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Additional Info (Pages

)

Any Time

Can be used before moving, after moving, before attacking, or after attacking. Never performed while resolving. Follow any additional rules listed.

Abilities

(Page 11)

LOS

Targeting requires LOS based upon model volume Variety of effects can impact LOS

(Page 39)

Charge

Requires Combat Action is not forfeited. Target enemy unit is in LOS. Faces target then Advances straight up to SPD + 3”. Cannot voluntarily stop until in melee range. Stops if contacts model, obstacle, or obstruction. Except if it has Pathfinder/Flight/etc. Stops if model is unintentionally moved. (pushed, slammed, thrown, or placed) End of movement, turns to directly face target. End of movement target is engaged = SUCCESSFUL. Otherwise charge FAILED & activation immediately ends. Must use combat action to make initial melee attack or special attack with melee weapon. If charge distance is >3”, first initial attack with melee weapon is a ‘charge attack’ vs charged target. ‘Charge attack’ has automatically boosted damage.

(Page 31)

Slam

Spell/Weapon slams are not Power Attack: Slam Spell/Weapon slams has no relation to base siz/slam distance. Can slam larger base models with slam spell/weapon

(Page

34;45-46)

Melee

In melee if engaged or engaging Free strikes to units leaving melee

(Page 43)

Ranged

Cannot make ranged attacks if in melee Target model in melee. Missed attacks randomly target one other model in melee.

(Page 49)

Magic

Use Magic Ability Score/Focus/Fury for attack. Target model in melee. Missed attacks randomly target one other model in melee. Ignore target restrictions.

(Page 55;

72)

AOE

Indirect hits = Blast Damage = 2d6 + ½ POW Individual damage rolls for each unit hit. (Each roll needs to be boosted individually) Deviation: d6 distance away. d6 direction based on template. Max deviation distance is ½ distance to traveled.

(Page 52)

Spray

Ignore: concealment, cover, stealth, intervening models, and target in melee. Separate attack & damage rolls for each model in template. Each roll is able to be boosted, performed individually.

(Page 54)

Knocked

Cannot do most actions. Does not block LOS and cannot cause ‘in melee’

Down

(Page 61)

Stand up by forfeiting normal movement or combat action.

Cannot stand up on turn it was knocked down.

Stationary

Cannot do most actions. Does not block LOS and cannot cause ‘in melee’

(Page 61)

Cont Effect

d6 roll during Maintenance Phase. Roll of 1 or 2 = expire. If not expired, perform effect. Multiple effects possible, but only one of each type.

(Page 61)

Upkeep

One instance of an upkeep spell per caster. Older expires. Max 1 friendly & 1 enemy upkeep on model/ unit.

(Page 72)

Channeling

Control Range relay. Requires no LOS to channeler. Can channel while engaging. Cannot channel when stationary, knocked down, or engaged.

(Page 73)

Massive

Applies to all huge 120mm base models. Do not suffer stationary, knockdown, or grievous wounds cannot be moved by a slam, push, or throw. Can be seen through forests and clouds.

(Page 75)

Great

Can never gain advance deploy, incorporeal, or stealth.

Machine /

Beast

Can never be placed or move outside of its normal movement. Can never be controlled by opponent.

(Page

67; 99)

 

Disabled, Boxed, Destroyed (Page 59)

Disabled

All damage boxes are marked. Immediately resolve triggers by being disabled.

Boxed

After resolving disabled triggers, if model is still disabled it is

boxed.

Immediately resolve triggers by being boxed.

Destroyed

After resolving boxed triggers, if model is still boxed it is

destroyed.

Immediately resolve triggers by being destroyed.

Destroyed living make soul tokens. Destroyed living/undead make corpse tokens. (Page 60)

Additional

Any model that heals 1 or more damage boxes ceases to be ~. If a model is removed from table, stop this process.

Notes

Combat Modifiers (Pages …)

Melee Modifiers (Page 44)

Back Strike (Page 42)

+2 Attack

Free Strike (Page 44)

+2 Attack & Boosted Damage

Intervening Terrain (Page 50)

+2 Defense

Knocked Down (Page 61)

Automatic Hit

Stationary (Page 61)

Automatic Hit

Ranged Modifiers (Page 49)

Aiming (Page 30)

+2 every ranged attack

Back Strike (Page 42)

+2 attack

Cloud Effect (Page 60)

Gain concealment.

Concealment (Page 50)

+2 Defense (not stackable with cover)

Cover (Page 50)

+4 Defense (not stackable with concealment)

Elevation Bonus (Page 78)

+2 Defense

Knocked Down (Page 61)

Reduce Defense to 5

Stationary (Page 61)

Reduce Defense to 5

In Melee (Page 51)

+4 Defense

Magic Attack Modifier (Page 55)

Back Strike (Page 42)

+2 attack

Cloud Effect (Page 60)

Gain concealment.

Concealment (Page 50)

+2 Defense (not stackable with cover)

Cover (Page 50)

+4 Defense (not stackable with concealment)

Elevation Bonus (Page 78)

+2 Defense

Knocked Down (Page 61)

Reduce Defense to 5

Stationary (Page 61)

Reduce Defense to 5

In Melee (Page 51)

+4 Defense

Crippled System (Page 57)

Arc Node

A

Lose Arc Node advantage

Cortex

C

Lose and cannot gain focus

Movement

M

DEF = 5. Cannot run, charge, slam, or trample. Activation ends if lost while charging/PA:Slam.

Field

G

Cannot use focus to remove damage on force field. Check card for additional changes.

Generator

Arms,

H, L, R

Any of these systems encounters:

Head,

Rolls one fewer dice on attack & damage rolls. Cannot perform power/combo attacks Loses Buckler/Shield armor

Etc

Crippled Aspects (Page 97)

Body

One fewer dice on damage rolls.

Mind

One fewer dice on attack rolls. Unable to perform power/combo/special attacks.

Spirit

Cannot be forced.

Deviation Auto-Hit Deviation Distance

AOE

Small

Medium

Large

3”

<~2.09”

<~2.29”

<~2.48”

4”

<~2.59”

<~2.79”

<~2.98”

5”

<~3.09”

<~3.29”

<~3.48”

Probability

Value

2d6

3d6

4d6

MEAN

7

10.5

14

2

3%

   

3

97%

1%

 

4

92%

99%

<1%

5

83%

98%

99%

6

72%

95%

99%

7

58%

91%

99%

8

42%

84%

97%

9

28%

74%

95%

10

17%

63%

90%

11

8%

50%

84%

12

3%

38%

76%

13

 

26%

66%

14

 

16%

56%

15

 

9%

44%

16

 

5%

34%

17

 

2%

24%

18

 

1%

16%

Acelink’s Warmachine & Hordes Cheat Sheet

The Player Turn (Page 29; 102)

v1.1

Maintenance

1. Remove: all focus-warjacks, excess focus-warcaster

2. Check expiration of continuous effects then resolve

3. Resolve all other effects that occur during ~ phase

Control

1. Replenish focus (Horde): Leach Fury.

2. Warjacks power up (Horde): Warbeasts Threshold Check if Fury > 0

3. Allocate focus (Horde): Spirit Bond

4. Pay upkeep.

5. Resolve all other effects that occur during ~ phase

Activation

Normal Movement then Combat Action.

Independent: active individually

Unit: activate together and make up to one order. “Order: Press Forward” needed to run/charge. (Page 64)

Normal Movement (Page 30)

Forfeit

Full Advance

Run

Aim

Charge

Combat Action (Page 36;41)

Forfeit

Make one initial attack with each melee weapon

Make ROF initial attacks with each ranged weapon

Make one special attack

Make one special action

Make one power attack if allowed

Focus, Fury, & Forcing (Page …)

Warcaster (Page 69-70) Focus: Shake Effect (per) -- Control after allocation Focus: Cast Spell Focus: Additional Attack Focus: Boost Focus: Power Field Focus: Reinforce Power Field

Warjack (Page 66-67) Focus: Shake Effect (per) -- Control after allocation Focus: Additional Attack Focus: Boost Focus: Run or Charge Focus: Power Attack Focus: Remove Field Damage

Warlock (Page 101-103) Fury: Shake Effect (per) -- Control after Leaching Fury: Cast Spell or Animi Fury: Additional Attack Fury: Boost Fury: Reave Fury: Discard Fury: Heal Fury: Transfer Damage

Warbeast (Page 97-98) Forced: Shake Effect (per) -- Control after Threshold Forced: Animi Forced: Additional Attack Forced: Boost Forced: Run or Charge Forced: Power Attack Forced: Rile

General Rules (Page …)

Attack (Page 41) If >= Target DEF, Target is hit Melee Attack Roll = MAT + 2d6, boostable Ranged Attack Roll = RAT + 2d6, boostable Magic Attack Roll = Magic/Focus/Fury + 2d6, boostable

Power up/allocate within Warcaster’s control range. (Page 29) Force within Warlock’s control range. (Page 97)

Threshold/Threshold Checks (Page 98) 2d6 + Current Fury > Threshold = Frenzied

Damage (Page 56) If > Target ARM, Assign excess amount as damage to target Melee Damage Roll = P+S + 2d6, boostable Ranged/Magic Damage Roll = POW + 2d6, boostable Blast Damage Roll = ½ POW + 2d6, boostable

Frenzied Rules (Page 98)

1. Immediate activate

2. Shake effects. Movement & Combat actions able

3. Charge first target in LOS.

Not forced.

Boost (Page 8) Gain additional dice to a roll Cannot boost a roll multiple times

4. Attack target with highest POW weapon. Attack boosted. Damage boosted if charged. No assault/additional attacks.

5. Activation ends. No longer frenzied--remove any # of fury.

Advantages (Page 17)

Icon

Name

Text

 

Base Size(Page 21)

(Page 21)

Indicates base size in mm.

 

Advanced Deployment  Placed after normal deployment, +6 inches.

Placed after normal deployment, +6 inches.

 

Amphibious  Shallow water is open terrain when advancing. When completely in, gain concealment.

Shallow water is open terrain when advancing. When completely in, gain concealment.

 

Arc Node(Page 73)

(Page 73)

Conduit for spells cast by warcaster. Allows for channeling.

 

Assault(Page 52)

(Page 52)

One ranged attack after charge movement. Must shoot target being charged. Can shoot target if charge failed.

 

Cavalry(Page 75)

(Page 75)

Mounted attacks use POW of mount, not P+S. Impact attacks if charging longer than 3” & charge boosted attack rolls.

 

Combined Melee Attack (Page 65)  Each involved in combined attack +1 to attack and damage rolls. Can charge if all

Each involved in combined attack +1 to attack and damage rolls. Can charge if all involved models charge.

 

AttackCombined Ranged

Combined Ranged

Each involved in combined attack +1 to attack and damage rolls. Cannot shoot in melee unless target is huge base.

(Page 65)

 

Construct  Model is construct. Is not a living model.

Model is construct. Is not a living model.

 

Eyeless Sight  Immune to blind. Ignore cloud effects for LOS. Ignores concealment and stealth.

Immune to blind. Ignore cloud effects for LOS. Ignores concealment and stealth.

 

Flight  All terrain is open terrain when advancing. Does not stop when encountering obstacles when charge/slam/trample.

All terrain is open terrain when advancing. Does not stop when encountering obstacles when charge/slam/trample. Ignore intervening models when charging.

 

Gunfighter(Page 52)

(Page 52)

Can use ranged weapon in melee range. Charge only boosts melee weapon. Cannot shoot if charge failed.

 

Incorporeal  All terrain is open terrain when advancing. Immune to continuous effects, most model involuntary movement

All terrain is open terrain when advancing. Immune to continuous effects, most model involuntary movement effects, free strikes, & non-magic damage. Lose incorporeal when melee/range attacking for a round.

 

Jack Marshal(Page 74)

(Page 74)

One special warjack bonus per activation:

Crush: +1 Melee Strike; +2 melee damage Hurry: Run/Charge; +2 charge/slam attack Strike True: +2 all attacks Take Aim!: Aim; +2 Ranged Damage

 

Officer(Page 62)

(Page 62)

This model is an Officer. Commander of attached unit.

 

Parry  Cannot be targeted by free strikes.

Cannot be targeted by free strikes.

 

Pathfinder  Tough terrain is open terrain when advancing. Does not stop when encountering obstacles when charge/slam/trample.

Tough terrain is open terrain when advancing. Does not stop when encountering obstacles when charge/slam/trample.

 

(Page 60)Soulless

Soulless

Does not generate a soul when it is destroyed

 

Stealth  >5” Ranged/Magic attacks miss. >5” not intervening LOS

>5” Ranged/Magic attacks miss. >5” not intervening LOS

 

Tough  Disabled model rolls D6. On 5 or 6, model is no longer disabled and is

Disabled model rolls D6. On 5 or 6, model is no longer disabled and is knocked down. Knocked down targets do not have tough.

 

Undead  Undead model. Not living model.

Undead model. Not living model.

Immunities (Page 18)

Immunity: ColdDoes not suffer cold damage.

Does not suffer cold damage.

Immunity: CorrosionDoes not suffer corrosion damage. Immune to Corrosion cont. effect.

Does not suffer corrosion damage. Immune to Corrosion cont. effect.

Immunity: FireDoes not suffer fire damage. Immune to Fire cont. effect.

Does not suffer fire damage. Immune to Fire cont. effect.

Immunity: ElectricityDoes not suffer electrical damage. Ignored lightning arcs.

Does not suffer electrical damage. Ignored lightning arcs.

Weapon Qualities (Page 20)

Icon

Name

Text

 

Blessed  Ignore spells/animus

Ignore spells/animus

DEF/ARM bonuses

 

Buckler  +1 ARM. Does not work when disabled/behind

+1 ARM. Does not work when disabled/behind

 

Chain Weapon  Ignore bucklers, shields, & shield wall

Ignore bucklers, shields, & shield wall

 

Continuous Effect: Corrosion (Page 61)  On hit inflict corrosion continuous effect.1 damage during maintenance phase after expire check.

On hit inflict corrosion continuous effect.1 damage during maintenance phase after expire check.

 

Continuous Effect: Fire (Page 61)  On hit inflict fire continuous effect. 12 POW damage roll during its maintenance phase after

On hit inflict fire continuous effect. 12 POW damage roll during its maintenance phase after expire check.

 

Critical Corrosion  On crit inflict corrosion continuous effect.

On crit inflict corrosion continuous effect.

 

Critical Disruption  On crit inflict disruption.

On crit inflict disruption.

 

Critical Fire  On crit inflict fire continuous effect.

On crit inflict fire continuous effect.

 

Damage Type: Cold  Deals cold damage.

Deals cold damage.

 

Damage Type: Corrosion  Deals corrosion damage.

Deals corrosion damage.

 

Damage Type: Electricity  Deals electricity damage.

Deals electricity damage.

 

Damage Type: Fire  Deals fire damage.

Deals fire damage.

 

Damage Type: Magical  Deals magical damage.

Deals magical damage.

 

Disruption  Warjacks loses focus, cannot be given focus by any means, cannot channel for one round.

Warjacks loses focus, cannot be given focus by any means, cannot channel for one round.

 

Open Fist(Page 44)

(Page 44)

Weapon has open fist. Can make some power attacks.

 

Shield  +2 ARM. Does not work when disabled/behind

+2 ARM. Does not work when disabled/behind

 

Add one dice to damage rolls.Weapon Master

Weapon Master

 

Terrain (Page 77-81)

Agree upon terrain rules before starting game!

Obstacle (Page 80; 78)

+2 Def if obscures base in melee Non-Charging movement can pass obstacles if completely moving past object. Solid (Wall) = Cover Hedge-like = Concealment

Obstruction (Page 81; 78)

Similar to obstacle Taller than 1” Impassable without incorporeal or flight

Forest

Rough Terrain Concealment (Completely Within) No LOS 3” into forest No LOS to other side of forest

(Page 79)

Rubble

Rough Terrain Cover (Completely Within)

(Page 79)

Dense Fog

3”, 4”, 5” Cloud. End of player’s turn starting with second player’s 1st turn. Check expiration. d6 roll. 1 or 2 = expire.

(Page 79)

Cloud Effect

Additional effects if touching special cloud. Concealment (Completely Within) No LOS to other side of cloud

(Page 60)

Hill

Open terrain Tall hills can block LOS Elevation bonus. +2 DEF

(Page 79)

Shallow Water

Rough Terrain

(Page 79)

Trenches

3” x 5” template Cover (Completely Within) Ignore Blast (Completely Within) unless origin is inside Ignore intervening LOS for models completely within

(Page 80)

Power Attacks (Page 44-48)

General Rules (

)

A model cannot make a power attack as an additional attack.

A model that is able to do so can make additional melee attacks after making a power attack. Power Attack Damage Roll (Page 45)

STR + 2d6, may be boosted.

Add a die if target is stopped.

Headbutt (Page 45)

 

1. Range = Half inch. Cannot be used on larger base model.

2. Roll melee attack roll, may be boosted.

3. If hit, target is is:

 

Knocked down Suffers power attack damage roll,

Throw (Page 46) - Requires Open Fist

1. Range = Weapon’s Range. Cannot be used on larger base model.

2. Roll melee attack roll, may be boosted.

3. If hit:

STR Check: Both Players (STR + 1d6). Attacking player with

2 Open Fist (STR + 2d6), not boostable.

4. If STR Check wins, throw the model:

Throw in a Direction:

 

i. Thrown model is knocked down

ii. Thrown model is thrown directly away from attacking mode within distance. (½ STR in inches)

iii. Thrown model suffers power attack damage roll

Throw at Something:

 

i. Thrown model is knocked down

ii. Pick target in attacker’s LOS. LOS ignores soon-to-be-thrown model.

iii. Model is thrown at target. (½ STR in inches)

 

Out of Range

 

Point of Impact is max range between attacker and target.

 

In Range

 

Melee attack roll on target (MAT + 2d6), may be boosted.

 

i. If hit: Move thrown model to land on target.

ii. If miss: Deviate. d6 direction, d3 distance.

iv. Thrown model suffers power attack damage roll.

Being Thrown: (Page 35) Ignores rough terrain penalties. Stops if it contacts obstacle, obstruction, or model with equal/larger base Thrown models that cannot be knocked down, still must forfeit movement or action if they activate later in the same turn

Slam (Page 45-46)

 

1. Combines Normal Movement & Combat Action.

2. Similar to Charge rules. Move Speed +3”. Half inch range. Must move at least 3”.

3. Roll melee attack roll, may be boosted. Smaller than target = -2 attack

4. If hit:

Target knocked down Target slammed d6 inches directly away. Half if larger base. Target suffers power attack damage roll.

Trample (Page 48) - Can only be performed by heavy warjack/warbeast.

1. Combine Normal Movement & Combat Action. Pick trample direction

2. Move Speed + 3”. Only able to trample small based models. Must be able to be placed on board at end point.

3. All models moved completely through be attacked. To hit (MAT + 2d6), boostable. If hit, target suffers power attack damage roll.

4. After all previous attacks, models can perform free strikes/effects. Any trampled models dive out of the way, no free strike.

Collateral Damage & Misc (Page 45 & BattleCollege)

Collateral Damage Damage Roll POW + 2d6, not boostable. Slam/Throw (Power Attack): POW = STR Slam/Throw (Other): POW = weapon/spell description. Models with Smaller Base They are moved through or jiggled when landed on. Knocked Down Suffer Collateral Damage roll. Models with Equal Base Stop when contacted. Knocked Down Suffer Collateral Damage roll. Models with Larger Base Stop when contacted.

Sequences (Page 90-91)

Spellcasting Sequence

1. Declare the spell being used and pay its COST (by spending focus or fury, being forced to use an animus, using the model's combat action to perform a special action, etc.).

2. Declare the spell’s target.

3. Resolve effects that occur when a model is targeted by a spell.

4. If the spell is not an Offensive spell, check the range to the target. If the target is in range, it is affected by the spell. If the spell is an Offensive spell, resolve the spell using the Attack Sequence timing beginning with "Check range to the target."

5. If the spell is not an Offensive spell, the spell is now resolved. If the spell is an Offensive spell, it is resolved when you reach "The attack is now resolved" during the Attack Sequence timing.

Attack Sequence

1. Declare the attack and its target.

2. Resolve effects that occur when a model is targeted by an attack.

3. Check the range to the target. If the target is out of range, the attack automatically misses; do not make any attack rolls, and go to step 6.

4. Resolve effects that cause an attack to hit or miss automatically.

5. Make all attack rolls as dictated by the type of attack and its special rules. For example, a spray attack or Thresher special attack must go through the attack roll sequence for each model potentially hit before proceeding to step 6. Attack Roll

a. Resolve effects that change the number of dice rolled, such as boosting the roll.

b. Roll the dice.

c. Resolve effects that remove dice from the roll.

d. Determine if the model would be hit or missed by the attack roll against it.

e. Resolve effects that cause the attack roll to be rerolled. Return to step b if needed. When returning to step b, add all dice removed

in step c back to the roll.

6. Resolve effects that cause the attack to automatically hit a model other than the target.

7. Resolve the AOE hit or deviation. All models within the AOE at its final position are now hit by it.

8. Resolve all other effects triggered by hitting or missing.

9. Make all damage rolls resulting from the attack. Damage Roll

a. Resolve effects that change the number of dice rolled, such as boosting the roll.

b. Roll the dice.

c. Resolve effects that remove dice from the roll.

d. Determine if the roll would damage the model.

e. Resolve effects that cause the damage roll to be rerolled. Return to step b if needed. When returning to step b, add all dice removed in step c back to the roll.

f. Resolve effects that trigger when a model “would suffer damage” such as damage transference.

10. Apply all damage. Damage Application

If an attack damaged more than one model, choose one model, follow the damage application sequence below, then repeat for each other damaged model.

a. Resolve effects triggered by a model suffering damage.

b. If all of a model’s damage boxes are marked, the model is disabled. Resolve effects triggered by the model becoming disabled.

c. If the model is still disabled, it becomes boxed. Resolve effects triggered by the model becoming boxed.

d. If the model is still boxed, it is destroyed. Resolved effects

triggered by a model being destroyed.

e. Remove the destroyed model from the table, then return to the main sequence.

11. The attack is now resolved.

12. Resolve active player effects that trigger “after the attack is resolved” that do not involve making another attack.

13. Resolve all inactive player effects that trigger “after the attack is resolved.”

14. Resolve active player effects that trigger “after the attack is resolved” that involve making an attack.