Rules For Shadow Storm V13-2 PDF
Rules For Shadow Storm V13-2 PDF
Rules For Shadow Storm V13-2 PDF
Infantry Warriors fighting on foot are the most numerous part of many fantasy armies. Infantry units
are further subdivided into Heavy, Medium, Light and Bestial Infantry.
Cavalry Mounted warriors form an important arm in many fantasy armies, cavalry units are further
subdivided into Super Heavy or cataphract, Heavy, Medium, Light, Horse Archers and Bestial cavalry.
Although cavalry are generally mounted on horses we also count camel mounted warriors and
Centaurs as cavalry in armies that include them.
Flyers An important arm in most fantasy armies, flying units are further subdivided into Flying
Infantry, Flying Cavalry, Bestial flyers and Flying Monsters.
Monsters All manner of weird, wonderful and damn right terrifying creatures stalk battlefields.
Monsters are further subdivided into Large, Gigantic and Monstrous Monsters. Note that some war
machines are classed as monsters a good example being the Dwarves aerial bomber
Swarms Wizards are capable of binding many a small creature to the cause of their master, from
snakes, rats, bats to scorpions, all small creatures that gather together to wash over the enemy are
classed as swarms.
Artillery Many armies understand the worth of the artillery they drag to the battlefield. Artillery
units are subdivided into Light, Medium and Heavy.
Chariots A number of armies understand the battlefield prowess of units of chariots, they are
subdivided into Light and Heavy.
Wagons and Baggage all armies require a huge amount of logistical support, apart from the Undead
of course. We represent Wagons and baggage with these units.
Standard Size
1 model
16 to 24 models
12 to 18
4 to 5
8 to 10
3 to 4
8 to 10
Large
32 to 40 models
24 to 36
8 to 10
16 +
6 to 8
16 +
Small
Tiny
8 to 12
6 to 8
2 to 3
2 to 3
2
2 to 3
3 to 6
1 to 2
1
1 to 2
1
1 to 2
Bestial Cavalry
Swarms
Formation
1 Model
Open Order
Open Order
Open Order
2 or 3 deep
battle line to
taste
1 deep battle
line
2 or 3 deep
battle line to
taste
Standard Size
Large
Small
160 -200mm
150 -200mm
160 -200mm
160 -200mm
320 -400mm
300-400mm
320 -400mm
320 -400mm
80 -120mm
75 -100mm
80 -120mm
80 -120mm
150 -200mm
300-400mm
100mm
160 -200mm
320 -400mm
80 -120mm
Page 18 Formations
Battle line This is the basic fighting formation for most units whether they are infantry, cavalry,
chariots or artillery. A battle line is a straight line of troops deployed as shown.
A standard battle line of infantry or cavalry is represented in the game by a unit arranged into two to
three ranks of troops depending on your taste. A battle line of chariots and artillery is arranged one
deep.
Column A column is a unit arranged for moving quickly and generally speaking for marching and
making rapid advances across the battlefield. It is an extremely poor formation for fighting purposes,
and troops attacked by the enemy whilst in column are likely to suffer badly as a result. An Infantry
column must be between 2 and 4 models wide and must have more ranks than files (i.e. the
formation must be deeper than it is wide) All other columns must be one or two models wide and
must have more ranks than files. Flying units cannot form columns.
A column of troops need not necessarily be a perfect rectangle, but can be arranged to flow around
obstacles or follow a curving track, for example. Columns will often be marching along roads or
tracks, or between buildings or around other troops, and must obviously be free to follow the
necessary path.
As Monsters are single models they too cannot form columns.
Open Order Open Order formation is a dispersed fighting formation where individual models or
their bases are spaced apart. Units in open order are often distinguished from formed units for
rules purposes as will become apparent.
Flying Infantry, Flying Cavalry, Flying Beasts, Skirmishers, Horse archers and all tiny units are
restricted to open order or column formations and cannot adopt any other formation.
Light Infantry, Light Cavalry and Light chariots can adopt open order as an option during the battle.
These troops can operate in column, battle line or open order as the occasion demands.
Other infantry and cavalry can only adopt open order when moving in situations where they could
not otherwise move at all or where they could not move without incurring some penalty. This
usually happens when operating in woodland, moving over rough ground and crossing rivers or
other kinds of obstacles (See Terrain page **) Such units must revert back to battle line or other
formation as soon as possible once they are out of the woods, rough ground etc.
Other units Heavy chariots, artillery cannot adopt open order at all. This will restrict their ability to
move through some kinds of terrain such as woods and rough ground.
When a unit adopts open order the models bases are spaced up to 1 apart so they form a chain or
loose mass.
Phalanx Usually reserved for Pike armed troops who fought in very deep formations. A phalanx unit
is represented in the game by a unit arranged four models deep. A phalanx is an unwieldy formation
that demands a very high degree of discipline and training to operate effectively. Consequently we
will require special rules to deal with pike men as well as a distinct formation. Some other
formations, due to the steadiness of the warriors that form the unit do have the phalanx special rule,
Dwarf Guards spring to mind here
War band An infantry war band is a mass of loosely ordered warriors who lack formal organisation
and training. Infantry war bands are arranged into formations four ranks deep. This is their usual
formation and the equivalent of a battle line for such troops, they are not allowed to form into two
or three rank battle lines as described above.
If composed of light infantry they are not allowed to form into open order except in the same way as
medium or heavy infantry.
Swarm An insect or animal unit that follows the rules for a Warband, although they are allowed to
mover over terrain as if they were in open order.
Monster All monsters are single models and as such have no formation.
Page 26 Command
As per rules although there is a soft core version of the rules see free moves.
Move
5
6
9
12
Page 38 Terrain
Woods Add to the third paragraph that flyers of any kind cannot enter a wood, they can of course
fly over it. None flying Monsters designated as Gigantic and Monstrous can enter a wood and have
their move reduced to 4 inches for each move that begins within the wood.
Rough Ground Add to second paragraph Apart from infantry in open order, cavalry in open
order, monsters of any kind and commanders and other individuals, units moving over rough ground
are restricted to a maximum of one move. A unit moving into rough ground completes its move and
moves no further that turn, whilst a unit already in rough ground is limited to a maximum of one
move. Open order infantry and open order cavalry can make up to three moves. Note flyers of any
kid can land in move in or over rough ground without penalty.
Linear Obstacles Add to second paragraph Infantry in open order, cavalry in open order,
monsters of any kind and flyers can cross linear obstacles without penalty.
Short Bow
12
18
Page 66 Supports
Add to units that cannot be supported
Units in Open Order including Flying Infantry, Flying Cavalry, and Bestial Flyers cannot be supported
Gigantic and Monstrous Monsters cannot be supported or support nearby friendly troops are far too
busy trying to keep out of the way.
Page 75 Retreats Take cognisance of the above ranged attack and flyers rules
Page 76 Give Ground Add to this section Flyers that give ground will do so, but as they cannot
be supported they do so alone and they will fly over any intervening terrain or unit. They will only
cause a friendly unit to make a decision to move out of the way if they land on it.
A flying unit then will only be destroyed if it lands in an enemy unit, impassable terrain or a friendly
unit that refuses to move out of the way.
Page 80 Commanders
Commander Models
Commanders and ridden Monsters
Some commanders are lucky enough to come to battle with their own formidable mount such as a
Wyvern or Dragon. If this is the case the commander still leads their specific division, but they are
also a unit in their own right adding the Clash or Sustained rating to that of the monster they ride. A
monster ridden by a commander adds +1 to its Stamina value.
In order to act, a commander will issue their mount with an order, note if the commander fails the
order they will get 1 move as they are sat astride a monster.
Attached Wizards
A wizard bought to fight for your army can be attached to a commander of your choice (modelled on
the commanders base) or unattached (see Unattached Heros and Wizards) an attached wizard can
add their combat die to any combat that the commander is involved in. This is over and above any
dice that the commander adds to the combat.
If the commander is killed then the attached wizard will attach themselves to the reserve
commander.
Note. A wizard cannot attach themselves to a commander riding a monster.
Enemy shooting or magic cannot target unattached Heros and Wizards and if moved over they will
follow the rules for command models. This means that the only way such a model can be harmed is
through their attachment to units.
Alternatively, some heroes are lucky enough to come to the battle with their own formidable mount
such as a Wyvern or Dragon; in this case, the hero is a unit in their own right adding the Clash or
Sustained rating to that of the monster they ride. A monster ridden by a Hero adds +1 to its Stamina
value. A commander must order a hero ridden monster as they would do a unit of troops. Note that
a commander cannot give a follow me order to a hero riding such a mount.
Bh,D,
34
M, St
Tiny
All Mighty Heroes have the special rules Battle Hardened, Drilled, Marauder and Stoic as a matter of
course
General Attributes
Mighty Heros may take 2 general attributes but they cannot have two of the ones in black.
Mighty Heroes who have the general attribute Leader must command a Division of their own of at
least two units, not including the Mighty Hero unit.
Good Attributes
A Mighty Hero may take one Good Attribute and/or trade one General attribute for another good
attribute.
Laurels of Victory = Allows one unit per turn within 12 to re-roll a Break test result,
character also counts as Valiant. +10 points
Iron Will = Cannot be disordered. +5 points
Armour of Light = Moral cannot be reduced below 4+ and can re-roll one failed Moral test
per turn (that is one full game turn not per phase). +5pts
Sword of Righteousness = will always hit on at least 4+ despite any modifiers. +5pts
Protection of the Gods = Can ignore the effects of any enemy magic spell cast on bearer on a
3+ +6pts
Evil Attributes
A Mighty Hero may take 1 Evil attribute and may exchange 1 General attribute for a second evil
attribute.
Fire-wielder = Can make up to 3 Ranged attacks (12 inches) hitting on 4+ All attacks have -1
Moral modifier +10pts
Aura of Oppression = Enemy in a combat in which the Mighty Heroes are involved take
break tests at an additional -1 +5 points
Whips of Hell = Friendly units within 12 of bearers front arc gain Eager (units with Eager
gain an additional D3 move). +5 points
Bloodlust = Gains Wild Fighter + 3 points
Dirty trick = Gains Trick and Traps + 3 points
Self-preservation = Once per game the bearer can transfer up to D3 points of damage onto
another friendly unit with 6 +10pts
Hideous Visage = Causes fear +3 points
Unique Commanders
Some commanders are unique in that they are in themselves powerful beings or monsters in their
own right. Such commanders are identified where necessary in specific army lists and the special
rules that apply to them can be found there. E.g. Demonic Lord
Roll of 1 to 3 the commander is killed outright, if such a commander is killed in battle the bond
between monster and master is broken immediately remove the model and replace with a reserve
commander, following all rules in the reserve commander section.
Roll of 4 to 6 the commander is wounded, reduce their Combat value by 1. A commander whose
combat value is reduced to 0 is classed as seriously wounded and cannot continue, remove the
model and replace with a reserve commander, following all rules in the reserve commander section.
Once a commander and monster has reached its stamina value there is a chance that every
subsequent hit could kill the commander. For each unsaved hit taken Roll a die 1 to 3 the
commander is killed outright if such a commander is killed in battle the bond between monster and
master is broken immediately remove the model and replace with a reserve commander, following
all rules in the reserve commander section.
A roll of 4 to 6 the commander is wounded and their combat potential is reduced by 1 CR or SR to a
minimum of 0. A Commander with a CR or SR of 0 is removed from play too seriously wounded to
continue, remove the model including the mount and replace with a reserve commander, following
all rules in the reserve commander section. riding a monster
Attached wizards
As we have seen an attached wizard can add their combat die to any combat that the commander is
involved in. This is over and above any dice that the commander adds to the combat. Roll to injure
the wizard that does contribute separately from the roll to injure the commander.
Note that if both commander and wizard are hit in combat only a +1 combat result score is applied
not +2.
If the commander is killed then the attached wizard will now attach themselves to the reserve
commander.
Roll of 4 to 6 the commander is wounded, reduce their Combat value by 1. A commander whose
combat value is reduced to 0 is classed as seriously wounded and cannot continue, remove the
model.
Once a Hero or wizard riding a monster has reached its stamina, value there is a chance that every
subsequent hit could kill the commander. For each unsaved hit taken Roll a die 1 to 3 the
commander is killed outright if such a commander is killed in battle the bond between monster and
master is broken immediately remove the model and replace with a reserve commander, following
all rules in the reserve commander section.
A roll of 4 to 6 the hero or wizard is wounded and their combat potential is reduced by 1 CR or SR to
a minimum of 0. A hero or wizard with a CR or SR of 0 is removed from play too seriously wounded
to continue, remove the model including the mount.
Note that if a hero or wizard dies in such a way in combat a +1 combat result modifier is applied to
the enemies combat result score.
If a hero or wizard survives, take a break test from shooting if the hits were caused in the shooting
phase or a break test from combat if the hero or wizard was engaged in combat in which their side
lost.
A Commander hero or wizard that is riding a monster as part of a broken division must follow all the
rules that are pertinent to units in a broken division
Selecting spells
Before the beginning of the game a wizards spells are randomly selected by rolling 2 die 6 and
referring to the relevant spell charts (see page **)
A wizard that rolls the same spell twice can choose a spell one above or below the one rolled, a
wizard that rolls a spell they have selected in such a way can choose a spell one above or below that
spell, if the wizard rolls the same spell for a third time they can choose that spell.
Alternatively create 11 cards marked 2 to 12 and randomly select the required number of each spell
cross-referencing the card number to the spell deck and spell number. E.g. Blue selects three level 1
cards they randomly draw cards 3, 6 and 8 which means they have Marksman, Tough Fighter and
Move. (Preferred method)
Alternatively create the spell decks in their entirety and randomly select each spell. (Most preferred)
Casting Spells
Wizards cast spells once all units have moved in the command part of the turn. Note that a wizard
commander who has blundered whilst giving orders can still cast spells.
A wizard can attempt to cast anyone of their spells once per turn. The number of spells that a side
can cast in a turn depends on how strong the magical flux is on the battlefield. The level of magical
flux is determined at the start of each players magic phase, and this is done each and every turn; roll
a die 3 and add 3, to set a flux level of between 4 and 6. ( this can be altered to taste)
If for example we take the magic flux number of 4 this shows us that a side can cast levels of spells
until they reach the number 4. So a player could cast 4 level 1 spells. 2 level 1 spells and a level 2
spell, 2 level 2 spells or 1 level 3 spell and a level 1 spell
To cast a spell a wizard must select the target of their spell either friend or foe depending on the
spell type and then roll two dice and refer to their strategy rating in a similar manner to that of a
commander rolling for orders, this is called the casting roll. The score of the dice rolled and the level
of spell are then cross referenced to see if the spell casting is successful. See chart, (note no line of
sight is required to cast a spell)
Level of Spell
One
Roll Required
Strategy Rating or below
Two
Three
If a wizard fails to cast a spell they can continue to cast spells up to the magic flux level that has
been set. A wizard must cast the spells they intend to cast that turn before you move onto
another wizard.
Miscasts
If a wizards casting roll is double 6 then the wizard has blundered whilst casting the spell. No further
spells can be cast by the wizard that turn and Roll a die 6 and refer to the following table
1. Ka blam the wizard blows themselves to smithereens, remove the wizard from the table, or
if attached, record their death. A replacement commander replaces a wizard commander.
2. -2 from Strategy Rating for the rest of the game,
3. -1 from Strategy Rating for the rest of the game,
4. -1 from Strategy Rating for the rest of the game
5. No more casting this turn by any friendly wizards
6. Magical feedback, the nearest unit to the wizard, friend or foe takes die 3 hits capped at 5
One enemy unit has -1 to Break test result that they take until your next magic
phase
11 Frost Heart
One of your units gains +1 to any Break test result that they have to take until
the start of your next magic phase
12 Blood Shadow
One of your units removes 1 Stamina hit
Friendly Effected units have to be within 12 inches of the wizard model.
Enemy Effected units have to be with 24 inches (note see modifiers)
Level 2
2 Storm clouds
One enemy unit decreases its moral by 1 until the start of your next magic
phase
3 Ice Shield
One of your units increase its moral by +1 until the start of your next magic
phase
4 Mist coils
Prevent one enemy unit shooting in the enemies next shooting phase
5 Shadow barbs
One of your units gains +1 to shooting to hit roll
6 Ice Shards
Your wizard immediately makes 2 attacks 4 to hit 24 inch range
7 Shadow Walker
Spells cast in the enemies next turn are dispelled on a 5+
8 Swirling winds
One of your missile units gains +2 to the number of shooting dice, until the
start of your next magic phase
9 Mist Coils
Prevents one enemy unit shooting in the enemies next shooting phase
10 Shadows
One of your units Remove Disorder
11 Ice Heart
One of your units adds +2 to Break test result it has to take until the start of
your next magic phase
12 Blood Shadows
One of your units can remove Remove 2 Stamina hits
Friendly Effected units have to be within 12 inches of the wizard model.
Enemy Effected units have to be with 24 inches (note see modifiers)
Level 3 Spells
2 Rolling Thunder
One of your units gains +1 Combat resolution until the start of your next turn
3 Soul Stealer
One of your units gains +2 to the number of Combat dice until the start of the
next magic phase
4 Shadows protection
One friendly unit becomes Magic resilient 3+ until the start of your next magic
phase
5 Hail storm
One of your units gains +3 Shooting attacks until the start of the next magic
phase
6 Ice Shard Blizzard
Your wizard immediately makes 3 attacks 4 to hit range 24 inch
7 Shadows Aura
Spells cast in the enemies next turn are dispelled on a 4+
8 Shadows Curse
One of your units causes fear until the start of your next magic phase
9 Ravens Call
One of your units gains Valiant until the start of your next magic phase
10 Chain Lightning
One of your units gains Ferocious Charge until the start of your next magic
phase
11Deluge
One enemy unit is Prevented from Moving
12 Shadow Storm
Your wizard immediately makes 4 attacks 4s to hit range 24 inch
9,69
Rings of
Command
ment
17,77
Fine Forged
Mace
25,85
Banners of
the Flux
33,93
World
Vision
Scroll
41
Apothec
ary
49
Scroll of
Protection
2,62
Sword
of
Defianc
e
3,63
Bain
Weapo
ns
4,64
Rings of
Luck
10,70
Banners of
Stoicism
18,78
Helms of
Dominance
26,86
Bain
Weapons
42
World
Vision
Scroll
50
Staff of
Command
ment
11,71
Apothecary
19,79
Scroll of
Magic Flux
43
Slicing
Shards
51
Scrolls of
Magic Flux
12,72
Dispel
Scrolls
36,96
44
Executio
ner
52
Helms of
Dominance
5,65
Fine
Forged
Weapo
ns
6,66
Fine
Forged
Protecti
on
13,73
Scrolls of
Protection
20,80
Staff of
Command
ment
21,81
Charm of
Spite
27,87
Rings of
Command
ment
28,88
Fine Forged
Protection
34,94
Fine
Forged
Vambra
ce
35,95
Slicing
Shards
29,89
Ring of
Spite
37,97
Banner
s of the
Flux
45
Executio
ner
53
Fine Forged
Mace
14,74
Banner of
Nature
22,82
Lightning
Fire Ring
30,90
Banners of
the Flux
38,98
World
Vision
Scroll
46
Helm Of
Dominan
ce
54
Ring of
Dread
57
Fine
Forged
Weapo
ns
58
Bain
Weapo
ns
59
Ring of
Rebirt
h
60
Terror
Banner
7,67
Banners
of the
Flux
8,68
Banners
of the
Flux
15,75
Ring of
Spite
23,83
Apothecary
31,91
Fine forged
Weapons
16,76
Banners of
Arrow
Blight
24,84
Banners of
the March
32,92
Dragon
Slayer Ring
39,99
Horns
of
Justice
40, 100
Horns
of
Justice
47
Terror
Banner
55
Destroy
Scrolls
48
Ring of
rebirth
56
Fine Forged
Protection
The number at the side of each item is the number of them in the deck. E.g. There will be two Horror Banners in the magic item deck
Apothecary (2)
This magical item sooths your warriors in their times of need
It can be played at the end of any of your turns
Any unit removes a stamina hit on a 3 +
Executioner (2)
These terrible weapons spell death and destruction to your commanders
Play in the combat phase
Play on an enemy commander who has committed attacks into a combat
Whenyou role to injure the commander +1 to your dice roll.
Monsters can either be mounts for riders as we have seen in the commanders section or can be
stand-alone units in their own right
There are three types of monsters in the game they are:Large
Gigantic
Monstrous
Large Monsters
Can support and be supported. They usually cause fear (see selection of useful rules page**)
Gigantic Monsters
Cannot be supported or support and reduce an enemys moralesave by 1. They usually cause Terror
(see selection of useful rules page**)
Monstrous Monsters
Cannot be supported or support and reduce an enemys morale save by 1. They usually cause Terror
(see selection of useful rules page**)
Monsters as we have seen fall into three categories, these can be further subdivided, and it is in
these sub categories where you will find your favourite monsters of legend. See the table below
for reference
Monster
Clash Sust Short
Long Morale Stamina Special
Type
Range Range
Large
6
6
2/?
0
4
4
Large
Monster
Fear
Large
5
4
3/?
0
4
4
Large Fear
Flying
Flyer
Monster
Gigantic
7
7
0/?
0
4
5
Gigantic
Monster
Terror 1
Gigantic
7
6
0/?
0
4
5
Gigantic
Flying
Terror1
Monster
Flyer
Monstrous 8
8
0/?
0
4
6
Monstrous
Monster
Terror 2
Monstrous 8
7
0/?
0
4
6
Monstrous
Flying
Terror 2
Monster
Flyer
The ? in the monster short range statistic represents a variable of between
0 and 3 depending on whether a certain type of monster has a breath,
stare, scream, throw attack. Etc.
Examples of Monsters
Unit
Arachnid
Large
Fear
Ethereal (Et)
Enemy Troops half their attacks, rounding up, when targeting ethereal troops in the shooting phase
or combat phase. The following attacks are not halved: - Commanders and Heros combat attacks.
Magic attacks and attacks from Monsters and other ethereal creatures.
Ethereal troops are not hindered by terrain of any kind. Ethereal troops have a free move on a failed
order.
Elephant
Now classed as a large monster
Fanatic (Fa)
Morale save +1 until shaken
Fear (F)
A unit charged or charging a unit that causes fear must roll a die 6 on a 1to 3 they become
disordered as some of the unit recoils in fear. A unit that causes fear is itself immune to fear. A unit
that causes fear treats Terror 1 as fear and Terror 2 as Terror 1 instead.
Feigned Flight (Ff)
Can move out of combat in their movement phase
Ferocious charge (Fc)
Re roll missed attacks in first round of combat, when charged or sweeping advance.
Frenzied charge (FrC)
Must charge with three moves allowed
Freshly Raised (Fr)
As per rules
Good Death (Gd)
Units that have this trait do not count towards a divisions losses, they expect to die and it is
expected of them
Handgun (Hg)
Save capped at 6 no traversing or closing fire
Inspire (In)
Some units or things can inspire their colleagues to even greater fetes of arms all units within 12
inches of a unit with inspiring gain the stubborn trait
Kontos (K)
Counteracts enemy charge bonus, counteracts long spear and infantry disorder
Lance (L)
-1 to morale save when a unit with a lance charges or counter charges or makes a sweeping
advance
Levy (Lv)
Roll 4 + to recover from disorder at the end of the turn
Long bow (Lb)
Range 18 -1 save <12
Long Spear (Ls)
Charging cavalry including Bestial Cavalry and Flying Cavalry, Chariots and Bestial Flyers are
disordered on a 1to 3, chargers lose charge bonus unless other long spears or pike
Magical resistance 4,5,6 (Mr4)
Defeat the effects of a spells effect on die roll
Marauder (M)
Ignore distance for command
Marksman 1, 2,3 (Mk1)
Re roll missed shot can be from 1 to 3 shots
Militia (Mi)
No move on equal command roll
Parthian Shot (Ps)
Can evade and make closing shots
Phalanx (Ph)
Lost combat by up to 2 is treat as a draw
Pike (P)
Cavalry, Bestial Cavalry, Flying Cavalry, Chariots and Bestial Flyers cannot charge a pike armed unit to
the front unless the Pike unit is shaken or disordered, Chargers roll for disorder unless they too are
pike armed, if the pike block is disordered then the chargers still roll for disorder.
Pilum (Pl)
Enemy morale save at -1 in first round of any combat
Pistols (Ps)
Range 6 Enemy save capped at 5
Reanimated (R)
Always get one move on failed order, they are immune to fear and terror, they can never make way,
they ignore retreat results from shooting treating it as hold your ground.
Swarm (Sw)
Ignore disorder, ignore ranged test results of retreat, cannot make way, charging or counter
charging enemy are disordered on a 1 or a 2
Temperamental (Tp)
Black powder weapons are prone to blowing themselves up , when rolling to hit if a black powder
weapon rolls two or more 1s then something has gone terribly wrong
Roll a die 6 ...... 1. Ka boom the weapon blows up remove it from the board and any unit friend or
foe within 2 inches take 1 stamina hit with no save allowed. 2. Ka boom the weapon blows up
remove it from the board. 3. No firing for rest of the game 4. No firing next turn 5. No firing next turn
6. Dud misfire pheew
Step by Step
There are a lot more layers to this fantasy variant of Hail Caesar, some
players may find this daunting on first contact, believe me though you will
soon get the hang of everything, some players when learning new rules start
of by adding just a few to their first games for example playing the game
without monsters and just the magic item cards/ rolls or with just the magic
phase added. I leave to you how you wish to learn the game but will
guarantee you an enjoyable time once you have all the layers to the game
cracked (or so people who have played the game have told me)
Flyers
Flying units and models give an added dimension to the game that as a player
you will really need to think about, if you set up in one long battle line it may
give your enemy the opportunity to fly straight over your army and then
attack your rear in subsequent turns. Now there are many ways to TRY and
prevent this, I will mention a few here but I am sure over time you will come
up with your own cunning plans.
Fix them The Proximity rule is a very important aspect of the rules and it
can be used to help you fix troublesome flyers. What I mean by fix them is by
moving one of your own units into the flying units proximity range, which
then forces the flyer to react to the unit you have placed rather than flying
over your army.
Trap them . Creating a tactical reserve is a very good way to deal with
flyers, they fly over your main battle line and you in turn counter with your
reserve
Shoot them Remember a flying unit that flys over them or over a unit
within 6 inches of them can be shot at by a unit with a long range weapon
value,