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WARHAMMER (7 th

edition) Reference
terrain or cross obstacles. Marching units cannot shoot missile
Turn Sequence weapons but may still cast spells.
1 Start of the Turn Phase Psychology
2 Movement Phase Except for hatred and frenzy where no test is required, tests are
3 Magic Phase made with 2D6 against Leadership. Units within 12” of the General
4 Shooting Phase may use the General’s leadership.
5 Close Combat Phase
Terror (test taken at start of turn if not in combat and others as per
Fear)
Movement Phase This test is only taken once per battle per unit. Units must take a
1. Declare Charges Terror test for the following:
Declare which units will charge and nominate an enemy to
 A Terror causing enemy is within 6” at the start of the turn – if
charge (at least one model must be able to see the opposing
it fails it will flee.
unit). Before measuring for range, declare charge responses:
a. Stand and shoot (shoot only if chargers are more
Stupidity (test taken at start of turn if not in combat)
than half their charge move away)
If a unit fails its stupidity test it moves directly forwards at half
b. Hold (units already in combat may only hold)
speed during compulsory move phase. Skirmishing units determine
c. Flee (units already fleeing may only flee, this move
direction of move using scatter dice. Units that fail stupidity test
is performed during Compulsory Moves)
cannot charge, shoot or cast spells for that turn. If the unit blunders
2. Rally Fleeing Troops
into an enemy unit it counts as a charge. If the unit blunders into a
If at least 25% of the original unit survives, test to see if the
friendly unit both units are pinned in place for the remainder of the
unit rallies. Musicians give a +1 Leadership bonus for the rally
movement phase. Creatures who fail their Stupidity test are
attempt. Rallied troops reform in the Remaining Moves phase.
Immune to Psychology.
3. Compulsory Moves
Move fleeing units and those subject to compulsory moves.
Panic
Units initially flee away from the cause, and in subsequent
Units may only take one panic test per phase. Units must take a
turns flee towards the nearest table edge.
Panic test for the following:
4. Move Chargers
 It suffers 25% or more casualties in a given phase
Resolve any stand and shoot reactions at this stage, before
measuring for charge success. Chargers approach the enemy  A friendly unit of strength 5 or more within 6” is destroyed
unit’s zone (front, flank or rear) they were located in at the  A friendly unit of strength 5 or more within 6” breaks from
beginning of the charge. Charging takes the usual deductions combat
for crossing terrain and obstacles. A charging unit cannot turn,  Friendly unit of strength 5 or more flees through the unit
change formation or reform – it may only wheel once at any
point during its move. Once the charging unit is in contact a Fear
free alignment move is made in order to bring the most models Units must take a fear test for the following:
into contact. A failed charging unit moves only its normal Move  If charged by a Fear-causing enemy – if it fails against a larger
rate. Fleeing units flee at 2D6” for Move rate up to 6” and flee foe it must flee, if it fails against a smaller foe it will require 6s
at 3D6” for Move rate greater than 6”. If the chargers have to hit in first turn of combat.
sufficient range to catch fleeing enemies the fleeing unit is  If wishing to charge a Fear-causing enemy.
destroyed. If the chargers run into another unit during the A unit beaten in close combat by a fear or terror causing unit that
chase they are allowed to declare a new charge or stop 1” outnumbers them must pass an Insane Courage test or be forced
away. This second unit makes a normal charge reaction. This to flee.
additional charge is repeated until the chargers complete their
movement. Frenzy
Failed Charges  Must always charge if an enemy is within site and range
The charging unit is moved at its normal rate directly towards (measure after other charges are declared).
the intended target. This unit cannot shoot missile weapons  Gain +1 attack (including mounts).
but may cast spells.  Immune to Psychology.
5. Remaining Moves  Must always pursue and overrun.
Move the remaining troops. A unit returning to the table may  Loose their frenzy if defeated in combat.
move normally (no charges or marching), and count as having
moved for shooting. Otherwise it participates as normal. Hatred
Rallied troops must make a Reform maneuver for their entire  May re-roll any misses in the first turn of combat.
movement and may not shoot in this turn (Fast Cavalry may  Must always pursue and overrun hated enemies.
move and shoot).
Immune to Psychology
Maneuvers  Automatically pass tests for: Panic, Fear and Terror and are
 Wheel not automatically broken if defeated by Fear or Terror causing
The unit pivots around one corner. The movement is enemy.
measured by the outside model.  May never flee as a charge reaction.
 Turn  Take break tests as normal.
The models in the unit are turned ‘in place’ 90 or 180 degrees.
This costs the unit a quarter of its move. Stubborn
 Change Formation  Use unmodified leadership on all Break tests.
The unit may add/remove up to 5 models on its front rank for
half of its move or up to 10 models for its entire move. Unbreakable
 Reform  Immune to Psychology.
The unit can change direction and formation for its entire  Automatically pass all Break tests.
move.  Can never flee as a charge reaction.
 March  Unbreakable swarms beaten in combat take wounds equal to
The unit moves double its Move rate. Troops cannot march if the difference they’ve lost by (these cannot be saved or
enemy models are within 8” at the start of the turn (fleeing regenerated).
enemy do not count). Units cannot march through difficult
Shooting Overrun: A charging unit with enemies destroyed by the end of the
Resolve each unit’s shooting one at a time, starting with units that first round of combat may elect to overrun (treat as pursuit).
require the range to be guessed. Only the front rank of a unit may Standards: Standards are captured from close combat when a unit
fire unless the unit is on a hill in which case two ranks can fire. At is destroyed or breaks and is pursued. Standards can be
the end of the phase take any required Panic tests. recaptured and are then removed from the battle. Standards are
lost if a unit breaks and is not pursued.
Shooting to hit: (rolls of 1 always miss) Combat (cont’d)
Firer’s BS: 1 2 3 4 5 6 7 8 9 10 Combat To Hit
D6 to hit: 6 5 4 3 2 1 0 -1 -2 -3 3 If attacker’s weapon skill is greater than the defender’s.
4 If defender’s weapon skill is greater than the attacker’s.
Shooting to hit modifiers: 5 If defender’s weapon skill is more than twice the attacker’s.
+1 Shooting at large target
-1 Shooting while moving Combat To Wound
-1 Target is behind soft cover (hedges and woods) 2 Attacker’s strength 2 or more than defender
-2 Target is behind hard cover (buildings, rocks, trenches, pits) 3 Attacker’s strength 1 more than defender
-1 Shooting at long range 4 Attacker’s strength equal to defender
-1 Stand and shoot (shooting at chargers) 5 Attacker’s strength 1 less than defender
-1 Shooting at single model or skirmishers 6 Attacker’s strength 2 or 3 less than defender
Not possible Attacker’s strength 4 less than defender
7+ to hit requires:
7 6 followed by a 4+ Armor Save
8 6 followed by a 5+ Unarmored no save
9 6 followed by a 6 Light armor 6+
10 Impossible! Heavy armor 5+
Shield +1
Missile Range Strength Rules Barding +1
Weapons Mounted +1
Short Bow 16” 3 None
Bow 24” 3 None Armor Save Strength Modifiers
Long Bow 30” 3 None Strength of hit Save Modifier
Crossbow 30” 4 Move or fire 3 or less None
Repeater 24” 3 2 x multiple shots (-1 to hit 4 -1
Crossbow when multi-shot) 5 -2
Sling 18” 3 2 x multiple shots within 9” 6 -3
(-1 to hit when multi-shot) 7 -4
Javelin 8” As user Thrown weapon 8 -5
Throwing 6” As user Thrown weapon 9 -6
star/knife 10 -7
Throwing axe 6” As user+1 Thrown weapon
Handgun 24” 4 Move or fire; armor Combat Rules
piercing (Dwarf +1 to hit) Weapons
Pistol (shooting) 8” 4 Armor piercing; always Hand Weapon Infantry with two hand weapons gets +1 attack;
stand and shoot; brace of infantry with hand weapon and shield gets +1
pistols = 2 x multiple shots armor save in close combat against frontal
attacks.
Close Combat Great Weapon +2 strength bonus; +1 when mounted; requires
The player chooses any one of the combats and resolves it, two hands; strike last.
continuing until all combats are resolved. Flail +2 strength bonus in first turn of combat; requires
two hands.
Resolving Combats Morning Star +1 strength bonus in first turn of combat.
1. Fight the combat Halberd +1 strength bonus; requires two hands.
2. Determine combat result Spear (infantry) Fight in two ranks.
3. Take break test Spear (mounted) +1 strength bonus when charging.
4. Flee & pursue Lance (mounted) +2 strength bonus when charging.
1) Declare pursuit intentions, 2) determine flee distance, 3) Pistol (close Count as hand weapon; brace of pistols count as
determine pursuit distance, 4) remove fleeing units caught or combat) two hand weapons.
move surviving fleeing troops, 5) move pursuing units
5. Redress ranks
Victory!
Winning units not engaged on two sides are allowed a free
Victory points are awarded as follows:
formation or turn maneuver to:
 Each unit destroyed is worth its points value
- Increase the number of models in front rank by up to 5
models  Each unit reduced to half of its strength is worth half of its
- Turn to face enemies in their flank or rear points value, including characters reduced to half of their
wounds
Combat Result Bonus  Each table quarter that contains one unit of 5 unit strength or
Situation Bonus more with no non-fleeing enemy is worth 100 points
Extra rank +1 per rank after first (maximum +3)  A general slain, fleeing or fled is worth an additional 100 points
calculated at start of combat  Each captured enemy standard, including the battle standard,
Outnumber enemy +1 is worth an additional 100 points - the capturing unit must be
alive and not fleeing
Battle standard +1
Game Size Draw Marginal Solid Massacre
Standard +1
(per side)
Higher ground +1
0-999 0-74 75-149 150-299 300+
Flank attack +1 for unit strength 5 in flank
1,000-1,499 0-149 150-299 300-599 600+
Rear attack +2 for unit strength 5 in rear
1,500-1,999 0-224 225-449 450-899 900+
Overkill +1 per excess wound (maximum +5)
2,000-2,999 0-299 300-599 600-1,199 1,200+
3,000-3,999 0-449 450-899 900-1,799 1,800+
4,000+ 0-599 600-1,199 1,200-2,499 2,500+

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