Activation Phase
If you have the Initiative, you must choose a model in your Warband and Activate it. Your opponent must then Activate a model, and so on, back and forth until all models have been Activated. A model cannot be Activated more than once per Turn.
Actions
The Activated model can take the following ACTIONS once each, in any order you wish:
Move or Charge or Retreat: You can use an ACTION to Move or Charge or Retreat with your model, but not more than one.
Dash: A Dash ACTION can be carried out in addition to a Move, Charge or Retreat ACTION. You can move your model a number of inches equal to its Movement Characteristic in any direction, but you must take a Risky Success Roll for the model first. If you Succeed, your model can Move (it cannot Charge or Retreat). If you fail, the model’s Activation ends.
Shoot: You can make a Ranged Attack with your model if it is more than 1" from the enemy and has a Ranged Weapon. Your model cannot make a Ranged Attack and Charge in the same Activation, unless it uses a weapon that has the ASSAULT Keyword.
Fight: You can make a Melee Attack with your model if it is within 1" of an enemy and has a Melee Weapon.
Other: Some models have other ACTIONS they can take during their Activations.
Success Rolls
To take a Success Roll, roll two dice, add any +DICE or -DICE to the roll as described below, pick the two highest (or lowest if any -DICE were used), add them together, and consult the table below to see if you have succeeded. The instructions for the task you are carrying out will tell you what happens if you succeed or fail. If you are taking a Risky Success Roll and you fail, the model’s Activation is over and your opponent can now Activate one of their models!
| 2-6 | Failure |
| 7-11 | Success |
| 12 | Critical Success. Add +1 INJURY DICE to Ranged or Melee Attacks if you roll a Critical Success. |
+DICE and -DICE
Rules often have modifiers to Success Rolls marked as +DICE and -DICE. These are shown in the format “+1 DICE” or “-1 DICE”.
For each +DICE, add 1 dice to the Success Roll. Then roll all the dice and pick the 2 highest rolls. For example, +1 DICE means you roll 3 dice and pick the 2 highest. If +2 DICE are added, roll 4 dice and pick the 2 highest, and so on.
The -DICE works in reverse. For each -DICE, add 1 dice to the Success Roll and pick the 2 lowest numbers. For example, -1 DICE means you roll 3 dice and pick the 2 lowest.
If both +DICE and -DICE are added to the same Success Roll, remove pairs of +DICE and -DICE until only one type is remaining. For example, if a roll had +2 DICE and -1 DICE, one of the +1 DICE and the -1 DICE would be removed, leaving +1 DICE to be added to the roll.
Ending The Activation Phase
Once you have taken any and all ACTIONS you wish, or have failed a Risky Success Roll, your model’s Activation ends. Your opponent can now Activate one of their models. The players then alternate Activating models in this fashion until one player runs out of models to Activate. Their opponent can then Activate their remaining models one after the other until they have all been Activated, then proceed to the Morale Phase.
