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START OF THE GAME V. MAGIC PHASE (28) VI. SHOOTING PHASE (38) VII. CLOSE COMBAT PHASE (46)
Roll for each of your Wizards’ spells. 1. Generate Power and Dispel Dice 1. Nominate a Unit to Shoot 1. Fight a Round of Close Combat
One Spell per Wizard level. Lores of Magic (490)
• Roll 2D6 for Winds of Magic 2. Choose a Target ! Don’t forget Fear test, Terror test, ...
II. PANIC • Power Pool = Total Result
3. Roll to Hit (40) • Determine Strike Order.
A unit immediately takes a panic test when ... • Dispel Pool = Highest Dice • Roll on To Hit Chart.
Roll one D6 for each shot fired.
• a unit suffers 25% casualties • Roll one D6 for each Wizard. • Roll on To Wound Chart.
Target is hit when Roll ≥ modified To Hit.
• a friendly unit is destroyed within 6” On a 6, add 1 dice to the Power or Dispel Pool. • See VIII. Taking Saving Throws
A D6-roll of a 1 always fails.
• a friendly unit fails a break test within 6” • Max. 12 dice for each pool • Remove Casualties.
BS 1 2 3 4 5 6 7 8 9 10
• a friendly unit flees through a unit 2. Cast (31) 2. Calculate Close Combat Result (52)
Only ONE Panic Test is taken per unit per phase. Roll with dice from the power pool, remove them To Hit 6 5 4 3 2 1 0 -1 -2 -3
when they are used. To Hit Modifiers Wounds +1 / wound
III. START OF THE TURN (15)
Roll of 2 or less Moving and Shooting -1 Charging +1
Some models have particular actions they must
Cast failed.
do at the start of the turn. Firing at Long Range -1 High Ground +1 When charging
Roll of 2 or more 6’s
IV. MOVEMENT PHASE (13) Irresistable force and roll on the Miscast Table. Standing and Shooting -1 Extra Ranks +1 / full rank Max. 3
• Always keep units, friend or foe, at least 1” Spell cast when: Target has Skirmisher Special Rule -1 Standard +1 Max. 1
apart, except for charges. The same goes for Roll + Wizard level (= Cast Value) is higher or equal Battle Standard +1 Max. 1
Target is behind Soft Cover -1
units and impassable terrain or table edge. to the Spell’s Casting Value
Target is behind Hard (and Soft) Cover -2 Flank Attack +1 Max. 1 / flank /unit
• Skirmisher have to be 1/2” apart. 3. Dispel (35)
• All movement is calculated at the speed of the 7+ To Hit chart Rear Attack +2 Max. 1 /rear /unit
Roll with dice from dispel pool, remove when
slowest model. used. 7 6 followed by a 4+ Overkill +1 / wound Max. 5
1. Charge (16)
Roll of 3 or less 8 6 followed by a 5+ 3. Loser takes a Break Test (54)
Declare a Charge Dispel failed. The break test is taken with a Modified Ld.
9 6 followed by a 6
Determine which unit is charging wich enemy Roll of 2 or more 6’s Modified Ld = Ld - difference between losers
unit (or units if it cannot be avoided). Irresistable force. 10+ NOT possible
and winners Combat Results.
Charge Reaction Cast dispelled when: 4. Roll to Wound (42) If the break test fails, that unit’s Standard Bearer dies.
Determine charge reaction: Hold or perform Roll + Wizard level is higher or equal to the Cast See To Wound Chart.
Charge Reaction: Stand and Shoot (once) or Flee. Value. 4. Combat Reform (55)
5. Take Saving Throws See Reforming Chart.
If the unit flees, the charge can be redirected (19). When the spell was cast in a previous round
(Remains in play), the Roll + Wizard level has to be See VIII. Taking Saving Throws.
Flee Roll 2D6* 5. Flee and Pursue (56)
higher or equal than the Casting Value. 6. Remove Casualties (45) See IV. Movement Phase (13) > Charge Reaction.
Pursue Roll 2D6*
4. Spell Resolution (36)
7. Next Shooting
*Swiftstride special rule: 3D6 (only use 2 highest)
6. Next Combat
If the spell is cast succesfully and not dispelled,
Declare Next Charge execute the spell.
VIII. TAKING SAVING THROWS Armour Modifiers
2. Move Chargers (18) 5. Next Spell Models without any kind of armour: 7+ . Models without any kind of armour: 7+ .
Move chargers into close combat, any sequence. Therefore, with only 1 D6 per wound, you cannot save Shield -1
Augment
Damage
Magical
Missile
Vortex
Movement distance: Characteristic + 2D6* wounds if you don’t have any kind of armour.
Direct
Magic
Mounted -1
Hex
Spell type
*Swiftstride special rule: 3D6 (only use 2 highest) A D6-roll of a 1 always fails, on all kinds of saves.
Barding (mount) -1
To save a wound you only have to pass one save.
3. Compulsary Moves (20) Light Armour -1
Forward arc y y n n y 1. Roll for Armour Save (Sv)
Make Compulsary Moves, such as fleeing units.
Line of Sight n y n n y Heavy Armour -2
Strength 3- 4 5 6 7 8 9 10
4. Remaining Moves Dragon armour -2 See High Elves, p. 57
In combat n n y y - Modifier 0 -1 -2 -3 -4 -5 -6 -7
Movement
Friendly n n y n - Fullplate armour, -3
Normal Move Characteristic
2. Roll for Ward Save (WSv)
Gromril armour,
Enemy y y n y - OR (never both)
Chaos armour
March Move 2x Characteristic Roll for Regeneration
Updated: January 6th, 2011 by D.Acid
IX. CHARTS
1. To Hit Chart 3. Miscast Table 6. Stone Thrower Misfire Chart
Weapon skill - TARGET 2D6 Result D6 Result
2-4 Dimensional Cascade 1 Destroyed
1 2 3 4 5 6 7 8 9 10 Put the large template on the wizard, every model (incl. The warmachine is destroyed.
wizard) underneath takes a S10 hit. Roll a D6. 2-3 Disabled
1 4+ 4+ 5+ 5+ 5+ 5+ 5+ 5+ 5+ 5+ 1
• 1, 2, 3 = Remove Wizard The warchine gets a wound and cannot shoot this turn
2 3+ 4+ 4+ 4+ 5+ 5+ 5+ 5+ 5+ 5+ 2 • 4, 5, 6 = Remove D6 dice from Power Pool. or the next.
5-6 Calamitous Detonation 4-6 May not shoot
3 3+ 3+ 4+ 4+ 4+ 4+ 5+ 5+ 5+ 5+ 3 The warchine cannot shoot this turn.
Put the small template on the wizard, every model (incl.
Weapon skill - ATTACKER
Breath Weapons
3 2+ 3+ 4+ 5+ 6+ 6+ 6+ 6+ 6+ 6+ 3 68-69 Devastating Charge, Ethereal, Fast Cavalry, Extra Attack, Fear,
5. Troop types
Fight in Extra Ranks, Flaming Attacks, Flammable
4 2+ 2+ 3+ 4+ 5+ 6+ 6+ 6+ 6+ 6+ 4
Rank Horde Support. Swift- 70-71 Frenzy, Fly, Hatred, Hover, Immune to Psychology, Ignores
Troop Type
Width Width attacks stride? Cover, Impact Hits
5 2+ 2+ 2+ 3+ 4+ 5+ 6+ 6+ 6+ 6+ 5
Infantry 5 10 1 n 72-73 Killing Blow, Large Target, Loremaster, Magic Resistance,
6 2+ 2+ 2+ 2+ 3+ 4+ 5+ 6+ 6+ 6+ 6
War Beasts 5 10 1 y Monsters and Handlers, Move or Fire, Multiple Shots, Multi-
ple Wounds, Poisoned Attacks, Quick to Fire
7 2+ 2+ 2+ 2+ 2+ 3+ 4+ 5+ 6+ 6+ 7 Cavalry 5 10 1* y
74-75 Random Attacks, Random Movement, Regeneration,
Monstrous Infantry 3 6 3 n
8 2+ 2+ 2+ 2+ 2+ 2+ 3+ 4+ 5+ 6+ 8
Requires Two Hands, Scaly Skin, Sea Creature, Slow to Fire,
Monstrous Beasts 3 6 3 y Sniper
9 2+ 2+ 2+ 2+ 2+ 2+ 2+ 3+ 4+ 5+ 9 Monstrous Cavalry 3 6 3* y 76-77 Stomp, Strider, Stubborn, Stupidity, Swiftstride, Skirmishers
Monsters - - - n 78-79 Terror, Unbreakable, Unstable, Volley Fire, Deployment
10 2+ 2+ 2+ 2+ 2+ 2+ 2+ 2+ 3+ 4+ 10
Special Rules (Ambushers, Scouts, Vanguard)
Chariot - - 0 y
1 2 3 4 5 6 7 8 9 10
Swarms 5 10 1 n
* not the mount