Warmaster_Rulebook_-_part_2.pdf

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AD 01 INTRODUCTION pp.65-66
C
“Remember,
Oh Lord, that
we owe our
fortune to the
gods and our
misfortune to
ourselves alone.”
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Advanced Rules
of the basic rules of the Warmaster game. The
following section introduces new rules to cover
magic, engines of destruction, ways to improve the
fighting qualities of your armies and, for the very
ambitious, we’ll discuss how to fight entire campaigns
of conquest. You don’t need to use any of these rules
to play Warmaster but they do make the game more
fun. We’d recommend that you fight a few games
using only the core rules to familiarise yourselves with
the way that the game works. Once accustomed to the
basic routines, further rules can be introduced as you
wish.
positively encouraged to invent their own rules, to
change bits they don’t like and to expand the game to
suit their own purposes. For example, you might wish
to represent novel and potent sorceries, or vast and
exotic war machines of your own devising. You might
have a burning desire to fight games which involve
shipboard action on the high seas, waterborne
assaults, lengthy sieges, aerial warfare between
soaring beasts, whirling machines and so forth. All of
this would require some effort and no little
imagination but lies well within the capabilities of the
experienced gamer.
THE SPIRIT OF THE GAME
Winning isn’t the most important thing, honest! Sure,
we all want to win but we want to do so with superior
tactics, well taken decisions and just a little luck, not
by bickering over the rules or bullying our opponents
into compliance. The really important thing is that all
the players involved have a good time.
If players find themselves quibbling over a particular
rule or are confused over how to proceed, it is best to
agree what to do and get on with the game. Later,
once the heat of battle has cooled, there will be plenty
of opportunity for the players to check over the
rulebook or come up with a new rule of their own to
apply in future. If you really are stuck and can’t agree
what to do then roll a dice to decide which
interpretation to apply. This might seem arbitrary but
it is fair and keeps the game going where it might
otherwise bog down.
THE AIM OF THE GAME
The advanced rules in this section describe ways of
extending the Warmaster game to cover new
weapons, campaigns and scenarios. Unlike the earlier
sections of this book, many of these themes are
presented in a discursive fashion so that players can
decide for themselves how to develop their
Warmaster battles. This might strike some readers as a
little odd in a book of gaming rules but Warmaster is
no ordinary game.
Most other games provide fixed and finite rules and
leave very little up to the players themselves.
Warmaster invites players to change, invent, expand
and super-detail the rules to their liking. Indeed, it
would be impossible for us to provide rules for every
single imaginable aspect of warfare or which would
accommodate everyone’s individual tastes. Players are
66
O nce you’ve reached this far, you will have read all
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IL
throwing war engines, guns of various types and
strange weapons such as the notorious Empire Steam
Tank. Both artillery and machines share some rules in
common, so we’ve included them together to avoid
taking up more space than necessary.
Artillery describes crewed weapons such as cannons,
Stone Throwers, Flame Cannons, etc. In most cases,
these are arranged into units called batteries ; a
typical battery consisting of two individual weapons.
Machines describes unusual devices such as Steam
Tanks and Gyrocopters. Each model is invariably a
single unit in its own right.
TERRAIN
As discussed in Movement (p.21), artillery cannot
move into or over terrain features on the battlefield
except for hills and bridges. Any other type of terrain
is impassable to artillery.
Except where noted, machines treat terrain in the
same way as chariots. Some machines have special
rules of their own, as described later.
SHOOTING OVERHEAD
As we described in the Shooting section, stands
cannot see through other stands. Consequently,
missile-armed troops cannot shoot through or over a
friendly stand to attack an enemy. Technically
speaking, the stand’s ‘line of sight’ is blocked and it is
unable to fire.
Whilst this is perfectly true and satisfactory for the
majority of troops, when it comes to artillery fire it is
felt that an exception is called for. After all, is it not
appropriate that cannons, stone throwing engines
and the like should lob their missiles over the heads
of intervening troops onto the enemy? Obviously, it is
of great benefit to crew if they can see where their
missiles land but we can conveniently assume that
there are forward observers placed in strategic
positions to observe the fall of shot and somehow
communicate any targeting information back to the
crew.
Artillery stands that are positioned on high ground
can shoot over the top of intervening terrain or
troops on a lower level. Artillery stands can shoot
over the top of intervening terrain or troops on the
same or higher level if the target is on a higher level
still. In both cases intervening troops includes all
friendly units and any enemy units that are ineligible
as targets – for example, because they are engaged in
combat. Enemy units that are eligible as targets
cannot be shot over because they have to be shot at –
artillery being obliged to shoot at the closest viable
target in the same way as other shooters. Eg, artillery
STANDS
Artillery pieces are mounted on stands which include
the weapon itself plus any necessary crew. For our
purposes, the two are inseparable. After all, an
artillery piece without its crew is useless and
crewmen without a weapon are an embarrassment.
Machine models are too large to fit onto a regular
stand. Some are sufficiently large enough to be self-
supporting and so stands are not required. However,
players can opt to make their own stands from card if
they wish. Stands should be cut to a convenient size
that fits the models but it is suggested that players
stick to whole centimetres where possible.
ARTILLERY IN COMBAT
Artillery cannot use initiative to charge. The role of
artillery is to shoot at the enemy from a distance, not
to fight. A player can order artillery to charge into
combat if he wants, although this is rather a desperate
thing to do! See the Command phase p.12-17.
Artillery is vulnerable in combat. An artillery unit that
wins a round of combat never pursues and if it
retreats it is automatically destroyed.
Machines are more complex then artillery and some
have their own rules for fighting in combat, as
described later on.
67
C
T his section covers cannons, stone and bolt
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Artillery and Machines
placed on top of a hill can shoot over friendly stands
placed below them as well as woods, buildings,
similar terrain features, and combat engagements on
lower ground.
Artillery placed on the ramparts of a castle or upper
storey of a watch tower is assumed to be higher than
the corresponding ground level of the fortress wall or
tower.
ARTILLERY
CANNONS
These are large calibre guns that fire a heavy cannon
ball. Gunpowder weapons like these are primitive
and unreliable compared to the tried and trusted
technology of stone throwers and the like. Only
Dwarf smiths and a few weapon makers in the Empire
can build these devices. These wild and determined
individuals can be recognised by their dense covering
of soot and lack of eyebrows.
If a cannon is charged it can shoot at the enemy by
firing ‘grapeshot’. Like cannon balls, grapeshot has an
Attack value of 2 but it doesn’t bounce and targets
shot at by grapeshot count their full Armour value –
armour is not discounted as it is with a cannon ball.
Although grapeshot is pretty effective compared to,
say, a shot from a single archer stand, it is actually less
effective than ordinary cannon fire. At first glance this
may seem wrong. After all, shouldn’t grapeshot be
devastating compared to normal cannon fire? The
reason for this is not that we’ve made grapeshot weak
but that normal cannon fire represents not a single
shot but a continuous bombardment in which dozens
of balls are fired by each cannon. Grapeshot, on the
other hand, represents just one hurried blast at close
quarters, far more deadly than a single cannon ball
which could easily sail over the enemy formation or
pass between the ranks but not as deadly as a rain of
well aimed cannon balls over a longer period.
Because cannons can cause additional damage by
bouncing shots, it is possible to inflict hits upon
friends or upon units from either side that are
engaged in combat. Both of these are normally
ineligible targets, but in the case of bouncing cannon
shots they can suffer hits as a result of fire directed
nearby. Any friendly unengaged units that take hits
from cannons are driven back as if taking enemy fire.
Where friendly units are driven back in this way wait
until all drive backs for enemy units have been
completed, and then work out drive backs for friendly
units. Any engaged units taking hits from cannons will
carry hits forward into the combat round and hits
count as having been struck during that round for
purposes of working out which side wins. Units
engaged in combat are not driven back by any hits
taken – carrying hits forward takes this into account.
RANGE
ATTACK
60cm
1 / 2+ bounce
Close Combat Shooting
Cannons ignore a target’s Armour because no armour
can nullify a hit caused by a cannon ball. No Armour
roll is made. In addition, fortified targets only count
as being defended (5+ to hit) and defended targets
count as being in the open (4+ to hit).
Cannon balls can bounce through densely packed
ranks causing immense destruction. To represent this,
a shot is deemed to strike the closest point of the
target stand, pass all the way through it and bounce a
further 5cm in the same direction. If more than one
cannon from the same unit is shooting then both
cannon balls are assumed to bounce the same
distance through the path between the closest
cannon and closest target stand. The target unit
suffers two attacks plus +1 for each additional stand
from the same unit that is bounced through.
The shot bounces from the closest
Cannon stand through the closest
target stand.
5cm
CLOSEST
TARGET
STAND
EMPIRE HELBLASTER GUN
The Helblaster is rumoured to have been built for the
Empire by renegade Dwarfs under the guidance of a
disgraced weapons master called Gimlit Bareshanks,
one of the most embittered Dwarf geniuses of all
time. It is a devastating but unreliable weapon with a
tendency to explode leaving a pile of smoking iron
and a big hole in the ground. If its name refers to the
effect it has on the enemy or its crew it is hard to say.
A shot that bounces into a different unit inflicts
one attack on that unit for each stand bounced
through. This can result in units normally ineligible as
targets being hit, such as friendly units or units in
combat. Total up the number of attacks struck and roll
for all the attacks against each unit at a time.
RANGE
ATTACK
30cm
1 / 6-3-1
Close Combat Shooting
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Artillery and Machines
The Helblaster is a primitive crank-driven machine
gun based on a discredited Dwarf design. Its Attack
value varies according to range; the closer the range
the more deadly it is.
RANGE 01-10cm 10-20cm 20-30cm
ATTACKS 6 3 1
The small calibre ammunition it requires is similar to
that used by Handgunners and is similarly powerful.
Targets struck by a Helblaster count their Armour
value as one worse than normal – so 3+ counts as 4+,
4+ as 5+, 5+ as 6+, whilst 6+ is ignored altogether.
Unfortunately, the device is somewhat unreliable.
When shooting more than one shot with a Helblaster,
if you roll more 1s than 6s the Helblaster does not
shoot but explodes instead, destroying itself and
mortally surprising its crew. To reduce the risk of self-
destruction, the crew often reduce their rate of fire
and players may choose to do likewise if they want to
by rolling less attacks than indicated but must decide
how many they will roll before doing so.
A Helblaster can shoot at charging enemy in the usual
way and can hold its fire until the last moment to
inflict the most possible number of hits.
UNDEAD BONE THROWER
An Undead Bone Thrower is a device fashioned from
bones and designed to hurl osseous missiles upon the
enemy. It is essentially a big crossbow made of bone…
a very big crossbow indeed! The missiles it fires are as
long as spears and can skewer a whole line of troops.
RANGE
ATTACK
40cm
1 / 1 per stand
Close Combat
Shooting
Targets always ignore their armour when shot at by a
Bone Thrower. No Armour roll is made. The Bone
Thrower’s heavy dart can pierce even the thickest
armour.
When you shoot with a Bone Thrower it will strike up
to three touching stands within the missile’s line of
flight. These can be stands from the same or a
different unit – the missile will automatically pass
through and strike up to three stands so long as they
are touching.
Each unit struck will take 1 attack for each stand that
lies within the missile’s path. All attacks against the
same unit are rolled at once – for example, an infantry
unit in column takes three attacks so roll three dice.
Because a bolt thrower can cause hits on different
units by skewering shots, it is possible to inflict hits
upon enemy units that are engaged in combat or even
upon friendly units in some situations. These are
normally ineligible targets, but in the case of
skewering shots they can suffer hits as a result of fire
directed at supporting enemy. Any engaged units
from either side taking hits from Bone Throwers will
carry hits forward into the combat round and hits
count as having been struck during that round for
purposes of working out which side wins. Units
engaged in combat are not driven back by any hits
taken – carrying hits forward takes this into account.
Units that are not engaged, for example supporting
units, are driven back in the usual way, if friends are
driven back then work out all enemy drive backs first.
Bone Throwers can shoot at charging enemy and can
do so at any point as the enemy charge, including
when the charger has reached its final position.
ELVEN BOLT THROWER
This elegant device was devised many years ago by the
High Elves for use onboard their ships. Since then it
has become a feature of many Elven armies and is
sometimes known as the ‘Reaper’ because of its
deadly effect. The machine throws a hail of light
weight bolts, ideal for raking the decks of enemy ships
or the ranks of enemy regiments.
ATTACK
40cm
1 / 3
Close Combat Shooting
As with all Elven archery, the Bolt Thrower adds +1 to
the Attack roll made ‘to hit’. So, targets in the open
are hit on a 3+, defended targets on a 4+ and
fortified targets on a 5+.
The Elven Bolt Thrower can shoot at a charging
enemy in the same way as a missile-armed infantry or
cavalry unit.
Unlike many artillery pieces, the Elven Bolt Thrower
does not automatically pierce its target’s armour.
Enemies take their Armour rolls as normal. The Elven
Bolt Thrower’s darts are relatively small and light
compared to say, the Undead Bone Thrower’s.
ORC ROCK LOBBERS
Orc Rock Lobbers are big machines which employ a
system of counterweights or torsion power to chuck
either one big rock, several small rocks or what (or
whoever) takes your fancy. These stone throwing
machines are favoured by greenskins because they are
RANGE
ATTACK
60cm
1 / 3
Close Combat Shooting
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RANGE
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