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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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.
We take content rights seriously. If you suspect this is your content, claim it here.
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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.