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QUICK REFERENCE

Turn Summary > Redress Ranks - Unit uses 1/2 its Movement to add
or remove up to 5 models from it’s front rank.
1. Strategy 3. Shooting > Reform - Unit uses total Movement to pivot unit in
place, facing a new direction, rearranging itself as
2. Movement 4. Combat needed to face new direction, and can adopt brand
new formation.
Strategy Phase
Shooting Phase
1. Start of Turn (p.116) - Resolve any special actions
and/or checks that happen at the beginning of a turn. 1. Choose Unit & Declare Target (p.137) - Wizards may
2. Command (p.117) - Any actions from non-fleeing cast Magic Missile spells.
characters. 2. Roll To-Hit (p.138)
3. Conjuration (p.117) - Cast Enchantment and Hex spells. Ballistic Skill 1 2 3 4 5
4. Rally Fleeing Troops (p.117) - Any that fail continue to D6 Roll To Hit 6+ 5+ 4+ 3+ 2+
flee. Ballistic Skill 6 or higher gets rerolls To Hit:
Ballistic Skill 6 7 8 9 10
Movement Phase D6 Roll To Hit 2+/6+ 2+/5+ 2+/4+ 2+/3+ 2+/2+
One or more modifiers may apply to your roll(s):
1. Declare Charges (p.119) - Active player declares which
> Moving & Shooting -1
unit is charging, and which unit is being charged.
> Firing at Long Range -1
> Charging unit must be able to draw line of sight to
> Stand & Shoot Charge Reaction -1
target.
> Target Behind Partial Cover -1
> Units in marching column formation, already in combat,
> Target Behind Full Cover -2
or fleeing cannot declare charges.
For BS6+, these modifiers only affect first roll.
1a. Charge Reactions - When charged, a unit can declare
After modifiers, if needing a 7 or higher to hit a roll of
one of several reactions:
below followed by a reroll of the second value is required:
> Hold - Unit takes the charge.
To-Hit 7+ 8+ 9+ 10
> Stand & Shoot - Unit shoots missile weapons at
D6 Roll To Hit 6+/4+ 6+/5+ 6+/6+ Impossible!
charging unit. If charge distance is less than charging
3. Roll To-Wound & Make Armor Saves (p.140)
unit’s movement characteristic this cannot be declared.
4. Remove Casualties & Make Panic Tests (p.142) - If
> Flee - Pivot unit in place to face directly away from
unit loses 25% or more of number of models it started
charging unit and roll flee distance. Units already
phase with, it takes a Panic Test (p.160).
fleeing must choose this reaction (though no unit can
declare more than one charge reaction per phase). Misfire Table
2. Charge Moves (p.121) If a “Misfire!” result is rolled on an Artillery dice when
> Determine Charge Range - Roll 2D6 and discard the firing a war machine, consult below.
lowest (Charge Roll) then add to unit’s Movement. D6 Result
> Move Charging Unit (p.126) - If charge range is 1 Destroyed! Immediately remove from play.
sufficient to reach target, move charging unit. 2-4 Malfunction! Crew loses 1 wound and does
> Failed Charges - Move distance equal to Charge Roll not fire. Cannot fire until end of next round.
directly towards target unit. 5-6 Twang! Pffft! Fails to shoot this turn.
> Charging Fleeing Unit - If you reach fleeing unit, To Wound Chart
wheel to contact and then fleeing unit is destroyed. Target’s Toughness
May then take Ld test to reform. If charging unit does
1 2 3 4 5 6 7 8 9 10
not reach, it moves toward target full charge distance.
3. Compulsory Moves (p.122) 1 4+ 5+ 6+ 6+ 6+ 6+ -- -- -- --
4. Remaining Moves (p.122) - Remaining units can move. 2 3+ 4+ 5+ 6+ 6+ 6+ 6+ -- -- --
Weapon’s Strength

Wizards may cast Conveyance spells. 3 2+ 3+ 4+ 5+ 6+ 6+ 6+ 6+ -- --


> Marching - Units may move 2x their Movement 4 2+ 2+ 3+ 4+ 5+ 6+ 6+ 6+ 6+ --
characteristic (3x if in Marching Column formation). 5 2+ 2+ 2+ 3+ 4+ 5+ 6+ 6+ 6+ 6+
Unit may wheel, but no other maneuvers.
6 2+ 2+ 2+ 2+ 3+ 4+ 5+ 6+ 6+ 6+
4a. Maneuvers - May perform one of the following:
> Wheel - Unit pivots around one front corner. 7 2+ 2+ 2+ 2+ 2+ 3+ 4+ 5+ 6+ 6+
> Turn - Models stay in place and turn facing 90 or 180 8 2+ 2+ 2+ 2+ 2+ 2+ 3+ 4+ 5+ 6+
degrees. Uses 1/4 of it’s Movement per 90 degrees. 9 2+ 2+ 2+ 2+ 2+ 2+ 2+ 3+ 4+ 5+
> Move Backwards or Sideways - 1/2 Movement. 10 2+ 2+ 2+ 2+ 2+ 2+ 2+ 2+ 3+ 4+
Combat Phase To Hit Chart
Defender’s Weapon Skill
1 2 3 4 5 6 7 8 9 10
1. Choose & Fight Combat (p.145)
1.1 Choose combat and determine which models 1 4+ 4+ 5+ 5+ 5+ 5+ 5+ 5+ 5+ 5+

Attacker’s Weapon Skill


can fight. 2 3+ 4+ 4+ 4+ 5+ 5+ 5+ 5+ 5+ 5+
> Active player determines order combats are fought 3 2+ 3+ 4+ 4+ 4+ 4+ 5+ 5+ 5+ 5+
in. Each combat must be fully resolved before moving 4 2+ 3+ 3+ 4+ 4+ 4+ 4+ 4+ 5+ 5+
to the next one. Each combat is fought in initiative 5 2+ 2+ 3+ 3+ 4+ 4+ 4+ 4+ 4+ 4+
order, highest to lowest.
6 2+ 2+ 3+ 3+ 3+ 4+ 4+ 4+ 4+ 4+
> Charging units gain a bonus to their Initiative for
remainder of turn in which they charged. +1 7 2+ 2+ 2+ 3+ 3+ 3+ 4+ 4+ 4+ 4+
Initiative for every full 1” moved. 8 2+ 2+ 2+ 3+ 3+ 3+ 3+ 4+ 4+ 4+
> Charging an enemy in their front arc: Max +3. 9 2+ 2+ 2+ 2+ 3+ 3+ 3+ 3+ 4+ 4+
> Charging in their flank or rear arcs: Max +4. 10 2+ 2+ 2+ 2+ 3+ 3+ 3+ 3+ 3+ 4+
1.2 Assailment spells are cast at Wizard’s Initiative. 4. Follow Up & Pursuit (p.156) - before any units Give
1.3 Roll To-Hit. Ground or make Flee rolls, winner must decide: restrain
> All models in the fighting rank may attack, though and reform, follow up, or pursue.
models not in base contact can only make 1 attack > Restrain and Reform: Winner makes a Leadership
each, regardless of their Attack characteristic. test. If passed, remains where it is and can make free
> Determine total number of attacks by Initiative and reform. If failed, must follow up or pursue.
Weapon Skill of models making them. > Follow Up: Winner moves forward to engage again.
> In Initiative order, roll To-Hit, referencing the chart. May make free 90 or 180 degree turn.
1.4 Roll To-Wound & Make Saves > Pursue: Winner moves 2D6” towards where
> For every successful To-Hit roll, roll To-Wound. opponent flees. If winner rolls higher than opponent,
> For every successful To-Wound roll, your opponent they are caught! If they Fell Back In Good Order, it is a
will make their saves (if they have any) - Armor, fresh charge. If they were Fleeing, they are cut down!
Ward, and then Regeneration. > Overrun: If opposing unit is completely wiped out in
1.5 Remove Casualties combat, winner may make an Overrun exactly as a
> Remove from rear rank - models “step up”. normal pursuit.
> A model cannot fight in a turn it stepped into the Once winner makes decision, opponent rolls applicable
front rank. Models behind can make supporting dice, then winner rolls applicable dice and actions are
attacks, if applicable. resolved.
1.6 Choose models with next lowest Initiative and
repeat steps 3-5 until all models in this combat
Casting & Dispelling Spells (p.106)
have fought.
Casting A Spell - Roll 2D6 and add the Wizard’s level. If
2. Calculate Combat Result (p.151)
the result is equal to or greater than the casting value, it is
Combat Result Table
cast successfully,. If a double 6 is rolled, the spell is cast and
Unsaved wounds afflicted , each +1
cannot be dispelled. If a double 1 is rolled, roll on the
Rank bonus, each to max by unit type +1
Miscast table.
Standard, 1 per combat +1
Dispelling A Spell - Roll 2D6 and add the Wizard’s level (if
Battle Standard +1
applicable). If the result is equal to or higher than the
Flank Attack, 1 per enemy unit +1
casting roll, the spell is dispelled successfully. If a double 6 is
Rear Attack, 1 per enemy unit +2
rolled, the spell is dispelled. If a doulbe 1 is rolled the dispel
High Ground, 1 per combat +1
fails and wizard must roll on Miscast table.
Overkill, each to max +5 +1
> Wizard can only dispel if not in combat or fleeing.
Close Order formation in Combat Order, each +1
> L1 & L2 - 18” range. L3 & L4 - 24” range.
Other bonuses As applicable
> Fated Dispel: once per turn you can attempt.
> Max Rank Bonus: Infantry (all) +2; Cavalry, War
Unlimited range, but does not involve a wizard.
Beasts, Light Chariots +1; all else none. Can only claim
unit with highest bonus in current combat. Miscast Table
> Wounds saved by Regeneration count as unsaved. 2D6 Result
3. Break Test (p.154) - each unit on losing side must roll 2-4 Cascade! Center 5” template on wizard. All
2D6, subtracting difference in combat result from under risk suffering S10 hit AP4.
opponent’s Leadership (Ld). 5-6 Detonation! Center 3” template on wizard.
> If dice result is higher than unmodified Ld, unit Breaks All under risk suffering S6 hit AP2.
and Flees. 7 Careless! Wizard suffers S4 hit AP1.
> If result is lower than unmodified Ld, but higher than 8-9 Barely Controlled! Spell is cast at casting value.
modified Ld, unit Falls Back In Good Order. Friendly wizards can’t cast any more this turn.
> If result is lower than modified Ld, or roll is double 1, 10-12 Power Drain! Spell is cast as if rolled double 6.
the unit Gives Ground. Friendly wizards can’t cast any more this turn.

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