WARHAMMER (8 th edition) Reference Turn Sequence 1. Movement Phase 2. Magic Phase Psychology 3. Shooting Phase Fear Movement Phase Units in contact with Fear causing units test at start of each Close 1. Start of Turn Combat phase and attack with Weapon Skill 1 if test failed. a. Tests for Animosity, Stupidity, etc. 2. Charge Frenzy a. Declare a charge  Must declare charge if possible unless Leadership test is b. Resolve charge reaction passed. c. Go back to step a. until all charging units are done  Have Extra Attack (Frenzy models only) and Immune to d. Move all charging units in any order – Movement + Psychology special rules. 2D6” (best 2 of 3D6” for Swift Stride, Flyers use 10”  Must always pursue and overrun. as Movement)  Lose their frenzy if defeated in combat. 3. Compulsory Moves a. Rally fleeing units – units with less than 25% of Hatred starting models left can only rally on a roll of double A model striking a hated foe in close combat may re-roll to hit in the 1. Units that started to flee in this turn cannot first round of combat. attempt to rally. b. Reform rallied units. Rallied units cannot attack in Immune to Psychology the Shooting phase  Automatically pass tests for: Panic, Fear and Terror. c. Move fleeing units – 2D6” in the direction they are  May never choose Flee! as a charge reaction. facing. Fleeing troops move through other units  Take break tests as normal. (friend or foe) and impassible terrain (Dangerous Terrain and Panic tests may be required). Panic d. Other compulsory moves – after all Flee! moves are Units may only take one panic test per phase and do not take Panic resolved. tests if already engaged in close combat, or fleeing. Units must 4. Remaining Moves take a Panic test for the following: a. Reform – requires entire move and not shooting  It loses 25% or more models in a given phase (see table below).  A friendly unit within 6” is destroyed b. Moving Backwards – moves at half rate.  A friendly unit within 6” breaks from combat c. Moving Sideways – moves at half rate.  A friendly unit flees through the unit d. Marching – moves at double Movement rate. Must pass Leadership test if starting within 8” of non- Stubborn fleeing enemy unit (may only make normal move  Unit is always Steadfast regardless of number of ranks. and counts as having marched if test is failed). Units that march move may not shoot missile weapons  Characters that join Stubborn units gain Stubborn rule. during Shooting phase (except Fast Cavalry and Skirmishers). Stupidity (Leadership test taken at start of turn if not in combat)  A model with Stupidity is also Immune to Psychology. Charge Reactions  If a unit fails its stupidity test it moves directly forwards D6”  Hold with the effects of a failed charge.  Stand and Shoot – only if the range to the enemy is greater  Units that fail stupidity test cannot charge or shoot. than its Move characteristic. This reaction can only be  Wizards that fail cannot cast spells or channel power or dispel selected once per Charge sub-phase. dice.  Flee! – move 2D6” directly away from center of charging enemy unit (best 2 of 3D6” for Swift Stride). Terror Units charged by a Terror-causing creature must pass a panic test Redirecting the Charge – if the target unit declares a Flee! the or be forced to Flee! unless the target is not allowed any charge charging unit may redirect its charge (once/ turn) if Leadership test reaction (e.g. as a result of a pursuit or a random move). is passed. Unbreakable Failed Charge – unit moves directly towards target at highest of D6  Immune to Psychology. rolled for the charge distance.  Automatically pass all Break tests.  Characters that are not Unbreakable cannot join Unbreakable Reinforcement (or moving onto the board) – unit is placed with its units. rear rank touching the table edge. Unit may move as normal but may not charge or march and counts as having moved for the Allies Trusted Suspicious Desperate purposes of shooting. Good or non- Good and Evil aligned Evil Reform Type When Leadership Test Share allied general’s Yes No No Normal reform Before movement No Leadership Swift reform (to shoot Test after making a Yes. Musician Share allied battle Same Race No No & move after reform) normal reform required standard Combat reform After passing break Yes (not modified by Characters join allied units Yes No No (looser) test combat result) Cause Panic in allies Yes Yes No Combat reform After break test No Allied units as friendly for Yes Yes No (win/draw) spell casting Restrain and reform After enemy has fled Yes Fleeing through allied unit No No Yes from combat requires Dangerous Restrain and reform After enemy No Terrain destroyed in combat Casting Dice Shared Split as per Split player, evenly channeled dice not shared Shooting Phase Command group casualty order: rank-and-file, musician, standard bearer, champion. Resolve each unit’s shooting one at a time. The front two ranks of a Overrun: A charging unit with enemies destroyed by the end of the unit may fire unless the unit is able to Volley Fire (unit may not first round of combat may elect to overrun (treat as pursuit). move) in which case half of the remaining models (rounding up) Standards: Standards are captured in close combat when a unit can shoot as well. breaks (which slays the model) or the model is slain as a casualty.

Shooting to hit: (rolls of 1 always miss) Combat To Hit Firer’s BS: 1 2 3 4 5 6 7 8 9 10 3 If attacker’s weapon skill is greater than the defender’s. D6 to hit: 6 5 4 3 2 1 0 -1 -2 -3 4 If defender’s weapon skill is greater than the attacker’s. 5 If defender’s weapon skill is more than twice the attacker’s. Shooting to hit modifiers: -1 Moving and shooting (except Quick to Fire) Combat To Wound -1 Shooting at long range 2 Attacker’s strength 2 or more than defender -1 Stand and shoot (shooting at chargers) 3 Attacker’s strength 1 more than defender -1 Target is behind soft cover (hedges and woods) 4 Attacker’s strength equal to defender -2 Target is behind hard cover (buildings, rocks, intervening unit) 5 Attacker’s strength 1 less than defender -1 Target has Skirmishers special rule 6 Attacker’s strength 2 or more less than defender -1 Multiple shots Strength of hit Armor Save Modifier 7+ to hit requires: 3 or less None 7 6 followed by a 4+ 4 -1 for each point above 3 8 6 followed by a 5+ 9 6 followed by a 6 Combat Rules 10 Impossible! Weapons Flail +2 strength (first round); Requires Two Hands. Look out Sir! Great Weapon +2 strength; Requires Two Hands, Always Strikes A champion or character hit by a template weapon gets a 1+ Look Last Out Sir! if the unit has 5+ rank and file models remaining. A lone Hand Weapon Infantry with two hand weapons gets +1 attack; character gets a 4+ Look Out Sir! If a unit of 5+ models of same infantry with hand weapon and shield gets +1 type is within 3”. armor save in close combat against frontal attacks. Missile Range Strength Rules Halberd +1 strength; Requires Two Hands Weapons Lance (mounted) +2 strength (on charge) Bow 24” 3 Volley Fire Morning Star +1 strength (first round) Crossbow 30” 4 Move or fire Pistol (brace) Extra Attack Handgun 24” 4 Armor Piercing; Move or Spear (foot) Fight in Extra Rank (not when charging) Fire Spear (mounted) +1 strength (on charge) Javelin 12” As user Quick to Fire Add’l Weapon Extra Attack; Requires Two Hands Long Bow 30” 3 Volley Fire (foot) Pistol 12” 4 Armor Piercing, Quick to Fire Terrain Brace of Pistols 12” 4 Armor Piercing, Quick to  Forests: Difficult Terrain for cavalry, monstrous cavalry and Fire, Multiple Shots (2) chariots. Provide soft cover when being shot at. Ranked units Short Bow 18” 3 Volley Fire cannot be steadfast but Skirmishers and lone infantry are Stubborn. Sling 18” 3 Multiple Shots (2)  Rivers: Cannot march through rivers. Units cannot be Throwing 6” As user Quick to Fire Steadfast (unless Stubborn) and cannot claim any rank bonus. Weapon  Marsh: Dangerous terrain for all non Skirmishers. Cavalry, Throwing axe 6” As user+1 Quick to Fire monstrous cavalry and chariots fail Dangerous Terrain on 1 or Additional Shooting Weapons 2. Repeater 24” 3 2 x multiple shots (-1 to  Obstacles: Dangerous terrain for cavalry, monstrous cavalry Crossbow hit), Armor Piercing and chariots when marching, charging, fleeing or pursuing, does not otherwise impede movement. Provides cover (soft or Close Combat hard) The player chooses any one of the combats and resolves it, continuing until all combats are resolved. Mysterious Terrain Forest Water Resolving Combats 1 Ordinary Forest 1 Normal river 1. Fight a round of close combat 2 Abyssal Wood 2 Boiling Flood 2. Calculate close combat result 3 Blood Forest 3 Necrotic Ooze 3. Loser takes a break test 4 Fungus Forest 4 Raging Torrent 4. Flee & pursue 5 Venom Thicket 5 River of Blood 6 Wildwood 6 River of Light Combat Result Bonus (in addition to wounds inflicted) Situation Bonus Victory! Charge! +1 Victory points are awarded as follows: Extra rank +1 (max +3)  Each unit that is destroyed or has fled the table is worth its Standard +1 (one or more standard bearers) points value Flank attack +1 (once per facing per unit)  A general that is slain or has fled the table is worth an Rear attack +2 (once per facing per unit) additional 100 points The High Ground +1 if one or more units charged downhill  Each enemy standard slain or broken is worth an additional 25 Battle Standard +1 points. The battle standard is worth an additional 100 points. Overkill +1 (max +5)  Each character killed by a champion is worth an additional 50 points. Victory = 100+ victory points more than the enemy. Crushing Victory = Twice as many victory points than the enemy.