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PLAY

AID
TURN SEQUENCE
Events Phase: Roll Initiative (d10)
Magic Phase:
First Player Cast
Second Player Cast
Counterspells when cast

Movement Phase:

ACTIONS
MOVEMENT ACTIONS

Maneuver (up to SPD)


Charge (May Run, straight line)
Sprint (Run)
Break Off (from contact)
Delay (DISC test)
Hold
Rally (to recover from Panic)
Panic (if fail to Rally)

First Player Activate Models


Second Player Activate Models
Delayed Models Activate

Drop Item
Fall Prone

TEST MODIFIERS

Ranged Attacks simultaneous


First player chooses combat order
Within Each Combat:
Standoff Attacks
Charges
Higher DISC
Simultaneous
Combat Results
Morale Tests
Panic Moves
Pursuit
Repositioning

End Phase: Check Victory, Spells End

Countercharge
Evade
Intercept
Intercept Shot
Reaction Attack
Standoff Ranged Attack
Standoff Melee Attack
Special Action Reaction Attack
Break Off Reaction Attack

FREE ACTIONS

Shooting Phase:
Fighting Phase:

REACTIONS

Charge
Dazed
Stunned
Restrained
Prone
Each Opponent >1
Rear Arc
Shoot and Maneuver
Shoot as Reaction
Shoot into contact
Concealment
Medium Range
Long Range
Large Target

Success = Roll + Modifiers >= Target


Spike = max roll, keep rolling
Crit = Roll >= Target +10
Natural 1 = Tarch, Auto Fail

+1 Damage, Go First
-1 DEF/tests
-2 DEF/tests, -3 SPD
-3 DEF no actions
-2 tests/DEF (+1 rngd DEF > 4)
-1 DEF
shieldless DEF
-1
-1
-4
+1 DEF
-1
-2
+1 to ranged attacks against

Morale Test Causes:


Loss of Friend w/in 6
Lost Combat
Basic Test Target Number = 4

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