WABQRS_v2_0.pdf

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START of TURN
MOVEMENT
&
'&
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4
SHOOTING
CLOSE COMBAT
(
-
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(+
&
The player whose turn it is makes test for his troops in the following order.
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2
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Units that have left the table test to return
Test for Panic due to proximity
Test for terror due to proximity
A unit must include a musician to fast march
Units must be in a march column to fast march
Troops march at triple rate.
Units cannot fast march if there are enemy within 8” (no exceptions)
Skirmishers, elephants and artillery are not allowed to fast march
Fast marching units cannot manoeuvre except to wheel
Fast marching units cannot move through difficult or very difficult terrain
Fast marching units cannot cross obstacles
Fast marching units cannot declare a charge or a counter charge
In combat, only the front rank of a fast marching unit is allowed to fight.
Fast marching units with one model wide may form snaking columns
)*
The player whose turn it is moves his troops in the following order.
1
2
3
4
5
DECLARE CHARGES AND DISENGAGEMENTS
RALLY FLEEING TROOPS
COMPULSORY MOVES
MOVES CHARGES
REMAINING MOVES
Troops fleeing during their movement phase move towards the nearest table
edge, avoiding enemy and obstructive terrain where possible. Fleeing units
do not have a strict formation – they are arranged into a rough mass of
models and moved as a single confused and tangled body.
-
,
)).
Movement Rate
6” or less
More than 6”
-
,
Distance
2D6”
3D6”
(
Reduction
D6”
2D6”
(+
Charge!
Counter
charge
Stand and
Shoot
Hold
Flee
Fire and
Flee
,
Charge at double normal rate. If unable to reach its target the unit
moves a normal move. Once a charge has been declared the
enemy declares his reaction. A charging unit may not manoeuvre
except to make an initial wheel to bring it into line with its target
A cavalry or light chariot unit charged to the front by an enemy
cavalry or light chariot (in its vision arc) can respond by a counter
charge.
You may stand and shoot if the chargers come from more than
half their charge move away. Work out casualties immediately.
The unit stands and takes the charge
The unit turns tail and runs. The unit is immediately moved its
standard flee distance away from the chargers. Fleeing troops may
not shoot.
Combines
Stand and Shoot
with
Flee.
A unit can stand and shoot
and then flee - reducing the distance fled .
.
(+) )
Roll 2D6. If you score equal or less than the unit’s leadership you have
passed. If you roll more than its
leadership
you have failed the psychology
test.
A unit that fails a Panic Test will flee in the same way as a unit broken in hand-to-
hand combat or a unit which flees when charged. A unit reduced to half strength or
below deducts -1 from its
leadership
before the test.
1
Test at start of your turn if there are fleeing friends within 4”
2
Test if friendly unit within 12” is broken or destroyed in close combat
(*)
3
Test if charged in the flank or rear. This applies whether you are in combat of not.
4
Test if general is slain or routed off table.
5
Test if you suffer 25% casualties from shooting in a single shooting phase
6
Test if charged by an ignored enemy
.
(
,
) &*
Wheel
About
face
Change
Formation
Reform
A unit may wheel as many times as you wish except in a charge,
where the unit may wheel once to line itself with the enemy. The
distance moved is the longest distance covered by the model on the
outer edge of the wheel.
A unit can turn once during its movement. All the models remain in
the same place but turn 180° to face the rear. A unit may surrender a
quarter of its movement to turn. Open order units can change twice.
A unit may add or reduce the number of ranks in which it is deployed
by 1 by surrendering half its movement. A unit may add or reduce the
number of ranks by 2 by surrendering all of its movement.
A unit with a musician can reform during its movement by adopting a
new formation facing whatever direction you wish. Reforming troops
cannot move further or shoot that turn. A
Ld Test
must be passed.
(*) if the unit has won its own round of mêlée, then it may re-roll its Panic test should it fail it.
1
2
3
Test if the unit is charged by an enemy that it
fears
An outnumbered unit that fails
its Fear Test will flee in the same way as a unit broken in hand-to-hand combat. If
not outnumbered the unit will fight as normal but must roll 6’s to score hits in the
first turn of combat or shots ( if
stand & shoot
or
fire & flee
)
Test if the unit wishes to charge an enemy that it
fears.
If the test fails the unit
may not charge and must remain stationary this turn and cannot shoot..
A unit defeated in hand-to-hand combat is automatically broken without a break
test if it is outnumbered by a feared enemy. If the unit isn’t outnumbered the
Break Test is taken as normal.
-
,
Ground Type
)
Examples
(
Rate modifier
A unit that fails a Terror Test will flee in the same way as a unit broken in hand-to-
hand combat or a unit which flees when charged.
1
Test if the unit wishes to charge or is charged by an enemy causing Terror.
2
Test at start of your turn if there is an enemy causing Terror within 8”
The unit must charge if there are any enemy unit within its charge reach when
charges are declared. If charged, the units can not
flee
or
fire and flee
The unit fights with a +1 extra attack per model.
The unit must pursue a fleeing enemy & must follow-up an enemy giving ground
The unit never
panic
and is not affected by other psychology rules.
If the unit is broken in hand-to-hand combat, it is no longer frenzied.
The unit takes any Break tests at
Leadership
of 10
(with the usual modifiers)
The unit fighting in hand to hand combat against a hated foe may re-roll any
misses during the first round of a hand-to-hand combat.
The unit always pursue a fleeing hated enemy (except from defended positions).
The unit doesn’t test for panic if there is friends fleeing within 4” at the start of
the turn.
If the unit fails its Break Test, it will give ground once instead of fleeing
If the unit loses a round of combat against an opponent who would automatically
break them, roll a D6 : 1-3 Broken / 4-6 Hold
)
Fields, roads, ordinary hills
None
Normal
Woods, Steep hills
Half rate
Difficult
Very thick woods, Sheer slopes hills
Quarter rate
Very Difficult
Fences, walls, edges, etc .
Half rate to pass over
Obstacle
Open order units or skirmishers have a �½ rate movement in very difficult terrain only.
-
/
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A unit must include a musician to march
Troops march at double rate, characters at triple rate.
Units cannot march if there are enemy within 8” (excluding fleeing enemy
characters and artillery and enemy infantry for a marching cavalry or chariot unit)
Skirmishers, elephants and artillery are not allowed to march
Marching units cannot manoeuvre except to wheel
Marching units cannot move through difficult or very difficult terrain
Marching units cannot cross obstacle
(+
+
&
)
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2
3
Any unit (except skirmishers) within 12” of the General may test
using his Leadership.
!
" !%$ !"
#$
!
Any unit (except skirmishers) within 12” of the battle
standard may re-roll a failed break test. This applies
only to Break tests, not Psychology tests.
+)) ,
The player whose turn it is shoots with troops which have missiles weapons.
The player nominates which of his units will shoot at which enemy targets.
Thrown rocks
Javelin
Darts
Handgun
Light Crossbow
Short Bow
Slings
Bow
Staff Sling
Crossbow
Long Bow
( )
Notes
()
Weapon
Range
4”
8”
12”
18”
(9”)
18”
18”
18”
(9”)
24”
24”
(12”)
30”
(15”)
30”
(15”)
S
3
3
2
3
4
3
3
3
2
3
3
4
3
4
3
3
Save
All models whose base touches an enemy model’s base may fight. A model
may make as many attacks as shown on its profile. If the model carries a
weapon in each hand, it may make +1 extra attack.
-1
-2
No penalty at long range
No penalty at long range
May move and shoot
No penalty at long range, May
move and shoot, massed missiles
May not move and shoot
May move and shoot
massed missiles if stationary
-
Fire twice at short range
massed missiles if stationary
May not move and shoot
May not move and shoot
massed missiles if stationary
Order of Attack
Roll to Hit
Roll to Wound
Roll to Save
Resolve Combat
-1
-1
-1
Models who charged that turn fight first.
Otherwise models attack in order of descending
Initiative. Units with Momentum strike first
when Initiative is identical.
Determine the D6 score required to hit using the
To Hit Chart. Roll a D6 for each attack. Pick out
the dice which have scored hits.
Determine the D6 score required to wound using
the Wound Chart. Roll a D6 for each hit scored.
Pick out the dice which have scored wounds.
If opposing troops have a saving throw then this
is taken before models are removed. Roll a D6
for each wound suffered. The score needed is
shown on the Saving throw Chart.
Once all troops involved have fought determine
who has won (See
Combat Results)
BS
D6
-1
-1
-1
-1
-1
-2
-1
-1
+1
1
6
2
5
3
4
) +, (+
4
3
5
2
6
1
7
0
8
-1
9
-2
10
-3
) +, (+
DEFENDER’S WEAPON SKILL
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1
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6
7
8
9
10
4
3
3
3
3
3
3
3
3
3
ATTACKER’S
WEAPON SKILL
2
4
4
3
3
3
3
3
3
3
3
3
5
4
4
3
3
3
3
3
3
3
4
5
5
4
4
3
3
3
3
3
3
5
6
5
5
4
4
3
3
3
3
3
6
6
6
5
5
4
4
3
3
3
3
7
6
6
6
5
5
4
4
3
3
3
8
6
6
6
6
5
5
4
4
3
3
9
6
6
6
6
6
5
5
4
4
3
10
6
6
6
6
6
6
5
5
4
4
Shooting at a charging enemy
Shooting at long range (over half range)
Shooting while moving
Shooting at a single character
Target is behind soft cover ( hedge or wood)
Target is behind hard cover ( wall or building )
Shooting at skirmishers
Shooting at moving light chariot
Shooting at a large target
) ,,
-
)& $
Armour Type
Horse
Shield / Buckler
(1)
Large Shield
Pavise
Light Armour
Heavy Armour
Partial Plate Armour
Full Plate Armour
Half Cloth Barding
Full Cloth Barding
Half Plate Barding
Full Plate Barding
(1)
(2)
(3)
(4)
(5)
(6)
(7)
(8)
*,
On Foot
N/A
6+ or (+1)
5+ or (+2)
5+ or (+2)
(2)
6+
(3
)
5+
(3)
4+
(3)
3+
(4)
N/A
N/A
N/A
N/A
Mounted Movement Pen
.
(cumulative)
6+
5+
4+
N/A
5+
(3)
4+
(3)
3+
(4)
3+
(4)
+1
(5+6)
+1
(5)
+1
(6)
+1
(7)
None
None
None
None
None
None /-1”
(8)
-1”
-1”
None
None
-1”
-1”
+ )
(+
)
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1
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3
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6
7
8
9
10
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3
2
2
2
2
2
2
2
2
2
5
4
3
2
2
2
2
2
2
2
3
6
5
4
3
2
2
2
2
2
2
)&
4
6
6
5
4
3
2
2
2
2
2
5
-
6
6
5
4
3
2
2
2
2
(+
6
-
-
6
6
5
4
3
2
2
2
7
-
-
-
6
6
5
4
3
2
2
8
-
-
-
-
6
6
5
4
3
2
9
-
-
-
-
-
6
6
5
4
3
10
-
-
-
-
-
-
6
6
5
4
TARGET’S TOUGHNESS
Buckler saving throw applies for all troops in hand-to-hand combat and only troops in
skirmish formation for missiles attacks
Pavise vs Missiles only (and from the front) unless noted otherwise in the army list.
Add shield benefit if used
No shield benefit
Hand-to-hand combat only
Vs Frontal attack only
Vs All attacks
Movement Penalty with Shield
STRENGTH
MODIFIER
4
-1
*,
5
-2
+ )
6
-3
7
-4
) ,,
-
8
-5
9
-6
10
-7
Each side adds up the number of wounds it caused and adds any of the
following bonuses that apply. The side with the highest score wins.
()
&
ATTACKER’S
STRENGTH
+1 Close order
+1 Inf. rank bonus
+1 Standard
+1 Army Standard
+1 High Ground
+1 Momentum
+1 Flank Attack
+2 Rear Attack
+1 for infantry units in close order
+1 for each rank of infantry behind the first to a
maximum of +2
If any units in the combat have standards.
If the Army Standard is fighting
If you are uphill of your enemy
Except for Cavalry/Chariot in difficult terrain
If attacking an enemy in the flank
If attacking an enemy in the rear
!
" !%$ !"
#$
!
The loser must have a Break test for each unit involved in the combat. The test is taken
on the unit’s
leadership
minus the difference in the combat results score. Roll 2D6. If
you score equal or less than the number required you have passed. If you roll more than
that required the unit has failed and is broken. Break tests are taken once
all
combat
results have been worked out.
Broken units turn and flee directly away from their enemy once all combats have been
resolved. Friendly units within 12” of a unit that breaks must take a Panic test to see if
they flee as well. These tests are taken when all the combats are resolved but before
broken units flee. Units reduced to less than 5 models are broken automatically.
A fleeing unit may attempt to rally in its movement phase. Roll 2D6. If you score equal or
less than the unit’s
leadership
the unit is rallied otherwise it continues to flee.
- A unit must have at least five models to rally.
- A fleeing unit reduced to half strength or below deducts -1 from its
leadership
- A fleeing unit within 8" of enemy deducts -1 from its
leadership
- A rallied unit may reform but may do nothing else that turn.
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