Continuing on from Facebook...TURN ORDER:
More or less unchanged. Basic order of operations is as follows:
1) Compulsory movement.
2) Voluntary Movement.
5) Combat phase.
6) End Phase.MORALE:
There are four stages of Morale: Fine, Shaken, Wavering and Shattered. These are based upon the total unit strength remaining in a unit.
All units are Fine by default.
Once a unit has lost 25% of its models it becomes Shaken and suffers a permanent -1 Ld penalty.
Once it has lost 50% it is Wavering and suffers a -2 Ld penalty. In addition, its maximum Rank Bonus is reduced to 2.
Once it has lost 75% it is Shattered and suffers a -3 Ld penalty. In addition, its maximum Rank Bonus is reduced to 1.
In addition, if a Shattered unit retreats for any reason it is immediately destroyed.Panic Checks:
When a unit's morale stage is reduced, it must take a Panic Check at the end of the phase.
Roll 2D6 and compare the result to the unit's Leadership, including any modifiers for Morale state. If the result is equal or lower than the unit's Leadership the test is passed.
If a Panic Check is failed the unit must flee a distance of D6" plus the unit's Movement value. This move is made directly away from the source of the Panic Check (if the source is unclear or disputed, or the Panic Check was somehow caused by friendly units, the unit flees toward its own board edge).
If the Panic Check was made and failed at the end of a Combat Phase, any opposing unit that is no longer locked in combat may pursue. The pursuing unit moves directly toward the fleeing unit a distance of D6" plus the unit's Movement value.
If the pursuing unit catches the fleeing unit, the fleeing unit suffers one automatic wound for each model in the pursuing unit. No saves of any kind are allowed. If the fleeing unit survives, it immediately rallies and is considered locked in combat, with the pursuing unit having charged.COMBAT:
Active player decides the order in which combats are resolved.
Units strike in Initiative order. Always Strikes First gives Initiative 10, Always Strikes Last gives Initiative 1. If opposing units are tied, roll a dice to see which unit attacks first. If allied units are tied, controlling player decides order (the "after you, sir!" rule!).
Any model in base contact with the enemy can attack with their full number of attacks. Models in the second rank who are directly behind a model in base contact may make a Supporting Attack. This is resolved in the same way, and at the same time as a normal attack, but a model making a Supporting Attack may only make a single attack, regardless of the number of attacks on their profile.
Casualties are removed from the back of the unit.
After the first unit has resolved their attacks and casualties have been removed, the second unit attacks in the same way. Casualty removal does not affect how many models can fight - as long as the remaining models are in base contact, or in a position to make a Supporting Attack, they get to fight as normal!
Once all units involved have resolved their attacks, each side calculates their Combat Score as follows:
Wounds Inflicted: +1 per wound inflicted.
Banner: +1 if the unit has a Banner.
Battle Standard: +1 if the army's Battle Standard is within 12" of the unit.
Ranks: +1 per complete rank after the first, up to a maximum of +3. *
Mob: +1 if the unit has 30 or more models remaining.
Outnumbering: +1 if the unit outnumbers the enemy.
Charged: +1 if the unit charged this turn.
Flanking: +1 if the unit is attacking the enemy's flank.
Surrounding: +2 if the unit is attacking the enemy's rear.
Fear: -1 if the enemy unit causes Fear
Terror: -1 if the enemy unit causes Terror
* If multiple friendly units are involved in the combat, only count the highest rank bonus out of all units. Example: Orc unit A has a Rank Bonus of 2. Orc unit B has a Rank Bonus of 1. Both are fighting a Dwarven unit. Orc B's rank bonus is ignored and only unit A's bonus applies. This might seem unfair... but hey, life isn't fair!
The side with the highest Combat Score is the winner. All units in the losing side must take a Battleshock Test, with a penalty to their Leadership equal to the difference between the two scores.
For each point the unit fails their Battleshock test by they suffer one automatic wound with no saves of any kind allowed.Charging Into Cover:
The charge bonuses (and penalties) do not apply if the target unit is in cover - the charging unit loses too much momentum!MISCELLANEOUS:Cavalry:
Cavalry count as two models for the purposes of morale and outnumbering. In combat, only the rider may make supporting attacks - NOT the mount! When pursuing, Cavalry inflict a single wound as per infantry.Monstrous Infantry and Monstrous Cavalry:
For the purposes of Morale and combat resolution, these units treat their remaining wounds as "models". For example, a unit of 5 Ogres (3 wounds each) are treated as fifteen Models for the purposes of Morale, outnumbering and so on. When pursuing, Monstrous Infantry and Monstrous Cavalry inflict two automatic wounds on units they catch.Independent Characters:
Independent Characters are subject to the following rules:
- Independent Characters don't count toward a unit's size for determining its morale.
- Units containing an Independent Character may use the character's leadership instead of their own (all modifiers, including Morale based ones, still apply)
- When not part of a unit, Independent Characters are always considered to be "Fine".
Independent Characters gain the following rules:"Come back, cowards!":
If a Shattered unit is destroyed due to Retreating, the Independent Character may take a Leadership test. If passed, the model remains in play (and screams abuse at the wretches who abandoned him!). If failed, the character is removed along with the unit (possibly due to being accidentally stabbed in the back a few dozen times!). You do not have to test to save the character if you do not wish to do so.Heroic Charge:
Independent Characters, and any unit they lead, gain +1 to Combat Resolution on the turn they charge. This is in addition to the normal bonuses for charging. This bonus is NOT negated by cover!