Treasure Well Skirmish: Friday, March 12
Mar 1, 2010 12:01:00 GMT -5
Post by Dr Carnivean on Mar 1, 2010 12:01:00 GMT -5
The Treasure Well skirmish game is going to be held on Friday, March 12th for any of the Forsaken Vale players who would like to participate. Just indicate your intention to play in the thread.
Brian, since you were the one to discover the well, I want to make sure you can be there, so if you have a conflict on the 12th, let me know and I will reschedule this game, and if you need transportation, I will make sure myself or one of us gets you there and back.
Following this game, players will have the next couple weeks to arrange and resolve the first round of battles in the end game (Gallows Crossroad, Blood Swamp, and Hellfurnace)
Treasure Well Skirmish Game
The Sons of Thunder have discovered the location of the fabled Treasure Well in the northern part of the Forsaken Vale. Munnin has sent his best warriors to secure the site and oversee the excavation, but spies from several of the other factions have learned of the location as well and sent their own warriors to raid the site and seize the legendary Bone Ark.
The winner of the skirmish game gains a Victory Point and also gains control of the Bone Ark as detailed in the Treasure Well territory profile.
Warband Points & Composition: Players choosing to participate may make a warband of up to 200 pts using their army book and following the rules in the Warband Creation section of the Skirmish Game rules at the end of this document.
Note: If the Sons of Thunder participate, they may create an extra 200 pts worth of warband.
Deployment: There will be between 6 deployment zones evenly spaced along the table edges, which players may choose in order of their arrival. In addition, there is another deployment zone in the center of the table near the Treasure Well itself where the Sons of Thunder, if they are participating must deploy half (as close to 200 pts as possible) of their warband.
Terrain: The Treasure Well itself will be a terrain piece in the center in the table and surrounded by ruined buildings, encampments, rocks, dirt mounds, and similar terrain features.
Special Rules: None, other than the rules in the Skirmish Game section.
Victory Conditions: The warband with the most models within 3” of the Treasure Well at the end of the game wins and will have access to the Bone Ark for all future non-skirmish battles their army participates in for the rest of the campaign.
SKIRMISH GAME RULES
Warband Composition
Using their army book, players should create a warband made of 200 points adhering to the following parameters
- Must consist of between 3 and 8 models
- at least one hero character
- single models or unit champions from any Core unit in the army book
- up to one single model or unit champion from any Special unit in the army book
Other Warband Parameters
Models may be equipped with whatever is allowed for their unit type, including mounts. In addition, Hero characters may each have up to 50 points of magic items/daemonic gifts/vampire bloodlines, etc. (There will be more items available in-game)
The following restrictions apply
- No war machines
- No Ratling Guns, Flamers of Tzeentch, Salamanders, or any other non-character model with multiple ranged attacks
- No Flyers
- No ethereal creatures or creatures that cannot be damaged by normal weapons
- No battle standards, standard bearers, or musicians
- No magic level higher than 2
- No special characters
- Nothing classified as a “large target”
Army Specific Special Rules
Some rules I have devised to address some of the special requirements of a few armies that I know of so far. If any more come up, I will work on something to address them as well.
- For undead warbands (Tomb Kings/Vampire Counts) undead may double move if they begin their turn within 6" of a vampire, necromancer, tomb prince/king, or liche priest.
- For undead warbands, if the warband's leader is slain, non-character undead models become subject to Stupidity for the rest of the game, although they may use the Leadership of any character within 6".
- Since there is no combat resolution or break tests in this skirmish game, demonic instability and crumbling undead rules will not be used. There are times that models must make panic tests for being outnumbered but this is a Psychology test which units that are immune to psychology do not have to take.
Scouts - There is no special deployment for scouts, nor for tunneling, burrowing or any other kind of special deployment, so keep that in mind when selecting troops that might have one of those abilities.
Warband Veterans
For each skirmish game a player participates, they may choose a hero character in their warband and make a roll on the upgrade chart for each skirmish battle they have previously participated in, including Shellendrak’s Revenge, Return to Shellendrak, Treasure Well, Skullcrusher Pass, Dreadwood, and Lake of Tears, and also the quest scenarios the player’s army may have embarked on during the course of the map campaign (Hellfurnace, Rotfeast Monolith, Shellendrak)
It is possible in this way for a player to make several rolls on the upgrade chart for a single hero character.
Upgrade chart
1-2 Characteristic Increase: Choose either +1 WS or +1BS
3-4 Characteristic Increase: Roll again: 1-3 = +1 Initiative; 4-6 = +1 Leadership
5 Characteristic Increase: Roll again: 1-3 = +1 Wound; 4-6 = +1 Toughness
6 Characteristic Increase: Roll again: 1-3 = +1 Strength; 4-6 = +1 Attack
Warband Deployment
Each different skirmish game will have its own rules for deployment. In general, players can join the game even after it has started, by choosing a free deployment zone, setting up their miniatures in that zone, and then taking their first turn the following turn.
Note that miniatures in their own deployment zone cannot be charged or shot at, and cannot shoot at other miniatures. Deployment zones consist of a four inch radius around a particular deployment marker.
The Game Turn
Player Turn Order
There is a random sequence of player turns. Basically what this means is that at the beginning of each round of turns, each player and myself will draw from a deck of cards, and the turn order will go ace, king, queen, jack, 10, etc. When your card is called out, you turn it in and begin your turn. People with two cards of different suits take their turn simultaneously, or roll off if their actions would affect one another. Anyone holding a joker can go any time in the order that they wish. This can be declared at any point before or after another player has announced the start of their turn but before they actually begin their turn.
At the end of the round of player turns, the deck is shuffled and new cards are drawn for the next round.
Timing of Turns
In order to ensure that the game keeps moving and players do not have to wait too long in between turns, each player will have 2 minutes to complete their recovery and movement phases. When players start their turn, the timer will start, and when it goes off, the player should finish moving that model and move on to the shooting phase.
I’ll also call a brief ‘time-out’ and stop the clock for any rules issue that needs to be thought about or looked up.
In addition to having an easy to reference warband list, one thing players can do to keep turns going by faster is to have an idea what they want to do before their turn begins. I will also have sticky tabs available to players who want to mark pages in their army books for easier reference.
Turn sequence
Each player’s turn is broken up into four phases.
1. Recovery
2. Movement
3. Shooting
4. Hand to Hand Combat
Recovery Phase
During the recovery phase, all Knocked Down models may stand up, and all Stunned models may be upgraded to Knocked Down.
Also during the recovery phase a player may attempt to rally any fleeing member of his warband, so long as the closest model is not an enemy (enemy models that are Stunned, Knocked Down, or Hidden do not count)
If the warband leader is within 12” of the fleeing model, he may use his Leadership for the test.
If a model passes the Leadership, it may turn around but may do nothing for the rest of that turn.
Movement Phase
Charging
Like in Fantasy, charges are done in the movement phase and must be declared before any other kind of movement is done. Charges must be declared before the distance is measured. You may not charge if there is an enemy model within 2 inches of your charge path that could conceivably intercept the charge.
Charges do not have to be in a straight line. You may even charge around a corner at an enemy who is out of sight (but not one that is Hidden), so long as they are within 4" of your starting position and you pass an Initiative test.
Chargers can move double their movement value to reach their enemy. If a charge was declared, but after measuring, they do not have enough to reach their enemy, then it is considered a failed charge, and the model moves its normal movement rate and cannot shoot that turn but may still cast spells.
Note on LoS and charge arcs: With the exception of creatures on large bases or cavalry bases, which have a forward arc of vision, all models are assumed to have a 360 degree line of sight for the purposes of shooting and charging.
Compulsory Movement
After charges are declared and chargers are moved, any fleeing units that did not rally must now be moved and any other compulsory movement must be done.
Normal Movement
Models can move their normal movement value in inches, or double if running (or charging). Models may only run if there are no active enemy models within 8” at the start of the movement phase (enemy models that are Stunned, Knocked Down, or Hidden do not count).
Movement is halved over difficult terrain. Models running over difficult terrain must pass an Initiative test (roll lower on a D6) to avoid falling and ending their movement. Characters may move up and down ladders or stairs with no penalty.
To attempt to climb a surface with no ladder, a model must begin its movement up against that surface and then pass an Initiative test. If this test is successful, the model may climb its normal movement rate.
Moving through windows – Models can enter or exit the mansion through the first floor windows. Doing so costs an extra inch of movement, and the model takes a Str 1 hit. Note that any model that is removed from play as a result of impaling itself on a shard of glass climbing through one of Shellendrak’s windows receives the official Sad Sack Award for this game.
Hiding
If a model is out of sight of enemy models or behind a piece of terrain which could the model could reasonably hide behind (like a low wall, tree, etc.) then the player may declare it to be hiding by putting a marker down. Hidden characters cannot be targeted, charged, or shot at. Models can move while hidden so long as no part of their movement would allow them to be seen. (like moving crouched down along a wall). Also, if at any point during an enemy's move they would be able to see the hiding model (from the other side of the wall or tree, for instance) then the model ceases to be hidden.
An enemy model will always automatically detect hidden models within its Initiative score in inches.
Shooting Phase
A model can shoot at another model so long as a line of sight can be drawn from that model to a substantial part of the target model (ie: not just a sword, helmet, wing, etc.)
Unless they are firing from an elevated position, a model must shoot at the closest enemy model within its line of sight. The shooting player can choose to consider a model from an opposing warband a non enemy so long as hostilities have not yet been initiated with that warband.
A model is considered to be in cover if there is any obstructing terrain that partially obscures it from the firer. Cover does not provide a save against wounds, but confers a -1 modifier to the shooting. Other shooting modifiers are for moving, large target, and long range (more than half the range of the weapon), as in Fantasy.
Models that run or attempt a charge may not shoot that turn.
The skirmish uses the same to hit chart and wound charts as in the Warhammer Fantasy rulebook, and they will be made available on a cheat sheet.
Armor
Armor saves can be diminished by an attack with a high strength, or by an attack with the “armor piercing” ability. For every number over three, the armor save is reduced by 1, so a normal 4+ armor save would be a 5+ save against a Str 4 hit, 6+ against a St 5 hit and would be nothing against a hit of Str 6 or higher. Anything with the “armor piercing” ability reduces the save further by one.
Ward saves are unaffected by the strength of a weapon.
A model with both an armor save and a ward save can take the armor save first and then try their ward save if they fail that.
Wounds & Injuries
When a model’s wounds are reduced to 0, rather than removing it immediately, a die is rolled.
On a 1 or 2, the unit is knocked down (model put face up) and can get up on the next turn.
On a 3 or 4, the model is stunned (face down) and on the players next turn is upgraded to knocked down.
On a 5 or 6, the model is killed and removed.
Models can ‘coup de grace’ with a single auto-hit attack on a knocked down enemy in base to base contact, as long as they are not in base to base contact with any opponents still standing.
Models who suffer a Killing Blow would just be removed as normal without rolling on the chart.
Note that the villagers and members of the Circus Macabre will be removed as soon as their wounds reach zero without rolling on the injury chart. I have plenty more where they came from.
Magic
For the purposes of this skirmish game, Magic is toned down and will generally not have the impact it can in Fantasy. There is no magic phase, no casting dice, and no dispel dice, and all spells are cast during the shooting phase (as in 40K). Mage characters receive at the beginning of the game a spell for each caster level they have. Level 1 and 2 casters may cast a single spell each turn, and level 3 or 4 casters may cast two per turn. Each spell has a difficulty number depending on its power. To cast a spell, the player must roll the target number on two dice for it to succeed. Generally, a spell that has been cast cannot be stopped or dispelled, although there are a couple of items in the game that have a chance to dispel spells cast at the bearer.
Close Combat Phase
Who strikes first
Normally, chargers strike first (certain abilities override this). After the chargers have made their attacks, or if no-one charged that turn, the order goes by highest to lowest Initiative scores.
All Alone Test
At the end of a combat round, if a model is alone and fighting against 2 or more models, it must pass a leadership test or flee 2d6 inches away from the combat. The warband leader’s Leadership may be used if he is within 8”. Models who are Unbreakable or Immune to Psychology do not have to take this test.
Leaving combat
A model can only choose to leave a combat if there are currently no models in base to base contact that are currently hostile. For example, in a multi-player combat between players X, Y, and Z. If X kills of Z on his turn, then on Y’s turn he can disengage from X and move freely as long as neither had attacked the other during the combat. Even if Z had another model still fighting X but not in base to base contact with Y, Y can still disengage and leave X to fight alone (it’s every man for himself in this game, after all)
Psychology
All Alone
As mentioned above, models who are alone in combat with two or more enemies must take a leadership test. If they fail they run. Enemies may not pursue or run them down but may make a single attack at the fleeing enemy.
Fear
Models must make a Leadership test when charged by an enemy that causes Fear. If they fail, they will require 6’s to hit the feared enemy in combat. A model must also test to charge an enemy that causes Fear. If they fail, the charge is aborted. In both cases, the warband leader’s Leadership value may be used if he is within 8” of the model making the test.
Terror
Terror is handled the same way as fear, except that failure to pass the Leadership tests results in the model that failed fleeing 2D6” away from the Terror causing enemy.
Stupidity
Models with the Stupidity rule have to pass a Leadership test on each player’s turn during the Recovery Phase or be considered Stupid for that round (they may use the warband leader’s Leadership if he is within 8”)
If a model is in combat and is Stupid, it will make any attacks until it passes the next Stupidity test.
If a model is not in combat and is Stupid, roll a D6. On a 1-3, the model shambles forward at half its normal movement, stopping 1” in front of any enemies. On a 4-6, the model simply stands in place and drools for a while.
Models that are Stupid cannot shoot or cast spells.
Frenzy
Models that are Frenzied are Immune to Psychology and must charge any enemy model within charge range. Most Frenzied models lose Frenzy if they are ever Knocked Down or Stunned (beaten in combat), although some have special rules that allow them to always be Frenzied.
Hatred
Models may re-roll failed to hit rolls in close combat against a Hated enemy. Usually this is only for the first round of combat, although some units have special rules that allow them to do this in every round of combat.
Brian, since you were the one to discover the well, I want to make sure you can be there, so if you have a conflict on the 12th, let me know and I will reschedule this game, and if you need transportation, I will make sure myself or one of us gets you there and back.
Following this game, players will have the next couple weeks to arrange and resolve the first round of battles in the end game (Gallows Crossroad, Blood Swamp, and Hellfurnace)
Treasure Well Skirmish Game
The Sons of Thunder have discovered the location of the fabled Treasure Well in the northern part of the Forsaken Vale. Munnin has sent his best warriors to secure the site and oversee the excavation, but spies from several of the other factions have learned of the location as well and sent their own warriors to raid the site and seize the legendary Bone Ark.
The winner of the skirmish game gains a Victory Point and also gains control of the Bone Ark as detailed in the Treasure Well territory profile.
Warband Points & Composition: Players choosing to participate may make a warband of up to 200 pts using their army book and following the rules in the Warband Creation section of the Skirmish Game rules at the end of this document.
Note: If the Sons of Thunder participate, they may create an extra 200 pts worth of warband.
Deployment: There will be between 6 deployment zones evenly spaced along the table edges, which players may choose in order of their arrival. In addition, there is another deployment zone in the center of the table near the Treasure Well itself where the Sons of Thunder, if they are participating must deploy half (as close to 200 pts as possible) of their warband.
Terrain: The Treasure Well itself will be a terrain piece in the center in the table and surrounded by ruined buildings, encampments, rocks, dirt mounds, and similar terrain features.
Special Rules: None, other than the rules in the Skirmish Game section.
Victory Conditions: The warband with the most models within 3” of the Treasure Well at the end of the game wins and will have access to the Bone Ark for all future non-skirmish battles their army participates in for the rest of the campaign.
SKIRMISH GAME RULES
Warband Composition
Using their army book, players should create a warband made of 200 points adhering to the following parameters
- Must consist of between 3 and 8 models
- at least one hero character
- single models or unit champions from any Core unit in the army book
- up to one single model or unit champion from any Special unit in the army book
Other Warband Parameters
Models may be equipped with whatever is allowed for their unit type, including mounts. In addition, Hero characters may each have up to 50 points of magic items/daemonic gifts/vampire bloodlines, etc. (There will be more items available in-game)
The following restrictions apply
- No war machines
- No Ratling Guns, Flamers of Tzeentch, Salamanders, or any other non-character model with multiple ranged attacks
- No Flyers
- No ethereal creatures or creatures that cannot be damaged by normal weapons
- No battle standards, standard bearers, or musicians
- No magic level higher than 2
- No special characters
- Nothing classified as a “large target”
Army Specific Special Rules
Some rules I have devised to address some of the special requirements of a few armies that I know of so far. If any more come up, I will work on something to address them as well.
- For undead warbands (Tomb Kings/Vampire Counts) undead may double move if they begin their turn within 6" of a vampire, necromancer, tomb prince/king, or liche priest.
- For undead warbands, if the warband's leader is slain, non-character undead models become subject to Stupidity for the rest of the game, although they may use the Leadership of any character within 6".
- Since there is no combat resolution or break tests in this skirmish game, demonic instability and crumbling undead rules will not be used. There are times that models must make panic tests for being outnumbered but this is a Psychology test which units that are immune to psychology do not have to take.
Scouts - There is no special deployment for scouts, nor for tunneling, burrowing or any other kind of special deployment, so keep that in mind when selecting troops that might have one of those abilities.
Warband Veterans
For each skirmish game a player participates, they may choose a hero character in their warband and make a roll on the upgrade chart for each skirmish battle they have previously participated in, including Shellendrak’s Revenge, Return to Shellendrak, Treasure Well, Skullcrusher Pass, Dreadwood, and Lake of Tears, and also the quest scenarios the player’s army may have embarked on during the course of the map campaign (Hellfurnace, Rotfeast Monolith, Shellendrak)
It is possible in this way for a player to make several rolls on the upgrade chart for a single hero character.
Upgrade chart
1-2 Characteristic Increase: Choose either +1 WS or +1BS
3-4 Characteristic Increase: Roll again: 1-3 = +1 Initiative; 4-6 = +1 Leadership
5 Characteristic Increase: Roll again: 1-3 = +1 Wound; 4-6 = +1 Toughness
6 Characteristic Increase: Roll again: 1-3 = +1 Strength; 4-6 = +1 Attack
Warband Deployment
Each different skirmish game will have its own rules for deployment. In general, players can join the game even after it has started, by choosing a free deployment zone, setting up their miniatures in that zone, and then taking their first turn the following turn.
Note that miniatures in their own deployment zone cannot be charged or shot at, and cannot shoot at other miniatures. Deployment zones consist of a four inch radius around a particular deployment marker.
The Game Turn
Player Turn Order
There is a random sequence of player turns. Basically what this means is that at the beginning of each round of turns, each player and myself will draw from a deck of cards, and the turn order will go ace, king, queen, jack, 10, etc. When your card is called out, you turn it in and begin your turn. People with two cards of different suits take their turn simultaneously, or roll off if their actions would affect one another. Anyone holding a joker can go any time in the order that they wish. This can be declared at any point before or after another player has announced the start of their turn but before they actually begin their turn.
At the end of the round of player turns, the deck is shuffled and new cards are drawn for the next round.
Timing of Turns
In order to ensure that the game keeps moving and players do not have to wait too long in between turns, each player will have 2 minutes to complete their recovery and movement phases. When players start their turn, the timer will start, and when it goes off, the player should finish moving that model and move on to the shooting phase.
I’ll also call a brief ‘time-out’ and stop the clock for any rules issue that needs to be thought about or looked up.
In addition to having an easy to reference warband list, one thing players can do to keep turns going by faster is to have an idea what they want to do before their turn begins. I will also have sticky tabs available to players who want to mark pages in their army books for easier reference.
Turn sequence
Each player’s turn is broken up into four phases.
1. Recovery
2. Movement
3. Shooting
4. Hand to Hand Combat
Recovery Phase
During the recovery phase, all Knocked Down models may stand up, and all Stunned models may be upgraded to Knocked Down.
Also during the recovery phase a player may attempt to rally any fleeing member of his warband, so long as the closest model is not an enemy (enemy models that are Stunned, Knocked Down, or Hidden do not count)
If the warband leader is within 12” of the fleeing model, he may use his Leadership for the test.
If a model passes the Leadership, it may turn around but may do nothing for the rest of that turn.
Movement Phase
Charging
Like in Fantasy, charges are done in the movement phase and must be declared before any other kind of movement is done. Charges must be declared before the distance is measured. You may not charge if there is an enemy model within 2 inches of your charge path that could conceivably intercept the charge.
Charges do not have to be in a straight line. You may even charge around a corner at an enemy who is out of sight (but not one that is Hidden), so long as they are within 4" of your starting position and you pass an Initiative test.
Chargers can move double their movement value to reach their enemy. If a charge was declared, but after measuring, they do not have enough to reach their enemy, then it is considered a failed charge, and the model moves its normal movement rate and cannot shoot that turn but may still cast spells.
Note on LoS and charge arcs: With the exception of creatures on large bases or cavalry bases, which have a forward arc of vision, all models are assumed to have a 360 degree line of sight for the purposes of shooting and charging.
Compulsory Movement
After charges are declared and chargers are moved, any fleeing units that did not rally must now be moved and any other compulsory movement must be done.
Normal Movement
Models can move their normal movement value in inches, or double if running (or charging). Models may only run if there are no active enemy models within 8” at the start of the movement phase (enemy models that are Stunned, Knocked Down, or Hidden do not count).
Movement is halved over difficult terrain. Models running over difficult terrain must pass an Initiative test (roll lower on a D6) to avoid falling and ending their movement. Characters may move up and down ladders or stairs with no penalty.
To attempt to climb a surface with no ladder, a model must begin its movement up against that surface and then pass an Initiative test. If this test is successful, the model may climb its normal movement rate.
Moving through windows – Models can enter or exit the mansion through the first floor windows. Doing so costs an extra inch of movement, and the model takes a Str 1 hit. Note that any model that is removed from play as a result of impaling itself on a shard of glass climbing through one of Shellendrak’s windows receives the official Sad Sack Award for this game.
Hiding
If a model is out of sight of enemy models or behind a piece of terrain which could the model could reasonably hide behind (like a low wall, tree, etc.) then the player may declare it to be hiding by putting a marker down. Hidden characters cannot be targeted, charged, or shot at. Models can move while hidden so long as no part of their movement would allow them to be seen. (like moving crouched down along a wall). Also, if at any point during an enemy's move they would be able to see the hiding model (from the other side of the wall or tree, for instance) then the model ceases to be hidden.
An enemy model will always automatically detect hidden models within its Initiative score in inches.
Shooting Phase
A model can shoot at another model so long as a line of sight can be drawn from that model to a substantial part of the target model (ie: not just a sword, helmet, wing, etc.)
Unless they are firing from an elevated position, a model must shoot at the closest enemy model within its line of sight. The shooting player can choose to consider a model from an opposing warband a non enemy so long as hostilities have not yet been initiated with that warband.
A model is considered to be in cover if there is any obstructing terrain that partially obscures it from the firer. Cover does not provide a save against wounds, but confers a -1 modifier to the shooting. Other shooting modifiers are for moving, large target, and long range (more than half the range of the weapon), as in Fantasy.
Models that run or attempt a charge may not shoot that turn.
The skirmish uses the same to hit chart and wound charts as in the Warhammer Fantasy rulebook, and they will be made available on a cheat sheet.
Armor
Armor saves can be diminished by an attack with a high strength, or by an attack with the “armor piercing” ability. For every number over three, the armor save is reduced by 1, so a normal 4+ armor save would be a 5+ save against a Str 4 hit, 6+ against a St 5 hit and would be nothing against a hit of Str 6 or higher. Anything with the “armor piercing” ability reduces the save further by one.
Ward saves are unaffected by the strength of a weapon.
A model with both an armor save and a ward save can take the armor save first and then try their ward save if they fail that.
Wounds & Injuries
When a model’s wounds are reduced to 0, rather than removing it immediately, a die is rolled.
On a 1 or 2, the unit is knocked down (model put face up) and can get up on the next turn.
On a 3 or 4, the model is stunned (face down) and on the players next turn is upgraded to knocked down.
On a 5 or 6, the model is killed and removed.
Models can ‘coup de grace’ with a single auto-hit attack on a knocked down enemy in base to base contact, as long as they are not in base to base contact with any opponents still standing.
Models who suffer a Killing Blow would just be removed as normal without rolling on the chart.
Note that the villagers and members of the Circus Macabre will be removed as soon as their wounds reach zero without rolling on the injury chart. I have plenty more where they came from.
Magic
For the purposes of this skirmish game, Magic is toned down and will generally not have the impact it can in Fantasy. There is no magic phase, no casting dice, and no dispel dice, and all spells are cast during the shooting phase (as in 40K). Mage characters receive at the beginning of the game a spell for each caster level they have. Level 1 and 2 casters may cast a single spell each turn, and level 3 or 4 casters may cast two per turn. Each spell has a difficulty number depending on its power. To cast a spell, the player must roll the target number on two dice for it to succeed. Generally, a spell that has been cast cannot be stopped or dispelled, although there are a couple of items in the game that have a chance to dispel spells cast at the bearer.
Close Combat Phase
Who strikes first
Normally, chargers strike first (certain abilities override this). After the chargers have made their attacks, or if no-one charged that turn, the order goes by highest to lowest Initiative scores.
All Alone Test
At the end of a combat round, if a model is alone and fighting against 2 or more models, it must pass a leadership test or flee 2d6 inches away from the combat. The warband leader’s Leadership may be used if he is within 8”. Models who are Unbreakable or Immune to Psychology do not have to take this test.
Leaving combat
A model can only choose to leave a combat if there are currently no models in base to base contact that are currently hostile. For example, in a multi-player combat between players X, Y, and Z. If X kills of Z on his turn, then on Y’s turn he can disengage from X and move freely as long as neither had attacked the other during the combat. Even if Z had another model still fighting X but not in base to base contact with Y, Y can still disengage and leave X to fight alone (it’s every man for himself in this game, after all)
Psychology
All Alone
As mentioned above, models who are alone in combat with two or more enemies must take a leadership test. If they fail they run. Enemies may not pursue or run them down but may make a single attack at the fleeing enemy.
Fear
Models must make a Leadership test when charged by an enemy that causes Fear. If they fail, they will require 6’s to hit the feared enemy in combat. A model must also test to charge an enemy that causes Fear. If they fail, the charge is aborted. In both cases, the warband leader’s Leadership value may be used if he is within 8” of the model making the test.
Terror
Terror is handled the same way as fear, except that failure to pass the Leadership tests results in the model that failed fleeing 2D6” away from the Terror causing enemy.
Stupidity
Models with the Stupidity rule have to pass a Leadership test on each player’s turn during the Recovery Phase or be considered Stupid for that round (they may use the warband leader’s Leadership if he is within 8”)
If a model is in combat and is Stupid, it will make any attacks until it passes the next Stupidity test.
If a model is not in combat and is Stupid, roll a D6. On a 1-3, the model shambles forward at half its normal movement, stopping 1” in front of any enemies. On a 4-6, the model simply stands in place and drools for a while.
Models that are Stupid cannot shoot or cast spells.
Frenzy
Models that are Frenzied are Immune to Psychology and must charge any enemy model within charge range. Most Frenzied models lose Frenzy if they are ever Knocked Down or Stunned (beaten in combat), although some have special rules that allow them to always be Frenzied.
Hatred
Models may re-roll failed to hit rolls in close combat against a Hated enemy. Usually this is only for the first round of combat, although some units have special rules that allow them to do this in every round of combat.