hordes ctst

4
 TURN SEQUENCE 1. Maintenance Phase 2. Control Phase 3. Activation Phase  1. MAINTENANCE PHASE  3. ACTIVATION PHASE  2. CONTROL PHASE Remove expiring effects. Resolve continuous effects on models. (d6, 1-2 expires, 3-6 apply effect) Rally fleeing models with CMD check. Pay 1 Fury for upkeep spe  ll (only 1). Leach fury from Warbeasts in range. THR check for Warbeast with Fury on it. (2d6+Fury on War- beast > THR = Fail). Failed THR results Warbeast Frenzying, attacking nearest model, friendly or enemy. Unit models Move then Actions. Spells can be cast anytime. Only one Order per Unit can be given & can be at start of Unit’s Activation. MOVEMENT Run is 2x SPD, forces Warbeast for 1 Fury, and ends Activation. Charge is SPD +3” & must have moved > 3” & hasn’t any penalties to it’s SPD. Unit must be Ordered. Warbeasts can’t use Power  Attacks. Fails if target is out of Melee range, or contacts terrain other than Rough Terrain & ends Activation. Melee Attack: 2d6+MAT>DEF. Ranged Attack: 2d6+RAT>DEF. Magic Attack: 2d6+FURY>DEF. Special Attacks, 1 per Activation. Spray Attack rolls vs each model under the template.  AOE Attacks deviate if miss.  ACTIONS Choose either a… OR  Combat Attack  Special Attack Can’t be done after a Char  ge.  Skill Check: 2d6 < Skill Value. MELEE ATTACK MODIFIERS  A roll of all 6’s to hit a lways hits, a rol l o  f all 1’s is a miss.  1/2” range, or 2” range for reach weapons. Charge: Boosted DAM roll, Calvary also gain +2 to MAT. Back Strike: +2 to MAT if attacker Activated behind target. POWER ATTACKS  All Models  Warbeasts Are Special Attacks available to Warbeasts and noted models. Cannot be made on a Charge. Have 1/2” Melee Range. Can be Boosted. Forces 1 Fury to Power   Attack.  All Warbeasts can H ead-butt, Push & S lam Heavy Warbeasts can Trample. Open Fist Warbeasts can Headlock/ Weapon lock or Throw. Push Head-butt  Auto hits, bot h roll d6+STR, if att acker is higher then target is pushed 1” away, does no DAM. Attacker can f ollow up. No Free Strikes. Can’t be done on Knocked Down models, does no DAM, target can’t perform Special  Attacks, Weapo n locked targets c an’t use weapons. Neither can advance or be pushed. Broken if models have an effect that makes them move/placed, Knocked Down, become Incorporeal, destroyed, or if attacker becomes Stationary, or weapon becomes crippled. Headlock/Weapo n lock Throw Can’t be don  e on > models. Roll d6+STR or 2d6 if Two Handed Throw. Thrown 1/2STR” (1” if larger model) in a chosen direction & then deviates d3”. Two hand throws can target another model & if in range make a Melee attack. Deviates if fail to hit. If thrown model hits < model, they are Knocked Down and suffer Collateral Dmg. Thrown model is Knocked Down, suffers 2d6+STR (+d6 if contacting > based model, obstacle/obstr uction. Can’t head-butt larger model. Target Knocked Down if hit. DAM=2d6+STR. Slam Can’t be done on Knocked Down models. Same rules as Charge.  2 hit vs larger model. Slammed model is moved d6” (d3” for smaller based models) directly away and Knocked Down. If slammed contacts < based models then they are Knocked Down and suffer Collateral Dmg. DAM = 2d6+STR (+d6 if contacting > based model, obstacle/ obstruction). Trample Same rules as Charge but advance SPD+3”. Moves through small base models, must end with room for it’s base. Attack each contact- ed small model. DAM=2d6+STR. Resolve Free Strikes from all non-contacted models. Collateral DAM Model is Knocked Down & suffers 2d6 STR which cannot be Boosted. Model falling >1” is Knocked Down & suffers 2d6+10 (+d6 for each 3” after the first). Models hit by falling model suffer Collateral Damage. Falling  RANGED ATTACK MODIFIERS  A roll of all 6’s to hit alw ays hits, a roll o  f all 1’s is a miss regardless of target’s DEF.    Aim: +2 to RAT. Back Strike: +2 to Ranged/Magic attack roll if attacker Activated behind target. Cloud Effect: Inside cloud +2 DEF, behind cloud blocks LOS. Concealment: Within 1”, +2 DEF vs Ranged/Magic attacks (except vs Spray attacks). Cover: Within 1”, +4 DEF vs Ranged/Magic attacks (except vs Spray attacks). Elevated Target: +2 DEF vs Ranged/Magic attacks . Elevated Attacker: Ignore Intervening models > 1” from target.  DAMAGE Melee D   AM: 2d6 + (P+S) - A RM Ranged DAM: 2d6 + POW - ARM Blast DAM: 2d6 + 1/2 POW - ARM Magic DAM: 2d6 + POW - ARM  APPLYING DAMAGE  Apply Damage from left  to right. For Warbeasts, roll 1d6 for the branch number on which to start marking damage. Start from outside & mark all the way into the center until full, then move on to the next branch Clockwise.  A Warlock may tr ansfer any damag e done to them to a Warbeast in t heir Control Area. Spend 1 Fury to transfer the damage to a random aspect on any Warbeast that has less than its Fury limit in Fury on it.  LOSING ASPECTS When one of the three  aspects on a Warbeast is completely full, that aspect is lost. Mind Lost: A Warbeast that has lost its Mind rolls 1 less die on all attack rolls. Body Lost: A Warbeast that has lost its Body rolls 1 less die on all damage rolls. Spirit Lost: A Warbeast that has lost its Spirit cannot be riled.  A Warbeast is dest royed when all of it s damage circl es have been filled.  A Warlock may R eave the Fury from a Warbeast when it is destroyed (up t o their Fury limit) or let it go. Forest: +2 DEF, LOS <3”. Intervening Model: A model intersecting LOS to another model (Spray att acks ignore Interven- ing models). Knocked Down/Stationary: DEF 5. Stealth: Auto miss unless within 5” of target or under a Spray template. Target in Melee: -4 to Ranged/Magic attack roll (except Spray attacks), roll for new target. Trenches: +4 DEF, don’t suffer Blast DAM unless point of origin is in Trenches. Combined Ranged Attack: +1/model. Free Strike: +2 to MAT, Boosted DAM. Fighting across Linear Obstacle/Obstructions: +2 DEF. Knocked Down/Stationary: Auto hit. Critical Hit: If 2 dice show the same number. Combined Melee Attack: +1/model.  SPELLS & ANIMI To cast, pay Fury Cost, and use RNG to determine range. POW is same as weapon stat.  AOE refers to a rea of effect, just like weapons. If “CTRL” t he spell affects ever y model in control ar ea.    Animus: Warlock can cast Warbeas ts Animus by p aying Fury cost. Wa rbeasts can use A nimus during their own activation by being riled for the Fury cost, not considered a spell.  A model can only have 1 friendly Animus at a time, old er animus expires if new one is cast.  FURY MANAGEMENT  Gaining Fury  Spending Fury Warlocks leach Fury off Warbeasts they do not generate Fury. Warlocks can then spend or discard Fury. Force Warbeasts (Run, Charge, Shake Effect, Additional Attack, Boost,  Animus, Power Attack) or Rile Wa rbeasts during War beast’s Activation Phase. Leaching - During Control Phase, Warlock leaches up to FURY stat, any left after leaching leades to THR check. Reaving - Warbeast dies, Warlock can take Fury or discard it. Cut - Warlock can take 1 DMG for 1 Fury. Shake Effect - 1 Fur  y to stand if Knocked Down or drop Stationary (Control Phase). Healing - 1 Fury to heal Warlock or Warbeast.  Additional Attack - costs 1 Fury, c an be used multip le times. Boost1 Fury to stack another die on any attack/damage roll, only once. Cast Animus/Spells - Spend Fury as called for by spell, can’t cast after Run/Charge.  Damage Transference - 1 Fury to transfer damage to Warbeast, multiple times, can not exceed max FURY on Warbeast. Rough Terrain/Forest/Shallow Water is 1/2 SPD. Linear Obstacle <1” tall & <1” thick only stops Charges. Obstacle <1” tall & >1” thick costs 2” to climb. Obstruction >1” impossible (including Deep Water).  PDF Compiled by Jer emie Wade   All rules and Hor des logo is owned by Priva teer Press.

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Page 1: Hordes CtSt

7/21/2019 Hordes CtSt

http://slidepdf.com/reader/full/hordes-ctst 1/3

TURN SEQUENCE

1. Maintenance Phase

2. Control Phase

3. Activation Phase

1. MAINTENANCE PHASE 3. ACTIVATION PHASE2. CONTROL PHASE

Remove expiring effects.

Resolve continuous effects on models.

(d6, 1-2 expires, 3-6 apply effect)

Rally fleeing models with CMD check.

Pay 1 Fury for upkeep spell (only 1).

Leach fury from Warbeasts in range.

THR check for Warbeast with Fury on it. (2d6+Fury on War-

beast > THR = Fail). Failed THR results Warbeast Frenzying,

attacking nearest model, friendly or enemy.

Unit models Move then Actions.

Spells can be cast anytime.

Only one Order per Unit can be given & can be at

start of Unit’s Activation. 

MOVEMENT

Run is 2x SPD, forces Warbeast for 1 Fury,

and ends Activation.Charge is SPD +3” & must have moved > 3”

& hasn’t any penalties to it’s SPD. Unit must

be Ordered. Warbeasts can’t use Power

 Attacks. Fails if target is out of Melee range,

or contacts terrain other than Rough Terrain &

ends Activation.

Melee Attack: 2d6+MAT>DEF.

Ranged Attack: 2d6+RAT>DEF.

Magic Attack: 2d6+FURY>DEF.

Special Attacks, 1 per Activation.

Spray Attack rolls vs each model

under the template.

 AOE Attacks deviate if miss.

ACTIONS Choose either a…

OR

Combat Attack Special Attack

Can’t be done after a Char ge. 

Skill Check: 2d6 < Skill Value.

MELEE ATTACK MODIFIERS

 A roll of all 6’s to hit always hits, a roll of all

1’s is a miss. 

1/2” range, or 2” range for reach weapons. 

Charge: Boosted DAM roll, Calvary also

gain +2 to MAT.

Back Strike: +2 to MAT if attacker Activated

behind target.

POWER ATTACKS

All Models Warbeasts

Are Special Attacks available to Warbeasts and noted models.

Cannot be made on a Charge.

Have 1/2” Melee Range. 

Can be Boosted.

Forces 1 Fury to Power Attack.

 All Warbeasts can Head-butt, Push & Slam

Heavy Warbeasts can Trample.

Open Fist Warbeasts can Headlock/

Weapon lock or Throw.Push

Head-butt

 Auto hits, both roll d6+STR, if attacker is

higher then target is pushed 1” away, does

no DAM. Attacker can follow up. No Free

Strikes.

Can’t be done on Knocked Down models,

does no DAM, target can’t perform Special Attacks, Weapon locked targets can’t use

weapons. Neither can advance or be pushed.

Broken if models have an effect that makes

them move/placed, Knocked Down, become

Incorporeal, destroyed, or if attacker becomes

Stationary, or weapon becomes crippled.

Headlock/Weapon lock

Throw

Can’t be done on > models. Roll d6+STR

or 2d6 if Two Handed Throw. Thrown

1/2STR” (1” if larger model) in a chosen

direction & then deviates d3”. Two hand

throws can target another model & if in

range make a Melee attack. Deviates if fail

to hit. If thrown model hits < model, they

are Knocked Down and suffer Collateral

Dmg. Thrown model is Knocked Down,

suffers 2d6+STR (+d6 if contacting > based

model, obstacle/obstruction.

Can’t head-butt larger model. Target

Knocked Down if hit. DAM=2d6+STR.

Slam

Can’t be done on Knocked Down models.Same rules as Charge. –2 hit vs larger

model. Slammed model is moved d6” (d3”

for smaller based models) directly away and

Knocked Down. If slammed contacts <

based models then they are Knocked Down

and suffer Collateral Dmg. DAM = 2d6+STR

(+d6 if contacting > based model, obstacle/

obstruction).

Trample

Same rules as Charge but advance SPD+3”.

Moves through small base models, must end

with room for it’s base. Attack each contact-

ed small model. DAM=2d6+STR. Resolve

Free Strikes from all non-contacted models.

Collateral DAM

Model is Knocked Down & suffers 2d6 STR

which cannot be Boosted.

Model falling >1” is Knocked Down & suffers

2d6+10 (+d6 for each 3” after the first).Models hit by falling model suffer Collateral

Damage.

Falling

RANGED ATTACK MODIFIERS

 A roll of all 6’s to hit always hits, a roll of all 1’s is a

miss regardless of target’s DEF. 

 Aim: +2 to RAT.

Back Strike: +2 to Ranged/Magic attack roll if

attacker Activated behind target.

Cloud Effect: Inside cloud +2 DEF, behind cloud

blocks LOS.

Concealment: Within 1”, +2 DEF vs Ranged/Magic

attacks (except vs Spray attacks).

Cover: Within 1”, +4 DEF vs Ranged/Magic attacks

(except vs Spray attacks).

Elevated Target: +2 DEF vs Ranged/Magic attacks.

Elevated Attacker: Ignore Intervening models > 1”

from target.

DAMAGE

Melee D AM: 2d6 + (P+S) - ARM

Ranged DAM: 2d6 + POW - ARM

Blast DAM: 2d6 + 1/2 POW - ARM

Magic DAM: 2d6 + POW - ARM

APPLYING DAMAGE

 Apply Damage from left to right.

For Warbeasts, roll 1d6 for the branch number on which to start marking damage.

Start from outside & mark all the way into the center until full, then move on to the next branch Clockwise

 A Warlock may transfer any damage done to them to a Warbeast in their Control Area.

Spend 1 Fury to transfer the damage to a random aspect on any Warbeast that has less

than its Fury limit in Fury on it.

LOSING ASPECTS

When one of the three aspects on a Warbeast is completely full, that aspect is lost.

Mind Lost: A Warbeast that has lost its Mind rolls 1 less die on all attack rolls.

Body Lost: A Warbeast that has lost its Body rolls 1 less die on all damage rolls.

Spirit Lost: A Warbeast that has lost its Spirit cannot be riled.

 A Warbeast is destroyed when all of its damage circles have been filled.

 A Warlock may Reave the Fury from a Warbeast when it is destroyed (up to their Fury limit) or let it go.

Forest: +2 DEF, LOS <3”. 

Intervening Model: A model intersecting LOS to

another model (Spray attacks ignore Interven-

ing models).

Knocked Down/Stationary: DEF 5.

Stealth: Auto miss unless within 5” of target or

under a Spray template.

Target in Melee: -4 to Ranged/Magic attack roll

(except Spray attacks), roll for new target.

Trenches: +4 DEF, don’t suffer Blast DAM

unless point of origin is in Trenches.

Combined Ranged Attack: +1/model.

Free Strike: +2 to MAT, Boosted DAM.

Fighting across Linear Obstacle/Obstructions:

+2 DEF.

Knocked Down/Stationary: Auto hit.

Critical Hit: If 2 dice show the same number.

Combined Melee Attack: +1/model.

SPELLS & ANIMI

To cast, pay Fury Cost, and use RNG to determine range. POW is same as weapon stat.

 AOE refers to area of effect, just like weapons. If “CTRL” the spell affects every model in control area. 

 Animus: Warlock can cast Warbeasts Animus by paying Fury cost. Warbeasts can use Animus during

their own activation by being riled for the Fury cost, not considered a spell.

 A model can only have 1 friendly Animus at a time, older animus expires if new one is cast.

FURY MANAGEMENT

Gaining Fury Spending Fury

Warlocks leach Fury off Warbeasts they do not generate Fury. Warlocks can then spend or discard Fury.

Force Warbeasts (Run, Charge, Shake Effect, Additional Attack, Boost,

 Animus, Power Attack) or Rile Warbeasts during Warbeast’s Activation

Phase.

Leaching - During Control Phase, Warlock leaches up to FURY stat,

any left after leaching leades to THR check.

Reaving - Warbeast dies, Warlock can take Fury or discard it.

Cut - Warlock can take 1 DMG for 1 Fury.

Shake Effect - 1 Fur y to stand if Knocked Down or drop Stationary (Control Phase).

Healing - 1 Fury to heal Warlock or Warbeast.

 Additional Attack - costs 1 Fury, can be used multiple times.

Boost—1 Fury to stack another die on any attack/damage roll, only once.

Cast Animus/Spells - Spend Fury as called for by spell, can’t cast after Run/Charge. 

Damage Transference - 1 Fury to transfer damage to Warbeast, multiple times, can not exceed

max FURY on Warbeast.

Rough Terrain/Forest/Shallow Water is 1/2

SPD.

Linear Obstacle <1” tall & <1” thick only stops

Charges.

Obstacle <1” tall & >1” thick costs 2” to climb. 

Obstruction >1” impossible (including Deep

Water).

 PDF Compiled by Jeremie Wade  

 All rules and Hordes logo is owned by Privateer Pres

Page 2: Hordes CtSt

7/21/2019 Hordes CtSt

http://slidepdf.com/reader/full/hordes-ctst 2/3

TURN SEQUENCE

1. Maintenance Phase

2. Control Phase

3. Activation Phase

1. MAINTENANCE PHASE 3. ACTIVATION PHASE2. CONTROL PHASE

Remove expiring effects.

Resolve continuous effects on models.

(d6, 1-2 expires, 3-6 apply effect)

Rally fleeing models with CMD check.

Pay 1 Fury for upkeep spell (only 1).

Leach fury from Warbeasts in range.

THR check for Warbeast with Fury on it. (2d6+Fury on War-

beast > THR = Fail). Failed THR results Warbeast Frenzying,

attacking nearest model, friendly or enemy.

Unit models Move then Actions.

Spells can be cast anytime.

Only one Order per Unit can be given & can be at

start of Unit’s Activation. 

MOVEMENT

Run is 2x SPD, forces Warbeast for 1 Fury,

and ends Activation.Charge is SPD +3” & must have moved > 3”

& hasn’t any penalties to it’s SPD. Unit must

be Ordered. Warbeasts can’t use Power

 Attacks. Fails if target is out of Melee range,

or contacts terrain other than Rough Terrain &

ends Activation.

Melee Attack: 2d6+MAT>DEF.

Ranged Attack: 2d6+RAT>DEF.

Magic Attack: 2d6+FURY>DEF.

Special Attacks, 1 per Activation.

Spray Attack rolls vs each model

under the template.

 AOE Attacks deviate if miss.

ACTIONS Choose either a…

OR

Combat Attack Special Attack

Can’t be done after a Char ge. 

Skill Check: 2d6 < Skill Value.

MELEE ATTACK MODIFIERS

 A roll of all 6’s to hit always hits, a roll of all

1’s is a miss. 

1/2” range, or 2” range for reach weapons. 

Charge: Boosted DAM roll, Calvary also

gain +2 to MAT.

Back Strike: +2 to MAT if attacker Activated

behind target.

POWER ATTACKS

All Models Warbeasts

Are Special Attacks available to Warbeasts and noted models.

Cannot be made on a Charge.

Have 1/2” Melee Range. 

Can be Boosted.

Forces 1 Fury to Power Attack.

 All Warbeasts can Head-butt, Push & Slam

Heavy Warbeasts can Trample.

Open Fist Warbeasts can Headlock/

Weapon lock or Throw.Push

Head-butt

 Auto hits, both roll d6+STR, if attacker is

higher then target is pushed 1” away, does

no DAM. Attacker can follow up. No Free

Strikes.

Can’t be done on Knocked Down models,

does no DAM, target can’t perform Special Attacks, Weapon locked targets can’t use

weapons. Neither can advance or be pushed.

Broken if models have an effect that makes

them move/placed, Knocked Down, become

Incorporeal, destroyed, or if attacker becomes

Stationary, or weapon becomes crippled.

Headlock/Weapon lock

Throw

Can’t be done on > models. Roll d6+STR

or 2d6 if Two Handed Throw. Thrown

1/2STR” (1” if larger model) in a chosen

direction & then deviates d3”. Two hand

throws can target another model & if in

range make a Melee attack. Deviates if fail

to hit. If thrown model hits < model, they

are Knocked Down and suffer Collateral

Dmg. Thrown model is Knocked Down,

suffers 2d6+STR (+d6 if contacting > based

model, obstacle/obstruction.

Can’t head-butt larger model. Target

Knocked Down if hit. DAM=2d6+STR.

Slam

Can’t be done on Knocked Down models.

Same rules as Charge. –2 hit vs larger

model. Slammed model is moved d6” (d3”

for smaller based models) directly away and

Knocked Down. If slammed contacts <

based models then they are Knocked Down

and suffer Collateral Dmg. DAM = 2d6+STR

(+d6 if contacting > based model, obstacle/

obstruction).

Trample

Same rules as Charge but advance SPD+3”.

Moves through small base models, must end

with room for it’s base. Attack each contact-

ed small model. DAM=2d6+STR. Resolve

Free Strikes from all non-contacted models.

Collateral DAM

Model is Knocked Down & suffers 2d6 STR

which cannot be Boosted.

Model falling >1” is Knocked Down & suffers

2d6+10 (+d6 for each 3” after the first).Models hit by falling model suffer Collateral

Damage.

Falling

RANGED ATTACK MODIFIERS

 A roll of all 6’s to hit always hits, a roll of all 1’s is a

miss regardless of target’s DEF. 

 Aim: +2 to RAT.

Back Strike: +2 to Ranged/Magic attack roll if

attacker Activated behind target.

Cloud Effect: Inside cloud +2 DEF, behind cloud

blocks LOS.

Concealment: Within 1”, +2 DEF vs Ranged/Magic

attacks (except vs Spray attacks).

Cover: Within 1”, +4 DEF vs Ranged/Magic attacks

(except vs Spray attacks).

Elevated Target: +2 DEF vs Ranged/Magic attacks.

Elevated Attacker: Ignore Intervening models > 1”

from target.

DAMAGE

Melee D AM: 2d6 + (P+S) - ARM

Ranged DAM: 2d6 + POW - ARM

Blast DAM: 2d6 + 1/2 POW - ARM

Magic DAM: 2d6 + POW - ARM

APPLYING DAMAGE

 Apply Damage from left to right.

For Warbeasts, roll 1d6 for the branch number on which to start marking damage.

Start from outside & mark all the way into the center until full, then move on to the next branch Clockwise

 A Warlock may transfer any damage done to them to a Warbeast in their Control Area.

Spend 1 Fury to transfer the damage to a random aspect on any Warbeast that has less

than its Fury limit in Fury on it.

LOSING ASPECTS

When one of the three aspects on a Warbeast is completely full, that aspect is lost.

Mind Lost: A Warbeast that has lost its Mind rolls 1 less die on all attack rolls.

Body Lost: A Warbeast that has lost its Body rolls 1 less die on all damage rolls.

Spirit Lost: A Warbeast that has lost its Spirit cannot be riled.

 A Warbeast is destroyed when all of its damage circles have been filled.

 A Warlock may Reave the Fury from a Warbeast when it is destroyed (up to their Fury limit) or let it go.

Forest: +2 DEF, LOS <3”. 

Intervening Model: A model intersecting LOS to

another model (Spray attacks ignore Interven-

ing models).

Knocked Down/Stationary: DEF 5.

Stealth: Auto miss unless within 5” of target or

under a Spray template.

Target in Melee: -4 to Ranged/Magic attack roll

(except Spray attacks), roll for new target.

Trenches: +4 DEF, don’t suffer Blast DAM

unless point of origin is in Trenches.

Combined Ranged Attack: +1/model.

Free Strike: +2 to MAT, Boosted DAM.

Fighting across Linear Obstacle/Obstructions:

+2 DEF.

Knocked Down/Stationary: Auto hit.

Critical Hit: If 2 dice show the same number.

Combined Melee Attack: +1/model.

SPELLS & ANIMI

To cast, pay Fury Cost, and use RNG to determine range. POW is same as weapon stat.

 AOE refers to area of effect, just like weapons. If “CTRL” the spell affects every model in control area. 

 Animus: Warlock can cast Warbeasts Animus by paying Fury cost. Warbeasts can use Animus during

their own activation by being riled for the Fury cost, not considered a spell.

 A model can only have 1 friendly Animus at a time, older animus expires if new one is cast.

FURY MANAGEMENT

Gaining Fury Spending Fury

Warlocks leach Fury off Warbeasts they do not generate Fury. Warlocks can then spend or discard Fury.

Force Warbeasts (Run, Charge, Shake Effect, Additional Attack, Boost,

 Animus, Power Attack) or Rile Warbeasts during Warbeast’s Activation

Phase.

Leaching - During Control Phase, Warlock leaches up to FURY stat,

any left after leaching leades to THR check.

Reaving - Warbeast dies, Warlock can take Fury or discard it.

Cut - Warlock can take 1 DMG for 1 Fury.

Shake Effect - 1 Fur y to stand if Knocked Down or drop Stationary (Control Phase).

Healing - 1 Fury to heal Warlock or Warbeast.

 Additional Attack - costs 1 Fury, can be used multiple times.

Boost—1 Fury to stack another die on any attack/damage roll, only once.

Cast Animus/Spells - Spend Fury as called for by spell, can’t cast after Run/Charge. 

Damage Transference - 1 Fury to transfer damage to Warbeast, multiple times, can not exceed

max FURY on Warbeast.

Rough Terrain/Forest/Shallow Water is 1/2

SPD.

Linear Obstacle <1” tall & <1” thick only stops

Charges.

Obstacle <1” tall & >1” thick costs 2” to climb. 

Obstruction >1” impossible (including Deep

Water).

 PDF Compiled by Jeremie Wade  

 All rules and Hordes logo is owned by Privateer Pres

Page 3: Hordes CtSt

7/21/2019 Hordes CtSt

http://slidepdf.com/reader/full/hordes-ctst 3/3

TURN SEQUENCE

1. Maintenance Phase

2. Control Phase

3. Activation Phase

1. MAINTENANCE PHASE 3. ACTIVATION PHASE2. CONTROL PHASE

Remove expiring effects.

Resolve continuous effects on models.

(d6, 1-2 expires, 3-6 apply effect)

Rally fleeing models with CMD check.

Pay 1 Fury for upkeep spell (only 1).

Leach fury from Warbeasts in range.

THR check for Warbeast with Fury on it. (2d6+Fury on War-

beast > THR = Fail). Failed THR results Warbeast Frenzying,

attacking nearest model, friendly or enemy.

Unit models Move then Actions.

Spells can be cast anytime.

Only one Order per Unit can be given & can be at

start of Unit’s Activation. 

MOVEMENT

Run is 2x SPD, forces Warbeast for 1 Fury,

and ends Activation.Charge is SPD +3” & must have moved > 3”

& hasn’t any penalties to it’s SPD. Unit must

be Ordered. Warbeasts can’t use Power

 Attacks. Fails if target is out of Melee range,

or contacts terrain other than Rough Terrain &

ends Activation.

Melee Attack: 2d6+MAT>DEF.

Ranged Attack: 2d6+RAT>DEF.

Magic Attack: 2d6+FURY>DEF.

Special Attacks, 1 per Activation.

Spray Attack rolls vs each model

under the template.

 AOE Attacks deviate if miss.

ACTIONS Choose either a…

OR

Combat Attack Special Attack

Can’t be done after a Char ge. 

Skill Check: 2d6 < Skill Value.

MELEE ATTACK MODIFIERS

 A roll of all 6’s to hit always hits, a roll of all

1’s is a miss. 

1/2” range, or 2” range for reach weapons. 

Charge: Boosted DAM roll, Calvary also

gain +2 to MAT.

Back Strike: +2 to MAT if attacker Activated

behind target.

POWER ATTACKS

All Models Warbeasts

Are Special Attacks available to Warbeasts and noted models.

Cannot be made on a Charge.

Have 1/2” Melee Range. 

Can be Boosted.

Forces 1 Fury to Power Attack.

 All Warbeasts can Head-butt, Push & Slam

Heavy Warbeasts can Trample.

Open Fist Warbeasts can Headlock/

Weapon lock or Throw.Push

Head-butt

 Auto hits, both roll d6+STR, if attacker is

higher then target is pushed 1” away, does

no DAM. Attacker can follow up. No Free

Strikes.

Can’t be done on Knocked Down models,

does no DAM, target can’t perform Special Attacks, Weapon locked targets can’t use

weapons. Neither can advance or be pushed.

Broken if models have an effect that makes

them move/placed, Knocked Down, become

Incorporeal, destroyed, or if attacker becomes

Stationary, or weapon becomes crippled.

Throw

Can’t be done on > models. Roll d6+STR or

2d6 if Two Handed Throw. Thrown

1/2STR” (1” if larger model) in a chosen

direction & then deviates d3”. Two hand

throws can target another model & if in

range make a Melee attack. Deviates if fail

to hit. If thrown model hits < model, they are

Knocked Down and suffer Collateral Dmg.

Thrown model is Knocked Down, suffers

2d6+STR (+d6 if contacting > based model,

obstacle/obstruction.

Can’t head-butt larger model. Target

Knocked Down if hit. DAM=2d6+STR.

Slam

Can’t be done on Knocked Down models.

Same rules as Charge. –2 hit vs larger

model. Slammed model is moved d6” (d3”

for smaller based models) directly away and

Knocked Down. If slammed contacts <

based models then they are Knocked Down

and suffer Collateral Dmg. DAM = 2d6+STR

(+d6 if contacting > based model, obstacle/

obstruction).

Trample

Same rules as Charge but advance SPD+3”.

Moves through small base models, must end

with room for it’s base. Attack each contact-

ed small model. DAM=2d6+STR. Resolve

Free Strikes from all non-contacted models.

Collateral DAM

Model is Knocked Down & suffers 2d6 STR

which cannot be Boosted.

Model falling >1” is Knocked Down & suffers

2d6+10 (+d6 for each 3” after the first).Models hit by falling model suffer Collateral

Damage.

Falling

RANGED ATTACK MODIFIERS

 A roll of all 6’s to hit always hits, a roll of all 1’s is a

miss regardless of target’s DEF. 

 Aim: +2 to RAT.

Back Strike: +2 to Ranged/Magic attack roll if

attacker Activated behind target.

Cloud Effect: Inside cloud +2 DEF, behind cloud

blocks LOS.

Concealment: Within 1”, +2 DEF vs Ranged/Magic

attacks (except vs Spray attacks).

Cover: Within 1”, +4 DEF vs Ranged/Magic attacks

(except vs Spray attacks).

Elevated Target: +2 DEF vs Ranged/Magic attacks.

Elevated Attacker: Ignore Intervening models > 1”

from target.

DAMAGE

Melee D AM: 2d6 + (P+S) - ARM

Ranged DAM: 2d6 + POW - ARM

Blast DAM: 2d6 + 1/2 POW - ARM

Magic DAM: 2d6 + POW - ARM

APPLYING DAMAGE

 Apply Damage from left to right.

For Warbeasts, roll 1d6 for the branch number on which to start marking damage.

Start from outside & mark all the way into the center until full, then move on to the next branch Clockwise

 A Warlock may transfer any damage done to them to a Warbeast in their Control Area.

Spend 1 Fury to transfer the damage to a random aspect on any Warbeast that has less

than its Fury limit in Fury on it.

LOSING ASPECTS

When one of the three aspects on a Warbeast is completely full, that aspect is lost.

Mind Lost: A Warbeast that has lost its Mind rolls 1 less die on all attack rolls.

Body Lost: A Warbeast that has lost its Body rolls 1 less die on all damage rolls.

Spirit Lost: A Warbeast that has lost its Spirit cannot be riled.

 A Warbeast is destroyed when all of its damage circles have been filled.

 A Warlock may Reave the Fury from a Warbeast when it is destroyed (up to their Fury limit) or let it go.

Forest: +2 DEF, LOS <3”. 

Intervening Model: A model intersecting LOS to

another model (Spray attacks ignore Interven-

ing models).

Knocked Down/Stationary: DEF 5.

Stealth: Auto miss unless within 5” of target or

under a Spray template.

Target in Melee: -4 to Ranged/Magic attack roll

(except Spray attacks), roll for new target.

Trenches: +4 DEF, don’t suffer Blast DAM

unless point of origin is in Trenches.

Combined Ranged Attack: +1/model.

Free Strike: +2 to MAT, Boosted DAM.

Fighting across Linear Obstacle/Obstructions:

+2 DEF.

Knocked Down/Stationary: Auto hit.

Critical Hit: If 2 dice show the same number.

Combined Melee Attack: +1/model.

SPELLS & ANIMI

To cast, pay Fury Cost, and use RNG to determine range. POW is same as weapon stat.

 AOE refers to area of effect, just like weapons. If “CTRL” the spell affects every model in control area. 

 Animus: Warlock can cast Warbeasts Animus by paying Fury cost. Warbeasts can use Animus during

their own activation by being riled for the Fury cost, not considered a spell.

 A model can only have 1 friendly Animus at a time, older animus expires if new one is cast.

FURY MANAGEMENT

Gaining Fury Spending Fury

Warlocks leach Fury off Warbeasts they do not generate Fury. Warlocks can then spend or discard Fury.

Force Warbeasts (Run, Charge, Shake Effect, Additional Attack, Boost,

 Animus, Power Attack) or Rile Warbeasts during Warbeast’s Activation

Phase.

Leaching - During Control Phase, Warlock leaches up to FURY stat,

any left after leaching leades to THR check.

Reaving - Warbeast dies, Warlock can take Fury or discard it.

Cut - Warlock can take 1 DMG for 1 Fury.

Shake Effect - 1 Fur y to stand if Knocked Down or drop Stationary (Control Phase).

Healing - 1 Fury to heal Warlock or Warbeast.

 Additional Attack - costs 1 Fury, can be used multiple times.

Boost—1 Fury to stack another die on any attack/damage roll, only once.

Cast Animus/Spells - Spend Fury as called for by spell, can’t cast after Run/Charge. 

Damage Transference - 1 Fury to transfer damage to Warbeast, multiple times, can not exceed

max FURY on Warbeast.

Rough Terrain/Forest/Shallow Water is 1/2

SPD.

Linear Obstacle <1” tall & <1” thick only stops

Charges.

Obstacle <1” tall & >1” thick costs 2” to climb. 

Obstruction >1” impossible (including Deep

Water).

 PDF Compiled by Jeremie Wade  

 All rules and Hordes logo is owned by Privateer Pres

Headlock/Weapon lock