in combat), roll a D6:

1-3 the model will move forward at half speed (stops at 1" from the closest enemy). The model cannot charge and/or shoot. He may pass the game border (and become out-of-action)
4-6 The warrior does nothing for the rest of the turn

Recovery: you may attempt to rally individuals who lost their nerve (panic) and recover knocked down or stunned individuals:

bulletIf a character has lost his nerve / panicked you roll 2D6. If the result is less or equal to his Ld(eadership), the model stops fleeing [leadership test]. The model cannot move or shoot, but can use spells for the rest of the turn. If the test failed, the character will continue fleeing toward the edge of the game-table/area. 
bulletIf a character is knocked down (in that case the character is put side ways on the table), he may stand up. If the character has been stunned, he becomes knocked down

Movement: you move your characters according the rules (taking in account there M and any special circumstance (obstacles, enemies, etc.).

bulletCharge! If you want to move towards an enemy to engage a hand-to-hand combat, you have to declare this in this phase. You have to declare that attackers and the (legal) defenders. Note that if the warrior fears the enemy, he has to take a [leaderships-test] to see if he has the nerves. If the test fails, his charge fails. If your model is frenzied, it will automatically charge the closest enemy within charge range (after the normal charges have been declared).
bulletCompulsory moves In some cases you characters are forced to move (e.g. in case, for instance if your character panicked. Compulsory move have to made before any other moves.
bulletRemaining moves After moving you charges and compulsory movers, yoj move the rest of you warriors.

The move itself

bulletRunning: In addition a character can run meaning it can double its M (movement distance), but can not fire or shoot. It may however use magic. A character may not run if enemy characters within 8".  A hidden character cannot run. You have to announce running in advance of the move.
bulletCharge: as with running you may move up to 2 times its M, however in this case you may NOT measure the distance. If you miscalculate the move, , the warrior will move it normal M distance and will not be able to shoot. (magic is always possible).  Also, if the path towards the enemy can be in intercepted by an enemy, the charge fails. (interception can take place is an enemy warrior is within 2" of the imaginary path between attacker and defender. 
bulletNote that the bases of the two models do not need to touch each other, a low wall is not a valid obstruction here. 
bulletNote that if your warrior touches two enemies, you'll have to fight two enemies.  
bulletWarriors can be hidden (note that this needs to be declare) if he resides behind a wall or similar feature. A hidden warrior cannot be charged, shot at or be seen. A hidden warrior can be spotted if it's within the initiative range (e.g. a warrior with an I of 3, can see se hidden warriors within 3").
bulletTerrain modifiers: within Mordheim, four types of terrain are valid:
  1. Open ground: tabletop surface, floors of building, ladders, ropes, (open) doors
  2. Difficult ground: steeps, angled roofs, bushes: models move at half speed
  3. Very difficult ground: dangerous terrain such as narrow crawl holes, models move at 1/4 speed
  4. Walls and barriers: warriors can only leap over wall less then 1" hign. at normal speed. If higher, the warrior has to walk around it.
bulletIn addition the characters can perform the following actions
  1. Climbing: a character can try to climb against a wall. The amount of inches climbed is counted as a normal move. To successfully climb the warrior has to take an [initiative test]. If he intends to climb up and fails, he cannot move that turn. If he intends to climb down, the warrior falls. Falling has the following consequences: first do an initiative test (roll a D6 and proceed if the result is equal or below its initiative (I)). If it fails, use a D3 (roll a D6: 1,2=1/3,4=2/5,6=3) to determine the number of hits - with  Strength equal to the distance it fell. For instance, if the model fell 3" (the initiative test failed), and you rolled a 2 (on a D3), it would take 2x 3 strength hits.  
    The initiative test goes every 2". In this case (3") you would have to take two initiative tests. If any of the two Initiative test failed, it would have taken the full damage 2D3xdistance). If a warrior fall, it may not move anymore. If successfully, it may continue to move or charge. In a charge, it gains a +1 strength bonus and a +1 hit bonus during the following hand-to-hand combat phase.
  2. Jumping: a character may try to jump over a gap of max 3". This distance is subtracted from his move distance. Note that you may not measure up front. The model has do an initiative test
  3. Falling down while stunned/knocked out: if a character is 1" near a edge of roof, you have to take an initiative test to see if it fell down while being unconscious.

Shooting: you may shoot with any character that is able to shoot (and carries the appropriate weapon of course) according the rules of shooting (BS, special circumstances (such as line of sight, obstacles, etc.)

The procedure goes as follows:

  1. model has suitable weapon, target is (partially) visible and within range, model is able to shoot
  2. Do a [hit-test], 
  3. If hit then do a [wound-test] 
    bulletif ((6) and (6 is not normally needed to wound the target)) do a critical hit test and add result to wound
    bulletelse if successful opponent does an [Armour-save test], 
  4. if opponents model  wound opponent does a [Injuries-test] 

In order to shoot the model has to have a suitable weapon (bow, crossbow, gun, rifle, throwing knife, etc.) and must have visual contact with the target. Each model can shoot only once! The player announces the shooters one by one, the individual target, sees if the target get hit and works out the wounds / injuries that are caused and then goes to the next shooter. 

A model cannot shoot if it's engaged in a hand-to-hand combat, has run, failed a charge in the movement phase, has rallied this turn, is stunned of knocked down.

The model must shoot at the closest enemy, unless another enemy is easier to hit or the closest enemy is stunned/knocked down. In addition, it may not shoot at models that are in hand-to-hand combat engaging models of its own gang. 

The exception of shooting at the closest enemy is overruled, when the model is shooting from an elevated (> 2") position unless the enemy is in the same building and your model has eye-contact.

To see if a model hits it target roll a D6 and compare it to the Ballistics Skill (BS) of the model, apply any modification as given below first. The result of D6+BS+modifiers needs to be higher that 6 in order to hit. If it's lower, the model missed. The rules for modifiers are:

bullet-1 for cover (if only a part of the target is visible)
bullet-1 for long range (more than half of the weapon's maximum range, see the weapons sections below)
bullet-1 while your model has moved this turn
bullet+1 if the target is larger of wider than 2" (e.g. Giants or building)

So you hit the target, now you have to calculate the wound the target will take. Take the following Wound Chart (weapon strength vs. target toughness)

ws\tt 1 2 3 4 5 6 7 8 9 10
1 4 5 6 6 - - - - - -
2 3 4 5 6 6 - - - - -
3 2 3 4 5 6 6 - - - -
4 2 2 3 4 5 6 6 - - -
5 2 2 2 3 4 5 6 6 - -
6 2 2 2 2 3 4 5 6 6 -
7 2 2 2 2 2 3 4 5 6 6
8 2 2 2 2 2 2 3 4 5 6
9 2 2 2 2 2 2 2 3 4 5
10 2 2 2 2 2 2 2 2 3 4

To determine the weapon strength, you have to look it up in the weapon section below, the same goes for the target's toughness. But for now we will just look at the result. 

Roll a D6 to take a [Target Test], the value given in the matrix is the value to throw or beat. E.g. if you hit the target and the weapon value is 5, while the target's toughness is 4, you have to throw a 3 or higher on a D6. The '-' means you have no change of wounding the target. 

If you roll a 6, you when rolling to wound, you caused a critical hit! Roll a D6 again to see how critical it was:

1 or 2 wound is doubled to 2 wounds, roll any armour saves before doubling the wound
3 or 4 wound is doubled to 2 wounds, attack ignores all armour saves
5 or 6 wound is doubled to 2 wounds, attack ignores all armour saves, gain +2 on injuries roll

Note, you can cause only one critical hit during each combat phase. If the weapon causes several wounds, take the one that causes most damage.

Now it's the opponents turn, as the target model may wear breastplates, shield and other heavy armour. As most armour (see the armour table below) has its own armour saves, your opponent must at least match the armour save. For the most common armour:

Opponent's model armour type minimum D6 score to save
Light Armour 6
Heavy Armour 5
Gromril Armour 4
Shield adds +1 to armour save

But not so fast, your weapon may have an extreme penetration rate, depending on your weapon's strength. The minimum score of opponent can be modified according the following table:

Your weapon strength 1-3 4 5 6 7 8 9
Opp. armour save modifier none -1 -2 -3 -4 -5 -6

If this is the first time you read the Mordheim rules, you might drop out, but wait, actually it's simple once you get used to it. I have described the procedure. This near last part goes as follows. Supposing your target is hit and wear have heavy armour (5+ to save) and a shield (thus 4+ to save) while the strength of your weapon (e.g. a handgun) is 4 (thus a 5+ to save). Your opponent now has to throw at least a 5 to get away with it. If he throws less then a five you throw the last D6 to get this guy down:

1-2 target knocked down, model is placed down, faced up
model may only crawl 2" during next phase, in close combat this model is likely to be put out of the game (see hand-to-hand combat). All attacks hit automatically. In the following turn he may stand up, move at half rate, shoot and cast spells, but may not charge. He has last strike, always! The model has one wound less.
3-4 target stunned, models is placed down, faced down and may not do anything. Model will be knocked down in the next turn (recovery phase)
5-6 target out of action and removed from the battle. After the battle you may see if he is dead or alive (for further games)

I suggest you try this procedure a couple times with a few models to see how it works as this procedure is copied for the hand-to-hand combat (with some modifications). 

Hand to Hand combat: you may go in to combat if this applies. Note that if you are going in to combat with an enemy, he goes into combat as well. Only one battle will be fought / turn. So you attack, you opponent tries to defend. On your opponents turn, he attacks and you try to defend.

You are going into combat if the bases of the models touch (not necessarily, in case a small obstacle (<1") is in between). 

Some notes upfront: 

bulletmodels cannot shoot (unless their weapon can be used as close combat weapon (see weapon list)
bulletOnce into combat ALL WARRIORS ENGAGED WILL FIGHT: the model that has charged this turn attacks first, otherwise the characters fight in order of descending Initiative (I). If (I) equals, then roll a dice to see who goes first. If a model just got up in the recovery phase of the turn, than it will last strike under all circumstance.
bulletif a model is touching more than one characters, it can choose which to attack. If it has more than one attack, the player can divide the attacks any way he want, but must announce his choice upfront.
bulletif a model carries two weapons, he makes uses two dices (two attacks). A warrior with a two-handed weapon make two attacks (note that a warrior can carry one weapon and (in addition) a shield or a weapon that cannot be used in close combat).
bulletyou cannot voluntarily retreat from a hand-to-hand combat. The only way to get out is when your model panics (which not good either): see psychology.
bulletif your model has been a charged by a fear-causing model, you have to roll 6's to hit in your turn in your first attack round to succeed.
bulleta model with frenzy will attack with double Attacks characteristics (a model with one attack will have 2 attacks, with 2 attacks will have 4 attacks, etc.). If a warrior is holding two weapons, the receives +1 Attack, the extra attack is not doubled. Frenzied warriors are immune to fear, terror etc. and do not have to take tests as long as they are within charge range. If a frenzied model is knocked down of stunned, he is no longer frenzied for rest of the battle.
bulletmodels with hatred (against their enemy) may re-roll any misses in their first turn of attack.
bulletif the defender is stupid, it will not strike any blows, if he is spell caster, he will not cast any spell this turn.

Try to hit the enemy: roll a D6 for each fighting model. If a model has more attacks roll the number of dices according to the number of attacks. Check the result in the chart below (attackers weapon's skill vs defender's weapon skill)

aws\dws 1 2 3 4 5 6 7 8 9 10
1 4 4 5 5 5 5 5 5 5 5
2 3 4 4 4 5 5 5 5 5 5
3 3 3 4 4 4 4 5 5 5 5
4 3 3 3 4 4 4 4 4 5 5
5 3 3 3 3 4 4 4 4 4 4
6 3 3 3 3 3 4 4 4 4 4
7 3 3 3 3 3 3 4 4 4 4
8 3 3 3 3 3 3 3 4 4 4
9 3 3 3 3 3 3 3 3 4 4
10 3 3 3 3 3 3 3 3 3 4

The attackers needs to roll the value as given in the table above to hit. 

So you hit your opponent. Now it's time to figure out the wounds. Unlike shooting, for close range combat, the attackers' strength applies. This may be modified by weapons and armour carried. Compare the strength of the attacker to the enemy's toughness. Follow the same procedure as with the shooting procedure (attackers strength vs defenders toughness) (apply modifiers as given below first):

as\dt 1 2 3 4 5 6 7 8 9 10
1 4 5 6 6 - - - - - -
2 3 4 5 6 6 - - - - -
3 2 3 4 5 6 6 - - - -
4 2 2 3 4 5 6 6 - - -
5 2 2 2 3 4 5 6 6 - -
6 2 2 2 2 3 4 5 6 6 -
7 2 2 2 2 2 3 4 5 6 6
8 2 2 2 2 2 2 3 4 5 6
9 2 2 2 2 2 2 2 3 4 5
10 2 2 2 2 2 2 2 2 3 4

and determine if you have wounded the defender. Note armour and shield modify the defenders toughness. Also, if a attacker is very strong, this might influence the save modifier of the defender:

Attackers Strength  1-3 4 5 6 7 8 9+
Save Modifier none -1 -2 -3 -4 -5 -6

If the defender carries a buckler or sword, he may parry the attack. The defender rolls a D6, if it's higher than the attackers roll, the attack is parried. Note that a defender may parry once in a combat phase. 

bulletIf the attacker scored several hits, the defender may try to beat the attack with the highest score (damage). 
bulletIn a fight, defending against multiple attackers, the defender has to parry (if possible) the attack that strikes first (ie highest initiative, is both I equal, roll a dice). 
bulletIf a defender has both a sword and buckler, he may re-roll his parry dice. A model with two swords can only parry once. 
bulletA attack made with strength twice the defender's strength cannot be parried. 

Remember that a roll of 6 (except when 6 is the absolute minimum) is a sure wound and cannot by parried either. 

Now roll a D6 incase you wounded the defender. As with shooting:

1-2 target knocked down, model is placed down, faced up
model may only crawl 2" during next phase, in close combat this model is likely to be put out of the game (see hand-to-hand combat). All attacks hit automatically. In the following turn he may stand up, move at half rate, shoot and cast spells, but may not charge. He has last strike, always! The model has one wound less.
3-4 target stunned, models is placed down, faced down and may not do anything. Model will be knocked down in the next turn (recovery phase)
5-6 target out of action and removed from the battle. After the battle you may see if he is dead or alive (for further games)

Fighting against stunned / knocked down warriors
Now, what if the defender is already knocked down? All attacks against a knocked down warrior hit automatically. If the blow wounds the knocked down warrior, he is out of action (removed). A knocked down model may not parry.

If the defender is stunned, the defender is taken out of action automatically if attacked.

Note that one attacker with more weapon cannot stun a defender with one weapon and take him out of action with the other weapon. To achieve this situation, you need at least two warriors. 

Also, if the attacker is fighting two models of which one is stunned or knocked down, he has to fight the 'standing' model first.

As already noted in the beginning of the hand-to-hand combat section, you cannot retreat voluntarily. 

Panic! At the end of combat, if your warrior is fighting 2 or more opponents and there are no friendly warriors within 6" (excluding knocked-down and stunned warriors), he has to take a [leadership-test]. If the roll of the 2D6 is higher than his Ld-value, the warriors breaks from combat and runs 2D6" away. Each of his opponent however will make an automatic hit against the coward. At the beginning of the next turn, the warrior will have to take another [leadership-test]. If it fails again, he wil run 2D6 towards the edge of the playfield. If he reaches the edge, he is removed from combat (also described in recovery (above)).

Glossary

[Initiative test]: roll a D6, the initiative test succeeds if you roll a figure equal or lower then the Initiative value (I) of the model.

[Leadership test]: roll a D6, the leadership test succeeds if you roll a figure equal or less then the Leadership value (Ld). If the leader of warband has to take a test (e.g. a rout test), he can appoint a warrior within 6" to take that test for him. 

[To hit roll]

THE TURN SEQUENCE:
#1 RECOVERY During the phase you may
recover models which are knocked down or stunned.
#2 MOVEMENT During the phase you may move men of your war band according
to the rules.
#3 SHOOTING During the phase you may shoot with appropriate weapons
described in the rules of shooting.
#4 HAND TO HAND During the phase all mod els charged or still locked in
hand to hand may fight.Note both sides fight hand to hand regardless of
whose turn.

MOVEMENT
#1 CHARGES If you want to fight a model in hand to hand combat then you
must do this before moving any other models. You must indicating who you
are before you move the model.
#2 REMAINING MOVE Once all the charges have been moved you may move the
rest of the warriors as you see fit.

MOVEMENT:
MOVING.
*use same rules as in warhammer.
RUNNING.
*may double move rate but can not do anything else that turn.
*can not run if enemy within 8’’.
CHARGE.
*must declare who you are charging before you measure.
*must be able to see target.
*if out of range slow down to normal speed.
*if climbing ladders while charging make a I test 6=failed (must stay at
bottom of ladder or staircase).
JUMPING DOWN.
*make a I test for every 2’’ jumped MAX 6’’.
*if any fail see falling rules.
DIVING CHARGE.
*same as jumping but target must be within 2’’ of fall.
*if succeed gain +1S and +1 to hit first round only.
FALLING.
*a warrior 1’’ away from edge when going down must make a I test or
fall,
*takes D3 hits of falling strength, no save, no crictial damage.

SHOOTING:
*declare all shots .
*hit using warhammer rules.
*must hit closest target.
*check range.

RECOVERY:
*You may turn over models which have been stunned.
*You may stand up models which have been knocked over.
HAND TO HAND COMBAT:
*same as in warhammer rulebook with exceptions.
*model which charged fight first but other than that the one with the
highest Initiative.
*If the models has just stood up from the recovery phase he will strike
last.
*A warrior who is knocked down will go out of action if the attacker can
roll to hit him using on of his attacks.
*in one on one combat a stunned warrior can be taken out of action.
*if a standing model was stunned it does not mean out of action yet not
till next combat phase.

WOUNDING:
*wound using normal warhammer rules.

CRITICAL HITS.
*if you roll a 6 when wounding you have caused a critical hit look on
chart below.

INJURY.
*if the target suffers it’s final wound roll on the injury table below.

CRITICAL HIT TABLE
1-2 HIT WEAK SPOT The attack ignores all armour saves.
3-4 DOUBLE HIT Causes double wounds roll armour save seperately.
5-6 MASTER STRIKE Ignores all armour saves causes double wounds and gain
+2 to injury rolls

INJURY TABLE
1-2 KNOCKED DOWN Lie the warrior face up.
3-4 STUNNED Lie the warrior face down.
5-6 OUT OF ACTION Removed from play.

KNOCKED DOWN
*At the start of the warriors next turn he may stand up.
*He may not move from combat.

STUNNED
*May only crawl 2’’.

OUT OF ACTION
*Taken out of play.

MULTIPLE WOUND
*Roll seperatly for each wound caused.

WEAPON LIST
DAGGER
RANGE: STRENGTH SAVE-MOD: RULES:
combat as user-1 - -
HAMMER\STAFF\MACE\CLUB
RANGE: STRENGTH SAVE-MOD: RULES:
combat as user - - stun on 2-4
AXE
RANGE: STRENGTH SAVE-MOD: RULES:
combat as user - +1extra save mod.
SWORD
RANGE: STRENGTH SAVE-MOD: RULES:
combat as user - parry
MORNING STAR
RANGE: STRENGTH SAVE-MOD: RULES:
combat as user +1 - heavy\difficult
SPEAR
RANGE: STRENGTH SAVE-MOD: RULES:
combat as user - strike first+1S if mounted
DUELLING PISTOL
RANGE: STRENGTH SAVE-MOD: RULES:
10’’ 4 -2 +1 hit reaload
BLUNDERUSS
RANGE: STRENGTH SAVE-MOD: RULES:
template 3 - one fire only
THROWING STAR\KNIFE
RANGE: STRENGTH SAVE-MOD: RULES:
6’ as user - -
CROSSBOW PISTOLS
RANGE: STRENGTH SAVE-MOD: RULES:
12’’ 4 -1 H-T-H but -2 to hit

HEAVY:
*Gives +1 strength for first combat round only
DIFFICULT:
*May not carry a second weapon.
*May carry a shield.
STRIKE FIRST:
*will always strike first in combat in the first round only if both can
strike first then the higher I may strike first.
ARMOUR:
DARWF ARMOUR:
Save:4+
Initiative: halved
Rules: only darwfs can wear this armour.
BUCKLER:
Parry:
HELMET:
Save: 4+ save against stunned can not be modified.
LIGHT ARMOUR:
Save: 6+
HEAVY ARMOUR:
Save: 5+
Move: -1 to movement
SHIELD:
Save: 6+
PARRY:
When the attacker rolls to hit the user may parry the hit by rolling a greater number than his a opponet can use once every round

Getting Started
   When you start playing you can determine who has the first turn, what scenery to use and so forth by using the Warhammer rules or by agreeing with your opponent beforehand.
   To play a game of Mordheim, you'll need to be familiar with the Warhammer game. All of the rules given in the Warhammer Fantasy Rulebook apply, with the following amendments:

Warbands
   During the game each player commands a warband of warriors. Warbands will be discussed in more detail in the Warbands section later.

Phases
   To keep track of who's doing what and when, the turn is divided into four distinct phases as follows:
bulletRecovery
bulletDuring the Recovery phase you may recover Stunned or Knocked Down models
bulletMovement
bulletDuring the Movement phase you may move warriors of your warband
bulletShooting
bulletDuring the Shooting phase you may shoot with any applicable weapons
bulletHand-to-Hand Combat
bulletDuring the Hand-to-Hand Combat phase all models that charged or were charged fight. Unlike most phases, both players always participate in the Hand-to-Hand Combat phase.

Recovery
   During the Recovery phase you may turn over models which have been Stunned and are lying face down, and you may stand up models which have been Knocked Down and are lying face up. See the Stunned and Knocked Down rules below for more details.

Movement
   Movement is done in the following order:
bulletCharges
bulletIf you want a model to charge an enemy model and attack it in Hand-to-Hand combat, you must do this before moving and other models. When charging, declare all of the charges (ie, which model is charging which enemy model) at one time, then move them all together
bulletRemaining Moves
bulletOnce you have moved chargers, you may move the rest of your warriors as you wish

Moving
   During their Movement phase models can move up to their Move (M) rate in inches in any direction. Each model is an individual and can move freely about the battlefield just like an independent character in Warhammer.
   During the Movement phase you may move up and down ladders and stairs, over low obstacles (ie, 1" or less) such as barrels, boxes, and so on. For the purposes of moving up ladders and stairs, the model counts as moving the actual distance of the ladder or staircase. For example, a model climbing a 3" ladder counts as having moved 3".
Running
   The normal Movement value of models represents a warrior moving at a fairly rapid rate but allowing time to aim and shoot weapons and generally observe what is going on around him. If you wish, a model may move much quicker than this - it can run! A running warrior can move at double speed. A warrior may not run if, at the beginning of his Movement phase, there is an enemy model within 8". Running models may not move up ladders or climb obstacles.
   A running model loses his chance to shoot in the turn. He is concentrating on running and is not prepared to fight, having sheathed or shouldered his weapons. You should declare that models are running as they move, as this will remind both players that the model is unable to shoot this turn.
Charge!
   If you wish a model to engage the enemy in Hand-to-Hand combat then you must declare and make a special move called a Charge. Without measuring the distance, declare that you are charging and indicate which enemy model you wish to attack. A model may only charge and enemy to which it has line of sight (in other words you cannot charge an enemy the charging model would not be able to see). Unlike the normal game of Warhammer, the direction a model is facing does not matter. Fighters are acting individually and may look all around themselves with ease.
   A charge is like a run move, in that it doubles the movement rate, but ends with the attacker touching his enemy base-to-base. Once opposing models are touching bases, they are engaged in hand-to-hand combat. Models can also be engaged if separated by a low obstacle such, as a ruined wall, because their bases can not technically touch in this position. For our purposes, however, this is considered base-to-base contact.
   A model may charge and model within its charge reach (ie, double its Move value) but may not charge an enemy model if the route of your charge (which must be a straight line, as far as the scenery allows) takes you within 2" of another unengaged enemy model at some point in the charge move. Your brave fighter would undoubtedly be intercepted if he simply tries to run past this enemy! A model may charge up ladders, stairs, etc., but must first pass an Initiative check (roll <= your Initiative value on a D6; a 6 is a critical fail, and always fails regardless of Initiative). If the test is failed, the model must end its movement at the bottom of the stairs, ladder, etc., and may not move any furthur that turn.
   It can happen that you charge toward an enemy model and fail to reach the target because you have misjudged the distance (remember that, when declaring charges, you may not measure the distance to the target). If this happens, move the fighter his full Move value, not doubled - he has lost his impetus when he realizes that he isn't going to reach his opponent to attack.
Jumping Down
   Your warriors may jump down from high places such as walkways, balconies, bridges, etc. Take one Initiative check for each full 2" of falling distance up to a maximum of 6". If any of these tests are failed, the model takes damage as described below.
Diving Charge
   A model may charge troops below by diving at the enemy model from a higher place, such as a balcony, walkway, etc. If there is an enemy model within a 2" radius of the diving model's landing spot, the enemy may be charged. Take one Initiative check for each 2" of falling as described above. If any of these rolls are failed the model takes damage as described below. If each test is succeeded, the model gains a +1 Strength bonus for each full 2" of fallen distance, as well as +1 To Hit for the first round of Hand-to-Hand combat.
Falling
   If a warrior is knocked down or stunned within 1" of an edge of a roof or building, there is a chance he will slip and fall. The warrior must pass an Initiative check or the model will fall over to the ground.
   Fallen models take D3 hits at a Strength equal to the distance fallen in inches. All armour is ignored, but no Critical Hits are ever scored.
Shooting
   During the Shooting phase each of your models may shoot with one of its ranged weapons. This means the model can fire a bow, shoot a crossbow, hurl a throwing knife, and so on.
   Work through the models one at a time. Pick which fighter is going to shoot, nominate his target, work out if he hits the enemy and, if he does so, any wounds or injuries caused, then continue to the next shooter. Models can fire in any order, but be sure to remember which models have already fired this turn, as a model can only fire its weapon once.
Hitting the Target
   Use exactly the same method to hit your opponent as you would in a normal game of Warhammer. For example, assuming no To Hit modifiers, a model with a Ballistic Skill (or Bow Skill) of 3 will hit on a D6 roll of 4+.
   Modifiers for hard and soft cover, large target, moving and shooting, and so on, apply, but note that there are no penalties for shooting at individual targets, as all targets in this game are individual targets.
Closest Target
   If a model chooses to fire, it must shoot at the nearest target, as it represents the most immediate threat and therefore the most obvious target. However, if the closest target is more difficult to hit than a farther target (ie, a farther target is Large, or the closer target is in cover) you may elect to have the model fire at another target, as it is an easier shot, and therefore more worth the time and ammunition.
Range
   Once you have decided to shoot and have chosen a target, you must measure to see if the shot is within range (you may not measure before declaring your targets!). Each missile weapon has its own maximum range, as detailed in the specific weapons' profiles.
   If the target is out of range, it is assumed the firing model misses automatically. If the target is within range, proceed by working out the To Hit roll.
Critical Hits
   If you roll a 6 when rolling to wound (using missile weapons or in Hand-to-Hand combat), the attacking model has gotten lucky (or is an exceptionally good marksman, fighter, etc.). With Critical Hit rolls, even the most inept warrior has a chance of damaging otherwise "unbeatable" characters. When a Critical Hit is scored, roll a D6 and refer to the chart below:
   
CRITICAL HIT TABLE
1-2 Hits Weak Spot The attack ignores all armour saves
3-4 Double Hit The attack causes double the number of Wounds it would normally cause. Roll all armour saves separately
5-6 Master Strike! The hit ignores all armour saves, doubles the number of Wounds caused, and gains +2 to all injury rolls

Injuries
   If the target has more than 1 Wound remaining then deduct 1 Wound from his total for each Wound suffered. So long as a model has 1 Wound or more remaining it may continue to fight.
   When a model suffers its last remaining Wound, roll to determine the extent of the injures. The player who inflicted the rules rolls a D6 and consults the table below:    
INJURIES TABLE
1-2 Knocked Down The force of the blow knocks the warrior to the ground. Lay the model face up to show that the warrior has been Knocked Down
3-4 Stunned The target falls to the ground, where he lies wounded and barely conscious. Lay the model face down to indicate that the warrior has been Stunned
5-6 Out of Action! The target has been badly wounded and falls to the ground unconscious. The warrior takes no furthur part in the game is the model is removed from play

Knocked Down
   A knocked down warrior falls to the ground because of damage inflicted or becausehe has slipped. Lay the model face up to indicate that it is Knocked Down. The model may not fight in Hand-to-Hand combat.
   At the beginning of the warrior's next turn, in the Recovery phase, he may stand up. The fighter may move at half his Move rate (though may not charge or run), but if is engaged in Hand-to-Hand combat may not move away, and will automatically strike last. After this turn, the model fights normally, regardless of the fact that it has zero remaining wounds. All furthur damage warrants a roll on the Injury Table, above, as if the model has just lost its last Wound.
Stunned
   When a warrior is stunned he is either badly wounded or temporarily unconscious. Turn the model face down to indicate it has been Stunned. A Stunned model may do nothing but move up to 2" in the Movement phase. In the Recovery phase, the model may be turned over, and is treated as being Knocked Down.
Out of Action
   Out of Action indicates that the warrior is either unconscious or too badly wounded to furthur participate, and is out of the game. Remove the model from the tabletop.
Multiple Wounds
   Some weapons cause more than one wound, and some Critical Hits do the same. In this case, roll on the Injury table for each Wound suffered. (The worst effect takes precedence. Ie, a model which rolled Knocked Down and Stunned would be Stunned, not both.)

Hand-to-Hand Combat
   Follow all of the normal Hand-to-Hand combat rules as described in the Warhammer Fantasy Rulebook, with the following amendments.
Who Strikes First
   The model which charged the enemy strikes first. If this does not apply, models fight in order of descending Initiative. If models have equal Initiative, roll a D6 to determine the order of combat. Models who have stood up in the most recent Recovery phase will always strike last.
Warriors Knocked Down
   If an enemy is fighting a Warrior who was knocked down at the beginning of the Hand-to-Hand Combat phase, he may attack him to put him out of his misery. Roll to hit as normal. If any of the hits strike, the warrior is Out of Action - no To Wound roll is required as the model is already very badly wounded.
Warriors Stunned
   A Stunned warrior is at the mercy of his enemy. In a one-on-one combat any model that is stunned is automatically take Out of Action if his enemy decides to attack - the warrior is so helpless and weak that no To Hit or To Wound rolls are required. Note that a warrior may not become Stunned and then taken Out of Action in the same Hand-to-Hand combat. If a warrior was standing at the beginning of the combat, you must roll a 5 or 6 on the Injury Chart as normal to take the model Out of Action.
   In multiple combats a Stunned warrior has more chance of survival (assuming there are more of his side than of the enemy's!). If two or more models are fighting on the side of a stunned model, any stunned models of that side may crawl away 2" inches in their next Movement phase, assuming at least one model from their side remains to fight.
Moving From Combat
   Once models are engaged in Hand-to-Hand combat they may not move away in their Movement phase (except in the specific case described above). They must fight until they are taken Out of Action, or until all of their enemies are Out of Action. There are no Break tests.
   The exception to this rule is that if all of your opponents are Knocked Down or Stunned, you may move away from the combat if you wish, and even charge more enemies within range.