Wargame concept

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  1. 0: The basics
  2.  
  3. 0.1: Basic Principles
  4. •     No distances may be pre-measured.
  5. •     Distances are measured in inches.
  6. •     Distances are measured from base to base.
  7. •     The game uses six-sided dice (d6) for most rolls, and a six-sided scatter die (d8) die for scatter rolls.
  8. •     A roll of 1 before modifiers are applied is always a failure.
  9. •     No dice may be re-rolled more than once.
  10. •     Fractions are always rounded up.
  11. •     Any bonuses from equipment that is part of a model's profile are already included in the model's attributes.
  12.  
  13. 1: Model Profiles
  14.  
  15. 1.1: Attributes
  16. •     Attribute values (stats, for short) range from 0 to 10
  17. •     A model with an attribute of 0 always fails the associated roll.
  18. •     A model with an attribute of “–“ does not have the access to this attribute at all, and may not use actions that require it.
  19. •     In practice, when making rolls, a value of 0 and “-“ are functionally, identical, but one crucial difference exists: Attribute values of models may be increased or decreased during play, but a value of “–“  cannot be modified.
  20. •     As a general rule, a value of 0 represents that a model is particularly bad in a given field, or sufficiently debilitated, while a value of “–“ is reserved for inanimate objects such as buildings or war machines.
  21.  
  22. Speed (Sp)
  23. •     Speed determines the base distance a model may normally move in when taking a move action, the attack order of models in close combat, and the activation order of models in a turn. Models with a Speed of 0 cannot move, and are always last in both close combat and activation.
  24.  
  25. Melee Skill (MS)
  26. •     Melee Skill determines how good a given model is in close combat. Models with a Melee Skill of 0 always miss with their melee attacks, no dice rolls required.
  27.  
  28. Ranged Skill (RS)
  29. •     Ranged Skill determines how good a given model is in close combat. Models with a Ranged Skill of 0 always miss with their ranged attacks, no rolls required.
  30.  
  31. Attacks (At)
  32. •     A model’s Attacks value determines how many attacks it can make in close combat. It has no bearing on it making ranged attacks. Models with 0 Attacks cannot attack in close combat.
  33.  
  34. Hit Points (HP)
  35. •     Hit Points determine how much damage a model can take from attacks before it is removed from play as a casualty. Each point of damage taken reduces a model’s HP by one. Models whose hit points reach zero are removed from play.
  36.  
  37.  
  38.  
  39.  
  40. Willpower (Wp)
  41. •     A model's Willpower determines how likely it is to break under stress, and how good it is at taking orders. Models with Willpower 0 always fail their willpower tests.
  42.  
  43. Saving Throws (Sv)
  44. •     Saving Throws (Saves for short) represent a model’s capability of avoiding taking damage after it has been successfully hit by an attack.
  45. •     Saves are expressed by a number that must be rolled for the model to avoid taking damage.
  46. •     A separate roll is made for each attack that hits, and a successful saving throw negates all damage that would be dealt by a single hit.
  47. •     Many models lack one of more kinds of save. Various effects and weapons modify various saves.
  48. •     There are three types of Saving Throws: Armor, Dodge, and Ward. A model may only attempt to use a single type of save against a successful attack.
  49.  
  50. o       Armor(A) represents the protective gear worn by the model. It can be reduced down to 0 by a weapon’s strength.
  51.  
  52. o       Dodge(D) represents a model’s ability to move out of harm’s way. It cannot be used against ranged weapons.
  53.  
  54. o       Ward(W) represents exotic forms of protection like force fields or supernatural effects. Ward saves can only be nullified or reduced by effects that explicitly state that they affect ward saves.
  55.  
  56. •     Sample Profile
  57.  
  58. Sp      MS      RS      At      HP      Wp      Sv
  59. 4       4       4       1       1       7       A3+/D6+/W-
  60.  
  61. 1.1.2.: Attribute tests
  62. •     Models will sometimes be called to make attribute tests. In that case, look at the model’s relevant attribute, roll a single, and consult the table below:
  63.  
  64. Stat    0       1       2       3       4       5       6       7       8       9       10
  65. Result  *       6+      5+      4+      3+      2+      2+/6+   2+/5+   2+/4+   2+/3+   2+/2+
  66.  
  67.  
  68. •     If the model has a relevant attribute with a value of 6 or greater, it may reroll the test, with the new score required to pass the test as listed in the table.
  69. •     Exceptionally, a model with a Willpower of 0 can still attempt willpower tests, but must roll two results of 6 to pass it. His is referred to as insane courage.
  70.  
  71. 1.2: Attack Rolls
  72. •     When a model attacks, roll a number of dice equal to its Attacks value in close combat, or to the Burst of its weapon in the case of shooting. These are called attack rolls.
  73.  
  74. 1.2.1: Melee attacks
  75. •     When attacking in close combat, compare the appropriate Melee Skill value of the attacking model with that of the defending model and consult the table below:
  76.  
  77.  
  78.  
  79.  
  80.  
  81. Attacker vs Defender    Roll required
  82. More than 2x    2+
  83. Higher  3+
  84. Equal   4+
  85. Lower   5+
  86. Less than 2x    6+
  87.  
  88. 1.2.2: Ranged attacks
  89. •     When making a ranged attack, look at the Ranged Skill value of the attacking model and consult the table below. In effect, a ranged attack is a Ranged Skill attribute test.
  90.  
  91. 1.3: The Rest of the profile
  92. Beyond a model’s attributes, the following information is given in its profile:
  93. •     Base Size: The size and shape of the model’s base.
  94. •     Designation: Lord, Hero, Special, Rare or Core
  95. •     Troop type: Infantry, Cavalry, Beast, Swarm, Chariot, War Machine or Wondrous unit
  96. •     Equipment: The various gear the model possesses.
  97. •     Special Rules: any special rules the model has
  98. •     Additionally the profile will inform you whether the model is a character or not.
  99.  
  100.  
  101. 2. Units
  102.  
  103. 2.1: Models and Units
  104. •     All playable entities on the table are represented by models. Each model has a profile.
  105. •     Some models must be a part of a unit, some must move independently, and others may be either part of a unit or move or operate on their own at different times.
  106. •     A unit consists of one or more models. Models that constitute a unit cannot leave it unless they are independent characters.
  107. •     Models in a unit are placed standing loosely next to each other, and their bases do not have to touch, but they must maintain unit coherency.
  108. •     To maintain coherency, models may not be placed more than 2“ apart from at least two other models in the same unit, unless the unit contains less models.
  109.  
  110. 2.2: Units and Line of Sight
  111. •     Each model has a field of view extending in a 360 degree arc from their base.
  112. •     Models can only see other models that are at least partially in their line of sight, and are not fully obscured by terrain features and other models.
  113. •     The game uses an arbitrary system to determine partial or full obstructions of visibility.
  114. •     Models each have a set Height value. This value is determined by the models Troop Type.
  115. •     Models block the line of sight for models of the same height or smaller.
  116. •     Friendly models do not block line of sight to other models in the same unit.
  117.  
  118. 2.3: Unit States and Markers
  119. •     Various conditions can make a unit enter a certain State.
  120. •     A State is an ongoing effect, an imposed set of rules that makes the affected unit act in a specific way.
  121. •     As a general rule, when a unit enters any given state, a marker is immediately placed on it to denote it, and when it leaves this state the marker is immediately removed as well.
  122. •     Some states are universal; others are specific to certain special rules or spells.
  123. •     Some states end automatically in the Overview phase, others persist until a condition is met.
  124. •     The most notable states that do not end automatically are the Fleeing! And the Pinned! ones, which require successful Willpower tests to be removed from an unit.
  125. •     A unit can be affected by more than one state at the same time.
  126.  
  127. 2.3.1: Notable States
  128. •     Dug In – This unit’s Armor Save is improved by 2. This state ends when the unit performs a movement action.
  129.  
  130. •     Guarding – This unit reacts without penalties. This state ends during a player’s Overview phase, or after the unit in question performs a reaction.
  131.  
  132. •     Fleeing! – As soon as a unit enters this state, it performs a free compulsory Run action, and then performs it again during each overview phase in which it fails to pass a Willpower test to leave this state. Units in this state cannot perform any other actions.
  133.  
  134. •     Frazzled! – Frazzled units have a -1 penalty to their Melee and Ranged Skill, and may not react.
  135.  
  136. •     Pinned! - As soon as a unit enters this state, it performs a free compulsory Dig In action, and then performs it again during each overview phase in which it fails to pass a Willpower test to leave this state. Units in this state cannot perform any other actions.
  137.  
  138. •     Upper Hand – This unit may choose to expend this state to either reroll all misses of a single Attack action, or to strike first in a round of close combat regardless of the Speed values of any units engaged in this close combat. Otherwise, this state ends during a player’s Overview phase. In close combat, if both units have the Upper Hand, these states cancel each other out immediately.
  139.  
  140. 2.3.2: Markers
  141. •     Markers are placed on units as reminders, to note that the unit is in a specific state, like Fleeing! Or Pinned!, or to note that an unit performed an action that has ongoing effects.
  142. •     Markers are removed from units when the unit leaves the specific state, or when the ongoing effects of the given action have expired or have been used up. This mostly happens in the overview phase.
  143.  
  144. 3. Game Sequence
  145.  
  146. 3.1: The Turn
  147. •     At the start of the game, determine which player will have the initiative on the first turn. The other player then decides which one of them will start deploying their army first.
  148. •     The players then take turns, deploying one unit each. When both armies have been deployed, the game starts.
  149. •     At the beginning of each subsequent turn, the other player will gain the initiative for that turn.
  150. •     When two effects are happening at the same time, and it is not clear which one should be resolved first, or two or more units are tied for equal Speed, the player who has the initiative may choose the order in which they are resolved.
  151. •     When a turn starts, first, the Maintenance phase of the player with the initiative is resolved. Then, a player who owns the unit with the highest Speed may activate it. When a unit is activated, it may perform actions.
  152. •     The two players take turns at activating their units in order of Speed until all units have acted or have skipped activation.
  153. •     After the action phase, calculate combat results and their effects in the resolution phase. When all are resolved, the new turn starts, beginning with the next maintenance phase.
  154.  
  155. 3.2: Turn Summary
  156. 1.      Maintenance Phase
  157. 2.      Action Phase
  158. 3.      Resolution Phase
  159.  
  160.  
  161. 3.3: Short overview of the turn
  162. •     In the Maintenance phase, fleeing units attempt to rally, compulsory actions are performed, ongoing effects are checked, orders are issued, and reserves attempt to enter play.
  163. •     In the Action phase, units perform actions and attempt to execute their orders.
  164. •     In the resolution phase, the effects of the previous phase are calculated.
  165.  
  166. 4. Actions and Reactions
  167.  
  168. 4.1: Types of actions
  169. •     When a unit is selected to perform actions, it is said to be activated. Units are activated in order of their Speed.
  170. •     Each unit may perform actions from the following lists. Some units may have additional Actions available to them.
  171. •     Any given unit, unless stated otherwise, can, in a turn, perform either one Movement action, one Regular action and one Simple action, or a single Complex action and one Simple action. See the chart below. These can be performed in any order.
  172. •     Unless otherwise stated, a unit may not perform the same action twice in a turn even if it can perform an action of the same type more than once in a turn.
  173. •     Free actions are actions of any type that can be performed regardless of the above restrictions. They are granted by other rules and will be noted as such when they apply.
  174. •     A unit can perform a single Reaction during the opponent's active turn, if an opposing unit performs an action within 12" of it. Some reactions might require additional conditions to be met.
  175.  
  176.  
  177. Action chart:
  178. Movement        Regular Simple
  179. Complex Simple
  180.  
  181. 4.2: Movement actions
  182.  
  183. Cautious Move: The unit makes a move up to half its Speed value in inches, treating dangerous terrain as open terrain. Other units may not react to this unit. This move may not bring the unit within 6” of an enemy unit.
  184.  
  185. March: The unit makes a move up to triple Speed. This action may not be performed if the unit is within 8” of an enemy unit, and its path may not take it within 8” of an enemy unit.
  186.  
  187. Run: The unit makes a move up to double its Speed value, and then enters the Frazzled state. This move may not bring the unit into base contact with an enemy unit.
  188.  
  189. Walk: The models in the unit move a distance up to their Speed. This may be used to move into base contact with an enemy unit.
  190.  
  191. 4.3: Regular Actions
  192.  
  193. Attack: Models in the unit commit to attacking the enemy with their ranged or melee weapons, as appropriate.
  194.  
  195. Cast/Dispel Magic: The unit attempts to cast a single spell at a valid target, as per the spell's rules. Only units and models with spellcasting abilities may attempt to use this action.
  196.  
  197. Defend: This unit counts its cover as being one better that it currently is. If the unit doesn't move in this phase, it will have +1 melee skill until the beginning of the next turn.
  198.  
  199. 4.4: Complex Actions
  200.  
  201. Charge: The unit makes a move up to double Speed +d6“. This must be used to attempt moving as many as possible models in the unit into base contact with an enemy unit. If the charge move is successful, the acting unit enters the Upper Hand state, and gains a free Attack action in the ensuing close combat.
  202.  
  203. Dig In: The unit enters the Dug In state.
  204.  
  205. Guard: The unit enters the Guarding state.
  206.  
  207. 4.5: Simple Actions
  208.  
  209. Reform: Any number of the models in the unit move up to 2” to restore unit coherency if and where it was lost. Otherwise they may move in any direction. This may not bring them into base contact with an enemy unit.
  210.  
  211. Shift
  212. Survey
  213.  
  214. 4.6: Reactions
  215.  
  216. •     Each unit can only react once per turn, unless stated otherwise.
  217. •     A unit may perform a reaction when an enemy unit it can see makes an action within 12" of it.
  218. •     A unit in close combat cannot react, except with Strike Back.
  219. •     Fleeing units cannot react.
  220.  
  221. •     Counterspell: See Magic rules for details on dispelling.
  222.  
  223. •     Flee: This unit enters the Fleeing state. If the unit chose to guard, it reforms automatically during the next Maintenance phase.
  224.  
  225. •     Evade: The unit moves up to half its speed value, moving in any direction, regardless of its formation. If the unit chose to guard, it may choose to move d6“in this way instead.
  226.  
  227. •     Snap Shot: The models in the unit make a shooting attack, but with a -2 penalty to the attack rolls, and their ranged weapons count as having a Burst of 1. This follows all the regular rules for shooting.  If the unit chose to guard, it may make the shooting attack without the penalty.
  228.  
  229. •     Strike Back: This is the same as the Attack action, but with a -2 penalty to the attack rolls, and each model can make only a single attack roll. This reaction may only be performed when this unit is charged by the enemy. If the unit chose to guard, it may make the attacks without the penalty.
  230.  
  231. 5. The Turn
  232.  
  233. 5.1. The Maintenance Phase
  234.  
  235. 5.1.1: Maintenance Phase Overview
  236. •     The following steps happen in order:
  237. 1.      Ongoing effects end or are checked.
  238. 2.      Fleeing units attempt to rally.
  239. 3.      Compulsory movements are performed.
  240. 4.      The commander attempts to use command traits.
  241. 5.      Orders are distributed.
  242. 6.      Reserves attempt to enter play.
  243.  
  244.  
  245.  
  246.  
  247. 5.1.2: Ongoing effects
  248. •     Any ongoing effects, such as spells, states, or command traits that are stated to last until the next maintenance phase end now. Other ongoing effects are checked to see whether they end as well, if their descriptions state so.
  249.  
  250. 5.1.3: Fleeing Units
  251. •     Units in the Fleeing! state will be the most common ones to be checked in the maintenance phase.
  252. •     Usually, units enter this state when they break from combat, fail a Panic test, or perform a Flee reaction.
  253. •     Units that flee perform the Run action involuntarily, and cannot perform other actions, or react in that turn.
  254. •     Units fleeing in their deployment zone will flee towards their table edge.
  255. •     Units fleeing outside their deployment zone will flee towards the closest table edge that is not the enemy deployment zone.
  256. •     A unit that flees must attempt to Rally at the appropriate step of the Maintenance phase.
  257. •     A fleeing unit that fails to rally will be fleeing towards the appropriate table edge in the compulsory movement step of the same maintenance phase.
  258. •     If a fleeing unit touches a table edge, it is immediately removed from the game as if it had been completely destroyed.
  259. •     If an enemy unit moves into base contact with a fleeing unit, the fleeing unit is also considered to be immediately destroyed.
  260. •     Fleeing units completely ignore impassable terrain but may still not end their move within it. Instead, move them forward to clear the piece of terrain so that at least one model in the unit is in base contact with it while retaining unit coherency. They treat other terrain as normal.
  261. •     If a unit flees through a friendly unit, that unit must make a Willpower test. If it fails, it must immediately start fleeing as well. (see Panic)
  262. •     If an unit flees through an enemy unit, all the models in that unit that were passed over by the models of the fleeing unit may each make a single free melee attack against the fleeing unit.
  263.  
  264. 5.1.4: Rallying
  265. •     To rally, a fleeing unit must make a Willpower test.
  266. •     A unit that has been brought below 25% of its starting size has a -1 penalty to its Willpower for the purposes of this test.
  267. •     If the test is passed, the unit immediately stops fleeing and makes a free Reform action.
  268. •     A unit that rallied can't perform any other actions during this turn, but can react normally.
  269.  
  270. 5.1.5: Compulsory Movements
  271. •     These are movements the player has little or no control over.
  272. •     Compulsory movements comprise of units fleeing and units with random movement moving about.
  273.  
  274. 5.1.6: Command Traits
  275. •     Each commander has access to a list of Command Traits. They allow a commander to boost the abilities of the army in various ways.
  276. •     To use a Command Trait, the commander must pass a Willpower test.
  277. •     Most commanders have a unique trait only they can use.
  278. •     Usually, a commander can use only one command trait per turn, but some can use more.
  279. •     The following Command Traits are available to all commanders for the duration of the battle:
  280.  
  281. •     Inspiring Leader: Until the beginning of the next maintenance phase, units within 24" of the commander use their Willpower value instead of their own.
  282.  
  283. •     Secret Plan: Until the beginning of the next maintenance phase, assign orders to units so that they are not revealed to the enemy until the units execute them.
  284.  
  285. •     Motivational Speech: Until the beginning of the next maintenance phase, units within 24" of the commander may reroll all failed Discipline tests.
  286.  
  287. •     Lead by Example: Until the beginning of the next maintenance phase, if the commander is in the same close combat as another friendly unit, each wound inflicted by him count as two wounds for the purposes of calculating the combat result.
  288.  
  289. 5.1.7: Orders
  290. •     A commander may attempt to issue orders at the end of the maintenance phase.
  291. •     To issue an order, choose a unit in your army, and declare which order will be issued for it. Then the unit makes a Willpower test. If passed, the unit will execute this order in combination with any actions they take during the activation phase.
  292. •     If a unit fails to execute an order issued to it, then the commander may not issue further orders this turn, and the unit will act as if it failed a Panic test.
  293. •     A commander may issue one order in a turn for every three points of Willpower they have.
  294. •     A single unit may not be assigned more than one order each turn.
  295. •     The orders on the following list are available to all commanders in the game, unless stated otherwise. Some of them may also have their own special orders.
  296.  
  297. •     Double Down: A unit assigned this order can perform two Regular actions this turn instead of a Movement and a Regular action.
  298.  
  299. •     Fire at Will: When performing an Attack action with ranged weapons, this unit may have half of its eligible models fire at a different target than the rest of the unit, following all other rules for shooting normally.
  300.  
  301. •     Hold your Ground: After being assigned with this order, the unit may not perform a voluntary move action this turn. The unit may reroll all failed Willpower tests until the beginning of your next maintenance phase.
  302.  
  303. •     Stand and Deliver: After being assigned with this order, the unit may not perform a voluntary move action this turn. The unit must perform an Attack action with ranged weapons, adding +1 to the Burst value.
  304.  
  305. •     Take Cover: After being assigned with this order, the unit may not perform any voluntary actions this turn. The unit counts their cover one better than it is, and its armor is increased by 1 until the beginning of its next Maintenance phase.
  306.  
  307. 5.1.8: Reserves
  308. •     During deployment, units can be placed in reserve.
  309. •     In the Maintenance phase, on each turn after the first, units may attempt to arrive from reserve.
  310. •     Unless stated otherwise, you may always choose which units you want to call from reserve each turn.
  311. •     From the second turn onwards, reserves arrive by successfully making a Willpower test.
  312. •     On each turn after the second, a unit that is in reserves adds a +1 modifier to its Willpower for the purpose of this test only. No other modifiers can be applied to a unit's Willpower for the purpose of this test.
  313. •     A unit that arrived from reserves counts as already having performed a Movement action this turn, and can't react.
  314. •     Units arrive from reserves in their owner's deployment zone, with at least half of its models touching the table edge.
  315.  
  316. 5.2: The Action Phase
  317.  
  318. 5.2.1: Action Phase Overview
  319. •     The action phase does not have a set order; instead, both players take turns activating units in order of their Speed values as described earlier.
  320. •     The majority of the game takes place in this phase, including ranged and close combat, and the casting of spells.
  321.  
  322. 5.3: The Resolution Phase
  323.  
  324. 5.3.1: Resolution Phase Overview
  325. •     Results of close combats are calculated in this phase, in an order chosen by the player that has the initiative.
  326. •     When a close combat is chosen to be resolved in this way, go through the whole process before moving on to the next close combat, if any.
  327. •     To resolve a close combat, follow the steps described below.
  328.  
  329. 5.3.2: Calculating Combat Results
  330. •     After all units that are engaged in a close combat have acted, it is time to calculate the combat result to determine the winner of the combat. The unit with the higher combat score wins.
  331. •     If a unit completely destroys another unit in close combat, it is automatically the winner.
  332.  
  333. Both units count their score as follows:
  334. •     Damage Inflicted: +1 per point of damage
  335. •     Enemy outnumbered: +2
  336. •     Standard bearer present: +1
  337. •     Unit has charged: +1
  338. •     Number of ranks after the first: +1 per rank
  339.  
  340. •     After determining the combat results, the loser will have to make a break test, with a penalty to Willpower equal to the difference in combat score. This difference is referred to as Shock.
  341.  
  342. 5.3.3: Loser Takes a Break Test
  343. •     A unit that lost a close combat must take a break test.
  344. •     This is a Willpower test with a penalty to their Willpower equal to the difference in the combat resolution between this unit and the winning unit, to a minimum of 0.
  345. •     If the test is passed the unit continues fighting as normal. If it is failed, it breaks and flees from combat.
  346.  
  347. 5.3.4: Steadfast
  348. •     A unit that is steadfast never takes penalties to its Willpower when taking break tests.
  349. •     To be steadfast, a unit must have at least twice as many models as any enemy unit in combat with it.
  350.  
  351. 5.3.5: Insane Courage
  352. •     A unit whose Discipline is be reduced to 0 or less can exceptionally still attempt to roll for a break test.
  353. •     In this case, the unit must roll a 2d6, and get two results of 6. If it succeeds, it passes the break test.
  354. •     No modifiers may be applied to this roll.
  355.  
  356. 5.3.6: Combat Reform
  357. •     At the end of a close combat, the units that did not flee perform a combat reform.
  358. •     A combat reform is a free simple action same to the Reform one, but while performing it, models may not move out of base contact with the enemy, and those not in base contact must attempt to enter it, or failing to do so, to get into base contact with friendly models that are in base contact with enemy models.
  359. •     The unit with the higher Speed will reform first. If a unit contains models with different speed value, use the majority. If tied, the owner chooses which one to use.
  360. •     The unit that lost the combat must make a Willpower test to be able to make this action. The unit that won may make it automatically with no test.
  361. •     In the case of a draw, both units must test to reform.
  362.  
  363. 5.3.7: Flee and Pursue or Restrain
  364. •     A unit that fails its break test immediately enters the fleeing state, and might be destroyed.
  365. •     Each unit on the winning side may choose to either restrain itself, or to pursue the fleeing unit.
  366. •     To restrain itself, a unit must pass a Willpower test. If failed, it must pursue. If successful, it may now make a free Reform action.
  367. •     The pursuing unit moves 2d6" towards the fleeing unit. If the pursuing unit touches the fleeing unit, the fleeing unit has been caught.
  368. •     If the fleeing unit was caught, it is destroyed and removed from play. The pursuing unit continues its pursuit move to its full distance, unless it runs into another friendly unit or impassable terrain.
  369.  
  370. 5.3.8: Pursuit into New Enemy:
  371. •     If the pursuit move would bring the unit into contact with a new enemy unit, it counts as having assaulted it.
  372. •     A unit assaulted in this way cannot react unless it performed a Guard action this turn, in which case it may react as normal.
  373. •     If this enemy unit is engaged in close combat, and that round of close combat was not yet resolved, the pursuing unit may not participate in that close combat, but contributes to the combat score.
  374. •     If a pursuing unit comes into contact with another fleeing enemy unit, that unit is destroyed.
  375.  
  376. 5.3.9:Pursuit off the Battlefield:
  377. •     If the pursuit move takes a pursuing unit off the table edge, mark the spot where it left it. It will appear on the same spot in its next movement phase, following all the rules for reserves.
  378.  
  379. 6. Movement
  380.  
  381. 6.1: Basic Movement
  382. •     Movement can be voluntary or compulsory.
  383. •     Unless otherwise stated, the distance models can move depends on their Speed value, and the action (or reaction) they are performing.
  384. •     Models cannot move through other models unless they are fleeing.
  385. •     Whether a move action can bring a unit into close combat with an enemy unit is determined by the action itself.
  386. •     When a unit moves, simply move all models in it in such a way that they maintain unit coherency while complying with the rules of the Movement action the unit has taken.
  387.  
  388. 6.2: Moving into Close Combat
  389. •     An attempt to move into base contact with enemy models to engage them in close combat is called an assault.
  390. •     A unit may move into base contact with enemy units and engage them in close combat only through specific actions that allow them to do so.
  391. •     At least one model from the unit must reach base contact with the enemy unit for an assault to be successful.
  392. •     As many models as possible must be placed into base contact with the enemy as assaulting.
  393. •     If no models from the unit manage to reach base contact, the assault has failed.
  394. •     A unit that has attempted and failed to assault cannot perform a reaction in the same turn
  395.  
  396. 6.3: Assaulting a Fleeing Foe
  397. •     A fleeing unit that gets successfully engaged in close combat is automatically destroyed.
  398. •     A unit that destroys a fleeing unit in this way doesn't reform unless it passes a Willpower test.
  399.  
  400. 6.4: Assaulting Multiple units
  401. •     A single unit may engage more than one enemy unit in close combat if it's physically possible for it to do so.
  402.  
  403. 6.5: Multiple charges on a Single Unit:
  404. •     The number of models in base contact must still be maximized.
  405. •     If not all of the acting units can fit into close combat, decide which ones complete the move. The other units are considered to have failed to move into close combat.
  406. •     In this case, the units do not get to make a free reform to change their shape due to "obstacles", in this case other units, which would prevent them from getting models into close combat.
  407.  
  408.  
  409. 7. Ranged Combat
  410.  
  411. 7.1: Who can Shoot
  412. •     To shoot, a model needs to be equipped with a ranged weapon, and have a visible enemy unit in its front arc and line of sight to choose as a target. Certain units may forego the latter requirements.
  413. Models cannot shoot if:
  414. •     They are in close combat
  415. •     They are fleeing
  416. •     They are affected by a spell or ability that prevents them from shooting.
  417. •     The target is in close combat with a friendly unit.
  418.  
  419. 7.2: Choosing a Target
  420. •     All models in a unit must shoot at the same target unless stated otherwise.
  421. •     The target must be at least partially in the shooter's front arc.
  422. •     The shooter must be able to trace a line of sight to the target.
  423. •     After declaring that a unit is shooting at a target, check to see whether the target is within range.
  424. •     When some models in a unit can't see the target, or are out of range, these models do not shoot, but the other models in the unit shoot normally.
  425.  
  426. 7.3: Making Attack Rolls
  427. •     When making a ranged attack, look at the Ranged Skill value of the attacking model and consult the table below.
  428. •     Models with an attribute of 6 or greater still fail on a roll of 1, but get a reroll to their attempt as indicated.
  429.  
  430. Stat    0       1       2       3       4       5       6       7       8       9       10
  431. Result  *       6+      5+      4+      3+      2+      2+/6+   2+/5+   2+/4+   2+/3+   2+/2+
  432.  
  433. 7.4: Shooting Modifiers
  434. These modifiers are applied to the roll before comparing the result to the score required for the target to be hit. These shooting modifiers are cumulative.
  435. •     Shooting after performing an action: -1
  436. •     Shooting at targets at distances greater than half the ranged weapon's maximum range: -1
  437. •     Using the Snap Shot reaction without Guarding: -2
  438.  
  439. 7.5: Cover
  440. When the majority of a unit that is being fired at is partially obscured from the shooter's sight, it is considered to be in cover.
  441. •     Units in cover have certain modifiers when being fired at, depending from the type of cover:
  442. •     Soft cover (obstacles, bushes): +1 to target's Armor.
  443. Hard Cover (ruins, forests): +2 to target's Armor
  444.  
  445. 7.6: Armor and Shields
  446. •     Different types of armor and shields grant models different armor values.
  447. •     A model can only wear one suit of armor and hold one shield at any time.
  448. •     A shield always requires one hand to use.
  449. •     Armor and shield may have other special properties.
  450. •     Models that start equipped with armor and/or shields will have the armor values already included in their profiles.
  451. •     Each point of Armor a model has improves it's Armor save by 1.
  452. •     Each point of Strength above 3 an attack has reduces the target's Armor save by 1.
  453.  
  454. Armor Worn      Armor Value
  455. None    A+0
  456. Light Armor     A+1
  457. Medium Armor    A+2
  458. Heavy Armor     A+3
  459. Full Plate      A+4
  460. Buckler*        W+1
  461. Shield  A+1
  462. Heavy Shield    A+2
  463. * when a Buckler is used in conjunction with a hand weapon, the bearer's Ward save is improved by 1.
  464.  
  465. 7.7: Wounding
  466. •     When a target is successfully hit, it must make a saving throw.
  467. •     To do this, roll a d6 for each of the attacks that hit the target. Each failed roll means the target loses one Hit point.
  468. •     When a target's Hit Points reach 0, it is removed from play as a casualty.
  469.  
  470. 7.8: Removing Casualties
  471. •     When a unit is being fired at, the models closest to the firing units take the hits first.
  472. •     Each model takes hits and makes saves until it dies, in which case the next model starts making saves, or until the firing unit runs out of hits.
  473. •     If two or more models are equidistant to the firing unit, then the one with fewer hit points remaining must take its armor save first. In case of ties, the owner of the unit chooses which model will save first.
  474. •     Casualties from shooting are removed in any order the owning player wishes.
  475.  
  476. 7.9: Hits Removing Multiple Hit Points
  477. •     Every weapon that deals more than one point of damage can remove multiple hit points from a model.
  478. •     A model hit by such a weapon must attempt a separate save for each hit.
  479. •     Damage can never spill over from one model to another. Excess damage on a model is lost.
  480.  
  481. 7.10: Shooting and Panic
  482. •     A unit that suffers casualties of 25% or greater of its current unit size from shooting must immediately make a Willpower test. If it fails the test, it enters the Fleeing state.
  483.  
  484. 7.11: Templates and Scatter
  485. •     Some ranged attacks take the form of templates that are placed onto the battlefield.
  486. •     There are two templates used in the game, a small circular one (3" diameter), and a large circular one (5" diameter). When an effect calls for a template to be used, its size will be specified.
  487. •     After being placed, a template will usually have to be "scattered".
  488. •     To scatter a template, roll the d8 scatter die. These will show whether the template has landed on the target or has scattered off course, and the direction in which the template scatters if it does.
  489. •     Next, roll for the distance the template moves in the given direction. The exact nature of this roll will be noted with the source of the ranged attack.
  490. •     When a war machine fires off a template, and it scatters, you may try to correct it's course by rolling a d3. The result rolled is the distance in inches you may move the template from its current position into any direction you wish. Add +1 to this roll for every living crew member the war machine has.
  491.  
  492.  
  493. 8. Close Combat
  494.  
  495. 8.1: Who Can Strike
  496. •     As a general rule, models can only attack models they are in base contact with.
  497.  
  498. 8.2: Supporting Attacks
  499. •     Models in base contact with the enemy add +1 to their Attacks value if there's a friendly model in base contact with them that isn't in base contact with an enemy model.
  500.  
  501. 8.3: Dividing Attacks
  502. •     A model with more than one attack may divide its attacks between any models it could attack following the above rules.
  503.  
  504. 8.4: Striking Order:
  505. •     Models with a higher Speed strike before those with a lower Speed value.
  506. •     Models of equal speed strike each other simultaneously.
  507. •     If a model has attacks that strike on different speed, and dies before resolving all of them, the attacks are lost.
  508. •     If a model has attacks that strike on different speed, and doesn't have eligible targets for all of them, the attacks are lost.
  509.  
  510. 8.5: Rolling to Hit
  511. •     Roll a D6 for each attack, and consult the table below to see the roll required for the attack to hit. Add any applicable modifiers to the roll.
  512.  
  513.  
  514. Attacker vs. Defender   Roll required
  515. More than 2x    2+
  516. Higher  3+
  517. Equal   4+
  518. Lower   5+
  519. Less than 2x    6+
  520.  
  521. •     An attack roll of 1 before modifiers are applied always misses.
  522. •     After hits have been resolved, saving throws and the removal of casualties are resolved.
  523. •     In close combat, the models not in base contact with enemy models must be removed as casualties before models that are in base contact with the enemy.
  524.  
  525. 8.6: To Hit Modifiers:
  526. •     These modifiers are applied to the roll before comparing the result to the score required for the target to be hit. These modifiers are cumulative.
  527. •     Attacking an enemy that is behind an obstacle: -1
  528.  
  529. 8.7: Combat Result
  530. •     The results of each given combat will be calculated in the resolution phase, after each close combat situation on the table is resolved.
  531. •     It is advisable to mark wounds inflicted by each unit on its foes next to it, because they will be crucial for calculating the combat results.
  532.  
  533. 8.8: Casualties
  534. •     Any casualties the unit suffers are removed from the models that are not in base contact with enemy models, if possible.
  535.  
  536.  
  537. 9. Magic and Spellcasting
  538.  
  539. 9.1: Spellcasters
  540. •     Models that can use magic and spells are collectively known as spellcasters.
  541. •     Spellcasters have levels from 1 to 5
  542.  
  543. 9.2: Spells in General
  544. •     Spells have levels from 1 to 5.
  545. •     Each spell also has a difficulty rating.
  546. •     Each spellcaster knows a number of spells the level of which is equal to his or her level. (For instance, a lv. 5 caster may know one lv.3 and one lv. 2 spell).
  547. •     The spells a spellcaster knows are picked before each battle from the schools of magic they can use.
  548.  
  549. 9.3: Types of Spells
  550.  
  551. Direct Damage
  552. •     These spell can only target enemy units, and cannot be cast if the caster is engaged in close combat. In effect, they follow all rules for ranged attacks, and as such have their own profiles and require a successful attack roll to hit the enemy.
  553.  
  554. Enchantment
  555. •     These spells can be cast into a close combat. They confer benefits to friendly units, or give negative effects to enemy units, depending on the spell. These effects usually last until the beginning of the caster's next maintenance phase.
  556.  
  557. Autonomous:
  558. •     These spells target specific spots on the battlefields, or have no set target at all when cast. After being cast they continue existing on the battlefield as features outside of the caster's control. They still may not be cast in such a way that their placing would affect friendly models intentionally.
  559.  
  560. Summon:
  561. •     These spells place new models on the battlefield. These models may not be placed in impassable terrain or within 1" of an unit. These models act following rules for models arriving from reserve.
  562. •     As a general rule, summoned models enter play with a number of tokens equal to the wizards level, and one token is removed at the beginning of the caster's magic phase. When no more tokens can be removed, the unit is removed from play.
  563. •     A summoning spell may not be cast again while a model that is created by it is still in play.
  564.  
  565. Ubiquitous:
  566. •     These spells have no target; instead they create effects that affect every model on the battlefield. As such they have no actual restrictions.
  567.  
  568. 9.4: The Schools of Magic
  569. •     Spells are divided into different schools of magic.
  570. •     Each school has a varying number of spells in it.
  571. •     Each spellcaster has access to one or more schools of magic.
  572.  
  573. 9.5: Casting a Spell
  574. •     A spellcaster that performs a Cast Spell action may attempt to cast a number of spells per turn equal to their level.
  575. •     A spellcaster may not attempt to cast the same spell twice in a turn.
  576. •     Before anything else, declare that the spellcaster is casting the spell, and choose its target, if the spell has any.
  577. •     When a spellcaster attempts to cast a spell, they must pass a Willpower test with a penalty equal to the spell's difficulty and with a bonus to the roll equal to their level.
  578. •     If the test is passed, the enemy can attempt to dispel the spell if the reaction requirements are met.
  579. •     If the test is failed, the spell is miscast. Roll on the miscast table to see what happens.
  580.  
  581. 9.6: Choosing a Target for the Spell
  582. •     The target must be in the caster's front arc.
  583. •     The target must be in the caster's line of sight.
  584. •     The target must be within the spell's range.
  585. •     The target must not be in combat with units friendly to the caster.
  586. •     Certain spell types might change some of these restrictions.
  587.  
  588. 9.7: Countering a Spell
  589. •     When a spellcaster passes the test to cast a spell, an enemy spellcaster may attempt to counter the spell as a reaction.
  590. •     Unlike other reactions, countering spells may be done as long as the reacting model is within 24" of either the model casting it, or the spell's target. There are no range restrictions to counter Ubiquitous spells.
  591. •     Also uniquely for reactions, a spellcaster may attempt to counter any number of spells equal to his or her level. This does not extend to combining countering spells with other reactions.
  592. •     To counter a spell, the model must pass a Willpower test, with a penalty equal to the spell's difficulty, and with a bonus to the roll equal to their level.
  593. •     A spellcaster that chose to Guard as their action has a further +2 bonus to counterspell attempts.
  594. •     If the countering model passes this test, the spell is considered to be countered and does not resolve.
  595.  
  596. 9.8: Dispelling Spells in Play
  597. •     A spellcaster can choose attempt to dispel a spell that is already in play.
  598. •     This works on all spells except Direct Damage spells that leave no effect in play.
  599. •     Unlike regular dispels, this is done in the active player's magic phase, and is done by performing a Cast/Dispel Spell action.
  600. •     A dispelling attempt of this kind counts against the number of spells the caster may attempt to cast in this turn.
  601. •     To attempt this, the spellcaster must be within 18" of either that spell (for Autonomous spells) or its target (for Enchantment spells) or the unit that was summoned by the spell (for Summon spells).
  602. •     There are no range restrictions to dispel ubiquitous spells.
  603.  
  604. 9.9: Spell Resolution
  605. •     If the caster managed to past the test, and the spell wasn't dispelled, its effects resolve.
  606. •     After a spell resolves, the active player may choose to have his spellcasters attempt to cast more spells, or to stop casting and move to the next phase.
  607.  
  608.  
  609. 9.10: Miscast Table
  610. •     When a spellcaster fails the test to cast a spell, roll a D6 and consult the chart below.
  611.  
  612. D6      Effect
  613. 1       Brain Implosion: The caster loses D3 hit points.
  614. 2       Mind Blank: The caster can't cast this spell again for the reminder of the battle.
  615. 3-5     Fizzle: the spell doesn't resolve. Nothing else happens.
  616. 6       Mana Leak: The caster may not attempt to cast further spells this turn.
  617.  
  618.  
  619. 9.11: Spells and Panic
  620. •     Taking damage from spells can provoke a Panic test in the same way as shooting does.
  621.  
  622. 9.12: Spell Duration
  623. •     A spell's duration is indicated in its description.
  624. •     Direct Damage spells are always resolved instantaneously.
  625. •     Spells that last for more than one turn remain in play even if the caster is slain or leaves the battlefield.
  626. 10. Psychology
  627.  
  628. 10.1: Panic Tests
  629. •     A panic test is a type of Willpower test.
  630. •     An unit that fails it's Panic tests immediately enters the Fleeing! state.
  631. •     A singe Panic test can be taken in each phase.
  632. •     If two units on the same side have to take panic tests simultaneously, their owner chooses the order in which they take them.
  633. •     Units in close combat and fleeing units never take panic tests.
  634. •     Units that have already passed a panic phase in a phase take no more panic tests in that phase.
  635.  
  636. 10.2: Causes of Panic Tests
  637. Heavy Casualties:
  638. •     A unit must make a panic test if it's reduced by 25% of the number of models it started the phase with.
  639. •     Charging units are immune to this effect when being fired at by units making a shoot reaction.
  640.  
  641. Nearby Friend Annihilated:
  642. •     An unit must make a Panic test if a friendly unit within 6" of it was completely destroyed.
  643.  
  644. Nearby Friend Breaks:
  645. •     An unit must make a Panic test if a friendly unit within 6" of it broke from combat.
  646. •     Measure before any flee moves are made.
  647.  
  648.  
  649. Fled Through:
  650. •     An unit must make a Panic test if a friendly unit made a flee move through it.
  651.  
  652. 10.3: Direction of Flight
  653. •     If the Panic test was brought on by heavy casualties, the unit moves directly away from the unit that caused the most casualties to it in this phase, pivoting on the spot.
  654. •     If the Panic test was brought on by other reasons, units fleeing in their deployment zone will flee towards their table edge, and units fleeing outside their deployment zone will flee towards the closest table edge.
  655.  
  656. 11. Universal Special Rules
  657.  
  658. _____ Walker
  659. •     A model with this special rule treats the terrain specified in the rule name as open terrain. It may still not end it's movement in impassable terrain.
  660. •     There are several types of Walker: Forest, River, Marsh, Obstacle, Building and so on.
  661.  
  662. Ambusher
  663. •     Units consisting entirely of models with this special rule must always be placed in reserve during deployment.
  664. •     When these units arrive from reserve, they may enter play from any table edge.
  665.  
  666.  
  667. Bonehead
  668. •     A unit with a majority of models with special rule must make a Willpower test before performing its first action in the action phase. If it fails, it may perform no actions in this phase, but may react normally.
  669. •     A unit with a majority of models with special rule rerolls successful Willpower tests when being assigned orders.
  670.  
  671. Combat Drill
  672. •     Models with this special rule may reroll dice results of 1 when making attack rolls.
  673.  
  674. Disrupt
  675. •     While a model with this special rule is engaged in close combat with an enemy unit, that unit does not count as outnumbering it's foes for any purpose.
  676.  
  677. Demon
  678. •     Models with this special rule have the Fear and Unstable special rules, and a Ward 5+ save.
  679.  
  680. Ethereal
  681. •     Ethereal models treat all terrain as open terrain, but may not end their movement in impassible terrain.
  682. •     Models with this special rule have a Ward 6+ save.
  683. •     A character may not join a unit of ethereal models unless they are also ethereal.
  684. •     An ethereal character may not join a unit of models that are not ethereal.
  685.  
  686. Fast Cavalry
  687. •     Units consisting entirely of models with this special rule may perform two simple actions in the action phase.
  688. •     Models with this special rule ignore the penalty to shooting after moving.
  689.  
  690.  
  691.  
  692. Fear
  693. •     Models in close combat with models that have this special rule have a -2 penalty to their Melee Skill value.
  694. •     Models with Fear are immune to Fear.
  695.  
  696. Fly
  697. •     Models with this special rule treat all terrain as open terrain, but may not end their movement in impassible terrain.
  698. •     For the purpose of movement only, these models count their Speed value as being tripled.
  699.  
  700. Frenzy
  701. •     A model with this special rule has +1 Attacks, -2 Armor, and the Fearless and Unruly special rules.
  702.  
  703. Fearless
  704. •     Models with this special rule are immune to Fear, Terror and Panic.
  705. •     Units with a majority of models with this special rule can't voluntarily use Flee as an action or reaction.
  706.  
  707. Hatred (X)
  708. •     Models with this special rule hate a specific type of model, which is always listed together with the rule.
  709. •     A model with this special rule always hits the hated model on a roll of 3+ in close combat, regardless of the unit's respective Melee Skill values, unless it would require a lower roll to do so.
  710.  
  711. Hit &Run
  712. •     At the end of a close combat, after the result has been calculated, if they didn't break, units consisting entirely of models with this special rule may attempt a Speed test to leave base contact with an enemy unit.
  713. •     If successful, choose a direction, and move it 2d6" in that direction.
  714. •     Enemy units left behind by this move may immediately perform a free Reform action.
  715.  
  716. Instability
  717. •     Models with this special rule never break from combat. Instead, they or an unit composed of them suffers loss of hit points equal to the difference by which they lost the combat.
  718. •     No rolls or saves of any kind can prevent this loss of hit points.
  719. •     A character may not join a unit of models with this special rule  unless they also have it.
  720. •     An character with this special rule may not join an unit of models that do not have it.
  721.  
  722. Iron Discipline
  723. •     Models with this special rule may always reroll Willpower tests.
  724.  
  725. Keen Senses
  726. •     A unit with a majority of models with special rule may react to enemies within 16" of it.
  727.  
  728. Monstrous
  729. •     The size value of models with this special rule is increased by 1.
  730. •     Supporting models with this special rule add +2 to the attacking model's attacks.
  731.  
  732. Poisonous Attacks
  733. •     A model hit by an attack from a model with this special rule must reroll successful Armor saves to see whether it was wounded by it.
  734.  
  735. Random Attacks
  736. •     A model with this special rule doesn't have a set Attack value. Instead, roll the noted number of dice whenever it would attack a foe in close combat.
  737.  
  738. Random Movement
  739. •     A unit with a majority of models with special rule does not move normally. Instead, it moves 2d6" in a random direction as indicated by the scatter die in the maintenance phase.
  740. •     Such a unit can never make a Movement action in the action phase, and always counts as having used one Movement action.
  741. •     Whenever an effect would cause this unit to move, it moves 2d6".
  742.  
  743. Regeneration (X+)
  744. •     A model with this special rule has Ward X+ save.
  745. •     At the end of the resolution phase, the model may make a regeneration roll. If it rolls an X+, the model restores one Hit Point lost earlier in the game.
  746.  
  747. Resist Magic
  748. •     Whenever a model with this special rule is successfully targeted by a spell, it must make a Willpower test. If the test is successful, the spell fails.
  749. •     This only works against spells that targets the models(s) in question directly.
  750. •     This test must be made when targeted with either friendly or enemy spells.
  751.  
  752. Scout
  753. •     Models with this special rule may reroll dangerous terrain tests.
  754.  
  755. Smash (X)
  756. •     Models with this special rule cause automatic hits when they make a charge action and move into close combat.
  757. •     The number of hits caused by each model with this special rule is given in the bracket.
  758. •     These hits deal 1 damage each. Roll for saves as normal.
  759. •     Smash hits are resolved as soon as the unit with the special rule assaults an unit successfully.
  760. •     Casualties inflicted by Smash count towards combat resolution.
  761.  
  762. Sniper
  763. •     Ranged attacks made by models with this special rule ignore cover.
  764.  
  765. Stubborn
  766. •     A unit with a majority of models with special rule never counts as being outnumbered in close combat.
  767.  
  768. Swift
  769. •     When fleeing and pursuing, units composed completely of models with this special rule roll 3d6 and discard the lowest die.
  770.  
  771. Terror
  772. •     Models attacking models with this special rule have a -4 penalty to their Melee skill.
  773. •     Models with Terror are immune to Fear and Terror.
  774. •     In order to move into close combat with a unit with this special rule, a unit must make a Willpower test. If failed, the attempt automatically fails.
  775. •     When a unit is charged by a unit with this special rule, it must make a Willpower test. If failed, the only reaction it may choose is Flee.
  776.  
  777. Thunderous Charge
  778. •     During the turn in which the unit with this special rule uses the charge action, it has the Fear special rule, and enemy units in close combat with it lose any their support attacks they have and do not count as outnumbering their foes.
  779.  
  780. Undead
  781. •     Models with this special rule have the Fear and Unstable special rules.
  782.  
  783. Unruly
  784. •     Units consisting entirely of models with this special rule must always attempt to move into close combat with the closest enemy unit if possible.
  785. •     The unit may attempt a Willpower test to avoid this effect.
  786.  
  787. Vanguard
  788. •     After all units have been deployed, but before the first maintanance phase, a unit with this rule may perform a free Walk action. If they do, they may not react in this turn.
  789. •     If more than one unit with this rule is present, they move in order of their Speed value.
  790.  
  791. Veteran  
  792. •     Models with this special rule automatically pass the Willpower test for being assigned orders.
  793.  
  794. 12. Troop Types
  795.  
  796. 12.1: Models and Base Sizes
  797. •     A shape and base size for each model and /or unit will be given as part of its profile.
  798.  
  799. 12.2: Infantry
  800. •     Height value: 1
  801. •     This game is based around infantry. No additional rules apply.
  802.  
  803. 12.3: Cavalry
  804. •     Height value: 2
  805. •     Cavalry models are single models that have two profiles, one for the rider, and one for the mount.
  806. •     The mount's speed value is always used for movement, never the rider's.
  807. •     Both the rider's and the mount's speed is used to determine their respective striking order.
  808. •     The mount's Willpower and Save  are never used.
  809. •     The mount's HP is only used if it's higher than the rider's.
  810. •     All Cavalry models have Swift special rule.
  811. •     If an element of a cavalry model has the Frenzy special rule, only that element gains the extra attack.
  812. •     A mount improves the rider's Armor by 1.
  813. •     A mount equipped with barding improves the rider's Armor by 2, but has -1 Speed.
  814. •     Cavalry have to take dangerous terrain tests if they march, charge, run or flee across any terrain other than open terrain and hills.
  815. •     Cavalry models can assault units in buildings, but fight without any bonuses conferred by their mounts, and the mounts cannot attack themselves.
  816. •     Cavalry models can't garrison buildings.
  817.  
  818. 12.4: Beasts
  819. •     Height value: 1
  820. •     All beasts have the Swift special rule.
  821.  
  822. 12.5: Swarms
  823. •     Height value: 0
  824.  
  825. 12.6: Chariots
  826. •     Height value: 3
  827. •     Chariots are single models that have three or more profiles. One or more for the crew, one for the beasts and one for the chariot itself.
  828. •     The beast's speed value is always used for movement, never the crew's.
  829. •     Both the crew's and the beast's speed is used to determine their respective striking order
  830. •     The beast's Save, HP and Willpower are never used. Neither are the crew's Save and HP.
  831. •     The chariot's Armor and Health are used.
  832. •     All Chariots have the Smash and the Swift special rules.
  833. •     No elements of Chariots can make support attacks.
  834. •     Chariots have to take dangerous terrain tests if they march, charge, run or flee across any terrain other than open terrain.
  835. •     Chariots cannot garrison buildings or assault units inside them.
  836.  
  837. 12.7:War Machines
  838. •     Height value: 3
  839. •     War Machines are detailed in their own section.
  840.  
  841. 12.8: Wondrous Units
  842. •     Height value: 3
  843. •     Wondrous Units cannot join other units.
  844. •     Wondrous Units cannot garrison buildings.
  845.  
  846. 13. Weapons
  847.  
  848. 13.1.: Weapons in General
  849. •     Each model is assumed to be armed with at least one weapon
  850. •     If no weapon is specified, or a profile is not given, the model is considered to be wielding a hand weapon.
  851. •     A model may carry more than weapon, but may use only one of them to make attacks in a turn.
  852. •     There are two broad categories of weapons: Melee weapons and Ranged weapons.
  853. •     Melee weapons can only ever be used in close combat. When expressed, their range will be given as "melee".
  854. •     Ranged weapons can only be used to make shooting attacks, and are useless in close combat.
  855. •     Certain weapons might have a double profile that makes them usable in both close and ranged combat. In such a case, the weapon's range will indicate which profile to use in which situation.
  856. •     Ranged weapons do not use a model’s Attacks value to determine how many attacks are made with them. Instead, only ever make one attack with them unless they have the Burst special rule.
  857. •     Each weapon has a profile which expresses its capabilities
  858.  
  859. A weapon's profile consists of the following Characteristics
  860. •     Range(R): Determines whether a weapon is a melee or ranged weapon, and if the latter, its maximum shooting distance.
  861. •     Strength (S): Determines a penalty to defender’s Armor when being hit by this weapon. A melee weapon adds its strength to the user’s.
  862. •     Damage (D): Determines how many hit points a model loses when wounded by this weapon.
  863. •     Burst: Determines how many attacks are made by this weapon. Only ranged weapons use this.
  864. •     Special Rules: Notes which special rules the weapon has, if any.
  865.  
  866. Stat    R       S       D       B       Special Rules
  867. Value                                  
  868.  
  869.  
  870. 13.2: Weapon Special Rules
  871.  
  872. Armor Piercing (X)
  873. •     This weapon completely ignores enemy armor values equal and worse to that listed in the parenthesis.
  874.  
  875. Impact
  876. •     Unless the model armed with this weapon has assaulted in this turn, this weapon has the profile of a hand weapon.
  877.  
  878. Move or Fire
  879. •     A ranged weapon with this special rule cannot be fired if the model using it moved earlier this turn for any reason.
  880.  
  881. Quick Fire
  882. •     Weapons with this special rule don't suffer the -1 penalty for moving and shooting.
  883. •     Weapons with this special rule only suffer a -1 penalty for using the Snap Shot reaction without guarding.
  884.  
  885. Parry
  886. •     A model with this special rule improves its Ward save by +1 in close combat. If it has no saving throw, it gets a Ward 6+ save that can only be used in close combat instead.
  887.  
  888. Reach
  889. •     Models armed with weapons with this special rule can attack enemy models even if not in base contact with them, if a friendly model they are in base contact with is in base contact with an enemy model.
  890.  
  891. Sidearm
  892. •     Model armed with a weapon with this special rule and another melee weapon have +1 Attack when attacking with the other weapon.
  893.  
  894. Slow:
  895. •     A model armed with this weapon has -3 to its Speed value for the purpose of determining strike order.
  896.  
  897. Two-Handed
  898. •     This weapon requires two hands to use. Shields cannot be used by the models in the same turn they use a two-handed weapon.
  899.  
  900. Volley
  901. •     A block unit consisting entirely of models armed with weapons with this special rule may choose to have models in all its ranks also fire their weapons.
  902. •     Each rank after the second fires with a cumulative penalty of -1 to hit.
  903.  
  904. 13.3: List of Weapons
  905.  
  906. 13.3.1: Melee weapons
  907.  
  908. Flail
  909. Range   Strength        Damage  Special rules
  910. Melee   +2      D3      Impact, Piercing, Two-Handed
  911.  
  912.  
  913. Great Weapon
  914. Range   Strength        Damage  Special rules
  915. Melee   +3      2       Slow, Two-Handed
  916.  
  917. Halberd
  918. Range   Strength        Damage  Special rules
  919. Melee   +2      1       Two-Handed
  920.  
  921. Hand Weapon
  922. Range   Strength        Damage  Special rules
  923. Melee   +0      1      
  924.  
  925. Lance
  926. Range   Strength        Damage  Special rules
  927. Melee   +3      1       Impact, Piercing
  928. Only mounted models may use this weapon.
  929.  
  930.  
  931. Pistol
  932. Range   Strength        Damage  Special rules
  933. Melee   +0      2       Sidearm
  934.  
  935. Spear
  936. Range   Strength        Damage  Special rules
  937. Melee   +1      1       Reach
  938.  
  939. Sword
  940. Range   Strength        Damage  Special rules
  941. Melee   +0      1       Parry
  942.  
  943.  
  944. 13.3.2: Ranged Weapons
  945.  
  946. Bow
  947. Range   Strength        Damage  Special rules
  948. 24”   1       1       Two-Handed, Volley
  949.  
  950. Crossbow
  951. Range   Strength        Damage  Special rules
  952. 30”   1       1       Move or Fire, Piercing
  953.  
  954. Handgun
  955. Range   Strength        Damage  Special rules
  956. 24”   1       2       Move or Fire, Piercing
  957.  
  958. Javelin
  959. Range   Strength        Damage  Special rules
  960. 12”   1       1       Quick Fire
  961.  
  962. Longbow
  963. Range   Strength        Damage  Special rules
  964. 30”   2       1       Volley
  965.  
  966. Pistol
  967. Range   Strength        Damage  Special rules
  968. 12”   1       2       Quick Fire
  969. A model armed with two pistols can fire them both separately.
  970.  
  971. Shortbow
  972. Range   Strength        Damage  Special rules
  973. 18”   1       1       Quick Fire,Volley
  974.  
  975. Sling
  976. Range   Strength        Damage  Special rules
  977. 18”   1       1       Burst (2)
  978.  
  979. Thrown Weapon
  980. Range   Strength        Damage  Special rules
  981. 6”    2       1       Quick Fire
  982.  
  983.  
  984. 14. Command Groups
  985.  
  986. 14.1: Overview
  987. •     Command groups have three possible models: a champion, standard bearer and a musician.
  988. •     Most units have the option to take all three, but some may lack some of the options.
  989. •     Command unit models are always upgrades to existing models in the unit.
  990. •     A command group must always occupy the unit's first rank or be placed in the units front.
  991. •     Command group models have the exact same equipment as the rest of the unit, barrign additionaly purchased options.
  992. •     Command group models cannot be picked off by shooting attacks but attacks can be directed against them in close combat.
  993.  
  994. 14.2: Champions
  995. •     A champion follows the rules for characters.
  996. •     A champion usually has a slightly better statline than the rest of the unit.
  997. •     A champion's name is different from that of the other models in the unit.
  998.  
  999. 14.3: Standard Bearers
  1000. •     A standard bearer grants it's unit a +1 bonus when calculating combat resolution.
  1001. •     Units with a standard bearer may reroll Willpower tests with the result of 1.
  1002.  
  1003. 14.4: Musicians
  1004. •     In the Action phase, a unit containing a musician can attempt a Willpower test to perform a Reform action as if it were a Regular action.
  1005. •     Fleeing units containing a musician have +1 Willpower when attempting to rally.
  1006.  

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