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PLAYER TURN
Movement Phase Shooting Modifiers
Normally each unit can act in just one of the sub-phases. Moving and Shooting -1
Start of Phase Standing and Shooting -1
Charge Target Behind Soft/Hard Cover -1/-2
Reactions Target has Skirmishers special rule -1
Hold Target is a lone model with US 2 or less -1
Flee Firing Multiple Shots -1
Stand and Shoot Firing Volley Fire -1
Fire and Flee* Firing at Point-Blank Range (4”) +1
Compulsory Moves
Rally fleeing units** LINE OF SIGHT
Move fleeing units For a model to have line of sight to another, you must be
Remaining Moves able to trace an unblocked line from the front arc of its
Reinforcements base to the base of the target. However, models can see
and be seen behind models or terrain with a lower US.
Magic Phase
Roll for Winds of Magic, then follow the steps below until the
TO HIT CHART
player cannot, or does not wish to cast more spells. TARGET’S WS
Cast 1 2 3 4 5 6 7 8 9 10
Dispel 1 4+ 4+ 5+ 5+ 6+ 6+ 6+ 6+ 6+ 6+
Spell Resolution 2 3+ 4+ 4+ 4+ 5+ 5+ 6+ 6+ 6+ 6+
ATTACKER’S WS
Next Spell 3 2+ 3+ 4+ 4+ 4+ 4+ 5+ 5+ 6+ 6+
Shooting Phase 4 2+ 3+ 3+ 4+ 4+ 4+ 4+ 4+ 5+ 5+
5 2+ 2+ 3+ 3+ 4+ 4+ 4+ 4+ 4+ 4+
Work through each unit that wishes to shoot, one by one,
6 2+ 2+ 3+ 3+ 3+ 4+ 4+ 4+ 4+ 4+
following the steps below.
7 2+ 2+ 2+ 3+ 3+ 3+ 4+ 4+ 4+ 4+
Nominate Unit to Shoot 8 2+ 2+ 2+ 3+ 3+ 3+ 3+ 4+ 4+ 4+
Choose a Target 9 2+ 2+ 2+ 2+ 3+ 3+ 3+ 3+ 4+ 4+
Roll to Hit 10 2+ 2+ 2+ 2+ 3+ 3+ 3+ 3+ 3+ 4+
Roll to Wound
Take Saving Throws TO WOUND CHART
Remove Casualties TARGET’S TOUGHNESS
1 2 3 4 5 6 7 8 9 10
Close Combat Phase
1 4+ 5+ 6+ 6+ 6+ 6+ 6+ 6+ 6+ 6+
ATTACKER’S STRENGTH
MOVEMENT
ARMOR SAVES
No SS M≤6 & SS M7+ & SS Armor Saving Throw Special Rules
Normal Move M M M Light armor +1/6+ -
March Mx2 Mx2 Mx2 Medium armor +2/5+ -
Charge** M + 2D6* M + 2D6 M + 3D6* Heavy armor +3/4+ -
Failed Charge 2D6* 2D6 3D6* Full plate +4/3+ -
Flee 2D6 3D6* 3D6 Barding +1/6+ -1 M
Shield +1/6+* Parry (6+)***
Pursue 2D6 3D6* 3D6 Buckler +1/6+** Parry (6+)***
M = Movement Characteristic, SS = Swiftstride (Special Rule) *No Saving Throw vs ranged attacks to the rear, additional +1 vs
*Drop lowest die roll ranged attacks to the front for Infantry
**Charging models gain +1 Initiative for next combat round **No Saving Throw vs ranged attacks
***Only applies if used with hand weapon and on foot
VANGUARD
After both sides have deployed all their other forces
(including Scouts), but before the roll to see who gets the
first turn is made, units with the Vanguard special rule
can immediately make a move up to 6" (12" in the case of
Cavalry) but are affected by terrain as normal. This
cannot be used to move the Vanguard troops within 12"
of the enemy. A Vanguard move does not count as
moving for the purpose of shooting in the first turn.
If both players' armies contain Vanguard troops, players
should roll off. The players then alternate moving their
Vanguard units one at a time, starting with the player who
won the roll-off.
Units that have made a Vanguard move cannot declare a
charge in the first turn if their army goes first. This also
includes charging in the Magic phase.