Playing Warhammer with the Landshut Rules, v2


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.
But first: You need a name! Names inspire and imprint your character’s personality.
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) Create your character with the help of the Warhammer 1e wiki
3) Humans get 5 hits, dwarves get 6 hits, elves and halflings get 4 hits.
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. 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
Warhammer magicians start with (level+1) spell points. Spells are freeform – describe what you want to achieve, and the referee will roll 2d6 against your Magic Dice. Roll your 2d6 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.


The only wizards facing great dangers are Demonologists, Necromancers, and Evil and Chaotic magicians. They gain Insanity Points and Disabilities, or increase the chances of contracting Tomb Rot (necromancers, I’m looking at you).

If you roll successfully, you cast the spell, and it costs you zero spell points. If you fail the roll, you still cast the spell, but it costs you (spell level) spell points.

This is Warhammer, so I’ll allow wizards to sacrifice 1 hit to gain 2 spell points.

A character example:
My name is Konrad Fuchs, from Eschendorf, a village in Stirland.
I roll completely average for all stats.
Over at the WH1 wiki, I’m rolling my character:
I’m a human, 1.7m tall, 50 years old (nice, exactly my real age)
4 Fate Points
I choose to be an Academic. 
I get 3 skills: Super Numerate (a gift for calculation), ambidextrous, lightning reflexes.
My trappings: suit of decent, light-weight clothes, including sandals. A knife is carried, tucked in the belt, alongside a purse of 10 Gold Crowns.
My career: 99! Wizard’s Apprentice!
My career skills: Arcane Language: Magick; Cast Spells: Petty Magic only; Read/Write; Secret Language: Classical, Scroll Lore
I start with: (Level 1+1) spell points: 2
So, in short:

Konrad Fuchs, Wizard’s Apprentice
(from Eschendorf in Stirland) 
1,70m tall, 50 yrs
Trappings: suit of decent, light-weight clothes, sandals. Knife tucked in the belt, 10 Gold Crowns.
Skills: Super Numerate (a gift for calculation), ambidextrous, lightning reflexes, Arcane Language: Magick; Cast Spells: Petty Magic only; Read/Write; Secret Language: Classical, Scroll Lore
4 Fate Points
2 Spell points

I’m a wizard’s apprentice, so I might know, let’s say, 1d6 petty spells: I roll 2d6 and take the higher result: 4. Then, I pick the spells from the list: Butterfingers, Cunning Hand, Flight of Amar and Magic Alarm. Each petty spell costs 1 spell point if I fail the roll.



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