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quick reference sheet

ROUND TACTICS PHASE ACTIVATIONS


SEQUENCE
whose colour is drawn activates a single fighter.

FIGHTER ACTIONS
A fighter must be in the Ready state to be activated. COMBAT ACTIONS RANGED ATTACK
Each fighter can only be activated once per round. Fighter may make a Ranged Attack if they have
The fighter must now choose to take one of the
following actions:
stat to determine the number of Dice to throw.

ATTACKING
Each unblocked Attack causes the target to
combat. A fighter performs its basic attack is

certain Denarii to launch a ranged attack. A REPLYING TO A RANGED ATTACK


Fighter chooses to use their basic attack or a A fighter may only reply to a ranged attack if he or

OUTNUMBERED: A fighter in contact with FEIGN: A public fighter wounded by a ranged


multiple enemies is outnumbered. A fighter

your fighter and at any angle.


MOVE ACTIONS Fighters from a single gang of the same Origin.
RANGED INTO HAND-TO-HAND
BLOOD COMBAT
hand combat is considered to be Obscured.
CHARGE stat (or from the Denarius used for the Attack).
with Fighters engaged with the original target
hand attack. Use the Fighter’s Fight stat rather Defence value. Each successful roll blocks one as the new targets. Targets of this attack are
than their Flesh for the distance they can move. successful Attack. Each unblocked Attack causes considered to be Obscured.

MOVING THROUGH THE MOB immediate reply attack as a free action.


reply with a ranged weapon.
A GUSHER:
able to reach the other side of that. They can only
two or more unblocked hits they lose their ability LEAVING COMBAT

leave combat by using the following methods:


BLEND ACTION BRAWL COMBAT
BRAWL:
attack dice are rolled. The attacker rolls attack
BIND dice. Successes determine the Agility Rating the
defender will need to overcome on an Agility test. BREAKAWAY: At the beginning of a fighter’s

PASSIVE ACTION
Do nothing. than the Agility Rating of the challenge. The may be attempted once per fighter activation.
Fighter fails if the number of successes rolled is
less than that Agility Rating.
SUCCESSES of successes based on the the number of opponents
WOUNDS AND AGILITY
The agility dice available to the fighter are limited
considered a success. One foe: Agility rating 3
by the fighter’s current Flesh score.
Two foes: Agility rating 4
BRAWL DAMAGE
MOVEMENT RATE A defender who does not pass an Agility Test in a
FAILURE TO BREAK: A fighter who fails to
A fighter’s standard movement is the same as
their current Flesh rating.

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we would game with.
FIGHTER ORIGINS & BACKGROUNDS

attacks made in any reply to their own direct combat actions.

PATRON GODS

If Apollo favours this Fighter

If Jupiter favours this Fighter look at one opposing face down Denarius.

If SATURN favours this Fighter choose a Denarius at random from your opponent’s coin bank and discard it
as though it were used.

PRAYING TO A GOD

their favour to the fighter.

PUBLIC AND DISCRETE DISCREET


A fighter
Fighter may use their attacks without attracting the mob’s attention.

MOB REACTIONS

passes over them.

are considered too tough for the mob to attack.

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