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beta rules

v1.1

John Donovan (order #7852217)

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.

When referring to a 2D6 test, it is only specifically


a Guts test that can result in Critical failure or
success. Only doubles are considered to be
Criticals and therefore, if the double result is more
than the Sections Guts value, it is a Critical Failure
and if the double result is equal to or less than the
Sections Guts value, it is a Critical Success!

For example: A Section with Guts 8 that tests


with results of double 1, double 2, double 3 or double 4
are considered Critical Successes, as they have rolled
a double that, when added together, is below or equal
to their Guts value. Conversely, results of a double 5 or
double 6 would be a failure, as the result, when added
together, would be above their Guts value.
REROLLS

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.

John Donovan (order #7852217)

Every so often a player, for one reason or another,


will be asked to reroll a dice roll or test. This means
that you may pick up the die or dice and reroll it/
them. The second result is the result that must be
used and you cannot reroll a reroll!
Note that it should always be assumed that only
the affected die is rerolled, however, some rules
will call you to reroll a Guts test, in which case
both dice are rerolled.

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!

1.2. TAPE MEASURES


During games of Panzerfauste, players will be called
on to make use of a tape measure, a rule, or another
marked measuring implement. Commonly, tabletop
wargamers make use of tape measures and that is
our personal suggestion too!

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!

2.1. SECTION CATEGORIES

1.3. SHARED MAGICK DECK


Between you and your opponents, there must be
a single deck (no more, no less!) of Shared Magick
cards on the table. Decide with your opponent(s)
which campaign theatre you will be playing before
writing army lists and use the Shared Magick Deck
for that theatre of battle.
Before each game, the deck should be shuffled by
one player and cut by another from the opposite
side. Keep in mind that cutting the deck should not
allow the player to count the number of cards. No
card in the deck should also have no distinguishable
marks on its back. We suggest putting them into
card sleeves!
For more information, refer to the Magick section of
these rules.

1.4. GAMING ETIQUETTE


It goes without saying that Panzerfaste requires
gamers to have a certain amount of gaming
etiquette. The rules will not cover every situation.
In situations where a rule cannot be found, simply
create a middle ground with your opponent and
meet somewhere in the middle. Alternatively,
players could roll off against each other and go with
the suggestion made by the player with the highest
roll. Panzerfaste is designed to be fun, dont let the
rules bog you down unnecessarily!

John Donovan (order #7852217)

For simplicitys sake, there are only two categories


of Section. A Section can either be categorised as
Fodder or Monster. This is generally only used for
certain rules which affect either Fodder or Monster,
or weapons which are more powerful against
Fodder than Monsters or vice versa. For example,
a Panzershreque is designed to destroy Monsters
by penetrating their armoured hulls whereas a
Lhee-Entfield Rifle is more likely to damage an
Infantryman (Fodder) than a Tank (Monster).

2.2. SECTION COHERENCY


Models in a Section that contains more than 1 model
must, unless otherwise stated, remain within 5cm of
another model in the same Section. If a model is ever
separated from the Section, i.e. due to casualties or
forced movement, any model which finds itself out of
coherency must be the first model activated when the
Section activates and it must immediately perform a
movement or a run action to bring itself back into
Section coherency, or as close as it possibly can.
If multiple models are out of coherency, simply
activate them one by one, bringing each one
back into coherency with a model that started the
activation in coherency with another model in the
Section. Once all of the models are in coherency,
you may begin to activate the rest of the Section.

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!).

(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.

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

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.

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.

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

John Donovan (order #7852217)

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

John Donovan (order #7852217)

Section consists of multiple models, each model has its


own Armour value which must be tracked. If it is reduced
to below 2, the Monster model is classed as Out of Action,
and are removed from the board. It is considered the hull
is too damaged, or the crew are too shaken, suppressed,
tormented or injured to continue fighting.
WOUNDS
The number of unsaved hits a model can take before it is
removed from the board as a casualty.

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.

John Donovan (order #7852217)

4 THE GAME TURN


A Game turn is divided into 4 phases, played in
order, as detailed below.
- Magick allocation phase

It should be considered that if players agreed a 1000


Point game, a player with less than 1000 points at
the start of the game still receives 2D6 Magick Dice.
The following section will make little sense unless
you read the Section on Magick Decks under Army
Construction first.

- Initiative phase
- Activation sequence phase
- Guts phase

4.1. MAGICK ALLOCATION PHASE


Before the game starts, players must consider, if
appropriate, which Magick Card Decks they will
need. Refer to the Army Construction section for
more details.
Magick dice are D6 that are allocated according to
the power of magick within your army each turn.
Many different types of Sections can generate
magick dice due to a special skill, also, simply being a
particular race (Trolls, Troglodytes) offers immediate
bonuses to magick allocation. For example, the
Gnome Illusionist has Magick (3)(Illusionism). This
means that he has access to 3 Magick dice and may
cast spells from an Illusionism deck. In addition to
this, each player gets D6 Magick Dice per turn for
each full 500 points that their army started the game
as, to represent the intrinsic Magick of the Land.

John Donovan (order #7852217)

Once the Magick dice have been allocated for each


side, players draw 3 cards from the Shared Magick
Deck and each of their other Magick Decks and may
then discard any Cards they no longer want, need
or can use and draw cards until they once again
have 3 cards from each Deck in their hand. A player
may only do this once per turn.
If any player has used up their Magick Card Deck,
they must shuffle their discard pile and draw a new
hand from it.
Magick Cards may be played at any point during
the game turn. Magick Cards have a Casting cost
and a Dispell cost. The player that wants to play
the Magick Card must announce how many dice he
wishes to use to cast the spell. The rolls his dice
and adds them together. If the result is above the
required Casting cost, the spell is successful and
the opposing player may choose to attempt to
dispell the card, and thus cancel its effects, using
any number of his own Magick dice. Alternatively,
he can ignore it and save the dice for later. Once a
player has run out of Magick dice, he may no longer
attempt to cast or dispell a Magick Card until the
next Magick Allocation phase.

4.2. INITIATIVE PHASE


To decide the order of play in each game turn, each
player must roll a D20. The player with the highest
resulting roll chooses who goes first and then in
order of highest to lowest result, players take it
in turns to activate their Sections. In the case of a
draw, players must re-roll their result.

4.3. ACTIVATION SEQUENCE PHASE


Once initiative has been decided, players take it
in turns choosing a Section to activate. They do
everything they wish to do with the Section they
have chosen and then pass play onto the player
with the next highest initiative.
For example: Steve chooses to Activate his Section of
Dwarf Grenadiers, Steve then completes each models
actions and ends the Grenadierss activation. Mark, his
opponent, then activates a Squad of Orc Commandos
in the same way. Once Mark has finished with the
Section of Orc Commandos, Steve may activate one
of his Sections. Play continues in this way until Mark
and Steve have activated all of their Sections, at which
point they return to the Initiative Phase.
There will be occasions where one player has more
Sections than their opponent. In this situation, play
alternates as usual until one player has no Sections
left to activate. At this point, the player with Sections
left to activate simply activates each Section in any
order he/she wishes, one at a time, until they have
all been activated.
Each model in a Section has 2 Action Points to spend
per turn and may act differently or independently to
other models in the Section. Once a Section has been
chosen for activation, models within the Section are
then activated individually until they have all made
the actions that the controlling player wants them
to make. The player then deactivates the Section
and play continues as normal.

For example: Steve chooses to Activate his

Section of Dwarf Grenadiers, Steve then activates


each model individually, spending 2 Action Points
with one model before moving onto the next. This
allows him to move the shorter ranged weapons
closer to his enemy by making move and shoot
actions, whereas the MG40 team in the Section sits
back and gives them covering fire from the relative
comfort and safety of a hastily dug fox-hole.

John Donovan (order #7852217)

Once all of the Sections in the game have been


activated, the Activation Sequence Phase ends and
then returns to the Initiative Phase.
In the next Activation Sequence Phase, the first Section
activated by each player in a game turn cannot be the
Section they activated last in the previous game turn,
unless it is the only Section under their command.

For Example: The last Section Steve Activated

last turn was his Dwarf Grenadiers. That means that


in this turn, those Dwarf Grenadiers cannot be the
first Section Steve chooses to Activate. Unless he,
unfortunately, only has that Section left!

GENERIC FODDER ACTION TYPES


Some races or equipment may give models particular
actions that they can perform during a game turn.
Other than those specific actions, all models which
are Fodder, unless otherwise specified in the Special
Rules, may perform the following actions.

MOVEMENT (1 ACTION POINT)


Unless otherwise stated, a model may make a
Movement Action once per turn up to a number
of Centimetres equal to its (modified, where
applicable) Movement Statline.
Movement does not have to be made in a straight
line.
Movement is modified by various things, most
commonly of all, terrain (refer to Terrain).

RUNNING (2 ACTION POINTS)


Running is in every way just like a Movement action,
except that the number of Centimetres the model may
move up to is equal to double its Movement Statline.
Models which perform a Running action may take
no other actions in the same Game Turn.

CHARGING (1 ACTION POINT)


A Charging action allows a model to move up to
double its Movement Statline in order to reach
B2B contact with an enemy model. Models may
not choose to make a Charging action to assault
a structure or scenic element, even if they can
damage it. They may only choose to Charge an
enemy model.

A model may only make a Charging action if it will


actually reach an enemy model in B2B.

which requires 9+ to cast will only be 8+ if a single


Magick Focus action was performed by the Mage.

A Charging action must be performed in a straight


line and cannot move through Terrain, but may
move into or out of Terrain that requires the Charging
model to move no further than 5cm through the
element.

Pass (1 or any remaining Action Points)


A model may choose to simply do nothing and pass
its actions.

GENERIC MONSTER ACTION TYPES


To successfully receive a positive modifier to Melee
Skill of +2, the Charging model must have moved
more than its current Movement Statline and
must first pass a Guts test. If passed, the model
may continue as the player wishes. If it fails, the
player cannot move it from its starting position
before declaring the Charging Action and may not
perform Movement or Running Actions during the
same Game Turn as the attempted Charging Action.
The Sections guts value is reduced by 1 point. The
+2 Charging Action modifier to Melee Skill is only
applicable in the Activation of the Charging model.
As soon as the Charging model is deactivated, it
loses the +2 modifier to Melee Skill.
A Section may never have its Guts reduced by more
than 4 Points in 1 Game Turn for failing Charging
actions. However, if a Section fails 4 Charging
actions, no more models in the Section may attempt
a Charge action.
Unless otherwise specified, a model may only
perform a Charging Action once per turn.

Some races or equipment may give models particular


actions that they can perform during a game turn.
Other than those specific actions, all models which
are Monsters, unless otherwise specified in the
Special Rules, may perform the following actions.

MOVEMENT (1 ACTION POINT)


Unless otherwise stated, a model may make a
movement action once per turn up to a number
of Centimetres equal to its (modified, where
applicable) Movement Statline.
Movement does not have to be made in a straight line.
Movement is modified by various things, most
commonly of all, terrain (refer to Terrain).
Unless otherwise specified, a model may only
perform a Movement Action once per turn.

FAST MOVEMENT (2 ACTION POINTS)

MELEE (1 ACTION POINT)

Fast Movement is in every way just like a Movement


action, except that the number of Centimetres
the model may move up to is equal to double its
Movement Statline.

Any model may perform an Melee Action to perform


a Melee Attack (refer to making a Melee Attack).

Models which perform a Fast Movement action may


take no other actions in the same Game Turn.

SHOOTING (1 ACTION POINT)

ASSAULTING (1 ACTION POINT)

Any model equipped with a Ranged Weapon may


perform a Shooting Action to perform a Ranged
Attack (refer to making a Ranged Attack).

Any model may perform an Assaulting Action to


perform a Melee Attack (refer to making a Melee
Attack).

MAGICK FOCUS (1 ACTION POINT)

SHOOTING (1 ACTION POINT)

A model with the Mage (X)(Y) special skill may perform


a Magick Focus Action any number of times a player
wishes and the models Action Points will allow.
For every Action Point spent on Magick Focus, the
Controlling Player may choose to modify the simplicity
of a single Magick Card performed by this model during
the same Game Turn by -1. For example, a Spell Card

John Donovan (order #7852217)

Any model equipped with a Ranged Weapon may


perform a Shooting Action to perform a Ranged
Attack (refer to making a Ranged Attack).
Pass (1 or any remaining Action Points)
A model may choose to simply do nothing and pass
its actions.

4.4. GUTS PHASE


During this phase, players check the mettle of each
of their Sections. This simply checks whether a
commanders troops morale has been affected by
the various strains in the battlefield.
Each player makes a Guts test for each Section
that is currently on the board using the relevant
Sections Guts value with the following modifiers:
-1 for every 25% the Section has lost since its
starting size (for example, every 3 models lost in
a Section which started as 12 models, or every 4
in a Section which started as 12). In a situation
where the Section started as less than 4 models,
fractions are rounded up (for example, 1 model
lost in a Section which started as 3 is treated as
25%)
-1 for every suppressed token
+1 for each Critical Success performed by the
Section during the Game Turn
-1 for each Critical Failure performed by the
Section during the Game Turn
+2 if the majority of the Section is within Cover
(Models behind linear terrain which cannot
be targeted by an enemy squad with clear,
unblocked LOS also count as being within Cover)
And any other modifiers caused by Magick,
special attacks or special rules

John Donovan (order #7852217)

Once the test has been made, refer to the following


chart and apply the result:

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

-3 Guts, if double 6 is rolled and


modified Guts value is below 4,
the Section is taken out of action.

If the Guts Phase results in any Section being


brought below Guts 2, the Section is taken out of
action and removed from play

5. MAKING A RANGED ATTACK


Firstly the model making a Shooting Action must
declare its target. The target must be a model within
the Range value of the weapon that the attacking
model is using to make the shooting action and there
must be Line of Sight to the target (see Terrain and
Intervening Models). A model, unless otherwise
specified, may only make a Shooting Action with
one weapon during the game turn.

Once a target has been declared, the Shooting


models owner must then decide on the Fire Zone
if applicable (see Determining a Fire Zone).
Every Ranged weapon also lists a number in its
Ammo Statline. This number corresponds to the
number of Ranged Skill Tests the controlling player
should make when the armed model performs a
Shooting Action. The Ammo of a weapon can be
modified by other equipment they carry, Magick
and a variety of other in-game effects.

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.

SHOOTING INTO COMBAT


Models may not target a model that is engaged
in Combat. However, if a template should hit a
collection of models which are engaged, all of the
models in the Combat receive a hit. Models in
Combat may not be selected as part of a Fire Zone.

John Donovan (order #7852217)

Unless otherwise specified, a model may only


perform a Shooting Action once per turn.
For every successful Ranged Skill test passed by
the Shooting model, the targeted model must pass
a Guts test (modified by the weapons Anti-Fodder
value) or an Armour test (modified by the weapons
Anti-Monster value). For every failed Guts test, the
model takes a wound.
A Section that is targeted more times than models
remaining in the section receives a Suppression
Token. Models in the Section are considered
Suppressed and must pass a Guts test before being
able to make a Movement, Running or Charge Action.
A Section may only receive 1 Suppression Token
once per Game Turn and remain suppressed until
they successfully pass a Guts test in the Guts Phase.

5.1. RANGED WEAPONS


The most varied types of Weapons in Panzerfauste
are Ranged ones. Every race has developed their
own weapons and has their own extensive armoury.
This section describes how to use Ranged Weapons
in games of Panzerfauste.
Each of
statline.
you will
statline
Rifle.

the weapons in Panzerfauste has its own


This includes all of the gaming information
require to play. For example, here is the
for the standard Orc-issue Lhee-Entfield

Name

Type

Range

AMMo

AntiFoDDer

AntiMonster

Special

Lhee-Entfield Rifle

Single-Shot

30 cm

N/A

STATLINE FIELDS EXPLAINED

ANTI-MONSTER

NAME

This number describes the modifier to Armour that


a model suffers when attempting to pass an Armour
test against attacks made with this weapon.

This is the name of the weapon as it is known in The


Land. Some modifiers might specify specific names
though.
TYPE
A weapons type helps describe exactly how the
attack is carried out. See 5.1.1 below for the full
rules on Ranged Weapon Types.
RANGE
The effective range of the weapon, as measured
from the base of the miniature making the Ranged
Attack.
AMMO

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)

The number of dice rolled when making a Ranged


Attack with this particular weapon.

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.

John Donovan (order #7852217)

A single shot fired from a pistol or bolt-action rifle,


for example. Single Shot weapons may only target
a single figure per activation, regardless of their
Ammo value.

EXPLOSION (SE OR LE)


An explosion from an ordnance attack or grenade,
for example. Small Explosion (SE)weapons use a
Small Explosion template and Large Explosion (L/E)
use a Large Explosion Template. Unless specified
otherwise in their Special rules, Explosions always
scatter when they miss (refer to the Scattering and
Explosion Template rules and may only target a
single figure per activation, regardless of their Ammo
value.

FLAMETHROWER (F)
A fiery burst from a flamethrower or firebreathing
monster, for example. Flamethrower weapons use
the Flamethrower template.

CONTROLLED BURST (CB)


A short burst of bullets from a Sub-Machine Gun, for
example. Controlled Burst (CB) weapons may select
a Fire Zone of up to 5cm from the initial target.
MACHINE GUN BURST (MGB)
A larger, more aggressive burst of bullets from a
LMG or HMG, for example. Machine Gun Burst (MGB)
weapons may select a Fire Zone of up to 10cm from
the initial target.
- Determining a Fire Zone
Weapons which allow a player to determine a Fire
Zone can be devastating. Controlled Burst and MG
Bursts are the current weapon types which can do
this. Firstly, look into what Fire Zone distance you
are entitled to based on your Weapons type (i.e.
5cm for Controlled Burst and 10cm for MG Burst).
Then select a primary target. From this model, select
any number of models, up to the Ammo value of
the weapon within the Fire Zone of the weapon.
All of these models must follow the usual rules for
selecting a target and therefore must be in Line of
Sight (following rules for Terrain and Intervening
Models) and range. A model may be targeted more
than once in a Fire Zone, but the primary target
must be targeted more than any other model in the
Fire Zone. Each target is dealt with individually and,
although the attacks are considered simultaneous,
the player making the Ranged attack should resolve
all of the Ranged Skill Tests on any one target before
moving onto another target within the Fire Zone.

John Donovan (order #7852217)

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.

FLAMER TEMPLATES AND BUILDINGS


A Flamer template weapon can be used to clear out a
room in a building, such as a bunker or even floors of
a ruin. When firing a Flamer template into a building,
as long as more than half of the template reaches
the building and a window, door, or other hole into
the structure is in the path of fire, all models (friendly
or foe) within the Flamer template and also on that
floor of the building are treated as hit by the attack.
A model may choose to fire its Flamer whilst within a
building to achieve the same affect, but keep in mind
that it will also hit itself and must therefore pass a
Guts test before being able to! If it fails the Guts test,
the action point is lost.
5.1.2.2. Small Explosion and Large Explosion
Templates
Both the Small and Large Explosion templates are
held within the same circular template. The smaller
circle inside is the Small Explosion template and
the larger outer rim of the template is the Large
Explosion.

When the hit is a failure, centre the template over


the nominated target with the number 1 on the
template pointing towards the model which made
the ranged attack.
Roll a D20 and half the result (rounding up any
fractions). Next, roll a D20. Move the template a
number of centimetres equal to the second result in
the direction of the first result. Any models which are
within the relevant Explosion template are hit.

EXPLOSION TEMPLATES AND AMMO


VALUE
Keep in mind that if a weapon which uses an
Explosion Template has a Ammo Value above 1, it
fires a number of templates equal to its Ammo Value.
Each one of these templates must be fired at the
same target and Ranged Skill tests must be made
independently of each other. This also means that
scattering must be dealt with independently!

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.

John Donovan (order #7852217)

6.0. MAKING A MELEE ATTACK


Firstly the model making an Assaulting Action must
declare its target. The target must be a model within
the Range value of the weapon (usually 0, which
refers to Base-to-base) that the attacking model is
using to make the Assaulting action. A model, unless
otherwise specified, may only make a Melee Attack
with one weapon during the game turn.
A model may attack over a piece of linear terrain,
such as over a wall, through a window or over a
hedge. To do this, the piece of terrain must be no
taller than their own Height value, and the model
being attacked must also be at least the height of
the piece of terrain. The attacking model and any
targets must be in base-to-base contact with the
terrain piece. The distance between the attacking
model and the target model must also be no more
than the Height value in cm of the attacking model
-1 (to a minimum of 1) and must also be within the
attacking models melee weapon range.

For example: A Height:3 Ogre may choose to attack

a Height:1 Gnome on the other side of a Height:1


Wall that is 2cm deep. However, the wall is 3cm
deep, so he simply cannot reach the Gnome.
Every model in the game has an Attacks statline. This
tells you how many Skill tests to take when Assaulting
with this model if it has no Melee Weapons. This will
be modified by the equipment they carry, Magick
and a variety of other in-game effects.

John Donovan (order #7852217)

To perform an Melee Action, the model performing


the Melee Action must be within range of the target
model. The controller of the model performing the
Melee Action will then make a number of Melee Skill
Tests equal to the (modified, if applicable) number of
Attacks the model performing the action has in its
Attacks Statline.
Unless otherwise specified, a model may only
perform a Melee Action once per turn.
For every successful Melee Skill test passed by the
model performing the action, the targeted model
must pass a Guts test (modified by the weapons
Anti-Fodder value). For every failed Guts test, the
model takes a wound.

6.1. MELEE WEAPONS


Melee weapons have existed in the land for
milennia. With this war of new-fangled technology,
many of them are becoming less and less used.
Some of the more barbaric races might still put old
weaponry to good use though and ultimately, many
battles end in a close-quarters scrap somewhere in
a muddy field!
Each of the weapons in Panzerfauste has its own
statline. This includes all of the gaming information
you will require to play. For example, here is the
statline for the Highland Orc Claymore.

Name

Type

Range

hacks

AntiFoDDer

Claymore

Melee

1 cm

-2

AntiSpecial
Monster
-1

Swing

MELEE WEAPON STATLINE EXPLAINED

ANTI-FODDER

NAME

This number describes the modifier to Guts that a


model suffers when attempting to pass a Guts test
against attacks made with this weapon.

This is simply the name of the weapon. Apart from


helping you know what your models are armed with,
it serves no in-game purpose. Some modifiers might
specify specific names though.

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.

John Donovan (order #7852217)

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.

John Donovan (order #7852217)

If a model is wholly within (i.e. its entire base


circumference is inside) a terrain piece, it will gain
the relevant modifier, as long as the Height also
covers its own Height.
For example: A model wholly within a Wooded area
will count as claiming Soft Cover. However, a model
within a ruin will only count as being in Hard Cover if
the walls fully cover its own Height value.
Each terrain piece has a Height, just like models
do. This Height totally blocks LoS to models of the
same Height or less, partially blocks LoS to models
of a Height that is 1 point higher, but does not grant
cover to models with a Height of 2 Points higher.
For example, if a terrain piece is Height 1, it fully
blocks models of Height 1 or less, partially blocks
models of Height 2, but does not provide cover to
models of Height 3.
Water features are always considered to be the
Height of whatever level they are on (for example,
natural lakes will usually be Height 0, yet a raised
fountain could be Height 1) and models within the
Water feature are always considered to be at -1
Height, to a minimum of 1.
It should be pointed out that a Model cannot move,
under any circumstances, through another model.
Other models should be treated as impassable
terrain. Its also important to point out that a Model
will block line of sight to friendly or enemy models in
the same way as a terrain piece of the same height.
A model cannot make a ranged attack through
another model unless the model being fired through
is Fodder and they are in base-to-base contact with
that model.

8. GENERIC SPECIAL SKILLS


Almost every Section in Panzerfauste has some
Special Skills, many of which are shared by a variety
of other Sections. With this in mind, here is the list of
Generic Special Skills, which are shared across not
just many different Sections, but also different races
and armies.

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)

When a model from a Section is removed from the


game by a model with the Brutal special skill, the
attacked Section must immediately pass a Guts test
otherwise its Guts value is immediately reduced by 1.
A Section may only suffer this Guts modifier, caused
by the Brutal Special Skill, once per Game Turn.

Models with Immunity (X) ignore the lingering


effects of attacks with type (X). For example, Dwarf
Sturmtruppen have Immunity (Gas), so therefore
ignore the lingering effects of Gas Weapons.

CAMOUFLAGE

INFILTRATE

When a model with the Camouflage Special Skill


claims cover and is targeted by a Ranged Attack, the
model making a Ranged Attack receives a further -1
modifier to RS.

Once both players have deployed their Sections, but


before the first Game Turn starts, the player may
deploy their Infiltrating Section. Infiltrators must be
deployed in Light or Heavy Terrain. Infiltrators may
never be deployed within 12 of an enemy Models. If
there are multiple Sections with Infiltrate to deploy,
deploy them in turn, starting with the player that lost
the initiative. If it is impossible to deploy a Section
with the infiltrate Special Skill due to the board setup, simply deploy them in the controlling players
deployment zone.

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.

John Donovan (order #7852217)

A model with the Leap special skill may be placed


within (X)cm without any modifiers incurred by
Terrain. This counts as a Movement Action. Models
with Leap may not Leap over Terrain that is taller
than their Height value.

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).

MAGICK RESISTANCE (X)


If a Section (or model) with the Magick Resistance (X)
Special Skill is targeted by a Magick Card (Friendly or Foe),
the difficulty of the Casting Value is increased by (X).

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.

John Donovan (order #7852217)

If it lands in Light Terrain, it must pass an unmodified


Guts Test. If it gets a critical success, it continues as
if landing in open terrain. If it passes, it has fallen
down and lands with no action points remaining. If
it fails, it suffers a wound. If it is a critical failure, it
is removed from the board as a casualty and the
entire Section receives a -1 modifier to Guts.
If it lands in Heavy Terrain, it must pass an Guts
Test with a -2 Modifier. If it gets a critical success, it
continues as if landing in open terrain. If it passes,
it has fallen down and lands with no action points
remaining. If it fails, it suffers a wound. If it is a critical
failure, it is removed from the board as a casualty
and the entire Section receives a -1 modifier to Guts.

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

Keep in mind that Sections which are listed as


Unique may only be taken once, regardless of its
position in the OOC.

and use the Shared Magick Deck for that theatre of


battle. This deck is shared during the game by both
players. This Deck consists of 50 Cards using a preconstructed list of cards as supplied when purchased.
The order that these cards will appear will change
from game to game, due to shuffling the deck.
(Include some objective/event cards in there. i.e. A
nicely designed Event A card. Allows people writing
scenarios to assign special scenario specific events into
the deck. The deck can be used like the brilliant event
deck mechanism in Galaxy Defenders (Do you have
this? I can send you scans of the deck if you want?)
In some games of Panzerfauste, a player might
require one or more decks of their own Magick Cards.
Each of these decks is allowed due to a Section in
a Players army having the Mage (x) Special Skill.
Keep in mind that a Deck of type (x) cannot be used
more than once in the same army.
Each Magick Deck supplied by the Mage (X) Special
Skill consists of 25 cards using a pre-constructed
list of cards as supplied when purchased. The order
that these cards will appear will change from game
to game, due to shuffling the deck.
The following Magick Card Decks are currently
available in Panzerfauste:
- The Evil Eye (Troglodyte)
- Illusionism (Gnome)
- The Enigma Code (Dwarf or Orc)
- re a te b t e

ve

rals

baba

Magick Cards are played through the use of Magick


Dice that every casting Character, Section or
Device has access to. This system is explained in
the Magick Allocation Phase.
Keep in mind that before each game, each deck
should be shuffled by one player and cut by another
from the opposite side.

9.2. MAGICK CARD DECKS


On a planet that is so deeply manipulated by
Magick, it is no surprise that even on the battlefield,
the fickle and random element of Magick would
have a variety of effects which can be influenced
to a lesser or greater extent. To represent this in
Panzerfauste, we use Magick Card Decks.
Between you and your opponents, there must be
a single deck of Shared Magick cards on the table.
Decide with your opponent(s) which campaign
theatre you will be playing before writing army lists

John Donovan (order #7852217)

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

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