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Turn Sequence 1. Maintenance Phase 3. Activation Phase 2. Control Phase
Turn Sequence 1. Maintenance Phase 3. Activation Phase 2. Control Phase
CONTROL PHASE
1. MAINTENANCE PHASE
TURN SEQUENCE
1. Maintenance Phase
2. Control Phase
3. Activation Phase
MOVEMENT
3. ACTIVATION PHASE
Unit models Move then Actions.
Spells can be cast anytime.
Only one Order per Unit can be given & can be at
start of Units Activation.
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).
Combat Attack
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
OR
Special Attack
Cant be done after a Charge.
Skill Check: 2d6 < Skill Value.
1s 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
Warbeasts
Push
Headlock/Weapon lock
Throw
Collateral DAM
Head-butt
Slam
Trample
Falling
Gaining Fury
Cover: Within 1, +4 DEF vs Ranged/Magic attacks Trenches: +4 DEF, dont suffer Blast DAM
(except vs Spray attacks).
DAMAGE
Melee DAM: 2d6 + (P+S) - ARM
Ranged 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.
A model can only have 1 friendly Animus at a time, older animus expires if new one is cast.
FURY MANAGEMENT
blocks LOS.
All Models
A roll of all 6s to hit always hits, a roll of all 1s is a Forest: +2 DEF, LOS <3.
miss regardless of targets DEF.
Intervening Model: A model intersecting LOS to
Aim: +2 to RAT.
another model (Spray attacks ignore Intervening models).
Back Strike: +2 to Ranged/Magic attack roll if
attacker Activated behind target.
Knocked Down/Stationary: DEF 5.
Cloud Effect: Inside cloud +2 DEF, behind cloud
Stealth: Auto miss unless within 5 of target or
Warlocks leach Fury off Warbeasts, they do not generate Fury. Warlocks can then spend or discard Fury.
Spending Fury
Force Warbeasts (Run, Charge, Shake Effect, Additional Attack, Boost, Shake Effect - 1 Fury to stand if Knocked Down or drop Stationary (Control Phase).
Animus, Power Attack) or Rile Warbeasts during Warbeasts Activation Healing - 1 Fury to heal Warlock or Warbeast.
Phase.
Additional Attack - costs 1 Fury, can be used multiple times.
Leaching - During Control Phase, Warlock leaches up to FURY stat,
Boost1 Fury to stack another die on any attack/damage roll, only once.
any left after leaching leades to THR check.
Cast Animus/Spells - Spend Fury as called for by spell, cant cast after Run/Charge.
Reaving - Warbeast dies, Warlock can take Fury or discard it.
Damage Transference - 1 Fury to transfer damage to Warbeast, multiple times, can not exceed
Cut - Warlock can take 1 DMG for 1 Fury.
max FURY on Warbeast.
PDF Compiled by Jeremie Wade
All rules and Hordes logo is owned by Privateer Press.
2. CONTROL PHASE
1. MAINTENANCE PHASE
TURN SEQUENCE
1. Maintenance Phase
2. Control Phase
3. Activation Phase
MOVEMENT
3. ACTIVATION PHASE
Unit models Move then Actions.
Spells can be cast anytime.
Only one Order per Unit can be given & can be at
start of Units Activation.
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).
Combat Attack
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
OR
Special Attack
Cant be done after a Charge.
Skill Check: 2d6 < Skill Value.
1s 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
Warbeasts
Push
Headlock/Weapon lock
Throw
Collateral DAM
Head-butt
Slam
Trample
Falling
Gaining Fury
Cover: Within 1, +4 DEF vs Ranged/Magic attacks Trenches: +4 DEF, dont suffer Blast DAM
(except vs Spray attacks).
DAMAGE
Melee DAM: 2d6 + (P+S) - ARM
Ranged 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.
A model can only have 1 friendly Animus at a time, older animus expires if new one is cast.
FURY MANAGEMENT
blocks LOS.
All Models
A roll of all 6s to hit always hits, a roll of all 1s is a Forest: +2 DEF, LOS <3.
miss regardless of targets DEF.
Intervening Model: A model intersecting LOS to
Aim: +2 to RAT.
another model (Spray attacks ignore Intervening models).
Back Strike: +2 to Ranged/Magic attack roll if
attacker Activated behind target.
Knocked Down/Stationary: DEF 5.
Cloud Effect: Inside cloud +2 DEF, behind cloud
Stealth: Auto miss unless within 5 of target or
Warlocks leach Fury off Warbeasts, they do not generate Fury. Warlocks can then spend or discard Fury.
Spending Fury
Force Warbeasts (Run, Charge, Shake Effect, Additional Attack, Boost, Shake Effect - 1 Fury to stand if Knocked Down or drop Stationary (Control Phase).
Animus, Power Attack) or Rile Warbeasts during Warbeasts Activation Healing - 1 Fury to heal Warlock or Warbeast.
Phase.
Additional Attack - costs 1 Fury, can be used multiple times.
Leaching - During Control Phase, Warlock leaches up to FURY stat,
Boost1 Fury to stack another die on any attack/damage roll, only once.
any left after leaching leades to THR check.
Cast Animus/Spells - Spend Fury as called for by spell, cant cast after Run/Charge.
Reaving - Warbeast dies, Warlock can take Fury or discard it.
Damage Transference - 1 Fury to transfer damage to Warbeast, multiple times, can not exceed
Cut - Warlock can take 1 DMG for 1 Fury.
max FURY on Warbeast.
PDF Compiled by Jeremie Wade
All rules and Hordes logo is owned by Privateer Press.
2. CONTROL PHASE
1. MAINTENANCE PHASE
TURN SEQUENCE
1. Maintenance Phase
2. Control Phase
3. Activation Phase
MOVEMENT
3. ACTIVATION PHASE
Unit models Move then Actions.
Spells can be cast anytime.
Only one Order per Unit can be given & can be at
start of Units Activation.
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).
Combat Attack
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
OR
Special Attack
Cant be done after a Charge.
Skill Check: 2d6 < Skill Value.
1s 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
Warbeasts
Push
Headlock/Weapon lock
Throw
Collateral DAM
Head-butt
Slam
Trample
Falling
Gaining Fury
Cover: Within 1, +4 DEF vs Ranged/Magic attacks Trenches: +4 DEF, dont suffer Blast DAM
(except vs Spray attacks).
DAMAGE
Melee DAM: 2d6 + (P+S) - ARM
Ranged 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.
A model can only have 1 friendly Animus at a time, older animus expires if new one is cast.
FURY MANAGEMENT
blocks LOS.
All Models
A roll of all 6s to hit always hits, a roll of all 1s is a Forest: +2 DEF, LOS <3.
miss regardless of targets DEF.
Intervening Model: A model intersecting LOS to
Aim: +2 to RAT.
another model (Spray attacks ignore Intervening models).
Back Strike: +2 to Ranged/Magic attack roll if
attacker Activated behind target.
Knocked Down/Stationary: DEF 5.
Cloud Effect: Inside cloud +2 DEF, behind cloud
Stealth: Auto miss unless within 5 of target or
Warlocks leach Fury off Warbeasts, they do not generate Fury. Warlocks can then spend or discard Fury.
Spending Fury
Force Warbeasts (Run, Charge, Shake Effect, Additional Attack, Boost, Shake Effect - 1 Fury to stand if Knocked Down or drop Stationary (Control Phase).
Animus, Power Attack) or Rile Warbeasts during Warbeasts Activation Healing - 1 Fury to heal Warlock or Warbeast.
Phase.
Additional Attack - costs 1 Fury, can be used multiple times.
Leaching - During Control Phase, Warlock leaches up to FURY stat,
Boost1 Fury to stack another die on any attack/damage roll, only once.
any left after leaching leades to THR check.
Cast Animus/Spells - Spend Fury as called for by spell, cant cast after Run/Charge.
Reaving - Warbeast dies, Warlock can take Fury or discard it.
Damage Transference - 1 Fury to transfer damage to Warbeast, multiple times, can not exceed
Cut - Warlock can take 1 DMG for 1 Fury.
max FURY on Warbeast.
PDF Compiled by Jeremie Wade
All rules and Hordes logo is owned by Privateer Press.