-------------TURN SEQUENCE-----------------
START OF TURN
Moving
- Players roll for a D6 priority. Highest moves first. (Eshin +1 to their roll, Undead -1.)
- All warbands have 4 points that they can use for "heroic movement" = make a hero move before all others.
Close Combat Phase 1
- Chargers strike first.
- Otherwise Initiative.
Shooting
- Players roll for a D6 priority. Highest shoots first. (Eshin +1 to their roll.)
- All warbands have 3 points that they can use for "heroic shooting/casting" = make a hero shoot/ cast spells/prayers before all others.
- Reiklanders have 4 points for heoric shooting that can only be used for shooting.
- Possessed have 4 point for heoric shooting that can only be used for casting spells.
Close Combat Phase 2
- All warriors strike in Initiative order.
END OF TURN SEQUENCE. REPEAT.
------------------------STUNNED----------------------------
1 Both Knocked Down and Stunned will be merged into a single state clalled Stunned[/b]
- This state will have the same rules as the current Knocked Down state
2 Injury Table will be changed to 1-4 = Stunned 5-6 = OOA
- No pain will completely ignore wounds where the injury roll is a natural 1 *after* any modifiers
- Jump up will will completely ignore wounds where the injury roll is a natural 1-2 *after* any modifiers
Rovering from Stun/b]
- Models can only half-move
- Cannot charge
- Can hide, shoot, and cast spells as normal
- Standing up into close combat will strike last regardless of everything
[b]Attacking stunned enemies
- auto-hit
- only need to wound to OOA them
- armour saves as normal
------------------------WEAPONS----------------------------
---------HAND WEAPONS------------------------
Dagger
Penalty: -1 S
Club/Hammer/Mace/Staff
Smash: Wounded enemies cannot avoid Stun
Axe
Slay: Critical Wounds: Enemies OOA on 4+
Sword
Parry: +1 Initiative when determining Strike order.
Ithilmar Sword
Superior Parry: +2 Initiative when determining Strike order.
Gromril Axe
Armour Piercing 1
Slay: Critical Wounds: Enemies OOA on 4+
Weeping Blade
Parry: +1 Initiative when determining strike order
Poisonous
Fighting Claw
Parry: +1 Initiative when determining strike order
Pair: If using two Claws, warrior does not suffer dual-wielding penalties
------------------POLEARMS------------------------------
Spear
S Bonus: +1 S on Mounted Charges.
Polearm: Strike First in first round of combat, unless mounted or armed with a Missile Weapon.
Unwieldy: Only Shield in off Hand.
Halberd
S Bonus: +1 S
Armour Piercing 1
Polearm: Strike First in first round of combat, unless mounted or armed with a Missile Weapon.
Two-handed
Lance
S Bonus: +4 S on Mounted Charges.
Armour Piercing 4 on mounted charges.
Unwieldy: Only Shield in off Hand.
Drop: Can only be used in one Close Combat phase each battle
------------------------------TWO-HANDED WEAPONS-----------------------
Net
Snare: Enemies within 2" cannot recover from stunned. (Not active while Wielders is stunned.) (Inflicts damage just like any other CC weapon.)
Two-handed
Flail
Sweeping Blow: When attacking, all models, friend or foe wihtin 1" are hit. (Except if behind Wielder.)
Cumbersome: Wielder can carry no other weapons, except for Daggers and Body Armour.
Two-handed
Great Weapon
S Bonus: +1 S
Armour Piercing 2
Two Handed
-----------------------------OTHER MISSILE WEAPONS--------------------
Throwing Stars
R6" S2
Assault: Can make a full move and fire.
Multiple Shots x2: Fire Twice with -1 BS on both shots.
Fires before all else. (except heroic shooting).
Sling
R12" S3
Smash: Wounded enemies cannot avoid Stun
Crossbow
R24" S4
Armour Piercing 1
Move or Fire
BOWS
Short Bow
S3 R14"
Bow
S3 R18"
Long Bow
S3 R24"
Elf Bow
S3 R30"
-------------------------BLACKPOWDER WEAPONS: OTHER----------------------------
Blunderbuss
Flamer Template, S3
Drop: Fire once per battle
Stand and Shoot
Musket
R18" S5
Lethal: Enemies OOA on 4+
Armour Piercing 2
Move or Fire
WarpMusket
R18" S5
Smash: Wounded enemies cannot avoid Stun
Lethal: Enemies OOA on 4+
Armour Piercing 2
Move or Fire
Long Rifle
R24" S5
Accurate: +1 BS to all shots
Lethal: Enemies OOA on 4+
Armour Piering 2
Move or Fire
Jezzail
R30" S5
Smash: Wounded enemies cannot avoid Stun
Accurate: +1 BS to all shots
Lethal: Enemies OOA on 4+
Armour Piering 3
Move or Fire
-------------------------BLACKPOWDER WEAPONS: PISTOLS-----------------------------
Pistol
R6" S4
Armour Piercing 1
Stand and Shoot
Duelling Pistol
R6" S4
Accurate: +1 BS to all shots
Armour Piercing 1
Stand and Shoot
Warplock Pistol
R6" S4
Smash: Wounded enemies cannot avoid Stun
Armour Piercing 2
Stand and Shoot
--------------------------------BODY ARMOUR--------------------------------
Light Armour
6+ Save
Heavy Armour
5+ Save
-1 Initiative
----------------------ARMOUR: OTHER----------------------------------
Shield
6+ Save
5+ Save if used with Hand Weapon or Lance (vs. both shooting and close combat)
If wielder is armed with a Missile Weapon, he only benefits from Shields in Close Combat and vs. Spells.
Can never be used by warriors also armed with pistols.
------------------------ARMING WARRIORS----------------------------
CLOSE COMBAT WEAPONS
- Warriors May have two Close Combat Weapons. (Shield and Dagger count as Close Combat Weapons.)
- Cannot have two Two-handed weapons and/or Polearms.
- Lance does not count as a weapon
MISSILE WEAPONS
- Warriors may have ONE missile weapon
- Pistols only count as ½ choice.
- Throwing Stars do not count as a weapon'