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THE OLD WORLD

WARHAMMER · FAN PROTOTYPE
BATTLEFIELD · MOVEMENT, MAGIC, SHOOTING & COMBAT
TURN SEQUENCEDeployment
    DEPLOYMENT

    Chaos Dwarfs

    72″ × 48″
    1 small square = 1″
    Select a regiment to deploy.
    EMPIRE OF MAN · BLUE / 12″ DEPLOYMENTCHAOS DWARFS · RED / 12″ DEPLOYMENTBATTLEFIELD06″
    N ↑
    Select a regiment, then click inside its deployment zone.

    CHAOS DWARFS · RED 80 models

    EMPIRE OF MAN · BLUE 80 models

    FIELD MANUAL · V0.4

    Battlefield rules

    Play against a bot (the default) to command the red army against a bot, or choose Two players in the top bar to share this screen. Red commands three Chaos Dwarf Warrior regiments, one Blunderbuss Decimator regiment, and a Deathshrieker Rocket Launcher with three crew. Before deployment, choose either green Orc Mobs with a warbow regiment or blue Empire State Troops with a crossbow regiment and two Great Cannons for the opposing army. Each regiment has 20 individual models in five files and four ranks. The front rank contains a Musician (M), Standard Bearer (S), and Champion (C), with the standard in the centre.

    How to play

    Against a bot, you deploy first and the bot then deploys the opposing Orc or Empire army in response to your line and commands it. It pauses for your charge reactions, dispels and combat aftermath choices. You can switch back to Two players at any time.

    1. Choose the opposing army. Choose a unit in the deploy tray and click in your zone to place it; drag it, nudge it (arrow keys) or turn it (Q / E, or the panel beside it), then press Next. Or use Quick deploy.
    2. Advance the marker through Strategy, Movement, Shooting and Combat. During Movement, declare charges when available, roll charge moves, then move remaining regiments. A charge has one measured approach wheel and a free wheel to align after contact; it can strike the front, flank or rear. Each phase opens on the first unit that can act, with one main button for its action; Next unit ▸ at the bottom finishes it and selects the next, and on the last unit it ends the phase. Click any unit on the table to act with it instead. A Move order is a wheel of any angle (0° is straight ahead) followed by an advance; Back, Side and Reform are the other orders.
    3. During Shooting, click a missile regiment to see its front arc, the 50% close-range line, and highlighted targets. Select a target on the board; regiments in combat cannot be targeted. The popup shows hit modifiers, firing models and wound rolls. Until your army acts in Shooting, Back to Movement reopens Remaining Moves so earlier moves can be undone. Once every charge is declared, each charged unit chooses one reaction against all its chargers: Hold or Flee, or for an eligible missile unit Stand & Shoot at one of them. Several units may charge one enemy, including one already in combat. Flee pivots away and moves 2D6″ before the charge roll.
    4. Click the Deathshrieker in the Chaos Dwarf Shooting phase. Choose Demolition Rockets (3″ blast) or Infernal Incendiaries (5″ blast), choose a target, then roll Artillery and Scatter dice. The template shows aim and impact on the table; Misfires use the Black Powder table.
    5. During the Empire Shooting phase, click a Great Cannon. Choose a 60″ cannonball with an aim point up to 10″ short of an enemy, or 12″ grapeshot. Roll Artillery dice and resolve any Misfire. Cannon, rocket, and missile hits show a brief impact effect on the battlefield.
    6. In Combat, click either engaged unit. Resolve combat plays each Initiative tier, the combat result and every Break test with the dice shown; Instant resolve skips the animation. Both stop for Shieldwall, Fall Back and pursuit choices. Choose Shieldwall when available, move the loser, then choose the winner’s follow up/pursuit or restraint. Pursuers move after catching fleeing units; those that leave the board return near their exit point in their next Movement phase. Destroying the enemy before the Break test allows an overrun: 2D6 straight forward with no pivot, or a Leadership test to restrain and reform (failure forces the overrun). An overrun that meets a fresh enemy wheels to align and counts as charging; one that contacts nothing may test Leadership to reform. An overrun off the battlefield returns just inside that edge in the unit's next Movement phase. Empty phases and subphases skip automatically. A broken unit can attempt Rally in its next Strategy phase.

    Regiment profiles

    UnitMWSBSSTWIALdBase
    Chaos Dwarf Warrior34334121925 mm
    Orc Boy43334131630 mm
    State Trooper43333131725 mm
    Blunderbuss Decimator33334121925 mm
    State Missile Troop43333131725 mm

    Chaos Dwarfs carry hand weapons, heavy armour and shields. Orcs carry hand weapons and light armour. State Troops carry hand weapons, light armour and the optional shield. No command upgrades are present.

    Shooting weapons

    Deathshrieker: 12–48″, 50 × 75 mm base with three 25 mm crew. Demolition Rockets: 3″ blast, S3 (S6 and AP −3 under the central hole). Infernal Incendiaries: 5″ blast, S3 and Flaming Attacks. Both use Bombardment and the Black Powder Misfire table.

    Empire Great Cannon: 60″ cannonball, S10/AP −3, strike and bounce Artillery dice; or 12″ grapeshot, S4/AP −1, one Artillery die of automatic hits. Two 50 × 75 mm cannons each have three crew. They are stationary and enemy regiments can charge them. The Deathshrieker and the Great Cannons can shoot each other: machine and crew are one model, Toughness 6 and 3 Wounds, using the crew’s armour, removed together at 0 Wounds. Demolition Rockets’ central hole causes D6 Wounds on a multi-Wound model. Each war machine pivots to face its target before shooting (this is not a move), and no unit can move through one.

    Blunderbusses: 12″, S3, AP −1, D3 shots, Volley Fire; ignore long-range and Stand & Shoot hit penalties. Crossbows: 30″, S4. Orc warbows: 24″, S3. A normal move gives −1 to hit; marched or fleeing units cannot shoot; fleeing or engaged units cannot Stand & Shoot (Quick Shot weapons may react however close the charger is; Cumbersome weapons cannot react; chargers take no Panic test from the casualties). Hits show a brief impact flash on the target. Beyond half range gives −1 unless ignored by the weapon. Stand & Shoot gives −1 with no long-range penalty. Each firing model checks its own front arc, range and clear line of sight.

    Measurements and combat

    The table is 72″ × 48″. All unit bases, rotations, movement and contact are measured in tabletop inches. Chaos Dwarfs move 3″ or march 6″; Orcs and State Troops move 4″ or march 8″. A charge rolls 2D6, keeps the higher die and adds Movement. Orc Warband automatically rerolls a failed charge range. Orc Mobs that can charge must test Impetuous in their Declare Charges step; a failed test forces a charge.

    Attacks use the opposing Weapon Skill and Toughness. Hand weapon and shield units use Parry. Orcs gain Furious Charge after charging at least 3″, and Choppas reroll natural 1s to wound and improve Armour Piercing on a charge. Warband adds the Orc rank bonus to Leadership where allowed. Combat scores include wounds, ranks, Close Order, Massed Infantry, flank or rear, and +1 for a living standard. Most champions have two Attacks; the State Missile Troop Sergeant has BS4 and one Attack. A sole musician wins an otherwise tied combat and improves rally and nearby march Leadership tests by +1. The loser makes a Break test. An applicable Chaos Dwarf Shieldwall is offered as the loser’s choice.

    War machines in combat: the Deathshrieker and Great Cannons can be charged like any unit and may only Hold. The machine and its crew are one model; the crew bases are tokens. In combat it uses the crew profile (Chaos Dwarf crew WS3 S3 T4 I2 Ld9; Empire crew WS3 S3 T3 I3 Ld7), makes one Attack per surviving crew token, has no armour save, and each wound removes a crew token. It has no flanks or rear. It never moves: if it breaks, the crew abandon it and it is destroyed; otherwise it stays in the fight. A winning war machine cannot pursue or overrun, and an engaged one cannot fire.

    Magic

    The Chaos Dwarf Daemonsmith (Lore of Daemonology) and the Empire Battlemage (Battle Magic) are Level 2 wizards on 25 mm bases with two Wounds. At battle start each rolls one D6 per Wizard level for its spells, rerolling a duplicate. In the first Strategy phase a wizard may exchange one for its lore’s signature spell (The Summoning or Hammerhand); the Daemonsmith may take a Lore of Hashut spell instead. A wizard may attempt as many spells per turn as its level, each once. Casting is 2D6 plus half the level, rounded up, less an enemy target’s Magic Resistance. Click a wizard for its spells and every target, with the reason one cannot be chosen. Each spell offers one dispel: a Wizardly Dispel within 18″, or each side’s Fated Dispel once per turn. Double 1 miscasts; double 6 cannot be dispelled. Assailments are cast when the wizard fights, at its Initiative step, in either player’s turn. Pillar of Fire and Vortex of Chaos remain in play, move each Start of Turn, are difficult terrain, and may be dispelled once a turn by beating their printed value. Steed of Shadows gives a friendly infantry unit Fly (12): choose On foot or Fly before its first step. Whenever the Daemonsmith is within 9″ of the Deathshrieker, click either rocket die after the roll to re-roll it (once per turn), or keep the roll.

    Battle March

    Battle March is the default format (Classic battle is the other choice under Format in the setup panel): 400–750 points (500 by default) on a 44″ × 30″ battlefield at 600 points or fewer, or 48″ × 36″ above that, for five rounds. Choose one of the six deployment maps (Pitched Battle by default). Their boundaries are fixed distances from the centre lines, from the official diagrams’ measurements: Pitched Battle zones are 7.5″ deep on 44″ × 30″ and 10.5″ on 48″ × 36″ (a 15″ gap); Close Encounter uses opposite quarters outside a 15″ circle at the centre; Opposed Flanks uses opposite triangles leaving 18″ along each side edge; Meeting Engagement keeps the 15″ gap with each zone stopping 11″ short of opposite side edges; Mountain Pass deploys from the short edges with a 22″ gap; Outflank uses opposite triangles with a 22″ diagonal strip. Every unit’s whole footprint must fit inside its zone. Both armies are costed rosters checked against the Battle March muster rules.

    1. Objectives. Roll a D6 or choose: 1–2 two treasure troves, 3–4 three troves, 5–6 one strategic landmark. Troves (40 mm) start in an even custom layout and can be dragged before the first unit deploys; they stay 3″ clear of terrain. The landmark (100 mm) stands at the centre; it is impassable and blocks line of sight. Its property is rolled before deployment: 1–2 Magic Resistance (−2), 3–4 Frenzy, 5–6 Stubborn. The unit holding it gains the property until the end of the next turn.
    2. Deployment. Roll off; the winner chooses who deploys first. The armies then deploy one unit at a time, taking turns; a placed unit can be adjusted until you confirm it. When one army is down, the other places the rest. Then roll off again; the winner chooses who takes the first turn.
    3. Control. At the end of every player turn, each objective goes to the closest eligible unit of either army: within 3″ measured from its footprint, Unit Strength 5 or more, not fleeing. If two are equally close, the higher Unit Strength controls; if still tied, it is contested. Each trove held scores 10 VP and the landmark 25 VP, including in the opponent’s turn.
    4. Victory points. An enemy unit destroyed or fled off the table scores its full points cost. Fleeing at the end, or at 25% or less of its starting Unit Strength, scores half (rounded up), and never both. The enemy General slain, fled or fleeing at the end scores +50, each captured standard +25, and a Battle Standard Bearer +25. Objective VP are earned for good; casualty VP stay provisional until the end, because fleeing units can rally.
    5. The end. After the second player’s turn in round five the battle is scored and the result shown. End battle in the top bar lets a player concede, or the players stop early (for example at a time limit) and score the battle as it stands.
    6. Raid & Burn (optional, off by default): a unit of Unit Strength 5+ that moves into base contact with a trove in Remaining Moves can start burning it. It cannot shoot, and may cast only Combat or Self spells. At its next Start of Turn the trove burns for 30 VP if the unit is still in contact, Unit Strength 5+, not engaged and not fleeing.

    Still waiting on source material: the official trove placement diagrams, terrain other than the landmark, the other Companion options (Baggage Carts, Random Happenings, Battle March magic items, secret objectives, narrative scenarios, event rules) and a costed Orc & Goblin list. The result rule is not confirmed for Battle March: the game uses the core rulebook’s rule (a win needs a 100 VP margin, a crushing victory double the loser’s VP) and always shows both exact totals.

    Spells

    Terrain, line of sight and Panic

    Terrain is set up before the objectives and deployment: normal placement (alternating), scattered, an agreed layout, or none. Difficult and dangerous terrain and low walls give Movement −1 to any move that touches them, and a charge through them keeps the lower die; dangerous terrain makes each model that touches it test (a 1 loses a Wound). Charging a unit that lines a low wall is a disordered charge unless the charger flies, and a unit engaged astride a low wall is Disrupted.

    Line of sight is a top-down convention, not the tabletop’s model’s-eye view: sight lines run from the front of each looking model’s base to points on the target’s bases, and are blocked by other units, buildings, rocks, high walls and the landmark, by woods between two models outside them, and by hills between two models off them. Lone characters see all round. A unit entirely on a hill sees over units not on a hill, is seen over them, and shoots with one more rank. Cover: up to half the target’s models obscured is partial cover (−1 to hit), more is full cover (−2); a low wall in front of a unit half-obscures it, and more than half its models in a wood gives partial cover. Charges need line of sight when declared; Magic Missiles need it, other spells only the vision arc; a cannon must see its target point. A fighting rank higher up a hill than the enemy’s earns +1 combat result.

    Panic: a unit tests at most once a phase, and not while engaged, charging or fleeing: for Heavy Casualties (more than a quarter of the models it began the phase with lost outside combat), when a friend of Unit Strength 5 or more within 6″ is destroyed or breaks or falls back from combat, or when a friend flees through it. Infernal Incendiaries make any unit they wound test. A failed test Falls Back in Good Order (the higher of 2D6, then it rallies) while more than half its starting models remain, and otherwise flees 2D6. A Fall Back in Good Order, from Panic or from combat, moves exactly like a flee: a unit whose footprint ends touching or past the battlefield edge is lost. Only a Give Ground stops at the edge.

    Prototype limits

    Several units can charge one enemy and fight as one combat; each charged unit makes one reaction against all its chargers. The charge planner searches in 5-degree steps and may miss some legal tabletop approaches. The loser moves before the winner chooses in this prototype; published Old World rules place the winner’s choice first. Defenders choose Hold, Flee, or Stand & Shoot when eligible. There is no charge redirection. Fleeing units pass through other units: friends passed through test Panic, models that crossed an enemy take a Peril test (1–3 loses a wound), and the flee continues until the unit is 1″ clear. War machines take no Panic tests here. When several of your units must test together they glow: click each in the order you choose, and any that fail retreat once all have tested (the bot’s test nearest the cause first). No unit in these rosters fights in Skirmish formation, is Levies or carries a Battle Standard. Casualties are removed from one end of the rear rank (command models last); losses suffered before a unit strikes still reduce its fighting ranks' attacks that phase. Blocks keep their 5 × 4 footprint. The battle is saved as you play and can be resumed. Renegades 2.0 is a community Chaos Dwarf army list, separate from Games Workshop's official legacy list.

    Sources

    References checked 30 September 2026. Unofficial fan prototype, unaffiliated with Games Workshop or the Renegades team.

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