1. Strategy Phase
1. Start of Turn: Resolve special actions/tests.
2. Command: Character abilities.
3. Conjuration: Enchantment & Hex spells.
4. Rally: Fleeing units attempt to rally.
2. Movement Phase
1. Charges: Declare Charges & Charge Reactions.
2. Charge Moves: Move chargers/failed chargers.
3. Compulsory Moves: Fleeing/special moves.
4. Remaining Moves: All other movement; Conveyance spells.
3. Shooting Phase
1. Choose Unit & Target
2. Roll to Hit
3. Roll to Wound & Armour Saves
4. Remove Casualties & Panic Tests
4. Combat Phase
1. Choose & Fight: Resolve in Initiative order.
2. Combat Result: Calculate total score.
3. Break Test: Roll 2D6 vs Leadership.
4. Pursuit: Follow up, Pursuit, or Overrun.
Combat (WS vs WS)
| A\D | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 |
|---|
To Wound (S vs T)
| S\T | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 |
|---|
Ballistic Skill Table
7+ to Hit
Rolls of 7+ require a Natural 6 followed by a secondary success (4+, 5+, or 6). A required roll of 10 is impossible.
Misfire: Stone Thrower
1 Destroyed: Model is removed.
2-4 Malfunction: Crew loses 1 Wound. No shoot this turn or next round.
5-6 Twang: Fails to shoot this turn.
Misfire: Black Powder
1 Destroyed: Model is removed.
2-4 Malfunction: Crew loses 1 Wound. No shoot this turn or next round.
5-6 Pffft: Fails to shoot this turn.
Miscast Table (2D6)
5" template over Wizard. Hit models suffer Strength 10 hit with AP -4.
3" template over Wizard. Hit models suffer Strength 6 hit with AP -2.
Wizard suffers a single Strength 4 hit with an AP of -1.
The spell is cast (at its casting value, for the purpose of dispel attempts). However, the Wizard cannot attempt to cast any more spells for the remainder of the current turn.
The spell is cast (at its casting value, for the purpose of dispel attempts). However, the Wizard cannot attempt to cast any more spells for the remainder of the current turn.