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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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.