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Warhammer Fantasy Skirmishes

Foreword: This game uses the existing rules structure of Warhammer Fantasy 8 Edition.
Unless a rule is specifically changed, it is assumed to work the exact same way as outlined in
the Warhammer Fantasy 8 Edition Rulebook.
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Ignore all Army Book and Rule Book references to Panic Tests, Break Tests and Combat
Resolution. Warhammer Fantasy Skirmishes uses alternate rules to these.

Basic Rules
In Warhammer Fantasy Skirmishes each model is its own unit, completely autonomous from
the rest of its Warband. All friendly models are collectively known as a Warband and
individually known as a model, on the flip side all enemy models are collectively known as the
enemy Warband and all enemy models are known as enemy models.

Each unit has two things it can do each turn, split into a Movement Action and a Combat
Action. For example, a model could move a number of inches equal to its Movement
characteristic, which would use up its Movement Action that turn. It could then make an attack
with its Bow, using up its Combat Action for that turn.

Unless otherwise stated, all a model can do with its Movement Action is move up to a number
of inches equal to its Movement Characteristic. Unless otherwise stated, all a model can do
with its Combat Action is make a Ranged or Close Combat Attack with one of its weapons.
Some effects will add additional capabilities to a models Movement or Combat Actions, i.e. a
Wizard may be able to use its Combat Action to cast a spell or a model may have a Weapon
that can Shoot multiple times.

Models must use their Movement and Combat Actions when they activate or they are lost, they
cannot save up Actions to be used in subsequent turns. For example, if a model did not move
last turn, it cannot now move twice this turn.

To play Warhammer Fantasy Skirmishes, both players trade off activating models back and
forth until all models have been activated that turn. Then a new turn begins and all models can
be activated again. This continues until one player wins the game! To decide who activates a
model first, players dice off before each turn begins. The winning player may decide who gets
to activate first. If this roll is a tie, the player who lost the roll last turn may decide who
activates first.

Example: A new turn has just begun and Cody has three models while his opponent Zach has
five models. Cody wins the dice off and decides Zach can activate first. Zach activates one of
his five models and passes to Cody, who activates one of his three models. This will continue
until Cody has no more models to activate at which point Zach will finish activating his models
and the turn will end.

Models must ALWAYS use their Movement Action BEFORE their Combat Action unless
otherwise stated.

Terrain
Terrain effects must be decided upon before the game begins and cannot change during a game
unless a game effect says otherwise. There are four different terrain types, as indicated below.

Rough Terrain
Models halve their Movement Characteristic when moving over Rough Terrain.

Very Rough Terrain


Models move at speed over Very Rough Terrain.

Obstacles (Walls and Barriers)


Obstacles are a set number of inches high. Barriers are always 3 tall and Walls are always 6
tall regardless of the terrains physical height. A model may move over an Obstacle by passing
an Initiative Test. If the Test is passed it may move through the Obstacle unimpeded, if it is
failed the model takes a hit with a Strength equal to the height of the Obstacle.

Buildings
Buildings are terrain with multiple levels, which can also be designated as Rough or Very
Rough. Each level is 3 from the next, regardless of the terrains physical height.

Gaps
Models may move over gaps in terrain (i.e. a hole in a buildings roof) and may charge over
gaps. This is not an invitation to surpass insanely large gaps in terrain! Players should decide
which gaps are too large to cross before the game begins.

Climbing

All models may climb except those with the Warbeast, Cavalry, Monstrous Cavalry or Swarm
model types. A model may climb a number of inches equal to its Movement per turn, but may
not Run or Charge while Climbing. If a model does not have enough Movement to reach a new
level while Climbing, it may not Climb.

To climb a model must pass an Initiative Test. If it fails this test while climbing up, it cannot
move that activation. If it fails this test while climbing down, it falls a number of inches equal
to where it started the climb. Models climbing down receive +1 Initiative for Climbing Tests
only.

Jumping Down
Models may jump down from Obstacles and Buildings, up to a maximum height equal to their
Movement or Initiative, whichever is higher. Models Jumping Down must pass an Initiative
Test, if failed the model takes a hit with a Strength equal to the inches fallen and is Knocked
Down.

Shooting
Models may attack with one ranged weapon per activation and may only target models in LoS.
Models cannot shoot after Running, Charging or while Fleeing, Knocked Down or Stunned.

Models MAY NOT Stand and Shoot.

Cover
Models that can only be partially seen by a shooter are in cover and confer a -1 to hit roll for
any shooting attacks targeting them. The ONLY way that the Cover bonus is conferred is if the
model is at least partially obscured from the firing model.

If a shooting model misses when shooting at a target in cover, the shot hits the cover instead.
See the relevant terrain type for details.

Elevated Position
Models firing from an elevated position receive a +1 to hit bonus for ranged attacks at models
on lower elevations.

Elevated Positions are being a floor higher than the target, or anything else mutually agreed
upon by both players, i.e. being on top of a tall rock.

Close Combat
Models may move into Close Combat in one of two ways. One is by Charging, for more
information on Charging see the Special Actions section. The other is by simply moving into
base to base contact using a Movement Action. If a model has enough Movement to touch an
enemy models base, theyre considered to be in Close Combat.

Base to Base Contact


When two models enter Close Combat, move them in base to base contact with their frontages
facing each other. This is done to avoid messy corner to corner fights and for cinematic
reasons. Remember the models bases only have to slightly touch to start a close combat, but no
matter what the models will immediately be placed front to front once a combat begins.

Fighting Close Combats


Models must declare what close combat weapon/s they will be using before making their
attacks and must stick with that weapon/s for the entire close combat.

A model can split its available attacks among all enemy models in base to base contact.

Leaving Combat
Models may freely leave combat by moving out of base to base contact at the cost of taking a
Free Strike from EACH enemy model it left base to base contact with. Models engaged by
enemy models besides the one leaving Close Combat may not make Free Strikes. Models that
do not have a Movement Action cannot leave combat.

To Leave Combat, announce the models intent to do so. Each enemy model engaged in Close
Combat with that friendly model and no friendly other models may make ONE Free Strike on
the friendly model attempting to leave combat. Models making Free Strikes roll ONE attack
with the weapon/s they are using in that Close Combat and roll Injury as normal. If the friendly
model leaving combat suffers no Injury, it may use its Movement Action as normal and Move
out of the Combat, otherwise its activation immediately ends.

Multi-Combats
It is entirely possible for combats to be made up of more than two models as additional models
join an existing fight to bolster their allies. This changes how combats work a bit.

If a model enters combat with an enemy model already in combat, the enemy model will not
turn to face the new combatant. A model fighting against an enemy engaged by two or more
enemy models receives a +1 to Hit modifier as the enemy struggles to fight on two or more
fronts.

A model can only be engaged by FOUR enemy models, one in the front, two in the flanks and
one in the rear. A model surrounded in this way CANNOT attempt to Leave Combat unless it
has the Flying or Incorporeal Special Rules.

Injuries
When a model is reduced to zero wounds, the opposing player rolls for its Injury. Roll one d6
and reference the following chart.

1-2: Knocked Down


The model has been Knocked Down, place it face up on its back or use a marker to show this.
3-4: Stunned
The model is Stunned. Place the model face down or use a marker to show this.
5-6: Out of Action
The model is Out of Action, remove it from play.

Knocked Down
A Knocked Down model may not Shoot or make Close Combat attacks and may only move 2
during its Movement Action. A model may remove Knocked Down status during its Activation
by sacrificing its Movement Action. Shooting Attacks at a Knocked Down model suffer a -1 to
Hit penalty.

Stunned
A Stunned model may take no Actions, when it Activates it becomes Knocked Down and its
Activation immediately ends. Shooting Attacks at a Stunned model suffer a -1 to Hit penalty.

Close Combat attacks against a Stunned model do not need to roll to Hit or Wound, the target is
automatically considered to be Out of Action.

Out of Action
An Out of Action model is removed from play and plays no further part in the game.

Special Actions

The following is a list of special actions available to every model unless another rule explicitly
states it is not. These rules offer additional options to models and are meant to add additional
layers of strategy to the game.

Charging
Models may declare a Charge in place of both their Movement and Combat Actions. If a model
does not have both its Movement and Combat Actions available to it, it cannot declare a
Charge. Targets on a higher elevation or that are not in LoS cannot be declared.

To take a Charge action, declare a legal Charge Target and measure if the Charging model has
enough Movement to reach it. The Charging model gains +3M bonus for this move only.

If the Charging model has enough Movement to contact the base of the Charge Target, the
Charge is successful. Move the Charger and the Target into base contact with each other. The
Charger immediately makes its Combat action against the Charge Target.
If the Charging model cannot complete the Charge by moving in a straight line, or doesnt have
enough Movement to reach the Target, the Charge has failed. Move the Charging model a
number of inches equal to its base Movement and its activation ends.

A model Charging receives +1A for its Close Combat Activation that turn.
Charging models that pass within 2 of an enemy model, excluding the Charge Target, are
prone to Free Strikes. If a Charging model passes within 2 of an enemy model while making
its Charge Move, immediately stop its Movement. The enemy model may make ONE
immediate Close Combat Attack against the Charging model, with a -1 to Hit penalty.
If the Free Strike misses or fails to inflict an Injury, continue moving the Charging model,
being careful to check if it provokes further Free Strikes.

If the Free Strike hits and inflicts and Injury, the Charging models Activation immediately ends
and it suffers the Injury at the spot of the Free Strike.

Models may also Charge while Jumping Down if jumping off a balcony, overhang, edge, or
other appropriate terrain feature. This follows the normal rules for both Charging and Jumping
Down, and the model must still charge in a straight line. A model Charging while Jumping
Down gets +1S and +1A for its Close Combat Activation that turn.

Running

Running models may move at double their Movement, factoring in any bonuses and penalties.
Running models may not move into or out of close combat with enemy models, shoot, or use
special abilities unless otherwise listed.
Running models that pass within 2 of an enemy model are prone to Free Strikes. The enemy
model may make ONE out of sequence Melee Attack against the Charging model. This Free
Strike suffers a -1 to hit penalty.

Successful Free Strikes on a Running model roll damage as normal and also Knock Down the
Charging model, which immediately ends the Running models activation.

Hiding
A model may Hide by finishing its Movement Action inside or touching a terrain feature,
unless it performed a Running or Charge Action that Activation.

A Hiding model should have a token or reminder placed next to it showing its status. Hidden
models cannot be targeted by Shooting Attacks or Spells and are also not valid Targets for a
Charge Action.

If a Hidden model uses a Spell or a Shooting Attack, its Hidden status is removed immediately
after the attack is resolved. Hidden models cannot declare Charges, Run or move into Close
Combat with enemy models. A Hidden model can voluntarily remove its Hidden status before
taking its Movement Action when it Activates.
Models can ignore Hidden status on enemy models within a number of inches equal to their
Initiative Characteristic.

Morale
Routing
When a Warband is reduced to 25% or lower of its starting model count, it must take a Rout
Test at the start of each turn. The Warband in danger of Routing must make a Morale Test
using the highest Leadership left among models in play that are not Fleeing. If the Test is
passed, all is well and the Warband continues play as normal. If the Test is failed, the
remaining models flee the battle and the Routed player loses the game.

Fleeing
Certain game effects can cause a model to Flee, most commonly the Terror Special Rule. A
Fleeing model moves toward the nearest board edge, using its Movement Action each
Activation and Running if possible.

When Activating a Fleeing model, it gets a chance to steady its nerves before it continues
Fleeing. The model must make a Leadership Test, if passed it immediately ceases Fleeing and
may even take its Actions normally. If failed, it continues Fleeing.

A Fleeing model that contacts a board edge is removed from play. If Fleeing models are
engaged in Close Combat, they will immediately make a Flee move after the enemy model has
resolved its Combat Action and provokes a Free Strike. A Fleeing Knocked Down model will
use its 2 Movement to continue Fleeing.

Special Rules
Unless otherwise stated, Special Rules continue to function as theyre written in the
Warhammer Fantasy 8 Edition Rulebook. Army specific Special Rules are addressed in that
armies section of the Army Errata. Rulebook Special Rules are addressed here. A Rule
addressed here takes the place of its normal effect, essentially replacing it with an effect that
pertains to Warhammer Fantasy Skirmish.
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Always Strikes Last


Models with this Rule or using a Weapon with this Rule may NOT may Free Strikes.

Fast Cavalry
Models with the Fast Cavalry Rule are may make one normal Movement Action (Not a Run or
Charge) after Deployment but before the game begins.

Fast Cavalry models may take their Combat Action during their Movement Action. I.e. A Fast
Cavalry model may move, use a Shooting Attack and finish its Movement.

Fight in Extra Ranks


Models with the Fight in Extra Ranks Rule, or using a Weapon with that Rule, may make one
Free Strike when an enemy model moves into base to base contact with them, but before the
enemy model makes its Combat Action.

Compulsory Movement
If a model with the Compulsory Move Special Rule covers at least 3 before contacting an
enemy model, it counts as Charging. Models with Compulsory Movement cannot be targeted
by Free Strikes, theyre too unpredictable! Otherwise this Rule functions as normal.

Sniper
Models with the Sniper Rule or using a Weapon with that Rule may ignore the penalty for
Shooting at Long Range.

Stubborn
Stubborn models that become Knocked Down may immediately roll a d6. On a 5+, they ignore
the Knocked Down Injury.

Skirmishers
Models with the Skirmishers Rule do not provoke Free Strikes. They may also Run and use a
Shooting Attack in the same Activation.

Terror
If a model is successfully Charged by an enemy model with the Terror Rule, it must take a
Leadership Test before the enemy models Combat Action. If failed, it will immediately gain
Fleeing status.

Unbreakable
A Warband with at least one in play model who has the Unbreakable Rule does not have to take
Rout Tests.

Unstable
When a model with the Unstable Rule suffers an Injury from a Spell or Magic Weapon, add +1
to the Injury Roll.

Volley Fire
Models with the Volley Fire Rule or using a Weapon with the Rule may ignore target enemy
models not in LoS, provided that a friendly model within 6 can draw LoS to the target.

Army Lists
The recommended point total for Warhammer Fantasy Skirmishes is 250 points per player but
games can be any point total the players desire. Each players roster must adhere to all the
following rules:

Must include at least 5 models, can include no more than 20 models.


Must designate one Warband Leader and apply ONE of the Warband Leader Templates.
May have no more than 6 of each model type from Core, 4 from Special and 2 from Rare.
May include no more than 1 Monstrous Cavalry or Monstrous Infantry model.
May include no more than 2 non-Monstrous Cavalry.
May include no Monsters, Chariots or models from the Heroes or Lords section.

May include no more than 2 models with the Flying Special Rule.
May include no Unit Upgrades (Command Group, Fanatics, Weapons, etc.)
At least 50% of a rosters points must be spent on models.

All models have access to the Armory; Warband Leaders have access to the Leaders Armory as
well.

A model may only have up to its point value in upgrades from the Armory; Warband Leaders
may have double their point value in upgrades.

A model may only have one upgrade from each Armory category.

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