Being Shoot Combat Orders Influence Command -...
Transcript of Being Shoot Combat Orders Influence Command -...
Being Threat’d
Shoot To Hit
Shoot Wound
Shoot Casualties
Combat To Hit
Combat Wound
Combat Casualties
Orders Influence Command Test
Undead Unused +1 for Wraith +1 for Wraith
Unused +1 for Wraith +1 for Wraith 2pwr → +Str
Unused Unused Unused Unused
Dice D6 figs X volleys artill = D6 X wor
D6 per hit +str -res
D6 D6 per wor +D6 champ
D6 per hit +attk str
-enemy res
D6 D6 +Leadership
D6 D6 +Leadership
Success on 4+ 4+ Per wpn See Table 4+ Per wpn See Table See Table < Leadership See Table
Bloodlust +2 -1 +2 +1 +2 -1 per unit Wrong → kill BL Succ → OK
Shaken -2 -2 -2 Wrong → Rout Succ → OK
Firewater +1 -1 +1 -1 +1
Disorder -1 -1 -1 if any
Attack D6 per 5 wor +1 if BL=fan
Hold +1
Oppose -1
Bad Light -1 -1 -1 -1 -1 -1
Bad Omens -1
Good Omens +1
Bad Boast -1
Good Boast +1
Elite +2 +2 +2 +1 better -1 worse
+2
Vet +1 +1 +1 +1
Avg
Poor -1 -1 -1 -1
Unpred +3 / -3 -1 +3 / -3 +3 / -3
Soft Cover -1
Hard Cover -2
Target Shield -1 +1 if not
Unit Std +1 +1 +1 for defending
-1 for loss +1
Unit Ldr +1 +1 +1
Unit Hero +1 +5D +1 / -1 D6 per worth +1 -1 if DESTROYER not in combat
+1 if is.
Unit Mus -1 opp count
+1
Any Losses -1 -1 if greater +1 if fewer
25% Losses -1
50% Losses (current)
-3 -3
Terrible Creature <6”
-1 enemy +1 friendly
-1 enemy -1 if fighting
Dread <12” -3
Ranks >1 -1
Mercs Paid-up,½,¼ -1, -2, -4 -1, -2, -4
Others -1 volleys >1 -1 parabolic
Possible +1 for lances
+1 if by WC -1 if diff race +1 if courier -2 if BL w/unit
+1 BL has banner -1 BL diff race
+1 per talisman -1 per lost cmd -3 for WC lost
Combat Test Casualty Test Threat Test
Command Test
Mercenary Command
Test
Battle Leader Test (New Orders)
Drain Test Disc Trib Fan Stup
less than 0
ROUT Command ROUTS off
table.
Roll a D6
+2 for a paid up.
-2 if ¼ paid.
6+ All units
gain
SHAKEN
5,4 All
characters
and units in
command
ROUT.
3
or
less
CHANGE
SIDES, the
first time
this result
occurs.
Second
time, all
characters
and units in
command
ROUT.
All units SHAKEN.
Messenger killed (may
try save).
All individuals must save
or be lost.
Any losses mean no more
Drain Tests this turn.
All unactivated units lost. 0 Messenger sent away.
All units
DISORGANISED.
ATTACK order → HOLD
HOLD order → ATTACK
OPPOSE order → HOLD
1 Order not changed.
Messenger sent away.
All units
DISORGANISED.
2 SHAKEN Order not changed.
Messenger sent away.
3 All units
DISORGANISED.
Messenger may retry
next turn.
All individuals must save
or be lost.
Any losses mean no more
Drain Tests this turn.
4
OK
Delay. Nothing happens.
Messenger may retry
next turn.
All necromancers must
save or be lost.
Any losses mean no more
Drain Tests this turn.
5 Command becomes
SHAKEN.
No change.
Order changed.
All units
DISORGANISED.
2 necromancers must
save or be lost.
Any losses mean no more
Drain Tests this turn.
6 Command becomes
DISORGANISED.
Order changed. A necromancer must
save or be lost.
Any losses mean no more
Drain Tests this turn.
7 No effects.
Command removes
SHAKEN, BLOODLUST.
All units in command go
into BLOODLUST in
order to protect their
chances of being paid.
All units
DISORGANISED.
8 No effects.
9
10
11 BLOODLUST
12+
Bloodlust Disordered Shaken OK
In Contact Must fight.
May not reorganise.
+1 on to-wound roll.
First rank only.
Must fight.
May not reorganise.
-1 on to-wound roll.
First rank only.
Must fight.
May not reorganise.
First rank only.
Must fight.
May overlap.
May not reorganise.
May use multi-rank weapons
Attack Destroy
Storm
Must charge.
May not reorganise.
Will not slow for terrain.
Will not halt at C-de-F or
Spiked Pits & will take dmg.
Must charge.
May slow for terrain.
May reorganise.
If shooters with ammo, may stop when within
short range.
May not pass through units or be passed through.
Must charge.
May slow for terrain..
If shooters with ammo, may stop when within
short range.
May not pass through units or be passed
through.
May not reorganise.
Must charge.
May slow for terrain.
May reorganise.
If shooters with ammo, may stop when within short
range.
May not pass through units or be passed through.
Oppose Take
Intercept
Must charge.
May not reorganise.
Will not slow for terrain.
May pass through.
Will not halt at C-de-F or
Spiked Pits & will take dmg.
May reorganise.
May move.
Must not move into contact.
May move.
Must not move into contact.
May pass through friendly unit if it is not
disordered and it is under Oppose.
May not reorganise.
May reorganise if disordered.
May move.
Must not move into contact.
May pass through friendly unit if it is not disordered
and it is under Oppose.
Hold
Must charge.
May not reorganise.
Will not slow for terrain.
Will not halt at C-de-F or
Spiked Pits & will take dmg.
May not move.
May expand or reorganise.
May not be passed through.
May not move.
May expand.
May not be passed through.
May not reorganise.
May not move.
May expand or reorganise.
May not be passed through.
Retreat Must move max distance towards baseline. May end moves facing enemy.
Will not slow for terrain — will become disordered.
May not reorganise.
Must not move into contact. Any contact results in shaken.
May not pass through units or be passed through.
May not darken skies.
May not reorganise if has Firewater.
Expand / Contract D6+quality figures may move to or from rear rows to a flank. (Undead gain bonus +1 per standard). Must be at start/end of move.
Reorganise The unit does not move and loses its DISORDERED status.
Pass Through Friendly units may pass through each other provided both have OPPOSE orders and neither is DISORDERED.
Charge Must move max possible distance towards nearest enemy/nearest unengaged enemy. May not slow down for terrain — will collect DISORDERED as appropriate.
Requires Denied By Effects
1st Round Profile Must be in first round of combat. Must be either ATTACK or BLOODLUST
Must be fighting enemy to its front. Cavalry using their mounted profile.
Defender has PIKES and is ATTACK or HOLD and is being attacked
on their front.
Unit may use its first-round profile.
Cavalry will become DISORGANISED.
Berserker Profile Unit must be in BLOODLUST Unit MUST use Berserker profile.
Capturing Standard Opponent must have a standard. Declare this before combat roles.
Enemy gains +1 To-Kill bonus. If win this combat, standard must SAVE or be lost.
Losing standard is a -1 to COMBAT TEST.
Characters in Combat Characters attached to a unit. Characters, leaders, specials may always fight as if in the front rank. They are also
always available to be killed by the combat.
Collision between Units Moving unit has ATTACK or BLOODLUST and has no other route. Units are not friends. Both units become DISORGANISED. Uses entire move of moving unit.
Determining Cover
Difficult to Control If unit does not have ATTACK orders, it must make a threat test & obey reactions.
Formation Change Move phase, before or after move. Only on ONE flank. D6 + QUAL count of figures may change rank/file.
Giant Creatures 5x5 base or larger. ● Includes Free Leadership.
● May upgrade to Musician or Std or Champ for 10pt.
● Always counts as a UNIT even if just 1 of them.
● Immune to reactions unless takes >4 hits per turn.
● If lost, trigger a COMMAND TEST. if base > 5x5
● If threatened by lesser worth, test may include:
○ A free musician bonus.
○ A free Friendly Terrifying Creature bonus.
Indirect Shooting Some terrain may block indirect shooting. May shoot over intervening units/terrain. Take a -2 to hit (do not take the -1 for
LONG RANGE). Shoot between SHORT RANGE and LONG RANGE only.
Lances Must be in first round of combat
Must be either ATTACK or BLOODLUST
Must be fighting enemy to its front.
+1 on their To-Hit roll.
Linebreaker Must be in first round of combat
Must be either ATTACK or BLOODLUST
Must be fighting enemy to its front.
Attacker is cavalry/chariots and defender has PIKES and is ATTACK
or HOLD and is being attacked on their front.
The defender has a wider frontage than the attacker.
Enemy becomes DISORGANISED if not already.
If already DISORGANISED, becomes SHAKEN unless routed by the combat.
Mounted Profile Unit has a mounted profile with “Horns & Hooves” or “Tooth & Claw” weapons. Use the mounted profile in combat.
The unit becomes DISORGANISED.
Moving through Units Entire move of moving unit.
Either unit is DISORDERED. Either unit does not have OPPOSE
orders. Units are not friends.
Characters may always pass through friendly units.
Shooting into Combat You may never shoot into combat.
Tracing LOS Drawing a line from the front base of any figure to any target unit figure. Units block LOS. Raised difficult gnd between shoot/target blocks LOS.
Transit Terrain Must have this ability. or Be WOOD ELVES in WOODLAND May cross difficult terrain without becoming DISORGANISED.
Wood Elves Must be WOOD ELVES. Target in WOODLAND. Target may not claim -1 soft cover modifier to shooting.
Orders – Two-colour orders are like the first colour except for noted changes.Order Flag Shoot? Movement? Fighters
Enter Combat
Shooters
Enter Combat
Combat Effects Other Limitations
Hold Blue Any vis. No move. Mayreform.
No. Combat Test +1
Attack Red May atnearestenemy.
Max at nearest enemyor nearest unengagedenemy. Shooters mayhalt if targ in shortrng.
Must if poss. May. 1 extra per 5dice.
Oppose Yellow Any vis. Any. May BackAway.
No. No. Combat Test -1
Take/Hold
Yellow/Blue
Any vis. Max towards objectiveposn.
No. Combat Test -1 Once <3” of dest, →Hold.
Attack/Hold
Red/Blue
Any vis. Max towards destlocn. Shooters mayhalt if targ in shortrng.
If targ obst. dest. 1 extra per 5=dice.
Once <3” to dest, →Hold.
Intercept/Rein-force
Yellow/Red
Targ. unitonly.
Max towards targunit, unless enemyunit in way of targ.
No. Combat Test -1 Once <3” of targ,→Attack. Targ may befriend to reinforce. If targdestroyed, →Oppose.
Destroy/Break-out
Red/Black
Any vis. Max towards targunit(s), Shooters mayhalt if targ in shortrng.
May attackenemy unit obst.targ. Mustattack targ.
May 1 extra per 5dice.
If any unit contacts withenemy targ or <3” of friendtarg, or all targs gone,→Attack.
GeneralRetreat
? Any vis.No volley.
Max towards baseline.May Back Away
No. If charged,→Shaken.
Will not slow for toughground. Will not stop toreorg. Extra modifiers forNew Order test.
WeaponsWeapon
Name
Short
Range
Long
Range
vs
unarm’d
vs L.
Arm.
vs Med.
Arm.
vs Hvy
Arm.
vs
X.Hvy
Arm.
Amm.
Supply
Volleys Worth Rules
Thrown Axe 2” 6” 2+ 3+ 4+ 5+ 6+ 6 3 1Thrown Knife 4” 8” 3+ 4+ 5+ 6+ 6+ 6 4 1Thrown Discus 4” 8” 2+ 2+ 3+ 5+ 6+ 6 4 1 ⇒
Bow 6” 18” 3+ 4+ 5+ 6+ 6+ 6 4 1 ⇒xLongbow 8” 24” 2+ 3+ 4+ 5+ 6+ 6 4 1 ⇒xCrossbow 8” 30” 2+ 2+ 3+ 4+ 5+ 6 2 1 (Dk Elves only)Arquebow 8” 30” 1+ 1+ 2+ 3+ 4+ 6 2 1 (Dk Elves only)
Crossbow Pistol 2” 6” 2+ 2+ 3+ 4+ 5+ 4 2 1 (Dk Elves only), 2 more ammo @20ea.Rpt Crossbow 8” 30” 2+ 2+ 3+ 4+ 5+ 6 4 1 (Dk Elves only), 2 volleys=no HIT-1.
Stonebow 6” 18” 2+ 2+ 3+ 3+ 4+ 6 2 1 Crossbow shooting stones.Handgun 6” 12” 2+ 2+ 3+ 3+ 4+ 6 2 1
Ratmen Rifle 6” 18” 2+ 2+ 3+ 3+ 4+ 6 2 1Pistol 2” 6” 2+ 3+ 4+ 5+ 6+ 6 2 1Sling 4” 8” 3+ 4+ 5+ 6+ 6+ 8 5 1
Blowpipe 2” 6” 3+ 4+ 5+ 6+ 6+ 6 3 1 Javelin 2” 6” 3+ 4+ 5+ 6+ 6+ 6 3 1 ⇒
Dwf/H.Elf/D.ElfGiant Cross-bow/Ballista
8” 30” 0+ 0+ 1+ 2+ 2+ 6 2 3 Ex2 STR+2
Orc/Dwf/D.Elf/Und/H.ElfCatapult
8” 30” -2+ -2+ -1+ 0+ 1+ 6 2 4 Ex4 STR+4 x
Human GiantH.Gun
6” 12” -2+ -2+ -1+ -1+ 0+ 6 2 2 Ex2 STR+4
Human Culverine 12” 30” 0+ 0+ 1+ 2+ 2+ 6 2 4 Ex3 STR+2
Human Cannon 12” 30” -5+ -5+ -4+ -3+ -3+ 6 1 5 Ex4 STR+7 H
Human Bombard 12” 30” -1+ -1+ 0+ 0+ 1+ 6 1 5 Ex3 STR+3 Hx
Ratmen Hvy Gun 12” 30” -2+ -2+ -1+ -1+ 0+ 6 1 2 Ex2 STR+4 H
RatmenBombard
12” 30” -1+ -1+ 0+ 0+ 1+ 6 1 8 Ex4 STR+3 Hx
Dwarf Cannon 12” 30” -3+ -3+ -2+ -1+ -1+ 6 2 6 Ex4 STR+5
Dwarf WarCannon
30” - -5+ -5+ -4+ -3+ -3+ 6 1 8 Ex4 [email protected] H
Dwarf Bombard 12” 30” -1+ -1+ 0+ 0+ 1+ 6 1 5 Ex2 STR+3 xHHurled Boulders 4” - D6=1 is miss, otherwise # of kills. 2 2 - Giant only. 2 more @25eaDragon fireball 6” - 2+ 2+ 3+ 3+ 4+ 6 2 1/2
drgn≈STR=1/3 dragon. Ammo sharedw/breath.
Dragon breath 6” - 2+ 2+ 3+ 3+ 4+ 6 1 drgn ≈STR=dragon. @1,2,3 ammod6<=ammo or dragon routs.
May be poisoned by Orcs, Goblins, Amazons, Mercenaries and Dark Elves.xMay shoot indirectly.⇒Two ranks may shoot.
HIgnition test.≈Variable strength, not pre-added.
BoastsBoast Condition
“Attack! Attack! Attack!” Boast holds while all cmds in army have ATTACK orders.“I have no need of a bodyguard, the enemy cannot harmme.”
Boast is good unless the WC is with a unit.
“I will stay upon this spot, immovable like a rock for theentire battle.”
Place the WC on a spot. Boast is good until WC moves.
“Look for me in the thick of battle.” Boast is good while the WC is fighting.“We shall destroy the enemy by sunset/sunrise.” Boast holds until next dusk or dawn. Then broken if enemy not defeated.SpellsName Cost LOS
req’d
Method
“Arcane Eye” d6 per 3pts - Add scouting points.“Arcane Terror” 1 per 12”rng + targ
unit worth.Yes D6 1-2=halve cost, 5-6=double cost. Targ unit takes threat test for terrible
creature of greater worth. Paladin makes unit immune.“Banish Magic” 10d6 - If cost >35, no magic may be used for 6 turns.“Blast” 1 per 12”rng, +1
per attack dice,minium 2
Yes Name targ unit. Roll dice. 4-6 kills a fig as if in shooting. Any doubles rolleddouble cost of spell.
“Call Ghostly Horde” 5d6 - Dark Elf/Undead only. Announce at turn start. Takes whole turn. If caster makessaving throw during turn, fails. Any figure killed this turn becomes an undeadwarrior in the horde. BL/wraith may become its leader. 1 casting per summoner.Summoner must create necro power to sustain & may not use other spells.
“Create Necro.Power” D6 per power point - Dark Elf/Liche only. Create necromantic power to sustain/animate undead.“Duel” - - See companion p43-44.“Eldritch Command” 1 per 12”rng, +d6 No Wizard must be in contact with WC. May attempt to change orders of a BL. Targ
BL must be able to change orders. Test as normal – pay cost even if fail test.“Fickle Finger” 1 per 12”rng, +2d6. Yes Roll d6=5+ and the wizard can destroy the orders carried by a
courier/messenger. The player may not look at the original order. The couriermay try save (if has one) to prevent destruction.
“Finger of Death” 1 per 12”rng, +2d6 Yes Name targ fig. Roll 2d6. Any 6 = a kill. Targ may save.“Fudge the Omens” 2d6 - Re-roll the omens.“Haste” d6 per extra 3” - Increase move of ind or unit w/wizard in contact.“Hasten Day or Night” 3d6 per step - Move hourglass in desired direction.“Incite Frenzy” 1 per 12”rng,
+worth of targ unit.Yes Roll d6. 1-2 cost halved (round up), spell fails. 3-6 spell succeeds, targ unit
→Bloodlust”. If 5-6 cost doubled.“Portent of Doom” 10d6 - Opposing army must make command roll as if WC was lost.“Protection” 2d6 + 5 - Wizard or a fig in contact with him may avoid a death/saving throw. Targ fig
must be named.“Shield” d6 per volley
removal attempt- Wizard protects unit they’re in contact with. Cost = Dice total. For each 4+,
volley token blocked.“Spellbreak” 5d6 No If cost >5 then an enemy spell is prevented from having any effect – opposing
wizard must pay cost of spell. (And make dice rolls if they would affect cost).“Summon Fiend” 2d6 - See companion p44.“Summon Wraith” 4d6 - Dark Elf/Undead only. Announce at turn start. Takes whole turn. If caster
makes saving throw during turn, fails. Wraith appears 3” from summoner. Ifsummoner killed, so is wraith. 1 wraith per summoner.
Magic WeaponsWeapon Effect
Soul-Eater SwordWC, BL, Hero, Destroyer
If weapon kills WC, BL, Hero, Destroyer it absorbs their life-force and gains KILL+1. Effect is cumulative.Test at start of 7th & subsequent turns if sword has not absorbed a worthy soul. D6 <4 kills wielder.
Screaming BladeWC, BL, Hero, Destroyer
Blood-curdling scream unnerves warriors. THREAT-2 modifier if wielder’s unit threatens OR is threatened.
Sword of LightPaladins
Blade shines brightly, converting night to day. Paladin, unit in contact with him and enemy units in combatwith them always fight as if it were day. Shooting at paladin and unit in contact with him gets +1 to hit.
DoombringersMarksmen
These are arrows/bullets which have their target’s names magically inscribed on them. In the Boasts andOmens phase players should secretly note which enemy individual each of their marksmen’s Doombringerswill seek out. Once in range and with line-of-sight to the nominated target a hit is automatic. Kills areworked out as normal. A Doombringer whch fails to kill speeds back to the marksman who fired it. Againthe hit is automatic, but the to-kill throw is worked out as normal.
H2H WeaponsWeapon
Name
vs
unarmoured
vs Light
Arm.
vs Med.
Arm.
vs Heavy
Arm.
vs X.Hvy
Arm.
Ranks Rules
Hand Wpn 3+ 3+ 4+ 5+ 6+ 1 -2H Wpn 2+ 2+ 3+ 4+ 5+ 1 -
Spear 3+ 4+ 5+ 6+ 6+ 2 1 rank only if disorganised.Lance 3+ 4+ 5+ 6+ 6+ 2 1 rank only if disorganised. If ATTACKing or in BLOODLUST,
gain +1 on first round.Pike 3+ 4+ 5+ 6+ 6+ 3 1 rank only if disorganised. If ATTACKing/HOLDing negates 1st
round profiles and linebreaking.Tooth/Claw 2+ 3+ 4+ 5+ 6+ 1 Disorganises attacker if used.Horn/Hoof 3+ 3+ 3+ 4+ 5+ 1 Disorganises attacker if used.Naginata
GlaiveHalberd
Can choose between spear/2ranks or 2H weapon/1rank per combat. May not use shields. Maynot fight in 2 ranks if reacting or disorg.
SpeechesSpeech D6 roll Result
+1 per talisman in army.+1 if target unit in WC command.
-1 if bad light.10+ Legendary Speech. All units in command go into BLOODLUST.
9 Rousing Speech. Target unit goes into BLOODLUST.8,7 No effect.6 Target unit disheartened by poor speech. Disorganised and Shaken.
5 or less All units in command disheartened by poor speech. Disorganised and Shaken.Tricks
Species Trick
GoblinWar Chant
Whole army has a chant. If any unit does anything but stand and chant, it’s broken and uses result 7.
1D6 + warchief’s worth.+1D6 it’s night. +1 per talisman.+1 if omens good.+1 if enemy omens bad.+2 if have battle drum.
16+ Enemy must make command test. All goblins in blood lust. All goblins get attack orders. Chantover.15 All goblins in blood lust. All goblins get attack orders. Chant over.14All organised goblins in blood lust. Chant over.10-13 No effect yet. Chant may continue next turn.8-9 No effect. Chant over.7 All units shaken. Omens now bad. Chant over.0-6 Goblins can’t chant. All units shaken. Omens now bad. Command test required. Chant over.
Wood ElfOutmanoeuvering
Whole army must be wood elves. Must outmanoeuver during scouting phase. None-scouting units mayset up in terrain features containing trees but will be disorganised & under HOLD orders.
Ignition TestD6 plus modifiers.
Modifier Reason
-1 Per crew less than 4.-1 No leader.-1 Disorganised.-2 Shaken.-1 If double charged.-2 If triple charged.+1 If have artillery master.
Result Outcome
<0 Explosion. Cmd test required. All figures within 12” killed (savingthrow allowed).
1 Misfire.2 Shoots with worth -4.3 Shoots with worth -2.4 Shoots.5 Shoots with worth +2.6 Shoots with worth +4.
Terrain & MovementTerrain Infantry
Unit
Cavalry
Unit
Chariot Monsters Animals Machines Individuals
Hill difficult difficult[1] No. difficult difficult difficult difficult
Woods difficult[2] difficult[1] [2] No. difficult Normal.[2] difficult difficult[2]
Broken difficult difficult[1] difficult difficult difficult difficult difficultSwamp No H/XH
armour.v.difficult
No. No. STR>1v.difficult
v.difficult No. No H/XHarmour.v.difficult
Marsh No XH armour.v.difficult
No H/XHarmour.v.difficult
No. No XH armour.v.difficult
No XH armour.v.difficult
No? No XH armour.v.difficult
River FW p28. FW p28. No. FW p28. FW p28. No.? difficult
Ford v.difficult v.difficult[1] v.difficult v.difficult v.difficult v.difficult v.difficultBridge BASE<2in.
Single File.difficult
BASE<2in.Single File.difficult
BASE<2in.Single File.difficult
BASE<2in.Single File.difficult
BASE<2in.Single File.difficult
BASE<2in.Single File.difficult
BASE<2in.Single File.difficult
Palisades >1/2 speed=> D6-2 hitsas spears.Disorg.
>1/2 speed=> D6-2 hitsas spears.Disorg.
No. >1/2 speed=> D6-2 hitsas spears.Disorg.
>1/2 speed=> D6-2 hitsas spears.Disorg.
No? ?
Chevauxde Frise
Halt or D6-3hits as spears.
Halt or D6-3hits as spears.
No. Halt or D6-3hits as spears.
Halt or D6-3hits as spears.
No? ?
SpikePit
Halt or D6-3hits as spearsper pit
Halt or D6-3hits as spearsper pit
No? Halt or D6-3hits as spearsper pit
Halt or D6-3hits as spearsper pit
No? ?
HostileDangerous
6s on 12D6 =kills.
6s on 12D6 =kills.
? 6s on 12D6 =kills.
6s on 12D6 =kills.
? Any 6 on 2D6= kill.
Scouting No XH armour.No polearms.No pikes.
No XH armour.No polearms.No pikes.
No XH armour.No polearms.No pikes.
BASE<5cm.No stupid.
No? No. No XH armour.No polearms.No pikes.
difficult If move >1/2 speed becomes disorg.v.difficult 1/2 speed at most, units become disorg.
[1] Except goblin spider cavalry, which may pass freely if move ends outside the terrain.[2] Wood Elves who outmanoeuvre can deploy forward into here.
Element VPs
Warchief 2Army Standard 2Sacred Item 2Beloved Person 2Battle Leader 1Individual 1Unit 1
Add up the score value of the armybefore the battle. At the end, addup the remaining value and ALSOthe value of your opponent’s losses.
VP Change Interpretation
Stalemate.1-3 greater Minor victory.4-6 greater Decisive victory.7-8 greater Major victory.8+ greater Crushing victory.
Army Special Rules Summary
Wood Elves May move through woods without terrain penalty.May shoot in woods without terrain penalty.Do not suffer Bad Light.May add woods to table if outscout enemy.May not use field defence equipment.
Halfmen Do not suffer Bad Light.Dwarves Do not suffer Bad Light.Dark Elves Do not suffer Bad Light.
Become fanatics if fighting Wood or High Elves.Elves Do not suffer Bad Light.Goblins Are “fanatics” during the night.
Are “tribal” during the day.Spider cavalry can cross difficult terrain without penalty if crossing in a single move.
Undead Cannot be threatened.Cause dread.
ScoutingCondition Scouting
Each scouting command +1DEach scout individual +2DScouting command BL + ldrshipEach avg unit in scouting cmds +1Each vet unit in scouting cmds +2Each elite unit in scouting cmds +3Each Triton Chameleon unit +D6Each Triton Nekthurs unit in scouting cmd. +2DEach Mounted unit in scouting cmds +1Each Flying unit in scouting cmds +3Astrologer w/Book of Thoth, D6=3+ WC may scout for +ldrshipAstrologer w/Book of Thoth, D6=6 add’l +6Astrologer w/Astrolabe, D6=3+ WC may scout for +ldrshipAstrologer w/Astrolabe, D6=4+ +D6Astrologer w/Astrolabe, D6=6 +6Astrologer’s Tower 2D6Astrologer’s Telescope 2D6Each Necromancer + scouting undead foot unit +2Each Necromancer + scouting undead mounted unit +4Each Necromancer + scouting undead flying unit +6Each 2 wraiths scouting +D6Each Bat Swarm +D6Each halfling scout individual another +1DEach halfling scouting unit another +1Condition Outcome Results
Scouted Units must deploy <6” from baseline.Units must deploy >12” from WC.Units start w/HOLD orders.Units start disorganised.Necromancers must be with their Undead scouting units.
>opp Outscouted Deploy second.May re-roll time dice.
>opp x2 Outmanoeuvred Deploy second.May choose side of table.May rearrange terrain. (FW, p14-15)May choose start time.
OmensCondition Omens
Basic roll D6Each soothsayer +1Any Sacrifice which is positive +1Astrologer’s Bird +1Opponent has Astrologer’s Bird -1Astrologers/Soothsayers in contact w/Tower +1Astrologer casts “Reading of Signs”, 2D = any 6s +1Astrologer w/Book of Thoth, D6=4+ +1Astrologer w/Book of Thoth, D6=6 add’l +1Astrologer w/Astrolabe, D6=4+ +1Astrologer w/Astrolabe, D6=6 add’l +1
Figure Purpose THREAT
TEST
CASUALTY
TEST
COMBAT
TEST
BL
TEST
CMD
TEST
INFL
TEST
SCOUT
ROLL
COMBAT
ROLL
Cost Min Max If killed
Leader Lead unit. +1 +1 +1 - - - - - figure +10 1 per unit. 1 per unit. MNo unit reorg.Champion Enhance unit combat. - - - - - - - +1D figure +10 None. 1 per unit. MMusician Encourage unit. +1 - - - - - - - figure +10 None. 3 per unit. MStandard Guide unit. +1 +1 +1 - - - - (+1) figure +10 None. 1 per unit. Bonuses become -1s.Warchief Command of force. - - - +1 - - - - Per list. 1 1 No new orders issued. BBattle Leader Commander of division. - - - - - - - - Per list. None. Any number. Cmd’s orders locked. B+Leader 1 Lead division. - - - +1 +1 1D<=1 BLx1 - +10 - per WC/BL -+Leader 2 Lead division. - - - +2 +2 1D<=2 BLx2 - +20 - per WC/BL -+Leader 3 Lead division. - - - +3 +3 1D<=3 BLx3 - +35 - per WC/BL -+Leader 4 Lead division. - - - +4 +4 1D<=4 BLx4 - +50 - per WC/BL -+Leader 5 Lead division. - - - +5 +5 1D<=5 BLx5 - +80 - per WC/BL -Herald WC/BL range+2” if in contact. - - - - - - - - Per list. None. 2/WC/BL No effect.Banner WC/BL range+4” if in contact. - - - - - +1 - - Per list. None. 1/WC/BL No effect.Wizard Cast spells. - - - - - - - - Per list. None. Any number. BCourier Carry orders around. - - - +1 - - - - Per list. None. Any number. No effect.Sharpshooter Shoot at targets. - - - - - - - - Per list. None. 1 per WC No effect.Hero Worth of 5 in combat. +1 +1 +1 - - - - +5D Per list. None. 1 per 500pt BPaladin Hero =Hero. With unit⇒no fear creat/und +1 +1 +1 - - - - +5D Per list. None. 1 BDestroyer Hero =Hero. If in combat CMD+1 else -1. +1 +1 +1 - +1/-1 - - +5D Per list. None. 1 per WC No effect.Priest Alter events by prayer. Drain enemy
magic power.- - - - - - - - Per list. None. Any number. B
Soothsayer Reading omens. Sending superstition. - - - - - - - - Per list. None. 2 Any:omens no longergood. All:omens bad.
Scout Scout before battle. - - - - - - +2D - Per list. None. 2 per BL No effect.Enchantress Enchant units. - - - - - - - - Per list. None. Any number. Rules don’t say.Druid Create impassible/hostile terrain.
Summon Ent.- - - - - - - - Per list. None. Any number. Terrain/ent is lost.
Master of- Guns Better artillery shoots. Ignition test +1 for Cannon/Bombard/Mortar. 50/60 None. Any number. MWiz/Witch’sServant
Re-roll failed magic tests. 2nd- failure kills servant. 30 None. 1 perWiz/Wch
Save lost.
Magic power - - - - - - - - - 5pt 15 per Wiz. Any number. -Druid power - - - - - - - - - 5pt 15 per Druid. Any number. -Poison Arrows -1 to save throws. - - - - - - - - 20 per volley. None. All 6 volleys. -Firewater Shooting-1, Fighting-1 +1 +1 +1 - - - - - 20 per unit. None. 1 per unit. -Mantlets Moveable hard cover -2 to shooting kills. Attkr&defr both lose 2worth/mant in combat. 20 per 2in. None. Any number. MPalisades Static soft cover -1 to shooting kills. Crossing disorgs. At >50% speed = d6-2 hits. 30 per 6in. None. Any number. MChev. de F. Movement obstacle Crossing costs D6-3 hits. Bloodlust makes this D6-2. 15 per 3in. None. Any number. MPavises Moveable soft cover -1 to shooting kills. Attacker loses 1 worth per 2 in combat. 5 per 1in. None. Any number. MSpike Pits Static movement obstacle Crossing costs D6-3 hits. Bloodlust makes this D6-2. 20 per 3in. None. Any number. MArmy Std Static army bonus object. +1 CMD if intact. 3figs may lower the standard for safety. Enemy may wreck it. +100p None. 1 wrecked=BMLowered=MSacred Item Carried by WC, BL or IND. If in contact, +1 CMD. Enemy can defile if they alone are in contact. 100p None. 1 If defiled , BMBelov’d Indv Any WC, BL, IND, SPC. +1 CMD if alive & unrouted. +100p None. 1 If killed/routed, BMUnd Warriors Fight Immune Never Never - - - - - Per list. - - -Undead Leader Lead unit. Immune Never Never - - - - - figure +10 1 per unit. 1 per unit. M, 1 Power lost. No unit
reorg.Und. Standard Unit +2” move. +1 form. chg. Immune Never Never - - - - (+1) figure +10 None. 1 per unit. Bonuses become -1s.
Necromancer Cabal member - - - - - - - 2 POW=kill+1
81pt 0 Any number. �
Wraith Scouting. Commanding leaderlessunits.
- - - - - - +1D6per 2
+3D hit+1kill+1
58pt 0 Any number. �
Spectre Ind. warrior. Cause DREAD. opp -3 - - - - - - +5D 129pt 0 1 per 1000pt �
Liche Und wizard & cabal member. - - - - - - - - 21pt +M 0 Any number. �
�Drain test this turn.BCommand test this turn.MBonuses permanently lost.
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High Elf Wood
Elf
Halfmen Dwarf Men Amazons BarbariansDark Elf Goblins Orcs Nihon
Orc
Ratmen Undead Evil
Undead
Evil
Alliance
Vik Conq Triton COST
#☼High Elves RW A A A A A A M03#☼Wood Elves SA RW A A A A A M04#☼Halfmen A A RW A AS R M07#☼Dwarves A A A RW A A A AM# M08G#☼Men-at-Arms A A AM AM RW A A A A A M09G#☼Amazons A A A A A RW M01G#☼Barbarians AM AM AM AM AM A RW AM AM AM AM AM A AM M02 ☼Dark Elves X X X X M RW A A A A R A M05 ☼Goblins X X X X A RW AMS AMRS A RS S A M06 ☼Hobgoblins X X X X A RW AMSM AMRS A R S A M06 ☼Orcs X X X X AM AM AM AM M RW AMR R M A M10 ☼Nihon Orcs X X X X AM AM AM AM AMRW AMRW RW AM R M A M11b ☼Ratmen X X X X AM X AM A A RW A M MR X M124Undead AZ RW R A X M13#G# ☼Vikings M M M M M M M M M M RW M19G#☼Conquistador M RW M M57 ☼Triton R X R AMR RW M58#War Giantess A A A A A R A X X X 702 M1#Frost Giantess M M M M M M M M X X M X M RM M M 702 M15G#Dragons M M M M M M M M M M M M M RM M M M14G#Half-Giant M M M M M M MR M M M M M M RM M M 103 M15G#Half-Giantess M M M M M MR M M X X M X M RM M M 66 M15G#Dwarf Giant M M M MR M M M X X X M X M RM M M 134 M15G#Great Battle Giant M M M M M M MR M M M M M M RM M M 762 M15 2Head 1/2-Gi Ogre X X X X M X M M M MR M M M RM M M 82 M15 Troll Half Giant X X X X AM AM AM AM AMR RS AMRS AM R M 83 M11,2 Trolls X X X X AM AM AM AM AMR RS AMRS AM R M M11,2 Ogres X X X X AM AM AM AM AMR RS AMRS AM R M M11,1 Goblin War Giant X X X X A R AMS AMRS A R A 594 M06,4 Giant Orc X X X X AM AM AM AM M R AMR R M A 41+ M10,3 Juggernaut X X X X AM AM AM AM M R AMR R M A 308 M10,34Und.Half-Giant X X X X A R R 98 M13,34Und.Half-Giant Troll X X X X A R R 78 M13,34Und.Death Giant X X X X A R R 387 M13,34Und.Dragon X X X X A R R 228 M13,3#Sherwood M M M M M M M M M16,2G#Horse Raiders M M M M M M M M M M M M M M16,8 Harpies R M M M M R M16,3 Bugbears M M M M M M M M M M16,3 Cyclops M M M M M M16,3 Sinister Elves X X X X RM M M M M M M16,4 Chaos X X X X M M M M M M M A M16,6 ☼Dworgar M M M M M M M M16,7 Half-Orcs M M M M M M M16,9 ☼Minotaurs M M M M M M M16,10 Spectre W W 309 M16,11 Hydra R R M17+ Polar Wyrm X X X X AM AM AM AM AMR MRS AMRS AM R 65 M11,2#Eagles M M M M M17,1#Flying Unicorns M M M M M17,1#Hippogriffs M M M M M M M M M M M M M M M17,1#Unicorns M M M M M17,2 Wolves M M M M M M M17,2 Giant Spiders M M M M M M M17,2 Spider Swarm M M M M M M M17,2 Demon Z Z Z Z Z Z Z Z Z Z Z Z X M17,3 Efreti Z Z Z Z Z Z Z Z Z Z Z Z Z M17,3#Jinn Z Z Z Z Z Z Z Z Z M17,3G#Elemental Z Z Z Z Z Z Z Z Z Z Z Z Z Z Z Z Z Z M17,4 A
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There are several types of armies which canfight in a Fantasy Warriors game. This liststhe different structures & their restrictions.
Armies Containing Another Race as
Regular Troops
Some races will fight as regular troops forother races. They must form units of theirown race, but they will take orders fromBLs of either race.
• The WarChief must be of main race.• These relationships are not necessarilyreciprocal, check the table above.
• Individuals may be drawn from theminor race.
• There are no restrictions on thenumbers of the minor race.
• There are no extra restrictions onwhich allies/mercenaries may be usedexcept for “Will not Work With”.
Armies Containing A Major Race &
A Subordinate Race.
The first kind of “multi-ethnic” army is thatformed between a major and a subordinaterace[1]. The WarChief must be from themajor race. BLs from the minor race mayonly command units from the minor race.Units from the subordinate race mayotherwise be mixed into commands with themajor race.
This kind of army may not have allies ormercenaries. There are no restrictions onthe numbers or types of figures from eitherrace.
An Alliance of Evil
An army which is led by a mercenarySpectre is an “alliance of evil” & can haveone of two structures.
Evil Races United By Spectre.[2]
One is the second kind of “multi-ethnic”army consisting of commands of;
• Orcs (& Ogres/Trolls as regulars).• Goblins (& Ogres/Trolls as regulars).• Dark Elves (& Sinister Elves as
regulars).
Each race;
• Must be led by BL of same race.• May may bring their own individuals.• Suffer Undead Dread of Spectre.
No mercenary or allied contingents.
Undead Commanded By Spectre.[3]
The second kind of Spectre-led army isUndead & Mercenary Dworgar. Thedwarves;
• Must be led by BL.• May not outnumber undead.• May may bring one individual (Hero,Scout, Marksman, Destroyer).
• Suffer Undead Dread of Spectre.
Bringing Allies & Mercenaries.
An army composed of a primary race maybring one command each of allies &mercenaries.
The Allied command[4];
• Must have a BL.• May not bring other individuals.• Must not outnumber primary race.• Must be available as Ally to primaryrace.
• May scout.
The Mercenary command;
• Must have a BL.• May bring one individual. (Hero,Scout, Marksman, Destroyer)[5]
• Must not outnumber primary race.• Must be available as Mercenaries toprimary race.
• May not scout.
Bringing Allies Who Bring
Mercenaries
An army composed of a primary race maybring one command of allies who in turnbring a command of mercenaries.
The Allied command;
• Must have a BL.• May not bring other individuals.
• Must not outnumber primary race.• Must be available as Ally to primaryrace.
• May scout.
The Mercenary command;
• Must have a BL.• May bring one individual. (Hero,Scout, Marksman, Destroyer).
• Must not outnumber members of theallied race.
• Must not, combined with the allieswho hired them, outnumber membersof primary race.
• Must be available as Mercenaries toallied race.
• Does not have to be available asMercenaries to primary race.
• Must not be excluded from workingwith primary race.
• May not scout.
Bringing Undead.
Dark Elves may bring Undead as allies. Ifthey do so they may not have other alliedcommands or mercenary commands. Theymay still use Sinister Elves as regular troops.
The Allied command;
• Must have a BL.• May not bring other individuals.• Must therefore magically be supportedby Dark Elf characters.
• Must not outnumber the Dark Elves.• May cause Undead Dread in the DarkElves.
Allied Players
The final kind of Fantasy Warriors force isone made of several actual armies – there ismore than one WarChief on the side.
In this case;
• Each army must be a legal army underthe above rules.
• WarChiefs may only order their ownforces.
• Magic points, ammunition, prayers,and other resources may not be shared
between armies.• Light forces[6] will only ally with Lightor Neutral forces.
• Evil forces will only ally with Evil orNeutral forces.
• The “Will Not Work With” limitationapplies ACROSS the force.
• Undead may only join with Dark Elfor Goblin forces[7].
Forces of Light [8]
High ElvesWood ElvesHalfmenDwarves
Neutral Forces
AmazonsMen-at-ArmsBarbariansVikingsConquistador
Forces of Evilness
Goblins/HobgoblinsOrcsRatmenDark ElvesAlliance of Evil (Races of Evil)Triton Lizardmen
The Dead
Alliance of Evil (Undead)Undead
[1]M00 page 2.[2]M16 page 11.[3]M16 page 11.[4]M00 page 2&3.[5]FWComp. page 30.[6]M16, page 1.[7]M13 page 1.[8]M16 page 1.
Animals Used in Armies
Race Riding Chariot Flying Monsters Machines Swarm
High Elves Horse Horse Gt.Crossbow, CatapultWood Elves Horse Eagle Shapechangers, Unicorns, Fly.Unicorns,
Eagles, WolvesHalfmen Pony Mules, Pony Lt. & Hvy.CulverineDwarves Bear, Bat Bat Worm, Giant Gt.Crossbow, Catapult, Bombard, Cannon,
Gt.CannonMen-at-Arms Horse Gt.Handgun, Culverine, Cannon, BombardAmazons Big Cat, Mammoth Big Cat Giantess, MammothBarbarians Horse, Tiger, Rhino,
MammothTiger Rhino, Mammoth, Giant, 1/2-Giant
Dark Elves Horse, Raptor, Condor Condor Ballista, CatapultGoblins Spider Gargoyle Spiders, Giant Spiders, Giant Spiders, Giant SpidersOrcs Wolf Wolf? Giant, Gt.Orc, Juggernaut Ballista, CatapultNihon OrcsRatmen Gt.Ratmen, Worm Hvy. Gun, Bombard MiceUndead Horse, Rhino, Mammoth ’Creature’ Rhino, Mammoth, Und.1/2-Troll,
Death Giant, Und.DragonBallista, Catapult Bats
Vikings Horse Giant(ess), 1/2-Giant(ess)Conquistadors Horse Springarda, Ribauldequin, Cannon, CulverineTriton Raptor PterodactylDinosaurs Acid Throwers Serpents, MicrosaurSamurai Horse GiantsHorse Raiders HorseSpectre Wyvern
Availability of Individuals to FW Armies
High Elf Wood
Elf
Halfmen Dwarf Men Amazons BarbariansDark Elf Goblins Orcs Nihon
Orc
Ratmen Undead Vikings Triton Conq Samurai ROLE
WC/BL FM FM FM FM FM FM FMR FM FM FMC F F FMC FM FM FM FM Command.[FW42]Alchemist F F F FM Better Weapons. Transformations.
Magic User.[+]Astrologer F F F Omens, Combat/Scout/Shoot
Bonuses.[+]Banner FM FM FM FM FM FM FM FM FM FM F F FM FM FM F Extend Control Radius.[FW42]Cleric F F F F F F F F F F F F F F F Prayer Bonus. Protect Priest.[+]Courier FM FM FM F FM F F FM F F F F FM F F F Carry Order Changes.[FW42]Destroyer F F F F F F Fighter individual.[CP36-37]Druid FM F Creature/Terrain
Summon/Control.[CP39-41]Elementalist F F Magic User. Summon Elemental
Forces.[+]Enchantress F (F) Control Enemy Units.[CP37-39]Fairy X Creature/Terrain
Summon/Control.[M04]Giant F F F F F F Being giant..Herald FM FM FM FM FM FM FM FM FM FM F F FM FM FM FM Extend Control Radius.[FW42]Hero FM FMX FM FM FM FM FM FM FM FM F F FM FM FM FM Fighter individual.[FW40]Master of Guns F F Artillery Bonuses.[M08/M09]Master Forger F F Better Weapons.[+]Marksman FM FM FM FM FM FM FM FM FM FM FM Sniper individual.[CP37]Necromancer F F Create Necro Power.[CP15]Paladin FM FM FM Fighter individual.[CP36]Priest(ess) F F F F F F F F F F F F F F F Prayer.[FW40-41]Scout FM F F F F F F F F F F F F F F F Scouting.[FW42]Servant F Magic Re-rolls. Protect Witch.[M]Shaman M F F F Magic User. Creature
Summon/Control.[M04]Snake-Shaman F Prayer. Transforming Fighter
individual.[M02]Soothsayer F F F F F F F F F F F F F F F Omens Bonus. (Creature
Summon/Control.)[various]Sorcerer/ess F F Magic User. Create Necro Power.[M05]Spectre FMX Fighter individual.[CP15]Liche FM Magic User. Create Necro Power.[CP15]Witch F FM Magic User.[M09,FW43-45]Wizard F F F F F F F FM FM F F FM FM F Magic User.[FW43-45]Wraith FM Fighter individual. Unit leader.
Scouting.[CP15]
M: Mounted F: Foot X: Flying C: Chariot R: Carried
FW: FW Core Rules CP: Companion +: Additional rules translation.
Availability of Troops to FW Armies
P: Poor A: Average/Medium V: Veteran E: Elite
D: Disciplined A: Tribal V: Fanatic E: Elite
TYPE Swd Spear 2H Halbd Pike Bow XBow Gun M.Swd Lance M.Bow M.XBow M.2H Fly Fly.M BL Chars
High Elves D VE VE VE VE E see above
Wood Elves T VE VE VE VE VE VE VE E see above ShapechangersHalfmen T AV AV AV AV E see above
Dwarves D VE VE VE VE VE VE VE VE VE VE VE E see above
Men-at-Arms D PAVE PAV VE AVE AV AV AV AV AVE AVE AV E see above
Amazons T VE VE AVE VE AV AVE AV E see above
Barbarians T AV AVE AV AVE E see above
Dark Elves D/F VE VE VE VE VE VE VE VE E see above
Goblins T/F PAV AV AVE AVE AV PAV AV AV AV AV E see above
Orcs T PAVE AV AVE PAVE AV AV VE E see above
Nihon Orcs F AV AV AV AV E see above
Ratmen F PAV PAV PAV VE AV E see above
Undead U A A A A A A E see above
Sherwood T A VE E Priest, ScoutBugbears F ASin.Elves T VE VE VE E Destroyer, Hero, Scout, Herald, Banner,
Wizard, Priestess, Soothsayer,Marksman, Berserkers
Chaos F VECyclops F ADworgar F VE VE VE E Berserkers, Bodyguard, Destroyer, Hero,
Scout, Herald, BannerHorse Raidrs T VE VE HeroHalf-Orcs F AV VE AV HeroHarpies T AMinotaur T AV AV E Berserkers, Destroyer, Hero, Herald,
Banner, Half-Giant
Troop Type Armies Available to
Berserkers Sin.Elves, Cyclops, Amazon, Barb, Goblin, Dwarves, Dworgar, Minotaurs, Vikings, SamuraiHeavy/Shock Infantry Half-Orcs, Minotaurs, Amazon, Barb, HE, Goblin, Dwarves, Men, Orcs, Dworgar, Samurai, Conq
Cavalry Amazon, Barb, HE, WE, DE, Goblin, Dwarves, Men, Orcs, Undead, Vikings, Samurai, Conq, TritonShooting Cavalry Horse Raiders, Amazon, HE, WE, Goblin, Halflings, Dwarves, Men, Orcs, Samurai, Conq, Triton
Lance Cavalry HE, DE, Dwarves, Men, Orcs, Samurai, Conq, TritonFlying Infantry Harpies, GoblinFlying Cavalry WE, Undead, Triton
Flying Lance Cavalry DwarvesShooting Flying Cavalry WE, DE, Goblin, Triton
Chariots Amazon, Barb, HE, Halflings, Orcs, UndeadGiant Minotaur, Undead, Dwarf, Amazon, Barbarian, Goblin, Orcs, Vikings, Samurai
These are unofficial rule extensions.
Requires Denied By Effects
Combat Bonus for Spiked Weapons Unit has SPEAR/PIKE/HALBERD. Attacked on front.
Attacked by Cavalry.
Not on HOLD or OPPOSE orders. Gain +1 STR for each 6” of charge by attacker.
Shooting Bonus for Hills Archer unit is on hill.
Target is below them.
Archers gain +6” range.
Defending Bonus for Hills Fighting unit is on hill.
Opponent is below them.
Defenders gain +1 STR..
Defending Bonus for Depth On HOLD orders. Not infantry unit. Gain +1 WORTH per 2 full uninvolved ranks.
Attacking Bonus for Depth On ATTACK orders. Gain +1 STR per 2 full uninvolved ranks.
Attacking Bonus for Flank/Rear
Attacking Round Hit Modifier Wound Modifier
Flank
1st +1 +1
2+ +1
Rear
1st +2 +1
2+ +1 +1
Units receiving a flank/rear attack must take a casualty test every round, even if no
casualties have been caused.
No Undead Power 1 Undead Power 2 Undead Power Individuals Other Rules
Threat May threaten. May threaten. No power needed. Undead units are never threatened or countered.
Dread Some may cause DREAD. ALL living units take Threat test with -3 modifier if within
12”. No LOS needed.
Reorg Must have LEADER, WRAITH or WARCHIEF.
+1 to EXPAND/CONTRACT if have STANDARD BEARER.
N/A
Move +2” bonus to move for a STANDARD BEARER. No power needed.
Move into Combat
May enter combat.
For first round, counts as having
ATTACK.
No power needed.
Shoot +1 To-Hit if unit has a WRAITH
+1 To-Wound if unit has a
WRAITH
No power needed.
Gain Necromancer Power for;
Specialist killed. +1
Unit Annihilated. +3
Individuals & Battle Leaders killed. +5
Paladins killed. +10
Warchief killed. +10
Fight Combat
No hits.
Take DOUBLE
CASUALTIES.
Cannot defend standard.
May fight
May spend 2 POWER for +1 STRENGTH.
+1 To-Hit if unit has a WRAITH
+1 To-Wound if unit has a WRAITH
No power needed.
Take Shots
Cannot count shield
bonus.
Can use shields. No power needed.
If leader lost, lose 1 power from reserve. Take a drain test.
Drain Test
Triggered by loss of
❏ Warchief
❏ Necromancer
❏ Wraith
❏ Spectre
❏ Liche
❏ D6
❏ +1 per Necromancer in Cabal.
❏ +1 if night.
❏ +Necro power in Reserve.
❏ +1 per undead artifact.
❏ -6 if undead warchief is dead.
❏ -1 per surviving enemy paladin.
❏ -1 per disorganised undead unit.
Casualty, Combat, Influence Tests
Not taken. Undead are never in BLOODLUST or SHAKEN.