Quick reference
| [Content from Armies Book page 112, inside rear cover and rear cover.] |
For printable quick reference sheets in PDF form, see Downloads.
Order dice summaries
March: May triple speed, no shooting, opponent uses Marching column on the Firepower table. Marching units halve their Assault and Firepower values.
Assault: May move normally in the movement phase. Fire at half effect in the shooting phase. Must move again in assault phase towards the enemy (and can enter close combat).
Overwatch: May move up to 5cm. May re-roll misses once when shooting.
Broken: Become broken when loses close combat or firefight. Can only make 20cm Retreat move. Cannot shoot. Broken units must halve their Firepower and Assault values.
Special: Used to indicate orders such as Flak and Preparatory bombardment.
Immobilised: Used to indicate immobilised war engines. Opponent uses appropriate column on Firepower table.
The sequence of play
- 1. Movement phase
- Declare flyer missions
- Determine initiative
- First player movement
- Second player movement
- 2. Shooting phase
- Determine initiative
- Shoot with vehicles and infantry
- Determine initiative again!
- Shoot with war engines
- 3. Assault phase
- Determine initiative
- Resolve the first player's assault moves, close combats and firefights
- Resolve the second player's assault moves, close combats and firefights
- 4. Rally phase
- Roll to remove Blast markers
- Roll to rally broken detachments
- Repair war engine damage and shields
- Check scenario victory conditions
Terrain effects
| Terrain | Infantry Armour Bonus | Infantry | Vehicle | War Engine |
|---|---|---|---|---|
| Fortifications | +2 | No Effect | Impassable | Impassable |
| Buildings | +1 | No Effect | Impassable | Impassable |
| Ruins, Rubble | +1 | No Effect | Dangerous | Dangerous |
| Woods | +1 | No Effect | Dangerous | Dangerous |
| Marsh, Swamp | 0 | Dangerous | Dangerous | Dangerous |
| River | 0 | Dangerous | Impassable | Dangerous |
| Roads | 0 | See Roads | ||
| Open Ground | 0 | No effect | No effect | No effect |
Dangerous: Roll a D6 when you enter, or when you start to move if already in the terrain. On a roll of 1 the unit must immediately halt. If the unit is halted, roll the D6 again. The unit takes a hit if the second roll is also a "1". Hits can't cause criticals on war engines.
- Impassable: May not enter.
- No effect: No effect!
Specialists and special abilities
See Specialists and special abilities and Vehicle variants.
Firepower
Blast markers
Super heavy weapons
See Super heavy weapons.
Close combat and firefights
| Combat Difference | Result | Hit Numbers | |
|---|---|---|---|
| Winner | Loser | ||
| +1 | Narrow Win | 4+ | 4+ |
| +2 | Forced Back | 3+ | 4+ |
| +3 | Driven Off | 3+ | 5+ |
| +4 | Hurled Back | 2+ | 5+ |
| +5 | Overwhelmed | 2+ | 6+ |
Objectives summary
- Take & Hold: Adds 1D3 to your Army Morale in each Rally phase.
- Rescue: Adds +1 to own Army Morale and deducts -1 from enemy's in each Rally phase.
- Bunker: Deducts -D6 from enemy's Army Morale when destroyed.
- Capture: Adds +D6 to own Army Morale if captured, or deducts D6 from enemy's morale if destroyed.
- Cleanse: Adds +1 to own Army Morale if there are no enemy closer and within 15cm in Rally phase.
Scenarios and set-up
See Picking a scenario, Scenario special rules, Fate cards, The scenarios and More scenarios