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QUICK REFERENCE

TURN SEQUENCE
1. HERO 2. MOVEMENT 3. SHOOTING 4. CHARGE 5. COMBAT 6. BATTLESHOCK
PHASE PHASE PHASE PHASE PHASE PHASE
COMMAND POINTS
At the start of each battle round, after determining who will take which turn:
• the player who will take the first turn receives 1 command point.
• the player who will take the second turn receives 2 command points.

At the start of each hero phase, each player receives 1 command point if their general is on the battlefield.
At the end of the battle round, any command points that have not been used are lost.
HERO PHASE
HEROIC ACTIONS
Heroic Leadership: Pick 1 friendly HERO and roll a dice. Add 2 to the roll if your general has been slain. On a 4+, you receive 1 command
point that can only be spent during that turn to allow that HERO to issue a command.

Heroic Willpower: Pick 1 friendly HERO that is not a WIZARD. If it is the enemy hero phase, that HERO can attempt to unbind 1 spell in
that phase as if they were a WIZARD. If it is your hero phase, that HERO can attempt to dispel 1 endless spell in that phase as if they were a
WIZARD (you can still only attempt to unbind or dispel the same spell or endless spell once in the same phase).
Their Finest Hour: Pick 1 friendly HERO. Add 1 to wound rolls for attacks made by that HERO until the end of that turn, and add 1 to save
rolls for attacks that target that HERO until the end of that turn. You cannot carry out this heroic action with the same HERO more than once in
the same battle.
Heroic Recovery: Pick 1 friendly HERO and make a heroic recovery roll by rolling 2D6. If the roll is less than that HERO'S Bravery
characteristic, you can heal up to D3 wounds allocated to that HERO. If the roll is equal to that HERO'S Bravery characteristic, you can heal 1
wound allocated to that HERO.

SPELLS PRAYERS
Arcane Bolt: The caster calls forth a ball of crackling arcane energy that hovers Bless: The priest calls upon the gods to protect the faithful.
above their outstretched hand, ready to be hurled at a foe.
Bless is a prayer that has an answer value of 4 and a range of 12". If answered, pick 1
Arcane Bolt is a spell that has a casting value of 5 and a range of 12". If successfully friendly unit wholly within range and visible to the chanter. Until the start of your next
cast, at the start of any 1 phase before your next hero phase, you can pick 1 enemy hero phase, that unit has a ward of 6+.
unit within range and visible to the caster. That unit suffers 1 mortal wound. If that
unit is within 3" of the caster, it suffers D3 mortal wounds instead of 1.

Mystic Shield: The caster conjures up a shield of shimmering energy to protect Smite: The priest calls upon the gods to vanquish a heretic.
themselves or an ally from harm.
Smite is a prayer that has an answer value of 2 and a range of 48". If answered, pick 1
Mystic Shield is a spell that has a casting value of 5 and a range of 12". If successfully enemy PRIEST within range and visible to the chanter. That enemy PRIEST suffers
cast, pick 1 friendly unit wholly within range and visible to the caster. Add 1 to save 1 mortal wound. If the chanting roll was 6 or more, that enemy PRIEST suffers D3
rolls for attacks that target that unit until your next hero phase. mortal wounds instead of 1.

COMMAND ABILITIES
Rally: At a shouted command, injured warriors stagger back to their feet and prepare to fight once more.

You can use this command ability at the start of the hero phase. The unit that receives the command must be more than from all enemy units. Roll 1 dice for each slain model
from that unit. For each 6, you can return 1 slain model to that unit.
MOVEMENT PHASE
COMMAND ABILITIES
At the Double: Eager for battle, the warriors pick up their pace and surge towards Redeploy: As the enemy draw close, battle-hardened warriors adjust their position
the enemy. to leave their foe at a disadvantage.

You can use this command ability after you declare that a friendly unit will run. That You can use this command ability in the enemy movement phase after an enemy unit
unit must receive the command. The run roll is not made for that unit. Instead, 6 is finishes a normal move, run or retreat. The unit that receives the command must be
added to that unit's Move within 9" of that enemy unit and more than 3" from all enemy units. You can make a
characteristic in that phase. The unit is still considered to have run. D6" move with the unit that receives the command, but it must finish the move more
than 3" from all enemy units and cannot shoot later in the turn.

ADDITIONAL REFERENCE
In your movement phase, friendly units more than 3" from all enemy units can make a normal move or run. Friendly units within 3 of an enemy unit can retreat.
QUICK REFERENCE
SHOOTING PHASE
ATTACK COMMAND ABILITIES
ANY SHOOTING OR COMBAT PHASE ANY SHOOTING OR COMBAT PHASE
All-out Attack: You can use this command ability when you pick a friendly unit to All-out Defence: You can use this command ability when a
shoot in your shooting phase or fight in the combat phase. That unit must receive the friendly unit is picked as the target of an attack in the shooting or combat phase. That
command. Add 1 to hit rolls for attacks made by that unit until the end of that phase. unit must receive the command. Add 1 to save rolls for attacks that target that unit
until the end of that phase.
ADDITIONAL REFERENCE
SHOOTING NEAR ENEMY UNITS LOOK OUT, SIR!
A unit that is within 3" of any enemy units can only target enemy You must subtract 1 from the hit roll (see 13.3) for an attack made with a missile
units that are within 3" of it. weapon if the target is an enemy HERO within 3" of an enemy unit that has 3 or
more models. The Look Out, Sir! rule does not apply if the enemy HERO has a
Wounds characteristic of 10 or more.
CHARGE PHASE
COMMAND ABILITIES
Forward to Victory: Nothing will stop these ferocious warriors from reaching Unleash Hell: These warriors have prepared their missile weapons so they can
combat. unleash a devastating volley at the last possible moment.

You can use this command ability after you make a charge roll for a friendly unit. You can use this command ability after an enemy unit finishes a charge move. The
That unit must receive the command. You can re-roll the charge roll for that unit. unit that receives the command must be within 9" of that enemy unit and more than
3" from all other enemy units. The unit that receives the command can shoot in that
phase, but when it does so, you must subtract 1 from hit rolls for its attacks and it can
only target the unit that made the charge move.
MONSTROUS RAMPAGES
Roar: Pick 1 enemy unit within 3" of this model and roll a dice. On a 3+, that unit cannot issue or receive commands in the following combat
phase.

Stomp: Pick 1 enemy unit within 3" of this model that is not a MONSTER and roll a dice. On a 2+, that unit suffers D3 mortal wounds.

Titanic Duel: Pick 1 enemy MONSTER within 3" of this model. Add 1 to hit rolls for attacks made by this model that target that enemy
MONSTER until the end of the following combat phase.

Smash To Rubble: Pick 1 faction terrain feature or defensible terrain feature within 3" of this model and roll a dice. On a 3+, the terrain
feature is demolished if it was defensible (see 17.2.3), and the scenery rules on its warscroll cannot be used for the rest of the battle if it was a
faction terrain feature.

COMBAT PHASE
ATTACK COMMAND ABILITIES
ANY SHOOTING OR COMBAT PHASE ANY SHOOTING OR COMBAT PHASE
All-out Attack: You can use this command ability when you pick a friendly unit to All-out Defence: You can use this command ability when a friendly unit is picked as
shoot in your shooting phase or fight in the combat phase. That unit must receive the the target of an attack in the shooting or combat phase. That unit must receive the
command. Add 1 to hit rolls for attacks made by that unit until the end of that phase. command. Add 1 to save rolls for attacks that target that unit until the end of that
phase.
STRIKE-FIRST AND STRIKE-LAST SEQUENCING
1. Start of combat phase abilities are used 4. Units with strike-last effects attack
2. Units with strike-first effects attack 5. End of combat phase abilities are used
3. Units without strike-first/strike-last effects attack
BATTLESHOCK PHASE
COMMAND ABILITIES
Inspiring Presence: You can use this command abilit at thf the battleshock phase. The unit that receives the command does not have to take battleshock tests in that phase.

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