(Game componenis:
102 Plastie miniatures
451 Plastie shields
5 Dice
150 Order counters
1 Rulebook
Quick reference sheet
COUNTERS AND DICE
DICE
‘The only dice required to play FANTASY WARRIORS are the standard, 6-sided type supplied with
the game, Therefore al efrenceso dice nthe text mean 6 sided dice. Oiten the abbreviation 7
will be used. [Fa number appears in front ofthe ‘DY (eg ‘2D it just tells you how many dice to
throw. For example, 2D tells you to throw two dice. Sometimes you will need more than the SD
provided with the game. When this happens just keep rolling the dice until you have reached the
required total. If you find it more convenient, you can buy extra dice ~ they're very cheap.
COUNTERS
Tre counters are a way of displaying game information right where you need it most ~on the
battlefield. During the game, the status of units and some individuals will alter so, rather than
having to memorise or make notes of, for example, how many volleys a missile unt has left or
‘which unit is threatening which other unit or how many magic points a wizard has, you simply
place the relevant counters next to the unit or individual in question and al the information is there
{n front of you. FANTASY WARRIORS is a visual spectacle so it makes sense to record changes of
status with attractive counters.
At the start of a game, divide all counters (except magic points and volleys) equally between the
two sides. Allocate magic and volley counters to the wizards and missile units as explained in the
rales.
Biue HOLD Yellow OPPOSE. Red ATTACK Shaken
x8 x8 xB x9
=_
Direction reaten Command Test
xl x9 x6
[Painting miniatures
For advice on painting the
FANTASY WARRIORS miniatures ~
see the side panels of the game
cs valleys
eee xi
5
Time Dial Magie Power
x31SEQUENCE OF PLAY
‘Ther arejust thre stages invalved in paying a game of FANTASY WARRIORS.
1 PREPARING FOR BATTLE
2 BEFORE A BATTLE
3. THEBATTLE TURN
Lats take look a each stage in more deal
1 PREPARING FOR BATTLE
Organising an Army (page 7)
‘Warriors are provided for youn te frm of past FANTASY WARRIORS miniatures, over 100 of
them rammed into the game box. Yul ned to separate them from eachother and group mes of
{hem nto urts. You'll ned Specials, Bade leaders and» Wards which you wl agate
from therrmaining gues. hey wlll hn be given Proles which determine her ellctiveness
sinthegame
Preparing the Terrain (page 10)
The FANTASY WARRIORS batlefila be ita large table or designated area of the Ror, not just
flat empty plan, Sconery is used both tactically and for visual appeal. tis sed in the game in pre
defined Tereaan Features
Vietory and Defeat (page 11)
Lie ary compete ame, FANTASY WARRIORS uly eds with ne ie wining and he
ter lasing, Draws ae posible, but not very Likely Before you commence play, both stds will
rnoed to know what they have edo to secure victory.
Multi-player games (page 12)
‘The most obvious way to play FANTASY WARRIORS is with two people each with aWarchit at
‘he head ofan army, Eating against one another. However, the game s eminently suitable for
larger, mali-player bates involving several aed armies.
2 BEFORE THE BATTLE
fore any of he ratte re actualy placed on the bate he players will ed to decide it
they wish to Scout IF they do, they allocate somo thelr ut fh sk ane succes they
‘ay gan an early advannge ve ther opponens by dicovting ter deployment and maybe
Srenby decdng what tine ttleste stherdenermes
Establishing the Time (page 14)
‘re players ned to find out what eof day he aegis Ashe game proces record
ofthe ine ioe sing the nig FANTASY HARRIONS Tine Dil Tne an inpraepa of
Sha game Sense te ptermance of any of thames acted by whether cay or Rig
Laying out the Battlefield (page 14)
This is when the Terain Features ae placed on the bated,
Deploying the Armies(page 15)
Sound 2s). there area ew rules o make sure that no-one guns an unfair advantage
Boasts and Omens (page 16)
Payers make use of man factors in the pur of victory. Both psychological and supernatural
aaiarages may be sought in te inegung Bate of wits whch goc on iuvughoat game of
FANTASY WARRIORS Hout canallct he orale of nay wks Omens indica whe or ot
an army enjoys the favour of the yds.
Issuing Orders (page 17)
‘The irl respons ofthe payer before commiting his army othe vagaries of bate isto sue
[RS Bate Tees wih hr dos: Cacal decor sre mad at ts tite This when the el
tersion bein! sok wih the next stp Besse onder can be changed during se Bale Tur
swe
2.THE BATTLE TURN
Like most games, FANTASY WARRIORS is played in turns. A typical game's likely toast for
between Band 13 tums. To make playing the game as enjoyable and logial as posible, the turns
‘broken up into several phases Each phase must be completed by both sides belo play proces to
‘herent phase I during any turn, there s nothing to doin a particular phase (for example f
ether side wishes to threaten) then that phaso is considered fo have Been completed and play
proceeds othe next phase layers wil ind that phases 5, 6 an 7 are use lst than he others,
particularly atthe begining of game
CBGTR =
“tis before the
bate that the
seeds of viewory
(can be sown,
don't overdo it
Careful planning
{is needed before
the battle.”fase of battle.”
gain experience
Sart threatening
and experimeating with magic, If
‘you have any individuals now is
ite time vo fet them get their First
Phase Onet Threat (page 19)
Rata tates ae won by sss or combat In FANTASY WARRIORS you can iterally frighten
our eppoments into defeat
Phase Twot Shooting (page 21)
Nany FANTASY WARRIORS are armed with missile weapons ike bows and crossbows, Used
propery these warrior can shape the course of abate
Phase Three: Movement and Reorganisation (page 26)
Mantors dont pst sland in oe place onthe bated They move around, sometimes where the
‘Warciet wants them to go sometimes were they want ogo. Furthermore, differen warrior {pes
rent speeds This phate snot conducted simtaneously.
Phase Four: Combat (page 30)
Sooner or itr the opposing warriors come into vilent contact. Tiss when the swords, battle
[hen spers apd allthe ole fearsome paraphernalia of combat are putt good effet.
Phase Fiver New Orders (page 35)
TAs the atl develops the nal orders handed out by the warchil may need adjustment, ether
x pato en intl farsighted plan ori response to unforeseen developmen.
Phase Sixt Influence (page 38)
Ix el as being thelink between the arch and the fighting units of warriors, bate Teaers can
lsocxertsconfllinginivence over the unis under ther cornmand, steading the fant-heared
anid cali tbe over eager.
Phase Seven: Command Test (page 39)
Fee se trainany bate when evens putin question the wigs of an army (or pet
Re ca eagh Thettw tine mhentatwlingnasibtsied
Individuals In Battle (page 40)
InBANTASY WARRIORS many extraordinary individuals from mighty heres to mumbling,
soathseyers play thet par in the bb and flow of bat
Warchiefs and Battle Leaders in Battle (page 42)
‘archiets and bate laders move freely ound the batted, giving and receiving orders,
encouraging wavering tops, pthaps even plunging into combst
Magic (page 43)
Maths ah important element in FANTASY WARRIORS. [is alo, ofcourse supernatural and not
‘utject tothe same pysical constraints asthe eto the events simulated in te game. To reflect
this magicis allowed a unique lent in that may be used at any te in the Bate Turn
ismans (page 46)
‘Tae sapurtitous tops in FANTASY WARRIORS often place their faith in their army/s talismans,
‘whether they ae army standards, sacred items or even beloved personages.ORGANIS!
All FANTASY WARRIORS aries regpées of he ops tat make then up consis ofthe
‘ato
Aw vehlet, battle leaders, commands, units, warriors, specials and
individuals
Allof the ebove may be represented by the FANTASY WARRIORS miniatures and all have their
‘wn functions Let’ take aleok at each in more detaik
WARCHIEF
Theres only one of thes in each army. The warchil s in charge of the army and controsit by
issuing orders tothe next inthe chan-o-command - the blenders
BATTLE LEADERS
ach tiller hea command. They resve order from the wari and altempt to cary them
‘uta the head of their commands. There can be move than one tall lender nanan
‘COMMANDS
A commands a grouping of oe or more units In charge of cache a bate adr othe wari. The
ommard is used by is ate ender to carry out he orders he or she as received fom the wari A
command wil ony obey it own ble acder. The wercief may also directly conzl his own
commard
UMTS ' ‘
Ata group of one ot more mistress main anton nthe games ight the
Sid's sts Tenormally costs of several wars ard and armed ideal. At cant ok
‘a atielt mus havea ieterand tay have other specs within sans.
WARRIORS
Warriors are at the bottom ofthe army hierarchy and yet are also the mest important members oft
Without varrior there would be no amis. Most of your FANTASY WARRIORS minvatures
represent warms
SPECIALS
‘These fight longside the warsce in their it and are armed and armoured identically to them,
‘Their presence improves the performance ofthe wnt they belong to and they cost more points than
snordinary ware. Thee are fou types of sei
[Leaders Atthe start of battle every wil must have a ladr Large individual creatures
‘operating alone have leadership tal into thei profile
(Champions These represent individual warors who, by their froty or skill at-arms set a
string eample to ther comrades. They add othe fighting ality oftheir unit Champions are
optional and no unit may have more than one.
“Mustefans These improve the performance oftheir uf itis threatening another. They also
improve the abt of their wnt o resist eat. The mare of them there are in an, he greater
thet effect Masicins ae optional,
Standard Bearers Those ar¢alvays place in the front rank oftheir units. The standard they
‘amy increases the unis morale. However fis eapze, any benefits wl be lst. Standard
ers are optional. Nownit may have more tan on,
INDIVIDUALS
Indias donot belong to unit. They operateon th own and each typehas unique
straceistcs.
Pests By sckng the favor the gods, prists can attempt to favourably alter events tht have
ent oxareie sack eens =
Soothsayera These cn favourably ifn the omens. you have one or marin your amy,
youhaves gre chance of good omens
‘Whearals Wars ae practitioners of mogicand havea number of power spells at heir
‘lsposal However each tie they cast pel es powers reluce.
woes These are powerful ighteen capable facing re ost inimidating enemy Their mere
‘Presence wl npiethe resto the em
eae ep tcanes
-
[This army kas two commands.
[Both are led by battle leaders who
|receive orders from the warehiet
Warehiet
[This army han two commands,
(One is led by the warehiet in
person the other ised by abate
Warehlet
Command
7
CREAT ISR prepenc e wcnequa
‘ORC IVFANTRY
alssty Average Tribal 1+ 1 MASH Hd Ging No No ay
Banner bearers These ar the personal standard bearers of bl loes. They extend their
Tange of indivence and ca aca a temporary ui standard whist the bile Tederis witha
Heralds Like brer bers, these can extend the range of influence ofa bate leer and act 8
emporary unit mus Ue bat adr with aa.
Scouts thay are expert wacker, able tobserve and assess enemy troop movements, Who
“improve an arm's scouting ability.
‘Coublece These ar tained messengers who travel quickly and deliver orders cealy. A bate
Toate more likely to understand an order cared by cour than by an untrained
smestenger
‘This wait has a compalsory leader
Special, but no other optional
specials.
‘THE PROFILE
very wat, tiled, nial or war machine lin your army wil have prof The pofe
lista the charactrsis of particular troop type
Tip STR RES WOR ARM WEA MoV SAY TER | BAD
Think aot
ow you deploy
lite warriors.
You dont want
them
they have had a
chance to get
{nto action.”
QUALITY (QUA)
Brrchps om the lowest Goblin to the might Giant havea fighting quality. Qualys one of
‘he sioat important factors inthe profile and afecsvirealy everyting your wariors wil doin
‘pate The higher the quality, dhe more effective the wariors wil be,
Quality is divided ito five categories:
1 Bite
‘Thebes possible warriors. Lethal in altack, immovable in defence, they are highly efficent and
Tuperlyfmotvated warriors. Elle troops are rare. Some racts have none tal. The smal Elven
fries alone contain ahigh propertin of et warirs,
2" Veteran
‘ateran warriors are more common. Experienced and seasoned fighters, they are steady warriors
fen aati o wand th wer ery hs flr, Daves ee et xml
‘hous warriors The casi Dwarven army is smal and slow moving, but with virtually every
warrior init of cetera or higher quit
3 Average
‘Fe vast mney of warriors fll into this category. Most Men, Ores and Goblins are of serge
sally
4” Poor
“fis etegory represents oops who are inexperienced or who have had ite or no taining Tecan
{Tne eprsent oops who ar nln ofight oF who have been forced to do so under duress.
Pasa, lta and some rable wars are poor quality.
5 Unpredictable
PREPARING for SNETLE Cae‘Many fantastic ceatares and some ofthe wilder races flint this category. The are untrained but
sill dangerous. isnot unknown fran unpreictbl gut ni to ight the Bier end. On the
‘other hand it may rou from the bate tte fst whif of anger. Unpreditale warrior are ust
that, unpredictable Trolls are anpeicuble warriors
‘TYPE (TYP)
‘Al wariors it nt one of our major types, each type having its wn strengths and weaknesses
1. Disciplined wa :
Dispine tps are wars who wil always tempt to condsct themselves in ogcland
{Subsed ano on te but: Dace nt rer esl goaded intra aor. They
Sethe steaiest of he fours,
2. Tribal
‘The opposite of dpa, tbl types are impetuous and volatile warirs who may become very
aggresive when things go wel bt may not stay round if Uhings go wrong,
3 Fanatie
“Pve seen stupid
tothe very last
Mts worth
remembering -
sing sty
{ypesisalwaysa
sable.”
avai are the ultimate atack oops. They have one purpose, to dose with and destroy the enemy.
avai ane easly goaded into rash stacks. During th fel hours of darkness some races (ypcaly
Goblins) boome fonts.
4 Stupid
“Most animals, and some races al int this atogory Being stupid does not necessarily mean
Ineflecve, bat don't expect sup oops to operate ike cackiwork. They ust dont have the brain
power
STRENGTH (STR)
Shona pls faciorItrflecs above aerage rte strength As a guide an avenge man has
strength of eo, whilst a War Troll as asrangth of +3. The stronger the creature the more damage
i's gong inflict in combat.
RESILIENCE (RES)
Resenceisa minus factor and refccts above azenge abit to withstand the rigours of battle The
rater the minus factor the morerasistant to damage a ceaize is. Asa guide an average man bas
Fesienceof ero, whist War Troll has a en of
woRTH (WOR)
[Aothis the measure of any creature in terms of manpower. Te erage man has a worth of 1
Whit the War Tol hasa worth of3. Wortkis usd when calculating stacks In short the greater the
‘worth, the more worthivhle the stack going tobe
WEAPONS (WEA)
Weapons direc affect the fighting cficieny of warrior. Inthe SHOOTING and COMBAT
sectns ofthe rules we shall deal lly with the eles of efferent types of weapon.
ARMOUR (ARM)
Armour provides protection in bat, usually atthe cos of slowing down the wearer. There are five
sanctions of amour The ARMY LISTS ge jou deals he ype of armour omy
Patiala res.
MOVEMENT (MOV)
Fantasy races move at very diferent speeds. For example, Dwarves move very slowly encumbered
‘by thar traitonal heavy armour, whist Goblin are lghly armoured and move fat Movements
always shovnin inches tn the ARMY LISTS movement is always shown already adjusted forthe
encumbrance of amou
‘THE SAVING THROW (SAV)
‘The saving throw is only available to more powerful or lager creatures, larger and heavier pieces of
equipment or special lucky india, lrefcts the alalityof these creatures and pieces to keep
sing, often ater repeated its Inthe game the szoing dh always ested by rolling 2D and
Totaling the score the otal is greater than the abig throw the creature is unafeted and keeps
sing
BAD LIGHT aan
armies preter ih a ight under cover of dasknes, whist others prefer fo fight during the
day in FANTASY HARLUORS a arm png inet lc es se ae sang
ik Farengn te egg wi arent) chal nd gig yay
‘well wert geting the ume and hs height on Your side when goign ale, pos fing
our enemy to ight nad igh
None
None
Light
Medium
SED PRERARNG EEE
for a combination of chainmail,
Teather, and metal plates sewn on
ARMOUR DESCRIPTION
| Seraps, or fur, maybe some
chainmail or a helmet ete.
Always body provetion of some
legs covered, I wot
armoured Ofven head protection,
[Extra Heavy (X-heavy)
Full plate and ebai
body, limbs, hands and feet. Head
preicedon tually an enclosed
‘mail eoveringong ere acd by aii are Me, who areal by darks nd Gai ho
rong a mes On: Dates and ves are inact by ot gh a8 re
Soretypesl Cine
Fa mg «ne Da and horas counter ae povided tenable you'o Keep
Tackof ine time wan
Using terrible
threat.”
‘TERRIBLE CREATURES (TER)
TERRIBLE (inate frosty of some creatures ca intl ling err in esa beings. Sianss
ae ee cates ac ate War Toll and Ogre. A wi wll need all the morale Doss
sae dad pt ie cme forlong,Fortnately fore ee races the #4
can et to ar tt god end there's alas the chance ht the cesar’ oral wl Peak
or cing rd cures coment range of one anor, te creature wl Ie St
Can ea ee Ye re comered tebe othe oer. The ARMY LISTS will bow you which 4r-Me crass
‘specially daring [| you can havein your amy
WARCHTERS, BATTLE LEADERS and THEIR LEADERSHIP VALUE
Peace Pie frank and fle warriors, wach an ale ede ao havea sdesip
ta ts the ably wo conol, command a influence large bodies of monks, Te
ya ere give you dtl of alle ids or he army you want fl Te esp
Rey am ber, representing the very worst Teadeshi, 05, he very best
ASSEMBLING THE TROOPS
ASSEN BL vert your 12 FANTASY WARRIORS ministre into two armies. At che end of
eutpave an Orearmy and Dwar army ~onecach from the das aay ress
MAKING UP UNITS
MRTG UM bak your FANTASY WARRIORS bo, You note that he ig photograph of
Free lt show emits of tens ou wil nad make is 9
Mae ecais The ARMY LIT wil ive you ul dtl of the ead competion
and you will see
two 1,000 point
for Your oa Dar armies. FANTASY WARRIORS i a very Renble game, s0 remember hat
Staak nt page 3 J) et tO or Dart ries possible from the miniatures provided withthe game
{HE WARCHTEF, BATTLE LEADERS, SPECIALS and INDIVIDUALS,
arming the J) yon sng ent sees the pane, you wl eed some way of dsingushing
oe irs fin the aro Hf youintend panting Your miniatures and ve song
{hese figures Peon, co tna yu can appredate tem tothe fl ths problem ses solves =
ear jena oye rade nthe paisng. Ample dea woul be to give al ners (and no-one
the ill champs blue shieds, al Herors geen shields te, Balle ders could a
eee a aasnnesd wares. gold helmets. A wizard could be denoted by carefully trimming the
‘weapon ofa igure
EXTRA MINIATURES and DIFFERENT ARMIES
Pare eave wb limited to Orand Dural armies, The ARMY LISTS include many other ace.
10
eas ti MODELS make age range of FANTASY WARRIORS in metal rangi from he
FeeeCabtn War Giant odin Goblin able in been here ze vs Bans
eR Sl ngs Tos, Opes any mare Ors nd Dwarves, wold gai te ee
Fo grand an abundance of miniatures torepesent specie and ius
THE POINTS SYSTEM
TU eon ate oves various arms with a pints valu for each ofthe component types: Ts
‘es pyers to bald armies fa total aku greed wth her opponents, A Favour pits
ca a ayes is 00. This enables armies of widely iflening ssn wens of rumba of
pure tobe emorably equal matched Asa guide a 109 point Ore amy contin about 70
fires ncdng achilles, iniidaals an specs
PREPARING THE TERRAIN
FANTASY WARRIORSis best played om tbl, although a flor wil do. Whether you are sing?
Faves oor provide yousel/ ath a playing area of atest tA youcan sec wo ha At
at ore Er Rezembor if your tatleeld snot quar, he armies are set up along the
iephotloeen cohen ese va tlch other across the battlefield and not up
er OK ies ss that we now havea bailed ready for play, Wel assume tat #6
aa oop tf Gtcetally not many dining tables re his wide bt two folding work ~
ee raced gether are fs the ight sin and are atively cheap Bay) The bated is
rear tare ght now ~ postal uninspiring in fac, What requires scenery
‘THE SCENIC BATTLEFIELD
Te SCENIC ES TANTASY WARRIORS lsc miniatures inde oe aver apes
Fars why we made he mites dead ard atc. © Tro porane
meee CREDthat your batleield should not detract rom the pleasing effec created bythe miatures, Therefore,
‘we recommend that you provide yourself with some scenery when playing FANTASY WARRIORS.
‘Scenery also performs anather Euneion in FANTASY WARRIORS. Ica slow down or disrupt
‘movement and restric visit. Thos aspects are dealt with in more detail dsewhere but because
‘tener isnot ust cen is known by name which encompasses both its fancions~terain
‘MAKING TERRAIN
Youn spend aot of ney on best ceni tems such a model allway tes ad after you've
played FANTASY WARRIORS fw tines and become hooked on fantasy bulsgaming you
Probebiy wl Inthe meantime, we want yout stat playngight now The fist hing dato
Ener your bare cop witha sheet or ane I you've gota green brown ake, ate
perfec This serves o coverup the unsightly hardboard you're using paste tables orto pret he
ished surface if you're using a dining table I also provides a handy way of making his, ils are
Efeot he wo mala tein yes the oer weds) Tomakee il imply place a Sok e
Iagacnes under the blanket andes dare. Thee of th bl can obviously be varied by using
fren size boks Bigs remade by using several books With aio prac realis ils
‘wihrounded contours ard iegulr shapes can be made by using a mista of books and
IRagaznes Experimenta ite but not now! The prionty tthe moment sto get your ft FANTASY
WARRIORS tte under ways ut sick to sng book bl Woods ar adasatly eprsets! by
enc hapa gen co don pf he Dane Netineyon pn by hp
Some lichen This alot cheaper than nol ess bt satered ontop of Yur tn car wond,
takes for quite plessing woodland canopy effec. Other eran ype ust in FANTASY
WARRIORS ae Doken round: swamps marshes.
‘TERRAIN ITEMS
Big hill
‘A east ins xin, not greater thn 12ns x ins
‘Small bill
Smaller than above,
Large wood
‘Anave approximately rsx Bins
‘Small wood
“Anarea appronimatly Ars fins
Broken ground
Anysizeupto Tans x 8ins
Swamp
‘Anareaappronimatly Bins x ins
Marsh:
An area approximately Ss in.
‘The dimensions specified above give very regular shaped tein tems. eooks beter if they are
irmpulr So don make your woods perfect ces art dont make your hls peat squares or oblongs.
"More trai ems wil be described iy subsequent FANTASY WARRIORS publications
VICTORY AND DEFEAT
“Ther are io types of FANTASY WARRIORS bat —he Biter End gue or he Restricted Tans
ne Before coninencnga game the players mt decide which types going to be The Biter
Exipame employs th stplstwsea el sajuening mich ideas woe base tian
playing the gun wil onesie as no sis et on the ffl. ees of FANTASY WARRIORS
Eonmand fest rule ths may not ake aslong a you tink itis lsoacepatieina Biter End style
gamete one penpals of ang teen gh at
Eimy mays have ne ltton te tateld A Rete Tae ame requ the layers agree
tate game wil only Ts fora spec umber of tars: AU theen ofthe ial tur, ior is
determined by ascoring ete which ef how sucess an army has fought
G ROME ra PREPARING for BATTLE
i[Example SCORING SYSTEM
‘A Divaroen army is about to do
battle with an Orc army. The
Dwarven player works out his pre
battle value as follows:
Dwarven warchief +2
‘Army standard +
Two battle lenders +2 (41 each)
Six units +64 Teach)
Fora pr-battle value of
R
During the cours ofthe batt the
Duareen player has one battle
Teader Killed and tv units routed.
Hells the Oreoarhif end routs
ive Ore writs. He nw work out
his post-batle atu
Datroen wach +2
‘Army standard +f
One batteleader 1 he other was
tea)
Fouruits +4 (the other too
Eno wach ied
ey warchief killed «2
Feeney ane routed +5
Fora post-battleoalue of
16
His post-batt oat is points
ater an hs rebate value
Frchecks the eu tabl fo find he
us wom a desi vitor agaist
i Ors ne
THE SCORING SYSTEM
Before the Battle
Before the start of Bate total your army's cre asolows:
+2 Thewmrchy
$2. Anarmysanard
42 Asatedten
42 Each bleed person
+1 Esch batter
21 Esch ind
1 Eachamt
Younov have
That come late
Prebatle value, It doesn’t matter how big or small the mumber isa this stage
Alter the Battle
Tol your army’ score fro the surviving teed, ui,
ocrbed aes "henacd ayo eg
‘2 Each enemy sche aed or outed
$2 Exchenemy amy sina wrecked
22 Exch ene sae em dtlod
12. Exchenemy bond oon led o routed
41 Esch enemy tiered orruted
adh enemy dbl hilled or outed
1 Eacheneny sm ante rote
‘You now have your past bate value Thi, when compared o your pret val, wil
determine wheter ado wha degre, you have wan drawmer ote ane
individual et using the method
Results
Post-batile value is the same as Pre-battle value
The battle ha ended in stalemate Both sides leave the fied of bate with honour intact.
Post-battle value uy
You have wena minor victor
|Bup and fight agin
Post-battle value 4 to 6 points greater than Pre-battle value
Youhave won a decsve victory. Ihe enemy ae defeated inthis bate bt thelt ry is not
to 3 points greater than Pre-battle value
ry. Theenemy have sufered a small eack, bt hey cam cally
broken
Post-hattle value 7 to & points greater than Pre-battle value
eashave wana major vicory The enemy ae defeated and scattered. st wil be fog ine
before they can ight again
Post-hattle value more than & points greater t
Yu have won crushing victory. The enemy’ ave endured a ham
broken for good. Ifthe enemy werhi surived, he should surly lve hs
in Pre-battle value
defeat. Their army's
hea,
CAMPAIGNS
Compa
‘They usually invelve te use of maps ta indies the
armies info contact. Victory is not normal
sare one ofthe mos satis
ying waysof dtr vcory They involve playing a
‘battles linked by rules cover Se md a Sina
ing movement of armies not actually baling on the able,
postion ofthe various armies. Tabletop
FANTASY WARRIORS bates are then fought oat asa resto he map movemens bringing,
ly determined uni several ates have been fought Look
>thcoming Campaign Supplement which wil provide compete
ting fantasy campaign.
‘ut for GRENADIER MOBEL'S for
rules forthe cand of escina
MULTI-PLAYER GAMES
system (page 47) aa each one shouldbe th
ths sulficient extra point allocated to each ofits mis
PREPARING for ACTLE
12
Although FANTASY WARRIORS is most common}
Suitable for games with several payers In this
thts om chi. The amis shouldbe worked ou using the FANTASY WARRIORS pats
Same points value Ideally there should be he same
‘umber of armies on each sides that if there are six armies avalabe each side will ove nee
{hereis an uneven numberof armies availabe, make sue thatthe side withthe smallest rnber
to ring its total points vale upto that of
CHONG
played aa two-player game itis ao highly
ach payer tin ona aitsonnanee
is opponents,SCOUTING “Talways ke
Scoting about searching for and tempting to gain now exaedly
aac avantage over the enemy before the ate what Pm up
fas bun I scoing sucess and you otc ealnst wo my
theentiny youcan oblige im stop hisamy st army avually
onthe balichel, ving you the advantage sing, pei
‘rere and how he has deployed Having your
Ifyou scout fore there chance you can also fouling
culmanonr the enemy There ar several advantages fammands 02
tobe ged fom tis you force in os up fet HOLD orders at
and you als ge to choose the ine tte wl bei, the sat of the
Providing youhave god taro ead lem you're planalag to
‘Culng ommand thedrontncistoscouingare, |p Bdvanees™* n= Panelns ©
tinor. The comand wl eure ogee
probably you val have to ise t with new orders
{fring the bate, As Tong as nothing goes wrong there wil bea shor delay geting the command
iniotate
Scouting is very easy to workout, requiring a coupe of dice rolls ad afew additons.the only
diical paris tying to ost your opponent
NO SCOUTING OR NO WINNER
Rneither se scouts or scenes in outscouting the other, players deploy thet forces as described in
DEPLOYING THE ARMIES (page 15),
wuHo CAN SCOUT
2 Scouting is done by commands
You may choose as many comrnds s you wish for cou
Eachcommend mist beledby soon bttelder
“ote elieto scout any uit within the command must have a minimum headcount of 5
fires ores than 3 gure a minimum noi opr fig
+ Shp iypescanot scout
A wah cannot scot, neither can any wits his own command
Method.
Throw 1D for each conimand thats souting
*Throw2D for each scl ndiidual nthe ary.
Sd the bate ede’ leserchip
411 foreach average quality unit in the commnd
41 foreach mounted uni in the command
32 forech ete quay waitin the command
48 foreach lie quality unit in the command
48 foreach fying wn inthe command
Yeu row haw
your scouting score, Both payers now compare ei scores,
Results
“The side with the greater scouting core has oulscoued ther enemy,
+ Ifane side hasa scouting score greater than twice that of the enemy they have oubmancevored
them
Outscouting the enemy
+ Thelosing side has to deploy its units ret
+ The winning sdehas a beter chance of fighting the bate atthe timet wants (sae 1).
Outmanoeuvring the enemy
Example SCOUTING
rene sie 9
eels
infantry and one unit of 20 veteran
ae een a
essere
is scouting against a command
ececemt yard
eortaring 0 figures cack and ed
scouting fore td hen total his
|He rolls a dice for the command...it
5
[+1 For the wnt of10 average Ors
[+2 For the wnt of20 veteran Ores
[+4 For the Orc bate leader's
Ieadership
The total scouting score for the Ore
players
Bele2ede
12
[Not bad for the Orcs..now its the
‘hum ofthe Duvarven player.
He declare his scouting force and
‘them totale his scouting score:
He rolls «dice for the command..it
comes up
4
+6. Forhis3 veteran units 8x2)
HA Forthe Dwarven ble leader's
leadership
‘The total scouting score for the
Dwarven players
H6id=
4
Tie Dre jst sree he
Grae dr permet
{fhe Ore con had bon 7 or ese
te recente eet
ected ther nd thevore
Siajercin one he tine ecle
COST G versie ene
13‘+ Thetosing side has to deploy its ums fst.
1 Te Niindngsde deeides a what tie, day o nigh, the bate wil Begin page 4).
‘1 THe waning sie paces Terrain Features exactly where it wishes (page 15)
AFTER SCOUTING
‘Aland: tat have taken partin scouting st up on the tabletop a follows:
deetThey must be no Further than ins from their bse line (hei fale ede).
1 ANZEns AS scousing command mist be setup at east 12ins away from tir wach
They stare the battle operating under HOLD orders,
{Each niin the command sora
Foe mone information on sting up se DEPLOYING THE ARMIES (page 1)
comes up
5
(baa light
2
way.
forburt,
fount comer
[Example TIME ESTABLISHING THE
a batile between Barbarians and
Ones the Barbarian pl in FANTASY WARRIORS ines ver importa. tis
desperately wants t0 avoid bad
ight and fighting ot night. He
‘omnits Hoo command to
Scouting and outscouts the Orcs
To find the time he rolls 1D..
Staton the sixth step of day. The
2 ee Di, | FINDING THE TIME AT THE, START OF A BATTLE
"Not so good for the Barbarians
after all= night is only one step
goo, | cute out ey sce necureg Bet he
Fepresented cn the abet by the Time Dial which
nee notps’ of ine. There are velvety mall
{Iiates of day and six steps of right. Each Bate Turn
represents one slepof ime, ona bil Tasting seven
‘eons time would have moved through sven steps,
Keeping aneyec the time throughout a bats
Ftopertent yu dont want to have your army ghtng in
‘ad light you car help
’ Tike Dial and an hourglass counter are provided to
(hd of every tur the hourglass counters moved one
Step further round the Tne Dil.
“The Time Dia is divided into twelve steps.
6 sveps of day.
that means day. 6 sueps of aight 2
“the Ore player rolls the other | Each complete Bate Turn represents one step of ime
ice.6: That means the battle will lourglass
FraNDAe hascutscouted or outmanoexored the ober it wil have some influence over the ime at
Twi they can ing their enemy to battle
IF NEITHER SIDE OUTSCOUTS OR THERE IS A SCOUTING DRAW
Trechterade asoulcoved the ater, use this method to establish the starting sine of ate
Method
+ Throw 1D:
103 = DAY,
40 6-NIGHT
+ Throw 1D again:
“it your
warriors sutler
bad light itis
‘worth trying 10
fet ime on your
side, Either
‘outseout the
‘enemy or use
rmagle during the
battle, was || BAD LIGHT.
the enemy bas
‘wizards he is also capable of
‘changing the time.”
SCORE = The timestep the battle starts on
IF ONE SIDE OUTSCOUTS
Bee Seep the player who outscous alway llth firs die. Ihe does’ ike the result he
Apron mee: He must abide bythe second roll ven i's worse tan heist
IF ONE SIDE OUTMANOEUVRES THE OTHER
Trak way the layer that niminoesore ges to choose eral at what ine the bate begins He
Tray place the hours counter onthe Time Dial exacy where kes.
earn re afected by the time of day. For example, by day Goblins are classed as being por
ieariyen aby rg they tur into aati pes, making ter far more dangerous, When ocps
acd by elthernight or day they are sai to be enduring bd light. The Goblins mentioned,
ae ae sould be enduring bad ligt all argh the steps of ay. Bd igh affect nis morale, ts
14
tnssle sil andi staying power in combat
LAYING OUT THE BATTLEFIELD
‘Naw comes the ime to find out what the batlefed Took ike, This section explains how olay
‘hon the tera onthe abet ready forthe coming battle
iets ere scent cating ea pay of If you have ouscouted or ouimancevored the enemy
Jel haves degesf control in choosing th rain over which the armies wil ight You can
— SITES‘set the terain up in your favour, Whilst a he same time making tas unfavourable as posible for
the enemy
CREATING TERRAIN FEATURES
‘Group sll your available train nto Terrain Features. Terrain Feature simply afew tems of
scenery grouped together
2 "For each [ins ofthe table's length create one Terrain Feture eg A table lex ft would
reuse Terain Features
SIZE OF TERRAIN FEATURES
‘Thesizeof a Terrain Feature should be about Ins x 12ins. Don't worry too muchif you cant
cexacl fit this size, tis only a guldeline and nota hard rl Ifyou havea really bg ill or
‘example, you can aleays count it as two Terain Feature,
RIVERS AND STREAMS
Rivers and streams ae not Terain Features and must be agrod on by players efor abate and
rst be aid across the batlefield frst. Ifthe model of he iver iin sections al players can tke
tures te lay adjoining sections [i's not, or aking tums isimpratcal, throw a dice to see who lays
the ver of seam..the highest core wins
PLACING TERRAIN FEATURES
IF NEITHER SIDE OUTSCOUTS
‘+ Phyersroll and add their archi eadership
+The payer withthe sre can ay dv al he Tera Fates aly where
‘+ The player withthe highest score can also choote which side ofthe table hie army wil ceupy
+ ForeachTerain Feature placed the loser may rol 1D. If any dice come up 4, 5or6 the loser
‘an temove the Teain lature or epeston it wherever he wishes,
P ONE SIDE OUTSCOUTS THE OTHER
‘+ Teoutsoutng player canals choose which side ofthe table is army wil occupy.
+ The oulsanutng player places all or any other Terain Features cxaty where he wishes,
‘ Foreach Terrain Feature placed the loser may rol TD. if any dice come up 5 or the loser can
remove the Train Feature or reposition it wherever he wishes. He may only tll once per
“erain Feature
P ONE SIDE OUTMANOEUVRES THE OTHER
“The wining player placsall the Terrain Features exacly where e wishes.
‘The winning player ean also choose which sige of the able is army will occupy
DEPLOYING THE ARMIES
‘After the train hasbeen sid and bot sides knove which side ofthe table they occupy ifs Hie to
deploy the armies Perhaps oulzouting has given you the advantage of forcing the enemy to deploy
frst. that way you wil ste exactly what hes upto and you ean react accordingly Now isthe time
to spring afew nasty surprises
DEPLOYING THE ARMIES
+ Allarmies are deployed no more than one fect from thei own able edge
‘+ Thedlstance between the two opposing armies shouldbe no less than tv fet. If your tables
not big enough shorten the distance from the rable edge by an agreed amour
[Example TERRAIN
FEATURES COULD BE
Ove big hint
Two small hills nada few trees
|A wood.
‘A small wood os op of 2 kill
Broken ground (eg. rocks or
boulders)
ree.
be
Mera
erally upton how on
ber) ter
Permutations are enles, The
Saty peat C ben a ied when
Soci Trrala Features i,
‘tat all players should agree on
thelr contents.
Army A Cowen 77 [aiaes of
Deployment See sale ea]
oe ee
&
[Example EAVING OUT THE
BATTLEFIELD
An Ore army and a Dwwaroen army
fare about to clash onthe field of
battleThe Ore player has
outscouted the Duoarf player, but
fot outmanoewored him.
The table is 6f long, so both
pls shave pet ter ern
Features enc, for atotal of
Terrain Features.
Because the Ore player outscouted,
ie gets to place the lerain fist He
hoses hich ide ofthe able i
6 Terai Pata on the Dsaroen
al ofthe abe.
Its now the turn of the Dusarven
layer...at the moment the
attlefild looks a disaster for kim,
with too much terrain cluttering up
his potential deployment zone.
He decides to change it fhe ca
‘and rolls 6D (one foreach Terrain
Feature) she rolls 112,335.
Not so good, he neded to oll 5 or
6 to mavel remove any terrain
feature. He only rolled one 6 0 he
‘can only movelremove one feature,
He decides to remove one Tern
Festre Unfortunately forthe
Dionves they is stil ae mach
terrain for effective deployment,
is|
[Example BOASTS AND
OMENS
Bajo bate aor Or
re faces a uperir Diaroen
Pe fe decides to have his
art if Youst he neds al the
ep he can get.
He chooses Boast #,
“Legok for me inthe thick of Battle’.
Any time a Command Test is taken
(gee the Command Test page 39),
sn th boasting ware
fia combat the boats
good.
jhe tests taken ad the archi
‘Enot in combat, then the boast
tes nat hold good.
‘At the same tne the Orepa
A decom
ee sootanger his army
shold help ong good
gets ap 3. forthe soothseyer,
eg foal
4
‘The omens are good !
‘WHO DEPLOYS FIRST
IF NEITHER SIDE OUTSCOUTS
TP Nfayes rol 1D and ad thes uh’ Ides
+ Pibsiayer withthe owes sore wil deploy tay ft
1 TREE Yer wath he highest core wil then deploy Ne army
Baye my withthe eaten amber fis wl dey Fs
IF ONE SIDE OUTSCOUTS OR OUTWANOEUVRES
TF Oe ning player vil deploy is army fst
DEPLOYING COMMANDS THAT HAVE SCOUTED
DEO have ken partinscotng setup onthe able» Stans
com ec p oars han irs ram tr tne (he SBS)
They ae pan pte st up at east 1 fom the rch
+ AUNan the bate operating under HOLD orders
Peep Sar ond ltrs dara plac srg coures ne ach
tit
DISTRIBUTING AMMUNITION AND MAGIC POWER.
DS TRE intheform of wey ues atte a mis
Meee unt start with 6 wll runs
Alms Wve nag power couters ee Cost of Map page 47)
BOASTS AND OMENS
BOASTS
BOASTS youve the option firing your ene amy with ma
Bett lth eed toed were wil doin DS ‘All he whe the
esi Wha tele amy wl be improve FS ‘when
Rest oe onl end ote good te boas! moore MAG Seng morale ofthe
say faasrsgondingy lowered. Boasting et compen 398 do decide woboast be
ay snd urtrtae fhe implication of your parla bos
‘THE EFFECTS OF BOASTING
Fane eae te le ary ithast thea Comma Te en taken, the
Boasting ae od tne ies postive efit ponte Wise ay SON Roast
carer pcs good teetoct upon he whol ary ot 0 good eee (COMMAND TEST
poge 3)
MAKING A BOAST
MHA toast can only be made before a battle
f Oniya murchiefcan boast
‘LPhyersdecare whether they wish boast
1 TPobyeo, they state clear which boost they are making
“Tac opponent acknowledges any oasis
‘THE ROASTS AND THEIR EFFECTS
TOAST 1:44 will stay upon this spot, Immovable lke a raels for the
entire battle’
the ar yi pan places Hs merch ee rot movirgan ah throughout the
oure ofthe bate
«+ Ale wile he remains there the boat holds good.
1 tfhemoves th boasts broken.
[ROAST 2:41 have no need of a bodyguard, the enemy cannos RArm me!
BOAST 2: fannet pinay unit. Hisermy would interpre i's seus PoC
Tomer bein aces ase conte ia massa of wo other HUE 28
ime.
«Sins unt for whatever emo, ris in setae contac with more ran two Figures
itary time, the Boasts broken
[ROAST 3::We shall destroy the enemy by sunse/sunrise’
BOAST 35 (abe procaimed,sunvise/sunset most betes than? ne Fs 0
+ REIS the tote as rot ended nol tory Ge the enemy 0125S PN he
16
tutte) the Boast no longer holds good.
me cmene CeaROAST 4: ‘Look for me In the thick of hatte
+ When the wari actualy in combat the boas is good.
1 When the arch snot in combat the boast does not hol
OMENS
‘What will he morrow bring ? Are the gods with us today ? Are the enemy doomed ? There’ only
‘ne way to ind out read the omens! Reading the omen i easy ~ jst asimple dice rol. If you
have any sothsayes, now s the time tous them,
‘THE EFFECT OF OMENS
‘Theomens may affect the whole army fit has to take a Command Test (ce page), when the
tests take, the omens are good, theresa postive effec upon the whole arny Ifthe omens are
‘ot good, the effect upon the whole army is bad
READING THE OMENS
Reading omerssepona joa do want know, do bother
1 taking he Ome an only be Sones eter
5 Both players dear wheter they wish to ead the omens
¢ToRead the Omens throw ID
Ifthe score four or greater, the omens are goed. not the omens are bad.
iy
on atleast wo
soothsayers to
bring me good
‘omens before
battle. They are
ot much wsed
afterwards and
seed tobe
proveeted but
‘those good omens
have helped me
‘out more than once.”
SOOTHSAYERS (see page 41)
TF you have any sothsyers in your army, now is he ime o use them
For each statsayer add one to the omens dice rll
If onearmy has more sethsayers than another ican force ther to Read the Omens
“Ifa sothayer gets killed the omens automatically turn ad fr the azly be or she belonged to
ISSUING ORDERS
Orders and understanding how they work re the most vital aspects of commanding a FANTASY
WARRIORS army. Orders are instructions directing your troops to operate ima defined tactical
manner. n FANTASY WARRIORS there are thre posible anders: ATTACK, HOLD and OPPOSE.
[Atthe start ofa battle you issue an order to each alle ede. A command can never have more than
‘one order, which apples toll the ume within that command. I a arch leads his entre army
personally Ge the whole amy is organised as one command) or has his o¥m command in sarge
[Em you mus sil ssue that comimand with an order.
‘The tree different orders (ATTACK, HOLD and OPPOSE) each have lestly defined functions and
limits. Once you understand what each order does and doesnot permit, you will be abe to
command a FANTASY WARRIORS army effectively. The ar of issuing appropriate orders and
hang tho when hemes igh ath very heat of sues eerahip in FANTASY
WARRIORS.
Alun inabtlelene's command operat under the same orders A unit can sometimes be freed
Jntoactingcontary tits orders. Tis happens when anit is governed by a eaten In tis case
*hewnit wil have the relevant reaction counter placed beside tt tll you ata glance what
condition itisin. (See Reactions page 21)
‘Tro rales for issuing and receiving new orders ater the battle has begun ae deal within NEW
(ORDERS (page)
‘THE ORDERS
ATTACK
‘Asthename tells you ATTACK orders are used when you wan to ATTACK the
‘enomy. Of the irc orders, ATTACK i the most dramatic. Acoma under
ATTACK orders wil commit self closing with the enemy and bringing them
Jno combat. Uns with ATTACK orders receive a bons in hand-to-hand combat
Hed ATTACH Ualts with ATTACK orders
‘+ Must move at maximum speed towards the nearest enemy si, contact it and
‘ngage tin hand-to-hand combat IF the nearest enemy units already engaged in hand-to-
hand combat you may choose to cantact the nearest unengaged enemy instead.
‘+ Must move towards their nearest ery uni by the most crest route, although they may
deviate to avoid olidng wih rien wns (ee Collision, page 28).
+ May slow down for difeul a to avoid becoming dsogensed.
+ May alt organize themseives
Missle units with ATTACK orders ia addition
‘+ Must attempt to move int close shooting range, although they may start shooting at any
range
Example ORDERS
A Duaroes ware controls en
ty of 0 coma
‘Command One consists of a buttle
leader and two units of crossbow
armed Dwvarves,
Command Two consist of hee
tats of Darden tfantny. The
player decides not to scout and to. |
gies defensive bate.
fe plan sto advance his
erosubow commana and engage the
Onc onemy at as lose range oe
possbie, softening tem up with
ae hotng a te afm
Tis infantry command wil support
Bh erssbobs: aie
‘When the crossbows have done
fhe work plans to have the
ole army stand its,
take the worst the Os hae to
of aH haps yw ak
‘pon kis steady ranks of in
He is wot worred about bad ight
Dwarves dow tsufer bad ight),
50 he has plenty of time.
At the start of the battle he gives
Sout commars OPPOSE oer.
beeen
on to he ail ge bt
commands HOLD otters. the
ane
tia he wel give the
comand ATTACK orders.
Looks good on paper, but remember
the Ors hace theirplans 00.
CRED ere wares
7“ih Dwarves
are dow-movieg
fghersnot
olen ete HOLD
‘orders and let
‘the enemy come
tome. Batt
never forget that
‘+ Donot have to move into contact with enemy for hand-tohand combat but must stand their
‘ound themselves attacked.
HOLD
[you want to stand your ground use HOLD orders. Commands with HOLD
‘orders do net move, Tey remain in poston unt they receive a diferent order
(or rout Inhand-toshand combat units with HOLD orders get a morale bonus
‘They have bee tld to hold helt positon and that's what they ry to do,
‘Hee HOLD Usits wich HOLD orders
co Must remain atthe alin her curent position.