Professional Documents
Culture Documents
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.
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.
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
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
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
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