Playing Warhammer with the Landshut Rules


It doesn’t get any more British or European than that. Chaos beast men, tragic and dangerous magic, Warhammer has it all. Plus, Landshut is not only the title of my ancient school, free kriegsspiel rules, but also the name of my hometown, which happens to be… a medieval German town. Remember Altdorf, the city in the Old World of Warhammer? That’s a town about two miles from where I live. Just saying. Us Germans have bragging rights when it comes to Warhammer, right? 
Okay, so now Warhammer. How can we play it with the Landshut Rules? 
Like so:
You need the Warhammer Fantasy Roleplaying Game 1st edition. Because that’s the one and only. And please lose your copy of Zweihänder. Because it’s an abomination. 
Use 2d6 to determine Weapon Skill, Ballistic Skill, Strength, Toughness, Dexterity, Leadership, Intelligence, Cool, Will Power and Fellowship. 
ONLY record a stat if you roll 2 or 3, or 11 or 12 for it. If it’s 2 or 3, write „low“ or „bad“, followed by the stat, and if it’s 11 or 12, write „high“ or good“, followed by the stat. 
2) CHOOSE a race: Human, Elf, Dwarf, Halfling
3) Record your racial abilities
4) Determine your age
5) Determine your Fate Points
6) Pick your Career Class
7) Determine how many skills you have, your mandatory skills, and roll the rest on the appropriate table
8) Record your trappings
9) Roll for your Career
10) Record the career trappings and skills, just write them down
11) Humans start with 3 hits, elves and halflings with 2, and dwarves with 4. 
Optional Rule: Gore Die

Remember how you roll attacks with 2d6. These two dice should have different colors. ONE die is the Gore Die. The higher that die, the messier, bloodier, gorier your hit is. Note that a gory, bloody, bloodspraying, disgusting hit will not kill the opponent if he still has Hit Points left – but it will definitely put negative modifiers on his next attack roll, movement, abilities, skills and so on. Only when Hit Points are reduced to zero, a character dies. To give you a few rough ideas for Gore Die results:

  • Gore 1: drop weapons, superficial wounds, hits that knock the wind out of you, stumble, bruises, stuns, knockdowns 
  • Gore 2: dislocations, shattered weapons, numb limbs 
  • Gore 3: incapacitated limbs, deep wounds, smashed teeth, broken bones 
  • Gore 4: severed arteries, internal bleeding, spine injuries, gouged out eyes 
  • Gore 5: half a limb lost, organs ruptured 
  • Gore 6: entire limb lost, body parts hacked in half 
  • Gore 7: Texas Chainsaw Massacre, flying body parts, fuck what a mess
Gore 7? How? This is another optional rule: When a character is down to 1 Hit, the next attack that takes him to his gods has Gore Die +3.
Magic is the offspring of Chaos. It’s powerful, but dangerous. Spellcasters start with 1d6-1 Magic Dice (at least 1). Then, choose one of six Schools of Magic you belong to. Each school practices one general type of magic. 
Amethyst = death, undeath, entropy
Ruby = fire, hell, blood
Amber = animals, monsters,emotion
Gold = metal, industry, physics
Moss = plants, plagues, life
Sapphire = time, abyss/stars, thought
Casting Spells
Spells are freeform – describe what you want to achieve, and the referee will roll 2d6 or more against your Magic Dice. Roll your dice at the same time. Magic is a fickle mistress, you never know if you can surf the waves of magic – or drown in them. That’s why the referee always rolls against you, instead of determining a target number you have to beat. For any spell, roll as many of your Magic  Dice as you like.
When casting combat spells, roll your Magic Dice against the 2d6 of your opponent, just as in regular combat (but you might roll more than 2d6). If your number is higher, the spell hits and does damage. A rough guide for damage might be the number of Magic Dice you rolled: the opponent loses that many hits. If you want harsher spells, ask your referee. 
Casting other spells follows the same logic. The ref rolls 2d6 (maybe more if it’s really difficult), you decide how many magic dice you roll, then roll them and try to roll higher than the ref. If you roll higher, your spell is successful. If not, it simply fizzles.
Sixes explode: If you roll a Six when casting a spell, that Six explodes: roll that die again and add the new number to your total. If the new number you’re rolling happens to be another 6, keep rolling.
Every 6 you roll opens a rift in the fabric of the world, and Chaos creeps in. This directly affects you, the spellcaster. One 6 might be a minor mishap, 2 mean minor mutations and inabilities, 3 are major consequences, and so on – but the more 6s you roll, the more gory and terrifying it gets. If you ever happen to roll six Sixes for a spell, you’re doomed.

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