Source: Warhammer Fantasy: 6th Edition

Damage Charts
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You will notice that most of the results on these charts will cause modifiers to further dice rolls. These can be marked in some way, such as by placing a piece of cotton wool or loose rubble by the affected section to represent the damage. Note that any modifiers on the tables below are cumulative! This is the only way to destroy a castle, by building up the damage gradually until the walls collapse, towers topple and the gates are broken.

Wall Damage Chart

Damage

Effect

2-12

No effect.

13-14

Shaken. Add +1 to any further rolls on this chart.

15-16

Severely Shaken. Troops on this section of the wall cannot shoot during their next turn on a D6 roll of 4+. Roll separately for each unit. Add +1 to any further rolls.

17-18

Rampart Destroyed. Any unit on this section of the wall suffers D6 S4 hits. Any troops which are on this section of the wall are no longer in hard cover. Add +1 to any further rolls. If you roll this result again there is no further effect apart from the cumulative +1 modifier.

19

Breach! The attack rips a massive hole in the wall. Add +1 to any further rolls that are made on this chart. If you roll this result again there is no further effect apart from the cumulative +1 modifier.

20+

Collapse! Wall collapses. Any troops on the wall take a single S5 hit. All troops that are within 4" take 1 S3 hit. The rubble counts as a defended obstacle and hard cover.

Tower Damage Chart

Damage

Effect

2-12

No effect.

13-14

Shaken. Add +1 to any further rolls on this chart.

15-16

Severely shaken. Any troops in the tower may not shoot on a D6 roll of 4+ during their next turn. Roll separately for each unit. Add +1 to any further rolls

17-18

Rampart Destroyed. Any models on the top of the tower suffer D6 S4 hits. Any troops at the top of the tower are no longer in hard cover. Add +1 to any further rolls. If you roll this result again there is no further effect apart from the cumulative +1 modifier.

19

Partial Collapse. Any troops in the tower must roll under their Initiative or suffer a S5 hit. Add + 1 to any further rolls. If you roll this result again there is no further effect apart from cumulative +1 modifier.

20+

Collapse! Roll a D6:
1-3: The tower partially collapses as above. In addition all troops within 4" of the tower suffer 1 S3 hit.
4-6: The entire tower collapses! All troops inside suffer 1 S5 hit. All models within 4" suffer 1 S3 hit. The ruined tower counts as hard cover and a defended obstacle.

Gate Damage Chart

If the gates are made of metal, apply a -1 modifier to any results.

Damage

Effect

2-10

No effect. The gate survives the attack and does not budge.

11-12

Crack! The gate splinters. Add +1 to further rolls on this chart.

13-14

Crunch! The gate groans under the pressure. Add +2 to any further rolls that are made on this chart.

15

Gate Broken. The way to the fortress is free. However, some pieces of the gate remain, so troops can only move through at half speed. You can attack the gate again in the next Close Combat phase to destroy it completely, in which case add +3 to the dice roll, along with any other bonuses accumulated.

16+

Crush! The gate is utterly destroyed. The way to the fortress is now open!

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