twelve elements of war - rules reference guide

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  • 8/13/2019 Twelve Elements of War - Rules Reference Guide

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  • 8/13/2019 Twelve Elements of War - Rules Reference Guide

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    151151

    Elevated TerrainHills, cliffs, buildings, stairs, etc.

    This Terrain Section is at least 2" tall. Models

    shooting when elevated may get a benet. Hills

    etc. can be moved over normally. Rocky outcrops

    etc. can be climbed by taking a Climb Test. Sheer

    fortress walls etc. cannot be climbed.

    WallsStone walls, hedges, wooden fences, etc.

    This Terrain Section is 1" wide or less and can be

    climbed or vaulted. Walls do not block Line of Sight,

    but provide cover.

    (page 66)Roll a number of dice equal to the number of inches

    of movement the model has left after coming in contact

    with Rough Terrain. For each Success, the model may

    move 1" through and/or out of the terrain.

    (pages 70-71)

    The model must be able to draw Line of Sight to

    its target.

    An enemy in base contact with a friendly model

    cannot be targeted.

    Check that the target is within range.

    If the target is out of range, the attack misses automatically.

    If the target is within range, resolve the attack.

    A model that is able to attack more than one enemy

    mode must declare which model it is attacking.

    Resolving an AttackFor a Ranged Attack, take a Shoot Test. For a Melee

    Attack, take a Melee Test. No Successes rolled?

    Attack misses.

    Bonus Attack DiceA model gains +1 dice to Melee or Shoot Tests if:

    It makes a Melee Attack after making a Charge

    Action and it moved 3" or more.

    It makes a Melee Attack and has a higher Might

    value than its target.

    It makes a Melee or Ranged attack against a target

    with one (or more) Injury Tokens.

    It makes a Ranged Attack and chose to Aim.

    It makes a Ranged Attack while it is elevated at least

    2" higher than its target.

    The above effects are cumulative.

    The target may choose to Dodge, rely on its Armour,

    or Parry the attack.

    Only a model using a weapon or shield with the

    Parry special rule may Parry. It uses its Melee Value

    to make the test. A Parry may not be used to defend

    against a Ranged Attack.

    Dodge, Armour & Parry TestsDifculty = number of Successes scored for the

    Shoot or Melee Test.

    If the defender passes the Test and rolls MORE

    Successes than the Difculty, the attack misses.

    If the defender passes the Test and rolls an EQUAL

    number of Successes as the Difculty, the attack

    misses but the defender gains a Panic Token.

    If the defender fails the Test, he gains an Injury Token.

    Bonus Defence DiceA model gains +1 dice to Dodge, Armour or Parry

    Tests if:

    It makes a Parry Test and has two or more rules that

    give Parry.

    It is in cover and makes a Dodge or Armour Test

    against a Ranged Attack or Rune effect.

    It makes a Dodge or Armour Test against a Ranged

    Attack when at over half the range of the weapon

    being used.

    It makes a Dodge or Armour Test against a Ranged

    Attack when the defending model is elevated 2"

    higher or more than its attacker.

    It makes a Dodge, Armour or Parry Test against a

    Melee attack being made over a wall, barricade or

    obstacle.

    The above effects are cumulative.

    (pages 72-73)Runecasting RestrictionsRunecasters cannot use weapons that require

    two hands except for weapons with the Versatile

    special rule.

    A runecaster cannot wear armour with the Fatiguing

    special rule, and cannot use shields.

    A runecaster cannot cast Runes while in base contact

    with an enemy model.

    Casting Runes A Rune that targets a model can only target a model

    that the runecaster can draw Line of Sight to. Models

    in base contact with enemy or friendly models can be

    targeted. The runecaster may cast a Rune on enemy

    models, friendly models, and/or itself.

    A Rune that uses a template/marker targets a

    point on the battleeld that the runecaster can

    draw Line of Sight to centre the template/

    marker on that point.

    For a Rune that selects a number of models, the

    models selected do NOT have to be ones that the

    runecaster can see. The runecaster may cast a Runeon enemy models, friendly models, and/or itself.

    The runecaster takes a Rune Test, rolling a number

    of dice equal to its Runecaster Level. Difculty =

    Level of the Rune being cast.

    Test passed? The Rune has been successfully cast.

    Check that the target is within range, if necessary.

    (Range = 6" +2" per Runecaster skill level).

    If the target is in range, or no range is required,

    resolve the effects of the Rune. If the target is out of

    range, the Test is failed.

    Runecasting Bonus DiceYour model gains +1 Dice to Rune Tests when it:

    Concentrates, by forgoing its move while

    performing a Skirmish Action.

    (page 67)Move the model to the edge it wants to leap from. The

    model takes an Advance Test (model may re-roll this

    Test if it is Running or Charging). Difculty = distance

    in inches (rounding up) between point leapt from

    and point leapt to. The model may not score more

    Successes than number of inches of move it has left.

    Test passed? Move the model over the gap up to a

    number of inches equal to number of Successes.

    Test fails? Move the model directly forward a number

    of inches equal to number of Successes. It then falls.

    A model may only make a single Leap during its

    activation.

    (page 68)Move the model into base contact with terrain/

    obstacle/edge to be climbed. Take a Might Test

    (Difculty 1).

    Test passed? Move the model up or down the terrain

    (may not move vertically more inches than it has left to

    move). If climbing an obstacle, it is moved over it if the

    obstacles height is equal to or less than its remaining

    number of inches of movement. The model may not

    move any further. If the model does not have enough

    movement to complete the climb, it fails the Test.

    Test failed? The models move ends immediately.

    (page 68)Obstacles less than 1" in height may be vaultedautomatically.

    For obstacles 1" or more in height, move the model

    into base contact with the obstacle/edge. The

    model takes an Advance Test. Difculty = height of

    obstacle in inches (rounding up).

    Test passed? The model may move up, down or over the

    Terrain Section without penalty and continue its move.

    Test fails? The models activation ends and it suffers a Fall.

    A model may make as many Vaults as it wishes in a

    single move.

    (page 68)A falling model gains a Stun Token. If it falls 3" to

    6", it gains an Injury Token. If i t falls more than 6"to 9", is gains two Injury Tokens. If it falls more than

    9", it is removed as a casualty.

    Rune Eects

    If the Rune has an effect that takes effect

    immediately, the ef fect is resolved straight away the

    Rune then expires.

    Otherwise the Rune is resolved straight away, andits effects last until the end of the runecasters next

    Activation phase or until the runecaster attempts to

    casts a new Rune.

    A Runes effects expire if the runecaster that cast it is

    removed from play.

    Defending Against Rune Eects

    Difculty of a Test to defend against a Rune effect

    = number of Successes that the runecaster rolled for

    his Rune Test.

    Sustaining a RuneThe caster must make a Rune Test, rolling a number

    of dice equal to its Runecaster level. Gains additional

    dice by Concentrating. The Difculty of this Test is 1.

    Test passed? The Runes effect remains in play until

    the end of the runecasters next Activation phase.

    Test failed? The Runes effect expires immediately.