Warlord Games Warlords of Erehwon Rulebook.pdf

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BY
R
ICK
P
RIESTLEY
For John Stallard whose enthusiasm and
generosity have made this book possible.
P
HOTOGRAPHY
:
Anna Bereza, Dariusz Wyrozebski,
and Wargames Illustrated
L
AYOUT
:
Anna Bereza.
E
DITING
:
Duncan Macfarlane and Paul Sawyer.
I
NTERNAL
A
RT
:
Robbie McSweeney, John Stone,
Brenda Rodriguez, Martin Pique,
Manuel Krommenacker and Jason Juta.
C
OVER
A
RT
:
Arise, O Restless Dead
by Silviu Sadoschi
M
INIATURES USED
:
Warlord Games, Dark Sword
Miniatures, Heresy Miniatures, Lucid Eye,
Mantic Games, Midlam Miniatures, North Star
Military Figures, Outlaw Studio Miniatures
and Wargames Foundry.
T
HANKS TO
:
Jon Russell, Richard Macpherson,
Nick Eyre, Tim Bancroft, Dave Matthews,
Nigel Stillman, Nick Simmerson, Garry Sharp
and Cédric Barbas.
All rights reserved. No part of this publication may be
reproduced, stored in a retrieval system, or transmitted,
in any form or by any means without the prior written
permission of the publisher, nor be otherwise circulated
in any form of binding or cover other than that in which
it is published and without a similar condition being
imposed upon the subsequent purchaser.
Warlord Games, the Warlord Games logo, Warlords of
Erehwon and the Warlords of Erehwon logo are
trademarks of Warlord Games Ltd. All rights reserved.
© Copyright Warlord Games Ltd. 2019.
ISBN: 978-1-911281-50-4
2ND PRINTING
WWW
.
WARLORDSOFEREHWON
.
COM
WWW
.
WARLORDGAMES
.
COM
Arise, o
restless dead...
by Warlord Games
That’s why I have not set out to re-write or re-define such familiar and well-established
concepts within these game rules. My aim has been simply to breathe new life into
established ideas, so that anyone who wishes to do so can play just as easily by dusting
down existing collections as by starting anew. Indeed, dusting down my own collections
was the first, and fatal, step of a journey that has resulted in the game you are now
reading. That’ll teach me.
I started out with the intention of writing a game that embraced the entire genre of
myth, legend and folklore as well as the fantasy of literature, movies, TV and games.
This is not a book that sets out to present just one world or one vision of fantasy.
Hence, I have included a selector list for forces inspired by mythical Amazons and
Greek Heroes. Other lists take their inspiration from Celtic Legends and Medieval
Romance. Most, however, are drawn from what has become a tradition of fantasy as
portrayed in role-playing, tabletop, and video games: themselves inspired by sources
too many and varied to mention.
I’m sure many readers will know what it means when I
say that fantasy wargames have been around for so many
years now that our monsters, creatures and armies have
acquired an almost
historical
familiarity. Whether inspired
by literature, films, television or by established miniature
ranges, there can’t be many out there who don’t have a
definite notion of what an Orc is or just how
curmudgeonly a Dwarf can be.
These rules are not specifically tailored for use with any one manufacturer’s offerings.
Please feel free to use whatever models you have or such models as you care to
purchase. I’ve tried to cover the most popular and widely accepted interpretations of
fantasy warriors, monsters and arcane machineries within the rules and warband
selector lists. Inevitably, because it is a game developed amongst friends and fellow
players, what might be familiar to us might not be familiar to others; but such are the
perils of this gaming life. For those who want to take things further, the rules are
designed to be flexible and expandable, and can easily accommodate yet more forces,
new monsters and different interpretations of old ones should you wish.
As always, I would bid the reader to remember that playing wargames is a social affair,
whether our opponents are old friends or perhaps fellow players meeting for the first
time. We play for the enjoyment of the thing, for the challenge, and as an opportunity
to meet like-minded enthusiasts. In a game of relative sophistication we know that
there will be occasions when a situation requires interpretation, or where players are
unable to find a rule during play, and when this happens the best thing is to agree on
an interpretation and get on with the game. You can always roll a dice to decide how to
interpret a rule if you wish. The gods of battle are uncannily arbitrary when it comes to
such things. Similarly, if players are happy to ignore, change or add rules then please
feel free to do so, and if the game is improved as a result so much the better.
Gameplay is built around the D10 system developed for my science-fiction game
Beyond
the Gates of Antares
and the order dice mechanic first used in the
Bolt Action
WW2 rules.
This allows for a game with some mechanical depth and considerable adaptability, but
remains reasonably well-paced and intuitive once players are familiar with the basics.
As with all games, one has to balance complexity and accessibility, and on the whole I
have assumed players are reasonably experienced wargamers seeking a game with
some tactical challenge and enough variety to reward repeat play.
The game is intended to be played on an average sized tabletop using warbands of a few
dozen models. Models are moved and fight as loosely organised groups or units of
similar types, or as individuals in the cases of larger and more powerful monsters and
machines. I think of it as a ‘warband’ style game, larger in scope than a man-to-man
skirmish game, but smaller than a battle game with massed ranks and hundreds of
models. This is a size of game that has great appeal and offers considerable scope for
scenario building and role-play style adventures, whilst at the same time keeping
things manageable in terms of the size of forces and space required.
Readers will notice that this book has been illustrated with photographs of models both
venerable and modern, made by different manufacturers, and from a variety of
collections. Legal precedent precludes us picturing the models of every manufacturer,
so our photographs don’t necessarily represent a comprehensive selection of what is
available – as I’m sure most readers will realise. Fortunately, these days it is very easy
indeed to find catalogues of models online, and a quick search will soon reveal the
extent of different manufacturers’ offerings in metal, resin and plastic.
Rick Priestley
Game
I
The
Basics
Rules
7
The
One Model, One Man . . . . . . . . . . . . . . . . . . 7
Warbands . . . . . . . . . . . . . . . . . . . . . . . . . . . . 7
Basic Equipment . . . . . . . . . . . . . . . . . . . . . . 8
General Game Play . . . . . . . . . . . . . . . . . . . . 7
Stats . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 10
Stat Tests . . . . . . . . . . . . . . . . . . . . . . . . . . . 11
The Rule of Re-rolls . . . . . . . . . . . . . . . . . . 11
The Rule of 1s and 10s . . . . . . . . . . . . . . . . 11
The Rule of Highs and Lows . . . . . . . . . . . 11
Special Rules . . . . . . . . . . . . . . . . . . . . . . . . 11
Shooting
Summary of Shooting . . . . . . . . . . . . . . . . 24
Ranged Attack Rules . . . . . . . . . . . . . . . . . 24
Accuracy Modifiers . . . . . . . . . . . . . . . . . . 28
Resist Modifiers . . . . . . . . . . . . . . . . . . . . . 30
Cover . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 30
Pins . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 31
Shooting Overhead. . . . . . . . . . . . . . . . . . . 31
24
Split Fire. . . . . . . . . . . . . . . . . . . . . . . . . . . . 33
Types of Units
Warlord Units . . . . . . . . . . . . . . . . . . . . . . . 12
12
Close Combat
Standard Units . . . . . . . . . . . . . . . . . . . . . . 12
Model Bases . . . . . . . . . . . . . . . . . . . . . . . . . 14
Starting a Game . . . . . . . . . . . . . . . . . . . . . 15
Summary of Close Combat . . . . . . . . . . . . 34
Charge Rules . . . . . . . . . . . . . . . . . . . . . . . . 34
Close Combat. . . . . . . . . . . . . . . . . . . . . . . . 35
Exchange of Missiles . . . . . . . . . . . . . . . . . 35
Hand-to-Hand Fighting . . . . . . . . . . . . . . . 36
34
The Turn
Turn Sequence . . . . . . . . . . . . . . . . . . . . . . 16
Order Tests . . . . . . . . . . . . . . . . . . . . . . . . . 18
Moving . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 20
16
Close Combat Results . . . . . . . . . . . . . . . . . 38
Consolidate . . . . . . . . . . . . . . . . . . . . . . . . . 39
Follow On Combat. . . . . . . . . . . . . . . . . . . . 39
Combat Against Flying Units . . . . . . . . . . 39
Combat in Buildings . . . . . . . . . . . . . . . . . . 39
Strength Modifiers . . . . . . . . . . . . . . . . . . . 37
Order Dice
Movement
17
20
Obstacles . . . . . . . . . . . . . . . . . . . . . . . . . . . 21
Terrain . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 23
Break Tests
Reactions
Weapons and Armour
Armour. . . . . . . . . . . . . . . . . . . . . . . . . . . . . 46
Ranged Weapons. . . . . . . . . . . . . . . . . . . . . 48
40
43
46
Hand-to-Hand Weapons . . . . . . . . . . . . . . 50
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