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The Rules
Reference
Reference
Quick Reference
Every table you need during a battle, on one page.
The turn
- Charge: declare charges in turn, then resolve them. None on turn 1.
- Strategic: activate units in turn. Move, and use one ability: shoot, cast or activate. A commander gets one extra ability. Fleeing units may rally.
- Combat: every melee is fought, and losers take break tests.
The battle ends after turn 7, or when an army is wiped out.
Melee: to hit
| Your Skill is higher | 3+ |
| Your Skill is equal or lower | 4+ |
Front rank: full Attacks. Second rank: 1 supporting attack each. Flank: the flank file attacks. Rear: no attacks.
Ranged: to hit
| Skill | 1 | 2 | 3 | 4 | 5+ |
|---|---|---|---|---|---|
| Hits on | 6+ | 5+ | 4+ | 3+ | 2+ |
−1 at long range (over half range; weapons of 12" or more). −1 if the target is in cover. Never worse than 6+. The first two ranks shoot.
Damage save
| Power 3+ higher than Defense | 6+ |
| Power 1–2 higher | 5+ |
| Equal | 4+ |
| Defense 1–2 higher | 3+ |
| Defense 3+ higher | 2+ |
Each failed save is one wound.
Combat score
- +1 per wound caused
- +1 per unit on an enemy flank
- +1 per unit on an enemy rear
- +1 for a second rank, +1 for a third, if not disrupted
- Banners and abilities
Disrupted: an enemy on your flank or rear, or more than one enemy unit in contact. A tie means no break tests.
Break test
Hold on 2d6 ≤ Discipline + ranks − score difference.
- A living commander's Discipline replaces the unit's.
- Fearless: ignore the score difference.
- Reanimated, Demonic, Construct: lose D3 wounds instead.
- Fail: flee a full Move away. Destroyed if surrounded.
Charges
- Reach = Move, inside the 90° arc from the front edge.
- Side = the arc (45° from the target's corners) holding the charger's centre.
- Charged by one enemy: counter-charge it, or flee if fast enough.
- Intercept a charging enemy if your charge is shorter, hits its flank or rear, or it is already being charged.
Distances
- Pivot: Move ÷ 4 per 90°. War Machines pivot free.
- Forest: movement costs double.
- Objective capture radius: 3.76".
- Units end about ½" apart.
- Win on points by 50 or more, or it's a draw.