Rules for Warhammer The Old World

Templates: Blast (3″ and 6″) and flamer.
Risk of being hit, any model fully under the template is automatically hit. If the model is partially under the template, it is hit on a roll of 4-6.
Scatter: If a rule calls for an object to be placed and then scatter, use the following rules
- place the object on the battlefield as instructed. Roll the scatter dice to determine a direction, and any other dice required by the rule to determine the inches.
- If a Hit is rolled on the scatter dice, the object does not move – leave it in place and resolve the rest of the rule.
- If an arrow is rolled, move the object the distance in inches indicated by the roll of the other dice and the direction indicated, ignoring intervening terrain, units, etc., unless the rule states otherwise. With the object’s final position determined, resolve the rest of the rule.
Model Profiles
Movement (M): Number of inches a model can move under normal circumstances.
Weapon Skill (WS): how skill a warrior is with their weapons.
Ballistic Skill (BS): How skilled a model is with ranged weapons.
Strength (S): How strong a model is and how easily it can hurt another model.
Toughness (T): How easily a model can shrug off damage and injuries.
Wounds (W): How many times a model can be wounded.
Initiative (I): Indicated the order in which models fight.
Attacks (A): Number of attacks a model can make.
Leadership (Ld): How courageous a model is.
Characteristics of Zero: If it is in BS then the model can’t shoot. If it is in WS then the model can’t defend itself in hand to hand and is automatically hit. If S, T, or W is ever 0 the model is slain.
Characteristic Tests: Roll a d6. If equal to or less than the characteristic, the roll passes. If above the roll fails. Where a model (or unit) has more than one value for the same characteristic, use the highest value. Roll of a natural 6 always fails, roll of a natural 1 always passes. If the characteristic is zero it automatically fails.
Leadership test: roll 2d6, if the result is equal to or lower than Ld, the test is passed. If greater than Ld, test has failed. Always use the highest Ld on a model or unit. If a natural 12 is rolled it automatically fails. If a natural 2 is rolled the test is automatically passed.
Troop Type: 5 main types (infantry, calvary, chariots, monsters, and war machines).
Base Size: Every model with a few exceptions has a base size measured in mm (square or rectangle).
Unit Size: usually represented with a number such as 5+ or a range such as 5-30. Tells you how many models you need in a unit.
Armour Value: Models that have armour will have an armour value.
Equipment: Almost all models carry equipment such as swords and armour.
Magic: Some models will have rules for magic in their profile.
Options: Many models have a number of options which could be weapons, or upgrades.
Forming Units
Units should have as close to equal number of models in each rank. If there is an odd number, the back rank would be the one to be shorter.
Rank Bonus: rank bonus can only be claimed for full ranks. +1 bonus for each rank beyond the 1st rank. Unit must be wider than deep to get the bonus. Disrupted units can’t claim rank bonus (any unit engaged in the flank, rear by a unit with strength 5+ or if 25%+ of the units is within difficult terrain or low linear obstable.
Marching Column: When a unit is deeper than wide it is considered marching. Units marching can’t claim rank bonus. Marching units can triple its move.
Removing Casualties
In the course of battle troops will suffer wounds. Whenever their wound stat is reduced to zero they are removed from battle.
If a unit has more than one wound you would remove wounds from one model creating as many casualties as possible (you can’t give a wound to every model in the unit to prevent taking causalities).
When removing from a unit always remove from the back rank starting from either direction.
If the unit is single rank casualties would be removed equally from the ends working towards the middle of the unit.
Model & Unit Facing
A model’s front, flank, and rear arcs extend out from the corners of its base at 45 degree angels, forming four 90degree quadrants. Models can only draw a line of sight to things that lie within their vision arc. Unless stated otherwise, models have a 90 degree vision arc, corresponding to their front arc.
Line of Sight: To determine line of sight, if a straight line can be drawn from within the model’s vision arc to any part of the other model, there is a line of sight. If any model in a unit has line of sight to at least one model from another unit, that unit can see the other unit. Models and units always block line of sight, normally only the models in the front rank can have line of sight.
Obscured Line of Sight: If line of sight is partly obscured by terrain or other models, the model is considered to be in cover. If up to half of the model is obscured, they are in partial cover. If more than half of the model is obscured, they are in full cover.
Troop Types
Infantry: includes units of foot troops split into four subcategories: Regular Infantry, Heavy Infantry, Monstrous Infantry, and Swarms.
Calvary: riders mounted on wars beasts, commonly warhorses split into four subcategories: Light Calvary, Heavy Calvary, Monstrous Cavalry, and War Bests.
Chariots: wheeled vehicles pulled into battle divided into two subcategories: Light Chariots, and Heavy Chariots
Monsters: large beings divided by monstrous creatures and behemoths.
War Machines: Canons, bolt throwers and other machines of destruction.
| Troop Type Table | |||
| Troop Type | Models per Rank | Max rank bonus | Unit strength per model |
| Light Infantry | 5 | +2 | 1 |
| Heavy Infrantry | 4 | +2 | 1 |
| Monstrous Infantry | 3 | +2 | 3 |
| Swarms | 3 | ||
| Light Cavalry | 5 | +1 | 2 |
| Heavy Cavarly | 4 | +1 | 2 |
| Monstrous Cavalry | 3 | +1 | 3 |
| War Beasts | 5 | +1 | 1 |
| Light Chariots | 3 | +1 | 3 |
| Heavy Chariots | 5 | ||
| Monstrous Creatures | as starting wounds | ||
| Behemoths | as starting wounds | ||
| War Machines | as starting wounds |
Unit Strength: represents how fierce the unit is to calculate take the number of models in the unit and multiply it with the unit strength number.