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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