Reference Sheet: Turn Sequence
Reference Sheet: Turn Sequence
MOVEMENT
1. Declare charges PSYCHOLOGY
Indicate which units are charging and nominate the enemy unit which they are Except for hatred and frenzy, where no test is necessary, tests
going to charge. Take Panic tests for any units that are in close combat that will for psychology are taken against Leadership. Roll 2D6 – if you
be charged in the flank or rear. Opponent chooses one of the following charge score equal to or less than the troops’ Leadership value you
responses: have passed.
Stand and Shoot – You may stand and shoot if the chargers come from more
than half their charge move away. Work out casualties immediately. Panic
Hold – The unit stands and takes the charge. A unit which fails a Panic test will flee in the same way as a unit
broken in close combat or a unit which flees when charged. A unit
Flee! – The unit turns tail and runs. Models are moved immediately 2D6" away must take a Panic test in the following circumstances:
from the enemy if their Movement is 6" or less or 3D6" if their Movement is
more than 6". 1 - Fleeing friendly unit is within 4" at the start of the turn.
2 - Friends within 6" break from close combat or are destroyed.
2. Rally fleeing troops 3 - The unit is charged in the side or rear whilst engaged in combat.
Troops that fled in a previous turn can be rallied by passing a Leadership test. 4 - Fleeing friends within 4" are destroyed by chargers.
A unit must have at least 25% of its original number of models surviving to rally.
Rallied troops may not move or shoot this turn but may adopt any formation 5 - The unit suffers 25% casualties from shooting or magic.
facing the enemy. Rallied characters may cast spells as normal. Units with 6 - A unit is wiped out by shooting within 4".
Musicians will gain a +1 Ld bonus in any attempt to rally (max. Ld=10).
Fear
3. Compulsory moves A unit defeated in close combat by an enemy that it fears is
Units subject to compulsory movement must be moved now. automatically broken without a Break test if it is outnumbered.
1 - Test to overcome fear if charged by an enemy that causes fear. Make
4. Move charges this test once the enemy declares his charge. If the tester fails to
Chargers make a double move towards the target unit and must bring as many overcome fear then he must flee if outnumbered by the attackers. If
models into combat as possible. Chargers may not turn or change formation, not outnumbered, then a unit which fails its Fear test may fight on,
but can wheel once to bring more models into contact with the enemy. but requires a 6 to hit during the first turn of combat.
However, the unit need not do so if this means that it would not reach its target.
2 - Test if you wish to charge a fear-causing enemy. If you fail the test
Once a unit reaches the enemy it halts and is aligned with its opponent to form
then you may not charge and must remain stationary for the turn.
a neat battle line. If a charging unit’s target has fled but is still within charge
range it is destroyed. If the target unit flees out of reach or the charge move is
too short, the charge has failed. Move the charging unit its normal Movement Terror
unless another unit is also within range, in which case the charge may be Only one Terror test is ever taken by a unit during the game – once
redirected against this new target. A charge may only be redirected once. Units it has been taken no further Terror tests are required. Troops which
which fail to complete a charge may not shoot, although a Wizard is free to cast fail their Terror test will flee immediately exactly like troops
spells as normal. broken in combat or fleeing from a charge.
1 - Test to overcome terror if charged by or wishing to charge an enemy
5. Remaining moves that causes terror.
Any remaining units may now move. Units may move in a straight line or may 2 - Test if there is a terror-causing enemy within 6" at the start of your
manoeuvre. There are four types of manoeuvre: turn.
Wheel
Units can pivot around one corner. Measure the distance travelled by the Stupidity
outside model. A unit may wheel several times in a turn as long as it has enough Test at the start of each turn. If troops fail their test:
movement. A unit may wheel once in a charge to bring models into combat. 1 - If in close combat, half the creatures stop fighting.
Turn 2 - If not in close combat, move the unit directly forward at half normal
A unit that is not charging or marching may turn 90° or 180° by surrendering a speed.
quarter of its move. Note that each individual model turns in place; the unit as
a whole does not move. Leaders, Standard Bearers and Musicians are then Frenzy
moved to the unit’s new front rank. Troops affected by frenzy must behave as follows.
1 - Frenzied troops must charge enemy within charge reach.
Change formation
A unit may increase or decrease the number of ranks it is deployed in by one at 2 - Frenzied troops fight with +1 extra Attack.
a cost of half its move. It may increase or decrease its ranks by two if it does not 3 - Frenzied troops always pursue.
move at all. 4 - Frenzied troops are immune to other psychology.
5 - If defeated in combat they are no longer frenzied.
Reform
If it is not in close combat, a unit may reform into as many ranks as it wishes
and face in any direction it wishes. If a unit reforms it cannot move at all and Hatred
may not shoot in the Shooting phase, but Wizards are free to cast spells as Troops fighting in close combat with a hated foe behave as follows:
normal. 1 - Troops may re-roll any misses in the first turn of close combat.
2 - Troops must pursue hated enemies who flee.
Marching
A unit can march if there are no unbroken enemy models within 8" at the start
of the Movement phase. It can, however, move to within 8" of enemy units Stubborn
during its march. A marching unit moves at twice its Movement characteristic Stubborn troops behave as follows:
and the only manoeuvre it may attempt is the wheel; it can neither change 1 - Stubborn troops take all Break tests on their unmodified Leadership
formation nor turn. It may not move through difficult terrain or cross obstacles value. They do not reduce this value regardless of any combat
and must stop if it reaches such features. A unit which is marching cannot shoot results, how many casualties they have suffered or other combat
in the Shooting phase, but Wizards are free to cast spells as normal. bonuses.
SHOOTING TO WOUND CHART
Resolve each unit’s shooting one at a time, starting with weapons that TARGET’S TOUGHNESS
require the range to be guessed.
1 2 3 4 5 6 7 8 9 10
Declare target. A model armed with a missile weapon may choose any
enemy unit as a target if it lies within the model’s 90˚ fire arc and is in line 1 4 5 6 6 – – – – – –
ATTACKER’S STRENGTH
of sight. Only models in the front rank of the unit may fire their missile 2 3 4 5 6 6 – – – – –
weapons unless the unit is positioned on a hill, in which case up to two
ranks may fire. 3 2 3 4 5 6 6 – – – –
Measure range. Measure the range to the target. If targets are out of range 4 2 2 3 4 5 6 6 – – –
the shots miss automatically. 5 2 2 2 3 4 5 6 6 – –
Roll to hit. A dice roll of 1 is always a miss. 6 2 2 2 2 3 4 5 6 6 –
Firer’s BS: 1 2 3 4 5 6 7 8 9 10 7 2 2 2 2 2 3 4 5 6 6
D6 Score: 6 5 4 3 2 1 0 -1 -2 -3
8 2 2 2 2 2 2 3 4 5 6
To hit modifiers 9 2 2 2 2 2 2 2 3 4 5
+1 Shooting at large target.
-1 Shooting while moving. 10 2 2 2 2 2 2 2 2 3 4
-1 Shooting at a charging enemy.
-1 Shooting at long range.
-1 Shooting at a single character or at skirmishers. Armour Armour save
-1 Target is behind soft cover.
-2 Target is behind hard cover. None No Save modifiers
Light 6+ Strength of hit Save modifier
Roll to damage. Exactly as in close combat. 4 -1
Heavy 5+
Take armour saves. Exactly as in close combat. 5 -2
Shield +1 6 -3
Remove casualties. Exactly as in close combat. Barding +1 7 -4
Take any Panic tests. If a unit takes 25% or more casualties from Mounted +1 8 -5
shooting it must immediately take a Panic test.
2 3 4 4 4 5 5 5 5 5 5 6. Pursuit
Victorious units will pursue fleeing troops 2D6" if their normal Movement
3 3 3 4 4 4 4 5 5 5 5
is 6" or less, 3D6" if their normal Movement is greater than 6". A victorious
4 3 3 3 4 4 4 4 4 5 5 unit that slays all of its opponents may also make a pursuit move; this is
worked out exactly the same as a normal pursuit move. If this score is equal
5 3 3 3 3 4 4 4 4 4 4 to or greater than the score rolled by the unit it is pursuing, the fleeing unit
6 3 3 3 3 3 4 4 4 4 4 is destroyed. Pursuers ignore movement penalties for difficult ground and
obstacles. If the pursuit move carries them into a fresh enemy unit this
7 3 3 3 3 3 3 4 4 4 4 counts as a new charge and is resolved in the following turn.
8 3 3 3 3 3 3 3 4 4 4 Restraining pursuit. A unit may restrain its pursuit by rolling equal to or
9 3 3 3 3 3 3 3 3 4 4 less than its Leadership value on 2D6. Units that are fighting from a building
or other defended position can automatically restrain a pursuit. Declare you
10 3 3 3 3 3 3 3 3 3 4 are not pursuing before your opponent rolls any dice.
MAGIC
many Dispel dice as you wish up to the maximum number you
have. If you wish to use any magic items to boost the dispel you
MAGIC SEQUENCE must declare this before rolling the dice. If the number rolled is
1. Generate Power and Dispel dice equal to or greater than the score rolled by the casting player,
then the spell is dispelled. If two or more 1s are rolled then the
2. Cast spells dispel fails automatically regardless of the actual score rolled.
3. Attempt to dispel
4. Spell succeeds or fails
4. Spell succeeds or fails Apply the effects of the spell as described in the Magic section.
5. Cast again. Repeat steps 2–4
6. Dispel any spells in play
5. Cast again
If you have more spells to cast and any Power dice left, you may
cast again.
Base Size & Unit Strength Leopold’s Leopard Company, Braganza’s Besieger,
The Alcatani Fellowship, Marksman of Miragliano,
Ricco’s Republican Guard, Long Drong’s Slayer Pirate,
REFERENCE SHEET Lumpin Croop’s Fighting Cock
Al Muktar’s Desert Dog, Voland’s Venator, 25 x 50 2
Base Unit Ogla Khan’s Wolfboy
VAMPIRE COUNTS Size (mm) Strength
Asarnil the Dragonlord 50 x 50 6+1
Character on Foot 20 x 20 1
Bronzino 25 x 50 1
Nightmare Mounted Character 25 x 50 2
Bronzino’s Galloper Gun – 3(i)
Winged Nightmare Mounted Character 50 x 50 4+1
Birdman of Catrazza 40 x 40 1
Zombie Dragon Mounted Character 50 x 50 6+1
Hengus 20 x 20 1
Ghoul, Skeleton Warrior, Zombie, 20 x 20 1
Giant of Albion 50 x 50 5
Grave Guard, Banshee
Tichi Huichi’s Raider 25 x 50 2
Dire Wolf, Black Knight 25 x 50 2
Witch Hunter 20 x 20 1
Bat Swarm 40 x 40 1
Ruglud’s Armoured Orc 25 x 25 1
Fell Bat 40 x 40 1
Golgfag’s Ogre 40 x 40 3
Spirit Host 40 x 40 3
Black Coach 50 x 100 5 Base Unit
HORDES OF CHAOS Size (mm) Strength
Base Unit Mortal Character on Foot 25 x 25 1
TOMB KINGS Size (mm) Strength
Chaos Steed Mounted Character 25 x 50 2
Character on Foot 20 x 20 1
Chariot Mounted Character 50 x 100 4+1
Chariot Mounted Character 50 x 100 3+1
Daemonic Mounted Character 50 x 50 3+1
Skeletal Steed Mounted Character 25 x 50 2
Chaos Dragon Mounted Character 50 x 50 6+1
Skeleton Warrior, Tomb Guard 20 x 20 1
Exalted Daemon, Daemon Prince 40 x 40 3
Skeleton Light Horseman, 25 x 50 2
Skeleton Heavy Horseman Bloodthirster 50 x 50 7
Tomb Swarm 40 x 40 3 Great Unclean One 50 x 50 10
Chariot 50 x 100 3 Keeper of Secrets 50 x 50 6
Ushabti 40 x 40 3 Lord of Change 50 x 50 6
Carrion 40 x 40 1 Chaos Warrior (including Chosen), 25 x 25 1
Tomb Scorpion 40 x 40 3 Chaos Marauder, Bloodletter,
Daemonette, Plaguebearer,
Bone Giant 50 x 50 6 Horror, Flamer, Chaos Fury
Screaming Skull Catapult – 3(i) Mounted Daemonette, Flesh Hound, 25 x 50 2
Marauder Horseman, Chaos Warhound,
Base Unit Chaos Knight (including Chosen)
HIGH ELVES Size (mm) Strength
Chariot of Chaos 50 x 100 4
Character on Foot 20 x 20 1
Screamer of Tzeentch 40 x 40 1
Elven Steed Mounted Character 25 x 50 2
Nurgling 40 x 40 3
Great Eagle Mounted Character 40 x 40 3+1
Chaos Spawn 40 x 40 3
Griffon Mounted Character 50 x 50 4+1
Dragon Mounted Character 50 x 50 6+1 Base Unit
Chariot Mounted Character 50 x 100 4+1
BEASTS OF CHAOS Size (mm) Strength