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*Some provided tables are optional

ATTACK STRENGTH 1 2 3 4 5 6 7 8 9+
Armour Save Modifier - - - -1 -2 -3 -4 -5 -6

Shooting notes Injury table


 Must not be stunned/knocked down 1-2 Knocked Down: Place model face-up on
 Must not be engaged in close combat the tabletop.
 Must not have rallied this turn 3-4 Stunned: Place model face-down on the
 Must target nearest un-engaged model. tabletop.
 May choose further target if easier to hit. 5-6 Out-of-Action: Remove the model from the
 If shooter is 2” or higher above ground, table.
may choose any target in range.
Knocked down
Shooting modifiers  May not shoot, cast magic, or fight in close
-1 Target is in cover. combat.
-1 Firing over ½ range of weapon.  May choose to move 2” instead of getting
-1 If the shooter moved this turn (does not up.
include pivoting or standing up)  May not move out of combat unless
+1 Large Target (if the target model is 2” attacker is occupied by another model.
wide or tall)  May stand up at the start of the model’s
next turn. On the turn it stands; may
move at half speed, may not charge/run.
Missile weapon critical hits* May shoot or cast normally. Will strike
1-2 Hits a weak spot!: Ignore armour saves. last if in close combat.
3-4 Ricochet!: Strikes the target and the
nearest friendly model within 6”. Resolve Stunned
the attack against both.  A stunned model may do nothing.
5-6 Master Shot: The target suffers two  Turn model face-up during its Recovery
wounds instead of one – no armour saves Phase, model becomes Knocked Down.
allowed.

Out of action
Blackpowder misfire table*  Model is removed from gameplay.
*Every time a natural ‘1’ is rolled to-hit, roll below:

1 BOOM!: User suffers a Strength 4 hit (no Attacking downed warriors


critical possible) and the weapon is  Attacks against a Knocked Down warrior
destroyed. hit automatically. Any which wound the
2 Jammed: The weapon is useless for the warrior put him Out-of-Action
remainder of this battle. immediately.
3 Phut…: The weapon fails to fire. It must be  Any attack against a Stunned warrior will
reloaded next turn. put it Out-of-Action immediately.
4-5 Click!: The weapon fails to fire but there is  A model with multiple attacks may not
no additional effect. split them to wound then subsequently
6 KA-BOOM!: The shot strikes the target remove a model from play using the
with +1 Strength bonus. above rules.
General close combat rules THRUSTING Critical Hits
 A model may not attack a downed model *Applies to spears, pikes, halberds, etc.
if it is still engaged with a standing/active
enemy model. 1-2 Stab: Add +1 to this attack’s injury roll.
 A model may not Move from close-combat 3-4 Thrust: Target is Knocked Down
unless all opposing models are no longer automatically, roll armour as normal.
standing. 5-6 Kebab!: Target moves D6” back (attacker
 A model which breaks and flees combat is follows), attack ignores armour and adds
struck one time automatically by each +2 to the injury roll. Any model in the
opponent in base-to-base contact, resolve way suffers a Strength 3 hit.
damage as normal.
Parrying
UNARMED Critical Hits  A model with a Parry weapon may
*Applies to Wardogs, Horses, Zombies, Possessed, attempt to block one strike per combat.
Animals, etc.  You must roll and exceed the to-hit roll
made by your attacker – you may not
1-2 Body Blow: Make an immediate defeat a natural roll of ‘6’.
additional attack.  If armed with two Parry weapons you
3-4 Crushing Blow: Add +1 to the injury roll may re-roll your Parry attempt once.
from this attack.  You may not Parry an attack of twice
5-6 Mighty Blow: This attack ignores armour your Strength or more.
and adds +2 to the injury roll.
Armour
BLADED Critical Hits
*Applies to swords, daggers, axes, etc.
Type Save Special
1-2 Flesh Wound: Ignore target’s armour. Light Armour 6+ -
3-4 Bladestorm: This attack causes two Heavy Armour 5+ If used with Shield,
wounds instead of one, roll armour for suffer -1 Movement
each. penalty.
5-6 Sliced!: This attack ignores armour, Shield 6+/+1* *If used with other
inflicts 2 wounds and adds +2 to the armour, adds +1 to that
injury roll. save roll.
Buckler - May Parry first attack in
close combat.
Helmet 4+* *Save is made against
Bludgeon Critical Hits Stunned results when
*Applies to hammers, clubs, maces, staves, and injured. If successful,
shields used in attack. user becomes Knocked
Down instead.
1-2 Hammered: Your opponent may not fight Ithilmar 5+ Does not slow user if
this turn if he hasn’t already. used with Shield.
3-4 Clubbed: This attack ignores armour and Gromril 4+ Does not slow user if
helmets. used with Shield.
5 Wild Sweep: The target loses one
equipped weapon (determine randomly).
6 Bludgeoned: The target goes out-of-
action unless an armour save is made,
regardless of wounds.

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