Combat Rules
From Wizards & Warlords Wiki
Here are the Rules of the game.
A short, printable rules summary of the key points is available. If you have any questions then check the FAQ.
The Basics all players must know before reading the rest of the rules.
Safety calls and expectations of players on field.
Wound Points, Weapon Damage and Healing
All the weapons and usage on field.
Armour, Helmets and Banners provide additional Wound Points.
Artificer, Secular Healer, Mage and Cleric rules.
Casting Fireballs/Explosives, Summoning Monsters, Rituals and Scholarly Magic.
Powerful monsters roam the borderlands. They vary in size and power.
The War Machines of the Old World are devastating and destructive.
Table Test
class="wikitable"
| Basics | Safety |
|---|---|
| (IMAGE) | (IMAGE) |
| The Basics all players must know before reading the rest of the rules. | Safety calls and expectations of players on field. |
| Combat | Armour |
| (IMAGE) | (IMAGE) |
| The Basics all players must know before reading the rest of the rules. | Safety calls and expectations of players on field. |
| Archetypes | Magic |
| (IMAGE) | (IMAGE) |
| The Basics all players must know before reading the rest of the rules. | Safety calls and expectations of players on field. |
| Summons and Creatures | War Machines |
| (IMAGE) | (IMAGE) |
| The Basics all players must know before reading the rest of the rules. | Safety calls and expectations of players on field. |
| Weapons | Summary |
| (IMAGE) | (IMAGE) |
| The Basics all players must know before reading the rest of the rules. | Safety calls and expectations of players on field. |
