Warmaster_Rulebook_-_part_1.pdf

(8454 KB) Pobierz
01Introduction.pdf
01-03 INTRODUCTION TO W RM STER 7/21/04 12:34 PM Page 1
®
By
Rick Priestley
with Stephan Hess & Alessio Cavatore
COVER ART
Geoff Taylor
ARTISTS
John Blanche, Alex Boyd, David Gallagher, Nuala Kennedy,
Neil Hodgson, Karl Kopinski & John Wigley
GRAPHIC DESIGN
John Blanche, Alan Merrett & Talima Fox
MODEL MAKERS
Chris Smart & Mark Jones
MINIATURES DESIGNERS
Dave Andrews, Gary Morley, Trish Morrison,
Alan Perry, Tim Adcock, Colin Grayson, Mark Bedford,
Mark Harrison, Alex Hedström, Juan Diaz & Shane Hoyle.
PAINTERS
Richard Baker, Neil Green, Martin Footitt, Matt Parkes,
Keith Robertson, Chris Smart & Dave Thomas
Special thanks to: Rob Broome, Warhammer Players Society, Jervis Johnson, Gordon Davidson, Tim Huckelbery,
Jeremy Vetock, Jim Butler, Mark Anscombe, Gary Peterson, John Ratcliffe, Steve Weaver, Matthew Sully and everyone
involved at Games Workshop for their help, encouragement and enthusiasm.
PRODUCED BY GAMES WORKSHOP
Citadel & the Citadel logo, ’Eavy Metal, Games Workshop & the Games Workshop logo, Warhammer and Warmaster
are trademarks of Games Workshop Ltd registered in the UK and elsewhere in the world. Bone Giant, Dragon Riders,
Empire Steam Tank, Flame Cannon, Gyrocopter, Helblaster, Liche Priest, Nagash, Pistoliers, Reavers, Rock Lobber,
Silver Helms, Skull Chukka and Zombie Dragon are all trademarks of Games Workshop Ltd.
All artwork in all Games Workshop products and the images contained therein
have been produced either in-house or as work for hire.
The copyright in the artwork and the images it depicts is the exclusive property of Games Workshop Ltd.
© Copyright Games Workshop Ltd, 2000. All rights reserved.
British Cataloguing-in-Publication Data.
A catalogue record for this book is available from the British Library.
ISBN: 1 84154 028 5
PRODUCT CODE: 60 04 12 99 001
®
UK
GAMES WORKSHOP LTD
WILLOW RD,
LENTON,
NOTTINGHAM
NG7 2WS
US
GAMES WORKSHOP INC
6721 BAYMEADOW DRIVE,
GLEN BURNIE,
MARYLAND,
21060 6401
AUSTRALIA
GAMES WORKSHOP,
23 LIVERPOOL ST,
INGLEBURN,
NSW 2565
CANADA
GAMES WORKSHOP,
1645 BONHILL RD,
UNITS 9-11,
MISSISSAUGA,
ONTARIO L5T 1R3
HONG KONG
GAMES WORKSHOP LTD
20th FLOOR
LEADER CENTRE,
37 WONG CHUK
HANG ROAD
JAPAN
GAMES WORKSHOP LTD
WILLOW RD,
LENTON,
NOTTINGHAM
NG7 2WS
Games Workshop World Wide Web site: http://www.games-workshop.com
680097081.005.png 680097081.006.png 680097081.007.png
01-03 INTRODUCTION TO W RM STER 7/21/04 12:34 PM Page 2
Multitudes march to war. Innumerable bodies merge
into a single mass like insects beneath the eye of a
colossus. Columns stretching invisibly into the
distance twist their way along roads pounded to
dust beneath iron-shod feet. Before them lie the
border lands of the enemy, dark forests that
swallow armies as easily as a toad swallows a fly,
swelling rivers whose distant banks shimmer under
a hazy sun and finally, a wall of black-towered
fortresses whose serried battlements rise in stony
defiance of would-be conquerors.
680097081.008.png
01-03 INTRODUCTION TO W RM STER 7/21/04 12:34 PM Page 3
gamed with armies of model warriors who have not
dreamed of recreating the ultimate big battle. Such a
battle wouldn’t be just a battle – or rather not just the
immediate confrontation between rival warriors – but
would encompass the manoeuvre and counter-
manoeuvre of armies, the disposition of whole brigades
and the execution of bold strategies as imaginative as
they are ambitious. As venerable generals will know, few
games offer such opportunities, preferring instead to
restrict themselves to the minutiae of individual combat
and the intricate details of weapons and armour. Such
things have their place, without doubt, but there surely
beckons a bigger and altogether grander challenge.
And that, I guess, is what the Warmaster game is all
about! I haven’t enough room here to tell you the details.
Flick through the book and you’ll get an idea of how the
game is structured. The photographs will show you what
the model armies look like far more effectively than
words can describe. What I would like to say is that
Warmaster is a very different game to games you might
have played before. Indeed, it is very different from
Games Workshop’s well known Warhammer game, for
example, because it represents an entirely different level
of conflict. Veteran players who have become expert at
other games, particularly at Warhammer, may at first find
some of the concepts in Warmaster disturbingly
unfamiliar. As these concepts underpin the whole game
it’s probably worthwhile taking a look at these from the
start.
Warmaster is fundamentally a game based on a general’s
ability to command rather than on his troops’ ability to
fight, although that will come in useful too! Each turn of
the game reflects the time taken to consider, formulate,
communicate and enact decisions made by the general
rather than the literal time it might take for a man to walk
or run a certain distance or shoot an arrow. Indeed, as in
real wars, we must assume that our warriors spend a
great deal of time awaiting orders and relatively little
time actually moving or fighting. This idea underpins the
whole Warmaster game. Enough pre-ambling for now!
I’ve expounded further upon the thinking behind the
game at suitable points in the book where I felt it helped
explain why specific rules work in certain ways.
Therefore it only remains for me to say that I hope you
enjoy exploring, playing and (as I would make no claims
to perfection) improving upon the Warmaster game as
much as I’ve enjoyed creating it.
Stone shatters with a crack like thunder and
broken towers tumble upon the crowds below.
Hundreds are crushed in a moment as a mass
of dark stone crashes to the ground but the
undiminished tide surges forwards, scrambling
over the ruins of the fortress wall. With a
thousand voices, the horde proclaims its
possession of the land it has won - a new
nation forged in battle to rule all others!
Through the smoke and ruin of destruction they
advance, an unstoppable army whose ranks spill
into the broad plain as effortlessly as a flood
tide. You look upon them with the unshakeable
pride of the indomitable Warmaster.
T here can be few people who have collected and
680097081.001.png
04-07 INTRODUCING WARMASTER 7/21/04 12:37 PM Page 4
CONTENTS
Introducing Warmaster . . . . . . . . . . . 6
Game Values . . . . . . . . . . . . . . . . . . . . 8
Game Sequence . . . . . . . . . . . . . . . . 11
Command phase at a glance . . . . . . . 12
The Command phase . . . . . . . . . . . . 13
Initiative movement . . . . . . . . . . 13
Ordered movement . . . . . . . . . . 13
Giving an order . . . . . . . . . . . . . 14
Command penalties . . . . . . . . . . 15
Charge!. . . . . . . . . . . . . . . . . . . . 16
Brigades . . . . . . . . . . . . . . . . . . . 16
Movement at a glance . . . . . . . . . . . . 18
Movement . . . . . . . . . . . . . . . . . . . . . 19
Movement distances . . . . . . . . . . 19
Formation & movement . . . . . . . 20
Moving by initiative . . . . . . . . . . 22
Units which move off the table . . 23
Generals, Wizards & Heroes at a glance . . 52
Generals, Wizards & Heroes . . . . . . 53
Game values . . . . . . . . . . . . . . . . 53
Characters as game pieces . . . . . 54
Characters & terrain . . . . . . . . . . 54
Orders from Wizards & Heroes . . . 54
Blunders. . . . . . . . . . . . . . . . . . . 55
Character movement . . . . . . . . . 56
Joining a unit . . . . . . . . . . . . . . . 56
Enemy moving through characters. . 56
Characters and shooting. . . . . . . 57
Characters in combat . . . . . . . . . 57
Monstrous and chariot mounts . . . 57
Flying units at a glance . . . . . . . . . . . 58
Flying units . . . . . . . . . . . . . . . . . . . . 59
Initiative . . . . . . . . . . . . . . . . . . . 59
Orders . . . . . . . . . . . . . . . . . . . . 59
Home back . . . . . . . . . . . . . . . . . 59
Moving . . . . . . . . . . . . . . . . . . . . 60
Terrain . . . . . . . . . . . . . . . . . . . . 60
Fortified troops . . . . . . . . . . . . . 60
Characters . . . . . . . . . . . . . . . . . 60
End of the battle at a glance . . . . . . . 62
The End of the battle . . . . . . . . . . . . 63
Turns complete . . . . . . . . . . . . . 63
Player concedes . . . . . . . . . . . . . 63
Withdraw . . . . . . . . . . . . . . . . . . 63
Victory points . . . . . . . . . . . . . . . 63
Sieges & fortresses . . . . . . . . . . . . . . 90
Fortresses . . . . . . . . . . . . . . . . . . 90
Model fortresses . . . . . . . . . . . . . 90
Troops on ramparts . . . . . . . . . . 91
Gateways and breaches. . . . . . . . 91
Shot . . . . . . . . . . . . . . . . . . . . . . 91
Battering . . . . . . . . . . . . . . . . . . 92
Assaults . . . . . . . . . . . . . . . . . . . 92
Siege machines. . . . . . . . . . . . . . 93
To Arms! . . . . . . . . . . . . . . . . . . . . . . 97
Battle honours & umpires . . . . . . . 113
Battle honours . . . . . . . . . . . . . 113
The role of the umpire . . . . . . . 114
Games with several players
on each side . . . . . . . . . . . . . . . 116
Campaigns of conquest . . . . . . . . . 117
An easy option . . . . . . . . . . . . . 117
To map or not to map . . . . . . . 117
Creating a new land . . . . . . . . . 118
Making a map . . . . . . . . . . . . . . 118
Creating nations . . . . . . . . . . . . 119
Fighting campaign battles . . . . . 119
Ships and boats . . . . . . . . . . . . . . . . 122
The role of ships . . . . . . . . . . . 122
Moving ships and boats . . . . . . 122
Embarking and disembarking . . 123
Attacking a ship . . . . . . . . . . . . 123
Fighting from ships. . . . . . . . . . 123
Shooting phase at a glance . . . . . . . . . 24
The Shooting phase . . . . . . . . . . . . . 25
Attack value . . . . . . . . . . . . . . . . 25
Targets . . . . . . . . . . . . . . . . . . . . 25
Range . . . . . . . . . . . . . . . . . . . . 26
How to calculate casualties. . . . . 26
Driving back enemies . . . . . . . . . 27
Shooting at charging enemy . . . . 28
The role of missile troops. . . . . . 28
Combat phase at a glance . . . . . . . . . 30
Combat phase . . . . . . . . . . . . . . . . . . 31
Combat engagement . . . . . . . . . 32
Moving chargers . . . . . . . . . . . . . 32
Attacks . . . . . . . . . . . . . . . . . . . . 36
Attack modifiers . . . . . . . . . . . . . 37
How to calculate damage . . . . . . 38
Combat results . . . . . . . . . . . . . . 39
Supporting troops . . . . . . . . . . . 40
Retreats . . . . . . . . . . . . . . . . . . . 40
Pursuit . . . . . . . . . . . . . . . . . . . . 42
Enemy Destroyed . . . . . . . . . . . . 43
Advance . . . . . . . . . . . . . . . . . . . 44
Fall backs . . . . . . . . . . . . . . . . . . 44
Reforming . . . . . . . . . . . . . . . . . 44
Defended & fortified troops . . . . 45
Multiple combats . . . . . . . . . . . . 46
Confusion at a glance . . . . . . . . . . . . 48
Confusion . . . . . . . . . . . . . . . . . . . . . 49
When do units become confused? . 49
Confused units . . . . . . . . . . . . . . 50
Making way . . . . . . . . . . . . . . . . 50
ADVANCED RULES
The aim of the game . . . . . . . . . 66
The spirit of the game . . . . . . . . 66
Artillery and machines . . . . . . . . . . . 67
Stands . . . . . . . . . . . . . . . . . . . . 67
Artillery in combat . . . . . . . . . . . 67
Terrain . . . . . . . . . . . . . . . . . . . . 67
Shooting overhead . . . . . . . . . . . 67
Artillery . . . . . . . . . . . . . . . . . . . 68
Machines . . . . . . . . . . . . . . . . . . 71
Magic . . . . . . . . . . . . . . . . . . . . . . . . . 72
Spells . . . . . . . . . . . . . . . . . . . . . 72
Magic items . . . . . . . . . . . . . . . . 72
Casting spells . . . . . . . . . . . . . . . 72
Empire spells . . . . . . . . . . . . . . . 73
Undead spells. . . . . . . . . . . . . . . 73
Orc spells . . . . . . . . . . . . . . . . . . 74
High Elf spells . . . . . . . . . . . . . . 74
Chaos spells . . . . . . . . . . . . . . . . 75
Dwarf anti-magic spells. . . . . . . . 75
Magic items . . . . . . . . . . . . . . . . 75
Magic standards . . . . . . . . . . . . . 76
Magic weapons . . . . . . . . . . . . . . 77
Devices of power . . . . . . . . . . . . 77
Battlefields . . . . . . . . . . . . . . . . . . . . 78
Setting up scenery . . . . . . . . . . . 79
Table size and deployment areas . . 79
How long does the battle last? . . 79
Scenarios . . . . . . . . . . . . . . . . . . 79
ARMY LISTS
The stat line . . . . . . . . . . . . . . . 126
How to pick an army . . . . . . . . 127
Size . . . . . . . . . . . . . . . . . . . . . 127
Units/characters . . . . . . . . . . . . 127
Magic items . . . . . . . . . . . . . . . 127
The Empire army . . . . . . . . . . . . . . 128
The Undead army . . . . . . . . . . . . . . 130
The Chaos army . . . . . . . . . . . . . . . 132
The Orc army . . . . . . . . . . . . . . . . . 135
The High Elf army . . . . . . . . . . . . . 138
The Dwarf army . . . . . . . . . . . . . . . 140
APPENDICES
Appendix 1 – Examples of play . . . . 144
Appendix 2 – Notes on Terrain . . . . 147
Appendix 3 – Warmaster at a Glance . 148
Glossary of Terms . . . . . . . . . . . . . 158
Warmaster Play sheet . . . . . . . . . . 159
680097081.002.png 680097081.003.png
04-07 INTRODUCING WARMASTER 7/21/04 12:37 PM Page 5
Truly it was said of him,
beyond count are his
warriors and beyond
measure his might.”
5
680097081.004.png
Zgłoś jeśli naruszono regulamin