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QUICK REFERENCE V1.

02
Turn Summary > Redress Ranks - Unit uses 1/2 its Movement to add
or remove up to 5 models from it’s front rank.
1. Strategy 3. Shooting > Reform - Unit uses total Movement to pivot unit in
place, facing a new direction, rearranging itself as
2. Movement 4. Combat needed to face new direction, and can adopt brand
Strategy Phase new formation.
Shooting Phase
1. Start of Turn (p.116) - Resolve any special actions
and/or checks that happen at the beginning of a turn. 1. Choose Unit & Declare Target (p.137) - Wizards may
2. Command (p.117) - Any actions from non-fleeing cast Magic Missile and Magical Vortex spells.
characters. 2. Roll To-Hit (p.138)
3. Conjuration (p.117) - Cast Enchantment and Hex spells. Ballistic Skill 1 2 3 4 5
4. Rally Fleeing Troops (p.117) - Any that fail continue to D6 Roll To Hit 6+ 5+ 4+ 3+ 2+
flee. Ballistic Skill 6 or higher gets rerolls To Hit:
Movement Phase Ballistic Skill 6 7 8 9 10
D6 Roll To Hit 2+/6+ 2+/5+ 2+/4+ 2+/3+ 2+/2+
1. Declare Charges (p.119) - Active player declares which One or more modifiers may apply to your roll(s):
unit is charging, and which unit is being charged. > Moving & Shooting -1
> Charging unit must be able to draw line of sight to > Firing at Long Range -1
target. > Stand & Shoot Charge Reaction -1
> Units already in combat or fleeing cannot declare > Target Behind Partial Cover -1
charges. Units in marching columns cannot complete > Target Behind Full Cover -2
charge moves without reforming, but can declare. For BS6+, these modifiers only affect first roll.
1a. Charge Reactions - When charged, a unit can declare After modifiers, if needing a 7 or higher to hit a roll of
one of several reactions: below followed by a reroll of the second value is required:
> Hold - Unit takes the charge. To-Hit 7+ 8+ 9+ 10
> Stand & Shoot - Unit shoots missile weapons at D6 Roll To Hit 6+/4+ 6+/5+ 6+/6+ Impossible!
charging unit. If charge distance is less than charging 3. Roll To-Wound & Make Armor Saves (p.140)
unit’s movement characteristic this cannot be declared. 4. Remove Casualties & Make Panic Tests (p.142) - If
> Flee - Pivot unit in place to face directly away from unit loses more than 25% of the number of models it
charging unit and roll flee distance. Units already started phase with, it takes a Panic Test (p.160).
fleeing must choose this reaction (though no unit can
declare more than one charge reaction per phase). Misfire Table
2. Charge Moves (p.121) If a “Misfire!” result is rolled on an Artillery dice when
> Determine Charge Range - Roll 2D6 and discard the firing a war machine, consult below.
lowest (Charge Roll) then add to unit’s Movement. D6 Result
> Move Charging Unit (p.126) - If charge range is 1 Destroyed! Immediately remove from play.
sufficient to reach target, move charging unit. 2-4 Malfunction! Crew loses 1 wound and does
> Failed Charges - Move distance equal to Charge Roll not fire. Cannot fire until end of next round.
directly towards target unit. 5-6 Twang! Pffft! Fails to shoot this turn.
> Charging Fleeing Unit - If you reach fleeing unit, To Wound Chart
wheel to contact and then fleeing unit is destroyed. Target’s Toughness
May then take Ld test to reform. If charging unit does 1 2 3 4 5 6 7 8 9 10
not reach, it moves toward target full charge distance.
1 4+ 5+ 6+ 6+ 6+ 6+ -- -- -- --
3. Compulsory Moves (p.122)
4. Remaining Moves (p.122) - Remaining units can move. 2 3+ 4+ 5+ 6+ 6+ 6+ 6+ -- -- --
Weapon’s Strength

Wizards may cast Conveyance spells. 3 2+ 3+ 4+ 5+ 6+ 6+ 6+ 6+ -- --


> Marching - Units may move 2x their Movement 4 2+ 2+ 3+ 4+ 5+ 6+ 6+ 6+ 6+ --
characteristic (3x if in Marching Column formation). 5 2+ 2+ 2+ 3+ 4+ 5+ 6+ 6+ 6+ 6+
Unit may wheel, but no other maneuvers. 6 2+ 2+ 2+ 2+ 3+ 4+ 5+ 6+ 6+ 6+
4a. Maneuvers - May perform one of the following:
7 2+ 2+ 2+ 2+ 2+ 3+ 4+ 5+ 6+ 6+
> Wheel - Unit pivots around one front corner.
> Turn - Models stay in place and turn facing 90 or 180 8 2+ 2+ 2+ 2+ 2+ 2+ 3+ 4+ 5+ 6+
degrees. Uses 1/4 of it’s Movement per 90 degrees. 9 2+ 2+ 2+ 2+ 2+ 2+ 2+ 3+ 4+ 5+
> Move Backwards or Sideways - 1/2 Movement. 10 2+ 2+ 2+ 2+ 2+ 2+ 2+ 2+ 3+ 4+
Combat Phase To Hit Chart
Defender’s Weapon Skill
1 2 3 4 5 6 7 8 9 10
1. Choose & Fight Combat (p.145)
1.1 Choose combat and determine which models 1 4+ 4+ 5+ 5+ 5+ 5+ 5+ 5+ 5+ 5+

Attacker’s Weapon Skill


can fight. 2 3+ 4+ 4+ 4+ 5+ 5+ 5+ 5+ 5+ 5+
> Active player determines order combats are fought 3 2+ 3+ 4+ 4+ 4+ 4+ 5+ 5+ 5+ 5+
in. Each combat must be fully resolved before moving 4 2+ 3+ 3+ 4+ 4+ 4+ 4+ 4+ 5+ 5+
to the next one. Each combat is fought in initiative 5 2+ 2+ 3+ 3+ 4+ 4+ 4+ 4+ 4+ 4+
order, highest to lowest.
6 2+ 2+ 3+ 3+ 3+ 4+ 4+ 4+ 4+ 4+
> Charging units gain a bonus to their Initiative for
remainder of turn in which they charged. +1 7 2+ 2+ 2+ 3+ 3+ 3+ 4+ 4+ 4+ 4+
Initiative for every full 1” moved. 8 2+ 2+ 2+ 3+ 3+ 3+ 3+ 4+ 4+ 4+
> Charging an enemy in their front arc: Max +3. 9 2+ 2+ 2+ 2+ 3+ 3+ 3+ 3+ 4+ 4+
> Charging in their flank or rear arcs: Max +4. 10 2+ 2+ 2+ 2+ 3+ 3+ 3+ 3+ 3+ 4+
1.2 Assailment spells are cast at Wizard’s Initiative. 4. Follow Up & Pursuit (p.156) - before any units Give
1.3 Roll To-Hit. Ground or make Flee rolls, winner must decide: restrain
> All models in the fighting rank may attack, though and reform, follow up, or pursue.
models not in base contact can only make 1 attack > Restrain and Reform: Winner makes a Leadership
each, regardless of their Attack characteristic. test. If passed, remains where it is and can make free
> Determine total number of attacks by Initiative and reform. If failed, must follow up or pursue.
Weapon Skill of models making them. > Follow Up: Winner moves forward to engage again.
> In Initiative order, roll To-Hit, referencing the chart. May make free 90 or 180 degree turn.
1.4 Roll To-Wound & Make Saves > Pursue: Winner moves 2D6” towards where
> For every successful To-Hit roll, roll To-Wound. opponent flees. If winner rolls higher than opponent,
> For every successful To-Wound roll, your opponent they are caught! If they Fell Back In Good Order, it is a
will make their saves (if they have any) - Armor, fresh charge. If they were Fleeing, they are cut down!
Ward, and then Regeneration. > Overrun: If opposing unit is completely wiped out in
1.5 Remove Casualties combat, winner may make an Overrun exactly as a
> Remove from rear rank - models “step up”. normal pursuit.
> A model cannot fight in a turn it stepped into the Once winner makes decision, opponent rolls applicable
front rank. Models behind can make supporting dice, then winner rolls applicable dice and actions are
attacks, if applicable. resolved.
1.6 Choose models with next lowest Initiative and
repeat steps 3-5 until all models in this combat
Casting & Dispelling Spells (p.106)
have fought.
Casting A Spell - Roll 2D6 and add the Wizard’s level. If
2. Calculate Combat Result (p.151)
the result is equal to or greater than the casting value, it is
Combat Result Table
cast successfully,. If a double 6 is rolled, the spell is cast and
Unsaved wounds afflicted , each +1
cannot be dispelled. If a double 1 is rolled, roll on the
Rank bonus, each to max by unit type +1
Miscast table.
Standard, 1 per combat +1
Dispelling A Spell - Roll 2D6 and add the Wizard’s level (if
Battle Standard +1
applicable). If the result is greater than the casting roll, the
Flank Attack, 1 per enemy unit +1
spell is dispelled successfully. If a double 6 is rolled, the spell
Rear Attack, 1 per enemy unit +2
is dispelled. If a double 1 is rolled the dispel fails and wizard
High Ground, 1 per combat +1
must roll on Miscast table.
Overkill, each to max +5 +1
> Wizard can only dispel if not in combat or fleeing.
Close Order formation in Combat Order, each +1
> L1 & L2 - 18” range. L3 & L4 - 24” range.
Other bonuses As applicable
> Fated Dispel: once per turn you can attempt.
> Max Rank Bonus: Infantry (all) +2; Cavalry, War
Unlimited range, but does not involve a wizard.
Beasts, Light Chariots +1; all else none. Can only claim
unit with highest bonus in current combat. Miscast Table
> Wounds saved by Regeneration count as unsaved. 2D6 Result
3. Break Test (p.154) - each losing unit must roll 2D6, 2-4 Cascade! Center 5” template on wizard. All
applying difference in combat result scores as a modifier to under risk suffering S10 hit AP4.
the unit's Leadership characteristic (Ld). 5-6 Detonation! Center 3” template on wizard.
> If dice result is higher than Ld, unit Breaks and Flees. All under risk suffering S6 hit AP2.
> If natural result is equal or lower than Ld, but higher 7 Careless! Wizard suffers S4 hit AP1.
than modified result, unit Falls Back In Good Order. 8-9 Barely Controlled! Spell is cast at casting value.
> If modified result is equal or lower than Ld, or roll Friendly wizards can’t cast any more this turn.
is double 1, the unit Gives Ground. 10-12 Power Drain! Spell is cast as if rolled double 6.
Friendly wizards can’t cast any more this turn.

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