Game Turns & Activations
Players Activate their models in alternating order. A single Turn consists of both players Activating all their models once.
For example, the first player will choose a model to Activate, take any
You can then choose any model in your warband (that has not yet been Activated) and Activate that model. This model can now Move, take
The player with the lowest number of models currently remaining on the table will decide who will start with the first Activation at the beginning of each Turn. If both players have the same number of models, roll a D6 and whoever rolls highest gets to decide.
When each player has Activated all their models, the Turn is over.
Actions
Once Activated a model can take as many or as few
Common
Several
Common Actions
Move: When a model takes this
- Standard Move: The model moves up to its Movement characteristic.
- Charge: Choose an enemy model (that the charging model can see) within 12” as the target. The charging model then moves directly toward that target via the shortest and most effective route possible determined by distance, with a D6” bonus to its Movement characteristic. This movement can allow the charging model to move within 1” of the target, putting the two models in Melee Combat with each other. A model cannot Charge if they have taken the Make a Ranged Attack Actionduring this Activation, unless they made a single ranged attack with a weapon that has the KeywordAssault.
- Retreat: The model moves up to its Movement characteristic and it may leave Melee Combat during this movement. Each enemy model in Melee Combat with the retreating model may immediately take a Melee Attack Actionwith a single melee weapon that it has. Resolve the effects of this attack before moving the retreating model.
Dash: The model must succeed with a
Make a Ranged Attack: The model may shoot with a ranged weapon that it is equipped with. A model engaged in Melee Combat cannot shoot. A model cannot make a Ranged Attack during an Activation in which they have Charged, unless they made a single ranged attack with a weapon that has the Keyword
Make a Melee Attack: If the model is engaged in Melee combat, it may attack as detailed in the Melee Weapon’s entry in the rules. The attacker must be able to see at least part of the target – no Melee attacks through walls!
Any Other Actions: Many models have other possible
Risky Actions: If you fail a
Action Success Chart
When you take an
| 2-6 | Failure |
| 7-11 | Success |
| 12 | Critical Success: Ranged and Melee attacks add +1 Dice to injury rolls if your result is a critical success when determining if they hit. |
If you succeed, you take the
End of Activation
Once you have moved the model and taken all
Once you and your opponent have Activated all of your models once, go to the Morale Phase.
Morale
Your warband may abandon the battle if it suffers too many casualties. At the end of any Turn, when at least half of your warband is Down or Out of Action, roll on the Action Success Chart.
If you fail, your warband flees the battlefield and loses the battle immediately. If both warbands are required to take this test, the smaller warband tests first.
Optional Rule: A warband that loses a Morale Test can decide, instead of fleeing, that their warband is Shaken. Actions taken by models in a Shaken warband are considered
After one turn, the warband recovers to its normal state and is no longer considered Shaken. If it fails a Morale test again (shaken or not), it flees as standard.
End of Turn
Once both players have Activated all the models in their force once, the turn ends and a new turn begins. The player with the lowest number of models in their force starts the new turn and selects a model to activate.
