Hordes MK II QRS v 1.0 page 1-1 and 1-2.pdf

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Hordes MK II Quick Reference Sheet v. 1.0
Round - For game effects, a round is measured from the current player’s turn to the
beginning of his next turn regardless of his location in the turn order.
The Player Turn
The following three phases must be performed in order:
Resolve any effects that occur or expire before the Maintenance Phase.
Maintenance Phase
Skill Checks - 2d6 ≤ Skill Value [X] is a passed skill check.
Resolve any effects that trigger on a hit.
APPLYING DAMAGE
When a model is hit by an attack, apply any damage exceeding its ARM if the
model has damage boxes, always mark from left to right.
Roll 1d6 for spiral/ aspect on warbeasts. When a spiral is full, go to the next
available spiral, filling it in outside to inside.
Damage Rolls can be boosted unless specified otherwise.
Melee damage = 2d6 + (P+S) - ARM (Charge damage is boosted)
Ranged damage = 2d6 + POW - ARM
Blast Damage = 2d6 + 1/2 POW - ARM
Magic Damage = 2d6 +POW - ARM
Always round up when dividing POW.
Resolve any effects that trigger on suffering damage.
Resolve any effects that trigger on becoming disabled.
Resolve any effects that trigger on becoming boxed.
Resolve any effects that trigger on being destroyed.
END OF TURN
All models under the current player’s control have activated, resolve any effects
that occur or expire at the end of the current player’s turn.
Remove all Fury points in excess of a model's FURY stat. Leave fury points
on warbeasts at this time.
Check for expiration of continuous effects on models you control.
Continuous Effects
Roll a d6; effect expires on a roll of 1 or 2, apply effect otherwise.
Corrosion: Automatic 1 point of damage.
Fire: Automatic unboostable POW 12 damage roll.
Resolve all other effects that occur during the Maintenance Phase.
Control Phase
Leach fury up to current FURY stat from warbeasts in battlegroup in control area.
Spend fury to keep upkeep spells in play at the cost of 1 fury point for each spell.
Upkeep spells that are not maintained expire immediately.
Make Threshold checks for each warbeast with 1 or more fury on it. Warbeasts
that fail the check immediately frenzy.
Models with Fury Manipulation can Shake Stationary and/ or Knockdown
effects.
Resolve all other effects that occur during the Control Phase.
Activation Phase
Activate each unit and independent model under your control during this phase in an
order of your choosing, one at a time.
The Activation Phase is divided into two parts; Movement and Action.
Unit Orders can be given by the unit commander at the beginning of that unit's
activation.
Units can only receive one order per activation.
Movement
Each model or unit can move during the movement part of their activation. Trooper
models within the unit move as a unit then perform their actions. All intentional
movement is considered advancing.
Full Advance: Models move up to current SPD.
Run: Models move up to current SPD x 2.
Trooper models must receive the order to run during their normal movement or be
compelled to do so as a result of a game effect.
Threshold Checks
During the Control Phase, after the warlock leaches fury from warbeasts in it's
battlegroup and spent fury to upkeep their spells, each warbeast with 1 or more
fury points remaining on it must make a successful threshold check or frenzy.
To make a Threshold check, roll 2d6 and add 1 to the roll for each Fury point on
the warbeast. If the roll exceeds the warbeast's current Threshold stat, it fails and
frenzies.
2d6 + 1 per fury point ≤ Threshold = pass (activate normally this turn)
2d6 + 1 point per fury point > Threshold = Frenzy
Frenzy
A frenzied warbeast immediately activates and attempts to attack another model.
After determining the target, the frenzied warbeast will move and attack
depending on the circumstances and location of the warbeast and its frenzy
target.
Check the following conditions in order. The first valid condition determines the
frenzy target for the warbeast and how it will act during its activation. If multiple
models match a condition, randomly determine the frenzy target.
Warbeasts must be forced 1 fury point to run during its normal movement.
A model cannot perform actions, cast spells, or use a feat on a turn in which it runs.
A model's activation ends immediately after running.
Charge: Models move up to current SPD + 3” as part of its combat action.
Trooper models must receive the order to charge during their normal movement.
Troopers in the same unit can charge the same target or multiple targets.
1. Enemy model in melee range Forfeits movement and makes combat
action.
2. Friendly model in melee
range
Forfeits movement and makes combat
action.
A warbeast must be forced to to charge during its normal movement.
A warbeast can only make normal and special attacks.
Charging models must have LOS to their target.
If the charging model ends its charge movement without its charge target in its
melee range, the charge fails. If a model makes a failed charge during its activation,
its activation immediately ends.
If a charging model cannot make its initial attack against the charge target, it can
make an initial attack against another eligible target, but it is not a charge attack.
Action
Each model might be entitled to perform an action during the action part of their
activation. A model cannot perform an action if it runs. Trooper models must
complete their action before the next trooper in their unit performs their action.
There are two broad types of actions available:
Combat Action: Model may make either a ranged or melee attack against a legal
target with the appropriate weapon or weapons. If available, a model may make a
Special Attack allowed by its rules.
Attack rolls can be boosted unless specified otherwise.
Melee Attack– Within melee range and LOS
2d6+MAT ≥ DEF is a hit.
Ranged Attack – Within RNG and LOS
2d6+RAT ≥ DEF is a direct hit.
Spray attacks make separate attack and damage rolls against each target under the
spray template. Spray attacks are simultaneous.
AOEs are subject to the deviation rules if they miss.
3. Closest enemy model
engaging the warbeast
Advances toward the model to get into
melee range and LOS, directly faces it,
then makes combat action.
4. Closest model in LOS of the
warbeast
If able, charges model without being
forced, otherwise it advances into melee
range and LOS, directly faces it then
makes combat action.
5. Closest model.
Advances toward the model to get into
melee range and LOS, directly faces it
then makes combat action.
Magic Attack– Spell cast must be an offensive spell and meet the targeting
requirements. Pay the cost of the spell then declare target and determine LOS and
RNG. Magic attacks may be cast at any time during a model's activation.
2d6 + FOC ≥ DEF is a direct hit.
Apply spell effect.
Special Action: Some models can make a Special action as their action. A model
cannot make a special action if it charged or ran during its activation.
If a frenzied warbeast is required to forfeit its movement or action and its
frenzy target is met by condition 1 or 2, it will forfeit its movement, Otherwise
it will forfeit its action. If a frenzied warbeast is knocked down and the frenzy
target is met by condition 1 or 2, it will forfeit its movement. Otherwise it will
forfeit its action.
Combat action- The frenzied warbeast will attack its target with its highest
POW weapon and forfeits the rest of its initial attacks. All attacks and damage
rolls are boosted, and it cannot make any special or additional attacks during
its activation.
At the end of a warbeast's frenzy activation, it is no longer frenzied and any
number of fury points can be removed from it.
A frenzied warbeast does not activate again on a turn that it frenzied.
Compiled and updated by brotherscott based on previous Warmachine and Hordes Reference
Sheets and the MK II rules released January 2010 (Warmachine) and July 2010 (Hordes) and
Errata November 2010.
Warmachine, Hordes, the Iron Kingdoms, and all related rules, artwork, photos, characters, and
places are Trademark and Copyright of Privateer Press, Inc.
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ADVANTAGES
Abomination: This model is a terrifying entity. Models and units –
friendly and enemy – within 3” of this model must pass a command
check or flee.
Advance Deployment: Place this model after normal deployment up to
6” beyond the established deployment zone.
Arc Node: This advantage denotes a warjack with an arc node. Arc nodes
enable warjacks to channel spells.
Combined Melee Attack: This model can participate in combined melee
attacks with other models in its unit.
Combined Ranged Attack: This model can participate in combined
ranged attacks with other models in its unit.
Commander: This model is a commander. A friendly Faction model or
unit in this model’s command range can replace its current CMD with the
current CMD of the commander when making command checks. Models
with the Commander advantage should not be confused with Unit
Commanders that lead individual units. All warlock models have this
advantage.
Construct: This model is not a living model, never flees, and
automatically passes command checks. All warjacks are constructs.
Warbeasts never make Threshold checks and cannot be healed.
Eyeless Sight: This model ignores cloud effects and forests when
determining line of sight. This model ignores concealment and Stealth
when making attacks.
Fearless: This model never flees. All warlock models have this
advantage.
Gunfighter: This model is a gunfighter. The gunfighter has a melee
range of ½” and can make ranged attacks targeting models in its melee
range.
Incorporeal: This model can move through rough terrain and obstacles
without penalty. It can move through obstructions and other models if it
has enough movement to move completely past them. Other models,
including slammed, pushed, or thrown models, can move through this
model without effect if they have enough movement to move completely
past it. This model does not count as an intervening model. This model
suffers damage and effects only from magical weapons, magic attacks,
animi, spells, and feats and is immune to continuous effects. This model
cannot be moved by a slam. When this model makes a melee or ranged
attack, before the attack roll is made it loses Incorporeal for one round.
‘Jack Marshal: In Warmachine, this denotes a non-warcaster model that
can control warjacks.
Officer: This model is an officer. The officer is the Unit Commander of
its unit. This model is not a grunt.
Pathfinder: This model can advance through rough terrain without
penalty and can charge and make slam and trample power attacks across
obstacles.
Standard Bearer: This model is a standard bearer.
WEAPON QUALITIES
Buckler: This weapon has an integral buckler that gives the model a
cumulative +1 ARM bonus. A model does not gain this bonus while the
weapon system with the buckler is crippled or being held in a weapon
lock or when resolving damage that originates in its back arc.
Continuous Effect: Corrosion: A model hit by this attack suffers the
corrosion continuous effect.
Continuous Effect: Fire: A model hit by this attack suffers the fire
continuous effect.
Critical Corrosion: On a critical hit, the model hit by this attack suffers
the corrosion continuous effect.
Critical Fire: On a critical hit, the model hit by this attack suffers the
fire continuous effect.
Damage Type: Cold: This weapon causes cold damage.
Damage Type: Corrosion: This weapon causes corrosion damage.
Damage Type: Electricity: This weapon causes electrical damage.
Damage Type: Fire: This weapon causes fire damage.
Magical Weapon: This weapon is a magical weapon.
Open Fist: This weapon is an open fist. A warbeast’s open fist enables
it to make certain power attacks. A warbeast with an open fist can make
arm lock, headlock, and throw power attacks; a warbeast with two Open
Fists can also perform a double-hand throw power attack.
Reach: This weapon has a 2” melee range.
Shield: This weapon is a shield that gives the model a cumulative +2
ARM bonus. A model does not gain this bonus while the weapon system
with the shield is crippled or being held in a weapon lock or when
resolving damage that originates in its back arc.
Weapon Master: When attacking with this weapon, add an additional
die to its damage rolls.
IMMUNITIES
Cold: This model does not suffer cold damage.
Corrosion: This model does not suffer corrosion damage and is immune
to the corrosion continuous effect.
Electricity: This model does not suffer electrical damage.
Fire: This model does not suffer fire damage and is immune to the fire
continuous effect.
KNOCKED DOWN
Knocked down models cannot move, make actions, make attacks, cast spells, use
animi, use feats, channel spells, or give orders.
Knocked down models have no melee range and cannot engage or be engaged,
block LOS, and are not intervening models.
Knocked down models cannot be locked or moved by a slam.
Stealth: Ranged and magic attacks declared against this model when the
point of origin of the attack is greater than 5” away automatically miss.
This model is not an intervening model when determining LOS from a
model greater than 5” away.
Terror: This model is a terrifying entity. Enemy model/units in the melee
range of this model or with this model in their melee range must pass a
command check or flee.
Tough: When this model is disabled, roll a d6. On a 5 or 6, this model
heals one damage point, is no longer disabled, and is knocked down.
Undead: This model is not a living model and never flees.
Knocked down models are DEF 5 and automatically hit by melee attacks.
A knocked down model must forfeit its movement or action to stand up. A model
that has been knocked down on its turn cannot stand up until its next activation.
A model that cannot be knocked down must still forfeit its movement or action if
it activates later in a turn in which it was affected by a knock down effect.
STATIONARY MODELS
Stationary models cannot activate.
Stationary models cannot advance, make actions, make attacks, cast spells, use
animi, use feats, or give orders.
COMMAND CHECKS
CMD, Command– Range in inches of leadership or willpower.
2d6 ≤ CMD = Passing CMD check .
Make a CMD check when:
Massive Casualties- 50% or more of a unit lost in any player’s turn.
Terror- enemy models within melee range of a model with terror.
Abomination- any model within 3” of a model with the Abomination
advantage.
Any game effect requires one.
Fearless models automatically pass CMD checks for above conditions, but will
make CMD checks for effects other than fleeing.
Trooper models must be within CMD range of the unit commander or a model
with the Commander advantage to use that model's CMD.
Stationary models have no melee range and cannot engage or be engaged.
Stationary models are DEF 5 and automatically hit by melee attacks.
During the Control Phase after resolving threshold checks and frenzies, a warlock
can spend 1 fury to shake either a knockdown or stationary effect.
During the Control Phase after resolving threshold checks and frenzies, a
warbeast can be forced to shake either a knockdown or stationary effect.
OUT OF FORMATION
The unit commander is always in formation. A model is in formation if it is within
the CMD range of the unit commander. CMD range may be measured at any time
during the unit’s activation.
A trooper model that is out of formation cannot make actions, receive orders, cast
spells, make attacks, advance outside of its normal movement, and suffers –2 CMD.
At the beginning of its activation an out of formation trooper must advance towards
or run directly towards to get back into formation. If the model advances, it must
forfeit its action.
At the end of a unit’s activation, every out of formation trooper must individually
pass a CMD check or flee.
Fleeing and Rallying
A fleeing model must run during its activation, though it is not required to
move the full distance. If it cannot run, it advances and forfeits its action. A
fleeing model cannot advance toward any enemy models, make actions,
advance outside its normal movement, give orders, cast spells, or make attacks.
A fleeing model or unit can make a CMD check to rally at the end of its
activation.
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