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RULES REFERENCE

Mining Guild Goblin Scout


Me Sh Co St Mi Ad Do Ar 2 3 2 1 1 5 3 1

(page 59) 1. Leadership Phase 2. Initiative Phase 3. Activation Phase 4. End Phase

(page 63)

The charging model may move up to double its Advance value in inches. The charging model must move directly towards its target. It may ignore friendly models. Resolve effects of Rough Terrain charger passes through. The charger may have to Vault or Leap to complete a charge. A model cannot charge if it must Climb.

Melee (Me) Shoot (Sh) Courage (Co) Stamina (St)

Might (Mi) Advance (Ad) Dodge (Do) Armour (Ar)


(page 61)

(page 63)

Value/Statistic is doubled or halved (rounding up) before additional modifiers are applied.

Taking it in turns, and starting with the models that have the highest Courage value, each player rolls a Courage Test for each of their models with one or more Panic, Injury or Fire Tokens. Difficulty = total number of these Tokens affecting them. Any model may automatically fail their Courage Test. Test passed? Nothing happens. Test failed? The model makes an immediate Fall Back action and counts as having been activated for the round.

If the charger gets into base contact with its target (or gets within its Reach range), it makes a Melee Attack against it. If the model charged 3" or more, it gets +1 dice on its first Melee Attack. If the charger does not get into base contact with the target (or within Reach range), move it as far as its move would take it. The charger must stop 1" away from an enemy that is not the original target. The charging model may do nothing else this round. A model cannot charge if it is already in base contact with an enemy model, or if it has a Fatigue, Snare or Stun token.

(page 61)

A model is in range when the closest distance between the two models bases is less than or equal to the range.

(page 61)

(page 63) The model moves up to double its Advance value in inches, in any direction. This move need not be in a straight line. A model cannot run if it is in base contact with an enemy model, or it has a Fatigue, Snare or Stun Token.

A model has Line of Sight to another model if a straight line is able to be drawn from anywhere on its own base to anywhere on the base of its target: without passing through any models (friend or enemy); without passing through terrain or markers that are designated as Obstructing Terrain or Obstructing Markers (unless the model and/or target are positioned on top of the Obstructing Terrain);

Players choose one model in their Warband that did not activate during the Leadership Phase. The Initiative value of the chosen models is equal to their Courage minus the number of Injury Tokens on them. Each player makes an Initiative Test. The player with the most Successes wins Initiative.

150

without passing into and out of a single section of Cover (any Cover that the model and/or target are within is ignored, however). In addition, models that are counted as being Elevated (see page 61) can ignore all terrain, markers and models that are at a lower height than the model.

(page 63)

The player that won Initiative chooses whether to activate a model first or second. The player who activates a model first chooses a single model from their Warband. This model may move, shoot, fight or cast Runes (see Activating Models). Players alternate taking turns, activating one model at a time until all models have activated. All models that can activate must do so before players move on to the End Phase.

Move the model directly towards your back line of the play area. It must move at least its Advance in inches, but can move up to double its Advance. It may move through friendly models, enemy models and terrain without penalty. If the model moves over the edge of the battlefield, it is Removed from Battle. After the model has moved, it may remove a single Panic or Fire Token if it is more than 3" away from an enemy. The model cannot do anything else this round.


Taking a Test

(page 62)

Roll a number of dice equal to the Statistic being tested, or as instructed by the rule requiring the Test. Each roll of a 4 or more counts as a Success. If you roll equal to or more Successes than the Difficulty, then you have passed the Test. If you roll fewer Successes than the Difficulty, the Test is failed. A Critical is when a 6 is rolled, and a Fumble is when a 1 is rolled.

(page 63)

Remove a reload token from the model. A model may move up to half its Advance value in inches. A model cannot move into base contact with an enemy. A model cannot Reload if it is in base contact with an enemy or has a Snare or Stun Token.

If a player has satisfied the requirements of their Mission, he is declared the winner and the game ends. If the game has not ended, return to the Leadership Phase and start a new round.

Automatically Passing/Failing
Some rules tell you that a model automatically passes or fails a certain type of Test. Each dice counts as rolling a 5 (for an automatic pass) or a 2 (for an automatic failure). If the number of Successes is insufficient to pass the Test, add enough Successes so that you do pass. This cannot be Re-rolled.

*****

*****


(pages 64-65)

A model moves up to its Advance value in inches (unless already in base contact with enemy). Instead of moving, a model may choose to do one of the following: Aim +1 Dice to its first Shoot Test this round. Concentrate +1 Dice to its first Rune Test this round. A model may then cast a Rune, target an enemy with a Ranged Attack, or make a Melee Attack.

Rough Terrain

(page 66)

Rubble, ruins, rocks, swamps, shallow rivers, dense forests, etc. Models must take Rough Terrain Test to move through.

Cover
Dense forests, woods, ruins, etc. Provides cover to models within the terrain section. Does not block Line of Sight to or for models within its area. It blocks Line of Sight for models outside this terrain targeting models outside this terrain if the straight line between the two models passes through this terrain.

Obstructing Terrain
Choose an enemy to charge (must be in Line of Sight of charging model). Buildings, tall rocks, etc. Blocks Line of Sight.

Elevated Terrain
Hills, cliffs, buildings, stairs, etc. This Terrain Section is at least 2" tall. Models shooting when elevated may get a benefit. Hills etc. can be moved over normally. Rocky outcrops etc. can be climbed by taking a Climb Test. Sheer fortress walls etc. cannot be climbed.

(pages 70-71)


Runecasting Restrictions

(pages 72-73)

The model must be able to draw Line of Sight to its target. An enemy in base contact with a friendly model cannot be targeted. Check that the target is within range. If the target is out of range, the attack misses automatically. If the target is within range, resolve the attack.

Runecasters cannot use weapons that require two hands except for weapons with the Versatile special rule. A runecaster cannot wear armour with the Fatiguing special rule, and cannot use shields. A runecaster cannot cast Runes while in base contact with an enemy model.

Walls
Stone walls, hedges, wooden fences, etc. This Terrain Section is 1" wide or less and can be climbed or vaulted. Walls do not block Line of Sight, but provide cover.

Casting Runes
A Rune that targets a model can only target a model that the runecaster can draw Line of Sight to. Models in base contact with enemy or friendly models can be targeted. The runecaster may cast a Rune on enemy models, friendly models, and/or itself. A Rune that uses a template/marker targets a point on the battlefield that the runecaster can draw Line of Sight to centre the template/ marker on that point. For a Rune that selects a number of models, the models selected do NOT have to be ones that the runecaster can see. The runecaster may cast a Rune on enemy models, friendly models, and/or itself. The runecaster takes a Rune Test, rolling a number of dice equal to its Runecaster Level. Difficulty = Level of the Rune being cast. Test passed? The Rune has been successfully cast. Check that the target is within range, if necessary. (Range = 6" +2" per Runecaster skill level). If the target is in range, or no range is required, resolve the effects of the Rune. If the target is out of range, the Test is failed.

(page 66) Roll a number of dice equal to the number of inches of movement the model has left after coming in contact with Rough Terrain. For each Success, the model may move 1" through and/or out of the terrain.

A model that is able to attack more than one enemy mode must declare which model it is attacking.

Resolving an Attack
For a Ranged Attack, take a Shoot Test. For a Melee Attack, take a Melee Test. No Successes rolled? Attack misses.

Bonus Attack Dice


A model gains +1 dice to Melee or Shoot Tests if: It makes a Melee Attack after making a Charge Action and it moved 3" or more. (page 67) Move the model to the edge it wants to leap from. The model takes an Advance Test (model may re-roll this Test if it is Running or Charging). Difficulty = distance in inches (rounding up) between point leapt from and point leapt to. The model may not score more Successes than number of inches of move it has left. Test passed? Move the model over the gap up to a number of inches equal to number of Successes. Test fails? Move the model directly forward a number of inches equal to number of Successes. It then falls. A model may only make a single Leap during its activation.

It makes a Melee Attack and has a higher Might value than its target. It makes a Melee or Ranged attack against a target with one (or more) Injury Tokens. It makes a Ranged Attack and chose to Aim. It makes a Ranged Attack while it is elevated at least 2" higher than its target. The above effects are cumulative.

Runecasting Bonus Dice


The target may choose to Dodge, rely on its Armour, or Parry the attack. Only a model using a weapon or shield with the Parry special rule may Parry. It uses its Melee Value to make the test. A Parry may not be used to defend against a Ranged Attack. Your model gains +1 Dice to Rune Tests when it: Concentrates, by forgoing its move while performing a Skirmish Action.

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(page 68) Move the model into base contact with terrain/ obstacle/edge to be climbed. Take a Might Test (Difficulty 1).
Test passed? Move the model up or down the terrain (may not move vertically more inches than it has left to move). If climbing an obstacle, it is moved over it if the obstacles height is equal to or less than its remaining number of inches of movement. The model may not move any further. If the model does not have enough movement to complete the climb, it fails the Test. Test failed? The models move ends immediately. (page 68) Obstacles less than 1" in height may be vaulted automatically. For obstacles 1" or more in height, move the model into base contact with the obstacle/edge. The model takes an Advance Test. Difficulty = height of obstacle in inches (rounding up). Test passed? The model may move up, down or over the Terrain Section without penalty and continue its move. Test fails? The models activation ends and it suffers a Fall. A model may make as many Vaults as it wishes in a single move. (page 68) A falling model gains a Stun Token. If it falls 3" to 6", it gains an Injury Token. If it falls more than 6" to 9", is gains two Injury Tokens. If it falls more than 9", it is removed as a casualty.

Dodge, Armour & Parry Tests


Difficulty = number of Successes scored for the Shoot or Melee Test. If the defender passes the Test and rolls MORE Successes than the Difficulty, the attack misses. If the defender passes the Test and rolls an EQUAL number of Successes as the Difficulty, the attack misses but the defender gains a Panic Token. If the defender fails the Test, he gains an Injury Token.

Rune Effects
If the Rune has an effect that takes effect immediately, the effect is resolved straight away the Rune then expires. Otherwise the Rune is resolved straight away, and its effects last until the end of the runecasters next Activation phase or until the runecaster attempts to casts a new Rune. A Runes effects expire if the runecaster that cast it is removed from play.

Bonus Defence Dice


A model gains +1 dice to Dodge, Armour or Parry Tests if: It makes a Parry Test and has two or more rules that give Parry. It is in cover and makes a Dodge or Armour Test against a Ranged Attack or Rune effect. It makes a Dodge or Armour Test against a Ranged Attack when at over half the range of the weapon being used. It makes a Dodge or Armour Test against a Ranged Attack when the defending model is elevated 2" higher or more than its attacker. It makes a Dodge, Armour or Parry Test against a Melee attack being made over a wall, barricade or obstacle. The above effects are cumulative.

Defending Against Rune Effects


Difficulty of a Test to defend against a Rune effect = number of Successes that the runecaster rolled for his Rune Test.

Sustaining a Rune
The caster must make a Rune Test, rolling a number of dice equal to its Runecaster level. Gains additional dice by Concentrating. The Difficulty of this Test is 1. Test passed? The Runes effect remains in play until the end of the runecasters next Activation phase. Test failed? The Runes effect expires immediately.

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