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Basics:

All units must remain at least 1 apart at all times, except when charging and during melee Distances can be measured at any time Page references have two numbers the first is the hardback page and the second is the min-rulebook

TURN SEQUENCE (PAGE 28/6)


1. Move 2. Shoot 3. Melee

Move chargers by the shortest possible route, including through difficult terrain/obstacles Once moved, shuffle the charging unit so the champion faces the centre of the unit, or as close to it as possible.

1 . M O V E (P A G E 30 / 6 )
Every unit is given one of the following orders: o Halt! No movement o Change facing! Pivot up to 360 o Advance! Move up to Speed (Sp) in inches directly forwards, pivot once up to 90 o At the double! Move up to 2 x Speed (Sp) in inches directly forwards with no pivot o Back! Move up to Speed back o Sidestep! Move up to Speed sideways o Charge! Special, see below You may move through a friendly unit as long as you end at least 1 away, except when charging You may pivot through an enemy unit as long as you end at least 1 away, but not move through it Wavered units may only Halt, Change Facing or Back

Flank/Rear Charges (Page 32/8)


If the unit champion starts in the enemies flank/rear then they must charge that flank/rear, otherwise they must charge the front If the unit is unable to charge the facing that the unit champion starts in then it is unable to charge that enemy unit

Multiple Charges (Page 32/9)


Multiple units can charge the same enemy unit as long as they are declared at the same time and there is enough physical space for both units to fit All charging units involved must be able to charge at the same time a multiple charge is declared

S H O O T ( P A G E 34 / 1 1 )
Units with ranged weapons may shoot if: o They did not move At The Double o They were not charged by an enemy unit in the previous turn o They did not charge this turn Each ranged unit must pick a target: o The distance between the unit leader and target must be within the weapons range o The unit leader must be able to see the target o The target unit must not have been charged Common weapon ranges: o Pistols, Javelins, Thrown Weapons: 12 o Bows, crossbows, rifles: 24 o War engines: 48

Terrain (Page 33/10)


Blocking terrain units may not move through Obstacles Units may not move At The Double across an obstacle but suffer no other penalty Difficult Terrain Speed through Difficult Terrain

Charging (Page 30/8)


You may charge an enemy unit as long as: o The distance between your unit leader and the target unit is within twice your Speed o The unit leader can see the target unit o You can reach the enemy unit by carrying out up to two 90 pivots (do not measure distance) o There is physically enough space to charge Kings of War Quick Reference Sheet DRAFT! Page |1

Roll to hit (Page 35/11)


Roll dice equal to the units attacks Any which score equal or higher than the units Ranged (Ra) stat have hit Common modifiers: o -1 target is over range away o -1 soft cover o -2 hard cover o -1 firing unit performed any order other than Halt!

Nerve Tests (Page 36/13)


If any damage was caused then the target unit must take a nerve test. Nerve tests are taken at the end of each combat (ie after all attacks have been resolved on a single enemy unit)

Regroup! (Page 36/13)


If the target unit was destroyed then all charging units may: o Advance directly forwards D6 o Move backwards D3 o Pivot to face any direction If moving then the unit must stop 1 away from other units If the unit destroyed was an Individual then they may make melee attacks against any enemy unit they hit with their Regroup move If the target unit was not destroyed then the chargers move backwards 1

Roll to damage (Page 35/12)


Roll any dice which hit again Any dice which score equal or higher than the targets defence have wounded +n modifier if the unit/weapon has Piercing (n) Any roll of a 1 will always fail to damage Record any damage inflicted on the target unit

Nerve Tests (Page 35/12)


If any damage was caused then the target unit must take a nerve test. Nerve tests for shooting are taken at the end of the shoot phase

N E R V E T E S T S (P A G E 36 / 1 4 )
Roll 2D6 and add the number of damage that the unit currently has If the total is equal or greater than the units second Nerve value then the unit is destroyed If the total is equal or greater than the units first Nerve value then the unit is wavered A double 1 will always fail to destroy/waver a unit A double 6 will always waver a unit, if it does not destroy it If the nerve check is from melee, then a musician in the charging unit will add 1 to the dice roll A banner will add 1 to the units nerve value

M E L E E (P A G E 36 / 1 2 )
Any unit which charged an enemy unit now makes melee attacks The controlling player decides which order to resolve the combats in

Roll to hit (Page 36/12)


Roll dice equal to units Attacks (At) stat For a flank charge, double the attacks For a rear charge, triple the attacks Note: Some special rules add dice rather than attacks. These are not doubled/tripled Any dice which score equal or greater than attacking units Melee (Me) score have hit If the charger moved through an obstacle or difficult terrain during the charge move then they have a -1 modifier to hit

W A R E N G I N E S (P A G E 3 8 / 1 5 )
War engines have no facing They may only be ordered to Halt! Or Advance! All War Engines have the Reload special rule (may not shoot unless given a Halt order) A war engine may pivot freely before firing this does not count as moving When charging a war engine, enemy units always triple their attacks

Roll to damage (Page 36/13)


Roll any dice which hit again Any dice which equal or beat the targets Defence (De) stat have damaged the target +n modifier if the unit/weapon has Crushing Strength (n) A roll of 1 will always fail to damage Record any damage inflicted on the target unit Kings of War Quick Reference Sheet DRAFT! Page |2

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