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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
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
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
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
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