Determines how fast a Maintenance Phase- model can move. Remove all Focus from your warjacks. STR-Strength Perform any checks for Continuous Effects. Modifies the P+S of Resolve any effects that remain after checks. melee weapons. Resolve any other Maintenance Phase effects. MAT-Melee Attack Modifies how often Control Phase- melee attacks will hit. Your warcaster gains focus up to its Focus Stat. RAT-Ranged Attack Every warjack in your warcasters control range. Modifies how often (Twice your Focus Stat in inches) gains one focus ranged attacks will hit. if able. DEF-Defence Your warcaster may allocate focus to any Determines how often warjacks in your control range from their focus attacks made against the pool up to 3 total. model miss. Your warcaster may pay 1 focus for each upkeep ARM-Armor (Duration: UP) to keep the effect going. Determines how much Resolve any other Control Phase effects. damage you take from attacks that hit. Focus Used for casting spells and boosting.
Normal Activations RNG-Range
A normal models activation is made up of a Movement action How far in inches this followed by a Combat action. weapon can be used. POW-Power Movement - Combat- Base damage of weapon. As part of the movement action a model may choose one of the As part of the Combat Action a model may choose to do one of the Ranged Weapons following... following… ROF-Rate of Fire Walk –Move up to its speed in inches. Make one melee attack with each of its melee weapons. Number of times weapon Run—Forfeit its combat action to move up to twice its speed Make a number of ranged attacks with each of its ranged can be used an activation. in inches then end its activation. (warjacks spend 1 focus to do weapons up to its Rate of Fire (ROF). AOE-Area of Effect so) Make one Star Attack or Star Action as its allowed. Blast/effect area. Charge—Move up to a models speed plus 3” in a straight line You may forfeit the combat action to stand up at the start of to a model in line of Sight. (warjacks spend 1 focus to do so) the models activation Melee Weapons Aim—Forfeit movement to gain +2 to all attack rolls this NOTE: A model cannot use both its ranged and melee attacks in P+S-Power + Strength activation. the same activation unless otherwise noted on its card. Calculated base Power Stand up plus Strength. Casting Spells Combat Modifiers Line of Sight (LoS) Casting a spell does not use either the movement or Ranged / Magic Modifiers Line of sight is required for most targeted actions in combat action. Aiming - +2 to ranged attack rolls made. game A model may cast any number of spells in a turn at Back strike- +2 to all attack rolls made. A model has line of sight to another model if a line can any time during its activation. Elevation - +2 DEF against models not at the be drawn from anywhere in the front arc of the model to You cannot cast spells in the same activation as a Run. same elevation. the other model with a few rules. Cover - +4 DEF (Does not stack with This line does not cross a model of the same Concealment). Ignored by sprays. base size COST- Concealment - +2 DEF (Does not stack with This line does not cross line of sight blocking How much focus is required to cast the spell. Cover). Ignored by sprays. terrain RNG-Range Target in Melee - +4 DEF. Ranged attacks There are no other conditions preventing Line Distance required to cast the spell successfully. that miss gets rerolled against a different of Sight to be drawn (Spells/Feats) AOE-Area of Effect model in combat with the target. Blast/Effect Area. Target is Knocked Down/ Stationary- Model POW-Power is base DEF 5. Using Focus Base damage of the spell. Melee Modifiers Warcasters - DUR-Duration Back strike- +2 to all attack rolls made. Boosting - A warcaster may boost a damage or attack How long the spell lasts. Obstructed - +2 DEF. roll for 1 focus UP: Upkeep– During the control phase you Target is Knocked Down/Stationary - Model Heal - A warcaster may heal themselves for 1 for each may pay 1 to keep the effect going. is automatically hit my all melee attacks. focus spent TURN-Lasts until the end of your turn. Other Modifiers Power Field - A warcaster may reduce any damage RND-Round-Lasts until the beginning of your Charge - In addition to the additional taken by 5 by spending 1 focus. This may be only done next turn. movement, the first melee attack made once per damage roll OFF-Offensive against the charged target has boosted Make Additional Attacks - For 1 focus, a warcaster may Determines if the spell is Offensive. damage. make an additional melee attack. Ranged attacks require Boosts - Add an additional die to the roll the Reload rule to do so. made. A roll may only be boosted once. Shake Effects - A warcaster may remove certain Rolling for Combat statuses by spending 1 focus after allocation during the In order to declare an attack you need to... Crippled Systems end of the control phase Declare what model you are targeting. Within the health pool of a warjack are the Warjacks - If the model is both in range of the weapon and in the different systems which keep the ’jack functional. Boosting - A warjack may boost a damage or attack roll models LoS, make an attack roll. As these systems get damaged, the overall for 1 focus Depending on the type of attack, it will be 2d6 + base effectiveness of the warjack decreases. Make Additional Attacks - For 1 focus, a warjack may attack modifier. A system is crippled when all of the boxes of make an additional melee attack. Ranged attacks Ranged Attack - 2d6 + RAT. a system is marked with damage. requires the Reload rule to do so. Melee Attack - 2d6 + MAT. C - Cortex: When the cortex is crippled, a Run / Charge - A warjack may run or charge for 1 focus Magic Attack - 2d6 + Focus or Magic Ability. warjack loses all of the focus it has and cannot be Shake Effects - A warjack may remove certain statuses If this meets or exceeds the targets DEF stat, then the allocated focus and does not gain focus from by spending 1 focus after allocation during the end of model is directly hit and damage is rolled. powering up the control phase. If an attack with an AoE misses, deviation is M - Movement: When movement is crippled, a done. warjack becomes defence 5 and cannot run or To roll damage, roll 2d6 + Pow/ P+S of the weapon charge used. If this exceeds armor then damage was done. R,H,L - Weapon System: When a weapon system Total Damage dealt is the result of the roll minus the is crippled, it loses one attack and damage die for ARM of the target. rolls using that weapon Quick Reference Guide for Hordes Start of Turn Phases SPD-Speed Determines how fast a Maintenance Phase- model can move. Remove all fury in excess of the warlocks fury STR-Strength stat. Modifies the P+S of Perform any checks for Continuous Effects. melee weapons. Resolve any effects that remain after checks. MAT-Melee Attack Resolve any other Maintenance Phase effects. Modifies how often melee attacks will hit. Control Phase- RAT-Ranged Attack Your warlock may remove fury from your beasts Modifies how often in your control range (Twice your fury stat) You ranged attacks will hit. may only have fury up to the warlocks fury stat DEF-Defence Your warlock may gain 1 fury for each dead Determines how often warbeast they controlled. attacks made against the A Warlock can gain 1 fury by dealing itself one model miss. damage point. ARM-Armor Your warlock may pay 1 focus for each upkeep Determines how much (Duration: UP) to keep the effect going. damage you take from Make a threshold check for any warbeast with 1 attacks that hit. or more fury remaining on it [More in Fury “Threshold”]. Used for casting spells Resolve any other Control Phase effects. and boosting.
Normal Activations RNG-Range
A normal models activation is made up of a Movement action How far in inches this followed by a Combat action. weapon can be used. POW-Power Movement - Combat- Base damage of weapon. As part of the movement action a model may choose one of the As part of the Combat Action a model may choose to do one of the Ranged Weapons following... following… ROF-Rate of Fire Walk –Move up to its speed in inches. Make one melee attack with each of its melee weapons. Number of times weapon Run—Forfeit its combat action to move up to twice its speed Make a number of ranged attacks with each of its ranged can be used an activation. in inches then end its activation. (warbeasts generate 1 fury to weapons up to its Rate of Fire (ROF). AOE-Area of Effect do so) Make one Star Attack or Star Action as its allowed. Blast/effect area. Charge—Move up to a models speed plus 3” in a straight line You may forfeit the combat action to stand up at the start of to a model in line of Sight. (warbeasts generate 1 fury to do so) the models activation. Melee Weapons Aim—Forfeit movement to gain +2 to all attack rolls this NOTE: A model cannot use both its ranged and melee attacks in P+S-Power + Strength activation. the same activation unless otherwise noted on its card. Calculated base Power You may forfeit movement to stand up. plus Strength. Casting Spells Combat Modifiers Line of Sight (LoS) Casting a spell does not use either the movement or Ranged / Magic Modifiers Line of sight is required for most targeted actions in combat action. Aiming - +2 to ranged attack rolls made. game A model may cast any number of spells in a turn at Back strike- +2 to all attack rolls made. A model has line of sight to another model if a line can any time during its activation. Elevation - +2 DEF against models not at the be drawn from anywhere in the front arc of the model to You cannot cast spells in the same activation as a Run. same elevation. the other model with a few rules. Cover - +4 DEF (Does not stack with This line does not cross a model of the same Concealment). Ignored by sprays. base size COST- Concealment - +2 DEF (Does not stack with This line does not cross line of sight blocking How much fury is required to cast the spell. Cover). Ignored by sprays. terrain RNG-Range Target in Melee - +4 DEF. Ranged attacks There are no other conditions preventing Line Distance required to cast the spell successfully. that miss gets rerolled against a different of Sight to be drawn (Spells/Feats) AOE-Area of Effect model in combat with the target. Blast/Effect Area. Target is Knocked Down/ Stationary- Model POW-Power is base DEF 5. Using Fury Base damage of the spell. Melee Modifiers Warlocks - Spend fury for effects DUR-Duration Back strike- +2 to all attack rolls made. Warbeasts - Forces (Generate fury) for effects within the How long the spell lasts Obstructed - +2 DEF. warlocks control area UP: Upkeep– During the control phase you Target is Knocked Down/Stationary - Model Both can: may pay 1 to keep the effect going is automatically hit my all melee attacks. Boost- A warlock or warbeast may boost an attack or TURN-Lasts until the end of your turn. Other Modifiers damage roll for 1 fury RND-Round-Lasts until the beginning of your Charge - In addition to the additional Buy Additional Attacks - For 1 fury, a warlock or next turn. movement, the first melee attack made warbeast may make an additional melee attack. Ranged OFF-Offensive against the charged target has boosted attacks require the Reload rule to do so. Determines if the spell is Offensive. damage. Shake Effects - A warbeast or warlock may remove Boosts - Add an additional die to the roll certain statuses (Knocked down, continuous effects, made. A roll may only be boosted once. Blind and others) for 1 fury during the end of the control Rolling for Combat phase. In order to declare an attack you need to... Crippled Aspects Warlocks can: Declare what model you are targeting. The health pool of a warbeast is made up of 3 Heal - A warlock may remove 1 damage from itself or If the model is both in range of the weapon and in the different aspects. As these aspects are lost, a any beast currently in their control for 1 fury per point models LoS, make an attack roll. warbeasts effectiveness goes down. Transfer - When a Warlock is dealt damage, it may Depending on the type of attack, it will be 2d6 + base An aspect is crippled when all boxes of a spend 1 fury to move the damage dealt to a warbeast in attack modifier. branch have damage on them. its control range that is not full with fury Ranged Attack - 2d6 + RAT. Mind - When the mind is crippled, this warbeast Warbeasts can: Melee Attack - 2d6 + MAT. loses one die on all attack rolls. Cast its Animus - A warbeast may cast its animus at Magic Attack - 2d6 + FURY or Magic Ability. Body - When the body is crippeled, this anytime it could cast a spell. If it does, the warbeast If this meets or exceeds the targets DEF stat, then the warbeast loses one die gains fury equal to its cost. model is directly hit and damage is rolled. on all damage rolls. Run / Charge - A warbeast may run or charge for 1 fury If an attack with an AoE misses, deviation is Spirt - When the Spirit Threshold done. is crippled, this After leeching, if a warbeast has fury on it, roll 2D6+ the fury To roll damage, roll 2d6 + Pow/ P+S of the weapon warbeast cannot be left. If this number is larger than its threshold, it frenzies. The used. If this exceeds armor then damage was done. forced (use any of its model shakes all effects and charges the closest model in line Total Damage dealt is the result of the roll minus the fury cost abilities). of sight, friend or foe. The model loses it’s activation and ARM of the target. may lose any fury remaining.