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WARMASTER REVOLUTION SPELLS MARKERS

SHIELD OF COMBAT SHIELD OF COMBAT SKITTERLEAP SKITTERLEAP RAISE DEAD RAISE DEAD BOON OF CHAOS BOON OF CHAOS
4+ 4+ WIZARD MOVES WIZARD MOVES A SKELLETON UNIT A SKELLETON UNIT EVERY STAND +1 EVERY STAND +1
N/A REROLL ANY FAILED N/A REROLL ANY FAILED ANYWHERE ON THE ANYWHERE ON THE APPEARS IN COMBAT APPEARS IN COMBAT ATTACK ATTACK
2+ 2+ 5+ 5+ 4+ 4+
JOINED ARMOUR ROLLS DURING JOINED ARMOUR ROLLS DURING TABLE AND TABLE AND IF OTHER CHARACTERS IF OTHER CHARACTERS
N/A N/A 30 CM 30 CM JOINED JOINED
COMBAT PHASE. COMBAT PHASE. CAST A SECOND SPELL
N/A CAST A SECOND SPELL N/A TOUCH JOIN ALSO +1 ATTACK TOUCH JOIN ALSO +1 ATTACK

EERIE MIST EERIE MIST WARP LIGHTING WARP LIGHTING TOUCH OF DEATH TOUCH OF DEATH ANGER OF THE GODS ANGER OF THE GODS
ATTACK OF 3 SHOTS ATTACK OF 3 SHOTS TARGET UNIT TAKES TARGET UNIT TAKES ALL ENEMIES WITHIN 30 CM ALL ENEMIES WITHIN 30 CM
4+ CANNOT USE INITIATIVE. 4+ CANNOT USE INITIATIVE. WITHOUT ARMOUR SAVE. WITHOUT ARMOUR SAVE. 3 ATTACKS 3 ATTACKS OF THE WIZARD OF THE WIZARD
30 CM & 30 CM & 5+ 5+ 4+ 4+ 4+
-1 COMMAND PENALTY. -1 COMMAND PENALTY. 30 CM 30 CM TOUCH TOUCH HIMSELF
LOS APPLY DRIVE BACK AS LOS APPLY DRIVE BACK AS N/A N/A -1 COMMAND PENALTY IN -1 COMMAND PENALTY IN
RANGE
USUAL USUAL EACH ORDER EACH ORDER

AERIAL SHIELD AERIAL SHIELD DEATH FRENZY DEATH FRENZY DOOM AND DESPAIR DOOM AND DESPAIR RAGE OF CHAOS RAGE OF CHAOS
ENEMIES -1 SHOOTING ENEMIES -1 SHOOTING ROLL 1XD6 AT A TIME PER ROLL 1XD6 AT A TIME PER TARGET UNIT CANNOT TARGET UNIT CANNOT
5+ 5+ ROLL 1XD6 AT A TIME PER ROLL 1XD6 AT A TIME PER
ROLLS TO THIS UNIT. ROLLS TO THIS UNIT. STAND. ADD TOTAL BONUS STAND. ADD TOTAL BONUS CHARGE AND WILL NOT CHARGE AND WILL NOT
30 CM 30 CM STAND. ADD TOTAL BONUS STAND. ADD TOTAL BONUS
5+ TO ATTACKS. 5+ TO ATTACKS. 4+ PURSUE OR ADVANCE IF 4+ PURSUE OR ADVANCE IF 5+ 5+
TO ATTACKS. TO ATTACKS.
IF FORTIFIED STILL HIT ON IF FORTIFIED STILL HIT ON 30 CM IF ROLLS = THE ATTACKS 30 CM IF ROLLS = THE ATTACKS 60 CM ENGAGED. 60 CM ENGAGED. 30 CM 30 CM
IF ROLLS = THE ATTACKS IF ROLLS = THE ATTACKS
6+ 6+ ARE AGAINST ITSELF. ARE AGAINST ITSELF. ARE AGAINST ITSELF. ARE AGAINST ITSELF.

LADY’S FAVOUR LADY’S FAVOUR PLAGUE PLAGUE CURSE OF CHAOS CURSE OF CHAOS
DEATH BOLT DEATH BOLT
5+ AFFECT SINGLE UNIT ­ NO 5+ AFFECT SINGLE UNIT ­ NO
UNIT SUFFERS 6 ATTACKS. UNIT SUFFERS 6 ATTACKS. UNIT SUFFERS 3 SHOOTING UNIT SUFFERS 3 SHOOTING UNIT SUFFERS 3 SHOOTING UNIT SUFFERS 3 SHOOTING
30 CM BRIGADE NOR CHARACTERS 30 CM BRIGADE NOR CHARACTERS
6+ 6+ 5+ ATTACKS. 5+ ATTACKS. 5+ ATTACKS. 5+ ATTACKS.
JOINED. JOINED.
30 CM THE UNIT CANNOT 30 CM THE UNIT CANNOT 30 CM ARMOUR NO EFFECT. 30 CM ARMOUR NO EFFECT. 30 CM ARMOUR NO EFFECT. 30 CM ARMOUR NO EFFECT.
DRIVE BACK. DRIVE BACK. LOS IT CAN BE DRIVEN BACK. LOS IT CAN BE DRIVEN BACK. LOS IT CAN BE DRIVEN BACK. LOS IT CAN BE DRIVEN BACK.
UNIT MOVES. UNIT MOVES.

MORK SAVE UZ! MORK SAVE UZ! FOOT OF GORK FOOT OF GORK GAZE OF SOTEK GAZE OF SOTEK
RUNESMITH
UNIT SUFFERS 6 UNIT SUFFERS 6 TARGET SUFFERS 3 TARGET SUFFERS 3
5+ UNIT GAINS 5+ SAVE 5+ UNIT GAINS 5+ SAVE ATTACKS 6+ ATTACKS 5+ ATTACKS. 5+ ATTACKS.
6+
30 CM 30 CM 50 CM 50 CM 30 CM ARMOUR NO EFFECT. 30 CM ARMOUR NO EFFECT.
LOS LOS NO DRIVE BACK NO DRIVE BACK LOS CAN BE DRIVEN BACK LOS CAN BE DRIVEN BACK
ENEMY WIZARD WITHIN
50 CM FROM RUNESMITH
GERROFF !! GERROFF !! GOTCHA GOTCHA MAZDAMUNDI’S MAZDAMUNDI’S
COUNTER TARGET SPELL
DRAW LINE OF 30CM FROM DRAW LINE OF 30CM FROM TARGET UNIT CANNOT TARGET UNIT CANNOT
ENEMY UNIT DRIVE BACK ENEMY UNIT DRIVE BACK 1D6= 4,5,6
5+ 5+ SHAMAN. SHAMAN. 4+ CHARGE AND WILL NOT 4+ CHARGE AND WILL NOT
5XD6 CM TO ITS EDGE 5XD6 CM TO ITS EDGE 5+ 5+
60 CM 60 CM EVERY UNIT INTERSECTED EVERY UNIT INTERSECTED 60 CM PURSUE OR ADVANCE IF 60 CM PURSUE OR ADVANCE IF
30 CM 30 CM ONLY ONCE PER SPELL. ANY
LOS SUFFERS 3 ATTACKS LOS SUFFERS 3 ATTACKS ENGAGED. ENGAGED.
SPELLS IN A TURN.
NO DRIVE BACK. NO DRIVE BACK.

BRAIN BUSTA BRAIN BUSTA GERROFF!! GERROFF!! WINGS IN THE JUNGLE WINGS IN THE JUNGLE >>> ANVIL <<<
ATTACK OF 3 SHOTS ATTACK OF 3 SHOTS IF ANVIL IS USED
WITHOUT ARMOUR SAVE. WITHOUT ARMOUR SAVE. ENEMY UNIT DRIVE BACK ENEMY UNIT DRIVE BACK THE UNIT AND WIZARD THE UNIT AND WIZARD ADD +1 TO THE ROLL
5+ 5+ 5+ 5XD6 CM TO ITS EDGE 5+ 5XD6 CM TO ITS EDGE 5+ MOVES. 5+ MOVES.
30 CM APPLY DRIVE BACK AS 30 CM APPLY DRIVE BACK AS 60 CM 60 CM N/A OTHER CHARACTES N/A OTHER CHARACTES IF THE RUNESMITH STRIKE
LOS USUAL LOS USUAL JOINED REMAIN AND NO MOVE. JOINED REMAIN AND NO MOVE. THE ANVIL DURING OWN
TURN IN SHOOTING PHASE:
ROLL D6= 4,5,6
WAAGH ! WAAGH ! WAAAGH! WAAAGH! SHIELD OLD ONES SHIELD OLD ONES
ALL DWARFS UNITS
+1 ATTACK PER STAND +1 ATTACK PER STAND WITHIN 20CM OF THE
4+ 4+ 4+ 4+ 5+ THE UNIT ARMOUR +1 LEVEL 5+ THE UNIT ARMOUR +1 LEVEL
+1 ATTACK PER STAND +1 ATTACK PER STAND RUNESMITH ARE
30 CM 30 CM 30 CM 30 CM 30 CM UP TO MAXIMUM OF 4+. 30 CM UP TO MAXIMUM OF 4+. UNAFFECTED BY TERROR
RAISE DEAD RAISE DEAD STORM OF STONE STORM OF STONE TREE SINGING TREE SINGING
CAST ON ONE OF ADDITIONAL CAST ON ONE OF ADDITIONAL
WOODED TERRAIN PIECES YOU ADD. WOODED TERRAIN PIECES YOU ADD.
A SKELLETON UNIT A SKELLETON UNIT EVERY ENEMY UNIT WITHIN EVERY ENEMY UNIT WITHIN MOVE IT UP TO 2D6 IN ANY MOVE IT UP TO 2D6 IN ANY
APPEARS IN COMBAT APPEARS IN COMBAT RANGE TAKES D3 ATTACKS. RANGE TAKES D3 ATTACKS.
5+ 5+ 6+ UNENGAGED NO DRIVE BACK. 6+ UNENGAGED NO DRIVE BACK. 4+ DIRECTION. MOVE WOOD ELF UNITS
ON IT. 4+ DIRECTION. MOVE WOOD ELF UNITS
ON IT.
30 CM 30 CM 30 CM ENGAGED CARRY OVER TO 30 CM ENGAGED CARRY OVER TO 30 CM TERRAIN CANNOT BE MOVED OVER 30 CM TERRAIN CANNOT BE MOVED OVER
RANGE COMBAT. RANGE COMBAT. RANGE ENEMY UNITS OR TERRAIN RANGE ENEMY UNITS OR TERRAIN
FEATURE. FEATURE.

VANHEL’S DANSE VANHEL’S DANSE LIGHT OF BATTLE LIGHT OF BATTLE TWILIGHT HOST TWILIGHT HOST
MACABRE MACABRE EVERY FRIENDLY UNIT EVERY FRIENDLY UNIT
WITHIN RANGE. WITHIN RANGE. UNIT CAUSES TERROR UNIT CAUSES TERROR
5+ AFFECT 1 UNIT ONLY. NOT 5+ AFFECT 1 UNIT ONLY. NOT 5+ EVERY UNIT AND 5+ EVERY UNIT AND 5+ UNTIL WOOD ELF NEXT 5+ UNTIL WOOD ELF NEXT
40 CM ON GHOULS. DO NOT 40 CM ON GHOULS. DO NOT 30 CM CHARACTER GAINS +1 30 CM CHARACTER GAINS +1 30 CM MAGIC PHASE 30 CM MAGIC PHASE
AFFECT CHARACTERS. AFFECT CHARACTERS. RANGE ATTACK. ALLOCATE TO 1 RANGE ATTACK. ALLOCATE TO 1
MOVE THE UNIT. MOVE THE UNIT. STAND. STAND.

HEAVEN’S FIRE HEAVEN’S FIRE CALL OF THE HUNT CALL OF THE HUNT
DEATH BOLT DEATH BOLT CAST UPON FRIENDLY CAST UPON FRIENDLY
UNENGAGED MISSILE INF OR UNENGAGED MISSILE INF OR UNIT MOVE FULL PACE INTO UNIT MOVE FULL PACE INTO
UNIT SUFFERS 3 SHOOTING UNIT SUFFERS 3 SHOOTING CONTACT AS A CHARGE CONTACT AS A CHARGE
CAV WITHIN RANGE. CAV WITHIN RANGE.
5+ ATTACKS. 5+ ATTACKS. 4+ NO ON ARTILLERY. 4+ NO ON ARTILLERY. 5+ MOVEMENT. 5+ MOVEMENT.
30 CM ARMOUR NO EFFECT. 30 CM ARMOUR NO EFFECT. 30 CM 30 CM 30 CM ENEMY MAY NOT SHOOT AT 30 CM ENEMY MAY NOT SHOOT AT
SHOOT TWICE IN A TURN. SHOOT TWICE IN A TURN.
LOS IT CAN BE DRIVEN BACK. LOS IT CAN BE DRIVEN BACK. CHARGERS. CHARGERS.
SECOND SHOT -1 PENALTY SECOND SHOT -1 PENALTY

CURSE OF YEARS CURSE OF YEARS HAIL OF DESTRUCTION HAIL OF DESTRUCTION FURY OF THE FOREST FURY OF THE FOREST
ON ENEMY UNIT. NO ON 3 SHOOTING ATTACKS ON ALL 3 SHOOTING ATTACKS ON ALL
TARGET ONE UNIT THE TARGET ONE UNIT THE ON ENEMY UNIT. NO ON
ENEMY UNITS WITHIN 10CM OF ENEMY UNITS WITHIN 10CM OF
WIZARD IS IN COMBAT. WIZARD IS IN COMBAT. ENGAGED UNIT. ENGAGED UNIT. CHOSEN WOODED TERRAIN. CHOSEN WOODED TERRAIN.
RECEIVE 6 ATTACKS. RECEIVE 6 ATTACKS. 3 SHOOTING ATTACKS (4+ 3 SHOOTING ATTACKS (4+
6+ CARRIED OVER TO THE
6+ CARRIED OVER TO THE
5+ TO HIT). NO ARMOUR SAVE.
5+ TO HIT). NO ARMOUR SAVE.
6+ NO ARMOUR SAVE. UNENGAGED
UNITS DO NOT DRIVE BACK.
6+ NO ARMOUR SAVE. UNENGAGED
UNITS DO NOT DRIVE BACK.
TOUCH TOUCH 30 CM 30 CM 60 CM ENGAGE UNITS CARRY OVER TO 60 CM ENGAGE UNITS CARRY OVER TO
COMBAT COMBAT UNIT CAN BE DRIVEN BACK. UNIT CAN BE DRIVEN BACK.
LOS LOS COMBAT. COMBAT.

BALL OF FLAME BALL OF FLAME SUMMON DAEMONS SUMMON DAEMONS


IMAGINARY LINE 30CM. IMAGINARY LINE 30CM. ON FRIENDLY DAEMON UNIT OF ON FRIENDLY DAEMON UNIT OF
ALL UNITS SUFFER 3 ALL UNITS SUFFER 3 3 STANDS THAT LOST 1 OR 2 3 STANDS THAT LOST 1 OR 2
ATTACKS. ATTACKS. STANDS. STANDS.
5+ 5+ 4+ UNIT REGAIN 1 STAND. IF IN
4+ UNIT REGAIN 1 STAND. IF IN
30 CM ENGAGED NO DRIVE 30 CM ENGAGED NO DRIVE 60 CM 60 CM
COMBAT COUNT AS CHARGING. COMBAT COUNT AS CHARGING.
NO TERRAIN BACK. UNENGAGED CAN NO TERRAIN BACK. UNENGAGED CAN IF IT CANNOT BE POSITIONED IF IT CANNOT BE POSITIONED
BE DRIVEN BACK BE DRIVEN BACK CANNOT CAST THE SPELL. CANNOT CAST THE SPELL.

VOICE OF COMMAND VOICE OF COMMAND DAEMONIC RAGE DAEMONIC RAGE


EVERY FRIENDLY UNIT IN EVERY FRIENDLY UNIT IN
AFFECT 1 FRIENDLY UNIT AFFECT 1 FRIENDLY UNIT RANGE. RANGE.
ONLY. DO NOT AFFECT ONLY. DO NOT AFFECT
5+ CHARACTERS.
5+ CHARACTERS.
5+ LAST DURING COMBAT PHASE.
EVERY UNIT GAINS +1
5+ LAST DURING COMBAT PHASE.
EVERY UNIT GAINS +1
30 CM 30 CM 30 CM ATTACK. ALLOCATE TO ANY
30 CM ATTACK. ALLOCATE TO ANY
ACTION - MOVE THE UNIT. ACTION - MOVE THE UNIT. RANGE RANGE
STAND IN EACH COMBAT STAND IN EACH COMBAT
ROUND. ROUND.

WEIRD ENCHANTMENT WEIRD ENCHANTMENT SORCEROUS BLAST SORCEROUS BLAST


ON ENEMY UNIT. LAST UNTIL END ON ENEMY UNIT. LAST UNTIL END
OF THE OPPOSING PLAYER'S OF THE OPPOSING PLAYER'S CAST ON UNENGAGED ENEMY CAST ON UNENGAGED ENEMY
FOLLOWING TURN. FOLLOWING TURN. UNIT. UNIT.

4+ -MOVES ‘1/2, 4+ -MOVES ‘1/2, 5+ 3 ORDINARY SHOOTING


5+ 3 ORDINARY SHOOTING
30 CM -ENEMIES AS TERRIFYING 30 CM -ENEMIES AS TERRIFYING 30 CM 30 CM
(EXCEPT UNDEAD & DAEMONS) (EXCEPT UNDEAD & DAEMONS) ATTACKS. NO ARMOUR SAVE. ATTACKS. NO ARMOUR SAVE.
LOS -CANCELS TERROR EFFECT
LOS -CANCELS TERROR EFFECT
LOS CAN BE DRIVEN BACK. LOS CAN BE DRIVEN BACK.

TELEPORT TELEPORT FRENZY OF CHAOS FRENZY OF CHAOS


MOVES WIZARD ANYWHERE. MOVES WIZARD ANYWHERE. CAST ON FRIENDLY UNIT ENGAGED CAST ON FRIENDLY UNIT ENGAGED
CAN LEAVE OR JOIN A UNIT. CAN LEAVE OR JOIN A UNIT. IN COMBAT WITHIN RANGE. IN COMBAT WITHIN RANGE.
6+ LAST UNTIL END OF COMBAT 6+ LAST UNTIL END OF COMBAT
2+ THEN CAN CAST A SECOND
2+ THEN CAN CAST A SECOND 30 CM PHASE. 30 CM PHASE.
N/A N/A UNIT RE-ROLL FAILED ATTACKS. UNIT RE-ROLL FAILED ATTACKS.
SPELL (NOT TELEPORT). SPELL (NOT TELEPORT). NO REROLL RE-ROLLS. NO REROLL RE-ROLLS.
WARMASTER REVOLUTION SPELLS CARDS - FRONT
SHIELD OF COMBAT FOOT OF GORK GAZE OF SOTEK BOON OF CHAOS
RAISE DEAD
4+ UNIT SUFFERS 6 TARGET SUFFERS 3 EVERY STAND +1
REROLL ANY FAILED 6+ ATTACKS ATTACKS. ATTACK A SKELLETON UNIT
N/A ARMOUR ROLLS DURING 5+ 4+ IF OTHER CHARACTERS
5+ APPEARS IN COMBAT
JOINED 50 CM ARMOUR NO EFFECT. JOINED 30 CM
COMBAT PHASE. 30 CM
NO DRIVE BACK CAN BE DRIVEN BACK TOUCH JOIN ALSO +1 ATTACK
LOS

EERIE MIST GOTCHA MAZDAMUNDI’S ANGER OF THE GODS VANHEL’S DANSE


DRAW LINE OF 30CM FROM ALL ENEMIES WITHIN 30 CM MACABRE
TARGET UNIT CANNOT
4+ CANNOT USE INITIATIVE. SHAMAN. CHARGE AND WILL NOT OF THE WIZARD AFFECT 1 UNIT ONLY. NOT
30 CM & 5+ EVERY UNIT INTERSECTED 4+ 4+ 5+
PURSUE OR ADVANCE IF 40 CM ON GHOULS. DO NOT
-1 COMMAND PENALTY. 30 CM SUFFERS 6 ATTACKS 60 CM HIMSELF -1 COMMAND PENALTY IN AFFECT CHARACTERS.
ENGAGED. RANGE
LOS NO DRIVE BACK. EACH ORDER ACTION - MOVE THE UNIT.

AERIAL SHIELD GERROFF!! WINGS IN THE JUNGLE RAGE OF CHAOS DEATH BOLT
ENEMIES -1 SHOOTING ROLL 1XD6 AT A TIME PER
5+ ROLLS TO THIS UNIT. ENEMY UNIT DRIVE BACK THE UNIT AND WIZARD STAND. ADD TOTAL BONUS UNIT SUFFERS 3 SHOOTING
5+
30 CM
60 CM
5XD6 CM TO ITS EDGE 5+ MOVES. 5+ TO ATTACKS. 5+ ATTACKS.
IF FORTIFIED STILL HIT ON OTHER CHARACTES 30 CM 30 CM ARMOUR NO EFFECT.
N/A IF ROLLS = THE ATTACKS
6+ JOINED REMAIN AND NO MOVE. ARE AGAINST ITSELF. LOS IT CAN BE DRIVEN BACK.

LADY’S FAVOUR CURSE OF CHAOS CURSE OF YEARS


WAAAGH! SHIELD OLD ONES
TARGET ONE UNIT THE
AFFECT SINGLE UNIT ­ NO
5+ BRIGADE NOR CHARACTERS 4+
UNIT SUFFERS 3 SHOOTING WIZARD IS IN COMBAT.
30 CM
JOINED. +1 ATTACK PER STAND 5+ THE UNIT ARMOUR +1 LEVEL 5+ ATTACKS.
6+
RECEIVE 6 ATTACKS.
30 CM 30 CM ARMOUR NO EFFECT.
UP TO MAXIMUM OF 4+. 30 CM CARRIED OVER TO THE
TOUCH
LOS IT CAN BE DRIVEN BACK. COMBAT
UNIT MOVES.

MORK SAVE UZ! SKITTERLEAP RAISE DEAD BALL OF FLAME


IMAGINARY LINE 30CM.
WIZARD MOVES
RUNESMITH ALL UNITS SUFFER 3
A SKELLETON UNIT
UNIT GAINS 5+ SAVE ANYWHERE ON THE APPEARS IN COMBAT ATTACKS.
5+ 2+ TABLE AND 5+ 5+
30 CM ENGAGED NO DRIVE
30 CM N/A 30 CM
CAST A SECOND SPELL NO TERRAIN BACK. UNENGAGED CAN
LOS N/A
ENEMY WIZARD WITHIN BE DRIVEN BACK
50 CM FROM RUNESMITH
GERROFF !! WARP LIGHTING TOUCH OF DEATH VOICE OF COMMAND
ATTACK OF 3 SHOTS TARGET UNIT TAKES COUNTER TARGET SPELL AFFECT 1 FRIENDLY UNIT
ENEMY UNIT DRIVE BACK WITHOUT ARMOUR SAVE.
4+
3 ATTACKS 1D6= 4,5,6 5+ ONLY. DO NOT AFFECT
5+ 5XD6 CM TO ITS EDGE 5+ CHARACTERS.
60 CM 30 CM TOUCH 30 CM
APPLY DRIVE BACK AS ONLY ONCE PER SPELL. ANY ACTION - MOVE THE UNIT.
LOS USUAL N/A
SPELLS IN A TURN.

BRAIN BUSTA DEATH FRENZY DOOM AND DESPAIR >>> ANVIL <<< WEIRD ENCHANTMENT
ON ENEMY UNIT. LAST UNTIL END
ATTACK OF 3 SHOTS ROLL 1XD6 AT A TIME PER TARGET UNIT CANNOT OF THE OPPOSING PLAYER'S
STAND. ADD TOTAL BONUS CHARGE AND WILL NOT IF ANVIL IS USED
WITHOUT ARMOUR SAVE. FOLLOWING TURN.
5+ TO ATTACKS. 4+ PURSUE OR ADVANCE IF ADD +1 TO THE ROLL
4+ -MOVES ‘1/2,
5+ 30 CM IF ROLLS = THE ATTACKS 60 CM ENGAGED. 30 CM -ENEMIES AS TERRIFYING
30 CM APPLY DRIVE BACK AS IF THE RUNESMITH STRIKE (EXCEPT UNDEAD & DAEMONS)
USUAL ARE AGAINST ITSELF. LOS
LOS THE ANVIL DURING OWN -CANCELS TERROR EFFECT
TURN IN SHOOTING PHASE:
PLAGUE TELEPORT
WAAGH ! DEATH BOLT ROLL D6= 4,5,6
MOVES WIZARD ANYWHERE.
UNIT SUFFERS 6 ATTACKS. UNIT SUFFERS 3 SHOOTING ALL DWARFS UNITS CAN LEAVE OR JOIN A UNIT.
4+ 6+ 5+ ATTACKS. WITHIN 20CM OF THE
30 CM
+1 ATTACK PER STAND
30 CM THE UNIT CANNOT ARMOUR NO EFFECT. RUNESMITH ARE 2+ THEN CAN CAST A SECOND
30 CM N/A
DRIVE BACK. LOS IT CAN BE DRIVEN BACK. UNAFFECTED BY TERROR SPELL (NOT TELEPORT).
WARMASTER REVOLUTION SPELLS CARDS - BACK

REVOLUTION REVOLUTION REVOLUTION REVOLUTION REVOLUTION

SPELLS SPELLS SPELLS SPELLS SPELLS

REVOLUTION REVOLUTION REVOLUTION REVOLUTION REVOLUTION

SPELLS SPELLS SPELLS SPELLS SPELLS


WARMASTER REVOLUTION SPELLS CARDS - FRONT
STORM OF STONE SUMMON DAEMONS TREE SINGING
CAST ON ONE OF ADDITIONAL
ON FRIENDLY DAEMON UNIT OF WOODED TERRAIN PIECES YOU ADD.
EVERY ENEMY UNIT WITHIN 3 STANDS THAT LOST 1 OR 2 MOVE IT UP TO 2D6 IN ANY
RANGE TAKES D3 ATTACKS. STANDS.
6+ UNENGAGED NO DRIVE BACK. 4+ UNIT REGAIN 1 STAND. IF IN 4+ DIRECTION. MOVE WOOD ELF UNITS
60 CM ON IT.
30 CM ENGAGED CARRY OVER TO COMBAT COUNT AS CHARGING. 30 CM TERRAIN CANNOT BE MOVED OVER
RANGE COMBAT. IF IT CANNOT BE POSITIONED RANGE ENEMY UNITS OR TERRAIN
CANNOT CAST THE SPELL. FEATURE.
LIGHT OF BATTLE DAEMONIC RAGE TWILIGHT HOST
EVERY FRIENDLY UNIT EVERY FRIENDLY UNIT IN
WITHIN RANGE. RANGE. UNIT CAUSES TERROR
5+ EVERY UNIT AND
5+ LAST DURING COMBAT PHASE.
5+ UNTIL WOOD ELF NEXT
30 CM CHARACTER GAINS +1 30 CM
EVERY UNIT GAINS +1 MAGIC PHASE
ATTACK. ALLOCATE TO ANY 30 CM
RANGE ATTACK. ALLOCATE TO 1 RANGE STAND IN EACH COMBAT
STAND. ROUND.

HEAVEN’S FIRE SORCEROUS BLAST CALL OF THE HUNT


CAST UPON FRIENDLY
UNENGAGED MISSILE INF OR CAST ON UNENGAGED ENEMY UNIT MOVE FULL PACE INTO
UNIT. CONTACT AS A CHARGE
CAV WITHIN RANGE.
4+ NO ON ARTILLERY. 5+ 5+ MOVEMENT.
3 ORDINARY SHOOTING
30 CM SHOOT TWICE IN A TURN. 30 CM 30 CM ENEMY MAY NOT SHOOT AT
ATTACKS. NO ARMOUR SAVE.
SECOND SHOT -1 PENALTY LOS CAN BE DRIVEN BACK. CHARGERS.

HAIL OF DESTRUCTION FRENZY OF CHAOS FURY OF THE FOREST


ON ENEMY UNIT. NO ON CAST ON FRIENDLY UNIT ENGAGED
3 SHOOTING ATTACKS ON ALL
ENGAGED UNIT. ENEMY UNITS WITHIN 10CM OF
IN COMBAT WITHIN RANGE.
CHOSEN WOODED TERRAIN.
5+
3 SHOOTING ATTACKS (4+ 6+ LAST UNTIL END OF COMBAT
TO HIT). NO ARMOUR SAVE. 30 CM PHASE. 6+ NO ARMOUR SAVE. UNENGAGED
UNITS DO NOT DRIVE BACK.
30 CM UNIT RE-ROLL FAILED ATTACKS. 60 CM
UNIT CAN BE DRIVEN BACK. ENGAGE UNITS CARRY OVER TO
LOS NO REROLL RE-ROLLS.
COMBAT.

REVOLUTION REVOLUTION REVOLUTION

SPELLS SPELLS SPELLS


WARMASTER REVOLUTION MARKERS

ORDERED ORDERED CONFUSED -1 CMD BATTLE -1 CMD BATTLE -1 CMD BATTLE -1 CMD BATTLE
(BLUNDER) (BLUNDER) (BLUNDER) (BLUNDER)
OBJECTIVE
ORDERED ORDERED CONFUSED BATTLE BANNER ORB OF MAJESTY BATTLE BANNER ORB OF MAJESTY

THE BANNER RING OF MAGIC THE BANNER RING OF MAGIC


ORDERED ORDERED CONFUSED OF SHIELDING OF SHIELDING
OBJECTIVE
THE BANNER STAFF OF THE BANNER STAFF OF
ORDERED ORDERED CONFUSED
OF FORTITUDE SPELLBINDING OF FORTITUDE SPELLBINDING

THE BANNER OF SCEPTER OF THE BANNER OF SCEPTER OF


ORDERED ORDERED CONFUSED
STEADFASTNESS SOVEREIGNITY STEADFASTNESS SOVEREIGNITY
OBJECTIVE
ORDERED ORDERED CONFUSED THE BANNER OF SCROLL OF THE BANNER OF SCROLL OF
FORTUNE DISPELLING FORTUNE DISPELLING

ORDERED ORDERED CONFUSED SWORD OF WAND OF POWER SWORD OF WAND OF POWER


DESTRUCTION DESTRUCTION
OBJECTIVE
SWORD OF FATE ROD OF ROD OF
ORDERED ORDERED CONFUSED SWORD OF FATE
REPETITION REPETITION

ORDERED ORDERED CONFUSED SWORD OF SWORD OF


CLEAVING CLEAVING
OBJECTIVE
ORDERED ORDERED CONFUSED SWORD OF SWORD OF
MIGHT MIGHT

ORDERED ORDERED CONFUSED CROWN OF CROWN OF


COMMAND COMMAND

HELM OF HELM OF OBJECTIVE


ORDERED ORDERED CONFUSED
DOMINION DOMINION
WARMASTER REVOLUTION SPELLS CARDS - SUMMARY
WARMASTER REVOLUTION ARTILLERY SUMMARY

STONE THROWER 60CM 1/3

• IGNORE TARGET ARMOUR ­ NO ARMOUR ROLL


• IF THERE IS NO TARGET IN SIGHT IT CAN SHOOT
• CANNOT USE INITIATIVE
• CANNOT MOVE INTO OR OVER TEARRAIN NEAREST TARGET IT CANNOT SEE
• IF SHOOTING BLIND ­ IMPACTS 6+
FEATURES EXCEPT HILLS OR BRIDGES
• CAN BE ORDERED TO CHARGE (OPEN,DEFENDED OR FORTIFIED)
• IF WINS COMBAT. -> NEVER PURSUES
• IF RETREATS -> DESTROYED BOLT THROWER 40CM 1 / 2 PER STAND
• ARTILLERY STANDS IN HIGH GROUND CAN SHOOT
• IGNORE TARGET ARMOUR ­ NO ARMOUR ROLL
OVER THE TOP OF UNITS.
• STRIKES UP TO 2 TOUCHING STAND IN LINE OF
• TOWERS AND RAMPARTS ARE OVER GROUND
FLIGHT (SAME OR DIFFERENT UNIT)
LEVEL.
• 2 ATTACKS +1 FOR ADDITIONAL STAND IF SAME
• OBLIGED TO SHOOT AT CLOSEST ENEMY UNIT IN
UNIT.
ANY CASE
• IF DIFFERENT UNIT, 1 ATTACK ON THAT UNIT.
• UNENGAGED FRIENDLY UNIT TAKING HITS FROM
CANNONS 60CM 1/2+BOUNCE
CANNON ­> DRIVES BACK
• ENGAGED UNIT TAKING HITS ARE CARRIED TO
• IGNORE TARGET ARMOUR ­ NO ARMOUR ROLL COMBAT ROUND ­ NO DRIVEN BACK
• FORTIFIED TARGETS ­ 5+, DEFENDED - 4+
• IF CHARGED CAN SHOOT AT ANY POINT OF THE
• BOUNCE 5 CM ­ TARGET 2 ATTACKS + 1 FOR CHARGE (SHOOTER DECIDES WHERE)
EACH ADDITIONAL STAND FROM THE SAME UNIT
THAT IS BOUNCED THROUGH
• BOUNCE ON DIFFERENT UNIT INFLICTS 1 ATTACK ELVEN BOL THROWER 40CM. 1 / 3 PER STAND
FOR EACH STAND BOUNCED THROUGH.
• IF CHARGED ­ SHOOT “GRAPESHOT” ­ ATTACK 2 • CAN SHOOT AT CHARGING ENEMY AS INFANTRY
WITH NO BOUNCE AND TARGET ROLL FOR TOTAL • ENEMIES TAKES ARMOUR ROLL (DARTS ARE
VALUE ARMOUR
SMALL&LIGHT)
• UNENGAGED FRIENDLY UNIT TAKING HITS FROM
CANNON ­> DRIVES BACK
• ENGAGED UNIT TAKING HITS ARE CARRIED TO
COMBAT ROUND ­ NO DRIVEN BACK
WARMASTER REVOLUTION SIEGE - SUMMARY

SCENARIO SHOOTING BATTERING


• BREAKPOINTS ARE IGNORED
• MEASURED FROM WALL EDGE • THE BATTERING UNIT CHARGES THE TARGET
• END: THE GENERAL IS DEAD OR TURN LIMIT
• WALLS ONLY DAMAGED BY CANNONS AND STONE SECTION (BY INITIATIVE OR ORDER)
• DEFENDER PAY POINTS FIRST: UNITS, FORTIFICATION
THROWING, UNDEAD SKULL CHUKKAS. CANNOT BY • THE DEFENDING UNITS IN THE TARGET SECTION OF
AND SIEGE EQUIPMENT.
STEAM TANK,HELLBLASTER OR GYROCOPTER. ADJACENT MAY SHOOT (MISSILE OR BOILING OIL)
• DEFENDING ROUNDUP MAX LEVEL TO NEXT HIGHEST
• DIRECT SHOOTING TO WALLS (NO TARGETING • IF THE BATTERING UNIT LOSES 1 STAND THE
LEVEL (HIGHER TRAINED TROOPS)
NEAREST RULES). ASSAULT IS FAILED AND RETREATS 1CM / HIT
• ATTACKER THEN SPEND SAME AMOUNT ON TROOPS
• SHOOTING TO TROOPS ON RAMPARTS ­ NORMAL • IF NOT ­ BATTERING UNIT IGNORE DEFENDING
AND EQUIPMENT
SHOOTING APPLIES. NO ACCOUNT ON DAMAGE TO TROOPS AND INFLICT 1 HIT (SHOOTING PHASE) ­ END
• WALL SECTION = 40/50CM WIDE
WALL. SHOOTING PHASE STRUCTURE TEST.
• TOWER = ENTIRE TOWER
• THE BATTERED WALL CANNOT BE SHOOT BUT
MOVEMENT ADJACENT WALLS MAY BE.
• WALL/GATEWAY/TOWER COUNTS AS FORTIFIED (6+) • IF THE WALL OR GATES FAIL THE TEST COLLAPSES.
• WALLS, TOWERS & BUILDINGS BLOCK ALL BUT
BUT HAS NO ARMOUR • THE BATTERING UNIT THEN MAY FALL BACK OR
FLYING
• UNITS ON RAMPARTS/TOWER CAN SHOOT OVERHEAD ADVANCE.
• TROOPS USE GATEWAYS, DOORS, GAPS (INTO AND
FRIENDLY TROOPS ON THE GROUND • TOUCHING UNITS ON RAMPARTS ARE NOT TAKEN IN
OUT OF FORTRESS)
• STRUCTURE TEST= ROLL 1 D6 FOR EVERY STRUCTURE ACCOUNT AS ARE IN DIFFERENT LEVELS
• ONLY ART AND INF IN RAMPARTS
HIT THIS ROUND AND ADD ALL DESTRUCTION DICE • IN THE CASE OF GATEWAYS COLLAPSED CANNOT USE
• CAV, CHARIOTS,MONSTERS,MACHINES AND INF BASE
FROM EARLIER ROUNDS. RESULT > STRUCTURE BOILING OR SIMILAR ATTACKS BUT YES TO
AS CAVALRY CANNOT MOVE ONTO RAMPARTS
RESISTANCE -> DESTROYED FOLLOWING UNITS THAT TRY TO ENTER THE
• VERTICAL DISTANCE IS IGNORED AS FORMATION
• IF NOT DESTROYED ADD 1 DESTRUCTION DICE. (MAX 1 GATEWAY.
CONCERNED
DESTRUCTION DICE PER ROUND) • IF THE STRUCTURE IS NOT DESTROYED BY THE
• MORE THAN ½ BASE ON A SECTION IT CONTROL TO
• ROLL DESTRUCTION DICE AT THE END OFENEMY BATTERING ADD 1 DESTRUCTION DICE AND FALL
THE END OF THE SECTION
SHOOTING PHASE EVEN IF NO HITS THIS ROUND. BACK 10CM WITH THE BATTERING UNIT.
• ENEMY TROOPS MAY EVADE OR ATTACK FROM
• WHEN BREACHED ­ ENTIRE WALL/TOWER
OCCUPIED WALL SECTIONS BY INITIATIVE
COLLAPSES. REPLACE IT WITH RUBBLE. • GIANTS CAN ALSO BATTER A WALL BUT NO OTHER
• UP TO 4 UNITS PLACED ON WALL SECTIONS OR
• STANDS ON THE SECTION ARE DESTROYED. MONSTER.
TOWERS OR MOVED AS BRIGADE. EVEN UNITS IN
COURTYARD THAT TOUCH THE SECTIONS.
• UNITS IN FORTIFIED SECTIONS - ½ MOVEMENT.
• ATTACKING INF STANDS MOVE OVER WALL AND
UNOCCUPIED RAMPARTS WITH LADDERS
• INFANTRY CAN USE SIEGE TOWERS. FROM THERE
ORDERED TO MOVE.
WARMASTER REVOLUTION SIEGE - SUMMARY

BREACHES ASSAULTS
• WHEN BREACH IS CAUSED REPLACED THE SECTION SMALL DOORS:
• IF STAND TO ELIMINATE IN THE MIDDLE OF A UNIT IS • MOVE THROUGH BY INF, CAV AND CHARACTERS • ENEMY ATTACK ON UNITS ON RAMPARTS BUT NOT ON
NOT POSSIBLE (REMOVING CASUALTIES RULES) • CANNOT MONSTERS, ARTILLERY,MACHINES AND ENEMY TOWERS
THEN COUNT THE NUMBER OF WOUNDS AND PROCEED CHARIOTS • INF CAN ATTACK A RAMPART FROM SIEGE TOWER.
AS IF THE UNIT HAS TAKEN THAT WOUNDS BY • 3 TROOP STANDS AND ANY NUMBER OF CHARACTERS • ONLY INFANTRY CAN ASSAULT.
SHOOTING. REDUCE BY FORTIFIED (-2). THEN PER COMMAND PHASE. NO REDUCTION OF MOVEMENT. • ASSAULT BY CHARGING THE BASE OF THE WALL
REMOVE THE STANDS NORMALLY. • ENEMY CANNOT MOVE THROUGH SMALL DOORS. • THE 2 SIDES FIGHT A ROUND OF COMBAT AS IF THEY
• THE UNIT DRIVE BACK DIRECTLY AWAY FROM THE • INTACT GATEWAYS AND DOORS BLOCK LOS FOR WERE TOUCHING
WALL, NO MATTER THE DIRECTION OF THE SHOOT. ATTACKERS. • THE NEAREST UNIT ON ADJACENT WALLS SECTIONS
• UNITS ATTACKING IN A BREACH ARE NOT IN • AN ATTACKING UNIT CANNOT MOVE THROUGH AND MAY MAKE STAND&SHOOT ATTACKS AND COUNT AS
COMBAT WITH ADJACENT UNITS ON A WALL. CHARGE IN THE SAME MOVEMENT. BEING CROSS CONTACT WITH THE ATTACKERS IN THE
• THE REVERSE ALSO. ONLY SAME LEVEL. • DEFEDING UNITS BEHIND DOORS CAN MOVE AND COMBAT
CHARGE. • UNITS IN TOWERS MAY SUPPORT ASSAULTED ADJACENT
WALLS WITH STAND AND SHOOT. CHOOSE THE SIDE TO
GATEWAYS AND BREACHES SUPPORT NOT BOTH.
BREACH IN A WALL OR TOWER:
• WALLS CAN HAVE: LARGE GATEWAYS OR SMALLER • IF THE UNIT IN THE TOWER IS ASSAULTED AFTERWARDS
• CAN BE MOVED BY INFANTRY, CAVALRY AND
DOORS (SALLY PORTS OR POSTERN GATES) IT MAY STAND&SHOOT AS NORMAL AGAIN.
MONSTERS
GATEWAYS: • DURING AN ASSAULT NOT COUNT FOR SUPPORTING
• ANY UNIT TRYING TO CROSS A BREACH MUST TOP
• FRIENDLY UNITS CAN MOVE THROUGH WITHOUT STANDS FROM EITHER SIDE
THERE TO FIGHT OR WAIT ANOTHER ORDER TO MOVE. • MISSILE TROOPS CAN SHOOT AT ASSAULTING TROOPS.
PENALTY. • MACHINES, ARTILLERY AND CHARIOTS CANNOT MOVE
• ENEMIES MUST SMASHED. CANNOT MOVE THROUGH HITS ARE CARRIED TO THE ASSAULT.
OVER THE DEBRIS • IF ATTACKER WINS -> DEFENDERS RETREAT DOWN THE
INTACT GATEWAY. • THE WRECKAGE COUNTS AS COVER FOR DEFENDERS RAMPARTS AND AWAY THE ENEMY. HORIZONTAL MOVE
• IF DEFENDING UNIT IS IN THE MIDDLE OF A GATEWAY IN THE SAME WAY AS LOW WALL OR BARRICADE ONLY. ARTILLERY STANDS ARE DESTROYED
COUNTS AS OPEN. IF LOSES COMBAT ENEMY CAN • A BREACH CAN THEREFORE BE DEFENDED BY AUTOMATICALLY IF FORCED TO RETREAT.
MOVE IN. TROOPS ON THE OTHER SIDE ONCE THE WALL OR • VICTORIOUS MOVES UNITS ONTO THE EMPTY RAMPART.
• WHEN A GATEWAY IS DESTROYED REMOVE THE TOWER IS KNOCKED DOWN. IF DOES NOT FIT SOME STANDS MUST BE LEFT IN THE
WHOLE SECTION. UNITS ON THAT SECTION ARE NOT BASE OF THE WALL.
DESTROYED AN PLACED BEHIND THE GATE. • NO PURSUIT COMBAT DURING ASSAULT.
GATEWAYS ON TOWERS: • IF DRAW- CARRIES IN THE NEXT COMBAT PHASE. NO
• THE ATTACKER CHOSES THE WALL OR THE FALL BACK.
GATEWAY TO ATTACK. • IF DEFENDERS WIN ­ ASSAULTERS RETREAT AS USUAL.
• IF DESTROYED THE GATEWAY. UNITS IN TOWER CAN NO PURSUE OVER RAMPARTS.
SHOOTING/ROCK/BOIL
WARMASTER REVOLUTION SIEGE - SUMMARY

COUNTER ATTACK ON RAMPARTS TOWERS FLYERS ATTACKING FORTIFICATIONS


• STANDS HOLDING RAMPARTS OF WALLS AGAINST • CAN ONLY BE ASSAULTED FROM THE COURTYARD OR • FLYERS MAY ATTACK FORTIFIED TARGETS AS
ATTACKS FROM THE INNER SIDE OF FORTRESS DO ADJACENT RAMPARTS. INFRANTRY.
NOT COUNT AS FORTIFIED BUT BECAUSE OF • SO TOWERS HAVE ENTRANCE FROM COURTYARD AND • HITTING ON 6+ WITH NO CHARGE BONUS.
DIFFERENCE IN HEIGHT THEY COUNT AS DEFENDED RAMPARTS. • NEVER PURSUE.MUST STAND THEIR GROUND OR FALL
• CHARGING FROM ADJACENT SECTION OF THE • FREE STANDING LONE TOWERS ONLY HAVE ONE BACK.
RAMPART GESTS +1 ATTACK BONUS (AS IN THE FACING THAT CAN BE ATTACKED. MUST BE • NEVER OCCUPY FORTIFICATIONS
OPEN). DECLARED BY THE DEFENDER BEFORE THE BATTLE. • DEFENDERS STILL HAVE TO RETREAT
• BUT ONLY 1 STAND COMES TO COMBAT. • THIS FACING IS ASSUMED TO HAVE THE DOOR. • FLYERS CAN ATTACK UNITS ON TOWERS
• NO SUPPORT NEITHER SIDE. • DEFENDERS WILL NO RETREAT AND MAY STAND&SHOOT
• STANS FIGHTHING DO NOT COUNT ATTACK • MISSILE UNITS IN TOWERS COUNTS AS 360º FIRE ARC AT ATTACKING FLYERS
DEDUCTIONS FOR SIDE TO SIDE. • WALLS, RAMPARTS AND TOWERS ARE DIFFICULT
• TARGET THE CLOSEST TARGET.
• IF A UNIT DEFEDING AND OBLIGED TO RETREAT -> TERRAIN FOR FLYING CREATURES SO IF THEY ARE
• DISTANCE MEASURED FROM THE EDGES OF TOWER
DESTROYED (NOWHERE TO GO) ATTACKED AND LOSE A ROUND OF COMBAT OR THEY
• ALL MISSILE UNITS IN TOWER MAY STAND&SHOOT TO
• VICTOROUS ATTACKERS AUTOMATICALLY MOVE UP ARE PUSHED BACK THEY ARE DESTROYED
ATTACKING UNITS THE TOWER PROVIDED THEY ARE
ONTO CAPTURE RAMPARTS BUT CANNOT PURSUE • IF FLYERS TRY TO ASSAULT FORTIFICATIONS BOILING
NOT IN COMBAT. OIL ATTACKS CANNOT BE USED ON THEM.
• IF DRAW THE COMBAT IS UNRESOLVED UNTIL NEXT • WHEN ASSAULTING A TOWER ONLY ONE STAND MAY
COMBAT PHASE. ATTACK EACH FACING OF THE TOWER. THESE MUST CHARACTER MOVEMENT
• DEFEATED UNTIS THAT WERE COUNTERATTACKING BE FROM DIFFERENT UNITS.
FROM A TOWER CAN RETREAT BACK TO THE TOWER • ALLOWED TO BE PLACED ON UNOCCUPIED FORTRESS
• DEFENDER DEFEND WITH 1 STAND PER SIDE.
ASSUMING THERE IS STILL ROOM. SECTIONS OR ON OCCUPIED BY HIS UNITS
• DEFENDING STANDS NEVER COUNT AS FLANKED.
• IF TOUCHED BY AN ENEMY UNIT IT HAS TO JOIN A
• SUFFERING THE FIRST CHARGE THE DEFENDING
GIANTS FRIENDLY UNIT WITHIN 30CM
STAND COUNT AS FORTIFIED. • THE BUILDINGS OR HEIGHT OF WALLS DO NOT RESTRICT
• IF THE ATTACKER WINS ENTERS THE TOWER. STILL 1 THE MOVEMENT (IF IT IS FLYING MOUNT OR NOT)
• GIANTS CAN ATTACK TROOPS ON RAMPARTS
STAND COMBAT BUT THE ATTACKER GETS THE
• THEY CANNOT CLIMB WALLS OR TOWERS
PURSUIT BONUS. THE DEFENDER STILL COUNTS AS MAGIC
• CANNOT PURSUE OVER A RAMPART DEFENDED.
• GIANTS CAN BATTER. ONLY IF THERE IS NO ENEMY • NOT POSSIBLE TO USE MAGIC THAT CROSSES WALLS OR
• DEFENDERS CAN NEVER DRIVEN OUT OF THE TOWER.
UNIT ON THE RAMPART. YOU HAVE TO WIPE ALL THE UNITS OUT BEFORE RAMPARTS
• GIANT BATTER -> 1 AUTOMATIC HIT OCCUPY IT. • POSSIBLE TO USE MAGIC ON UNITS ASSAULTING A WALL
OR IN COMBAT
• IF MORE THAN ONE UNIT HOLDING THE TOWER.
DEFENDER TAKES THE UNIT THAT COMBAT.
• IF ATTACKER LOSES A ROUND IS PLACED OUTSIDE
THE TOWER.
WARMASTER REVOLUTION SIEGE - SUMMARY

SIEGE MACHINES BATTERING RAMS


• DESTROYED OR LOST SIEGE MACHINES INMEDIATELY • AS SOON IT REACHES THE WALL THE INFANTRY CAN • CAN BE INCORPORATED IN SIEGE TOWERS
GIVE THE OPPONENT THE VICTORY POINTS NO ASSAULT THE DEFENDERS OR IF THERA ARE NO IT • MUST BE ASSIGNED TO A UNIT OF INFANTRY.
MATTER IF THE UNIT CARRYING THEM IS DESTROYED CAN OCCUPY THE WALL • ARRANGED THE UNIT BEHIND IN COLUMN
OR NOT • A SIEGE TOWER IS NOT TALL ENOUGH TO REACH A • ENEMY SHOTS VS THE UNIT ARE IMPACTING THE
• SIEGE MACHINES LIKE SIEGE TOWERS, BATTERING TOWER. SO NO ASSAULT TO TOWERS. BATTERING RAM AS THE UNIT IS INSIDE.
RAMS OR SOWS MAY USE INITIATIVE TO ATTACK • CANNOT BE DRIVEN BACK.
THE NEAREST WALL (TOWERS MAY BE IGNORED) • TROOPS MAKING ASSAULT FROM SIEGE TOWERS • SHOULD BATTERING RAM DESTROYED THE UNIT WILL
• MUST BE ASSIGNED TO AN INFANTRY UNIT CANCEL THE FORTIFIED BONUS. BOTH SIDES COUNTS ABANDON IT AND CONTINUE FIGHTING NORMALLY
• THE UNIT IS INSIDE - ARRANGED THE UNIT IN COLUMN AS BEING IN THE OPEN (4+ TO HIT) AND THE • BATTERING RAM HAS NO COMBAT VALUE. IF ATTACKED
BEHIND. ASSAULTING STAND GETS +1 FOR CHARGING. THE UNIT IS FORCED TO RETREAT THE RAM IS
• MOVEMENT IS 15CM DESTROYED.
• COMMAND ROLLS -1 FROM SECOND ORDER ONWARDS • UNITS WITH BATTERING RAM PURSUE OR ADVANCE IN
• THE ASSAULTING UNIT FIGHTS WITH ONLY 1 STAND
• A UNIT IN SIEGE TOWER CANNOT MAKE WAY. COMBAT LEAVE THEIR MACHINE (ABANDONED =
WHILE DEFENDERS WILL DEFEND WITH ALL STANDS
• WHEN ALL UNIT IS KILLED THE TOWER IS DESTROYED).
THAT WOULD TOUCH IT.
CONSIDERED ABANDONED AND DESTROYED • THE BATTERING RAM MOVES 15CM
• ONCE A SIEGE TOWER HAS REACHED THE WALLS • CANNOT MAKE WAY TO OTHER UNITS
AND IS NOT DESTROYED UP TO 3 STANDS CAN MOVE • IF ALL UNITS ARE KILLED THE RAM IS ABANDONED
• SHOOTING AT TOWERS IS LIKE SHOOTING WALLS UP ONTO THE WALLS IN NEXT TURNS • WHEN REACHING THE WALL THE BATTERING STARTS.
• SHOOTING ENEMY UNITS CAN CHOOSE WHAT TOWER • IF A UNIT ASSAULTING VIA SIEGE TOWER LOSES THE
TO TARGET. IF THEY DECIDE TO SHOOT ON ENEMY COMBAT AND RETREATS 4CM OR LESS IT STILL
UNITS IT MUST BE THE CLOSEST THOUGH COUNTS IN THE TOWER SOWS
• ALL ENEMY SHOTS AGAINST THE UNIT INSIDE ARE • IF RETREATS MORE THAN 4CM AND THE ENEMY
ASSUMED TO HIT THE TOWER BECAUSE TROOPS ARE • IT IS A BIG SHED TO COVER FROM MISSILE FIRE
OCCUPIES THE WALL SECTION IT IS AUTOMATICALLY
ACTUALLY INSIDE • SAME RULES AS BATTER EXCEPT IT CANNOT BATTER
DESTROYED. (THEY PUSH IT OVER!)
• SIEGE TOWER AND UNIT INSIDE CANNOT DRIVE BACK • HAVE NO COMBAT VALUE
BY MISSILE FIRE. • IF UNIT RETREATS SOW IS DESTROYED
• IF THE UNIT PUSHING THE SIEGE TOWER CONSISTS OF
• SHOULD A SIEGE TOWER DESTROYED BY SHOOTING • UNITS WITH SOW MAY PURSUE OR ADVANCE (SOW
MISILE TROOPS ALL STANDS CAN SHOOT AS IF THEY
THEN INFANTRY INSIDE ABANDONS THE TOWER LEAVE BEHIND AND DESTROYED)
WERE ON TOP OF THE TOWER. TARGET ON RAMPARTS
COUNT AS BEING DEFENDED RATHER THAN
• SIEGE TOWER DO NOT HAVE CLOSE COMBAT FORTIFIED. TARGET IN HIGHER TOWERS STILL COUNT
• IF ATTACKED THE TOWER IS IGNORED. IF RETREAT AS FORTIFIED.
THE TOWER IS DESTROYED.
• UNITS IN SIEGE TOWER MAY PURSUE OR ADVANCE
LEAVING THE SIEGE TOWER. SO IF ABANDONED IS
DESTROYED.
WARMASTER REVOLUTION SIEGE - SUMMARY

MANTLETS BOMBARD
• BOIL OIL & ROCK DROPPERS ATACK TABLE:
• MOBILE SHIELDS TO OFFER PROTECTION TROOPS • MAY NOT BE MOVED ONCE DEPLOYED
• UNITS OF INFANTRY CAN HAVE MANTLETS • DEPLOYED BEFORE ANY UNIT
• SHOOTING STRAIGHT AHEAD (CORRIDOR 2CM WIDE)
• IF CHARGED MUST ABANDON THE MANTLET • FOR TARGETS OUTSIDE CORRIDER MUST BE ORDERED TO
• IF UNIT SUFFERS CASUALTIES ABANDON ANY TURN, IF THE ORDER FAILS DOES NOT FIRE IN THE TURN.
UNNECESARY MANTLETS • HITS BY BOMBARD DO NOT SAVE
• IF RETREATING OR PURSUING IN COMBAT ABANDON • RANGE 90CM
THE MANTLETS • FORTIFIED TARGETS COUNT AS DEFENDED (5+) AND
• IF DRIVEN BACK IT WILL TAKE WITH THEM THE DEFENDED AS OPEN (4+)
MANTLETS • SHOOT LIKE CANNONS WITHOUT BOUNCING WHEN
• IF DRIVEN BACK MORE THAN HALF (10CM) SHOOTING WALLS OR TOWERS
ABANDONS THE MANTLET • CANNOT SHOOT CHARGING ENEMIES
• UNITS WITH MANTLET COUNT AS DEFENDED AND • MAY NOT BE USED BY ELVES OR BRETONNIANS
THEY DEDUCT 1 DICE FROM DRIVE BACK DISTANCE TRIBOCK
• IT CAN BE ABANDONED ANY TIME IN COMMAND
PHASE • 40CM FRONT BASE
• MAY NOT BE MOVED ONCE DEPLOYED
• DEPLOYED BEFORE ANY UNIT
BOILING OIL & ROCK DROPPERS MANGONEL
• SHOOTING STRAIGHT AHEAD (CORRIDOR 4CM WIDE)
• A WALL SECTION MAY BE PROVISIONED WITH • FOR TARGETS OUTSIDE CORRIDER MUST BE ORDERED TO
• FOR SIEGE USE ONLY
BOILING OIL/ROCK DROPPERS TURN, IF THE ORDER FAILS DOES NOT FIRE IN THE TURN.
• MAY NOT BE MOVED ONCE DEPLOYED
• MAY BE USED BY ANY TROOP MANNING THE SECTION • HITS BY TRIBOCK DO NOT SAVE
• DEPLOYED BEFORE ANY UNIT
• IF ASSAULTED THAT SECTION MAY BE USED • RANGE 120CM BUT MINIMUM OF 20CM
• SHOOTING STRAIGHT AHEAD (CORRIDOR 2CM WIDE)
AGAINST ASSAULTING (THIS OR ADJACENT) • MAY NOT SHOOT AT CHARGING ENEMIES
• FOR TARGETS OUTSIDE CORRIDER MUST BE ORDERED TO
• VS UNIT ASSAULTING FROM SIEGE TOWER OR SOWS ­ TURN, IF THE ORDER FAILS DOES NOT FIRE IN THE TURN.
ARMOUR SAVE 3+ INSTEAD THEIR OWN ARMOUR • HITS BY BOMBARD DO NOT SAVE
• NOTE A UNIT MAY USE ONLY 1 STAND AND SHOOT • RANGE 20-90CM
ATTACK. SO EQUIPPED WITH BOWS DECIDE WHAT IT • CANNOT SHOOT CHARGING ENEMIES
IS SHOOT.
• BOILING OIL/ROCK DROPPERS ATTACKS ARE
WORKED BEFORE NORMAL COMBAT.ANY HITS ARE
CARRIED OVER.
WARMASTER REVOLUTION SIEGE - SUMMARY

EARTHWORKS
• EACH SECTION PURCHASED COVERS 40MM
• DEPLOYED BEFORE ARMIES ARE DEPLOYED
• FIRST DEFENDERS THEN ATTACKERS
• COUNTS AS LINEAR FEATURE
• CONFERS FORTIFIED VS MISSILE FIRE AND DEFENDED
VS COMBAT ATTACKS
• TO REMOVE A UNIT OF INFANTRY (ONLY) MUST BE
ADJACENT AT THE BEGINNING OF COMBAT.
• DECLARE WHICH STAND ATTACK EACH SECTION.
• ANY 6’S DETROY THE SECTION

LOG RAMS
• ARE BATTERING RAMS WITHOUT PROTECTION
• MAY BE ABANDONED AT ANY POINT
• WHEN EQUIPPED THE UNIT MAY NOT CROSS ANY
TERRAIN CLASSED AS DIFFICULT (FOREST OR
EARTHWORKS)
• IF DRIVEN BACK BY ENEMY SHOOTING OR MAGIC
AND ENTERS DIFFICULT TERRAIN THE UNIT LOSES
THE LOG RAM AND MOVES ON
• WHEN CONTACT THE FORTRESS WALL IT COMMENCES
BATTERING
• WHEN ATTACKED BY SHOOTING OR STAND&SHOOT
AND ONE STAND IS REMOVED THE BATTERING FAILS.
• FOR EVERY WOUND THE UNIT RETREATS 1CM

LADDERS

• INFRANTRY UNIT MIGHT GET LADDERS ONLY


• EACH STAND HAS 1 LADDER WHEN EQUIPPED
• THE 5 POINTS COST IS TO EQUIP ALL STANDS IN A UNIT
• INFANTRY UNIT BASED AS CAVALRY CANNOT CLIMB
LADDERS.

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