1. During the Command Phase, units can charge the closest enemy within 20cm or evade the closest enemy within 20cm. Flyers cannot evade and if confused a unit cannot use its initiative.
2. Commanders like generals and heroes can issue orders to units within a certain range. Orders are made against a commander's leadership with modifiers for distance, enemies nearby, and terrain. Confused units cannot be ordered.
3. During the Combat Phase, modifiers are applied for charging, pursuing, terrain, and being confused. The results of combat determine if a unit falls back, pursues the enemy, or is destroyed. Pursuing has additional restrictions depending on the unit type.
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Warmaster Detailed Reference Sheet LRB v4
1. During the Command Phase, units can charge the closest enemy within 20cm or evade the closest enemy within 20cm. Flyers cannot evade and if confused a unit cannot use its initiative.
2. Commanders like generals and heroes can issue orders to units within a certain range. Orders are made against a commander's leadership with modifiers for distance, enemies nearby, and terrain. Confused units cannot be ordered.
3. During the Combat Phase, modifiers are applied for charging, pursuing, terrain, and being confused. The results of combat determine if a unit falls back, pursues the enemy, or is destroyed. Pursuing has additional restrictions depending on the unit type.
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COMMAND PHASE p13
Initiative p23 p13 WARMASTER REFERENCE
Units not brigades within 20cm of enemy may 1 Charge the closest enemy within 20cm (not art)p23 SHEET LRB v.4 2 Evade the closest enemy within 20cm, (cannot be ordered SHOOTING p27 & MAGIC PHASE p72 after evading) p23. Flyers cannot evade p65 Shoot at closest enemy (Magic any enemy) If confused cannot use initiative p56 Range cm Bows/Crossbows 30 Flyers Home Back p65 Stone Throwers/Cannons 60 Flyers more than 20cm away from a character can Home Bolt Throwers 40 Back 10x1D6 before orders are issued Pistoliers/Goblins 15 Flyers can home back & be ordered in the same turn If confused may still home back Score to Hit p28 D6 Command Order Range p60 Target in the open 4+ General – battlefield Target in defended cover 5+ Hero 60cm Target in fortified 6+ Wizard 20cm Flyer within 20cm of a character p65 Drive Backs p29 For each hit per Unit roll D6 Orders p15 & p54 If in defended -1 dice Against a characters leadership with the following 2D6 If in fortified -2 dice Per full 20cm distant (not flyers) -1 Total = distance in cm driven back Each successive order -1 On a 6 unit is confused (mark it) Enemy within 20cm -1 Within dense terrain -1 If a unit is driven back a distance greater than its full pace Each stand lost -1 move it is routed/destroyed Up to 4 units can be brigaded and issued an order Confused units cannot be ordered p56 COMBAT PHASE p33 p41 Blunders p61 Charging enemy in the open +1 If 12 is rolled the Hero/Wizard cannot issue more orders D6 Monster/chariot charging enemy in the open +1 after the blunder p61 Pursuit attack +1 The Unit or one chosen from a brigade suffers a –1 1 Extra pursuit attack per 3cm +1 Command penalty for the rest of the battle Fighting terrifying enemy -1 If no visible enemy unit within enemy full pace move 2-3 Fighting to side or rear -1 HALT. If enemy then move away at least a full pace Confused -1 distance from enemy. Brigades move at the speed of the slowest. Score to Hit p51 D6 The unit / brigade can move up to ½ pace but no unit may 4-5 Target in the open 4+ charge Target in defended cover 5+ Unit / Brigade must move a full pace towards the nearest 6 Target in fortified 6+ enemy and charge if possible. Combat results per infantry supporting stand p44 (not +1 Movement Reg Irregular confused p56) Full Half Terrain p22 Infantry 20 10 all Combat Results p43 Cavalry 30 15 clear,hill,bridge,ford Win p43 p53 low linear obstacles 1 May fall back up to 3D6cm (min 1D6) p50 Monster 20 10 clear,hill,bridge,ford 2 Stand low linear obstacles 3 pursue p46-8 or (if the enemy is destroyed) advance 20cm Chariot 30 15 clear,hill,bridge 1st round / 10cm. 2nd+ round p48-9 Artillery 10 5 clear,hill,bridge Machine Vary Vary Pursuing Restrictions p46 Flyer 100 100 1 Infantry cannot pursue cavalry or chariots Fortified move half pace p20.2 2 Artillery never pursue Irregular formations move half pace p20.5 3 Fortified units never pursue, can fallback or stand Units which move off table p25c D6 4 Cannot pursue into terrain they cannot enter Each stand lost -1 5 Non flyers cannot pursue flyers The unit leaves the table and is destroyed -0 The unit leaves the table next turn, roll on this table again 1-2 Lose p43 p45 The unit is placed on the table edge just before it left 3-4 Must retreat by the difference in Combat results in cm. p43 The unit reappears at the table edge it left from. If it 5-6 Artillery are destroyed if they retreat p45d reappears at the beginning of a turn it may move as normal Draw p43 Characters Move p25 p62 Both sides fall back up to 3D6cm (min 1D6). p50 60cm or if on flyers 100cm, treat terrain as above A defended or fortified unit can stand its ground. p43 Confused Units p56a Confused units are now not confused rearrange them http://www.sg.tacticalwargames.net/forum/