QUICK REFERENCE
Quick Reference
Turn Summary Miscast Table
2D6 Result
Each player’s turn is split into four phases: 2-4 Dimensional Cascade: The summoned magic
breaks free, creating an ethereal tornado. Centre a 5"
1. The Strategy Phase blast template over the Wizard. Every model (friend
2. The Movement Phase or foe) whose base lies underneath the template risks
3. The Shooting Phase being hit (as described on page 95) and suffering a
4. The Combat Phase single Strength 10 hit with an AP of -4.
5-6 Calamitous Detonation: Roiling magic explodes
from the Wizard in a flash of light. Centre a 3" blast
Casting & Dispelling Spells (page 106) template over the Wizard. Every model (friend or
foe) whose base lies underneath the template risks
Casting A Spell being hit (as described on page 95) and suffering a
To cast a spell, roll 2D6 and add the casting Wizard’s level: single Strength 6 hit with an AP of -2.
7 Careless Conjuration: The Wizard mispronounces
• If the result is equal to or higher than the casting value, the a syllable, causing the spell to backfire, knocking
spell is cast. them to the ground. The Wizard suffers a single
• If a natural double 6 is rolled, the spell is cast regardless of Strength 4 hit with an AP of -1.
casting value and cannot be dispelled. 8-9 Barely Controlled Power: The Wizard manages to
• If a natural double 1 is rolled, the spell is miscast and is not control the magic, but at the expense of great power.
cast. Roll on the Miscast table. The spell is cast (at its casting value, for the purpose
of dispel attempts). However, you cannot attempt
Dispelling A Spell to cast any more spells for the remainder of the
When your opponent casts a spell, you can make a dispel current turn.
attempt. To dispel a spell, roll 2D6 (if attempting a Wizardly 10-12 Power Drain: With a deafening boom, the
dispel, add the dispelling Wizard’s level): summoned magic is unleashed and an unnatural
calm descends. The spell is cast with a perfect
• If the result is equal to or higher than the Casting roll, the invocation. However, you cannot attempt to cast any
spell is dispelled. more spells for the remainder of the current turn.
• If a natural double 6, the spell is dispelled regardless of the
casting result.
• If a natural double 1 is rolled, the dispel attempt fails. Roll
on the Miscast table.
Wizardly Dispel: A Wizard that is not engaged in combat, is
not fleeing and is within range may be nominated to attempt a
Wizardly dispel:
• Level 1 and Level 2 Wizards have a Dispel range of 18".
• Level 3 and Level 4 Wizards have a Dispel range of 24".
Fated Dispel: Once per turn you may attempt a Fated dispel.
There is no range limit on Fated dispel attempts.
Strategy Phase
The Strategy phase is broken up into several sub-phases:
1. Start Of Turn (page 116)
Resolve any special actions and/or make any tests that need to
be resolved or made at the start of the turn.
2. Command (page 117)
Resolve any abilities of characters that are not fleeing that are
used in the Command sub-phase.
3. Conjuration (page 117)
Wizards controlled by the active player can cast Enchantment
or Hex spells.
4. Rally Fleeing Troops (page 117)
The active player attempts to rally their fleeing units. Any that
fail continue to flee.
Movement Phase
The Movement phase is broken up into several sub-phases:
1. Declare Charges
& Charge Reactions (page 119)
The active player declares charges, indicating which of their
units are charging, and which enemy unit is being charged:
• A charging unit must be able to draw a line of sight to the
unit it wishes to charge.
• Units that are in a Marching Column, engaged in combat
or fleeing cannot charge.
Charge Reactions: When charged, a unit can declare one of
several charge reactions:
Hold: The unit stands its ground to receive the charge.
Stand & Shoot: The unit fires its missile weapons at the
charging unit. If the distance between the units is less than the
charging unit’s Movement characteristic then this reaction
cannot be declared.
Flee: The unit flees directly away from the charging unit:
• Pivot the unit about its centre so that it is facing directly
away from the centre of the charging unit.
• After pivoting the unit immediately makes a flee move.
• If a unit is already fleeing it must declare this reaction (note
that a unit cannot make more than one charge reaction in
a phase).
2. Charge Moves (page 121) 4. Remaining Moves (page 122)
To complete a charge: Any remaining units may move during this sub-phase.
Wizards may cast Conveyance spells.
Determine Charge Range: Roll two D6 and discard the
lowest, this is the Charge roll. Add the Charge roll to the unit’s Marching: A marching unit can move up to double its
Movement characteristic, this is the charge range. Movement characteristic (triple, if in a Marching Column)
and may wheel to change direction, but cannot perform any
Move Charging Unit: If the charge range is sufficient to other manoeuvres. If a unit wishes to march while within 8" of
reach the target unit, perform a charge move, as described on an enemy unit, they must first pass a Leadership test.
page 126.
Manoeuvres: During its movement, a unit may perform one
Failed Charges: If the charge distance isn’t sufficient to reach of the following manoeuvres (note that no model may move
the target unit, the charging unit moves directly towards the more than double its Movement characteristic):
target a distance equal to the Charge roll.
• Wheel: The leading edge of the unit moves forward,
Charging a Fleeing Enemy: When charging a fleeing enemy: pivoting around one of its front corners.
• Turn: All models remain in place and turn through 90° or
• If the charging unit makes contact with the fleeing unit, 180° to face their side or rear. For every 90° it turns, a unit
it wheels to align and the fleeing unit is destroyed. The uses a quarter of its Movement characteristic.
charging unit may take a Leadership test to attempt • Move Backwards: The unit halves its Movement
to reform. characteristic and moves backwards.
• If the charging unit does not make contact with the fleeing • Move Sideways: The unit halves its Movement
unit, it moves forward its full charge range. characteristic and moves sideways.
• Redress the Ranks: The unit uses half of its Movement
3. Compulsory Moves (page 122) characteristic to add or remove up to five models to or
All compulsory moves are made during this sub-phase. from its front rank.
• Reform: The unit uses its entire Movement characteristic
to pivot about its centre to change its facing, and to
rearrange itself as required to change formation or adopt a
different formation.
Shooting Phase 4. Remove Casualties
& Make Panic Tests (page 142)
The Shooting phase is broken down into several sub-phases Remove Casualties: Unsaved wounds are applied to the unit,
and is followed in full for each shooting unit, one at a time: each causing a model to lose one Wound. When a model has
been reduced to zero Wounds, it is removed as a casualty.
1. Choose Unit & Declare Target (page 137)
A unit is selected to shoot and its target is declared. Make Panic Tests: If, during the Shooting phase, a unit loses
more than a quarter (25%) of the models it contained at the
2. Roll To Hit (page 138) beginning of the Shooting phase, it makes a Panic test, as
To determine if your models hit, roll To Hit using the below described on page 160.
chart based on their Ballistic Skill:
Misfire Tables
Ballistic Skill 1 2 3 4 5 If a ‘Misfire’ is rolled on an Artillery dice when firing a war
D6 roll To Hit 6+ 5+ 4+ 3+ 2+ machine, you may be required to roll on one of the following
Misfire tables:
One or more of the following modifiers may apply to your
roll(s) To Hit: Stone Thrower Misfire Table
D6 Result
• Moving and Shooting -1 1 Destroyed: The weapon cannot take the strain! Bits
• Firing at Long Range -1 of wood and metal debris are thrown into the air
• Standing and Shooting -1 and the stone tumbles to the ground. The model is
• Target Behind Partial Cover -1 destroyed and immediately removed from play.
• Target Behind Full Cover -2 2-4 Malfunction: One of the crew has become caught
in the firing mechanism. This problem can be fixed,
3. Roll To Wound & Make Armour Saves (page 140) but only by partially dismantling the weapon, the
Roll To Wound: For each hit, make a roll To Wound, cross- crew member, or both. The crew immediately loses
referencing the weapon’s Strength with the target’s Toughness one Wound, the model fails to shoot this turn and
on the below chart: cannot shoot before the end of the next round.
5-6 Twang: Something has snapped. This is a rather
Armour & Ward Saves: For each wound, your opponent can minor mishap, but one that will require plenty of
make an Armour Save roll, as described on page 141. elbow grease and strong language to repair. The
model fails to shoot this turn.
To Wound Chart Black Powder Misfire Table
Target’s Toughness D6 Result
1 Destroyed: The weapon explodes with a thunderous
1 2 3 4 5 6 7 8 9 10 noise, leaving a hole in the ground and a cloud
1 4+ 5+ 6+ 6+ 6+ 6+ - - - - of black smoke hanging in the air. The model is
destroyed and immediately removed from play.
2 3+ 4+ 5+ 6+ 6+ 6+ 6+ - - - 2-4 Malfunction: The charge misfires, terminally
3 2+ 3+ 4+ 5+ 6+ 6+ 6+ 6+ - - inconveniencing one of the crew and knocking the
war machine over. It can be righted, but it will take
Weapon’s Strength
4 2+ 2+ 3+ 4+ 5+ 6+ 6+ 6+ 6+ - time. The crew immediately loses one Wound, the
model fails to shoot this turn and cannot shoot
5 2+ 2+ 2+ 3+ 4+ 5+ 6+ 6+ 6+ 6+
before the end of the next round.
6 2+ 2+ 2+ 2+ 3+ 4+ 5+ 6+ 6+ 6+ 5-6 Pffft: The fuse has gone out. As far as mishaps go, it
is not very serious, but one of the crew will be feeling
7 2+ 2+ 2+ 2+ 2+ 3+ 4+ 5+ 6+ 6+
rather foolish! The model fails to shoot this turn.
8 2+ 2+ 2+ 2+ 2+ 2+ 3+ 4+ 5+ 6+
9 2+ 2+ 2+ 2+ 2+ 2+ 2+ 3+ 4+ 5+
10 2+ 2+ 2+ 2+ 2+ 2+ 2+ 2+ 3+ 4+
Combat Phase 1.3. Roll To Wound & Make Armour Saves: For each
successful hit, roll To Wound and make Armour Save rolls as
The Combat phase is broken up into several sub-phases. described for Shooting attacks.
1. Choose & Fight Combat (page 145) 1.4. Remove Casualties: Casualties are removed from the
This sub-phase is broken down into the following steps: rear rank of the unit as normal, representing members of the
rear ranks stepping forward to fill gaps left by fallen comrades.
1.1. Choose Combat & Determine Who Can Fight. A model cannot attack during a phase in which it stepped
forward, as described on page 150.
1.2. Roll To Hit.
To Hit Chart
1.3. Roll To Wound & Make Armour Saves. Target’s Weapon Skill
1 2 3 4 5 6 7 8 9 10
1.4. Remove Casualties.
1 4+ 4+ 5+ 5+ 5+ 5+ 5+ 5+ 5+ 5+
1.1. Choose Combat & Determine Who Can Fight: The 2 3+ 4+ 4+ 4+ 5+ 5+ 5+ 5+ 5+ 5+
active player chooses which order the combats are resolved in.
Attacker’s Weapon Skill
Each combat must be fully resolved before moving onto the 3 2+ 3+ 4+ 4+ 4+ 4+ 5+ 5+ 5+ 5+
next one. Each combat is resolved in Initiative order. Models
4 2+ 3+ 3+ 4+ 4+ 4+ 4+ 4+ 5+ 5+
in a charging unit gain a bonus to their Initiative for the
remainder of the turn depending on how far they charged: 5 2+ 2+ 3+ 3+ 4+ 4+ 4+ 4+ 4+ 4+
6 2+ 2+ 3+ 3+ 3+ 4+ 4+ 4+ 4+ 4+
• Charging an Enemy in their Front Arc: +1 Initiative per
full 1" moved, to a maximum of +3. 7 2+ 2+ 2+ 3+ 3+ 3+ 4+ 4+ 4+ 4+
• Charging an Enemy in their Flank or Rear Arc: +1
Initiative per full 1" moved, to a maximum of +4. 8 2+ 2+ 2+ 3+ 3+ 3+ 3+ 4+ 4+ 4+
9 2+ 2+ 2+ 2+ 3+ 3+ 3+ 3+ 4+ 4+
Each model in the fighting rank can attack, though models
that are not in base contact with the enemy unit may only 10 2+ 2+ 2+ 2+ 3+ 3+ 3+ 3+ 3+ 4+
make one attack regardless of the number of attacks on
their profile.
1.2. Roll To Hit: Make a roll To Hit for each attacking model,
cross-referencing their Weapon Skill with that of the model
they are attacking:
2. Calculate Combat Result (page 151) 4. Follow Up & Pursuit (page 156)
To determine your combat result score, consult the table Once Break tests have been made, but before any units
below and calculate how many ‘combat result points’ your Give Ground or make a Flee roll, the winning unit(s) must
unit(s) scored: decide what they will do next: restrain and reform, follow up
or pursue.
Combat Result Table
Unsaved wounds inflicted 1 point each Restrain & Reform: A unit that wishes to restrain & reform
Rank Bonus +1 point/rank makes a Restraint test by testing against its Leadership. If
Standard +1 point this test is passed, it remains where it is and may make a free
Battle Standard +1 point reform. Otherwise, it must follow up or pursue.
Flank attack +1 point
Rear attack +2 points Follow Up: If the enemy Gives Ground, the winning unit(s)
High ground +1 point move forwards to engage it once again. Before following up, a
Overkill +1 point/excess wound unit may perform a free turn manoeuvre (of 90° or 180°).
Other bonuses As applicable
Pursuit: If the enemy Falls Back in Good Order or flees, the
3. Break Test (page 154) winning unit(s) can pursue, as described on page 156.
Each unit belonging to the losing side must make a Break test
by rolling 2D6 and applying the difference between the winner Overrun: If a unit wiped out its enemy, it may overrun by
and the loser’s combat result scores as a negative modifier. making a pursuit move directly forwards.
Compare the result to the unit’s Leadership characteristic:
• If the result of the natural roll is higher than the unit’s
Leadership, the unit ‘Breaks’ and flees.
• If the result of the natural roll is equal to or lower than the
unit’s Leadership, but the modified result is higher than the
unit’s Leadership, the unit Falls Back in Good Order.
• If the modified result is equal to or lower than the unit’s
Leadership, or if the roll is a natural double 1, the unit
Gives Ground.