Académique Documents
Professionnel Documents
Culture Documents
v1.1
1. BASIC REQUIREMENTS
1.1. DICE
Panzerfauste uses six-sided dice as well as
twenty-sided dice. For the purposes of simplicity,
six-sided dice are referred to throughout these
rules as D6 and twenty-sided dice are referred to
as D20. Should a rule request that you roll 2D6,
you simply have to roll two six-sided dice instead
of one! If the rules ask you to roll D6, then only
roll one six-sided dice. The same applies for D20;
should a rule request that you roll 2D20, you
simply have to roll two twenty-sided dice instead
of one. If the rules ask you to roll D20, then only
roll one twenty-sided dice.
CRITICAL RESULTS
Throughout this rulebook, you will find mention
of Critical Successes or Critical Failures. These
refer to when everything either goes miraculously
well or unimaginably bad. When referring to a D20
Dice Test, a Critical Failure is a natural, unmodified
result of a 20. Regardless of modifiers, this is a
Critical Failure. A result of a natural, unmodified 1
is, in converse, a Critical Success and regardless
of modifiers considered to always be a success.
ON THE TABLE!
As part of gaming etiquette, we agree that dice rolls
which end up off the table should not be counted!
This must be picked up and rolled again (this
doesnt count as a reroll!). Again, only the affect die
is rerolled - so if you make a Guts test and one of
the dice rolls off the table, it is only that particular
die that is rolled again, not the whole test!
MEASURING
Measurements in Panzerfauste are made in
Centimetres (cm). When you are called to make
a measurement, do so by measuring, in a line,
between the two points of measurement (i.e. from
shooting model to target model, or from a model to
the point of destination for movement).
Measuring from a model: When measuring from a
model, measure from any part of the models base, to
the point of destination. If the model is moving, be sure
that the model moves from the point of measurement,
to a point where the point of measurement meets the
point of destination and no more.
Players are often found measuring from the front of a
base and then placing the model down with the rear
of its base as the point of destination. This is incorrect
movement measuring and is considered cheating!
Base-to-base measurement: When measuring baseto-base (B2B) measurements, simply measure from
the nearest point of the models base to the targets
base.
Generally, all measurements are made in a straight
line (Shooting, Magick, Section Coherency, etc).
Movement is the obvious exception to this, other
exceptions will be detailed in their rules.
PRE-MEASURING
There are a variety of ways that a commander can
assess distance, especially in a magickal realm like
The Land! Therefore, measurements can always
be made in advance of committing to an action
(such as movement, or shooting). This is referred
to as pre-measuring. Once dice have been rolled,
or models have been moved though, the player is
committed to the action they started.
WITHIN (MEASURING)
Sometimes, a measurement might describe
something as being within a certain distance. In
this case, any amount of the models base must be
inside the distance being measured.
For example, if a model is measuring a ranged
attack and the target model must be within 12,
any part of the target models base must be inside
the 12 measurement.
33
John Donovan (order #7852217)
2. SECTIONS
What is a Section?
A Section is usually an assembly of 5 to 10 models.
However, in some instances it is a single model
Section, such as a Character or Monster. For
example, a Command Team is a Section, Warlord
Churg-Ill is a Section, Orc Commandos are a Section
and an Orc Wyrm is also a Section. Refer to the army
lists for more Sections you can select in your army!
3. STATLINES
Every Section has a set of statlines which are used to
give every Section in the game their own rules which
transfer into the overall rules of Panzerfauste. The
statlines tell us how combat-ready, how efficient, how
poorly trained and how fast our troops are.
TYPE
Each Section is given a Type to aid in Army creation
using the Offensive Organisation Chart. A Section can
be Command, Grunt, Support, Armoured Support
or Special. Some units take up multiple slots, for
example they could be Grunt and Special, others
could be used as one slot or another and are therefore
described as, for example Grunt or Special.
The Sections Category is also expressed here as
detailed in [2.1], with a (F) for Fodder, (M) for Monster
or (U) for Upgrade. ..
Fodder S tatlines
The following statlines apply to Fodder.
HEIGHT
The standard minimum height, in Centimetres, of cover to
completely block line of sight to this model. (i.e. Dwarves
and Troglodytes are Height 2, Orcs and Elves are Height
2.5 and Zombie Trolls are Height 4) If a models height
is ever, for some reason, reduced below 0, it is taken out
of action (and assumed to be 6 feet under!).
ATTACKS
The number of Melee Skill tests this model will make
when performing a Close Combat action. This can be
positively or negatively modified by equipment, but is
otherwise the basic number of attack a character will
make when unarmed. Attacks can never be reduced
below a value of 1, unless otherwise stated.
GUTS
A number between and including 2-11 that goes up
and down throughout the game by failing or passing
Guts tests. Models are called to pass Guts tests when
attempting to perform particular Actions or when they
have to take a Guts test in the Guts phase. Guts is a
value, presented as a number that is allocated to a
whole Section. If a Section is really low on guts, there
is a high chance they will flee the battlefield. If it is
reduced to below 2, they are classed as Out of Action,
and are removed from the board. It is considered they
are too shaken, suppressed, tormented or injured to
continue fighting. However, until this point, there is a
chance that a Section can regain their Guts by being
inspired or willed on by their Officers, NCOs, Sergeants,
moments of glory or by magick!
Wounds: The number of unsaved hits a model can take
before it is removed from the board as a casualty.
MOVEMENT
SPECIAL SKILLS
RANGED SKILL
The number that, on D20, this model must roll equal to
or under to to successfully pass a Ranged Skill test (i.e.
Shooting or otherwise targeting a model, vehicle or other
element etc). This number may be modified by a variety
of factors, but most frequently terrain (cover). Ranged Skill
can never be reduced below 1, unless otherwise stated.
MELEE SKILL
The number that, on D20, this model must roll equal
to or under to to successfully pass a Melee Skill test
Monsters S tatlines
The following statlines apply to Monsters
HEIGHT
The standard minimum height, in Centimetres, of cover
to completely block line of sight to this model.
MOVEMENT
The number listed is the number of centimetres a model
may travel when making a basic movement action. This
number may be modified by a variety of factors, but most
frequently terrain. Movement cannot ever be reduced
below a value of 4 unless otherwise stated. Monsters
have a variety of special rules to consider for movement,
which will be covered a little later in the rulebook.
RANGED SKILL
The number that, on D20, this model must roll equal to
or under to to successfully pass a Ranged Skill test (i.e.
Shooting or otherwise targeting a model, vehicle or other
element etc). This number may be modified by a variety
of factors, but most frequently terrain (cover). Ranged
Skill can never be reduced below 1, unless otherwise
stated.
MELEE SKILL
The number that, on D20, this model must roll equal
to or under to to successfully pass a Melee Skill test
(i.e. Attacking in Close Combat). This number may be
modified by a variety of factors. Melee Skill can never be
reduced below 1, unless otherwise stated.
ATTACKS
The number of Melee Skill tests this model will make when
performing a Close Combat action. This can be positively
or negatively modified by equipment, but is otherwise
the basic number of attack a character will make when
unarmed. Attacks can never be reduced below a value of
1, unless otherwise stated.
ARMOUR
Unlike Fodder, which have Guts, Monsters have an
Armour value which is a number between and including
2-11 that goes down throughout the game by failing
Armour tests. Models are called to pass Armour tests
when attempting to perform particular Actions, a pass
simply results in the Armour not being reduced; however
Crew can sometimes fix or heal their Monsters! If a
SPECIAL SKILLS
These vary from Section to Section. Make sure to
familiarise yourself with the various Special Skills that can
be found in all of your Sections as these are in place to
make every Section in the game tactically different and
historically interesting.
Its also worth noting that Monsters Height should be
measured as true to the models dimensions, equally,
the base size should be measured as true to the models
dimensions as well. When measuring movement, measure
from the front of the Monster. When measuring an attack,
measure from the relevant weapon. When targeting a
Monster, measure to the nearest part of the model.
MODIFIERS
All Statlines are subject to being modified by; among
other things, in-game effects, weapons and magickal
Enchantments, Curses or Cuisine. Note that when a rule
suggests that a Statline should be used, unless otherwise
specified, the modified Statline should always be used. It
is worth pointing out that, unless otherwise specified, a
modifier only applies until the end of the game turn.
EXAMPLE STATLINES
Below you can see 3 sample statlines, the Orc Infantry and Dwarf Grenadiers
are both very similar. They
are both Grunt type units and therefore the mainstay of any force. They each
have a single Special Skill
that seperates them and is specific to that particular unit. Orcs have slightly
more attacks in combat,
reflecting their brutality, the Dwarves on the other hand have less attacks
but have a slightly higher
Ranged Skill and Melee Skill.
The Gnome Illusioniste, however, is a character to include in a Section of
the army. We know this by
his Command Type and (Upgrade) status (which suggests that he is an upgrade
for a Command type
Section). He has more Special Skills and access to Magick, which is often the
case for (Upgrade) figures.
Some (Upgrade) types are physically powerful, but not this one, so the player
will have to be careful when
considering how to apply his skills to the battlefield.
Name
Type
Height
Movement
Ranged
SkiLL
MelEE
SkiLL
ATTacks
Wounds
Guts
Orc
Infantry
Grunt
(F)
15
12
12
SPECIAL SKILLS:
Stiff Upper Lip: This section may reroll a single Guts test once per game.
Name
Type
Height
Movement
Ranged
SkiLL
MelEE
SkiLL
ATTacks
Wounds
Guts
Dwarf
Grenadiers
Grunt
(F)
10
12
13
SPECIAL SKILLS:
Blitzkrieg: At the end of each turn, make a Guts test. If passed, the Section
may move +2cm
as if making a Move action. If the Section may not move, or they are locked
in combat, they
may not Blitzkrieg.
Name
Type
Height
Movement
Ranged
SkiLL
MelEE
SkiLL
ATTacks
Wounds
Guts
Gnome
Illusioniste
Command (F)
(Upgrade)
12
12
10
SPECIAL SKILLS:
Magick (3)(Illusionism): This mage may use spells from the Illusionism Deck.
Onion Soup!: Forced to a diet of nothing other than Onion soup, due to the
invading Dwarves,
this model receives a +1 modifier to Guts if it consumes anything other than
Onion Soup.
Mystical Fog: This model may reroll failed Guts tests against Ranged Attacks.
- Initiative phase
- Activation sequence phase
- Guts phase
Test Result
Critical Success
Outcome
+3 Guts, If double 1 is rolled, the
Section is restored to original
Guts or receives +3 Guts,
whichever is better.
Success
+1 Guts
Failure
-1 Guts
Critical Failure
INTERVENING MODELS
Models which are in the same Section as the model
making a Ranged Attack do not obscure Line of
Sight, as it is assumed they are constantly moving
and working as a team. However, models may not
shoot through models of an equal or larger Height
value from another Section. However, a model that
is larger than the Intervening models may shoot
through them, but suffers the same modifier as
Heavy cover.
Name
Type
Range
AMMo
AntiFoDDer
AntiMonster
Special
Lhee-Entfield Rifle
Single-Shot
30 cm
N/A
ANTI-MONSTER
NAME
SPECIAL
Some weapons have their own weird rules. It is in
this section that those are described. For example a
weapon might be Gas or Magical or Howitzer, all
of these Special rules are described a little further
into this chapter.
5.1.1. RANGED WEAPON TYPES
There are various types of Ranged Weapon in
Panzerfauste. Some are more common than others,
but each weapon type describes the manner in
which it deals destruction, or for which purpose it
is designed.
SINGLE SHOT (SS)
ANTI-FODDER
This number describes the modifier to Guts that a
model suffers when attempting to pass a Guts test
against attacks made with this weapon. Note that
this does not permanently modify the Sections Guts
Value.
FLAMETHROWER (F)
A fiery burst from a flamethrower or firebreathing
monster, for example. Flamethrower weapons use
the Flamethrower template.
5.1.2. TEMPLATES
In Panzerfauste, there are 3 types of template Flamer, Small Explosion and Large Explosion. These
are used for weapons, magickal spells or all manner
of other things. They are included here to be used
with Magick and also Shooting attacks.
They are used as follows:
5.1.2.1. Flamer Template
Usually used for fiery attacks, such as a
Flamethrower. The Flamer template is a teardrop
shaped template. When using the Flamer template,
ensure that the thin end is in base contact with
the model which is using the Flamer Template (for
example, shooting a weapon or casting a relevant
spell), directing the larger end away from the
model in any direction you wish. Please see the
diagram below. Any models, friendly or foe, caught
underneath the template are treated as being hit
by the relevant attack a number of times equal to
the Ammo value of the Attack.
WITHIN (TEMPLATES)
A model is affected by a template weapon if any part
of its base is within the template.
For example, if a model is targeted by an attack
which uses a template, any part of the target models
base must be under any part of the template to be
affected by the template.
Name
Type
Range
hacks
AntiFoDDer
Claymore
Melee
1 cm
-2
AntiSpecial
Monster
-1
Swing
ANTI-FODDER
NAME
TYPE
All Melee weapons are Type: Melee. There is currently
only one Type of Melee weapon, though this may
expand in future expansions.
RANGE
The effective range of the weapon, measured from
the base of the miniature making a Melee Attack.
Keep in mind that 0cm is regarded as Base-to-base.
HACKS
The number that the attacks Statline is modified
by positively when making a Melee Attack with
this particular weapon. For example, a Dwarf
Sturmtruppen with Hand Axes will receive a +1
Modifier to its Attacks Statline due to having a
Hacks value of 1.
ANTI-MONSTER
This number describes the modifier to Armour that
a model suffers when attempting to pass an Armour
test against attacks made with this weapon.
Special: Some weapons have their own weird rules.
It is in this section that those are described. For
example a weapon might be Poisoned or Swing or
Magical, all of these Special rules are described a
little further into this chapter.
7.0. TERRAIN
Terrain has two driving purposes in Panzerfauste.
Firstly, it can be used to slow your troops, or your
enemys troops down. Secondly, it can provide much
needed defense against shooting attacks.
Each terrain piece should be assessed by the
players before the game begins. The board should
have around 40%-50% coverage of terrain with the
majority being Height 1 or more.
The players must discuss whether a piece of terrain
is Light Terrain or Heavy Terrain for movement
purposes. Light Terrain describes light rubble,
no-mans land, a waterlogged ditch or an area of
scrubland. This grants a -4 modifier to Movement.
Heavy Terrain describes ruins, particularly large shellholes, deep water, sheer cliff-faces or dense woods.
Heavy Terrain grants a -8 modifier to Movement.
Movement cannot ever be reduced below 4.
The players must also discuss whether a piece
of terrain is Soft Cover or Hard Cover. When a
model attempts to target a model that is claiming
Soft Cover, it receives a -2 modifier to Ranged Skill.
Soft Cover applies to shrubs, bushes, forests, bocage
or wire fencing. Hard cover grants a -4 modifier to
Ranged Skill and applies to rock, stone walls, ruins,
buildings, crates, barrels, etc.
To force a cover modifier on their opponent, a model
must be obscured by the cover when drawing LoS
between the model attempting to target it and itself.
If a model is within 3cm of a piece of terrain and
can draw clear, unblocked Line of sight to a model,
it ignore the piece of Terrain it is within 3cm of. If a
model is within 3cm of a piece of terrain, but the LoS
still draws through the terrain, it will still have the
applicable modifier.
For example, a model within 3cm of a wooded area
is trying to target a model on the other side will still
receive a -2 Soft Cover modifier to Ranged Skill.
However, if it was within 3cm of the edge of the
wood and could draw unblocked LoS to the target
model, it would not receive any modifier. Equally, a
model firing through a ruin will receive a -4 modifier
to Ranged Skill, however, if the model was within
3cm of a window and could draw clear, unblocked,
LoS from its position to its target, it would receive no
modifier.
BRUTAL
FEAR (X)
When a model is in Base-to-base contact with an
enemy model with the Fear Special Skill, its Guts
is reduced by (X).
FEARLESS
A model with the Fearless Special Skill ignores the
affect of Fear (X).
IMMUNITY (X)
CAMOUFLAGE
INFILTRATE
COMMAND (X)
A Section with the Command (X) Special Skill has
a Section Coherency Range of 5cm (normal Unit
Coherency range) + a number is cm equal to (x).
CONTEMPT (X)
LEAP (X)
Once per model activation, models with this Special
Skill may re-roll a single failed CC test when the
Melee Attack is aimed at (X).
For Example: Nocnitsa has the Contempt: Dwarves
Special Skill, Nocnitsa may, once per activation, reroll a single failed CC test when the Melee Attack is
targeted at any Model which is a Dwarf.
ESPIONAGE
If 1 model in a Section with the Espionage Special
Skill makes a Pass Action and passes a Guts Test, the
controlling player may force an opponent to declare
which of their Sections they will activate next. A
Section may only use the Espionage Special Skill
once per Game Turn.
MAGE (X)(Y)
Sections with this special skill get (X) dice added to
their Magick Dice Casting pool and may use a Magick
Deck of type (Y) in a game. If the Section is removed
from play, the Deck may not be used. Multiples of the
same Magick Deck may not be used in a single army
in a game (i.e. two different armies fighting against
each other may use a Magick Deck of the same type
each, but the same Deck may not be replicated more
than once on the same side).
MEDI-PACK (X)
If a model in a Section with the Medi-Pack Special
Skill suffers a wound due to failing a Guts Test (i.e.
when it has been targeted by a Ranged Attack,
Melee Attack or Magickal Attack), it may re-roll the
Guts Test. Each model in a Section may only use this
Special Skill once per game.
SCOUT
Models with the Scout Special Skill are able to move
through Light Terrain with no modifiers to Movement
Value, but are still entitled to claim the cover as usual.
PRETERNATURAL
A model with the Preternatural Special Skill does not
need line of sight to make a Charging Action, nor
does it need to Charge in a straight line. However, if a
model with this skill makes a Charging Action without
line of sight and/or without Charging in a straight line,
it loses the usual modifiers to Melee Skill for Charging.
PARACHUTES
A section with Parachutes may deploy using the
normal rules for deployment, or they may choose
to deploy using Parachutes (the entire Section must
deploy in the same manner).
Deploying via Parachutes counts as part of a
Sections activation, therefore costing each model a
single Action Point. That also means that you must
choose to activate the Parachuting Section, even
though they are not deployed on the table.
When necessary, our figures come with tokens for
this, however, if you do not have the tokens for a
Section, give each model in the Section a token
matching their base size and made from foam,
foamcore or cardboard (so you do not damage the
playing surface or models on the playing surface).
Hold these in one hand and drop them roughly 3040cm away from the playing surface.
Replace each token with a model from the
Parachuting Section.
If the model landed on open terrain, it lands perfectly
with 1 Action Point remaining.
RAMBLER
Models with the Rambler Special Skill are able to
move through Light and Heavy Terrain with no
modifiers to Movement Value, but are still entitled
to claim the cover as usual.
REGENERATION
Every time a model with the Regeneration skill makes
a Guts test against a Melee or Ranged attack, they
may choose to reroll ONE die in the Guts Test. This
reroll may not be used alongside any other rerolls
they would usually be allowed on this particular test.
RELENTLESS
Relentless Sections never become Suppressed.
SPOTTER
A model with the Spotter Special Skill does not need
to remain in coherency with its section. Models
within 30cm of a Spotter may reroll failed Ranged
Skill tests when using Small or Large Explosion
templates if the Spotter is also within 30cm of the
model being targeted by a Ranged Skill test. This
bonus may only be used once per Spotter per turn.
If this bonus is used, the Spotter must perform at least 1
Pass Action during its activation. If it already activated,
one of its Actions must have been a Pass Action.
TINY
Models attempting to target a model with the
Tiny Special Skill with a Ranged Attack suffer a -1
modifier to Ranged Skill.
9. ARMY CONSTRUCTION
There are two stages to creating an army list, firstly,
selecting which Sections will be in your army and
secondly, based on the Sections selected, what
Magick Cards you have access to and building your
Magick Card Decks.
9.1. OFFENSIVE ORGANISATION CHART
The Offensive Organisation Chart is designed to
build armies suitable for playing Panzerfauste in; this
is not aimed to stifle a players creativity, but it is
aimed to stifle players from creating armies which
simply wouldnt fit into the setting. For example, an
army made of nothing but command teams or sniper
teams! Though it might be cool for one player, for
the other, it would simply be no fun.
Firstly, a player making their army list should select
from which army list they will select Sections. For
example from the Orcs of Branzhum army list or the
Dwarves of Khallazdurin army list.
Secondly refer to the table below to recognise which
Sections are compulsory and which Sections are
optional and, using Sections from your selected
army list, build your army!
Type
Compulsory
(Minimum)
Optional
(Maximum)
Command
Grunts
Support
Armoured
Support
Special
ve
rals
baba
Enigma
12
eeling
F loating F
Target Fodder Section's Movem
ent Value
is Halved but also receives
+1 Guts.
ese e e ts last o l u til t
e e d o
the Game Turn
R ange: 30cm