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s
well as units of troops, your army can include particularly
heroic warriors. These are called "characters,"
and they have additional rules to reflect their unique
abilities.
Along with having better profiles, characters
are exceptional due to their ability to join and
leave other units.
When on their own, they form a unit of a single
model. If they have joined another unit, they move
and fight
as part of that unit, albeit with a superior profile
and a few other special rules. |
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A Flat Playing Area
Range Ruler
The Idol of Mork
The Grudge Pony
The Kings Wall
*Thane Godri Thunderbrand*
*Dragon Slayer Borri Graniteskin*
*Big Boss Dagskar Earscrapper*
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20 Night Goblin Spearmen
20 Night Goblin Spearmen
20 Night Goblin Archers
10 Spider Riders
12 Dwarf Warriors
10 Dwarf Thunderers
8 Dwarf miners
Dice |
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Movement
Phase |
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A.
Normal
Movement
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B.
Charging
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Shooting
Phase |
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A.
Choose
a Target |
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B.
Roll
to Hit |
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C.
Roll
to Wound |
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D.
Make
Armor
Saves
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Close
Combat
Phase |
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A.
1st
side
rolls
To Hit
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B.
1st
side
rolls
To Wound |
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C.
2nd
side
makes
Armour
Saves
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Before
moving
onto
step
D, 2nd
side
follows
through
steps
A and
B then
1st
side
follows
step
C. |
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D.
Combat
Results
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Movement
Phase |
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A.
Normal
Movement
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B.
Charging
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Shooting
Phase |
| |
A.
Choose
a Target |
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B.
Roll
to Hit |
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C.
Roll
to Wound |
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D.
Make
Armor
Saves
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Close
Combat
Phase |
| |
A.
1st
side
rolls
To Hit
|
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B.
1st
side
rolls
To Wound |
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C.
2nd
side
makes
Armour
Saves
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Before
moving
onto
step
D, 2nd
side
follows
through
steps
A and
B then
1st
side
follows
step
C. |
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D.
Combat
Results
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| Games of Warhammer are played on an area
called a battlefield. Any suitably large flat area,
such as a kitchen table or floor, can be used as the
battlefield for this Battle for Skull Pass introductory
battle. A roughly 3-4 square foot are will do just
fine. |
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| Set up the models and scenery as shown in the Battle
for Skull Pass scenario found on p. 25 of the Battle
for Skull Pass getting started booklet. The two
sides should start at least 18" apart. |
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1. The Night Goblins take a turn.
2. The Dwarfs take a turn.
3. If neither the Dwarfs nor the Night Goblins
have won, repeat steps 1 and 2!
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| Players take turns as described in the game
turn sequence. The side that manages to wipe out all
of the opposing force wins the battle for possession
of Skull Pass! |
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| As you are now playing a full Warhammer battle, a
few extra rules come into play. They are: Moving
Characters, Characters in Combat, Unbreakable, Characters'
Leadership, and Army Generals. |
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Copyright © Games
Workshop Limited 2000-2006. Games Workshop, the Games Workshop logo,
Warhammer, Warhammer logo, Citadel,
the Citadel Device, Battle for Skull Pass, Dwarf Hammerers, Dwarf Ironbreakers,
Dwarf Miners, Dwarf Slayers, Dwarf logos, Idol of Gork, Night Goblins,
Orc & Goblin devices, Spider Riders, and all associated marks, logos,
places, names, creatures, races and race insignia/devices/logos/symbols,
vehicles, locations, weapons, units, characters, products, illustrations
and images from the Warhammer world are either ®, TM and/or © Games
Workshop Ltd 2000-2006, variably registered in the UK and other countries
around the world. All Rights Reserved.
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