Heroheim Basic Rules
Heroheim Basic Rules
Heroheim Basic Rules
Deployment Phase
1. Deploy any troops the scenario dictates.
(Warriors can move, shoot and charge the
turn they are deployed, and wizards
generate power dice the turn they are
deployed.)
Recovery Phase
1. Wizards and Priests that are not fleeing
generate 1 power dice each.
(Priests must pass a Leadership test to
generate power dice.)
2. Fleeing warriors attempt to rally.
3. If they fail, they immediately flee 2D6
towards their deployment zone again.
4. If they succeed they rally.
(They may move/run and cast spells/prayers
as normal that turn, but they cannot charge
or shoot a missile weapon. They may hide
as normal.)
(Note that wizards and priests do not
generate power dice the turn they rally.)
Movement Phase
1. Move any warriors that you wish, working
through them one at a time.
2. (Warriors cannot run if there are visible,
non-hidden enemies within 6.)
3. Declare which warriors are hiding.
(Unless a rule, spell or ability explicitly
states that a warrior can hide at some other
time, warriors can only hide at this point of
the turn.)
Shooting Phase
1. Warriors armed with missile weapons may
fire one of them.
2. A wizard may attempt to cast a spell.
(When targeting missile weapons and
spells, you may not measure distances
beforehand. If the target is out of range, the
shot or spell still counts as having shot or
been cast.)
3. Work through each warrior, one at a time,
in any order that you wish.
4. Declare which warriors are keeping
overwatch.
Charge Phase
1. Declare all charges before moving any
warriors. You may not measure distances
beforehand.
2. Once all charges are declared, move each
charger, one at a time, in the order of your
choice.
Characteristics Tests
Movement
Normal Moves
Running Moves
Climbing Up/Down
Jumping Down
Jumping Horizontally
Warriors can jump over gaps (such as rooftops) up
to 6 wide.
(You may measure the distance across
beforehand, unless the jump is part of a
charge.)
Jumping horizontally uses up movement.
If the distance is further than 6 the warrior
falls from where he jumped.
Hiding
A warrior that is in cover from all enemies may hide.
Hidden warriors cannot be shot at, charged
or targeted with spells.
If a warrior can fly for any reason, he
cannot hide at the end of a flying move.
A hidden warrior is immediately un-hidden
if:
He runs, charges, shoots, or (attempts to)
cast spells.
An enemy moves within its Initiative value
in inches of him.
Any enemy has completely unobscured
line-of-sight to him. (I.e. no cover.)
Falling
A warrior that falls takes one Strength X hits where
X = [distance in inches that he fell].
You can only fall from a full 2 or more.
Falling damage ignores armour saves.
A warrior that has fallen down may do nothing else
for the rest of that turn.
Charges
Declaring Charges
Diving Charges
If a charge involving Jumping Down is executed so
that the charger lands within 2 of his target and
has enough Movement left to successfully charge
the enemy, then that charge is a diving charge.
Diving Chargers have +1 S on profile the
first round of combat. (This may take them
above their racial maximum.)
Failed Charges
If a warrior fails a charge, for whatever reason, he is
moved his base Movement value towards the
target or to where he fell or to the foot of where he
failed his climb test. Warriors that fail a charge may
not shoot missile weapons that turn, but they may
cast spells or prayers.
Intercepting Enemies
If a warrior is within 2 of an enemys movement
path, and that warrior is not already engaged in
close combat, that warrior may intercept the
enemy.
The warrior moves into the enemys path.
The enemy will count as charging the
intercepting warrior.
Each moving enemy can only be
intercepted by one warrior.
Interception can be made against all kinds
of enemy moves; - normal moves, running
moves, charging moves and flying moves.
If either model causes fear, apply fear as
normal.
Warriors that are fleeing cannot intercept.
Grey marks the interception zone:
Close Combat
Who can Fight
Fighting Unarmed
Unarmed attacks are at -2 S. Warriors with the
Fights Unarmed special rule are exempt form this.
Shooting
Shooting
Targeting Shooting
Overwatch
A warrior that is elevated at least 2 above the
ground and did not run, or shoot, or (attempt to)
cast a spell during his own turn may be set to
overwatch.
During the opponents turn, each warrior
that is set to overwatch will automatically
make a single normal shot at the first
enemy that moves into his line-of-sight.
(I.e. quick shot, multiple shot, etc. cannot be
used for overwatch but other shooting skills
apply as normal.)
The shot will have an additional -1 to hit.
Only missile weapons with a range of 18 or
more can be used for overwatch.
(Blunderbusses cannot be used for
overwatch.)
Special Rules
Fear
Leader
Knockback
Hatred
Warriors that hate their enemies have +1 to hit
them in all rounds of close combat.
Hatred only affects close combat attacks.
Heirloom: (Item)
Warrior has this item when hired. It may not be
swapped or sold, but may be robbed and discarded.
If a warrior would die or be sacked but his
weapons, armour, and equipment be
returned to his warbands stash, heirloom
items are still lost.
Poisonous Hits
Flaming Hits
Hits that are flaming have an extra +1 modifier
when rolling on the critical hit chart.
If a hit is both flaming and poisonous, poison
has no effect.
Regeneration Save
The warrior has a special save he can use after he
has failed his armour save (if he has one). This save
is not negated by the strength of the attacker.
(This save can be used vs. hits that ignore
armour saves.)
Flaming hits ignore regeneration.
Ward Save
The warrior has a special save he can use after he
has failed his armour save (if he has one). This save
is not negated by the strength of the attacker.
(This save can be used vs. hits that ignore
armour saves.)
Fleeing Movement
Blackpowder Misfires
D6
1
Result
Shattering Pulse: Wizard, and everyone
within 2 of wizard, take 1 Strength 4 hit.
Take armour saves as normal.
D6
1
Result
Boom!: Weapon cannot fire your next
turn and wielder takes 1 Strength 4 hit.
Take armour saves as normal.
4-5
To Wound
WS
D6
1
6
2
5
3
4
4
3
5
2
6
2
7
1
8
0
9
-1
10
-2
S1
S2
S3
S4
S5
S6
S7
S8
S9
S10
-1 WS Warrior is outnumbered
-1 WS Target has Dodge: Close
-1 WS per fear test failed this turn
+1 WS Warrior hates his target
To Hit (Shooting))
A natural 1 is always a miss.
A natural 6 is always a hit.
BS
D6
1
6
2
5
3
4
4
3
5
2
T1
4+
3+
2+
2+
2+
2+
2+
2+
2+
2+
T2
5+
4+
3+
2+
2+
2+
2+
2+
2+
2+
T3
6+
5+
4+
3+
2+
2+
2+
2+
2+
2+
T4
6+
6+
5+
4+
3+
2+
2+
2+
2+
2+
T5
6+
6+
6+
5+
4+
3+
2+
2+
2+
2+
T6
6+
6+
6+
6+
5+
4+
3+
2+
2+
2+
T7
6+
6+
6+
6+
6+
5+
4+
3+
2+
2+
T8
6+
6+
7+
6+
6+
6+
5+
4+
3+
2+
T9
6+
6+
6+
6+
6+
6+
6+
5+
4+
3+
T10
6+
6+
6+
6+
6+
6+
6+
6+
5+
4+
Overkill
6
2
7
1
8
0
9
-1
10
-2
-1 BS Target is in Cover
-1 BS Target has Stealth (and is in Cover)
-1 BS Target has Dodge: Ranged
-1 BS Moving and Shooting
-1 BS Shooting Longer than 18
-1 BS Shooter is keeping Overwatch
-1 BS Shooting a full 3 or more up
(Measured vertically.)
Armour Saves
Critical Hits
A natural 6 to hit is a critical hit, unless the attacker
would hit only on a 6.
Re-rolled dice cannot cause critical hits.
Flaming hits have an extra +1 modifier
when rolling on the critical hit chart.
D6
1-2
3-5
6
Result
Hits a vital part: The attack is resolved
with an extra -1 to enemy armour save.
Deathblow: The attack is resolved at +1
Strength.
Double Strike: Hit is doubled to two hits.
Take saves against them separately.
S
AS
2
-
3
-
4
-1
5
-2
6
-3
7
-4
8
-5
9
-6
Dont Forget!
Fear, panic, magical miscasts and blackpowder
misfires - they also apply in the heat of battle.
10
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