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Vanguard

Standard Actions
SUMMARY SHEET Walk (short) – up to the model’s Sp
Game Sequence Shoot (short) – must have a Ranged weapon
1. Set up Stand Up (short) – Knocked-down models
2. Deploy your models must first stand up
3. Determine who takes the first turn Melee (short) – attack an Engaged model
4. Play Rounds:
Cast (variable) – used to cast a spell
a. Roll for Power
Run (long) – up to twice the model’s Sp. May
b. Take alternating Turns
qualify as a Charge action (free Melee action)
c. End Phase
The Run will qualify as a Charge action
5. Determine the winner!
instead if:
Power 1. The moving model had Line of Sight
Roll at the start of the Round. 3 red dice plus to the Engaged enemy model before it moved
those granted by models. One die can be re- AND
rolled per COMMAND model you have in play.
2. It took the most direct route it could
Power to the target, only deviating from a straight
Purchase line to avoid Impassable Terrain or friendly
Cost
models. In addition, the moving model cannot
1 +1 model activation come within 1” of enemy models it is not
1 +1 dice going to Engage unless they themselves would
be within 1” of the moving model’s final
1 Forced Fatigue Action position once Engaged.
1 Clear Fatigue If the move qualifies as a Charge action, the
2 Group Defence charging model gets an immediate free Melee
action against the Engaged target.
2 Group Shoot
Brace (long) – improve Ar by 1
2 Group Assault
Break Away (long) – make an Armour roll (2
(n) Model/Warband Special Ability (n) escaping a LARGE model). Surviving model
may Run away from the model they are
Engaged with.
Engaged
Models in base-to-base contact with a Fatigue
standing enemy model are Engaged by it. During its activation, a model can be given
When a model moves to Engage another an additional short action. This extra action
model, place the front of the moving must be taken after the model’s “normal”
model’s base flush against the target’s actions for the Turn. It is known as a Fatigue
base on the side contact was made, as Action, and the model is then marked as
centrally as possible. both Activated and Fatigued at the end of
its activation. It cannot be a repeat of an
• A model that is Knocked-down action the model already made this Turn (this
cannot Engage an enemy model (but includes any free Melee action as a result of a
can be Engaged by one). Charge).
• A standing model that is Engaged
A Fatigue Action can also be given to a model
by an enemy model can only make
that has already activated by spending. This is
Melee or Break Away actions.
known as “Forced Fatigue”.

Knocked-down A model that is Knocked-down and is lying


Any attacks against a model that is
Knocked-down are considered to be from on the ground must Stand Up before it can
its rear arc. take any other actions.
Vanguard

Melee Attacks
Front Arc Modifiers to hit target
• Qualifying Charge = one bonus die unless
enemy defending obstacle or moved
Rear Arc through obstacle/difficult terrain
• Target is Knocked-down = +1 modifier
Ranged Attacks • Outnumbering = 1 bonus die
Modifiers to Armour roll
Modifiers to hit target
• Attacker’s base wholly in rear arc of
• Clear LOS to target = one bonus die target when moving = attack gains
• Shooter on terrain and Height is 3 or Crushing Strength (1). Remember, if target
more Height levels than target = +1 is Knocked-down, attack is considered to
modifier. be from the rear arc
Modifiers to Armour roll • Defender behind obstacle and attack in its
front arc = Ar improved by 1
• Shooter’s base wholly in rear arc of target
= attack gains Piercing (1). Remember, Target has zero or less wounds?
if target is Knocked-down, attack is • If target is a GRUNT or it is already
considered to be from the rear arc. Knocked-down, it is removed
Target has zero or less wounds? • Otherwise, Nerve test with remaining
wounds as a modifier.
• If target is a GRUNT, it is removed
• Pass = model remains on 1 wound, is
• Otherwise, Nerve test with remaining
Fatigued and Knocked-down.
wounds as a modifier.
• Fail = removed
• Pass = model remains on 1 wound, is
Fatigued and Knocked-down. Follow-up moves
• Fail = removed • If a model kills its enemy and there are
no other enemy models in base-to-base
contact with it, it may make a free follow-
Nerve Tests up move of 3” into its front arc, following
If the rules say a model must make a
the normal movement rules.
Nerve test, roll a single die, applying any
modifiers given. If the result is equal or Retaliate
better than the model’s Nerve stat, the Unless Knocked-down, or both Activated and
test is passed. If it is under the models’ Fatigued, a model that has been attacked in
Nerve stat, the test is failed. a Melee and has survived may now Retaliate.
Turn to face the model to attack and resolve
Warband Morale as normal. Now use the first of the following
A Warband is broken if it has less than to apply:
half the number of starting models
1. If the retaliating model is not already
remaining. Check at the start of each
marked as Fatigued, mark it as such with
Round.
a Fatigued counter.
Once a Warband is broken, each
2. If the retaliating model has not already
unengaged model in the Warband must
been marked as Activated this round mark
make a Fallback Check the first time it
it as such with an Activation counter.
activates in a Round. To make a Fallback
Check, simply make a Nerve test:
• If the test is passed, the Fallback The End Phase
Check is successful and the model
(or group) may be activated as 1. Resolve all effects and abilities that
normal. take place in the End Phase.
If the test is failed, the Fallback Check is 2. Spend any remaining Power to clear
not successful and the model (or group) Fatigue counters from models.
must make a special Fallback! action this 3. Remove all activation counters
Turn towards its own table edge (at twice and any other counters that are no
the model’s Sp). longer required.

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