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Fantastic Battles QRS

The document provides quick reference tables for the game 'Fantastic Battles,' detailing pre-game procedures, action phases, shooting phases, and melee phases. It includes modifiers for various actions, such as impetuous actions, shooting, and melee combat, along with specific rules for unit movements and interactions. Additionally, it outlines the turn order and various optional actions available to players during gameplay.

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William Brand
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0% found this document useful (0 votes)
19 views2 pages

Fantastic Battles QRS

The document provides quick reference tables for the game 'Fantastic Battles,' detailing pre-game procedures, action phases, shooting phases, and melee phases. It includes modifiers for various actions, such as impetuous actions, shooting, and melee combat, along with specific rules for unit movements and interactions. Additionally, it outlines the turn order and various optional actions available to players during gameplay.

Uploaded by

William Brand
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
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Fantastic Battles Quick Reference Tables

Pre-game procedures (pp.19-25) The Action Phase (pp.28-37)


Summary of pre-game phases
• Determine attacker and defender Impetuous Actions
• Defender sets up terrain Turns 180° to their rear
• Attacker chooses preferred long table edge (costing 2bw of movement)
• Defender deploys army opposite 1 Fall back! and moves any remaining
• Attacker deploys army movement directly away from
• All Warlords roll for Objectives (if used) their position.
• All armies roll for Mishaps Let’s not be Holds current position without
2
too hasty... moving.
Mishaps Wheels to face the nearest
Desertion – Remove one company if the 3 Over there! enemy unit and charges
1-2 unit is a group, or suffer -2 Resolve if the forwards.
unit is a single company. In your
Disease – �������������������������������
-1 Resolve per company in the 4-6 May make a controlled action.
3-4 name!
unit. Apply the following modifiers to the Impetuous Actions
Enthusiastic – ��������������������
Redeploy it 1d3+1bw roll as applicable:
5 directly forwards (reroll if the unit has the • -1 if the unit ‘Fell back!’ in its last Action Phase;
artillery trait). • -1 if the unit is unreliable;
Late – Redeploy
��������������������
it 1d3+1bw directly
����������������
to its • -1 if the unit is targeted by a confusion spell;
6
rear (reroll if the unit has the artillery trait). • +1 if the unit is reliable.
Ready and able – The unit has mustered in
7+
the correct location.
Apply the following modifiers to the Impetuous Actions Optional Actions
roll as applicable: An unengaged company may move in
Move
• +1 Unit has one or more characters attached. any direction and assume any facing.
• +1 Unit has the reliable trait. Change A company engaged in melee may
• -1 Unit has the unreliable trait. facing turn 90° or 180° to change its facing.
Any unit with the regenerate trait may
Regenerate roll 1d6 for each lost Resolve. Any
rolls of 6+ restores 1 Resolve.
An unengaged unit with the heavy
Reload or powerful missile weapons traits can
Turn Order reload.
1. Shooting Phase A unit engaged in combat only to
2. Action Phase Disengage
their front may attempt to disengage.
3. Melee Phase A unit in base contact with a single
Conform opponent to their flank or rear may
reform to face their melee opponent.
Any group may turn around 180° to
About face
face their rear.
An unengaged group may advance
Advance
The Shooting Phase (pp.26-7) directly forwards their full movement.
Change An unengaged group may change
Shooting modifiers formation formation.
Unit targeting an enemy unit’s rear An unengaged group may advance
+1 die Wheel one front corner up to their full
corner.
movement.
Target company has any of the following
+1 die Unengaged units with the skirmishers
traits: giant, monstrous, mounted.
Target company has the skirmishers or or flying traits may move directly
-1 die Withdrawal
swarm traits. to their rear at half their usual
movement rate.
Target company is more than 50%
-1 die A Mage-lord or Magic-user may
within rough terrain or woods. Cast
attempt to cast one spell.
Target company is defending a linear
-1 die A character attached to a unit may
terrain feature. Champion’s
challenge an opposing character to a
Challenge
duel.
Shooting ranges
A character may move in any
• Short range 2bw; Move
direction up to 4bw.
• Long range 5bw;
Warlords (including Mage-lords) and
• Artillery range 10bw.
Rally Captains may attempt to rally a single
unit.

Will Brand (Order #31749973)


Fantastic Battles Quick Reference tables

The Action Phase cont. (pp.28-37) The Melee Phase (pp.38-40)


Charge Responses Melee modifiers
Change Individual companies may turn 90° or Charge bonus if the unit moved into
facing 180° to receive charge to their front. +1 die combat this turn (+3 dice if the unit has
Units with a short-range shooting the furious charge trait).
factor charged from the front add Unit reacted to being charged this turn
Closing shots +1 die
+1 to each of their company’s Melee with closing shots.
factors on the turn they are charged. Attacking target company in the flank
+2 dice
Units with the mounted trait may or rear.
Counter
move ½bw directly forward and apply For each unengaged company within
charge
usual charging modifiers to both units. +1 die a group supporting a melee against an
Unengaged units with the skirmishers enemy to the unit’s front.
or flying traits charged from the front Unit with long spears charged to the front
Evade
may fall back 1d3bw directly to their +2 dice or attacking unit with flying, monstrous
rear, maintaining their current facing. or mounted traits.
All units may stand and receive a +1 die Unit fighting skirmishers in the open.
Stand
charge. -1 die Unit of skirmishers in the open.
An unattached character may Attacking enemy to the unit’s own flank
Shelter immediately move up to 4bw if it will -2 dice
or rear.
allow them to attach to a friendly unit.
-1 die Target company is uphill.
Target company is immediately beyond a
-1 die
linear defence feature.
Disengaging -1 die Attacking company is 50% or more
The unit is too committed within rough terrain.
Too or
1-3 to the melee and refuses to
committed -2 dice Attacking company is mounted and 50%
disengage.
The unit disengages in good or more within rough terrain.
order by turning 180° and -2 dice Attacking company is 50% or more
4-6 Fall back within woods or water feature.
moving their full move directly
away from their opponent. or
-4 dice Attacking company is mounted and/or
Apply the following modifiers to the disengaging roll as
has long spears and is 50% or more
applicable:
within woods or water feature.
• +1 if one or more characters are attached to the
unit;
• +1 if the unit has the drilled, flying and/or
skirmishers traits;
• -1 if the unit has the berserk trait.

Will Brand (Order #31749973)

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