Reference Sheet: Turn Sequence and Special Events
Reference Sheet: Turn Sequence and Special Events
Reference Sheet: Turn Sequence and Special Events
Movement Magic
Infiltrators may set up outside of enemy Persistent spells with reoccurring effects are
deployment area and 6” away from all enemies. resolved at the start of the phase.
An infiltrating unit may also be placed at the end
of movement phase, after skirmishers have been All non-broken and non-melded spellcasters gain
adjusted. one point of power
Each side rolls initiative. High roller may move The side that moved first may decide to cast first
first or second. or second
Charges must be made within the first quarter of a Casters alternate casting between sides.
unit’s movement.
A player may choose to not cast a spell. If a player
RaF units may wheel to completely engage passes, he may not cast any more spells that turn
Skirmishers (charged of chargeing) get 3” extra to A caster may cast only one spell per turn
more fully engage.
Casters may counterspell as long as they have
Overrun attacks are resolved during movement power. Counterspells must be declared before
resolving the spell’s effects.
Missile attacks from charged units are resolved
during movement Ties go to caster in counterspell attempts
Natural missile attacks from charging units are Ties go to dispeller in dispel attempts
resolved during movement
Reference sheet
Melee
All melee combat is considered to be simultaneous, except that first strikes are resolved in a melee before normal attacks, and last
strikes are resolved after normal. Ramming attacks count as always striking even if the ramming creature is killed by first strike.
Characters must fight enemy characters or monsters if they are available and not already fighting a character. If all enemy characters
and monsters are occupied, characters may double up on enemy heroes or monsters or attack normal troops.
Monsters may attack whichever they want from characters or normal troops that are in base to base contact with them.
Models with long weapons may attack over one friendly model that is in contact with the enemy, or from the first two ranks in a RaF
unit.
To hit an enemy in melee a model must roll equal or less than its skill level on a d6. This may be modified buy the following.
+1 for attacking immobilized or Slow enemies.
-1 for attacking up a steep slope or stair.
-1 for attacking through an obstruction, such as a doorway or window.
-1 for each level of evasion an enemy model possesses.
Amour saves are made using the amour value of the defending model modified by the strength of the attack.
Fixed amour is not modified by strength unless the attack is magical.