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  • Fantasy BattlesFantasy Battles

    The 9The 9thth Age AgeRulebookRulebook

    Version 0.5.4 BetaA collaboration between creators of

    Swedish Comp System &ETC Army Composition

  • INTRODUCTIONWHAT IS FB : 9 TH AGE ?

    CHOOSING YOUR ARMYSETTING UP A GAME AND DEPLOYMENT

    PREGAME SEQUENCECHOOSE DEPLOYMENT TYPECHOOSE SECONDARY OBJECTIVESPICK DEPLOYMENT ZONESGENERATE SPELLSDEPLOYING FORCES

    GENERAL PRINCIPLESACTIVE AND REACTIVE PLAYER . SEQUENCINGDICESCATTERTEMPLATESCHARACTERISTICS PROFILE AND TESTSLINE OF SIGHT AND MODEL SHEIGHTRECOVER WOUNDS AND RAISE WOUNDS

    UNITS AND FORMATIONSBASES AND BASE CONTACTMODELS AND UNITSRANK - AND - FILE ( R & F )FULL RANKSHORDE FORMATIONFOOTPRINTCENTRE OF UNITUNIT FACING AND ARCSSUMMONED UNITS1 UNIT SPACINGBOARD EDGE

    THE TURNGAME TURNPLAYER TURN

    MOVEMENT PHASEMOVEMENT PHASE SEQUENCEDECLARE CHARGESCHARGE REACTIONSMOVE CHARGESCOMPULSORY MOVES SUB -PHASE

    REMAINING MOVES SUB -PHASEADVANCE MOVEMARCH MOVEREFORMPIVOTS AND WHEELS

    MAGIC PHASEWIZARDSSPELLSMAGIC PHASE SEQUENCEMAGIC DICE : WINDS OF MAGIC AND CHANNELINGSPELL CASTING SEQUENCEMISCASTPATH ATTRIBUTESBOUND SPELLSMAGICAL MOVE

    SHOOTING PHASESHOOTING PHASE SEQUENCESHOOTING WITH A UNITSHOOTING TO HIT ROLLSTO HIT MODIFIERS

    CLOSE COMBAT PHASECLOSE COMBAT PHASE SEQUENCENO LONGER ENGAGEDROUND OF COMBAT SEQUENCEWHO CAN STRIKEALLOCATING ATTACKS AND ROLLING TO HITDROPPING OUT OF COMBATWINNING A ROUND OF COMBATBREAK TESTDECLARING PURSUITS AND OVERRUNSROLL FLEE DISTANCE AND MOVE FLEEING UNITSROLL PURSUIT DISTANCE AND MOVE PURSUING UNITSCOMBAT REFORM

    ATTACKS AND DAMAGEATTACK SEQUENCEALLOCATE HITSTO WOUND ROLLSArmour SAVES AND Armour SAVE MODIFIERS

    REGENERATION AND WARD SAVESREMOVING WOUNDSREMOVING CASUALTIESPANIC

    TROOP TYPESSPECIAL RULESMUNDANE EQUIPMENT

    COMBAT WEAPONSSHOOTING WEAPONSARTILLERY WEAPONSARMOUR

    CHARACTERSLONE CHARACTERSCOMBINED UNITSFIRST IN RANKCHALLENGESTHE GENERALTHE BATTLE STANDARD BEARER

    COMMAND GROUPSCOMMAND GROUP AND CASUALTIESMUSICIANSSTANDARD BEARERSCHAMPIONS

    TERRAINTERRAIN KEYWORDSOPEN TERRAINIMPASSABLE TERRAINFIELDSHILLSFORESTSRUINSWATERWALLBUILDINGS

    SCORING AND VICTORY CONDITIONSMAGIC ITEMS

    RESTRICTIONSMAGIC WEAPONSMAGIC ARMOURTALISMANSENCHANTED ITEMSARCANE ITEMSMAGICAL BANNERS

    2

  • INTRODUCTIONWHAT IS FB: 9TH AGE?Fantasy Battles: The 9th Age (FB: 9th Age), is a community made wargame, with no ties to any company. The game represents two opposing armies, represented by adequate models, collide and face each other. Each side is usually controlled by a player, although in some occasions there can be more than one player per side, such as in the case of an Alliance. The game normally takes place over a board of 4 by 6 feet, although for smaller and bigger battles this size can be adapted. Both sides deploy their armies and take alternating turns to have their models act. Actionsare often tied to a chance of success, for which dices are used. During each player turn, a player can control his army over the 4 consecutive phases of the game: Movement, Magic, Shooting and Close Combat. After the game ends, a victor is determined (or a draw if that's the case). All relevant rules, as well as feedback and suggestions can be found/given here:http://www.the-ninth-age.com/

    To make the transition easier for old players, we have colour coded the most relevant changes (from 8th edition) in blue.

    Changes between version (not from alpha version) is colour coded in green, see change log at end of document.

    3

  • CHOOSING YOUR ARMYWhen composing your army, some rules must be followed to ensure that the result is a coherent force. Armies can be taken from any Fantasy Battles: 9th Age Army Books. Usually the army (what units, options etc you take in your army) is written down on a piece of paper, called Army List.

    Army list entries are divided into the following categories: Lords and Heroes. A maximum of 50% of the Points of your army may be Lord and Heroes characters

    (combined), and a maximum of 35% of the Points of your army may be Lord Characters. Furthermore, the same Hero or Lord choice cannot be taken more than 3 times, regardless of differences in mounts, equipment, or Special Rules

    Core. Being the backbone of the army, Core units must compose at least 25% of your army Points. Core units are common enough so you can take each different Core unit up to 4 times

    Special. Special units are typical of the army, although not so much as to be part of its Core section. Each Special unit can be taken up to 3 times in the same army.

    Rare. Rare units are difficult to enlist, and therefore your army cannot spend more than 25% of its army Points in Rare units. Furthermore, each Rare unit can be taken up to 2 times in the same army

    Aside from this, there are other requirements that you must pay attention to when building your army The size of a battle is determined by the points limit on the armies. Each unit you add to your army list has

    a points value. When adding up the points value of all your units, this total can never exceed the determined points limit. Sometimes its not possible to reach the exact agreed upon points limit, and you are therefore allowed to be slightly below (no more than 20 pt) the limit.

    Every army must nominate one of its characters as the General. This implies that it must have at least onecharacter who is able to be the General of the army. Furthermore, every army must contain a minimum of 4 Units (excluding characters). All Units with War Machine troop types count as a single unit for this purpose.

    An army may include a Battle Standard Bearer, but can never have more than one. There are some One of a kind units or characters (for example, all special named characters are One of a

    Kind). One of a Kind units or characters can only be taken once per army, regardless of it being otherwise Core, Special, Rare, Hero or Lord. Its points still count towards the relevant category

    Sometimes on the battlefield the armies that clash are much bigger than usual. Armies of 4000 points or more are considered Grand Armies. All limits for the number of repeated units and characters are doubled for this kind of armies. This includes (non-character) One of a kind units, which can be taken up to2 times in a Grand Army.

    Sometimes on the battlefield the armies that clash are much smaller than usual. Armies of less than 1500 points are considered Warbands. All limits for the number of repeated units and characters and the maximum unit sizes are halved (rounding up) for this kind of armies, and the minimum number of units you must take is decreased to 3.

    Some units have a special repetition allowance to be taken more times than what their category would otherwise them allow to. In such cases, the regular limits change to the relevant limit stated.

    4

  • SETTING UP A GAME AND DEPLOYMENTIn order to play a game of Fantasy Battles: 9th Age, you will first and foremost need to find a suitable opponent andagree on the terms of the game, such as game size and whether you will be using any additional rules. Both sides will compose an army using the rules from the Choosing your Army section above.

    The game is played in a 72 wide and 48 deep battlefield area for the standard army size (1500-4000 points). For smaller battles (involving Warbands) we recommend a 36 wide and 48 deep size, and for bigger games (involving Grand Armies) the size will depend on how much bigger the army is. Even though some battles can take place on a completely open battlefield, usually the battlefield has a a few Terrain pieces placed upon it.

    Both players can freely agree on the size, type and number of Terrain pieces to be placed, as well as their positions. If you cannot reach an agreement, use the rules provided below to set up the battlefield for your game.

    Divide the gaming board into sections of 12 x 12 Place the following terrain pieces in the centre of a randomly decided section (max 1 piece in each

    section); one Building or Impassable Terrain (randomly decide which of the two), one Hill, one Forest. Then move each terrain piece 2D6 in a random direction.

    Then, add 2D3 additional pieces of Terrain, following the rules above for their position, and roll a D6 and consult the table below to determine the kind of each of the additional terrain pieces

    1: Hill 2: Forest 3: Field 4: Water 5: Wall 6: Ruin

    All terrain must be at least 6 away from any other terrain: Move them as little as possible from their rolled position to meet this criteria. If it is not possible to place the terrain more than 6 away from any other terrain, discard the problematic terrain

    Recommended Terrain sizes are between 6 x 8 and 6 x 10, except for walls which is 1 x 10

    PREGAME SEQUENCEBefore the game can begin, some preparations have to be made.

    1. Show your opponent your army list2. Choose deployment type3. Choose secondary objectives4. Randomize who picks deployment zone5. Generate spells, starting with the player who picked deployment zone6. Remaining "before the game" rules and abilities7. Deploy forces8. Deploy scouts9. Move vanguard10. Roll for first turn

    5

  • CHOOSE DEPLOYMENT TYPEEither both players can agree on which deployment type to use, or you can randomize by rolling a D6:1-3: Classic. The Table is divided into two halves by drawing a straight line through the centre of the board, parallel to the tables long edges. Deployment zones are more than 12" away from this line.4-5: Diagonal. The Table is divided into two halves by drawing a straight line from one corner, through the centre of the table, to the opposite corner (whomever chooses deployment zone decides which corners to use). Deployment zones are more than 9 away from this line. 6: Flank Attack. The Table is divided into two halves by drawing a straight line through the centre of the board, parallel to the tables long edges. The player choosing deployment zones decides if he/she wants to be attacker or defender. The attacker can deploy more than 9" from the central line if within of the tables length from either table edge (18" on a 72 table), and more than 15" from the central line elsewhere. The defender does the opposite, more than 9" from the table edge if within of the tables length from short table edge, and more than 15" from central line elsewhere.

    Figure 1Visualisation of the three different deployment types.

    CHOOSE SECONDARY OBJECTIVES Either both players can agree on which secondary objective to use, or you can randomize by rolling a D6:1-2: Hold the Ground3-4: Breakthrough5-6: Secure TargetSee Victory Condition section for the rules regarding secondary objectives.

    PICK DEPLOYMENT ZONES Randomize which player chooses deployment zone (for example, roll a D6, on 4+ the player who rolled the dice chooses). This player picks one of the long board edges (and chooses corners or who is attacker/defender if Diagonal or Flank Attack deployment).

    6

  • GENERATE SPELLSStarting with the player that picked deployment zone, each player generates spells for all his/her wizards. To do this, pick a wizard and consult the chosen Magic Path (which should be written on the army list). All Magic Paths can be found in Fantasy Battles: The 9th Age; Paths of Magic. There are spells from 0 to 6. Roll a D6 for each spell the wizard has (normally the same as its Wizard Level) to see which spells the wizard can use this battle. If a '1' is rolled, the wizard knows spell number 1, and so on. If a duplicate spell is rolled (either because another wizard in the same army has already rolled the spell or because the same wizard rolled a double), the wizard must replace the duplicated result with another spell from the same Path that has not already been rolled. I.e. two wizards in thesame army cannot generate the same spell, and no wizard can know a single spell more than once (if unable to replace it with an unoccupied spell, the spell is lost). Furthermore, the wizard may exchange one of his spell for the signature spell (labelled as spell #0). This spell can be chosen even if other wizards has the same spell.

    Spells that are not generated using these rules (such as wizards with predetermined spells are all bound spells) are ignored for duplicating spells, one can have more than one of such such spells in the same army.

    DEPLOYING FORCESStarting with the player which did not choose deployment zone, players alternate taking turns in deploying their units fully inside their deployment zone. On each of their turns, a player can decide to deploy any number of units (with a minimum of one). All War Machine Troop Type units count as a single unit for this purposes, as well as all Characters. When one player has deployed all of his or her units (excluding units who are not deployed using the normal rules, such as scouting or ambushing units), this player must announce if he or she will try to go first or second. The other player then deploys all of his or her remaining units. Keep track of how many units are deployed (War Machines and Characters still count as 1 unit each). After this, deploy scouting units (see Scout Special Rule) and then move Vanguarding units (see Vanguard Special Rule). Once both players have finished deployment, both players roll a D6, the player that finished deploying (normally) first adds +1 to his or her dice score for each unit the other player deployed in the last deployment turn.

    - If the player who finished deploying first rolls higher, he or she must go first or second (according to what was announced previously).

    - If the score is a tie or the player who finished deploying second wins, he or she can now choose which player has the first turn.

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  • GENERAL PRINCIPLES

    ACTIVE AND REACTIVE PLAYER. SEQUENCINGThe active player is the player whose turn it currently is. The reactive player is the player whose turn it currently is not.

    Whenever two (or more) abilities happen at the same time, the active player must declare the usage of his ability before the reactive player. Once both players have declared the usage of abilities, the effects of the abilities are resolved, starting with the active player. For example, if both players have an ability that may be activated at the beginning of the magic phase, the player whose magic phase it is must choose if he is using his ability or not first. Then the reactive player can choose if he is using his ability or not. After this, the effects of both ability resolve, starting with the active player's abilities.

    DICEIn FB: 9th Age, dice are often used to determine random outcomes. The most common used is the six-sided dice, named "D6" and with a range from 1 to 6. The effects of a dice roll is often depending on whether the dice rolls equal to or higher than a value (such as a dice roll that would be successful if the dice rolls 3 or higher). This is oftenreferred to as a 3+ (or 4+, 2+, 6+ etc). Sometimes you are called upon to roll more than one of these dice at the same time. This is represented by having a number before the dice rolled, such as 3D6, which means to roll 3 six-sided dice, and add its results together. In other occasions, a dice roll may be modified by adding or subtracting a number to it, such as D6+1. In such cases, simply add or subtract the relevant quantity to the result of the roll. Lastly, some effects in the game call for rerolling certain dice, such as failed To Wound rolls, or Ward Save results of '1'. When you encounter such situations, reroll the relevant dices. A rerolled dice can never be rerolled again no matter the source or effect, and must always be accepted.

    The game sometimes calls for a D3, which is the same as a D6 but halving the result (and rounding up), so the result can be 1, 2 or 3.

    There are is another special dice, the Scatter Dice, A six-sided dice with two of the sides marked as "Hit" and the remaining four sides pointing in an arrow pointing in a random direction. If you do not have access to such special dice, a Scatter Dice can be perfectly represented by a standard D6. If the 1 symbol of the dice is on the top or bottom (meaning 6 in the top on a standard D6), this represents a Hit. If the 1 symbol is not on the top or bottom, this symbol marks a randomly chosen direction.

    Figure 2. Two different ways of representing a Scatter Dice.

    8

  • SCATTERWhen you are called upon to Scatter an object (such as Scatter a template D6), roll the Scatter Dice (and other dicefor distance if necessary). If a Hit symbol is rolled, do not move the object. If an arrow is rolled, move the object anumber of inches as indicated by the rule. Note that this is not the same thing as randomizing a direction. In such cases, roll the Scatter Dice. If a Hit is rolled, reroll the Scatter Dice until an arrow is rolled (in this case you may reroll a rerolled dice). Some Scatter Dice has a small Arrow in the Hit symbol, in such case do not reroll hit symbols, instead use the small arrow instead.

    TEMPLATESTemplates are normally used to determine area effects. There are several different types and sizes of templates, themost commonly used templates are 3 and 5 template. These are disk-shaped templates, measurements (3 and 5) are the diameter of the disk. Other less commonly used template are the 1 round template (called 1 template) and Line Template (used for cannons and some spells). When determining how many models are under (or touched) by the template, hold the template in question over the target to see which models bases are directly underneath the template. Note that a models bases are based on meters while a template size is usually based in inches, this means that a 3 template is capable of touching the bases of 5 lined up 25mm bases (3 = 7.62cm).

    CHARACTERISTICS PROFILE AND TESTSEach model has a Characteristics Profile, which contains 10 different characteristics: Movement (M), Weapon Skill(WS), Ballistic Skill (BS), Strength (S), Toughness (T), Wounds (W), Initiative (I), Attacks (A), Leadership (Ld). All Characteristics are numbered from 0 to 10 and can never get outside this range. When a characteristic is 0 it can also be labelled as a dash (-).A model with M0 cannot moveA model with WS0 is automatically hit in close combat and can only hit in close combat on rolls of '6'A model with BS0 cannot use shooting weaponsA model with an unmodified A0 cannot never make normal close combat attacksA model with its Wounds reduced to 0 is removed as a casualty

    Unmodified Characteristics Sometimes a models unmodified characteristics are called upon. This is the value the model has when ignoring all equipment, spells and rules affecting the characteristic. Characteristic Changes made when building the army (such as upgrading a model to a veteran, giving it +1 Strength) are taken into account, and are considered the part of themodels unmodified characteristic.

    Characteristic Tests can be called upon during the game. When a model must take a Characteristic Test, roll a D6: If the result is a '6' or higher than the model's relevant characteristic, the test is failed. Otherwise, the test is passed. This means that models with a Characteristic of 0 will automatically fail Characteristic Test for that Characteristic.

    Leadership Tests are a bit different, because in order to take those, you must roll 2D6: If the result is higher than the model's Ld Characteristic, the test is failed. Otherwise, the Ld Test is passed. There are many different kinds of Leadership Tests such as Panic Test and Break Tests, which can have additional rules and modifications, and will be explained in their relevant sections, but all are still different kinds of Leadership Tests.

    When models with more than one value of a characteristic (such as a dragon and its rider) is called upon to take a characteristic test, take a single test for the combined model using the best highests characteristic available. When a unit as a whole takes a Test, you can use the highest value.

    9

  • DISTANCESThe measuring unit in FB: 9th Age, is the inch ("). All distances and ranges are indicated and measured in inches. To determine the distance between two points of the battlefield (or two units, or any other two elements), you must always measure from the closest points, even if that goes through any kind of intervening or obstructing element: Ignore these for the measurement.Players are allowed to measure any distance at any time.

    LINE OF SIGHT AND MODELS HEIGHTA model can trace line of sight to its target (point or unit) if you can extend a straight line from the front of its base directly to its target, without going out of the unit's front arc, and without being interrupted by Obscuring Terrain or by the base of a model which has larger height than both the unit and its target. Models in back ranks always draw Line of Sight as if they were in the front rank, in the same file(s) they are in. A unit is considered to have a Lineof Sight to a target if one or more models in the unit has Line of Sight. Models in a unit never block line of sight to other models in the same unit.

    Models are divided into the following three heights:1. Small: Models with the unit types: War Machine, Infantry, War Beast, Swarm.2. Medium: Models with the unit types: Cavalry, Monstrous Infantry, Monstrous Beast, Monstrous Cavalry,

    Monster, Chariot.3. Large: Models with the Large Target Special Rule (regardless of their unit type) and all models with

    majority of its base on a hill.

    RECOVER WOUNDS AND RAISE WOUNDSSome spells or abilities can Recover Wounds lost earlier in the battle. The amount of wounds recovered are noted in the ability (Recover [X] Wounds). If a unit contains multiple models, each model must recover all lost wounds before another model can recover wounds. Characters inside units never recover wounds from an ability recoveringwounds to his unit (characters only recovers wounds when they are the only target of the ability/spell). Recovering wounds can never bring dead models back, and cannot (unless noted otherwise) increase a models wound above his starting number (any excess wounds are lost).

    Raise Wounds uses the rules for Recover Wounds with the exceptions that Raise Wounds can bring dead models back. First recover all lost wounds on models in the unit (except characters), then bring models back in the following order: champion, standard bearer, musician, rank-and-file. Each raised model must be recovered to his full amount of wounds before another model can be raised. This cannot (unless noted otherwise) raise a units number above its starting number (any excess wounds are lost).

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  • UNITS AND FORMATIONS

    BASES AND BASE CONTACTAll models are placed on top of bases. The extent of the model is considered to be its base. Base sizes are given as two measurements in millimeters, front-width x side-length (such as the normal cavalry base; 25x50mm). In some rare cases models have round bases, in these cases only as single measurement is given, the diameter (such as a standard warmachine base; round 60mm).

    Two models are considered to be in base contact with each other if their bases are touching, including corner to corner contact.

    MODELS AND UNITSModels represent our fighting warriors, monsters and spellcasters. Everything on the same base is considered the same model (i.e. a dragon and its rider, or a cannon and its three crewmen are both considered a single model). Some models have a Combined Profile for their different parts (such as a knight and its horse). Whenever a rule affects such models, all parts of the model are affected.

    All models are part of a unit. Units are either a group of models deployed in a ranked formation of ranks (along the width of the unit) and files (along the deept of the unit) or a single model operating on its own. Whenever a rule, ability, spell (and so on) affects a Unit, all models of the unit are affected.

    When forming a unit, all models in the unit must be perfectly aligned in base contact with each other and face the same direction. All ranks (except the last one) must always have the same width. The last rank can be shorter than the other ranks, is so, this is called an incomplete rear rank.

    RANK-AND-FILE (R&F) Normal models in a unit are called Rank-and-File models (R&F). Characters (and Champions) are not R&F models, all other models are.

    FULL RANKSA full rank is any rank which is at least 5 models wide. Some units (such as monstrous infantry) require less than 5 models to form full ranks, see Troop Types secion.

    HORDE FORMATIONUnits in ranks of 10 or more models (6 or more in the case of Monstrous Ranks) are in Horde formation.

    FOOTPRINTA units Footprint is area occupied by the combined bases of all models in a unit.

    CENTRE OF UNITA units centre is defined drawing an imaginary rectangle around the outer edges of the units footprint. The Centreof this box is considered the centre of the unit.

    11

  • UNIT FACING AND ARCSA unit has 4 arcs: front, rear, and two flanks. Each arc is determined by extending a straight line from the corners of the unit's bases, in a 135 angle with the unit's front (for the front arc), rear (for the rear arc) or flanks (for the flankarcs), see figure 3. Units on round bases don't have arcs (they can draw Line of Sight from any point on their base inany direction).

    Figure 3. This unit has 3 ranks and 4 files. The base on the side is a character with mismatching base that has joined the unit. The last rank is incomplete and only has 3 models (these models must be placed together). The units footprint is the area occupied by the bases of the models within the unit (green area). The centre of the unit is the centre of the rectangle drawn around its outer edges (marked with a red x). The front, side and rear arcs are defined using a 135 angle with the unit's edges.

    SUMMONED UNITSSummoned Units are units created during the game. All models of a newly summoned unit must be deployed within the range of the spell/ability, and at least 1" away from other units and impassable terrain. If the whole unit cannot be deployed, then no models can be deployed. Once summoned, the newly created units operate as a normal unit on the caster's side. Summoned units dont award VP.

    1 UNIT SPACINGUnits must keep at least a 1 distance between them, and to Impassable Terrain. This applies to both friendly and enemy units. During the course of a move, this distance is decreased to , but at the end of the move the unit must keep 1 distance to all unit and Impassable Terrain. If this is not not the case, backtrack the move until the 1 distance is kept.

    Some special moves are allowed to break the 1 Unit Spacing (such as charge moves). Whenever a unit finds itself closer than 1 to another unit/Impassable Terrain, it ignores the 1 Unit Spacing rule with regards to the unit unit/Impassable Terrain for as long as it remains closer than 1 (it may still not move into base contact with an enemy unit it has not charged).

    BOARD EDGEThe board edge represents the boundaries of the game. Models can be temporally outside the board edge, as long as no more than 50% of the models footprint is outside the board, and their move does not end with any part of the model outside the board. Templates (and similar) can be partially outside the board and still affect models with parts of the template still on the board.

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  • THE TURN

    GAME TURNFB: 9th Age is a turn based game. A standard game last for 6 Game Turns. One player has the first turn (called a Player Turn), in which he moves and attacks with his models. After this the other players has his first Player Turn, and when this comes to an end, Game Turn 1 is completed. In Game Turn 2, the first player now plays his second Player Turn. And so on, until both players have played 6 Player Turns, which marks the end of the game.

    PLAYER TURNEach Player Turn is divided into four phases, played in the following order:

    1. Movement Phase2. Magic Phase3. Shooting Phase4. Close Combat Phase

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  • MOVEMENT PHASEIn the Movement Phase you have a chance to move your units on the battlefield.

    MOVEMENT PHASE SEQUENCEThe Movement Phase is divided into the following steps. Apply the list chronologically from 1-6.

    1. Start of Movement Phase (and start of turn).2. Declare Charges3. Move Charges4. Compulsory Moves sub-phase5. Remaining Moves sub-phase6. End of Movement Phase

    DECLARE CHARGESIf any of your units want to engage an enemy unit in combat, you must declare which of your units will attempt to charge which enemy unit, one at a time. Each time the active player declares a charge, the reactive player must declare the charged unit's Charge Reaction.

    Charges can only be declared at targets that the charging unit has a chance of completing the charge against (so thetarget unit must be within the chargers potential charge range and there must be enough room to move the charger into base contact with its target). When considering if a charge is possible, do not take into account potential Flee charge reactions (not even mandatory ones), but take into account already declared charges (charging models might have a chance to move out of the way).

    CHARGE REACTIONSA unit that has a charge declared against it must now declare its charge reaction. There are three different charge reactions, Hold, Stand and Shoot and Flee.

    HoldUnit Engaged in Combat can only choose a Hold reaction. A Hold reaction means that the unit does nothing.

    Stand and ShootA Stand and Shoot reaction may be taken if the charged unit has Shooting Weapons and the charging enemy is in the Front Arc and the enemy is further away that its Movement value (using the lowest value if it has more than one). The charged unit immediately perform a shooting attack as if in the Shooting Phase, even if the enemy is beyond the weapons maximum range (remember to apply any applicable modifier like Long Range and Stand and Shoot). This charge reaction can only be chosen once per turn.

    FleeThe charged unit immediately flees directly away (centre of unit to centre of unit) from the charging enemy. When a unit declares a Flee charge reaction, any units that had declare a charge towards this unit can immediately attempt to Redirect their Charge. A fleeing unit that is charged must choose this reaction.

    Redirecting a ChargeWhen a unit chooses the Flee charge reaction the charger may try to Redirect the Charge. If so, roll a Leadership test. If failed, the unit will try to complete the charge towards the unit that fled. If passed, the unit can immediatelydeclares a new charge towards another viable target unit, which may choose charge reactions as normal. If more than one unit had declared a charge against the fleeing unit, each unit may try to redirect the charge (in an order chosen by active player). A unit can only redirect a charge once per turn. However, if the unit that the charge is Redirected towards also flees (i.e. two units charged by the same unit both flee), then the charge can be completedtowards any of the fleeing units (declare which before rolling Charge Range).

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  • MOVE CHARGESOnce all charges and charge reactions has been declared, chargers will now try to move into combat. Chose a unit that have declared a charge in this phase and roll Charge Range.

    Charge RangeA units charge range is normally 2D6, plus the unit's Movement characteristics. If this is equal to or higher than thedistance (in inches) between the charger and its intended target, the Charge Range is sufficient and the charger canproceed to make a Charge Move (provided it has enough space). If the Charge Range is less than the distance (or there is no space to complete the charge), the charge has failed and the charger performs a Failed Charge move.

    Charge MoveA charge move is a move with the intent to move into base contact with the enemy at which the unit declared a charge upon. The following rules are applied to a charge move:

    - The unit can move forward an unlimited distance.- A single wheel can be performed during the move. This wheel can be no more than 90.- The enemy must be contacted (with the front Facing of of charging unit) in the Facing where the majority

    of the charging units frontage was when the charge was declared.- The charging unit ignores the 1 Unit spacing rule (it can still only move into base contact with an enemy

    at which it declared a charge against).

    AlignIf the charger manages to move into base contact, the units must now be aligned towards each other, such that their entire facings are in contact with each other. Rotate the charging unit around the point at which it contacts the enemy. If this will not bring the two units into full contact (because of other blocking units or terrain), rotate the enemy unit instead if this will (or a combination of the two, rotating the enemy unit as little as possible). The enemy unit can never be rotated if it is Engaged in Combat. Align moves ignores the 1 unit spacing rule.

    Maximizing ContactCharge moves must be made so that the number of models (from both sides) in base contact with an enemy modelis maximized, prioritizing previously unengaged models (i.e. not in base contact with an enemy) over already engaged models whenever possible. Sometimes this requirement comes into conflict with rotating the enemy unit as little as possible when aligning. When this is the case, prioritize not rotating the enemy at all. If this is not possible, prioritize maximizing models in base contact instead.

    Charge Fleeing UnitWhen charging a fleeing unit, follow the same rules as for normal Charge Moves, except that the unit can move into contact with any facing of its target, no Align move is made and no consideration of maximizing base to base contact is done. Once the charger reaches base contact with the fleeing target, the fleeing unit is removed as a casualty. The charging unit can take a Leadership test. If the test it passed, the unit may perform a Post Combat Pivot manoeuvre.

    Multiple ChargesIf more than one unit has declared a charge against a single enemy unit, charges are moved in a slightly different manner. Roll Charge Range for all units (charging the same unit) before moving any of them. Once it has been established which units will reach its target, move the charging units (and/or failed charges) in any order you wish. When maximizing the number of models in base contact, take into consideration the total combined number of models in base contact of all units that will successfully complete the charge, prioritizing getting as many units into combat as possible over maximizing contact.

    Impossible ChargeWhen moving the charges, this sometimes results in units that block each other from reaching combat (or there is not enough space to fit all chargers). When this happens the units that can no longer make it into combat makes a failed charge move.

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  • BlockedTo prevent certain abusive situations where a unit cannot charge an enemy unit well within Charge Range and Line of Sight due to a convoluted positioning of the enemy units, if a unit is unable to complete a charge, solely due to unengaged enemy units that it could not charge normally, it can make a special charge move: Move the unit straight forward up to its Charge Range. If this brings it into contact with the enemy, the enemy is charged. Instead of doing the normal aligning, the enemy performs a Combat Reform in order to bring the units aligned towards each other (reform in such a way that the correct facing is turned towards the enemy).

    Failed ChargeIf a unit does not roll sufficient charge range, or is unable to complete the charge for other reasons, it performs a failed charge move instead. The highest D6 rolled when rolling Charge Range is the move distance (in inches). Wheel the unit so that a forward movement will move the centre of unit towards the centre of its intended target, and then move forward. Note that this is not a Charge Move and thus the 1 Unit Spacing rule is not ignored. If the charged unit was destroyed before moving the charger, mark the final centre of the unit and move towards this point. A unit that has failed a charge cannot move further this movement phase and cannot shoot in the subsequent shooting phase.

    Figure 4The majority of the charging units frontage is in the enemys front arc, so the charging unit must contact the front facing (needed charge range is 2). It moves forward and then wheels into base contact. Align move is then performed by rotating the charged unit around the point of contact.

    COMPULSORY MOVES SUB-PHASEIn the Compulsory Moves sub-phase models that do not have a choice on if they move or not (such as Fleeing units, units with Random Movement or which have failed a Stupidity test) must move. First roll Rally tests for all fleeing unit (and make the appropriate moves if the test is passed or failed), then move your non-fleeing units that move in the compulsory moves sub-phase in any order.

    Rally TestsAt the start of the Compulsory Moves sub-phase all fleeing units takes a Leadership test (in an order chosen by active player). Any unit that passes its test is no longer considered fleeing and may immediate perform a reform. A unit that has rallied cannot move further this movement phase or shoot in the subsequent shooting phase. If the test is failed, the unit immediate performs a Flee Move.

    Flee MovesRoll Flee Distance; 2D6. Move the fleeing unit this distance straight forward, ignoring all obstructions. If this move would make the fleeing unit end its move within 1 of another unit or impassable terrain, extend the Flee Distance with the minimum needed amount to clear all such obstructions. If fleeing models moves through enemy models or impassable terrain, they must take a Dangerous Terrain test, which is failed on a roll of 1-3. If the Fleeing Move takes the fleeing unit into contact with (or beyond) the Board Edge, the unit is destroyed, remove it as a casualty when they touch the board edge (possibly causing panic tests to nearby units). Note that fleeing moves are often preceded by a pivot, if this is the case this pivot follows the same rules as the fleeing move. Fleeing moves ignores all obstructions.

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  • REMAINING MOVES SUB-PHASEIn the Remaining Moves sub-phase, units that havent moved yet will get a chance to do so. Apply the list chronologically from 1-4.

    1. Start of Remaining Moves sub-phase Phase. Reinforcements arrive.2. Choose unit to move and a type of move (Advance, March, Reform), move it.3. Repeat step 2-3, each time choosing a new unit that has not already moved this phase.4. Once all units that can (and want to) move have done so, the Remaining Moves sub-phase ends.

    ADVANCE MOVEWhen performing an Advance Move the unit can move forward, backwards or to either side (sidestep). It cannot combine movement in different directions. Units consisting of a single model can always perform any number Pivots in combination with an Advance Move.

    Forward: The unit moves forwards a distance up to its Movement Characteristics (in inches). During a forward Advance Move a unit may perform any number of Wheel Manoeuvres.Backwards: The unit moves backwards a distance up to half its Movement Character (in inches).Sidestep: The unit moves to either side a distance up to half its Movement Character (in inches).

    MARCH MOVEWhen performing an March Move the unit can only move forward, up to twice its Movement Characteristics (in inches). During a March Move a unit may perform any number of Wheel Manoeuvres.If there are enemy units within 8 of a unit that wants to perform a March Move (before moving the unit), the unit must take a March Test. Take a Leadership test. If the test is passed the unit may proceed with its March Move as normal. If the tests is failed, the unit will still make a March Move, however, it can only move up to its Movement Characteristics (in inches). A unit that has Marched cannot shoot in the Shooting Phase. Units consisting of a single model can always perform any number Pivots in combination with a March Move

    REFORMMark the centre of the unit. Remove the unit from the battlefield, and then place it back on the battlefield in any legal formation (abiding the 1 Unit Spacing rule) with its centre in the same place as before. After the Reform, no single model can be further away from its starting position (before the reform) than twice its Movement Characteristics. A unit that has Reformed cannot shoot in the Shooting Phase.

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  • PIVOTS AND WHEELSWhen a unit Pivots (mostly used by single model units), mark the centre of the unit. Remove the unit from the battlefield, and then place it back on the battlefield again facing any direction with its centre in the same place as before (abiding the 1 Unit Spacing rule as normal).

    When a unit Wheels, rotate the unit around either of its front corners. Measure the distance moved by the unit by using the distance covered by the outer model's outer edge. When one or more wheels are made as part of move, no model in the unit can move more than its Movement value in inches (or 2x Movement during a March) from its starting position (if the move was made as a part of Swift Reform, this distance is measure from the position after the reform).

    Figure 5Both red and green units have Movement 5. The green unit makes two wheels during a march move. This unit counts as moving 10(since you measure distance from the other models outer edge).

    The red unit makes a single wheel during its march move. However, even though the outer model has only moves 10, thereare models in the unit that has moved more than 10, making thismove illegal.

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  • MAGIC PHASEIn the magic phase, your wizards can cast spells and your opponent can try to dispel those spells.

    WIZARDSModels that can cast (non-bound) spells are referred to as wizards. All wizards have a wizard level to represent theirmastery of the magical arts. A model's wizard level dictates his bonus for casting and dispelling (a level 1 wizard adds +1 to his casting rolls, a level 4 wizards adds +4 to his casting rolls etc) as well as the number of spells he knows. If a wizard loses wizard levels, its bonus to cast will be affected, and it loses one spell for each level lost (unless mentioned otherwise, the lost spell os randomly chosen). If his wizard level drops below 1, he will be a level0 wizard. Level 0 wizards are still wizards in all regards. All Wizards have the Channel Special Rule.

    SPELLS Spells can be cast during the magic phase. The spells a wizard knows are usually randomized before the game using the rules given under spell generation. Most spells are parts of a Path of magic, described under Paths of Magic. Each of your wizards has to choose an available Path to generate spells from. This choice has to be written down in your army list. All spells are defined by using the following 5 properties:

    NameThis a the name of the spell. Use this to describe which spell you intend to cast.

    Casting ValueThis is the least required casting value you need to successfully cast the spell. Spells may have different casting values available. The higher casting value(s) are referred to as 'boosted' versions of the spell. Sometimes range and/or target restrictions are modified for the boosted version (giving the spell longer range for example), while other times the effect of the spell can change. The changes of the boosted spell are marked on each individual spell. Declare if you are trying to cast a boosted version (and which one if the spell has more than one) before rolling any dice. If no declaration is made, the lowest available casting value for the chosen target is assumed to be used.

    TypeA spell's type describes how the spell's targets have to be chosen. A spell can have more than one type, if so, apply all targeting restriction at the same time (for example, if a spell has the types, Range 12, Hex, and Direct, targets must be within 12, be an enemy unit and be in the casters front arc). Unless otherwise stated, a spell can only have one target.

    DurationA spell's duration determines how long the effects of the spell are applied.

    EffectThe effect of a spell defines what happens (usually to the target of the spell) when the spell is successfully cast (andnot dispelled).

    SPELL TYPESA spells Type describe what target(s) can be chosen for the spell. Unless noted otherwise, the target must be one single unit.

    AugmentSpells with the Augment type may only choose friendly units (or models if focused) as targets.

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  • AuraAuras are area of effect spells. When casting an Aura spell all otherwise legal and possible targets (according to the rest of the Spell Types) have to be chosen as targets of the aura spell (for example, a spell with Aura, Augment and Range 12 targets all friendly units within 12).

    CasterSpells with the target restriction Caster target only the model casting the spell.

    Casters UnitSpells with the target restriction Casters Unit only target the caster's unit.

    Character onlySpells with the target restriction Character only may only choose character models (including its mount) as targets.

    DamageSpells with the target restriction Damage may only choose targets unengaged in close combat.

    DirectSpells with the target restriction Direct may only choose targets which are in the caster's front arc.

    FocusedWith a Focused spell only single models can be chosen as targets (including a character inside a unit).

    HexSpells with the target restriction Hex may only choose enemy units (or models if focused) as targets.

    GroundSpells with the target restriction Ground dont target units or models. Instead, the spells target is a point on the battlefield chosen by the casting player.

    Line TemplateTo resolve a Line Template spell draw a straight line from the centre of the front of the caster's base to the target.All models under this line are affected by the spell. Note that this line is a template.

    MissileSpells with the target restriction Missile may only choose targets in the caster's Line of Sight. A Missile spell cannot be cast if the caster (or his unit) is engaged in close combat though.

    Range XSpells usually have a maximum range indicated with Range X. Only targets within the given distance can be chosen.

    Vortex (Range X, Template Y)To resolve a Vortex spell, place a template of the specified size in base contact with the caster, with the centre of the template within the casters front arc, and then roll a D6:

    If 1-5 is rolled: Multiply the result by the value of the Vortexs Range (in brackets), this is the distance the template moves towards the chosen target (which is always a point on the board, since all Vortex spells are also Ground Spells).

    If a 6 is rolled: Center the template over the caster and move it D6" in a random direction.All models under the path of the template (from starting to finishing position) are affected by the spell. Once reached its final position the template is removed from play and the spell ends automatically.

    UniversalSpells with the target restriction Universal may choose both friendly or enemy units (or models if focused) as targets.

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  • SPELL DURATIONA spell's duration specifies how long the effects of the spell are applied. A spells duration can either be Instant, Lasts one Turn, Permanent or Remains in Play (RiP) as described below:

    InstantIf a spell is marked as Instant the effect of the spell has no lasting duration - effects are applied once, afterwards the spell ends automatically.

    Lasts one TurnIf a spell is marked as Lasts one Turn the effect of the spell lasts until the start of the caster's next magic phase. If an affected unit is divided into several units (most common example being a character leaving his unit), each of the units formed this way keeps being affected by the spell's effects.

    PermanentIf a spell is marked as Permanent the effect of the spell lasts until the end of the game or until a designated ending condition (as detailed in the spell's effect) is met. Permanent spells can never be removed by any other means than the way described in the spell. If an affected unit is divided into several units (most common example being a character leaving his unit), each of the units formed this way keeps being affected by the spell's effects.

    Remains in Play (RiP)If a spell is marked as Remains in Play the effect of the spell remains in play (abbreviation: 'RiP') until the spell is dispelled or the caster is slain. If an affected unit is divided into several units (most common example being a character leaving his unit), each of the units formed this way keeps being affected by the spell's effects. A player can dispel RiP spells during the magic phase, at a time defined by the magic phase sequence. A caster can automatically dispel his own active RiP spells without using any magic dice, while an opposing caster must make a dispel attempt. To successfully dispel an opposing Remains in Play spell, the dispel attempt must be equal to or greater than the lowest required casting value of the spell (ignoring casting values of boosted versions). Until the Remains in Play spell has ended, the spell cannot be cast again by the same caster. If the caster of the spell is slain, the spells effects are automatically dispelled at the first possible moment the spell could normally have been dispelled (see magic phase sequence).

    MAGIC PHASE SEQUENCEEach magic phase is divided into the following sub-phases. Apply the list chronologically from 1-6.

    1. Start of the Magic Phase. Roll for Winds of Magic and Channeling.2. Reactive player may dispel Remains in Play spells that were cast in another magic phase.3. Active player may dispel Remains in Play spells that were cast in another magic phase.4. Active player may attempt to cast a spell (See spell casting sequence)5. Rotate sequence 2-5 until neither player performed an action during step 2-5. Each time an action is

    performed, go back to step 2 after finishing steps 2-5.6. Magic phase post-phase. End of phase triggered abilities resolve.

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  • MAGIC DICE: WINDS OF MAGIC AND CHANNELINGIn the magic phase, spells are cast and dispelled by using magic dice. The active player has power dice, the reactive player dispel dice. Both power and dispel dice are referred to as magic dice. These dice are kept in a pool of dice, from which a number of dice can be used to either cast or dispel spells. No more than 12 magic dice can ever be used by a single player during a single magic phase. Furthermore, no more than 2 magic dice can be generated on top of Wind of Magic in a single magic phase.

    At the start of the Magic Phase, the Active player makes a Winds of Magic roll with 2D6. The power dice pool is equal to the total Winds of Magic roll, while the Dispel Dice Pool is equal to the highest D6 (of the rolled 2D6). Immediately after the Winds of Magic roll, Active and Reactive player can make Channel attempts. Each channel attempt is resolved by rolling a D6, +1 for each model with the Channel Special Rule in your army: If the result is a 6or higher, the player can add one Magic Dice to his or her pool.

    SPELL CASTING SEQUENCEEach of your wizards (or models with bound spells) may attempt to cast each of its spells up to one time per magic phase. If a spell is cast, the reactive player may make a single dispel attempt to nullify the spell that was just cast. If no successful dispel attempt was made or the reactive player did not want to dispel the spell, the spells effects are applied first, afterwards the Path attribute is resolved.The following procedure has to be followed, if a casting attempts is made:

    1. The active player declares which wizard is casting which spell with how many Power Dice. If applicable, also declare which version of the spell is used and what its targets (and attributes targets) are. A minimumof 1 and no more than 5 dice can be used.

    2. The active player rolls that many power dice (from the power pool, provided he has enough dice). Add the results of the rolled dice together and any casting modifiers to get the total casting roll.

    3. The cast attempt is successful if the casting roll is equal to or higher than the spell's casting value. Otherwise, the cast attempt fails and the caster suffers from Lost Focus, skip to step 8.

    4. The reactive player player may choose to make a dispel attempt, declaring which (if any) of his wizards (and Aiding Wizards) will attempt to dispel the spell and how many dispel dice he will use. A minimum of 1dice must be used. Note that dispel attempt may be attempted even without having a wizard. If no dispel attempts is being made, skip to step 6.

    5. The reactive player rolls that many dispel dice (from the dispel pool, provided he has enough dice). Add the results of the rolled dice together and any dispel modifiers to get the total dispel roll. The dispel attempt is successful if the dispel roll is equal to or higher than the casting roll. If so, skip to step 8. If the dispel roll is less than the casting roll, the dispel attempt failed, the dispelling wizard suffers from Lost Focus. Proceed to step 6.

    6. Apply the spell's effects. Then apply the Path attribute's effects.7. If the spell was cast with Overwhelming Power, apply the effects of the Miscast.8. The casting attempts is finished. Go back to step 4 in the magic phase sequence.

    NOT ENOUGH POWERWhen rolling casting or dispelling rolls with a single Magic Dice, a result of 1 or 2 on the magic dice is always a failed casting or dispelling attempt, regardless of any modifiers.

    LOST FOCUSA wizard which suffers from lost focus cannot add any bonus (such as wizard level, Overwhelming Power, Aided Dispel...) to further casting or dispelling rolls this phase.

    OVERWHELMING POWERWhen casting or dispelling a spell and two (or more) magic dice result in (unmodified) '6', the casting/dispelling attempt is made with Overwhelming Power. When this happens, immediately add D3+PDU casting/dispel modifier to the total roll, where PDU is the number of Magic Dice used to cast/dispel the spell. If a casting roll is made with Overwhelming Power and the spell is not dispelled, the casting wizard also suffers a miscast.

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  • MISCASTRoll 2D6 and apply the table below. The Strength of any hit caused by a Miscast is equal to the Power Dice used (PDU) +2, and all such hits have Armour Piercing (1). The miscasting wizard cannot take saves of any kind against Miscasts effects. Afterwards, remove PDU dice from the Power Pool.

    2-4 Centre the 5" template over the caster. Each model touched by the template takes a hit. Then:If 5 power dice were used, the caster is removed from the game.If 4 power dice were used, roll a D6. On 1-3 the caster is removed from the game.

    5-6 Centre the 3" template over the caster. Each model touched by the template takes a hit. The caster must take one hit.

    7 The caster's unit suffers PDU hits distributed like shooting, except the caster itself cannot receive more than 1 hit.

    8-9 The caster and each friendly wizard takes a hit.

    10-12 The caster's Wizard level is reduced by PDU-2, he loses one spell for each level lost (starting with the miscast spell, randomizing the rest).

    AIDED DISPELWhen a wizard dispels a spell, for each other wizard aiding to the dispel, the dispelling Wizard increases the dispelling modifier from his wizard level by +1, up to a maximum of wizard level 4.

    PATH ATTRIBUTESPath attributes are special spells that cannot be cast independently. Instead, they are always cast automatically (provided there are any available targets) each time another spell from the same Path has been successfully cast (and not dispelled) and this spells effect has been resolved. Attributes cannot be dispelled. Path attributes do not have a casting value, instead the casting value is replaced with 'attribute' to mark that the spell in question is the Path attribute.

    BOUND SPELLSSome spells are defined as bound spells. Bound spells can be cast by models or units which are not wizards. Possessing a bound spell does not make a model a wizard. Bound spells can never be used to cast boosted versions of spells. Casting a bound spell follows the same rules as casting a regular spell with the exception that no casting modifiers can ever be added to the casting roll (such as wizard levels) and that the caster of a bound spell never suffers from lost focus. To successfully cast a bound spell, the casting roll must be equal to or higher than the spell'spower level. The power level is essentially the spells casting value - if a spell has both, a power level and a regular casting value, the power level takes precedence. If an Overwhelming Power is rolled when casting a bound spell, donot apply the normal miscast table. If the bound spell was cast with 3 or less Power Dice, nothing happens. if it was cast with 4 or more Power Dice, the spells is lost and cannot be used again this game.

    MAGICAL MOVEAll moves made during the magic phase is a magical move. The move is performed as if in the remaining moves sub-phase, including any actions and restrictions the unit would normally have in the remaining moves sub-phase (such as wheeling, reforming, joining units, leaving units and so on). Magical movement always has a given limit (for example, 'target may make a 12" magical move'): This distance is used instead of the targets Movement Characteristic. No marching is ever allowed. If the unit cannot move for some reason (such as locked in combat), it may not move. If a unit has already done a Magical Move in this phase, it cannot move again.

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  • SHOOTING PHASEIn the shooting phase, models armed with shooting attacks get a chance to use them.

    SHOOTING PHASE SEQUENCEThe Shooting Phase is divided into the following steps. Apply the list chronologically from 1-4.

    1. Start of Shooting Phase.2. Choose unit to shoot with and shoot with it (see shooting with an unit).3. Repeat step 2-3. Each time choosing a new unit that has not already fired this phase.4. Once all units that can (and want to) shoot have done so, the shooting phase ends.

    SHOOTING WITH A UNITEach unit (with a Shooting Weapon) can shoot once per shooting phase. Units Fleeing, Engaged in Combat, or which have Marched, Reformed, Rallied, or Declared a Charge in their previous Movement Phase cannot shot.

    When a unit shoots, first nominate a target within the shooting unit's Line of Sight. This target cannot be engaged in combat. All models in the same unit must shoot at the same target and only models in the 1st and 2nd rank may fire. If the models in the unit has more than one type of missile weapon, declare which weapon is used. All rank and file models must use the same type of weapon, champions and characters are free to use other types of missileweapons of they wish. Any model in the unit is free to choose to not shoot.

    Check Line of Sight for each model (remember that Line of Sight is always drawn from the front). Models that do not have Line of Sight to the targeted unit cannot shoot. Measure range for each position each individual model. This is Measured from the actual position each shooting model, to the closest point of the targeted unit (even of this point is not within Line of Sight). Models that are further away from the target than the range of their weapon cannot shoot. Once it has been established which model can shoot, roll to hit with each model (as described below).

    SHOOTING TO HIT ROLLSWhen rolling to hit with shooting attacks, use the Ballistic Skill of the shooting model. If the model has more than one profile (such as knight riding a horse), use the part of model that is actually doing the shooting attack. The owner of the unit rolls a D6. If this dice results in a score equal to or higher than 7 minus the BS of the shooting model, the attack hits its target. I.e.:BS1: 6+ to hitBS2: 5+ to hitBS3: 4+ to hitBS4: 3+ to hitAnd so on.If one or more hits are scored, follow the procedure described under Attacks and Damage.

    TO HIT MODIFIERSMost shooting attack may suffer one or more to hit modifiers on their to hit rolls. Simple add all to hit modifiers to the result of the dice when rolling to hit rolls. The list below are the general to hit modifiers, spells and abilities can add additional to hit modifiers on top of these. If to hit modifiers alters a to hit roll to 7+, 8+ or 9+, roll to hit as follows:7+: Roll 6+ followed by 4+8+: Roll 6+ followed by 5+9+: Roll 6+ followed by 6+10+: Impossible to hit

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  • Long Range -1 to hitIf the target is further away than half of the weapon's range, the shooting model receives a -1 to hit modifier. Remember that you measure range for each shooting model individually.

    Moving and Shooting -1 to hitIt the unit has moved in this Player Turn, all models in the unit receives a -1 to hit modifier.

    Stand and Shoot -1 to hitShooting Attacks made as part of a Stand and Shoot Charge Reaction receive a -1 to hit modifier.

    Cover -1 or -2 to hitCover is determined individually for each model in a unit that is shooting. There are two types of cover: Soft and Hard Cover. In both cases, cover is worked out using the Line of Sight of the shooting model. Draw Line of Sight from a chosen point on the front of the shooting model's base (for cover purposes, this can be drawn outside front arc). If this line is interrupted by models or terrain, the shooting model may suffer to hit penalties depending on what types of models/terrain the Line of Sight is interrupted by. Models always ignores their own unit for cover purposes.

    TARGET BEHIND SOFT COVERA model suffering Soft Cover receives a -1 to hit shooting penalty. Soft Cover applies when half or more of target's footprint is obscured by one or more of the following:

    Soft Terrain. Hard Terrain. Models (of any size). When shooting with or at models of Large height, ignore models of Small height for

    the purpose of Soft Cover.

    TARGET BEHIND HARD COVERA model suffering Hard Cover receives a -1 to hit shooting penalty. A model suffering Hard Cover always also suffer from Soft Cover, and thus receives a total of -2 to hit penalty in total. Hard Cover applies if half or more of target's footprint is obscured by one or more of the following:

    Hard Terrain Models of the same or larger height than either the shooting model or its target

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  • CLOSE COMBAT PHASEIn the close combat phase, both yours and your opponent's models that are engaged in combat can strike.

    CLOSE COMBAT PHASE SEQUENCEEach Close Combat Phase is divided into the following steps. Apply the list chronologically from 1-5.

    1. Start of Close Combat Phase. Apply any No Longer Engaged.2. Choose a combat to fight in.3. Fight a round of combat.4. Repeat step 2-4. Each time choosing a new combat that has not already been fought this phase.5. Once all units that are engaged in combat has fought, the close combat phase ends.

    A combat is defined as a group of opposing units all connected through base contact. Normally this would be two units pitted against each other, but could also be several units against one unit or a long chain of units from both sides. Complete all actions in the Round of Combat Sequence of all units involved in the chosen combat before moving on the the next combat.

    Units are considered Engaged in Combat if one or more models in the unit is in base contact with an enemy unit. If a unit is Engaged in Combat, all models in the unit are also Engaged in Combat.

    NO LONGER ENGAGEDA unit that was Engaged in Combat previously, but had all of its opponents moved or removed between the previous movement phase and this close combat phase (and base contact could not be maintained through nudging following the instructions under Out of Combat) follows the rules for No More Foes, unit may do a Post Combat Pivot (or Overrun if it just charged) before any combats are fought. This cannot be done if the unit has moved since the opposing units was removed (such as with a Magical Move).

    ROUND OF COMBAT SEQUENCEEach Combat Round is divided into the following steps. Apply the list chronologically from 1-9.

    1. Choose Weapon (see Equipment section)2. Issue and Accept Challenges3. Roll attacks (in initiative order)

    a. Allocate attacksb. Roll to hit, to wound, saves, and remove casualtiesc. Move to next Initative step

    4. Calculate which side wins the Round of Combat. Loser(s) rolls break test5. Restrain or Pursue?6. Roll flee distance and move Fleeing units7. Roll pursue distance and move Pursuing units8. Post Combat Pivots9. Combat Reforms10. End of Combat Round. Proceed to next combat

    Combats are fought in a strict striking order, starting with the attacks that have Initiative 10 and then working from highest to lowest initiative. At each initiative step all attacks that have the same Initiative strike simultaneously. Under normal circumstances, a model's strikes at the initiative given on his profile. Some attacks however are madeat a different initiative step than the model's own initiative (such as a chariots impact hits which are Initiative 10). For models with more than one profile (such as a knight and its mount), each part of the model strikes as its own initiative.

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  • WHO CAN STRIKEModels in base contact with an enemy (when its their turn to attack) can attack. In each player's close combat phase, models from both sides will attack.

    Supporting AttacksModels in the 2nd rank can make Supporting Attacks over models in the first rank. Supporting attacks can only be made against enemies in the front, and a model can only make one single attack when making supporting attacks. Horde FormationModels in units deployed in Horde Formation (see Units and Formations) gains the Fight in Extra Rank special rule.

    Incomplete ranks, fighting over gapsSometimes incomplete ranks or characters with Mismatching footprint will cause empty gaps in the fight. If two units are in base contact, models in these units are allowed to attack over empty gaps (not over other units or impassable terrain). These models are considered to be in base contact with each other.

    Figure 6All models in the two red units can fight. Models are considered to be in base contact over the empty gaps.Models marked with a brighter shade of red are considered to be in base contact with an enemy, modelsmarked with a darker shade of red are allowed to make supporting attacks. Note that the bottom unit is in horde formation and thus both the 2nd and the 3rd rankcan make supporting attacks.

    ALLOCATING ATTACKS AND ROLLING TO HITAt each Initiative step, before any attacks are rolled, attacks that are to be rolled must be allocated to enemy models. If a model is in base contact with more than one model, it can choose which model it will attack. The number of attacks a model can make is equal to its Attacks Characteristics. Equipment, Special Rules, Spells etc can further increase (or decrease this). If it has more than one attack, it can divide these as it wishes between targets inbase contact. If a model is making supporting attacks, it can allocate its attack as if it was in the front of the unit (in the same file). If a model could both strike at models in base contact or make supporting attacks, it must allocate itsattacks towards models in base contact if able to.

    If an R&F model can allocate its attack towards a model in a unit, it may always choose to allocate any number of itsattacks towards R&F models instead (in the same unit as its initial target). I.e. R&F models are not limited to only striking models in base contact and can always attack other R&F models. Note that this does not apply to characters, who can only allocate attacks towards models in base contact. Allocate all attacks at a given initiative step before rolling any To Hit rolls.

    To make a To Hit roll, roll a D6 for each attack, and compare the Weapon Skill of the model making the attacks to the Weapon Skill of the model at which the attack was allocated towards (the defender).

    - If the defender has lower Weapon Skill than the attacker; the attack hits on 3+- If the defender has equal to or higher WS than the attacker (up to twice); the attack hits on 4+- If the defender has a Weapon Skill more than twice that of the attacker; the attack hits on 5+

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  • To hit modifiers (such as Parry) can alter this To Hit roll. Unless specified otherwise, a to hit modifier applies to bothshooting and close combat To Hit rolls. Close combat To Hit rolls always fail on a natural 1 to hit are always successful on a natural 6.

    For example, a model with WS3, A2 and equipped with additional hand weapon (+1 attack) would have 3 attacks in total. He allocates 2 of these attacks towards a model with WS2 (these would hit on 3+) and 1 on a model with WS7(this would hit on 5+). If one or more hits are scored, follow the procedure described under Attacks and Damage.

    DROPPING OUT OF COMBATWhen removing casualties (or moving models for other reasons), sometimes units drop out of base contact with their foe. When this happens, units are nudged into combat using the following procedure:

    1. The unit that is going to drop out of close combat not suffering casualties are moved forward, backwards or to either side (or a combination of two directions). Move the unit the minimum amount needed to keepthe units in base contact.

    2. If this will not bring the units back into contact, instead the unit suffering casualties is moved forward, backwards or to either side (or a combination of two directions). Move the unit the minimum amount needed to keep the units in base contact.

    Units that are in base contact with other enemy units can never be nudged in this way. Nudged units cannot move through other units or impassable terrain, but they are allowed to move within 1 of other units in the same combat. Nudge moves cannot be used to change what facing the any unit is fighting in (meaning if the unit was attacked in the flank before the nudge move, this must still be true after the nudge move). If several units drop out of combat at the same time, move them in the order that allows the maximum number of units to stay in combat, if equal, active player decides the order.If nudging either unit does not manage to bring the units back into contact with each other, the unit drops from close combat. Any units no longer engaged in combat follow the rules for No More Foes.

    If base contact was lost due to units deliberately moving out of combat (some spells allows units to move out of combats), do not nudge the units back together, instead follow the rules for No More Foes.

    WINNING A ROUND OF COMBATOnce all model's initiative steps have passed (i.e. all models has had a chance to attack), the winner of this Round of Combat is determined by calculating each side's Combat Score, the winner is whomever has the highest Combat Score. To calculate Combat Score, simply add up all Combat Score bonuses. The side that has the higher Combat Score wins the combat, the side that has the lower Combat Score loses the combat. If there is a tie, both sides are treated as the winner.

    Caused Wounds +1 for each woundEach player adds up all unsaved wounds caused to enemy units engaged in the same combat (or those that were engaged in the combat but dropped out or were completely killed), in this round of combat.

    Overkill +1 for each wound (maximum +3)In a challenge, excess wounds caused after the opponent is killed are counted towards your Combat Score. A maximum of +3 can be added to your Combat Score due to overkill. Note that excess wounds are only counted when in a challenge, in all other situations excess wounds are simply lost.

    Charge +1 or +2If this is the first round of combat since a unit changed into this combat, the charger's side receive +1 to its Combat Score. If this charge was initiated with half or more of its footprint on a hill and ended with half or more of its footprint no longer on the hill, you receive +2 to your Combat Score instead. Each side can only count this bonus from one unit.

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  • Rank Bonus +1 for each rank (maximum +3)Each side adds +1 to its Combat Score for each Full Rank after the 1st in a single unit, up to a maximum of +3. Only count this for a single unit per side (use the unit that gives the largest Rank Bonus).

    Standard +1Each side adds +1 to its Combat Score if they have one or more Standard Bearers engaged in the combat.

    Battle Standard +1Each side adds +1 to its Combat Score if they have one or more Battle Standard Bearers in the combat.

    Flank +1 or +2Each side adds +1 to its Combat Score if they have units fighting an enemy in the enemy's flank. If at least one of these units has one or more Full Ranks, add +2 instead. Rear +2 or +3Each side adds +2 to its Combat Score if they have units fighting an enemy in the enemy's rear. If at least one of these units has one or more Full Ranks, add +3 instead.

    BREAK TESTEach unit on the side losing the combat must take a Break Test (in an order chosen by the losing player). A Break Test is a Leadership test, with a negative modifier equal to the Combat Score difference (i.e. if the Combat Score was 6 to 3, it will have a -3 modifier). If the test is failed, the unit Breaks and Flees.

    SteadfastAny units that has more Full Ranks than any of the enemy units engaged in the same combat ignores Leadership modifiers from the Combat Score difference.

    DisruptedIf a unit is engaged in combat with an enemy unit with at least 2 Full Ranks and this enemy is in the unit's flank or rear, the unit cannot use the Steadfast rule.

    No More FoesSometimes a unit kills all enemy units in base contact and finds itself no longer engaged in combat (so they cannot provide Combat Score bonuses such as Standards or Flank). These units always count as winning the combat, and can either make an Overrun (if applicable) or a Post Combat Pivot.

    DECLARING PURSUITS AND OVERRUNSBefore moving broken units, units that are in base contact with the broken unit(s) may declare a Pursuit on a single broken unit. To pursuit a broken enemy, the unit cannot be engaged with any non-broken enemy units. Units can elect to not pursuit, but must pass a Leadership test to do so, if the test is failed the unit must Pursue. If the test is passed, the unit may do a Post Combat Pivot: It may Pivot around its centre and may reorganize models with First in Rank rule (must still be in legal positions). This move is made after pursuing and fleeing units have been moved.

    A unit that fought its first round of combat since it charged into the combat, and that wiped out all units in base contact with it (including units being removed from play as a result of Unstable or similar), can make a special Pursuit move called Overrun. These follow the rules for Moving Pursuing Units, except that the direction of the pursue move is always straight forward.

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  • ROLL FLEE DISTANCE AND MOVE FLEEING UNITSBroken units now rolls 2D6 for the flee distance. The Fleeing unit will flee directly away from the enemy unit in basecontact with the most Full Ranks. If there is a tie for which unit has the most ranks, the player not fleeing chooses which of these units the flight will be away from. Once it has been established from which unit the flight be away from, pivot the fleeing unit so that it is facing directly away from this unit (measure centre of unit to centre of unit) and move the unit directly forward the flee distance rolled earlier, using the rules for Fleeing Moves (except that units in engaged in the same combat do not cause Dangerous Terrain tests). Keep the Flee Distance noted next to the unit since it will be needed to determine if the pursuers catch the fleeing unit. If several units are fleeing from the same combat, units move in the same order as their fleeing distance was rolled (owning player chooses which order he or she rolls fleeing distance).

    ROLL PURSUIT DISTANCE AND MOVE PURSUING UNITSOnce the final position of all Fleeing Broken Units have been determined, each unit that has declared a Pursuit nowrolls 2D6 for their Pursuit Distance. If any Pursuing unit rolls an equal or higher Pursuit Distance than the Flee Distance of its target, the target is destroyed, remove the unit from the game, no saves or Special Rules can save it, but keep track of where the centre of said unit was.

    The Pursuing Unit rotates around its centre (by the shortest route) to face towards the centre of the pursued unit (or the point where the unit was, if it has been destroyed). This rotation ignores obstruction (can move through models and terrain).

    However, if this rotation makes the front of the Pursuing unit end over an enemy unit, it charges it. Place the unit with its front in base contact with its target (in the correct arc and maximizing the number of engaged models as usual). If there is not enough room the place the unit, treat the unit as impassable terrain (see below).

    If the rotation does not make the front end over an enemy unit, and this rotation instead makes the front of the Pursuing unit end over a friendly unit or Impassable terrain, the unit rotates so that it faces as close as possible towards the pursued unit, stopping 1 away from the obstruction and then finishes its pursuit movement.

    If neither of above, the unit ignores any obstruction while rotating, and then moves the Pursuit Distance directly forward. If while moving, the Pursuing unit won't be able to clear an obstruction ignored during the initial pivot (including 1" distance unless charging), follow the normal procedure for for 1" unit spacing, i.e. backtrack the move to the unit's latest legal position where it was 1" away from other units (usually this means that the unit doesn't move and rotates as close as possible instead).

    If this Pursuit movement would bring the unit into contact with an enemy unit, it automatically declares a Charge on said unit using its Pursuit Distance Roll as the Charge Roll, and otherwise follow all rules for Charges except that no charge reactions are allowed. If this creates a new Combat, it will be resolved in the next Player Turn (with the charging unit still counting as charging), however if the unit joins an ongoing combat that hasn't been fought this turn yet, it will have a chance to fight again this turn.

    If the Pursuing Unit doesn't declare a charge this way, it moves directly forwards (following the normal 1" unit spacing rules). If a pursuing unit moving this way touches the board edge, it will go out off the table and will come back to the board during the controller's next Remaining Moves sub-phase, using the rules for arriving Ambushers, except that they must be placed with their back rank (unchanged formation) centred on the point at which they contacted the Board Edge (or as close as possible).

    If several units are pursuing from the same combat, units move in the same order as their pursuing distance was rolled (active player chooses which players rolls for his/her pursuing units first, and each player chooses the order of his/her own units).

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  • Figure 7In all examples, red unit is in green units flank. Green unit wins combat, red unit breaks and flees, green unit pursues.

    1. In the first example, there are no obstructions, green unit rotates towards red unit and moves forward.

    2. In the second example, green units rotation makes its front end over an enemy unit (pink). This makes the green unit charge the pink unit, place green unit in basecontact.

    3. In the 3rd example, green units rotation makes its frontend over a friendly unit. In this case the rotation is stopped 1 away from the friendly unit.

    4. In the fourth example, green units rotation makes it end over a unit (could be either friendly or enemy). However, in this case the front of the pursuing unit is clear, thus it will move forward.

    COMBAT REFORMAfter all fleeing and pursuing has been rolled and moved, if there are still units left engaged in the combat, each of these units may try to perform a combat reform. Units engaged in more than one facing (such as front and flank) can never perform a combat reform. Units on the losing side of the combat must pass a Leadership test to combat reform, with a Leadership equal to what would have been used for a Break Test (i.e. apply combat score difference unless steadfast).

    If both players want to perform combat reforms, active player chooses which player goes first. This player completeall combat reforms with all his or her units (one at a time in any order), before the other player can reform any of his or her units.

    When a unit performs a combat reform, remove the unit from the battlefield, and then place it back on the battlefield in a legal formation, into base contact with the enemy unit(s) it was fighting before, and in the same facing. You may ignore the 1 Unit Spacing rule for units involved in the same combat (but cannot move into base contact with units that you were not in base contact with previously).

    At the end of each Combat Reform, you must have at least as many models in base contact with an enemy as you had before the Reform. Any Character or Champion models that were in base contact with an enemy must be kept in base contact (although it can be with a different enemy model). Furthermore at the end of all your Combat Reforms, the exact same enemy models that were base contact with opposing models before the Combat Reform must still be in base contact after the reforms (but they may be engaged with different models or even units).

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  • ATTACKS AND DAMAGEAttacks are divided into the following categories:Close Combat AttacksAny attack made at units in base contact with the attacker's unit, in the close combat phase (or as if in the close combat phase) are Close Combat Attacks.

    Ranged AttacksAll attacks that are not Close Combat Attacks are Ranged Attacks. Note that Miscasts are ranged attacks.

    Shooting AttacksAll attacks made in the Shooting Phase are Shooting Attacks. Note that most Shooting Attacks are also Ranged Attacks.

    ATTACK SEQUENCEWhenever an attack hits a model, use the following sequence:1. Distribute hits2. Roll to wound, if successful, proceed3. Roll armour saving throws, if failed, proceed4. Roll special saving throws, if failed, proceed5. Remove wounds or casualties6. Check panic

    Complete each step for all attacks happening simultaneously (such as the all shooting attacks from a single unit or all close combat attacks at a given Initiative step) before moving on to the next step.

    DISTRIBUTE HITSRanged attacks and attacks targeting a units as a whole, are under normal circumstances not distributed and are considered to hit R&F models. When characters are joined to units this can change, as described in the character section. When this happens and ranged attacks are to be distributed, the player making the attack choses which models takes the hits. These hits must be distributed as equally as possible, meaning each model must be hit once before a model can be hit twice, and so on.

    Normal close combats are not distributed but instead allocated before to hit rolls are made, in this case, do not redistribute the hits at this stage. Close combat attacks that are made towards the unit as a whole (such as Stomps and Impact Hits) are distributed.

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  • TO WOUND ROLLSIf the attack has a Strength value, the attack must successfully wound the target to have a chance to harm it. Compare the Strength of the attack with the Toughness characteristic of the target. An attack with Strength 0 cannot wound. Otherwise, a roll of '6' will always succeed and a roll of '1' will always fail. The player that inflicted the hit makes a To Wound roll for each attack that hit the target. If the attack does not have a Strength value, followthe rules given under the attack.

    Roll a D6 for each hit. To find out what score is needed to successfully wound the target, cross-reference the strength (S) of the attack versus the Toughness (T) of the target:

    S:1 S:2 S:3 S:4 S:5 S:6 S:7 S:8 S:9 S:10

    T:1 4+ 3+ 2+ 2+ 2+ 2+ 2+ 2+ 2+ 2+

    T:2 5+ 4+ 3+ 2+ 2+ 2+ 2+ 2+ 2+ 2+

    T:3 6+ 5+ 4+ 3+ 2+ 2+ 2+ 2+ 2+ 2+

    T:4 6+ 6+ 5+ 4+ 3+ 2+ 2+ 2+ 2+ 2+

    T:5 6+ 6+ 6+ 5+ 4+ 3+ 2+ 2+ 2+ 2+

    T:6 6+ 6+ 6+ 6+ 5+ 4+ 3+ 2+ 2+ 2+

    T:7 6+ 6+ 6+ 6+ 6+ 5+ 4+ 3+ 2+ 2+

    T:8 6+ 6+ 6+ 6+ 6+ 6+ 5+ 4+ 3+ 2+

    T:9 6+ 6+ 6+ 6+ 6+ 6+ 6+ 5+ 4+ 3+

    T:10 6+ 6+ 6+ 6+ 6+ 6+ 6+ 6+ 5+ 4+

    ARMOUR SAVES AND ARMOUR SAVE MODIFIERSIf one or more wounds are scored, the player whose unit is being attacked now has a chance to save it. Roll a D6 foreach successful wound, called an Armour Saving Throw and compare it with the models Armour Save (see the Equipment section).

    If the Strength of the attack is higher than 3, this attack will modify the Armour Saving Throw with a negative number, -1 for each point of Strength above 3. i.e.

    Strength 1-3 4 5 6 7 8 9 10

    Modifier none -1 -2 -3 -4 -5 -6 -6

    Special Rules and abilities might further modify Armour Save rolls (such as Armour Piercing).

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  • REGENERATION AND WARD SAVESIf a wound was not saved by a model's Armour Save, the attacked model now has a final chance to discount to wound, by rolling its Regeneration or Ward Save (if he has one). Regeneration and Ward Saves works similarly to Armour Saves, except that they cannot be modified or combined. A Regeneration and Ward Save is always given with the minimum score need to be rolled on a D6 to discount the wound within brackets (for example, a Ward Save (4+) means the wound is discounted on a roll of 4 or more).Roll one saving throw for each wound that was not saved by the model's Armour Save.If a model has more than one Regeneration and/or Ward Save, choose which to use before rolling the saving throw.Only a single Regeneration and/or Ward Save can be used against a single attack.

    Ward Saves and Regeneration both work the same way, but some spells or Special Rules will affect one type of savebut not the other.

    REMOVING WOUNDSFor each failed special saving Throw (or Armour Saving Throw if the attacked model had no special save), the attacked model loses a wound.

    Non-R&F modelsIf the attack was distributed or allocated to a non R&F model, the attacked model loses one wound for each failed save. If the model reaches 0 wounds, the model is dead, remove it as a casualty. Keep track of models that are wounded, but not enough to reach 0 wounds (placing wound markers next to wounded models works fine). These lost wounds are taken into account for future attacks.Any excess wounds are lost.

    R&F modelsR&F models in the same unit shares a common wound pool. If the attack was allocated to a R&F model, the combined R&F wound pool loses one wound for each failed save. If the R&F models have 1 wound each, remove one R&F model for each wound suffered.

    If the R&F models have more than one wound each, remove whole R&F models whenever possible. Keep track of models that are wounded, but not enough to reach 0 wounds. These lost wounds are taken into account for future attacks. For example, a unit of 10 Trolls (3 wounds each) suffers 7 wounds. Remove two whole models (6 wounds), leaving 1 wound which is kept track off. Later this unit suffers 2 wounds, which is enough to kill a single troll since one wound was kept from the previous attack