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Warlord Quick Start ©

Rng (R Rannge):: The distance in inches a Model’s • Regroup (Found in Rulebook)


Ranged Attack will reach when using its RAV.
• Loot
DV (D Defensive Value): A Model’s relative
physical defensive ability including armor and Combat Actions
skill at dodging or evading attacks • Cast a Spell
CP (C Casting Power): A Model’s Magical • Close Combat
offensive ability including any innate power
and control over magical forces • Invoke Special Ability
The Data Card MD (M Magic Defense): A Model’s Magical (Found in Rulebook)
(1) Name: Name of the Model defensive ability including any innate powers • Rally (Found in Rulebook)
or resistances
(2) ID: Reaper Miniatures item or catalog • Ranged Combat
number The Game Turn
Resolving Troop Combat Actions
(3) Affiliation: The Model’s Affiliation The Game Turn itself is composed of three
(Good, Neutral, Evil). A Fighting Company When a Troop performs its Action Phase, not
Phases, the Initiative Phase, Action Phase, and every Model will be conducting the same
may not have both Good and Evil. The item
after the slash is the Model’s Army (Reptus, End Phase. The Game Turn is the “meat and Actions as others in the Troop, or possibly
Crusaders, Mercenary, Dark Spawn, etc.) potatoes” of actual play. Models conduct even in the same order. It is important to
(4) Model: The Model’s classification Type: actions, inflict damage, receive damage, and remember that all Models in a Troop
Leader (Warlord, Captain, Sergeant), Soldier take casualties as the controlling players performing the same Combat Actions must
(Grunt, Adept), Solo (Monster, War struggle to successfully complete the game perform their Combat Actions at the same
Machine, Solitaire) Elite (Hero, Cleric, Mage) scenario. time. The order that the Combat Actions are
and whether or not it is Unique. declared or resolved does not matter. The
One Complete Turn Sequence
(5) Troop: Only Leader Models will have controlling player may opt to conduct Ranged
information displayed here. The first two • Initiative Phase Combat before Close Combat, or vice versa.
numbers indicate the minimum and maximum In other words, when you start resolving the
number of total Models in a Troop that is led • Action Phase
Ranged Attacks being conducted by a Troop
by this particular Leader Model. The number • (Initiative and Action Phases are you must declare and resolve all Ranged
following the slash represents the number of Repeated until all Troops have Attacks that will be conducted by that Troop.
Elite Models that may replace Soldiers in the
Troop. Note that “total Models” means that conducted an Action Phase) You cannot declare and resolve an individual
the Leader Model itself is counted as one of Model’s Ranged Attack, follow it up with a
• End Phase
the Troop. different Model’s Close Combat resolution
(6) Base: The type of Base the Model must Initiative Phase and then conduct a Ranged Attack with a
have to be used in play: Standard, Cavalry, different Model when all of these Models are
Rather than go into the full Initiative Phase. in the same Troop. If, after declaration of a
Large, Giant or Super.
For Demo purposes, you and your opponent Combat Action, it is discovered that the
(7) Pts: The number of points the Model costs should each draw one card. High card goes Model is out of Range, the Action is lost.
to field.
first. Then alternate Activating Troops that
#MA: The number(# #) of Melee Attacks a have not been activated yet this turn between Movement
Model may perform when initiating a Close
Combat Action. you. i.e. Troop 1 of Player 1, then Troop 1
of Player 2, then Troop 2 of Player 1, etc. The most basic part of a tabletop miniature
#RA: The number(# #) of Ranged Attacks a game is the moving of Models around on the
Model may perform when initiating a Ranged Action Phase battlefield. Trees, hills, rocky ground, and
Combat Action. water may adversely affect the distance a
It is during the Action Phase that Models
Dmg (D Dammagge): This number is used to Model may cover during a Movement action.
actually move, attack other Models, take
determine the stats and combat effectiveness The amount of distance a Model may travel
of a Model as it takes damage. As a Model damage, and of course, this is where players
varies depending on its Data Card.
takes Damage place a die (usually a six-sided roll their dice. The Action Phase is composed
die) near the Model indicating how many of two conducted Actions that are either Data Card Information
points of damage it has suffered. When combat or non-combat related. However, a A Model may move from zero to a number
conducting Actions using a damaged Model, Model may only perform one Combat Action of inches equal to the current Movement
use the row on the Data Card that in an Action Phase. Of course, a Model may (Mov) value on the Data Card. This distance
corresponds with the damage level indicated always opt to Pass and conduct only one or should be measured from the same point on
by the damage die. Once the Model has taken even no Actions at all.
an amount greater than the Damage Tracks the Model’s base each time.
listed for the Model, the Model is considered A Model’s Action Phase Options Facing
a casualty (either removed from play, or • 2 Non-Combat Actions
marked with Loot tokens depending on the A Model may turn to face any direction while
scenario). • 1 Combat Action and 1 Non-Combat conducting Movement.
Mov (M Move): How many inches of Movement Action Obstructions
the Model has available to conduct a • 1 Non-Combat Action and 1 Combat A Model cannot move through a cluster of
Movement Action. Action other Models or terrain obstruction unless its
Dis (D Discipline): Training, courage, and • Pass base fits through a gap in the cluster or
mental/emotional control obstruction. At no time may a Model’s base
MAV (M Melee Attack Value): A Model’s Actions overlap another Model’s base.
relative melee offensive ability Non-Combat Actions Charge Bonus (Normally +2 inches)
• Movement A Model may gain additional points of
RAV (R Ranged Attack Value): A Model’s • Pick-Up Object / Carry Object Straight-Line Movement (Mov) when
relative Ranged Combat offensive ability (Found in Rulebook) conducting a Movement Action if, and only
if, these additional Movement Points will Close Combat Firing into Close Combat
bring the Model into Base-to-base contact Firing into Close Combat is a risky proposition.
with an enemy Model. If the Charge Bonus Models in Valid Base-to-base contact with the
enemy can perform a Close Combat Action. Attackers and Defenders are in constant
does not allow the Model to come into motion and the shooter can never be certain
contact with an enemy base then the charging Valid Base-to-base contact means the attacking
Model has any flat portion of its base in contact that the target will be in the same place when
Model is moved back to where it was before the arrow or bolt strikes. When friendly
the Charge Bonus was applied. with any portion of an enemy Model’s base.
archers or crossbowmen fire into a Close
“Straight-Line Movement” means that any Resolving Close Combat Combat, it has the potential to seriously
bonus Movement (Mov) gained by the First, Declare all attacking Models that are demoralize the involved allies.
Charge must be in a straight line with no performing Close Combat, and the targets of Any friendly Models in Base-to-base contact
facing changes allowed. Terrain modifiers still their Attacks. Some Models have multiple with the target of the Ranged Attack must
apply. attacks, if so declare what targets are getting succeed in an immediate Discipline Check or
Base-to-base Contact with an Enemy attacked and if the attacker is splitting its attacks suffer a Shaken Token.
Model between multiple targets, which targets are
getting how many attacks. Remember, the attacking Models still require a
Any Base-to-base contact with an enemy clear Line of Sight to their Target even if firing
Model’s base ends a Model’s Movement Then, roll 1d10+MAV (there are normally into a Close Combat.
Action. more bonuses, but for simplicity, we’ll gloss
over those for now and only talk about Resolving Ranged Combat
Loot Support, see below) versus the target Model’s This is going to sound familiar.
DV. Any result equal to or greater than the First, the attacking Model can’t be in base-to-
The only aspects of the Loot action covered DV, is a Hit and inflicts one point of Damage. base contact with an enemy.
here are: Finally, any Model attacked gets a single Then, declare all attacking Models that are
Coup de Grace Defensive Strike (Models with the Warmaster performing Ranged Combat, and the targets
Models with the Tough Special Ability that SA get to take as many Defensive Strikes as of their Attacks. Some Models have multiple
have been stunned, and have not taken their they have #MA). A Defensive Strike is attacks, if so declare what targets are getting
Toughness rolls to recover, may be resolved the same way as an attack. attacked and if the attacker is splitting its
simultaneously Looted and given the Coup de Defensive Strikes and Close Combat attacks are attacks between multiple targets, which targets
Grace by the Looting Model. This represents resolved at the same time, all damage takes are getting how many attacks.
the Looting Model “finishing off” the effect after all Models are done. Once you’ve done that, roll 1d10+RAV
wounded and stunned Model. Coup de Support (there are normally more bonuses, but for
Grace is always a free and automatic addition simplicity, we’ll gloss over those for now. We’ll
done along with the Loot Action. However, Masses of Troops are very useful in Close
Combat. For each additional friendly Model in just touch on the basics of Cover, below)
the controlling Side may declare that it is versus the target Model’s DV. Any result
opting to not do a Coup de Grace for valid Base-to-base contact with the Defender
grants a +1 bonus to the Model conducting equal to or greater than the DV, is a Hit and
whatever reason but still Loot. inflicts one point of Damage.
the Close Combat. This does not, however,
Remove Casualties apply when performing Defensive Strikes. Cover
After a Looting Action, the casualty Token or Models provide Support bonus regardless if Also known as, “Ha ha, you can’t see me.”
fallen Model should be removed from the they themselves are attacking or not.
Cover bonuses apply to Ranged Combat but
table.
Ranged Combat never in Close Combat. A Cover Bonus only
applies when the direction of the Ranged
Casting a Spell Ranged Combat is the ability to damage or Attack crosses over the Terrain piece
To cast a spell, a player declares which destroy enemy targets at a distance with providing the Bonus.
Model(s) will be casting spells, what spells minimal risk to oneself.
To keep this easy, we’ll just cover two
they are casting, and any applicable targets. Ranged Attack Models situations: Light Cover and Fully Obstructed.
All spells are either Attack Spells (versus the A Model may attack using it’s Ranged Attack Fully Obstructed is the easiest. It means the
target Model’s MD) or Non-Attack Spells Value (RAV) if there is a number in the field Terrain prevents the attacker from seeing the
(versus a static number of 10 unless otherwise instead of a “-.” A Model cannot conduct a target at all. No Ranged Attack Possible (no
specified). Ranged Attack if it is in Base-to-base contact Line of Sight). Light Cover means that the
Spell Range with an enemy Model. target is in Line of Sight, but there’s a
The Target, be it a Model or a spot on the Range “something” in the way. In this case, the
ground, must be within the maximum Range attacker suffers a -1 penalty to the die roll.
The Target Model must be within the The rulebook covers more situations including
of the Attacking Model’s spell measured from maximum Range of the Attacking Model
any point on the casting Model’s base to any “Heavy Cover” and Obstructed Lines of
measured from any point on the attacking Sight.
point on the target Model’s base. Model’s base to any point on the defending
How to Resolve Casting an Attack Spell Model’s Base. End Phase
Attacker: Rolls 1d10 and add the spell
casting Model’s Casting Power (CP). If this A Model’s maximum Range will be listed on If neither of the players have been eliminated,
number equals or exceeds the Defender’s its Data Card in this format: return to the Initiative Phase and play a new
Magic Defense (MD) value, the spell is Turn.
Rng: Distance in Inches
successful. As with other Actions, all Attack
spells should be resolved together. For Area Line of Sight for Ranged Attacks
of Effect Spells, roll once versus each Model A Model cannot conduct a Ranged Attack if
in the Area of Effect. the target Model is not within the Attacker’s
Non-Attack Spells: Roll versus a static target Line-of-Sight. Some Models have Special
number of 10. When casting a Spell on a Abilities (such as Scrye Shot) that will allow
friendly Model, you gain a +2 bonus. them to conduct a Ranged Attack that ignores © 2006 Reaper Miniatures Inc.
Line-of-Sight Obstructions. Permission Granted to Photocopy for Personal Use.

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