0.1 beta
/Rally
/Shooting
/Movement
/Melee
Unit Type | Base size | Movement Speed |
---|---|---|
Infantry | 120x100 | 6 |
Cavalry | 250x100 | 10 |
Monster | 100x60 | 8 |
Chariot | 100x60 | 8 |
War Machine | 100x60 | 2 |
Iterate over each of the units in your army that are /Broken and roll a /Morale Test at +2.
Need to add how to pick which units to move / activate
During the movement phase a unit can pick between four movement options:
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"
- 10 - 3 = 8
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".
- 8 - 4 = 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.
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.
A unit can move 3" strafing sideways, or backwards, its facing will remain the same as its original facing.
A unit can rotate around it's centre up to 90 degrees.
Melee | Shoot | Save | Wounds | Push | Morale | Points |
---|---|---|---|---|---|---|
10 / 5+ | 5 / 4+ | 6+ | 20 | 4" | 6+ | 100 |
Longbows 24"
/Volley Fire
/Stand and 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.
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.
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.
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 | Shoot | Save | Wounds | Push | Morale | Points |
---|---|---|---|---|---|---|
10 / 5+ | - | 6+ | 20 | 4" | 6+ | 100 |
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.
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.
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.
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.
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.
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.
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.
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.
A unit that has lost half or more of its starting wounds is in dire condition and has the following penalties:
A destroyed unit is removed from the table.
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.
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
A unit that has Broken is considered to be Fleeing, and is not long for this world.
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.
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.
Once per game, before charging an enemy unit
Once per game, as a /Reactions to an opposing unit charging this unit make a /Leadership Test, if passed:
At the end of your Movement Phase, make a /Leadership Test, if passed:
As a /Reactions to your opponents first charge in their turn, make a /Leadership Test, if passed:
As a /Reactions to an opposing unit charging this unit:
As a /Reactions to an opposing unit charging this unit:
This unit doesn't follow the normal shooting rules. Instead follow this:
Units within 12" of this unit lower their Morale value by 1.
Unit may double its Shoot Attack Value at the cost of -1 to Hit.
if another unit of the same subtype is in 6", morale value is lowered by 1
Any successful hits are at -X to save.
Cannot move, Can be pushed., can pivot during movement.
A unit receiving a charge from this unit must take a /Morale Test.
Any successful save resulting from a poisoned attack must be rerolled.
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
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
Cavalry 8x1
Melee | Shoot | Save | Wounds | Push | Morale | Points |
---|---|---|---|---|---|---|
20 / 5+ | - | 5+ | 12 | 4" | 6+ | 125 |
/Armour Piercing(X) -1
/Fearsome
/Strength in numbers
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
infantry block 5x4
Melee | Shoot | Save | Wounds | Push | Morale | Points |
---|---|---|---|---|---|---|
10 / 4+ | - | 4+ | 20 | 4" | 6+ | 100 |
War Machine
Melee | Shoot | Save | Wounds | Push | Morale | Points |
---|---|---|---|---|---|---|
3 / 5+ | 6 / 3+ | 5+ | 4 | 6" | 8+ | 250 |
/Cannon:
/Unlimbered Artillery
infantry block 5x4
Melee | Shoot | Save | Wounds | Push | Morale | Points |
---|---|---|---|---|---|---|
10 / 5+ | - | 5+ | 20 | 4" | 7+ | 50 |
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
Infantry block 4x3
Melee | Shoot | Save | Models | Push | Morale | Points |
---|---|---|---|---|---|---|
10 / 4+ | - | 5+ | 12 | 4" | 7+ | 75 |
Monster
Melee | Shoot | Save | Wounds | Push | Morale | Points |
---|---|---|---|---|---|---|
8 / 3+ | - | 6+ | 6 | 8" | 8+ | 125 |
Cavalry 8x1
Melee | Shoot | Save | Wounds | Push | Morale | Points |
---|---|---|---|---|---|---|
16 / 4+ | - | 3+ | 8 | 4" | 6+ | 125 |