Wednesday, 7 April 2021

Krieghammer! Rules and Armies!

Here are the rules I have been using to run games of FKR Warhammer. 

Join the discord to play a game!

Overview of the Game:


  • There are at least three players, one is the referee. 

  • The other two or more players are in command of a number of units (the referee determines how many units/how powerful the units are/unit selection/point limit for their force/etc). 

  • The referee describes the battlefield to the commanders and the unit positions on this battlefield. The commanders may be allowed to decide where their units start on the battlefield at the outset of battle. 

  • Each round/turn/hour/day (at the discretion of the referee) each commander gives orders for their units to the referee. 

  • The referee takes each set of orders and works out what happens as a result of them. Recording changes to unit status on the notes they have of the player units. 

  • The referee updates the commanders about what happened in the round/turn/hour/day and the process repeats itself.

Faction Lists:
(I did not convert all of these, the google doc based factions are thanks to: @manicinsomiac, @Sigve Solvaag on the discord)

Units: There are no statistics associated with units, instead each unit has a short description of their abilities, weapons, powers, armours, etc. It is important only the most pertinent information is recorded in these as this is what the referee will use to extrapolate the events that take place on the battlefield when units come into conflict. The referee should keep notes on units to track any changes to their condition throughout the game. 

Point system: If the referee would like to use a point system to normalise the powers between competing forces, this method is suggested. A normal fighting human armed with a melee weapon is 1 point.Working with this assumption more or less powerful units can be giving a point score higher or lower than this. The referee can set an amount of points that the commanders can use to buy their units (10, 20, 30, etc). 

Giving Orders: Players can be as detailed or as brief as they like in providing orders to the referee. Although it is important not to overload the referee with too many details - or give so little information they misinterpret the order. It is suggested that players present their orders in terms of what their units attempt to do in the round - rather than assuming their attempted actions will be successful. The referee should give the players a general idea of how much their units can get done in a turn. 

Suggested Method for Referee Adjudicating Once Orders Received From Players: 

  • Extrapolate all orders as actions and then rank these actions in chronological order.

  • Resolve actions in chronological order, ensuring units status are taken into account. 

    • Later actions are thus affected by earlier ones. 

  • Record any changes to unit status.

  • Update map to reflect changes in the battlefield (if using a map). 

  • Communicate what happened during turn to commanders. 

  • Request new orders and repeat! 

Things for the Referee to consider! 

  • Deployment - Where can the commander place their units? Do any of the units in the army have special abilities that need to be considered/put into place/prepared before the battle begins? 

  • Terrain - open, elevated, hindering, impassable? Does this have an impact on movement or action? 

  • Panic and morale - Will the unit flee? Are they so scared they fight poorer? Are they so confident they fight better? Are they overcome with blood lus and cannot stop attacking things? 

  • Fleeing and rallying- Is the unit running away? Are they unable to defend themselves because of this? Is there a commander or other unit nearby that will stop them fleeing?

  • Order of Action - What units should go first? Are any units particularly fast or attempting something that would be done quicker before other units on the field?  

  • Movement - How fast or far moving is the unit? Is there anything slowing or holding them? 

  • Line of sight - can the unit see the other unit it is trying to attack/affect?  

  • Magic - How hard is the spell to cast? Is the spell within the caster’s abilities? What is the impact of the spell? Is there a negative effect associated with casting the spell? 

  • Shooting - how good at shooting is the unit? How close or big is the target? How deadly is the weapon being fired? How armoured is the target? 

  • Melee - How good at combat is the unit? How armoured is their target? How good at defending is their target? How deadly is the weapon used? 

  • Damage - Where is the unit hit? What is the impact of this? Have they been hit there before? Will the damage have an impact on their fighting ability? Should they be dead? 

Dice: If the referee would like to include some element of chance in their game, or feel that they can not decide the outcome of a certain attempted action, the following tables may help. 

D6 Chance of Success Table: 

Skill level or chance of success 

Dice Roll Needed For success 

1 in 6, very unlikely, unskilled or not very good at something 


2 in 6, somewhat likely, there's a chance, a little training or skill 


3 in 6, likely, training or some skill 


4 in 6, quite likely, well trained or quite a bit of skill 


5 in 6, incredibly likely, an expert or very talented. 


6 in 6, perfection, success is guaranteed 

Don't roll

Roll a random target if unsure of the odds, don't roll if it's impossible! 

Add bonuses, subtract penalties from roll if appropriate. 

Roll two or more dice and use the highest if the thing attempted is particularly easy. 

Roll two or more dice and use the lowest if the thing attempted is particularly hard. 

Suggested Damage System: 

If an entity is hit by an attack roll a d6 to determine where: 

1-2: Legs, 3: Torso, 4-5: Arms, 6: Head. 

The referee can then extrapolate the impact of a wound in that area. Taking too many hits in the same location (2 or 3 depending on the location and the weapon) will result in death. The Referee must contextually judge how weapons and armour worn may affect the outcome attacks and damage. 


Freeform Skirmish Referee PDF (A pdf version of the rules presented here for use with any kind of wargame):

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