Charge v2 Rules Documentation

0.1 beta

Core Rules



Phases and turn sequence


/Rally
/Shooting
/Movement
/Melee



Unit Types

Unit Type Base size Movement Speed
Infantry 120x100 6
Cavalry 250x100 10
Monster 100x60 8
Chariot 100x60 8
War Machine 100x60 2



Rally

Iterate over each of the units in your army that are /Broken and roll a /Morale Test at +2.



Movement

Need to add how to pick which units to move / activate

During the movement phase a unit can pick between four movement options:


Charge:

If the shortest distance between two units is less than the selected unit's movement range, it may charge.



For Example:

Clanrats are a minimum of 2" away from Orcs. Clanrats Push value is 4 and movement is 6, so their total starting charge value is 10.

The longest distance between the units is 2.6", so we round up to 3"

Clanrats then have a total push value of 8", they move 3" to contact the orcs, wheeling to close the door.

Orcs have a push value of 4".

After colliding with the Orcs, the clanrats will push them directly back another 4".


Resolve each charge and push one at a time. Consecutive charges can push a unit multiple times. If a multi charge pushes a unit out of contact with any other unit, they're no longer in combat.


Move:

A unit can move anywhere forward, within a 45 degree angle of its original arc, up to its movement speed. It will face in the direction of movement.

Shuffle

A unit can move 3" strafing sideways, or backwards, its facing will remain the same as its original facing.

Pivot

A unit can rotate around it's centre up to 90 degrees.




Shooting


Example Stat Line Archer Block

Melee Shoot Save Wounds Push Morale Points
10 / 5+ 5 / 4+ 6+ 20 4" 6+ 100

Longbows 24"
/Volley Fire
/Stand and shoot


Picking a Unit To Shoot

The active player iterates over all their units eligible to shoot. In order to be eligible a unit must have a shooting attack available to them (aka, not a - in their Shoot profile), must be able to draw line of sight from any part of the front arc of their unit to an enemy, and the target unit must be in range of the units furthest corner in its front arc.


Rolling to hit

Grab an amount of six sided dice equalling the unit's Shoot Attack value (the first of the two values in their Shoot profile) and roll them. Any dice that meet the Shoot To Hit value (the second of the two values in their Shoot Profile) are hits.


Any unit that has shot cannot move.


Rolling to Save

Count the amount of hits, your opponent must roll that many dice. Any rolls that that are less than their Save value are taken on the unit as wounds.


Push

By default, all shooting has a Push value of 1. Each hit (note, not unsaved wound) will add to the shooting attack's Push Value. Once all attacks from a unit are resolved, Calculate the Pushback Range by subtracting the targe tunit's Push value from the Shooting Attack's Push value. If the result is zero or less, the target unit remains still, else, move the target unit backward away from the target unit by the total Pushback Range




Melee


Example Stat Line Infantry Block

Melee Shoot Save Wounds Push Morale Points
10 / 5+ - 6+ 20 4" 6+ 100

/Shield Wall



Picking a unit to Fight

In the Melee Phase, the active player iterates over all combats, resolving each one in sequence. They may pick the combats in any order.


A combat is defined as any group of units in base to base contact. This could be one unit each from oppsing sides, or any number of contacted units.


Resolving a Combat

The active player always resolves their attacks first, then the inactive player has an opportunity to resolve their attacks. In the case of a combat with multiple units, the active player resolves all of their units first, then the inactive player resolves all of their units second.


Pick a Melee Target

A unit must allocate all of its melee attacks into a single engaged unit that is in base contact within its front arc. A unit that is only engaged in it's flank or rear may not attack.


Rolling to hit

Grab an amount of six sided dice equalling the unit's Melee Attack value (the first of the two values in their Melee profile) and roll them. Any dice that meet the Melee To Hit value (the second of the two values in their Melee Profile) are hits.


Rolling to Save

Count the amount of hits, your opponent must roll that many dice. Any rolls that that are less than their Save value are taken on the unit as wounds.


Morale

Once both sides attacks have been resolved, check for Morale. Any unit that has lost at least one wound during a Melee will need to take a /Morale Test. Any unit that does not, will remain stationary, and if no longer engaged, may make a free /Pivot move.


Flank and Rear Attacks

Charging a unit's flank or rear can be devestating. As noted in /Pick a Melee Target, units can only fight against a unit in their front arc. In addition to this, a unit attacking in a flank recieve +1 to hit, and rear +2 to hit as they hack down their unwitting foe.




Reactions


Some /Universal Special Rules and /Abilities allow units to react out of phase.
In all instances of these, the active player first declares their intent (i.e. a charge), then the inactive target player may react to that action. Then the active player continues with their action as intended.


This can lead to situations that are abnormal, such as a charge that does not contact. Rest assured, this is intended. If a unit reacts to a charge and is now out of the charging units range, that unit will continue to move and then come to a stop.



Unit States


Half Strength

A unit that has lost half or more of its starting wounds is in dire condition and has the following penalties:


Unit Destruction

A destroyed unit is removed from the table.




Morale


Leadership Test

To make a Morale Test, Roll Two six sided dice and add the result together. If the result meets or beats the units Morale value the test is passed.


Morale Test


Make a /Leadership Test
If the result is less than the units Morale Value, the test fails and the unit will /Fall Back.
if the result is exactly two the unit has /Broken and will /Flee


A broken unit that passes a Morale Test may make a free /Pivot


Broken

A unit that has Broken is considered to be Fleeing, and is not long for this world.


Flee

If a unit has broken as a result of combat, shooting or an ability, it will turn to face directly away from the unit that caused this to happen. If there are multiple units that may have caused this, choose the unit with the most wounds.


A flee move has the unit rolling two six sided dice, and adding the result together, then moving the unit that distance.


Should a Fleeing unit flee into contact with any friendly unit, simply continue to move the broken unit in the same direction until it has cleared the friendly unit. Then roll a /Morale Test for the contacted friendly unit.


Should a Fleeing unit flee into contact with an enemy unit, it is immediately reduced to 0 wounds and is destroyed.


Fall Back

When a unit falls back as a result of combat, shooting or an ability it rolls a single six sided dice, and moves backwards away from the unit it fell back from. If there are multiple units that may have caused this, choose the unit with the most wounds.



Terrain



Abilities


Fearsome

Once per game, before charging an enemy unit


Shield Wall

Once per game, as a /Reactions to an opposing unit charging this unit make a /Leadership Test, if passed:


Forced March

At the end of your Movement Phase, make a /Leadership Test, if passed:


Tactical Genius

As a /Reactions to your opponents first charge in their turn, make a /Leadership Test, if passed:


Stand and shoot

As a /Reactions to an opposing unit charging this unit:


Fire and Flee

As a /Reactions to an opposing unit charging this unit:


Cannon:

This unit doesn't follow the normal shooting rules. Instead follow this:






Universal Special Rules


General's Leadership

Units within 12" of this unit lower their Morale value by 1.


Volley Fire

Unit may double its Shoot Attack Value at the cost of -1 to Hit.


Strength in numbers

if another unit of the same subtype is in 6", morale value is lowered by 1


Armour Piercing(X)

Any successful hits are at -X to save.




Unlimbered Artillery

Cannot move, Can be pushed., can pivot during movement.


Terrifying

A unit receiving a charge from this unit must take a /Morale Test.


Poisoned Attacks

Any successful save resulting from a poisoned attack must be rerolled.




Statline examples


Kevorki Tribes


Hinterland Warlord

infantry block 5x4

Melee Shoot Save Wounds Push Morale Points
12 / 3+ 5 / 4+ 5+ 30 8" 5+ 250

Short Bows 20"
/General's Leadership
/Tactical Genius
/Terrifying


Kevorki Guard

infantry block 5x4

Melee Shoot Save Wounds Push Morale Points
10 / 5+ 10 / 5+ 5+ 20 4" 7+ 150

Short Bows 20"
/Strength in numbers
/Poisoned Attacks


Kevorki Boar Riders

Cavalry 8x1

Melee Shoot Save Wounds Push Morale Points
20 / 5+ - 5+ 12 4" 6+ 125

/Armour Piercing(X) -1
/Fearsome
/Strength in numbers





Cathay


Captain of the Gates

infantry block 5x4

Melee Shoot Save Wounds Push Morale Points
15 / 3+ 5 / 5+ 3+ 25 6" 5+ 250

Javelins 18"
/Shield Wall
/General's Leadership
/Tactical Genius


Jade Warriors

infantry block 5x4

Melee Shoot Save Wounds Push Morale Points
10 / 4+ - 4+ 20 4" 6+ 100

/Shield Wall


Grand Cannon

War Machine

Melee Shoot Save Wounds Push Morale Points
3 / 5+ 6 / 3+ 5+ 4 6" 8+ 250

/Cannon:
/Unlimbered Artillery




Skaven

Ratmen

infantry block 5x4

Melee Shoot Save Wounds Push Morale Points
10 / 5+ - 5+ 20 4" 7+ 50

/Strength in numbers


Jezzails

infantry block 3x2

Melee Shoot Save Models Push Morale Points
3 / 5+ 6 / 5+ 6+ 6 0" 8+ 100

Jezzail Rifles: Hits from shooting push 2", 36"
/Stand and shoot
/Armour Piercing(X) -2




Orcs

Orcs

Infantry block 4x3

Melee Shoot Save Models Push Morale Points
10 / 4+ - 5+ 12 4" 7+ 75

/Fearsome


Badlands Beast

Monster

Melee Shoot Save Wounds Push Morale Points
8 / 3+ - 6+ 6 8" 8+ 125

/Fearsome
/Terrifying




Elves

Elven Cavalry

Cavalry 8x1

Melee Shoot Save Wounds Push Morale Points
16 / 4+ - 3+ 8 4" 6+ 125

/Armour Piercing(X) -1
/Fearsome