Kings of War Skirmish
Kings of War Skirmish
By Kyle Gibson
Introduction:
This is an adaption of the Kings of War rules that enables you to play Kings of War on the skirmish level.
The rules are as the Kings of War core rules with the exceptions listed below.
The rules are as the Kings of War core rules with the exceptions listed below.
Move:
Models may not charge if doing so would result in their moving over four times their speed score.
Note: Skirmish games may involve large amounts of scenery that is moved through and on in ways and to an extent not found in
full sized games of Kings of War. In addition to this the numbers of models with the individual rule could result in charges of truly
preposterous dimensions if there were not an upper cap on the distance that a charging model could move. If you desire, and
your opponents agree, you could lower this limit to three times the models speed score.
Melee:
Models that have been surrounded by an enemy on opposite sides of them (for example, one on the
front and one on the back or one on either side) count as being flanked and all enemies attacking them
in the ensuing melee gain +1 on their melee dice rolls to hit this enemy. You may flank enemies in this
way even if they are individuals.
Units that have been waivered automatically count as being flanked against enemies that attack them in
melee.
Flanking as per the core Kings of War rules is removed.
Note: You must still move chargers via the shortest route to your enemy and you should only be able to get a flanking position
on an enemy if you had him sufficiently surrounded before charges were declared.
Nerve:
Models no longer take nerve damage, with the exceptions of heroes. Instead, units test for nerve
immediately after they have taken a point of damage with each model only taking one test per enemy
that damages them per phase.
For example, a palace guard model is charged by two elven spearmen and the first to roll his attacks causes two damage which
results in a nerve test on the palace guard. If the palace guard passes that nerve test the second elven spearman may roll his
attacks and could also force a nerve test. However, no damage stacks up on the palace guard.
Note: Nerve scores have been lowered accordingly and this static system nerve enables players to play with larger numbers of
models without excessive bookkeeping. If you would rather keep track of nerve damage than use this system, simply raise all
nerve scores (except heroes) by 2 and use the nerve system as normal from the core Kings of War rules.
Special Rules:
Hero: A model with this special rule takes nerve damage as in the core Kings of War rules and only tests
once per shooting phase (at the end, provided the hero suffered at least one damage) and once per
combat phase (once all models attacking it have rolled, provided they caused at least one damage).
Magic Artifacts:
Magic artifacts may no longer be used unless your opponents agree to them before the game. Optional
rules for capturing and using magical artifacts over a campaign are provided below.
Optional rules:
These rules are additional rules that you and your gaming group can use to expand your Kings of War
Skirmish experience. They can all be used, all ignored, or your favorites can be picked and others ignored
– just make sure you discuss this as a group before you start playing!
Campaigns
Experience:
Allocate your models into groups of units of the same type (for example, all Elf spearmen in your force
list would have the same experience). Beside each model type keep track of how many battles they
survive and for each three battles they survive choose one of the following special rules to add to them:
Elite, Stealthy, Headstrong, Vicious, +1 to the value of zap!, heal, or breath attack
Advanced Experience:
This option is as experience above except that you keep track of the battles model types survive, the
battles they survive without all of their members routing (separately from battles survived), and the
scenario objectives they capture (what qualifies for this will vary by scenario and should be discussed
with your opponent). Models now receive an upgrade every five of the notches they acquire.
Detailed Experience:
This option is as advanced experience above, except that when keeping track of models you allocate
your models into groups instead of by type. These groups may be up to three models strong and models
in the same group must be of the same model type. Heroes may not be in groups and must have their
experience recorded individually. You now gain experience notches for the following (in addition to
what is mentioned in advanced experience): delivering a blow that caused a model to rout, causing two
or more damage to a hero in one salvo of attacks, and being a hero on the winning team of a scenario. In
addition, the following upgrades can now be chosen in addition to those above:
Vanguard, +1 to the value of crushing strength or piercing (or gain crushing strength (1) or
piercing (1) if you do not have it), the first nerve test taken by any member of the group is
automatically passed (as if double 1s were rolled)
Deaths:
After a battle roll a D6 for every model that was routed and on the roll of a 1 that model is unfit for
future campaigning and is removed from the force list of its owner. If a 6 is rolled and you are using
detailed experience, add one notch to the groups experience notches (max 1 experience notch to be
gained via this per battle).
Changing your force list and replacing deaths:
The points value that you agreed upon at the beginning of your campaign is always how many points
you have at your disposal. If you lose troops to death rolls you may replace them freely until you have
spent up to the point limit. However, if you are playing ‘detailed experience’ you must add newly
purchased models to new groups.
Models may also be retired for a full refund. No matter what happens, you should always have the
original points value worth of models at your disposal. If a model is retired and it was the last of its type
then any upgrades earned by that type are lost (if you lost your last Elf spearmen and had purchased
them headstrong any future Elf spearmen you purchase will not have headstrong).
Scenarios
Coming up with your own scenarios that relate to the forces you are playing, any storylines in your
campaign, and the type of terrain you are using is an important part of keeping Kings of War skirmish
interesting and immersive. Below are three simple scenarios to get you started.
Arcane Treasure:
In the center of the board (an even distance from at least one point in every player’s deployment zone).
Place a token. After the end of the 6th turn any player with the only model within 3” of that token at the
start of their turn has won the scenario.
If you are playing a campaign, the winner of this scenario gets a magic item up to the value of 10 points
for free that they can give to one hero model or model that has no one else in its model group.
Kill Order:
Play for six turns and keep track of the points value of every model you are responsible for routing (keep
a total, even if they are from multiple enemies). Count hero models as double their points value. At the
end of the sixth turn ask the player with the lowest score if they want the game to continue for another
turn or end. The player with the highest score at the end of the game wins.
Pillage!:
Place D3 tokens around the board, as evenly as possible. Each token can be captured by taking a ‘Hold’
action on top of it (or in base contact with it if you are using houses/huts/ect). Once you have done this
the model that took the ‘Hold’ action receives a token which can be taken off him by an enemy who
routes him in melee. Keep track of kills as in ‘Kill Order’ except that heroes aren’t worth double. Ask the
player with the lowest score if he wants the game to end at turn 6 as in ‘Kill Order’. After the game has
ended, add two hundred points to the score of every player for each token one of their models held
when the game ended. The player with the highest score at the end of the game wins.
Picking a Force
Rules
Picking a force for Kings of War skirmish is easy. Simply discuss what points value you want to play with
your gaming group (or opponent, if it is to be a 1v1) and pick the units you like, provided their total
value doesn’t exceed the points limit. As in Kings of War the armies are divided into good and evil (Elfs
and Dwarfs are good, Humans are neutral and everyone else is evil) and you must select from only good
or evil (neutral can join either). Other than that the only restriction is that you must have 4 solid units
for every hero and these solid units must be four of the same race as the hero they ‘unlock’.
Kings of War skirmish is a great place to take advantage of the narrative and immersive opportunities
provided by imagining a back story for your models. If this isn’t your usual forte, consider creating the
back story for one model and building the rest as you play games, assemble and paint models, and
advance through a campaign. An example of this approach is given below to show you how a brief
background for a single model can be expanded out to a satisfying and deep force list:
Cameron, Elf king, abdicated the throne of his family to his youngest brother and left the Elven lands to
travel the world beyond and set it right by strength of arms and cunning leadership. Using the ties of his
honored family Cameron calls in ancient debts from Elf, Dwarf and Man alike to raise armies and
warbands as he expands the frontiers of civilization against his ancestors.
A quote from Cameron as he addresses the eldest son of a human noble repaying a historical debt to
Cameron’s family by serving on the frontier in one of the Elf King’s relentless advancements into Orc
territory:
“There is a saying amongst my people, young human; to dig yourself out of a hole is a long, hard
excavation. They say this to me when I tell them that the solution to our woes is to slay our enemies.
They tell me that killing started this mess and will only serve to further it until nothing is left to save. I tell
them that I have a strong sword arm, a thick shield, and enough years left on this world to dig one hell of
a hole! That is why I force this engagement and that is why we fight for this barren wasteland; because
nothing belongs to the Orcs except for the end of my sword! Now, mount your steed and see the tip of
that lance to somewhere helpful.”
With this character in mind I might begin to expand out my warband as my fancy takes me, first with a
retinue of elves to allow the selection of Cameron in the first place. Possibly some Elf spearmen, the
mainstay of any elf army, or if Cameron is going to be mounted some cavalry to keep him company. I
might decide that Cameron has bribed some ogre mercenaries to help him on his crusade, or called in an
ancient debt with a dwarf king for command of some sheildbreakers. With only this one character
created and two paragraphs of story I have the beginnings of a warband I’m excited to pick up the paint
brush to bring to life!
Force Lists
Dwarfs
Solid Units
Ironclad Infantry
Sp Me Ra De At Ne Pts
4 4+ - 5+ 3 7/9 30
Individual
Headstrong
Ironguard Infantry
Sp Me Ra De At Ne Pts
4 3+ - 5+ 3 7/9 35
Individual
Headstrong
Sheildbreaker Infantry
Sp Me Ra De At Ne Pts
4 4+ - 4+ 3 7/9 30
Individual
Headstrong
Bulwarker Infantry
Sp Me Ra De At Ne Pts
4 4+ - 5+ 3 7/9 30
Individual
Phalanx
Headstrong
Ironwatch Infantry
Sp Me Ra De At Ne Pts
4 4+ 5+ 4+ 3 7/9 35
Individual
Crossbows
Piercing (1)
Reload!
Headstrong
Exchange crossbows for rifles, gaining piercing (2) (+5pts)
Ranger Infantry
Sp Me Ra De At Ne Pts
4 4+ 4+ 4+ 3 7/9 45
Individual
Crushing Strength (1)
Vanguard
Headstrong
Berserker Infantry
Sp Me Ra De At Ne Pts
5 4+ - 3+ 6 8/10 35
Individual
Headstrong
Dwarf King
Sp Me Ra De At Ne Pts
4 3+ - 6+ 5 14/16 130
Individual
Crushing Strength (1)
Inspiring
Hero
Headstrong
Berserker Lord
Sp Me Ra De At Ne Pts
5 3+ - 4+ 8 16/18 110
Individual
Crushing Strength (1)
Inspiring (Berserkers only)
Hero
Headstrong
Warsmith
Sp Me Ra De At Ne Pts
4 4+ - 5+ 2 10/12 50
Individual
Crushing Strength (1)
Inspiring (War Engines only)
Hero
Headstrong
Elves
Solid Units
Spearman Infantry
Sp Me Ra De At Ne Pts
6 4+ - 4+ 3 7/9 30
Individual
Elite
Phalanx
Bowman Infantry
Sp Me Ra De At Ne Pts
6 4+ 4+ 4+ 3 7/9 45
Individual
Bows
Elite
Scout Infantry
Sp Me Ra De At Ne Pts
6 4+ 4+ 3+ 3 7/9 35
Individual
Bow
Vanguard
Elite
Stormwind Cavalry
Sp Me Ra De At Ne Pts
9 3+ - 5+ 8 7/9 35
Individual
Crushing Strength (2)
Elite
Heroes (minimum 4 elf solid units for every elf hero)
Elf King
Sp Me Ra De At Ne Pts
6 3+ - 5+ 5 14/16 120
Individual
Crushing Strength (1)
Inspiring
Hero
Elite
Mount on a horse, increasing Speed to 9 (+20points)
Elf Mage-Queen
Sp Me Ra De At Ne Pts
7 4+ - 4+ 1 11/13 120
Individual
Heal (3)
Zap! (5)
Hero
Elite
Mount on a horse, increasing Speed to 9 (+10pts)
Elven Prince
Sp Me Ra De At Ne Pts
6 3+ - 5+ 3 11/13 60
Individual
Crushing Strength (1)
Hero
Elite
Mount on a horse, increase Speed to 9 (+10pts)
Kingdoms of Men
Solid Units
Spear Infantry
Sp Me Ra De At Ne Pts
5 4+ - 4+ 3 6/8 25
Individual
Phalanx
Shield Infantry
Sp Me Ra De At Ne Pts
5 4+ - 4+ 3 6/8 20
Individual
Pole-Arm Infantry
Sp Me Ra De At Ne Pts
5 4+ - 3+ 3 6/8 20
Individual
Crushing Strength (1)
Missile Infantry
Sp Me Ra De At Ne Pts
5 5+ 5+ 3+ 3 6/8 25
Individual
Exchange bow for crossbow for free, gaining Piercing (1) and Reload! Or instead exchange bows for
arquebuses (treat as rifles, +5pts), gaining Piercing (2) and Reload!
Militia Infantry
Sp Me Ra De At Ne Pts
5 5+ - 3+ 3 4/7 10
Individual
Penitent Infantry
Sp Me Ra De At Ne Pts
5 5+ - 3+ 5 4/7 25
Individual
Crushing Strength (1)
Headstrong
Knight Cavalry
Sp Me Ra De At Ne Pts
8 3+ - 5+ 4 7/9 50
Individual
Crushing Strength (2)
Headstrong
Ogre Captain
Sp Me Ra De At Ne Pts
6 3+ - 5+ 5 14/16 125
Crushing Strength (1)
Inspiring (Ogres only)
Nimble
Human Captian
Sp Me Ra De At Ne Pts
5 3+ - 5+ 3 10/12 50
Individual
Crushing Strength (1)
Very Inspiring
Hero
Mount on a horse, increasing Speed to 9 (+10pts) or mount on a Pegasus, increasing Speed to 10 and
gaining Fly, but losing the Individual special rule (+20pts)
Wizard
Sp Me Ra De At Ne Pts
5 4+ - 4+ 1 10/12 60
Individual
Breath attack (6)
Zap! (3)
Hero
Mount on a horse, increasing Speed to 9 (+10pts), or mount on a Pegasus, increasing Speed to 10 and
gaining Fly, but losing the Individual special rule (+20pts)
Priest
Sp Me Ra De At Ne Pts
5 4+ - 4+ 2 10/12 60
Individual
Crushing Strength (1)
Headstrong
Heal (1)
Very Inspiring (Penitents only)
Hero
Abyssal Dwarfs
Solid Units
Blacksoul Infantry
Sp Me Ra De At Ne Pts
4 4+ - 5+ 3 7/9 30
Individual
Vicious
Exchange shields for two-handed weapons for free (lower Defence to 4+, gain Crushing Strength (1))
Decimator Infantry
Sp Me Ra De At Ne Pts
4 4+ - 4+ 3 7/9 40
Individual
Breath Attack 6
Piercing (1)
Reload!
Vicious
Heroes (minimum 4 abyssal dwarf solid units per abyssal dwarf hero)
Overmaster
Sp Me Ra De At Ne Pts
4 3+ - 6+ 5 14/16 130
Individual
Crushing Strength (1)
Inspiring
Hero
Vicious
Iron Caster
Sp Me Ra De At Ne Pts
4 4+ - 5+ 2 11/13 100
Individual
Crushing Strength (1)
Heal (1- war engines only)
Inspiring (war engines only)
Zap! (3)
Hero
Vicious
Goblins
Goblins typically do not come in troops but have been provided stats based on the regiments where this
is the case. This will mean that the goblins have high nerve and may be best represented by multiple
goblins on a larger base (possibly ogre size), or standing base-to-base with each other counting as one
model. Or you can use your usual goblin models and cackle evilly at your opponent while explaining to
him how brave your particular goblins are… just make sure not to fail your ‘utterly spineless rolls
afterwards!
Solid Units
Sharpstick infantry
Sp Me Ra De At Ne Pts
5 5+ - 4+ 3 8/10 25
Individual
Phalanx
Utterly Spineless
Spitter infantry
Sp Me Ra De At Ne Pts
5 5+ 5+ 3+ 3 8/10 30
Individual
Bow
Utterly Spineless
Rabble Infantry
Sp Me Ra De At Ne Pts
5 5+ - 4+ 3 8/10 20
Individual
Utterly Spineless
Mawbeast Cavalry
Sp Me Ra De At Ne Pts
6 3+ - 3+ 3 5/7 20
Individual
Crushing Strength (2)
Utterly Spineless
Biggit
Sp Me Ra De At Ne Pts
5 4+ 5+ 4+ 3 9/11 30
Individual
Bow
Inspiring
Utterly Spineless
Hero
Mount on a Fleabag, increasing Speed to 10 (+5pts)
Wiz
Sp Me Ra De At Ne Pts
5 5+ - 4+ 1 9/11 50
Individual
Inspiring
Zap! (3)
Utterly Spineless
Hero
Mount on a Fleabag, increasing speed to 10 (+10pts)
Flaggit
Sp Me Ra De At Ne Pts
5 5+ - 3+ 1 8/10 20
Individual
Inspiring
Utterly Spineless
Hero
Mount on a Fleabag, increasing speed to 10 (+5pts)
Orcs
Solid Units
Ax Infantry
Sp Me Ra De At Ne Pts
5 4+ - 5+ 3 6/8 25
Individual
Crushing Strength (1)
Greatax Infantry
Sp Me Ra De At Ne Pts
5 3+ - 4+ 3 6/8 25
Individual
Crushing Strength (2)
Sniff Infantry
Sp Me Ra De At Ne Pts
6 4+ 5+ 3+ 3 5/7 15
Individual
Vanguard
Crushing Strength (1)
Morax Infantry
Sp Me Ra De At Ne Pts
5 3+ - 4+ 6 6/8 40
Individual
Crushing Strength (1)
Orcling Large Infantry (do not count as a solid unit)
Sp Me Ra De At Ne Pts
4 5+ - 3+ 5 7/10 25
Nimble
Vicious
Krudger
Sp Me Ra De At Ne Pts
5 3+ - 5+ 5 13/15 120
Individual
Crushing Strength (2)
Inspiring
Hero
Mount on a Gore, increasing Speed to 8 (+20pts)
Goblin Stabby Sneak (+10pts)
Goblin Zappy Sneak (+15pts)
Flagger
Sp Me Ra De At Ne Pts
5 3+ - 4+ 2 9/11 30
Individual
Inspiring
Crushing Strength (1)
Hero
Mount on a Gore, increasing Speed 8 (+5pts)
Twilight Kin
Solid Units
Twilight Spearman Infantry
Sp Me Ra De At Ne Pts
6 4+ - 4+ 3 7/9 30
Individual
Phalanx
Vicious
Buccaneer Infantry
Sp Me Ra De At Ne Pts
6 4+ 4+ 4+ 5 7/9 40
Individual
Hand Crossbow (treat as thrown weapon)
Vicious
Blade-Dancer Infantry
Sp Me Ra De At Ne Pts
7 3+ - 3+ 6 7/9 40
Individual
Headstrong
Vicious
Shadow Infantry
Sp Me Ra De At Ne Pts
6 4+ 4+ 3+ 3 7/9 35
Individual
Light Crossbow (treat as bow)
Vanguard
Vicious
Gargoyle Infantry (does not count as a solid unit)
Sp Me Ra De At Ne Pts
10 4+ - 3+ 3 6/8 35
Individual
Fly
Regeneration
Vicious
Heroes (minimum four twilight kin solid units for each twilight kin hero)
Dark Lord
Sp Me Ra De At Ne Pts
6 3+ - 5+ 5 14/16 120
Individual
Crushing Strength (1)
Inspiring
Vicious
Hero
Mount on a horse, increasing Speed to 9 (+20pts), or mount on a Black Pegasus, increasing Speed to 10
and gaining Fly, but losing the Individual special rule (+40pts)
Dark Avenger
Sp Me Ra De At Ne Pts
6 3+ - 5+ 3 11/13 60
Individual
Crushing Strength (1)
Vicious
Hero
Mount on a horse, increasing Speed 9 (+10pts), or mount on a Black Pegasus, increasing Speed to 10 and
gaining Fly, but losing the Individual special rule (+20pts)
Assassin
Sp Me Ra De At Ne Pts
6 3+ 3+ 4+ 4 11/13 90
Individual
Thrown Weapons
Crushing Strength (1)
Piercing (1)
Vanguard
Stealthy
Hero
Undead
Dark Surge can now be split to affect multiple targets (all of whom must be in range of the caster)
provided at least two dice are allocated to each target.
Undead have powerful heroes at their disposal, perhaps beyond the power level per individual model
your opponents will envision when they imagine how their skirmish games will go. If you think this will be
the case, or after some games discover it to be so, avoid taking the more powerful hero choices (don’t
worry, you’ll still have plenty to choose from!).
Solid Units
Revenant Infantry
Sp Me Ra De At Ne Pts
5 4+ - 5+ 3 -/10 30
Individual
Shambling
Exchange shields for two-handed weapon for free (lower Defence to 4+, gain Crushing Strength (1))
Wrath Infantry
Sp Me Ra De At Ne Pts
10 4+ - 6+ 3 -/9 65
Individual
Shambling
Crushing Strength (1)
Fly
Skeleton Infantry
Sp Me Ra De At Ne Pts
5 5+ - 4+ 3 -/9 20
Individual
Shambling
Take spears, gaining Phalanx, for +5pts
Skeleton Archer Infantry
Sp Me Ra De At Ne Pts
5 6+ 5+ 3+ 3 -/9 20
Individual
Bows
Shambling
Mummy Infantry
Sp Me Ra De At Ne Pts
4 4+ - 6+ 3 -/10 70
Individual
Crushing Strength (2)
Regeneration
Shambling
Wight Infantry
Sp Me Ra De At Ne Pts
5 4+ - 5+ 3 -/10 60
Individual
Crushing Strength (4)
Vicious
Shambling
Zombie Infantry (As with some units in the goblin list this statline is based off the regiment value and
may not be best represented with a single zombie model. Try two zombies side by side acting as one
model for game purposes, or multiple zombies on an ogre sized base.)
Sp Me Ra De At Ne Pts
5 5+ - 3+ 5 -/10 20
Individual
Shambling
Ghoul Infantry
Sp Me Ra De At Ne Pts
6 4+ - 3+ 3 5/7 20
Individual
Revenant Cavalry
Sp Me Ra De At Ne Pts
8 4+ - 5+ 4 -/10 45
Individual
Crushing Strength (2)
Shambling
Heroes (minimum four undead solid units for every undead hero)
Vampire Lord
Sp Me Ra De At Ne Pts
7 3+ - 5+ 8 14/16 275
Individual
Crushing Strength (2)
Dark Surge (3)
Heal (3)
Inspiring
Zap! (3)
Hero
Mount on an undead horse, increasing Speed to 8 (+20pts)
Cursed Pharaoh
Sp Me Ra De At Ne Pts
4 4+ - 6+ 5 18/20 200
Individual
Crushing Strength (2)
Dark Surge (6) (Mummies only)
Individual
Inspiring (Mummies only)
Regeneration
Hero
Necromancer
Sp Me Ra De At Ne Pts
5 5+ - 4+ 1 11/13 110
Individual
Dark Surge (8)
Heal (3)
Zap! (3)
Hero
Mount on an undead horse, increasing Speed to 8 (+15pts)
Liche King
Sp Me Ra De At Ne Pts
5 5+ - 4+ 1 14/16 180
Individual
Dark Surge (10)
Heal (5)
Zap! (5)
Hero
Mount on an undead horse, increasing speed to 8 (+20pts)
Revenant King
Sp Me Ra De At Ne Pts
5 4+ - 5+ 5 14/16 120
Individual
Crushing Strength (1)
Dark Surge (6)
Inspiring
Mount on an undead horse, increasing Speed to 8 (+15pts)
Equation (how to convert existing units into Kings of War Skirmish units):
Infantry:
1/3 the number of attacks (round down to the nearest whole number)
-4 nerve (max 8/10 nerve, 3 point reduction before rounding for every point of nerve lost to this
maximum)
1/3 the points cost (to the nearest five points, 2.5 round up, before rounding add +3 points if the unit
had elite or vicious, and a 2.5 reduction if the unit had nimble)
Cavalry:
1/2 the number of attacks (round down to the nearest whole number)
-4 nerve (max 8/10 nerve, 2.5 point reduction before rounding for every point of nerve lost to this
maximum, and a 2.5 point reduction if the unit had nimble)
1/2 the points cost (to the nearest five points, 2.5 round up, before rounding add +4 points if the unit
had elite or vicious)
Large infantry:
-2 Nerve (max 8/10 nerve, 2.5 point reduction before rounding for every point of nerve lost to this
maximum, and a 2.5 point reduction if the unit had nimble)
Characters:
You may now only take one character per four solid units (all non-character units count as solid units)