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ome
models have the ability to cast spells to protect
their friends or blast the enemy apart with gouts
of sorcerous fire.
When using models that are Wizards, a whole new
Phase is introduced between Movement and Shooting.
During this Magic Phase, the player whose turn it
is can try to cast spells while their opponent tries
to prevent these spells with "dispels." |
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A Flat Playing Area
Range Ruler
The Idol of Mork
The Grudge Pony
The Kings Wall
* Nazbad Wartfinger *
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 |
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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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| 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: Casting
Magic, Miscasts!, Irresistible Force!, Gaze
of Mork,
and The Idol of Mork. |
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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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