TEXT:  
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  1 
   
  - Table of Contents -
  - INTRODUCTION - 
  2 
  - MILITARY STRUCTURE - 
  3 
  - REGIMENT CREATION - 
  4 
  REGIMENT ORIGIN 
  4 
  REGIMENT TYPE 
  6 
  REGIMENT SPECIALISATION NOTE: THIS STEP IS 
  OPTIONAL. 
  10 
  FINISHING TOUCHES 
  11 
  - SOLDIER GENERATION - 
  15 
  RANK & FILE 
  15 
  UNIT SERGEANTS 
  15 
  REGIMENTAL CAPTAIN 
  16 
  - TYPICAL STANDARD KITS - 
  17 
  THE EMPIRE 
  17 
  BRETONNIA 
  18 
  ELVES 
  19 
  KISLEV 
  19 
  TILEA / ESTALIA 
  20 
  THE DWARFS 
  20 
  NORSCA AND THE WASTES 
  21 
  SKAVEN 
  21 
  - PROCUREMENT AND SUPPLIES - 
  22 
  - SAMPLE REGIMENTS - 
  25 
  BARON BRODIER’S  SOUTHWOOD WATCHERS 25 
  CLAN KRAGFIST CANNONEERS 
  27 
  SHIELDS OF TOR ANARIS 
  28 
  DOGS OF VOLKA VALLEY 
  29 
  - MASSED COMBAT - 
  33 
  THE BASICS 
  33 
  COMBAT 
  35 
  MASSED COMBAT ACTIONS 
  36 
  THE PLAYER IN BATTLE 
  39 
  TERRAIN AND THE BATTLE MAP 
  39 
  EXTRA RULES 
  39 
  - MASSED COMBAT (SIMPLE) - 
  41 
  - CONCLUSION - 
  42 
   
   
   
   
   
   
   
   
   
   
   
  
   
   
  2 
   
  - Introduction - 
  This book details the rules for creating and implementing your own custom Regiments for Warhammer 
  Fantasy Roleplay 2nd Edition, styled on the popular and much loved rules for Fantasy Flight Game’s Only 
  War roleplaying system. Alongside this, this document also offers rules for constructing and playing 
  engaging battles involving such regiments in titanic head to head clashes. These rules have kept the player 
  focus of the core game in mind, with the intention of giving player characters a direct role in shaping 
  such battles, either as common soldier, regimental officer or general.  
   
  I have written this supplement in order to give GM’s and Players the ability to take an active role in 
  shaping the conflicts of the Warhammer World in the boots of its most popular nations and races. Lead a 
  mighty cavalry charge as a famed Bretonnian Knight against a horde of vile Beastmen, or lead the Cloven 
  ones yourself as you stalk the Drakwald in ambush of Imperial forces. Hold out against an unrelenting 
  Skaven incursion in a mighty fortress as an archer of Averland, or bring down the walls yourself as a 
  sneaky sabotaging rat. Become a true Lord of the Old World and lead your armies in conquests against 
  your enemies, or revolt against the established order and swarm the oppressors with overwhelming hordes 
  of peasant revolutionaries.  
  All possibilities are yours in the tales of the renowned heroes, regiments, and commanders of The World 
  That Was.  
   
   
  Games Workshop, the Games Workshop logo, Warhammer, Warhammer Fantasy Roleplay, the Warhammer Fantasy logo, and all 
  associated marks, names, races, race insignia, characters, vehicles, locations, units, illustrations and images from the Warhammer world 
  are either ®, TM and/or © Copyright Games Workshop Ltd 2000-2017, variably registered in the UK and other countries around the world. 
  Used without permission. No challenge to their status intended. All Rights Reserved to their respective owners.  
  All material found in this supplement is unofficial and in no way endorsed by Games Workshop Ltd 
  
   
   
  3 
   
  - Military Structure - 
  While these rules are based on the Only War roleplaying system, Warhammer Fantasy Roleplay 2e is a 
  much broader and encompassing game. To fit this theme into the rules of Regiments of Renown, I have 
  designed a simple military hierarchy from which the regiment rules operate from, designed to be as 
  generic as possible for application across multiple nations and races. This is to allow player characters to 
  rise through the ranks of their respective armies, going from common soldiers serving under a sergeant in 
  units, to a sergeant serving beneath their regimental captain, to captains and so forth.  
   
   
   
  These three layers of hierarchy tie directly into the rules of Regiments of Renown, however the naming 
  of the sections and the titles of its commanders can be fluidly changed without issue.  
  Note: The hierarchy sizes pictured above are the ideal size of each individual section. It is possible for an 
  Army to incur enough losses to drop beneath 8,000 men and still be an army, while a Sergeant can lead a 
  Unit of 5 troops without penalty.  
   
  If you want to add your own layers to the hierarchy, it is recommended that each new layer encompasses 
  around 5 of the layer before (Regiments formed from ~5 Units, Armies formed from ~5 Regiments). 
  While this requires changing the number of troops per layer to allow for this new layer, being able to 
  add new roles to the hierarchy (for example Companies between Regiments and Units) would allow more 
  realistic military roleplaying campaigns of WFRP2e.  
   
   
  
   
   
  4 
   
  - Regiment Creation - 
  The first step to creating and roleplaying the 
  grand battles and armies of the Warhammer 
  World is creating your own Regiment to call 
  your own. The player-regiment balance can be 
  adjusted depending on the scale of the campaign 
  you want to play. If you are telling the story of 
  a band of soldiers serving their nation or creed, 
  then every player should generally belong to a 
  single regiment. If, however you are telling the 
  story of officers caught up in a war or 
  operation, each player is free to create their own 
  regiments, suited to their personalities and the 
  stories they wish to tell.  
   
  Regiment Creation Overview 
  The Regiment Creation sequence is as follows, 
  while most of the options below are written to be 
  generic, race-specific options may appear at a 
  later date: 
   
  1.) Choose Regiment Origin. 
  2.) Roll Commander’s personality. 
  3.) Select Regiment Type. 
  4.) Select Regiment Training. 
  5.) Determine optional Specialisation and extra 
  features. 
   
  Regiment Origin 
  The first step to creating your regiment is to 
  determine how it came to be, was your regiment 
  born from an act of self-sacrifice like the fearless 
  Carroburg Greatswords, or fanatics of a 
  religious order like the Sigmar’s Sons? 
  Roll or select an option from the table below, 
  and write down the Characteristics, Skills and 
  Talents that come with it.  
  Table 1-1: Regiment Origin 
  Origin 
  Roll 
  Survivors 
  1 
  Garrison 
  2-3 
  Zealots 
  4-5 
  Watchmen 
  6-7 
  Conscripts 
  8-9 
  Best of the Best 
  10 
   
  Survivors 
  These individuals are the legacy of a great 
  slaughter, a heroic sacrifice, or a costly battle. 
  They have known fear, and it no longer touches 
  them. 
  Characteristics: +10 Willpower, +5 Fellowship, 
  +5 Toughness. 
  Skills: Intimidate, Blather 
  Talents: Fearless, Hardy 
   
  Zealots 
  These individuals have been brought together to 
  give their lives for their god, they are relentless 
  warriors feared by their own allies for the 
  extremes of their faith. 
  Characteristics: +10 Fellowship, +10 Willpower 
  Skills: Academic Knowledge (Theology), 
  Blather  
  Talents: Frenzy, Public Speaking 
  
   
   
  5 
   
  Watchmen 
  These individuals are charged with keeping the 
  frontier borders of their lands in check, the tales 
  of the commoners are the reality for those who 
  keep the watch. 
  Characteristics: +5 Intelligence, +5 Willpower, 
  +5 Toughness, +5 Agility. 
  Skills: Perception, Outdoor Survival 
  Talents: Rover, Orientation 
   
  Conscripts 
  These individuals were drawn from their homes 
  by fate itself, as the nation called to all it could 
  gather.  
  Characteristics: +10 Toughness, +5 Fellowship, 
  +5 Willpower. 
  Skills: Consume Alcohol, Trade (Any)  
  Talents: Flee!, Luck. 
   
  Best of the Best 
  These individuals are gathered from the 
  mightiest your homeland could gather, trueborn 
  soldiers who have proven their worth. 
  Characteristics: +5 Weapon Skill or Ballistic 
  Skill, +10 Toughness or Strength, +5 
  Willpower. 
  Skills: Dodge-Blow, Command  
  Talents: Warrior-born, Quick Draw. 
  Garrison 
  These individuals keep watch over their lands and 
  cities, organised and regimented, they are the 
  picture of loyalty. 
  Characteristics: +10 Intelligence, +10 
  Fellowship. 
  Skills: Search, Read/Write, Perception. 
  Talents: Etiquette, Alley Cat 
   
   
  Commander Personality 
  The captain of your regiment is just as big a part 
  of the regiment as the regiment are of them, a 
  reckless captain is first into battle, while a 
  calculated one is always planning to bring 
  victory with as few losses as possible. 
  Note that this option can be skipped if the 
  commander of the regiment is a player character. 
   
  Table 1-2: Commander Personality 
  Personality 
  Roll 
  Heroic 
  1 
  Reckless 
  2-3 
  Paranoid 
  4-5 
  Calculated 
  6-7 
  Bureaucratic  
  8-9 
  Psychopathic 
  10 
   
  Heroic 
  This commander is known throughout the land 
  for his daring acts of heroism, their men are 
  encouraged to continue this glory in their own 
  actions.  
  Talents: Stout Hearted 
  Reckless 
  This commander is keen to enact the first 
  decision to come into their mind, uncaring of 
  the dangers or risks involved.  
  
   
   
  6 
   
  As such, their men are accustomed to fighting in 
  the thick of battle. 
  Talents: Sturdy 
  Paranoid 
  This commander is always looking over their 
  shoulder, too caught up in the intrigue of their 
  station to lead as heroes should. Naturally, the 
  men have begun to whisper… 
  Skills: Gossip +10 
  Calculated 
  This commander weighs up every possibility 
  before committing to action, a virtue favoured 
  in strategy, but not when the battle is at its 
  height. Their men trust that the dominoes all 
  fall into place when the time is right, and 
  generally have a better understanding for the 
  bigger picture. 
  Talents: Savvy 
  Bureaucratic 
  This commander is dedicated to the system, his 
  station one of official business rather than the 
  grit of battle. Their orders are broad and 
  delayed, and organisation is held key to proper 
  functioning. 
  Starting Talent: Regimented 
   
   
  Psychopathic 
  This commander is a lunatic with no regards for 
  their own men. They order their troops to 
  accomplish impossible tasks, and is known for 
  their deranged outbursts in and out of battle. As 
  a result, their men have become accustomed to 
  such acts, and do their best to cope. 
  Starting Talent: Frenzy or Flee!, Fearless if 
  Regiment Origin is Zealots. 
   
   
  Regiment Type 
  The armies of the Warhammer world are varied 
  and hardened, each having a part to play in the 
  greater dance of pitched battle. Are you frontline 
  infantrymen or expert ambushers, feared beast 
  tamers or keen-eyed marksmen? 
   
  Table 1-3: Regiment Type 
  Personality 
  Roll 
  Beast Tamers 
  1 
  Front Line Infantry 
  2-4 
  Infiltrators 
  5 
  Combat Engineers 
  6 
  Missile Troops 
  7-8 
  Light Infantry 
  9 
  Shock Infantry 
  10 
  New Talent - Regimented: 
  Character receives +10% bonus to all Command 
  Skill tests to reorganise their regiment after 
  retreating, and receives a +10% bonus to all 
  Willpower tests when among regiment members  
  
   
   
  7 
   
  Beast Tamers 
  To many armies, the impact of a charging beast 
  of war is enough to cripple and soften up enemy 
  lines before the big charge, from dogs to squigs 
  to rat ogres, the beast tamer is the harbinger of 
  the carnage. 
  Characteristics: +10 Fellowship, +5 Toughness. 
  Trappings: One War Dog or other army 
  appropriate beast of war, one goad or whip, 
  Light Armour (Leather Jerkin) 
  Skills: Animal Training, Animal Care, Charm 
  Animal. 
  Talents: Coolheaded. 
   
   
   
  Front-line infantry 
  Those who stand at the front and do the bulk of 
  the fighting are the front-line infantry. Either 
  with a trusty sword and shield, a halberd of a 
  fine battle-axe, these individuals are the backbone 
  of armies. 
  Characteristics: +5 Weapon Skill, +5 
  Fellowship, +5 Agility. 
  Trappings: One army appropriate melee weapon, 
  Full Leather Armour, one shield or second melee 
  weapon. 
  Skills: Heal. 
  Talents: Strike Mighty Blow, Dodge Blow 
  Infiltrators 
  Infiltrator regiments are the forces most skilled 
  and ambush tactics and sabotage (stabotage in 
  goblin thinking), they are deployed behind 
  enemy lines or in hidden locations around the 
  battlefield to cause chaos    
  Characteristics: +10 Agility, +5 Intelligence. 
  Trappings: One short sword, one map of local 
  areas, one camouflage kit.  
  Skills: Set Trap, Shadowing, Silent Move, 
  Concealment. 
  Talents: Flee! 
  Combat Engineers  
  Behind every disciplined spear line and glorious 
  defence are the engineer regiments who keep 
  everything running, from digging trenches and 
  siege works, or bombarding the enemy with 
  named and famed artillery pieces. 
  Characteristics: +5 Toughness or +5 Strength, 
  +10 Intelligence or an extra +10 Toughness. 
  Standard Kit: Engineer’s Kit, One small-arms 
  Weapon from the Engineer weapon group per 
  soldier or four army-appropriate artillery 
  weapons from the Engineer weapon group per 
  unit, Hand Weapon, Light Armour (Leather 
  Jerkin). 
  Skills: Academic Knowledge (Engineering), 
  Drive, Trade (Gunsmith), Set Trap. 
  Missile Troops  
  Before the hammer of a cavalry charge, nothing 
  is more feared in conventional warfare than the 
  ranged volley. This regiment is trained and 
  equipped for unleashed hails of fire upon their 
  enemy in the midst of brain-numbing pressure. 
  Characteristics: +10 Ballistic Skill, +5 
  Willpower 
  Trappings: Army relevant ranged weapon, Full 
  Leather Armour. 
  
   
   
  8 
   
  Skills: Perception. 
  Talents: Marksman, Rapid Reload, Quick 
  Draw, Mighty Shot. 
  Light Infantry 
  Skirmishers and scouts, these troops are 
  responsible for locating and harassing enemy 
  forces before the main clash of arms. Light 
  Infantry can use their Agility rather than 
  toughness when damaged in Massed Combat. 
  Characteristics: +5 Agility, +5 Willpower, +1 
  Attack. 
  Trappings: One army-appropriate skirmishing 
  weapon, one hand weapon.  
  Skills: Perception, Search, Outdoor Survival. 
  Talents: Flee!, Rover. 
  Shock Infantry 
  Unrelenting and ferocious, shock infantry don’t 
  hold frontlines, they break them. 
  Greatswordsmen, Slayers and Stormvermin are 
  examples of the kinds of warriors that make up 
  shock infantry regiments. 
  Characteristics: +5 Weapon Skill, +5 Strength, 
  +5 Toughness. 
  Trappings: One army-appropriate Great 
  Weapon / Halberd or two Hand Weapons. Full 
  Mail or Full Leather and Plate on Arms, Legs or 
  Head. 
  Skills: Intimidate 
  Talents: Strike Mighty Blow, Menacing, 
  Strong-minded.
   
   
   
   
   
   
  
   
   
  9 
   
  Regiment Training 
  Not every regiment in the Warhammer world is 
  the model of discipline, your regiment may have 
  learned the ways of war in the cauldron of battle 
  itself, or instead you were trained over years and 
  years to battle a sworn enemy. 
  Table 1-4: Regiment 
  Training 
  Personality 
  Roll 
  Trained Slayers 
  1-2 
  Taught in the Field 
  3-4 
  Model of Discipline 
  5-7 
  Know No Retreat 
  8 
  Outdoorsmen 
  9-10 
   
  Trained Slayers 
  Your regiment has been trained to counter a 
  certain foe of your homeland, whether the 
  scheming undead, the ferocious greenskins, or 
  something else entirely.  
  Characteristics: +5 Willpower, +5 Ballistic 
  Skill or Weapon Skill. 
  Talents: Trained Slayer (Any). 
    
  Taught on the Field 
  Your regiment were never formally trained, 
  instead thrown into battle, and left to train 
  yourselves. As it was, so it still is. 
  Characteristics: +5 Fellowship, +5 Willpower. 
  Talents: Hardy 
  Model of Discipline 
  Your regiment are trained to be the perfect rank 
  and file. You are organised and stalwart, the 
  higher-ups see you as the standard for all your 
  kind. 
  Characteristics: +5 Willpower, +5 Intelligence. 
  Talents:  Regimented talent, or Coolheaded if 
  the Commander Personality is Bureaucratic. 
  Know No Retreat 
  Your regiment are trained to never retreat, not 
  even in the face of overwhelming defeat. Some 
  call you madmen, others call you true heroes. 
  Characteristics: +10 Willpower. 
  Talents: Fearless, or the Coolheaded if the 
  Regiment Origin is Survivalist. 
  Outdoorsmen 
  Your regiment were trained in the wilds of the 
  world, you were taught the ways of combat in 
  rough terrain, and how to battle the enemy in 
  any condition. 
  Characteristics: +5 Agility. 
  Skills:  Follow Trail or Outdoor Survival. 
  Talents: Orientation.  
   
  New Talent – Trained Slayer: 
  You gain a +5% bonus to all attacks made 
  against your chosen enemy, as well as an 
  extra +10% to all Common Knowledge tests 
  to recall information about this enemy.  
   
  
   
   
  10 
   
  Regiment Specialisation 
  Note: This step is optional. 
  There are many parts to play in the everchanging 
  wars of the Warhammer Fantasy World, in 
  many cases typical regiments are equipped and 
  assigned specialist roles with which to perform 
  their duty, sometimes being offered special 
  equipment (Weapons placing the current setup) 
  and skills thus. 
   
  Table 1-5: Specialisation 
  Personality 
  Roll 
  Cavalry 
  1-2 
  Duellists 
  3-4 
  Anti-large 
  5-6 
  Marines 
  7-8 
  Reroll 
  9-10 
   
  Cavalry 
  Your regiment is a mounted regiment of your 
  nations army. Your mounts are bred for the 
  task, and many rely on you to perform your 
  duty more effectively with the benefits such a 
  mount provides, Regiments with the Front-Line 
  Infantry type cannot become cavalry specialised. 
  Trappings: Existing weapons already assigned 
  through regiment creation, or Lance and Shield 
  (One weapon of choice can also be replaced with 
  an optional demi lance or short sword.) 
  One army appropriate Mount with reins and 
  saddle if required. 
  Skills: Ride, Animal Care, Animal Training. 
  Talents: Specialist Weapon Group (Cavalry) 
   
  Duellists 
  Your regiment has been equipped to serve as 
  battlefield duellists, with a sword and parrying 
  weapon, you are skilled at deflecting enemy 
  attacks and keeping them occupied while the 
  slaughter occurs elsewhere. This specialisation 
  makes the soldiers of this regiment highly trained 
  individual fighters also. This unit can use the 
  Parry skill instead of Toughness when damaged 
  in massed combat. 
  Trappings: One existing weapon assigned 
  through regiment creation. One weapon from 
  the Parrying Weapon group.   
  Talents: Lightning Parry, Specialist Weapon 
  Group (Parrying), Strike to Stun, Disarm. 
  Anti-large 
  In threat of the monstrous horrors of the 
  Warhammer World, it is necessary for some 
  regiments to be trained and equipped for dealing 
  with such threats. Your regiment is one such 
  force, for you and your peers must face the most 
  terrifying opponents and come out as victors. 
  Anti-Large soldiers gain the Anti-Large talent, 
  gaining +10% weapon and ballistic skill when 
  facing enemies larger than themselves, this effect 
  also applies to any beasts of war belonging to the 
  regiment. 
  
   
   
  11 
   
  Trappings: Existing weapons already assigned 
  through regiment creation, or a chosen weapon 
  (Already assigned or player choice) and one 
  weapon from the Entangling Weapon Group.  
  Skills: Consume Alcohol, Set Trap. 
  Talents: Specialist Weapon Group (Entangling), 
  Strike to Injure, Strong-Minded. 
  Marines 
  Not even the seas are safe from the perils of the 
  world, sometimes it is necessary for grand navies 
  to sail forth and do battle against man and 
  monster on the decks of grand ships. Your 
  regiment is charged with fighting in such battles, 
  whether manning the deck guns, unleashing 
  volleys from the crow’s nests or swinging across 
  to exchange swords head to head. 
  Trappings: One assigned ship to operate from 
  per regiment, grappling hook.  
  Skills: Sail, Swim, Scale Sheer Surface. 
  Talents: Seasoned Traveller. 
   
  Finishing Touches 
  At this point, you now have a mechanically 
  fleshed out and interesting regiment. However, 
  you still have a few more steps to go before 
  you’re roleplaying the wars and conflicts of the 
  Warhammer World. To further flesh out the 
  who, how and why of the regiment, you can 
  answer some of these questions about your 
  Regiment alongside the expected fleshing out of 
  your rolled or chosen characteristics, adapted 
  from the Only War rulebook. 
  Where is the Regiment From? 
  You have already determined why your regiment 
  was raised, but from which race or nation does 
  your regiment hail from? 
  Are you a regiment of Elven Bolt Throwers? A 
  frontline force of Skaven Stormvermin or an 
  archer brigade hailing from the Empire? Are you 
  from Ostland, Ellyrion, Kraka Drak?  
  In What State is the Regiment? 
  With so many wars being waged and threats to 
  face, it wouldn’t be uncommon for your 
  regiment to be facing dwindling numbers. 
  Whether freshly raised to fight in the Wars of 
  the Empire, hardened veterans of a dozen battles, 
  your regiment can come in all shapes and sizes. 
  Are you a fierce force of 500 elite veterans, or a 
  fresh force of 10,000 green recruits?  
   
  What is the Regiments Name? 
  Whether you’re the Bugman’s Rangers, Long 
  Drong’s Slayer Pirates, or the Death’s Head 
  itself, a proper regimental name is required if 
  you want to instil fear or inspiration into your 
  friends and foes alike.  
  Maybe your regiment is named after a key battle 
  from its past, your heroic commander, or if 
  
   
   
  12 
   
  you’re one for regimental standards perhaps a 
  simple number and your homeland can suffice. 
  Where is your Regiment now? 
  Wars are never static, perhaps your regiment has 
  travelled far away from its homeland in pursuit 
  of duty or riches. Perhaps your mercenary 
  commander has travelled north from Tilea to 
  earn gold facing the Norscans in Nordland, or 
  perhaps you have been reassigned to Arnheim to 
  battle the dreaded Druchii. 
  Regimental Drawbacks 
  Not every regiment is the perfect fighting force, 
  sometimes a regiment carries with it burdens it 
  must face. Whether distrusted by peers for past 
  actions, or forced to uphold a strict code of 
  honour. Below you can find such rules, 
  alongside their resulting effects and descriptions. 
  These rules are optional, and available if the 
  players or GM want to flesh out their regiment 
  for more interesting roleplaying opportunities. 
  Table 1-6: Drawbacks 
  Personality 
  Roll 
  Distrusted 
  1 
  Fate by Fire 
  2 
  Code of Duty 
  3 
  Regimental Rivalry 
  4 
  We Happy Few 
  5 
  Pompous 
  6 
  Neglected 
  7 
  Lost Home 
  8 
  Traumatised 
  9 
  Reroll 
  10 
   
  Distrusted 
  Your regiment has procured a bad reputation 
  amongst those who’ve heard of you. You might 
  have faltered in a crucial battle, or once rebelled 
  against the masters you serve. In any case, your 
  peers from other regiments and the higher 
  echelons of the military view you with concern 
  and distrust. 
  Special Effect: Members of this regiment suffer 
  a -10% penalty to all Fellowship-based Tests made 
  when interacting with members of other 
  regiments. Any other individuals or groups who 
  may have learned of your reputation are also 
  affected.  
  Additionally, the difficulty of procurement tests 
  is increased by one level (-10%), when 
  requisitioning items and equipment from outside 
  the regiment. 
   
  Fate by Fire 
  Your regiment, its members or your commander 
  are accused of sins only the fire of battle can 
  absolve. While other regiments embrace the 
  opportunity to battle in dangerous situations, 
  your men are deployed against overwhelming 
  foes, suicidal odds, and impossible missions. 
  You are not expected to survive, and the valour 
  earned with such duty as earned some respect 
  amongst the other regiments. 
  Special Effect:  Members of this regiment suffer 
  a -10% penalty to all Fellowship-based Tests made 
  when interacting with military superiors not 
  from the regiment. 
  
   
   
  13 
   
  Alongside this, your regiment is always assigned 
  to the most dangerous missions of the campaign. 
  This drawback can also be assigned later to 
  existing regiments who commit a damning act. 
  Code of Duty 
  Your regiment upholds a strict code of honour 
  in its organisation and actions. The aggressive 
  standards your regiment is held to has led to 
  more than enough executions from the 
  commander.  Sometimes battlefield tactics 
  involving deception or stealth are unacceptable, 
  or maybe injured opponents must be treated in a 
  particular way. Whatever the case, breaking such 
  codes could be life threatening.  
  Special Effect:  Members of this regiment must 
  pass a Difficult (-10) Willpower test when 
  attempting to commit an act restricted by the 
  Regimental Code. Furthermore, members of this 
  regiment suffer a -10% penalty to all skills that 
  may involve conflict with the regimental code. 
  This takes the form of the Code of Duty 
  (Tenet) Talent on the character sheets of 
  members of this regiment. 
   
  Regimental Rivalry 
  It is common in the armies of the world for 
  companionships to form between join-serving 
  regiments. Sometimes however such friendly 
  competition can escalate into a seething hatred. 
  As the victim of such a rivalry, your regiment 
  has a distain for another regiment from your 
  past, one from within your own nations military 
  or from a separate race or country entirely.  
  Special Effect:  This regiment gains a +10 bonus 
  to all tests made in opposition to their rival 
  regiment, and must succeed a Willpower Test in 
  order to back down or retreat from any conflict 
  with them.  Alongside this, Characters belonging 
  to this regiment suffer a -10% penalty to all 
  Fellowship tests when dealing with their rival 
  regiment.  
  This drawback can be earned after regiment 
  generation if events occur to cause such a rivalry.  
  We Happy Few 
  The size of your regiment has stayed small 
  throughout its active service, either because of 
  the specialist skills it provides, a harsh training 
  program, or high numbers of losses. Therefore, 
  the regiment generally must rely on skill and 
  intelligent operation rather than pure force of 
  arms.  
  Special Effect:   The captain and sergeants of this 
  regiment must make a Procurement Test to 
  receive replenishment for their regiments or 
  units, rather than the automatic gain for other 
  regiments. 
  Pompous 
  Appearances are everything to your regiment, 
  your peers are clean shaven, straight postured and 
  with a heavy undercurrent of noble smugness.  
  Thus, honour is held above all, and duels and 
  debates are common throughout the ranks. Pride 
  
   
   
  14 
   
  is the governing factor of your regiment, and 
  sometimes it can lead to harmful consequences. 
  Special Effect: Members of this regiment must 
  pass a Difficult (-10) Willpower Test to refuse 
  any formal challenge or ignore slights to their 
  honour.  Any refused challenges incur a -10% 
  penalty to all Willpower tests until the end of 
  the session (This is cumulative). 
  Neglected 
  Either due to spite, the overshadowing of more 
  famous regiments, too much confidence in your 
  abilities or pure old fate, your regiment 
  struggles to request and receive many of the 
  supplies and equipment deemed disposable by the 
  other regiments.  Whether this is ammunition or 
  sharp weapons, you struggle to get it all. 
  At least the food still arrives… 
  Special Effect:   Neglected Regiments suffer a -
  10% penalty to all procurement tests, and receive 
  half the usual rations of food and ammunition 
  unless a successful procurement test for these 
  items are made. On a successful Procurement 
  test, the GM rolls 1d10 dice, on a result of 4 or 
  lower, that equipment is of Poor Craftsmanship. 
  Lost Home 
  Wherever your regiment once called its home, it 
  is now lost to memory. The smouldering ruins 
  of the city of its founding dot the countryside, 
  the victim of a great battle, invasion, or natural 
  disaster. As survivors of whatever cataclysm 
  befell your homeland, the guilt of failure marks 
  the souls of those who lived to see it. The loss of 
  such members represents a tragedy, as one more 
  memory of the time before fades forever.  
  Special Effect: The newer recruits do not 
  understand the suffering inflicted on the 
  survivor, all members of the regiment who 
  didn’t experience the event that caused the loss of 
  the regimental home suffer a -10% penalty to all 
  Fellowship based tests when interacting with 
  those who did. Alongside this, members of the 
  regiment gain a +10 Weapon and Ballistic Skill 
  bonus when fighting the enemy responsible for 
  the loss of home (if one exists).   
  Traumatised 
  Your regiment was told this would be a simple 
  mission, they would be defending against an 
  invasion against a common enemy, or launching 
  an incursion into the enemy homeland. What 
  they encountered there will scar them forever.  
  The men of your regiment have seen things none 
  were meant to see, ventured too far, and come 
  out alive. Have they ventured into the Chaos 
  Wastes on a doomed expedition or ventured into 
  the dark deeps of Skavenblight? The memories 
  are burned into their minds, and the madness will 
  never fade. 
  Special Effect: Members of this regiment who 
  experienced the traumatising event begin play 
  with 1d5 Insanity Points. Alongside this, all 
  locations or enemies related to the maddening 
  event cause Terror to these individuals. 
  
   
   
  15 
   
  - Soldier Generation -
  Now that your regiment has been created, it is 
  time to decide what the members of the regiment 
  will look like. This process is like regular 
  character creation located in the Warhammer 
  Fantasy Roleplay core rulebook, with several 
  differences.  
  Rank & File 
  With the regiment created, look at the 
  characteristics, skills and talents offered from 
  each aspect of the regiment, this is now the 
  Advance Scheme for the career in the regiment, 
  generated based on your choices or rolls. As a 
  final step, add +10%  to the scheme of either BS 
  or WS, as well as the Specialist Weapon Group 
  talent of any weapons that require one.  
  This career is a basic career, and all members of 
  the Rank & File belong to it. However, they do 
  not automatically gain the skills and talents that 
  come with creation in the career, and must 
  instead purchase these as they would other 
  advances by use of gained experience points (The 
  GM gives experience to all non-player members 
  of the Rank & File like a single character when 
  they decide they deserve it). Trappings are given 
  when the regiment is first joined. Members of 
  the regiment do not have to change their 
  equipment when moving between careers. The 
  base profile of the Rank & File should be the 
  average racial stats of the chosen regiment race, 
  rounded down to the nearest five. 
  If you have already created a character and wish 
  to join a regiment later, the GM can decide to 
  have the regiment accept, deny, or reassign the 
  player based on the compatibility of their current 
  skills and talents. 
  Optionally, players may decide the regimental 
  career to be an advanced career, and may then 
  decide for an adequate basic career for all 
  members to begin with, since exit and entry 
  careers are undeclared, the GM should be wise in 
  which careers the players and soldiers may 
  advance to and from.  
  Unit Sergeants 
  The Sergeants of the regiment are those who 
  command the individual units that make up the 
  regiments, which generally makes up between 20 
  to 200 men. They are more experienced, 
  hardened and skilled in their duties than the 
  soldiers they command, an advancement on the 
  general rank and file of the soldiery, and their 
  construction reflects that. If your regiment is 
  smaller, it may be more beneficial to generate the 
  sergeants as fully constructed NPC’s, 
  In general, Sergeants are created by fully 
  applying all advances and equipment of the 
  regimental career onto the character, and then 
  advancing them to the Sergeant career. After 
  this, they gain the same experience all other non-
  player members of the regiment gain, at the same 
  pace.  
   
  
   
   
  16 
   
  Regimental Captain 
  While you have already chosen the core 
  personality trait of the Regimental Leader, their 
  equipment and characteristics are still unknown. 
  Regimental captains can come from a variety of 
  backgrounds, your Greatsword commander could 
  be a legendary Greatswordsmen himself, or a 
  pompous aristocrat who got into the job with 
  money and birthright. 
  Therefore, the process of creating the 
  Regimental Captain of your regiment varies 
  based on one of two core processes: 
  One of Us: If your captain was once a soldier 
  of the regiment themselves, the rules are similar 
  to creating Unit Sergeants. Simply start with a 
  Unit Sergeant created by the rules above, and 
  then either advancing to the Captain 
  career like the Sergeant did to the 
  Sergeant career, or 2 random careers of 
  your choice. These careers may 
  include returning to a basic career 
  if desired. 
   
   
   
   
   
   
   
   
   
   
   
   
  Their Own Beast: If your captain was never a 
  member of the regiment themselves, you are far 
  more free in your options.  This captain type can 
  be created as an NPC without any additional 
  limitations or rules. Be they wizard or aristocrat, 
  it is possible.   
  
   
   
  17 
   
  - Typical Standard Kits -
  The Warhammer World is a diverse and interesting place, inhabited by many different races, nations, 
  and armies. Below you’ll find information detailing the expected equipment carried by all members of 
  several armies, including typical weapons for each role for when the Regiment Creation rules ask for 
  nation-specific equipment. Note that the typical equipment like Tankards and bed rolls for WFRP2e 
  characters still applies here. All soldiers would also carry the standard regimental uniform of their role and 
  army, as well as a Leather Jack unless stated otherwise. 
   
  The Empire 
  The Empire of Sigmar Heldenhammer maintains a strict organisation and regimented discipline among its 
  ranks, its soldiers are drawn from a citizen soldiery, including a balanced number of conscripts and 
  volunteers among its ranks. Soldiers of the Empire generally carry icons of Sigmar or the other gods of 
  the Imperial Pantheon on their person. 
  Beasts of War: War Dog.  
  Melee Weapons: Hand Weapon (Sword, or Spear) and Shield, Halberd.  
  Shock Weapons: Great Weapon (Great Sword) 
  Ranged Weapons: Crossbow, Firearm 
  Skirmishing Weapons: Short Bow, Pistol 
  Mounts: Destrier, Light Warhorse, Pony. 
  Artillery: Great Cannon, Hellfire Volley Gun, Mortar, Helstorm Rocket Battery 
  How much ammunition should I carry? 
  During the Regiment Creation process, I made no mention to the recommended ammunition 
  amount for each ranged weapon. For ease of use I have decided to list the recommended 
  ammunition for such weapons below: 
  • Bows / Crossbows / Slings / Gunpowder Weapons – 10 Shots 
  • Javelins / Darts / Small Throwing Weapons – 8 Shots 
  • Bombs / Large Throwing Weapons – 6 Shots 
  Special Mounts 
  Many of the armies describes below have access to mounts far stronger than the other options. 
  Accessibility of these mounts (Marked with a *) is determined by the GM, it is recommended 
  however that such mounts are only available to Shock Cavalry who have proven themselves 
  worthy (Such worthiness differs can differ depending on mount and army)  
   
   
  
   
   
  18 
   
  Bretonnia 
  The Royarchy of Bretonnia maintains a strict divide between its peasant and knightly classes, with 
  peasants making up the entirety of the Bretonnian army save for the Shock Infantry and Cavalry, who are 
  made up entirely of Knights. Peasant soldiers generally wear One tunic colour dyed to the serving Lord’s 
  house, and tools from their non-soldier profession (Skinning knives, lumbering axe, tankard, and ale 
  barrel etc.).  
  Beasts of War: War Dog.  
  Melee Weapons: Hand Weapon (Club) or Spear and Shield, Halberd.  
  Shock Weapons: Great Weapon (Claymore) and Shield 
  Ranged Weapons: Longbow 
  Skirmishing Weapons: Sling. 
  Mounts: Pegasus*, Fine Destrier, Light Warhorse  
  Artillery: Trebuchet 
   
   
   
  
   
   
  19 
   
  Elves 
  While the Elves of Warhammer come in three distinct varieties, their core infantry loadouts are uniform 
  across the race. High Elven soldiers are forbidden from taking trophies from their victims, although this 
  rule isn’t so strictly enforced by the other nations of elves, the Dark Elves taking much joy in extracting 
  trophies from their victims. 
  Beasts of War: Hydra (Dark, 4 Per Regiment), Harpies (Dark), White Lions (High), Feral Dryads 
  (Wood) 
  Melee Weapons: Hand Weapon (Sword, or Spear) and Shield, Halberd, Twin Swords. 
  Shock Weapons: Great Weapon (Great Sword), Halberd 
  Ranged Weapons: Elfbow (High, Wood), Repeater Crossbow (Dark) 
  Skirmishing Weapons: Elfbow (High, Wood), Pistol Crossbow (Dark) 
  Mounts: War Hawk* (Wood), Elven Steed (Wood, High, Dark), Cold One* (Dark)  
  Artillery: Repeater Bolt Thrower (High), Reaper Bolt Thrower (Dark) 
   
  Kislev 
  The Tzardom of Kislev is the bastion of humanity against the dark hordes of chaos. This means that each 
  soldier is entitled to a free bottle of Koumiss among their possessions. A cold and desolate place, the 
  Kislevites are a hard people, and it reflects in their weapon choices. 
  Beasts of War: Trained Bear. 
  Melee Weapons: Halberd, Hand Weapon (Mace, 
  Curved Sword) 
  Shock Weapons: Great Axe, Berdysh  
  Ranged Weapons: Short Bow, Firearm and 
  Berdysh 
  Skirmishing Weapons: Pistol, Bomb 
  Mounts: Trained Bear*, Kislevite War Horse.  
  Artillery: Uragon Cannon, Mortar 
   
   
   
   
   
  
   
   
  20 
   
  Tilea / Estalia 
  The soldiers of the Southern Kingdoms are equipped in a similar fashion to that of The Empire, albeit 
  with a few fashion choices (The morion being popular in the South). Estalian warfare is organised around 
  a small number of pike infantry supporting an intermixed force of riflemen. This group is then flanked 
  and supported by large numbers of lightly armoured duellists, who’s speed and manoeuvrability is near 
  unmatched in the human realms. It is also common in the armies of Tilea for half or most of their armies 
  to be fielded of mercenary regiments paid by the merchant princes to support their own militias, 
  providing much flexibility in loadouts and tactics. 
  Beasts of War: Bull (Estalia). 
  Melee Weapons: Pike (Estalia, Tilea), Hand Weapon (Sword) and Fencing Weapon or Shield 
  Shock Weapons: Halberd 
  Ranged Weapons: Crossbow and Pavise (Tilea), Firearm (Estalia) 
  Skirmishing Weapons: Pistol and Fencing Weapon, Javelins and Shield. 
  Mounts: Trained Bull* (Estalia), Destrier, Light Warhorse, Pony.  
  Artillery: Ballista, Light Cannon 
   
  The Dwarfs 
  The Dwarven Kingdoms stretch across most mountains of the Old World. Caught up in an eternally 
  raging battle with Greenskin armies, the Dwarfs have a strong martial tradition, one that permeates their 
  entire clan structure. It is common for Dwarfs to adorn themselves in clan keepsakes before marching to 
  battle, eager to bring glory to their own bloodline. The Chaos Dwarfs of Zharr Naggrund are a warped 
  mutation of the main Dwarfs, who field legions of slave regiments alongside their own daemon machines 
  and armoured infantry. ** = Gyrcopters can only be piloted by distinguished Combat Engineers. 
  Beasts of War: K’daai Firebeast 
  Melee Weapons: Hand Weapon (Axe) and Shield 
  Shock Weapons: Great Axe, Twin Axes (Dwarfs). 
  Ranged Weapons: Crossbows (Dwarfs), Firearms (Dwarfs), Fireglaives (Chaos Dwarfs) 
  Skirmishing Weapons: Bombs, Throwing Axes, Pistol. 
  Mounts: Gyrocopter** (Dwarfs)  
  Artillery: Grudge Thrower (Dwarfs),  Bolt Thrower (Dwarfs), Organ Gun (Dwarfs), Flame Cannon 
  (Dwarfs), Dwarf Cannon (Dwarfs), Hellcannon (Chaos Dwarfs), Deathshrieker Rocket Launcher (Chaos 
  Dwarfs), Magma Cannon (Chaos Dwarfs), Dreadquake Mortar (Chaos Dwarfs) 
   
  
   
   
  21 
   
   
  Norsca and the Wastes 
  The Chaos Wastes are a labyrinthian expanse of a thousand nations and cultures. The Dreaded Wo 
  maintain strict pike formations, the Hung legions of horse archers. These would be impossible to fit into 
  one segment, so below are the common weapons for Chaos marauders and warriors related to and around 
  the Norscan peninsula. The servants of chaos never miss an opportunity to take trophies to their dark 
  gods.  
  Beasts of War: Chaos Warhounds, Flesh Hounds (Khorne),  
  Melee Weapons: Axe and Shield, Twin Axes. 
  Shock Weapons: Great Axe, Great Sword, Halberd. 
  Ranged Weapons: Short Bow 
  Skirmishing Weapons: Throwing Axes, Javelins 
  Mounts: War Horse, War Pony, Chaos Steed*, Juggernaut of Khorne*, Steed of Slaanesh*, Beast of 
  Nurgle*, Disc of Tzeentch*, Daemonic Mount*  
  Artillery: N/A (Chaos armies field Chaos Dwarf Hellcannons for its artillery) 
   
  Skaven 
  The Skaven Under-Empire is arguable the most widespread and powerful nation in the Warhammer 
  World. Holding fortresses and enclaves beneath every surface city and location, the Skaven are ready to 
  emerge at any opportunity to wreak havoc and chaos on the dwellers above. The Skaven are an incredibly 
  treacherous race, and pride themselves on betraying and usurping their peers.  
  Beasts of War: Rat-Wolf, Rat Ogres (1 per five handlers), Giant Rat / Plague Rat (4 per handler). 
  Melee Weapons: Poor Quality Hand Weapon and 
  Shield, Poor Quality Spear and Shield.  
  Shock Weapons: Halberd, Plague Censer. 
  Ranged Weapons: Warplock Jezzail and Shield (1 
  per two soldiers) 
  Skirmishing Weapons: Blowgun, Warplock 
  Pistols 
  Mounts: Tunnel Rusher  
  Artillery: Warp Lightning Cannon, Plagueclaw 
  Catapult
  Favoured Weapons / Equipment: 
  Just because a regiment is serving a specific nation, 
  doesn’t mean that a they are all forced to use the 
  traditional weapons and equipment. 
  To represent this variety, you may choose one Melee 
  Weapon, one Ranged Weapon and one piece of extra 
  equipment (e.g. Gas Mask, Deck of Cards, Lantern) to be 
  part of the favoured kit of the regiment.  
  At the GM’s permission, the favoured kit may replace the 
  default weapons and equipment of the regiment, else 
  members of the regiment receive a +10% bonus to receive 
  such items in procurement tests. 
  
   
   
  22 
   
  - Procurement and Supplies -
  The Procurement Test 
  When a Soldier, Sergeant or Captain wishes to 
  acquire an item or resource outside of their 
  standard kit for themselves or their squad, they 
  must make a Procurement Test. This is a simple 
  Gossip Test, modified according to special 
  battlefield conditions rather than the regular 
  town conditions.  
  To gain an item, the player must first decide 
  which system they will attempt to gain it by. 
  They could personally visit the local town or 
  village and locate items in the same way detailed 
  in the WFRP2e Core Rulebook (With a simple 
  modified Gossip test), or they request the item 
  through the official military channels, which is 
  when the procurement test is required.  
  To determine the difficulty of the procurement 
  test, the player must add up all the modifiers to 
  the test, detailed in the tables below. It is 
  important to go through each table step by step 
  in order to fully detail the full difficulty of the 
  test.  
  Note that the descriptions of some modifiers has 
  been kept intentionally broad for GM 
  interpretation, the base availability of the item 
  must also be included. 
   
  Table 1-7: Proc. Modifiers 
   
  Rank 
  Modifier 
  Front Active 
  Modifier 
  Soldier 
  +0% 
  Less than 3 Months 
  -10% 
  Sergeant 
  +10% 
  3-6 Months 
  +0% 
  Regiment Captain 
  +30% 
  6-12 Months 
  +10% 
   
   
  1-5 Years 
  +20% 
   
   
  5+ Years 
  +30% 
   
   
   
   
  War Conditions 
  Modifier 
  Respect by Superiors 
  Modifier 
  Losing Badly 
  -30% 
  Laughing Stock 
  -30% 
  Wavering 
  -20% 
  Doubting 
  -10% 
  Quiet 
  +0% 
  Neutral 
  +0% 
  Near Victorious 
  +10% 
  Hopeful 
  +10% 
  Dominant 
  +20% 
  Respected 
  +20% 
  Desperate 
  +30% 
  Worshipped 
  +30% 
   
   
   
   
  Size of Army 
  Modifier 
  Item Quantity 
  Modifier 
  Skirmish 
  -20% 
  Individual 
  +10% 
  Engagement 
  -10% 
  2+ Individuals 
  +0% 
  Battle 
  0% 
  Unit 
  -10% 
  Titanic Clash 
  +10% 
  2+ Units 
  -20% 
  End Times 
  +20% 
  Regiment 
  -30% 
  
   
   
  23 
   
   
  Food and Supplies 
  While the modifiers of the procurement test 
  adequately represent the requesting of items in a 
  military environment, there is still the matter of 
  food and other essential supplies to content with 
  (such as ammunition or uniforms). While it 
  would be clunky to represent the supply of these 
  items using the Procurement Test, these items 
  are instead treated differently, arriving at the end 
  of every Supply Interval, by default every week. 
  The length of a supply interval is entirely subject 
  to the circumstances of the campaign and the 
  proximity to reliable sources of food and 
  supplies, and may be from as short as every day 
  (when garrisoned inside a peaceful city with a 
  barracks) to never (Under siege in the centre of 
  enemy territory).  
   
  Every supply interval, the regiment receives the 
  following supplies if required: 
  • Food for every soldier to last a week, 
  Starvation applies as normal to player 
  characters, with non-player units making 
  a joint toughness test (rather than 
  individual) and suffering 1 casualty for 
  each degree of failure.   
  • Ammunition as detailed on Page 18, 
  Units with no ammunition cannot fire 
  any ranged weapons. 
  • 1d10 soldiers for each unit in the 
  regiment. 
  Players must make an additional successful 
  Procurement Test to receive double the amount 
  above in one week. Keep in mind that the 
  superiors will look down on a selfish soldiery…  
  At worst, crafting and foraging is always an 
  option. 
  Example: 
  Captain Utrecht of the Bogenhafn Battlers and his regiment are caught up in a Goblin Invasion over the 
  Worlds Edge Mountains, and decides that he would like to order Spears for two of the three units in the 
  regiment, to better counter the wolf-mounted Goblin raiders.  
  Spears have the common availability, offering +10% to the roll. As a Captain, Utrecht also gains an extra 
  +30%. The Goblins only invaded a week ago, so the test is modified by -10%. The Goblins haven’t yet reached 
  Bognhafn, and so the quiet conditions offer no modification. Being a former band of convicts, the superiors 
  look on the Battlers with doubt in their performance and hesitate to grant them equipment, offering -10% to 
  the roll. Since only the advance forces of the Imperial army have arrived in Bognhafn, the army size is of 
  Engagement level, offering -10% to the roll. Finally, since Captain Utrecht wishes to arm more than a single 
  Unit of his regiment, the roll once again receives a penalty, this time -20%. 
  30 + -10 + 0 + -10 + -10 + -20 =  -20 
  Since Captain Utrecht is trained (+10%) in the Gossip Skill, he must roll a d100 with a modifier of -10%. 
  Rolling a 28 with a target of 36 (Utrecht’s Fellowship characteristic -10%), Utrecht is successful in being able 
  to procure the shipment of spears for his men. Let’s hope they come in useful against the Trolls the scouts 
  didn’t find…  
  
   
   
  25 
   
  - Sample Regiments -
  Baron Brodier’s  
  Southwood Watchers 
  “Lets ‘ope the corpses ‘ave some meat on ‘em, me 
  arrows always go through the bony one’s ribs.” 
  - Villein Chesuin of the 1st Brigade 
  Hailing from the Bretonnian duchy of 
  Artois, the Baron Brodier was a staunch 
  enemy of the undead of southward 
  Mousillon. To prevent incursion by 
  the dark hordes into his land, he 
  founded an elite regiment 
  of rangers drawn 
  from the best of 
  the archer peasantry 
  of his barony. 
  Charged with guarding 
  the deep borders of the 
  Arden Forest in the south, 
  these men have become expert 
  hunters and skirmishers, a role 
  distant from the frontline 
  archery they’re accustomed to.  
  Lately, the Baron Brodier has 
  neglected his annual crusades 
  southwards, and rarely leaves his castle 
  without a sunless sky, naturally the 
  Watchers have begun to 
  whisper… 
  The Southwood watchers are a skilled hunter 
  / skirmisher regiment, and are experienced in 
  operating within the deep south of the Arden 
  woodlands bordering the cursed duchy of 
  Mousillon, while this means they have plenty of 
  opportunity to battle the undead of the duchy, 
  they also come to blows with many of the 
  Beastmen tribes inhabiting the area, providing 
  ample opportunity to train facing a variety of 
  creatures and monsters.  
  Due to the dishonour of fielding ranged infantry 
  as the most elite in Bretonnia, the Southwood 
  Watchers make their base in the fortified village 
  of Cachamé in the forest itself, hidden from the 
  eyes of Duke Chilfroy and his grim disposition. 
  New recruits are sent into the forest seemingly 
  to die, only to be found by their new Villein 
  and made a member of the Watchers. There 
  are rumors however at the longevity of 
  such a regiment. If they ever lose the 
  favour of their Baron, will they be 
  forced to flee Bretonnia lest they be 
  hanged as Herrimault? Will they 
  become mercenaries in Estalia or Tilea, 
  serving whichever lord can stomach their 
  peasant odors and crude ways of 
  speaking, or will they maintain themselves 
  in their forest hideaway, content to live 
  as outsiders and protectors of 
  their lands?  
  Creating the Southwood 
  Watchers: 
  The rules listed for Baron Brodier’s 
  Southward Watchers have been created using 
  the Regiment Creation Rules found in the 
  first chapter of this book: 
  Origin: Best of the Best 
  Personality: Calculated 
  Type: Light Infantry 
  Training: Trained Slayers 
  Drawback: Distrusted, Neglected 
  
   
   
  26 
   
     Knights of the Verdict 
  “Verena, Lady of Justice, I Beseech thee. Grant 
  thy foe judgement, and sentence him to death by 
  mine own bludgeoning. “ 
  - First words of the Verdictual Oath  
  The Verdict Knights are one of the 
  many Imperial Knightly Orders 
  operating within the Empire of 
  Sigmar. They are dedicated to 
  Verena, Goddess of 
  Knowledge, Science, Law 
  and Justice. The 
  Knights Verdictual 
  however care only 
  for the latter of 
  these tenets, and 
  mercilessly pursue any individuals 
  they believe to be operating 
  unjustly, regardless of rank or the 
  nation they serve. 
  It is said of brutality, that only 
  the Witch Hunters of the 
  Church of Sigmar rival the 
  Verdict knights in their 
  merciless disregard for human 
  life. When the thunder of the 
  Steeds of these Knights charges 
  across the fields, it may be 
  necessary to pray to Verena herself to spare you 
  from the judgement of her children. 
  Led by the Grandmaster Albericht van der 
  Hachsloch of Marienburg, the mace wielding 
  fanatics of the Knights of the Verdict make their 
  base in the humble fortress of Uhrstungoch  
  located in the South East of Wissenland 
  bordering the Grand County of Averland.  It is 
  from there that they sally out to purge more of 
  the unjust from the World. It is common to see 
  Knights of the Verdict riding among many 
  Empire armies, either summoned by the local 
  generals or of their own volition, the 
  unwavering commitment of the Order’s Knights 
  are a welcome addition to any army, plus their 
  violent pledge to enforcing justice leads them 
  to be the favoured force for any wealthy 
  landholder or lord who feels slighted by 
  one of his peers.  
  While this kind of zealotry is 
  common among many 
  Knightly Orders dedicated 
  to Gods in the Empire, 
  the disregard of the 
  Knights Verdictual 
  for politics, rank or 
  mercy mean that on 
  many occasions they 
  have ended up on the 
  wrong side of the 
  Emperor’s peace, and have many 
  times been threatened with eviction by 
  the Elector Counts of Nuln unless they 
  curb the violence in their ranks. 
  Even so, the Knights of the Verdict 
  continue to ride out from 
  Uhrstungoch every season, their 
  holy unending quest continuing 
  for the near future. 
  Creating the Knights of the Verdict: 
  The rules listed for Knights of the Verdict have been 
  created using the Regiment Creation Rules found in 
  the first chapter of this book: 
  Origin: Zealots 
  Personality: Psychopathic 
  Type: Shock Infantry 
  Training: Know No Retreat 
  Specialisation: Cavalry 
  Drawback: Code of Duty 
  
   
   
  27 
   
  Clan Kragfist 
  Cannoneers 
  “Getrid’s got too much filth up the pipe, Celva 
  has a broken nuzzle, Vudwith needs more crew 
  to move ‘er and Thavri is out of balls. Why you 
  laughing Umgi? “ 
  - Last words heard by Kurt Hollenbek  
  Clan Kragfist of Kazad Bargron are an 
  ancient clan of Dwarfs who pride 
  themselves on the expertise of their 
  cannon crews. Flame Cannon or 
  Organ Gun, Mortar or Breaker 
  Gun, Clan Kragfist has worked 
  them all, and in the name of 
  Grungni they’re good at it.  
  Is it estimated by travellers 
  to the hold of the 
  Kragfists that 
  there isn’t a wall 
  existent without a 
  battery of cannon 
  lining its face. Such 
  is the defences of the 
  Kragfists that many a 
  Goblin 
  WAAAGH! Has 
  been repelled by a stream of cannonballs pointed 
  from the walls or through the tunnels.  
  Because of their formidable defensive position 
  and lack of many dire threats, Clan Kragfist can 
  look outwards. It is common to see Cannon 
  Engineers of Clan Kragfist advising the 
  Engineers of other holds and clans in how to 
  properly maintain and calibrate their cannons, 
  and even the most weathly lords of the Empire 
  pay large sums for the services of such 
  individuals.  
  When King Khalig makes the decision to 
  march out from the walls 
  of Kazad Bargron, it is 
  with cannon in tow such 
  an army marches. For 
  every throng of warriors 
  present on the battlefield, 
  it is ensured that a 
  battery of cannon 
  exists to match 
  them. Such an 
  army composition makes the 
  king’s army slow however, and 
  many are dedicated to 
  protecting the flanks and rear of 
  the army in the event of a 
  flanking action. It is lucky then 
  that a volley from a 
  Kragfist artillery line 
  is enough to break 
  many forces. 
  The dedication of Kazad Bargron’s Engineers 
  however limits their potential, what wonders of 
  engineering could the Engineers of Clan 
  Kragfist create if they turned their eyes away 
  from the finely polished barrels of their artillery 
  pieces? While secure and formidable, the city of 
  cannons will never match the power of Zhufbar, 
  Karak Kadrin or Karak Varr, the expectations 
  of its engineers are too high, and its population 
  too low. How much longer can it hold?
  Creating the Clan Kragfist Cannoneers: 
  The rules listed for Clan Kragfist Cannoneers have been 
  created using the Regiment Creation Rules found in the 
  first chapter of this book: 
  Origin: Garrison 
  Personality: Bureaucratic  
  Type: Combat Engineers 
  Training: Model of Discipline 
  Drawback: Code of Duty, We Happy Few 
  
   
   
  28 
   
  Shields of Tor Anaris 
  “We have been condemned to death, and 
  offered salvation through service. By my 
  immortal soul, I will defend the Hill of 
  Dawnlight. “ 
  - Malobel the Stern, to his mirror. 
  Crime is something rare for the islands and 
  principalities of Ulthuan, with delinquents and 
  braggarts being dealt a swift death. Sometimes 
  however a Prince may decide that the most 
  practical way to deal with such criminals is to 
  send them into battle. 
  While their crimes can range from unjust 
  killing to wearing the incorrect 
  ceremonial garb, members of the 
  Shields of Tor Anaris share the 
  same fate, that of death. 
  Charged with defending the 
  enchanted grounds of Tor Anaris 
  in the northern isles of Ulthuan 
  from any incursions Druchii or 
  Daemonic, the struggle of the 
  Shields is an endless one. 
  Led by the ferocious 
  Delryedror the Vengeful, the 
  Shields of Tor Anaris are 
  renowned to those rare 
  individuals to hear of 
  them. It is said 
  that their shield line 
  is unmatched against 
  the monstrous horrors of the 
  world they face, and that should the 
  Princes of Ulthuan learn of such 
  talents, maybe these individuals 
  would find better use where the wars of the Elves 
  rage strongest. 
   
  Little is known of the 
  mysterious Hill of 
  Dawnlight the Swords give 
  their lives to defend, all is 
  known is that the soils of the hill 
  greatly expand the powers of any 
  magic that is channelled 
  through it. This makes 
  such a location the target 
  of many an invader, such 
  as the sorceresses of 
  Naggaroth who long to 
  expand their powers, even 
  the malicious powers of 
  the warp have launched 
  incursions to take such 
  grounds for their own 
  foul machinations. Still 
  the shields have held strong 
  against such foes, and still the 
  dwindling numbers of the 
  Shields of Tor Anaris continue 
  to give their lives for the hope of 
  salvation in the eyes of their 
  homeland.  
  It is not known if the gods of elfkind have 
  forgiven the fallen of Tor Anaris, but they fight 
  on all the same.
  Creating the Shields of Tor Anaris 
  The rules listed for the Shields of Tor Anaris have 
  been created using the Regiment Creation Rules 
  found in the first chapter of this book: 
  Origin: Watchmen 
  Personality: Heroic 
  Type: Front Line Infantry 
  Training: Taught in the Field 
  Specialisation: Anti-Large 
  Drawback: Fate by Fire 
  
   
   
  29 
   
  Dogs of Volka Valley 
  This regiment was generated entirely with random rolling 
  “Kill ‘em! Bone ‘em! Rend ‘em to bits!” 
  “Smash ‘em! Thrash ‘em! Eat ‘em alive!” 
  - Battle Chant of the Dogs of Volka Valley 
  In the central north-west of untamed Norsca, 
  deep in the Norscan mountains and wedged 
  between the peaks of Nilfheim and Hellspire sits 
  the Volka Valley. Feared for the high 
  populations of Trolls and other larger creatures, 
  the only groups to successfully settle such a place 
  are the twin tribes of the Korms and the 
  Lytings. Over the centuries, these two tribes 
  have become renowned for the breeding and 
  training of ferocious war dogs, adept at hunting 
  down and slaughtering the great creatures of the 
  valley, defending the borders of their lands from 
  countless horrors. Such is their ferocity, that 
  many Warlords march to the Volka Valley in 
  hopes of earning the vassalage of one of the two 
  tribes, or destroying them for the threat they 
  pose. 
  All it required was one success, When King 
  Hauk the Hefty of the Vargs marched into the 
  valley intent on burning and destroying, even the 
  mighty war dogs of the two tribes were powerless 
  to stop them. With their valley home 
  claimed, their longhouses in ruins 
  and their beastly shrines defiled, the 
  Dogs have travelled far and wide 
  in search of patrons and 
  vengeance. 
  The Joint Chief of the Tribes 
  Farklang Velgrimsson is 
  known to be a highly paranoid 
  individual. It is unknown what 
  the causes of this madness are, 
  some say that he fears the daggers 
  of Varg spies and assassins, charged with ending 
  his people for good. Others whisper that with his 
  advancing age he has begun to distrust the dogs 
  he keeps as company, who look on him with 
  more hunger by the year. Whatever the truth, it 
  appears the Chief has been distancing himself 
  increasingly from the warriors and beasts he 
  commands, fuelling uncertainty and doubt 
  among the ranks of the Korms and Lytings… 
   
   
   
   
   
   
   
   
  Creating the Dogs of Volka Valley 
  The rules listed for the Dogs of Volka Valley have 
  been created using the Regiment Creation Rules 
  found in the first chapter of this book: 
  Origin: Watchmen 
  Personality: Paranoid 
  Type: Beast Tamers 
  Training: Model of Discipline 
  Specialisation: Anti-Large 
  Drawback: Lost Home 
  
   
   
  30 
   
   
   
  Southwood Watcher 
  Main Profile 
  WS 
  BS 
  S 
  T 
  Ag 
  Int 
  WP 
  Fel 
  - 
  +20% 
  - 
  +10% 
  +5% 
  - 
  +15% 
  - 
  Secondary Profile 
  A 
  W 
  SB 
  TB 
  M 
  Mag 
  IP 
  FP 
  +1 
  - 
  - 
  - 
  - 
  - 
  - 
  - 
   
  Skills: Common Knowledge (Bretonnia), Gossip, Speak Language (Bretonnian), Dodge Blow, 
  Command, Perception, Search, Outdoor Survival. 
  Talents: Warrior-Born, Quick Draw, Savvy, Flee!, Rover, Trained Slayer (Undead).  
  Trappings: Antitoxin Kit, 2 Animal Traps, 10 Arrows, Full Leather, Longbow, Hand 
  Weapon (Sword). 
   
   
  Knight of the Verdict 
  Main Profile 
  WS 
  BS 
  S 
  T 
  Ag 
  Int 
  WP 
  Fel 
  +15% 
  - 
  +5% 
  +5% 
  - 
  - 
  +20% 
  +10% 
  Secondary Profile 
  A 
  W 
  SB 
  TB 
  M 
  Mag 
  IP 
  FP 
  - 
  - 
  - 
  - 
  - 
  - 
  - 
  - 
   
  Skills: Academic Knowledge (Theology), Blather, Intimidate, Ride, Animal Care, Animal 
  Training. 
  Talents: Frenzy, Public Speaking, Fearless, Strike Mighty Blow, Menacing, Strong-Minded, 
  Fearless, Specialist Weapon Group (Cavalry), Code of Duty (Justice). 
  Trappings: Full Mail, Lance, Light Warhorse with reins and saddle, Shield. 
   
  
   
   
  31 
   
   
   
  Clan Kragfist Cannoneer 
  Main Profile 
  WS 
  BS 
  S 
  T 
  Ag 
  Int 
  WP 
  Fel 
  - 
  +10% 
  - 
  +5% 
  - 
  +25% 
  +5% 
  +10% 
  Secondary Profile 
  A 
  W 
  SB 
  TB 
  M 
  Mag 
  IP 
  FP 
  - 
  - 
  - 
  - 
  - 
  - 
  - 
  - 
   
  Skills: Search, Read/Write, Perception, Academic Knowledge (Engineering), Drive, Trade 
  (Gunsmith), Set Trap. 
  Talents: Etiquette, Alley Cat, Regimented, Coolheaded. 
  Trappings: Dwarf artillery weapon (1 per regiment), Hand Weapon (Axe), Light Armour 
  (Leather Jerkin). 
   
   
  Shield of Tor Anaris 
  Main Profile 
  WS 
  BS 
  S 
  T 
  Ag 
  Int 
  WP 
  Fel 
  +15% 
  - 
  - 
  +5% 
  +10% 
  +5% 
  +10% 
  +10% 
  Secondary Profile 
  A 
  W 
  SB 
  TB 
  M 
  Mag 
  IP 
  FP 
  - 
  - 
  - 
  - 
  - 
  - 
  - 
  - 
   
  Skills: Perception, Outdoor Survival, Heal, Consume Alcohol, Set Trap. 
  Talents: Rover, Orientation, Stout Hearted, Dodge Blow, Strike Mighty Blow, Hardy, Anti-
  Large, Specialist Weapon Group (Entangling), Strike to Injure, Strong-Minded. 
  Trappings: Hand Weapon (Sword), Full Leather, Shield. 
   
   
  
   
   
  32 
   
   
   
  Dog of the Volka Valley 
  Main Profile 
  WS 
  BS 
  S 
  T 
  Ag 
  Int 
  WP 
  Fel 
  - 
  +10% 
  - 
  +10% 
  +5% 
  +10% 
  +10% 
  +10% 
  Secondary Profile 
  A 
  W 
  SB 
  TB 
  M 
  Mag 
  IP 
  FP 
  - 
  - 
  - 
  - 
  - 
  - 
  - 
  - 
   
  Skills: Perception, Outdoor Survival, Gossip +10%, Animal Training, Animal Care, Charm 
  Animal, Consume Alcohol, Set Trap. 
  Talents: Rover, Orientation, Coolheaded, Regimented, Anti-Large, Specialist Weapon Group 
  (Entangling), Strike to Injure, Strong-Minded. 
  Trappings: War Dog, Whip, Light Armour, 6 Throwing Axes. 
   
   
  
   
   
  33 
   
  - Massed Combat - 
  What’s the use of so many interesting regiments 
  and units without battles to slaughter them in? 
  While it is entirely possible to create and play a 
  custom Regiment of Renown and limit yourself 
  to smaller squad based missions and adventures, 
  it would be a wasted exercise to not include 
  provide the opportunity to engage in massive 
  head to head clashes with hundreds of 
  individuals. Below you can find rules for 
  creating and fighting your very own gigantic 
  battles, including how wounds are dealt, time is 
  managed and the number of new and unique 
  actions available to you. My intention with these 
  rules is to provide a system with three core 
  principles, Scalability, Player Involvement, and 
  Enjoyability. 
   
  The Basics
  The basic rules for massed combat in Regiments of Renown follows the same pattern of combat from the 
  Warhammer Fantasy Roleplay 2e core rulebook, (Roll Initiative, Determine Surprise, Take Turns, 
  Round Ends). However, these rules have been tweaked to better represent combat on a larger scale.
   
  The Fighting Unit 
  At the heart of the battle is the men and women 
  who do the fighting. Remember in the chapter 
  on Soldier Generation how we created the typical 
  rank & file individual of the regiment based on 
  the generated rules? It is with these character 
  sheets (and indeed the character sheets of any 
  creatures and warriors you wish to face in massed 
  combat) that the system makes the most use of 
  (For example, using their agility to determine 
  Initiative and fear tests).  
  The Fighting Unit is the cluster of troops 
  (ranging from 1 – 100 soldiers) represented on 
  the battle map, this can represent anything from 
  single units (in Regiment v Regiment battles) to 
  entire regiments (In Army v Army battles). No 
  matter the scale, the Fighting Unit makes use of 
  the same rules when engaged against other 
  Fighting Units.  
   
  On the table top (or online tools, such as 
  Roll20), fighting units are represented with the 
  same token as the soldier they represent. 
  Alongside the usual characteristics of the 
  representing soldier, units in Massed Combat 
  also make use of three new characteristics used 
  for battle: 
  Soldier Count – The number of soldiers in the 
  fighting unit, determined by the GM based on 
  roleplaying factors and events of the campaign. 
  Morale – The psychological strength of the 
  unit, representing how keen they are to fight. 
  The starting morale of a unit in battle is the 
  same as the Willpower characteristic of the 
  representing soldier, modified by outside 
  conditions like food or environment. 
  Sustainability -  The ability for the soldiers in 
  the Fighting Unit to withstand enemy attack. 
  Every 5 wounds of a soldier equals 1 
  Sustainability, alongside the Body AP of the 
  soldier. A shield also increases Sustainability by 
  1. Sustainability can be negative.
  
   
   
  34 
   
   
  Villein Gertaud of Baron Brodiers Southwood Watchers and his inexperienced 2nd Brigade of 20 archers are part 
  of a campaign to rid a Greenskin force from abandoned ruins deep in the Arden forest, charged with defending 
  what used to be a road between two ruined towers. Being typical soldiers of the Southwood Watchers, 
  Gertaud’s men (left) have the low morale of bretonnians (31). With their 11 wounds and 1 body armour, their 3 
  sustainability could be better. 
  Advancing towards their position is a ravenous band of Goblins (right) intent on taking the passage, the 40 
  Goblins are just as keen as the Bretonnians to pursue this fight (30), and their poor number of wounds (8) and 1 
  body armour means they are much less sustainable in combat (2) than the Bretonnians.  
  Hopefully Gertaud and his men can unleash a few volleys at the Goblins with their bows before the greenskins 
  descend on them. 
  Range and Scale: Battle Units (BU’s) 
  You may be wondering what the squares and lengths of your battlemap may represent. After all, a battlefield measured in 
  metres and yards would be huge! To rectify this, all lengths and sizes in Massed Combat is represented by Battle Units, an 
  abstract unit of measurement that can be scaled depending on the battlefield and the needs of the GM. 
  Time 
  Timing is also something that needs to be adjusted for Massed Combat, since 10 second rounds would result in battles 
  lasting forever. Therefore, each round represents an abstract amount of time where two Fighting units can engage each 
  other, generally around 2 minutes of fighting. Any special effects like poison or magic with durations shorter than 5 or 10 
  rounds lasting for 1 massed combat round so they still have an effect.  
  In summary, these changes mainly play a part in determining movement. For brevity, these rules can be summarised as 
  dividing the movement characteristic and weapon range of individuals by 8 for Regiment Battles, and 4 for Unit Battles, 
  rounded to the closest number (Results less than 1 are treated as 0.5 BU or the adjacent BU for range in Grid Battles, with 
  movement over a grid square taking 2 full rounds. 
   
  
   
   
  35 
   
  Combat 
  When two units have successfully engaged each 
  other in combat (Either through charging, 
  ambush, or a volley of arrows), the unit must 
  roll with either their Weapon or Ballistic skill 
  (depending on the weapon used). This system is 
  like the one used for basic combat in WFRP2e, 
  with a few differences: 
  1. Alongside rolling 1d10 to determine 
  additional damage, the Degrees of Success 
  of the attack roll is also used, with 
  damage equal to the number of successes 
  added to the damage, and the reverse with 
  failures. Therefore, Attacks Always Hit. 
  2. Upon receiving damage, the target must 
  make a regular Toughness Test, with the 
  degrees of failure increasing the damage 
  by the number of failures, and degrees of 
  success decreasing the damage by the 
  number of successes.  
  3. Damage is reduced by the Sustainability 
  of the unit. 
   
  The final damage number of the attack is the 
  number of casualties inflicted, rather than 
  number of wounds lost.  
  After a melee attack is concluded, the victim 
  unit can then make a counterattack of its 
  choice against the enemy, this is to represent 
  the exchanging of blows in a melee fight, and 
  how both sides can suffer losses from the 
  same engagement. 
  After the exchange, the Morale of the unit is 
  reduced by the amount of damage inflicted 
  on the unit reduced by its Sustainability. 
  Every time the morale of the unit crosses 
  below a 10’s digit (e.g. from 31 to 29, though 
  this can be modified), a Willpower Test is 
  made modified by the morale to the nearest 2-
  digit number (e.g. 23 to 20). On a failure, 
  the unit must retreat as fast as it can away 
  from the enemy for as many rounds as its 
  degrees of failure. 
  Gertaud orders his men to fire a volley of arrows at 
  the Goblin Band. Making a Ballistic Skill check 
  against their skill of 36, his men roll a 2, a fantastic 
  result! With 3 degrees of success, alongside the 
  Longbow’s damage of 3 and a damage roll of 5, his 
  men deal 11 damage against the Goblins! 
  Rolling against their Toughness of 30, the Goblins 
  roll an 87! Adding 5 to the damage of their opponent, 
  and reducing it by 2 due to their sustainability. The 
  final result is 14 dead Goblins with 16 Morale Lost. 
  Since their morale has passed down to 14, the Goblins 
  make a Willpower + 10 test.  
  Rolling a 12, the Goblins continue their advance 
  towards Gertaud and his men. He better order his men 
  to draw swords before the Goblins arrive, or the battle 
  for this part of the ruins may turn into a slaughter! 
  
   
   
  36 
   
  Massed Combat Actions
  The set of actions included in the WFRP2e Core 
  Rulebook are intended for use by individual 
  soldiers. While many are entirely applicable for 
  use by grouped units of soldiers. There are some 
  which are just impossible to use. Below you will 
  find a list of all Actions available for use in 
  massed combat. 
  Note that Standard Attacks now require a Full 
  Action, and Artillery Pieces must be deployed 
  with the Ready Action for a full turn before 
  being able to fire. 
  Finally, move actions can only move forwards or 
  backwards, turning must be done with the 
  Rotate half action.  
  New Actions are marked with a *. 
   
  Enter Formation (Full Action) 
  The Fighting Unit is ordered into a specialist 
  formation, providing benefits in some areas 
  while disadvantaging others in order to respond 
  to threats, choose one of the following: 
  • Shield Wall:  Order the troops to array 
  themselves into a formidable shield wall, 
  Sustainability is increased by 2 against 
  Charge and Ranged Attacks, and by 1 for 
  all other attacks. However, movement is 
  halved while the unit maintains the 
  formation.  
  Requires a unit armed with shields. 
  • Spear Wall: Order the troops to array 
  their spears forward, formidable against 
  larger foes. Sustainability is increased by 
  2 against enemies larger than themselves 
  (Such as Trolls or Cavalry), and 1 against 
  all other units, All Manoeuvre actions 
  gain a +10% to its WS test. However, 
  movement is halved while the unit 
  maintains the formation.  
  Requires a unit armed with spears. 
  • Wedge Formation: Order the front of 
  the unit to form a single or multiple 
  strong points, effective at punching 
  through enemy formations. Damage is 
  increased by 3 when charging, alongside 
  this, Charge Attacks which score 1 or 
  more Degrees of Success on the WS skill 
  test can pass right through the enemy 
  formation and emerge on the other side, 
  forcing a morale test from the opposing 
  unit. 
  Requires the unit to be mounted. 
  • Loose/Skirmish Formation: Order the 
  unit to spread out, increasing the chance 
  of avoiding ranged fire, but making them 
  vulnerable to melee attacks. This unit 
  Massed Combat Actions 
  Aim 
  Charge Attack 
  Move 
  Ready 
  Reload 
  Mount 
  Standard Attack 
  Swift Attack 
  All Out Attack  
  Guarded Attack 
  Manoeuvre 
  Run 
  Use Skill 
  Enter Formation*  
  Unit Disengage* 
  Battle Jeer* 
  Brace* 
  Battle Speech* 
  Reorganise* 
  Skirmish Attack* 
  Rotate* 
  Unleash Warbeasts* 
   
   
  
   
   
  37 
   
  receives +5 Sustainability to all ranged 
  attacks, and the range of all ranged 
  weapons is increased by 2 BU’s , however 
  the unit receives -5 Sustainability to all 
  melee attacks.  
  • Square Formation: Order the unit to 
  surround you in a square or circle, 
  making them immune to the effects of 
  flanking, but unable to move until they 
  leave the formation. 
  • Return to Formation:  Ends any ongoing 
  formation effects.  
  Unit Disengage (Full Action) 
  The Fighting Unit is ordered to disengage from 
  combat. Disengaging units must make a 
  successful Morale Test, with a success allowing 
  the unit to either make a free run action away 
  from the combat, or make a move action one 
  BU backwards while maintaining facing with the 
  enemy.  
  Battle Jeer (Full Action) 
  The unit roars and cheers at an enemy unit, 
  throwing out insults, filthy signs and maybe 
  some exposed buttocks.  The jeering unit must 
  make an Intimidate Skill Test, with a success 
  removing from the victim’s morale the degrees 
  of success of the Test plus 1d10, 3 DoS’s or more 
  forces the victim to make a Willpower Test, 
  with failure forcing the unit to charge headlong 
  at the jeering unit.  
  Brace (Half Action) 
  The unit braces for the incoming foe, all morale 
  damage inflicted on this unit is halved (rounded 
  down), and all Morale Tests are modified by +10 
  until the unit’s next turn. 
  Battle Speech (Half Action) 
  The commander of the Fighting Unit (Either the 
  regiment captain or unit sergeant makes a speech 
  to their troops, inspiring or goading them into 
  action.  The Commander must make a Charm or 
  Command test with the difficulty increasing by 
  10%  for every 10 morale lost by the unit (In and 
  out of battle).  A successful test increases the 
  morale of the unit by 1d10 plus the DoS’s of the 
  test.   
  Reorganise (Full Action) 
  The commander of the Fighting Unit attempts 
  to reform their troops after fleeing from 
  combat, making a Command Test modified by 
  the amount of morale lost by the unit (see Battle 
  Speech for details). A successful test allow the 
  unit to stop fleeing and is given a free Rotate 
  action in order to return to the battle.  
  Skirmish Attack (Full Action) 
  The unit attacks the enemy in a non-committing 
  fashion, launching harrying strikes against them 
  with their weapons, never committing to battle. 
  The Unit makes a Weapon or Ballistic Skill 
  attack against the opponent, who gains 2 
  Sustainability for the attack, after which they 
  can make a successful Agility Test to move 1 BU 
  in any direction. Victim Sustainability is 
  decreased by 3 if the unit is of the Light Infantry 
  type or attacking with ranged weapons with an 
  ideal range of less than 15 Yards. Alongside this, 
  the attacking unit gains 4 Sustainability for the 
  counterattack. 
  Rotate (Varies) 
  The unit turns to face a different direction of 
  the battlefield. This can be done either as a Half 
  Action to turn 90 degrees left or right, or as a 
  Full Action for a full About Face. Minor 
  rotations left or right up to 45 degrees can be 
  made as a free action, unless the rotating unit is 
  fielding artillery.  
  
   
   
  38 
   
  Unleash Warbeasts (Half Action) 
  The unit unshackles its beasts of war, points in a direction and slaps the creatures onwards to maul and 
  slaughter. Any beast of war units attached to this unit (See Attachment for more information) are released 
  in the direction the acting unit is facing. The handlers must make a successful Animal Training or 
  Animal Charm skill test, with a successful 
  result managing to press the creatures to 
  attack the closest forward-facing unit 
  (friendly or otherwise) and attacking them 
  for a number of rounds equal to the Degrees 
  of Success of the action before disengaging. 
  Failed tests result in the creatures failing to 
  respond to the command (Forcing the handlers 
  to spend another half action rebinding the 
  beasts unless they intend to try again next 
  round), with 3 or more Degrees of Failure 
  resulting in the beasts turning on their 
  owners.  
   
  With the volley of arrows unleashing so close to the Goblin advance, Gertaud has no time to prepare 
  before the goblins crash into his unprepared line.  
  Receiving 6 casualties and 9 morale damage, and dealing no casualties in return, the 2nd Brigade is 
  forced to roll for their morale Test. Rolling a 73, Gertauds men break and run for 4 rounds, 
  retreating 6 Battle Units (The unit’s Run distance of 24 divided by 4) away to the nearby tree line.  
  At risk of fleeing the battlefield altogether and losing control of the ruins, Gertaud attempts to 
  Reorganise his troops, succeeding with a roll of 12 against his Command Skill of 41.  
  While the goblins celebrate their victory in the ruins with pleasing words from their Boss (Battle 
  Speech). Gertaud uses the Change Formation action to force his men into Loose Formation, with 
  the improved range the formation offers, Gertaud intends to Battle Jeer the goblins out of 
  the ruins, and make use of Skirmishing Attack to whittle them down and destroy them, 
  providing his inexperienced men can keep their distance. 
  The Southwood Watchers were never ones for a pitched battle anyway.  
  
   
   
  39 
   
  The Player in Battle
  Now that the core battle rules have been outlined, it is time now to explain where the player characters of 
  the story involve themselves and play a part in such battles.  
  If the player is a commander of one or more Fighting Units currently in the battle, they must engage 
  with the enemy as detailed in the previous pages. When a unit that includes the character personally 
  (either as a commander or as a common soldier), then there are a few extra rules to consider: 
   
  1. When the unit you belong to makes an attack, you must make your own attack independent of 
  your unit (Can be any attack action you see fit). The only changes are that the number of 
  successes and failures impacts your damage in the same way described above, and that for every 
  number of wounds equal to the Sustainability of the enemy inflicted, you personally deal one 
  casualty.  Hit location doesn’t play a part in this form of combat. If the enemy unit involves 
  another named character (Such as a hated rival, champion or even another player), the player can 
  instead attempt to attack them instead, making an attack of their choice typical of WFRP2e. 
  2. When the unit you belong to is itself attacked, either as a defender or as the result of a counter-
  attack, roll a d100 modified by the effects of Outnumbering and the attack action made (Attacks 
  that increase the WS of the attack increase the difficulty of this test). If the roll is greater than the 
  number of troops in the unit, then you receive an automatic hit from the enemy treated the same 
  as non-massed combat. This hit can be both parried and dodged.  
  Terrain and the Battle Map
  The Location of battles are just as important as 
  the units fighting it. While it is up to the GM 
  and players to decide the environment of the 
  battles being fought, below I have provided the 
  effects of different environmental features on 
  fighting units and combat.  
  Forests 
  Units located in a forest receive +4 
  Sustainability against ranged attack and a +10% 
  bonus to all concealment and Silent Move tests, 
  however movement is halved. 
  Hills 
  Units located on a hill or raised piece of terrain 
  gain +1 BU‘s of range for all ranged weapons. 
  Roads 
  Units on roads increase their modified movement 
  characteristic by 1.  
  Extra Rules
  Unit Attachment 
  By making a move action into another unit, 
  units have the option of attaching themselves to 
  the target unit. Attached units occupy the same 
  space, and damage and actions are shared between 
  both units in the stack, which has the movement 
  characteristic of the slowest unit. In most 
  situations, beast of war units begin battles 
  automatically attached to their handlers. 
  Firing in Combat 
  Rather than the rules of Firing in Combat 
  present in the WFRP2e Core Rulebook, in 
  massed combat a ranged attack from 6 BU’s away 
  
   
   
  40 
   
  must make two separate attacks against the target 
  unit and the closest friendly unit in combat with 
  the target. 
  Magic in Massed Battles 
  Magic follows the same rules in massed combat 
  as it does in regular. However, due to the 
  increase in emotional power and pure energy 
  present on the battlefield, wizard players can 
  increase the casting value of their spells by 2d10 
  to overcharge their spells, allowing them to 
  inflict casualties with a single wound rather than 
  the wounds of the unit’s soldiers, and affecting 
  the entire unit rather than individuals with non-
  damaging spells. Alongside this cost increase, the 
  player must throw an extra die for the effect of 
  Tzeentch’s Curse.  
  Outnumbering 
  The difficulty of all Weapon Skill tests made by 
  a unit is increased by 10% for every 10 units 
  above their currrent size they are in  combat 
  with, meaning a unit of 30 fighting a unit of 20 
  on one side and a unit of 30 on another side has 
  their Weapon skill reduced by  -20%.  
  Flanking 
  Charging a unit that is facing its side or rear  to 
  the attacking unit inflicts double morale damage 
  to the victim and reduces their sustainability by 2 
  for the round. 
  Scaling Up 
  You may have noticed that the rules describes 
  above  are most viable for use with Unit to Unit 
  battles (20 to 200 men per fighting unit average). 
  If the GM wishes to play Regiment to Regiment 
  battles  (200 – 2000 men per fighting unit 
  average), it’s simply a case of multiplying  the 
  results of the damage and toughness tests, as well 
  as unit Sustainability by 10.  This is for battles 
  so high density and population that the 
  traditional unit to unit engagements over smaller 
  pieces of terrain breaks down, and the true great 
  battles of the Warhammer World commence
   
   
   
   
   
   
   
   
   
   
  Experience Rewards: 
  At the end of battle, write down the number of enemies killed by each unit and player. 
  For each enemy Fighting Unit the player or allied units caused casualties for, they gain 
  the number of enemies killed * the sustainability of the unit they belonged to, with the 
  player gaining twice the amount. 
  The 2nd Brigade killed 14 Goblins in a goblin band with 2 sustainability, resulting in 28 
  experience for the unit to spend on advancement. 
  Gertaud personally killed 3 Goblins, giving him 12 experience ((3 kills * 2 
  sustainability) * 2  
  If the skirmish lasted more than a single round, Gertaud and his men would have learned 
  far more about what it means to be a Southwood Ranger. 
   
  
   
   
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  - Massed Combat (Simple) - 
  Sometimes you want to fight large battles with your regiment without having to worry about 
  sustainability, technical positioning and other crunch. The following rules allow you to field massed 
  combat with only the character sheets of the combatants, abstract “tokens” (more on that later) and some 
  imagination. 
   
   
   
   
   
   
  At the start of a battle, all units on the 
  battlefield begin battle with 10 tokens, these 
  tokens are abstract, and represents the current 
  strength of the unit proportional to it’s full 
  strength. 10 is the ideal number of tokens for 
  unit to unit battles, while larger battles can 
  include more tokens, lengthening the 
  engagement, and better representing larger 
  numbers of combatants.  
   
  The GM should only give tokens to the units 
  being followed by the narrative (i.e. units 
  containing / commanded by players and those 
  they engage in combat with.), with combat away 
  from the camera being handed purely with 
  description and narration. 
   
  When two units engage each other in melee 
  combat, both sides make a Weapon Skill test 
  modified by the circumstances of the battle 
  (Terrain, formation, tactics, flanking, strength 
  of opponents, weapon damage, momentum etc.), 
  bonuses should always contrast each other (+10 
  for one side = -10 for the other). For ranged 
  combat the roll is a Ballistic Skill test, with only 
  the attacking side making an attack unless there 
  are two ranged units shooting at each other.  
  When damage is dealt, we set a base damage 
  number of 2 tokens (This can be modified based 
  on how fast you want the combat to be). When 
  both rolls have been made, modify this damage 
  by the number of degrees of success (+1) and 
  failures (-1) made. 
   
  Players in the unit make their own test, and 
  increase the difficulty of their unit’s roll by 10% 
  for every 20%  they succeed by, when their unit 
  is attacked, they must make a successful Agility 
  test or suffer an attack as normal.  
   
  When damage is dealt, both sides must roll a d10 
  modified by their Willpower Bonus. If the 
  result is lower than the total number of tokens in 
  the unit, they retreat, and the encounter is 
  finished. Sergeants can make a successful 
  Command test to avoid retreat that round if 
  desired. 
   
  Final experience for the unit and players each 
  encounter is calculated by multiplying the 
  number of tokens destroyed by 10.  
   
  Simple as that!
  The Importance of Imagination 
  With the rules for simple massed combat, imagination is key. No detailed rules are provided to 
  decide range, positioning or terrain, with all of these circumstances instead having a simple effect 
  on the attack rolls of the fighting units. GM’s should remember to fully describe where each unit is 
  positioned on the battlefield, what the terrain looks like and the mental state of the troops. 
   
  
   
   
  42 
   
  - Conclusion - 
  I hope you found the contents of this book to be both useful and enjoyable. This book took a couple of 
  months to write on and off, and I am reasonably pleased with the result of the work it took to produce 
  the first version of Regiments of Renown. This won’t be the last version there is, and I’m looking 
  forward to coming up with new features to include for later versions, such as race-specific regiment 
  generation options, dedicated rules for specific campaigns and environments in the Warhammer world 
  and so on.  
  If you have any feedback or suggestions, feel free to contact me at Extradaemon@gmail.com.  I am 
  always open to collaboration with others who enjoy the game of WFRP2e as much as I do, and I look 
  forward to seeing what we can come up with.  
  Lastly, I also host my own personal collection of WFRP2e fan material collected from across the internet 
  over on MEGA, which is also where I will be posted updates for Regiments of Renown as well as 
  whichever future or current supplements I write.  
  Battle on Roleplayers, may Sigmar protect.  
   
   
   
   
   
   
   
   
   
   
   
  
   
   
  43 
   
  Changelog: 
  1.1 
  ~ Added rules for Simple massed battles, less detailed but flows better if you don’t 
  want to play with numbers. Inspired by the massed battle systems of Savage Worlds 
  and A Song of Ice & Fire RP, which after playing I realised how fun a simple 
  system like that can be.  
  ~ Completely revamped how soldier creation works with regiments, instead of each 
  option being a simple modifier that goes on top of an already existing career, it now 
  generates an entirely new career with a nice solid number of advancements. These 
  careers exist in a bit of a void though, so the GM and players should decide on what 
  would be acceptable entry and exit careers.  
  ~ Bugs and spelling fixes.  
  ~ Changed version number from 1.0 to 1.1. 
  ~ Removed the Weapons of War section, it mostly became a big list of every 
  artillery piece in the game. I’ll revisit it at some point, but for now you can find 
  the rules for Fireglaives below: 
   
  Name 
  Cost 
  Enc 
  Group 
  Damage 
  Qualities 
  Availability 
  Race 
  Fireglaive (Melee) 
  30gc 
  35 
  Two-
  handed 
  SB-1 
  - 
  Rare 
  C.Dwarfs 
   
  Name 
  Cost 
  Enc 
  Damage 
  Group 
  Range 
  Reload 
  Qualities 
  Availability 
  Race 
  Fireglaive 
  30gc 
  35 
  4 
  Gunpowder 
  32/64 
  2 Full 
  Armour Piercing, 
  Special 
  Rare 
  C.Dwarfs 
   
  Fireglaive: Cruel weapons used by the Dawi Zharr beyond the Worlds Edge Mountains, the 
  Fireglaive is a rifle infused with daemonic molten energy, capable of searing through armour and 
  melting the flesh beneath, then following up with a skewing from it’s frontal blade. Characters 
  hit by a fireglaive’s ranged attack must pass an Agility test or catch on fire.   
   
    
   
   
  
   
   
  44 
   
   
  The Battlefields of the Warhammer World are varied and bloody, where thousands march 
  to their deaths and the bloody god of war satiates himself on every maimed and butchered 
  soul. Where the many fall, heroes rise, and groups of individuals make a name for 
  themselves as the mightiest warriors present on the battlefield.  
  Regiments of Renown is the definitive unofficial sourcebook covering the lives of the 
  named and famed units and regiments of the Warhammer World: 
  • Create your regiment from dozens of combinations, totalling over 63000 possible 
  combinations of regiment, be you a unit of hardened marines dedicated to cleansing 
  the oceans of your hated foe, the tamers and trainers of a pack of wild and ferocious 
  creatures or a frontline regiment of spears sent to battle the enemy face to face? 
  Anything is possible.  
  • Rules for engaging in massed combat between regiments and unit, easily scalable to 
  simulate battles from 10 to 10,000 individuals. Will your unit of trusted 
  compatriots hold a crucial point against a horde of Skaven? Or will you charge 
  across the field swearing honour to your knightly order? 
  • Become a general of gigantic armies, a captain of your own regiment or the 
  sergeant of a ragtag unit of the valorous among the regiment. Rules for combat and 
  operations at all stages of military organisation.  
  
SOURCE: textdata/thevault/Warhammer/Fantasy Roleplay/4e (C7)/Cato Contribution/Warhammer Fantasy Roleplay/2nd Edition/Homebrew & Fan Material/Extradaemon/Regiments of Renown (WFRP2e) - 1.1.pdf