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ORDERS AND MISFIRE

Orders Misfire 1 or 2 - Oh oh...


Before the start of each round, After picking the target of an ar- Randomly pick another target unit
players roll off. The winning player tillery unit’s shooting attack but within 6’’ of the initial target and
then gives an Engage or Wait order before resolving it, roll 2D6. If you within range and line of sight of the
to each of their units which aren’t roll a double 1 or double 6, then the artillery unit. This can be a friendly
fleeing. The player picks each order artillery unit suffers a misfire; roll a unit. Shoot at that unit instead of
for each unit in secret then places D6 on the table below and resolve the the initial target. If there are no such
either an ‘Engage; X’ token (X being effect of the result you obtain aswell units, then the artillery unit does not
the action the player picked between as the effects of every previous result shoot.
Hold, Advance, Rush or Charge) on the table, doing so in increasing
or a ‘Wait’ token face down next to order (for example, if you roll a 5, 3 or 4 - Jammed
the unit. The other player then goes you would resolve the effects of ‘Oh
The artillery unit becomes jammed
through the exact same sequence for oh...’, then ‘Jammed’ and finally
(place a ‘Jammed’ token next to it).
their own army. Finally, both players ‘Damaged’). After these effects are
An artillery unit which is jammed
reveal their orders simultaneously by resolved the artillery unit’s activation
can’t shoot or move. At the start of
flipping their order tokens face up. immediately ends.
each of its activations, roll a D6. On
a 4+ it ceases to be jammed and may
Engage • 1 or 2 - Oh oh... act as normal (remove the ‘Jammed’
A unit with an engage order must • 3 or 4 - Jammed token).
activate before every unit (friend or • 5 - Damaged
foe) with a wait order. Such a unit 5 - Damaged
• 6 - Catastrophic Damage
cannot take any other action than
The artillery unit suffers 1 wound.
the one it is ordered to take during
this activation, and must take that
action. If it cannot take the action it 6 - Catastrophic Damage
is ordered to take, then it must Hold, When resolving the effects of ‘Da-
but cannot shoot. maged’, the artillery unit suffers D3
wounds instead of 1.

Wait
A unit with a wait order may only be
activated after all units (friend or foe)
with an engage order have been ac-
tivated first, but can take any action
when it does activate.

Fleeing Units and Orders


Units which are fleeing cannot be gi-
ven any orders. When the time comes
to activate one of your units, if you
have any fleeing units which haven’t
been activated yet this round, then
roll a D6. On a roll of 1, you must ac-
tivate one of your fleeing units. Pick
which fleeing unit randomly.

1
MISCAST
Miscast 1 - Power Drain
6 - AAAAAARRGHH !!!
When you roll a natural 1 or natural Discard D3 spell tokens the caster
• The caster is removed
6 when casting, immediately roll ano- had accumulated.
from play and replaced by a
ther D6. If you roll a double (another
Warped Abomination model
result of 1 or 6 respectively) then
2 - Amnesia with D6-1 wounds already
the spell has been miscast. If a caster
The caster won’t be able to attempt allocated to it.
suffers a miscast, after the effects of
to cast this spell for the remainder of
the spell have been resolved, roll a
the battle. • Players roll off and the
D6 on the table below and resolve the
effects of the result you obtain, then winner immediately activates
the caster’s activation immediately 3 - Magical Feedback and controls it.
ends. The caster and every other caster
within 3D6’’ of it immediately suffer • It will always attempt to
1 wound. rush towards or charge at
• 1 - Power Drain and fight the closest unit in
• 2 - Amnesia line of sight and will always
• 3 - Magical Feedback 4 - Detonation fight back in melee.
• 4 - Detonation The caster suffers D3 wounds. If the
caster is removed from play because • In each round, as long as
• 5 - Calamitous Detonation
of this, every unit within 2D3’’ suf- the Warped Abomination
• 6 - AAAAAAAAARRGHH !!!
fers D3 AP1 hits (roll seperately for hasn’t been activated yet,
each unit). each time a player’s turn to
activate a unit comes, that
Warped Abomination 5 - Calamitous Detonation player rolls a D6, and on a
• Qua 4+ Def 4+ The caster suffers D6 wounds. If the roll of 1 they must immedia-
caster is removed from play because tely activate it and control it
• Fear (1), Strider, Tough (6)
of this, every unit within 2D3+2’’ for this round.
• Mutated Limbs (A6, AP(1))
suffers D6 AP2 hits (roll seperately
• Mindless: Always automa-
for each unit). • If there are multiple such
tically passes morale tests. yet unactivated this round
neutral Warped Abomi-
nations on the battlefield,
then when it comes time to
activate one, pick which one
randomly.

• If all units have been


activated in a round except
for the Warped Abomination,
then players roll off and the
winner activates it.

• When a player activates


the Warped Abomination, it
does not count as one of their
own activations for their
units.

2
MORALE AND FLEEING
Morale Tests
Instead of applying the normal Flee
effects for when a unit fails a mo- When a unit flees due to a failed • The unit will move through
rale test, apply the following effects, morale test or rally test, it must other units, friend or foe, as if it
whether the unit takes the morale immediately make a flee move; had the ‘Flying’ special rule. It
test due to shooting or in melee. will treat enemy units as dange-
• The unit must move by a full rous terrain, and after it moves
After a unit fails a morale test, the 2D6’’. Regardless of the result through a friendly unit, that unit
unit is not shaken. Instead, the unit of the roll, the unit must move will have to take a morale test.
will flee. Place a ‘Fleeing’ token next at least its Advance rate and no
to the unit if it wasn’t already fleeing. more than its Rush rate. • If a unit is forced to end its flee
move through other units or within
A unit which fails a morale test due • If playing Regiments, the 1’’ of them, continue moving it
to a losing melee combat and while it fleeing unit must make a free further by the minimum ammount
has lost half or more of its models or wheel up to 180° at the start of required so that it ends its move in
sustained a number of wounds equal its flee move to face the opposite a legal way.
to half its Tough value does not rout direction of the enemy unit which
but flees instead. triggered the failed morale test • If a unit’s flee move brings it
(or of the closest visible enemy into contact with the battlefield
unit in the case of a failed rally edge, then the entire unit flees
Rally Tests test). off the battlefield and is removed
At the start of its activation, a unit from play !
which is fleeing must take a rally test • The unit must move in the op-
before making its flee move. A rally posite direction of the enemy unit • A fleeing unit always counts as
test is a quality test, but all modifiers which triggered the failed morale being fatigued and may not take
and rules which affect morale tests test (or of the closest enemy unit any action during its activation
also apply to it; in the case of a failed rally test). appart from its fleeing move.
Fleeing units cannot contest or
• If the test fails, the unit will conti- • The unit will move around im- control objectives.
nue fleeing (proceed with its flee passable terrain by the minimum
move). ammount required to do so but • A unit can only make one single
will not move around difficult or flee move in the same round. If a
• If the test is passed, the unit dangerous terrain. unit is called upon to make another
succesfully rallies and ceases to flee it simply does not move.
(remove its ‘Fleeing’ token).

• A unit which succesfully rallies can


only make a Hold action and cannot
shoot during this activation.

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