Rules contents

Reference

Quick Reference

Every table you need during a battle, on one page.

The turn

  1. Charge: declare charges in turn, then resolve them. None on turn 1.
  2. Strategic: activate units in turn. Move, and use one ability: shoot, cast or activate. A commander gets one extra ability. Fleeing units may rally.
  3. 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 higher3+
Your Skill is equal or lower4+

Front rank: full Attacks. Second rank: 1 supporting attack each. Flank: the flank file attacks. Rear: no attacks.

Ranged: to hit

Skill12345+
Hits on6+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 Defense6+
Power 1–2 higher5+
Equal4+
Defense 1–2 higher3+
Defense 3+ higher2+

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.

Charge phase rules

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.