Movement Phase
1. Start of Turn
2. Charge
3. Compulsory Moves
4. Remaining Moves
The movement phase is where you move your units, whether it be charging or out of your control, as
well as rallying.
Start of Turn:
Any ‘start of turn’ effects or rules occur now, before anything else happens. Example would be
Orcs and Goblin’s Animosity. They will clearly state that they occur during the Start of Turn sub-phase.
Charge:
The Charge sub-phase is where charges occur. The active player declares charges, and in turn,
the reactive player gives the reactions. Distance measured is done so from the closest model to closest
model, with bases being included as part of the model. Units who are fleeing, in close combat, or
otherwise affected by a rule which states they cannot charge, will be unable to declare a charge. You
also cannot declare an impossible charge, such as the distance being impossible to roll, intervening
terrain making it impossible to reach base-to-base contact, or another unit blocking the move.
Note: If the unit blocking your charge could be moved before the charge is completed, you are allowed
to declare that charge.
Note: In order for a unit to be an eligible target, they must lie within the charging unit’s forward arc.
When a charge is declared, but before you roll the distance, the reacting player must declare a
charge reaction from the following:
• Hold: The unit holds steady, and stays where they are, as is.
• Stand and Shoot: Available only if you have a shooting weapon. Even if the charging unit is
outside of your ranged weapon’s range, it is assumed you fire at the chargers once they get in
range and may fire normally. This grants the ‘Stand and Shoot’ -1 modifier to hit. If 25% of the
unit is killed by this, the charging unit must immediately make a leadership test as normal.
• Flee!: You flee from the charge. Immediately turn the unit directly away from the enemy whilst
keeping the center where it is. After, roll a 2D6”, and move the unit that many inches away.
After the charge reaction is dealt with, the charger has two possibilities:
• If the enemy committed to a Hold or Stand and Shoot action (And you passed your leadership
test, if applicable), you roll the charge distance as normal. Roll 2D6”+M to see the charge
range. If you are able to make base-to-base contact, your charge is completed successfully. If
the distance is insufficient, the unit moves a distance toward it’s target via the shortest possible
route whilst still wheeling around terrain and intervening units.
• If the enemy committed to a Flee! Action: You may pursue the fleeing unit, upon which you roll
2D6”+M and see if you are able to catch the fleeing unit. Otherwise, you may make a
Leadership test, if failed you must charge toward the fleeing unit, if successful you may declare
a charge against another viable target, which would then be able to make a reaction as if you
had just declared a charge against it normally.
Note: You may only ever declare a charge against a single unit. The only exception to this would be if
there is no other option to charging a unit, without getting within 1” of another. At which point, you
are allowed to declare a second charge against the second unit, which reacts as if a normal charge was
declared against it.
When making a successful charge, you must move directly forward toward the targeted enemy.
There is a single exception, as you are allowed a single 90° wheel. With this wheel, you must try to get
as many models into base contact with the enemy as possible. Once base-to-base contact has been
made, you are allowed one further wheel to try and get as many models into base-to-base contact as
possible. If you are unable to wheel, your opponent must do so. See EX1
Note: When making a charge, you charge toward and count as being in the arc where the majority of
your own models are for the target unit. See EX2
EX1 EX2
Multiple Charges:
Multiple units may declare charges against a single target, at which point you declare both
charges simultaneously, allowing the reacting player to react to both charges, before rolling charge
distance for both. If only one unit makes it into melee, you treat it as a normal charge. If both units
make it into melee on the same arc, you must attempt to get the maximum possible models for both
units into melee, split between the two as evenly as possible. See EX3
EX3
When charging a fleeing unit, if you manage to successfully charge the fleeing unit, you immediately
move into base contact with the target unit as normal, and remove the entire unit as casualties.
Afterword, you may make a Leadership test in order to attempt an immediate reform. If failed, the unit
must remain as is, if successful, you may reform the unit normally. In either case, the unit may not
move for the rest of the movement phase.
Compulsory Moves:
In this sub-phase, you both check to see if fleeing units rally, as well as move units of whom are
out of your control and subject to compulsory moves.
Rally Fleeing Units:
In order to rally a fleeing unit, you make a selection of any fleeing units, excluding those who
have begun fleeing in the charge phase. Once a unit is selected, you roll a Leadership test against their
base leadership unless other special rules dictate otherwise. If the unit only has less than 25% of it’s
original size remaining, it must roll double 1’s for a heroic Rally, regardless of it’s leadership. If the
Rally test is successful, the unit stops fleeing immediately and makes a reform manoeuver, and is
unable to make any further moves that turn, nor is it able to make any shooting attacks that turn.
If the Rally test is failed, the unit must immediately flee another 2D6” in the direction they are
currently facing. These fleeing models ignore friendly units, enemy units, and impassable terrain. If
running through impassable terrain or an enemy unit, you must make a Dangerous Terrain test for each
model (Roll a D6 for each model, any model which rolls a 1 immediately suffers a wound with no
armour saved allowed). If fleeing through a friendly unit, the unit which they moved through must
make a Leadership test or begin fleeing.
If the fleeing unit would end up on top of, or within 1” of another unit or impassable terrain, it
continues moving until it is on the other side of said obstacle. Once all fleeing units have made their
Rally tests, succeeding or failing, you may move on.
Other Compulsory moves:
This sub-phase is made for any units with rules which are forced to move may do so. It will
always specify in the rule if it is to happen in the Compulsory Moves sub-phase. Often this will either
be a static number, or a randomly rolled one, in a given direction. Units with the ‘random movement’
rule, for example, are allowed to pivot in a direction chosen by you, and then move a random distance
forward, counting as charging if it would being them within 1” of an enemy unit or stopping 1” short of
an obstacle otherwise.
Remaining Moves:
You may move the remaining units who have not charged or been subject to compulsory moves
in this sub-phase. These units, unless specified otherwise, move their Movement(M) value as shown on
their stat lines. If there are multiple movement values, you always move at the slowest one. If moving
backwards or sideways, each inch of movement counts as two.
Unless otherwise stated, a unit not wishing to move backwards or sideways must wheel in order
to turn. In order to wheel, select one corner of your unit, and begin to turn the entire unit on that axis,
measuring the distance moved from the opposite model within that rank.
March:
You are allowed to move twice your movement value if you take the March action. A unit which
marches is not allowed to reform, nor is it allowed to move to the side or backwards. It is also not
allowed to make a shooting attack in the shooting phase. It may wheel as normal. If a non-fleeing
enemy unit is within 8” of the unit that you wish to have march, that unit must pass a Leadership test or
it will be forced to move normally.
Note: Even if you fail a leadership test for a march, the unit still counts as having marched.
Lone Models:
Lone models act in the same manner as all others models unless stated otherwise, the only exception
being that they are allowed to pivot freely without it taking any movement.
Note: A model that pivots, unless stated otherwise, count as having moved still for the purposes of
shooting.
Reinforcements:
A unit entering the battle as reinforcements does so by placing it’s rear-most rank touching the board
edge (Which board edge is decided in the rule dictating it’s reinforcement). This unit may not charge
this turn, having missed the charge sub-phase, and is not allowed to march this turn, but is allowed to
interact with the battle in all other manners normally.
Note: Even if stood still, the reinforcing unit always counts as having moved the turn it arrived.
Reform:
When reforming, you are allowed to rearrange your unit so it faces any direction, and how many ranks
it has. To do this, you keep the center point of the unit the same and rearrange the models how you
please. Doing this will prevent the unit from moving for the rest of the movement phase, or shooting in
the shooting phase. This can be changed with a musician, who will allow for a Swift Reform to be
taken instead.
Note: When reforming, no model may move more than twice it’s movement value.
Swift Reform:
Only allowed to be taken if the unit has a musician, the unit immediately makes a leadership test and if
passed, reforms as normal and is then able to make a normal move action. It will also be able to shoot
in the shooting phase, albeit counting as moving whether or not it takes advantage of it’s move action.
If failed, the unit will reform normally with all the penalties that apply.
Magic Phase
1. Roll for Winds of Magic
2. Cast
3. Dispel
4. Spell Resolution
5. Next Spell
The Magic Phase is where wizards are able to cast their spells, which ones they know being
rolled just before the match. No wizard in your army may know the same spell as another in your army
unless specified otherwise, or if it is a signature spell. If you roll the same spell twice, you may pick
one from the lore you rolled on, and if no eligible spells remain, you lose out on a spell known.
Wizards are leveled 1 to 4, and knows one spell for each level unless stated otherwise. They
also add their wizard level to casting rolls.
Roll for Winds of Magic:
To roll for Winds of Magic, the active player rolls 2D6 and adds them together for their Power
Pool. The opposing player takes the highest number rolled, and uses that for their Dispel pool.
Channeling:
To channel, after the Winds of Magic for the phase have been rolled, you roll a number of D6
equal to the number of wizards on your side. Any 6s grant an extra die to your Power Pool. Your
Power Pool may never exceed 12 dice unless otherwise stated. Your opponent may do the same for
their wizards and dispel dice, following the same rule as the Power Pool.
Cast:
To cast a spell, you must select a target to cast at. To select a target, they must:
• Be within the Wizard’s Forward Arc
• You do not require line of sight to the target
• Be within the spell’s range
• Not engaged in close combat
With exceptions as follows by the type of spell:
Direct Damage: Can only be cast on enemy units, follows all of the rules above.
Magic Missiles: Can only be cast on enemy units, does require line of sight.
Augment: Can only be cast on friendly units, can be cast on units in combat, does not need to be in
forward arc.
Hex: Can only be cast on enemy units, can be cast on units in combat, does not need to be in forward
arc.
Magical Vortex: Does not have a target, placed in base contact with the caster in their front arc, and
moves as described in the spell. These are always Remains in Play spells. If it would move within 1” of
a unit, move it 1” beyond the unit in the direction it was moving.
When casting a spell, you must declare at what level you are casting the spell if it has multiple
casting values, and how many dice you are dedicating to the spell to a maximum of six. You then roll
these and add the wizard level of the wizard who cast the spell. A dice total of 1 or 2 always fails, no
matter your wizard level.
Example: Roll 2 dice, spell has a casting value of 6. You roll double 1’s but are a level 4 wizard. You
would fail no matter what, even though you met the casting value, due to the dice total being below 3.
If the spell’s casting value is met, the spell is successfully cast and you move to the next sub-
phase. If the number is insufficient, or the total is below 3, the spell fails and the chosen wizard is
unable to cast spells for the remainder of the magic phase.
Irresistible Force:
If two or more 6s are rolled when casting a spell, it is cast with irresistible force. This spell
passes no matter the result, and is unable to be dispelled. You immediately move on to Spell Resolution
sub-phase. After the spell is resolved, but before another spell is cast, you must roll 2D6 on the miscast
table and resolve the result immediately.
Dispel:
If a spell succeeds in passing it’s casting value, your opponent may choose to dispel it using a
number of dice of their choosing, with no limit to the number beyond what is in their pool, to dispel it.
Alongside this, they may choose to dispel with a wizard, who can be anywhere on the battlefield to add
their wizard level to the dispel attempt.
Dispel Roll:
In order to dispel, you roll dice as if you were casting a spell, and attempt to beat out the total
value of the casting attempt. Just as with normal casting, a total dice result of 1 or 2 cannot dispel no
matter the result.
Irresistible Force:
Just as with casting, you may roll two or more 6s when dispelling. If this happens, your dispel
automatically succeeds no matter the result, though you do not need to roll on the miscast table.
After a successful dispel, a wizard is unable to dispel again in that phase. The army as a whole may
always dispel, though.
Spell Resolution:
To perform spell resolution, follow the text of the spell card. These effects may cause Panic
tests as normal.
Of note:
• Remains in Play spells stay on the battlefield until dispelled or the wizard who cast the spell is
slain. The wizard cannot cast the Remains in Play spell again until it is dispelled, but may cast
other spells normally. If attempting to dispel a Remains in Play spell, you roll against the
minimum casting value of the spell.
• For spells that last for more than one turn, but do not have the Remains in Play rule cannot be
dispelled other than on the turn it is cast.
Bound Spells:
Bound spells are cast just like any other spell. They can be dispelled and cast with irresistible
force, though they do not cause miscasts if they do so. If it is from an item, the item is destroyed and
cannot be used again. If it is an innate ability, you do not miscast, but are unable to cast any more
bound spells for that turn. Failing to cast a bound spell does not stop a wizard from casting more spells
in that turn.
Next Spell:
Repeat steps 2 to 4 until you have no more spells you wish to cast, or no power dice remaining.
Any remaining power dice or dispel dice are removed.
Shooting Phase
1. Nominate Unit to Shoot
2. Choose Target
3. Roll to Hit
4. Roll to Wound
5. Take Saving Throws
6. Remove Casualties
These rules to shoot are specifically made for your standard shooting units. Units like War
Machines or other peculiar units are found in the BRB on page 108(129).
Nominate Unit to Shoot:
The active player may pick a unit to shoot so long as they did not reform, rally, failed a charge,
or marched in the preceding Movement Phase. Or if they are fleeing, fighting in close combat, or under
the effect of a spell which prevents them from making a shooting attack.
Choose a Target:
The nominated unit may then fire at an unengaged enemy unit that is at least partially within it’s
forward, has unblocked line of sight, and is within it’s weapon’s range. You may fire up to two ranks of
models which have line of sight. If a model in the unit does not have line of sight, or is out of range,
then it may not shoot.
Note: All models in a unit must shoot at the same target, even if unable to make a shot. In these cases,
the models which cannot make a shot, automatically fail their shots or do not fire whilst those who can,
roll as normal.
Roll to hit:
Roll a D6 for each model which may fire, and check against it’s ballistic skill to see if it hits,
applying modifiers beforehand. Sometimes these modifiers may take the Ballistic Skill of a model to
require a 7+ to hit. In these cases, follow the chart. Unless otherwise specified, the modifiers are
cumulative.
To give examples of the different modifiers, here is an image:
Roll to Wound:
Roll to wound, using your strength against the model’s toughness on the chart.
Roll Saving Throws:
After the attacker has rolled all their wounds, any successful wounds must be saved through a
saving throw, the most common of which is Armour Saves which can be modified by strength saving
throws.
After armour saves are rolled, any failed saves may then make a ward or regeneration save if
they have one, but not both.
Remove Casualties:
The target unit suffers casualties for wounds that have not been saved. Remove a number of
models equal to the number of wounds suffered, unless they are multi-wound models, then you must
allocate wounds to a single model until it moves to 0 wounds, then remove the model and continue
applying wounds.
A model cannot suffer more wounds than it has, so if a multi-wound weapon (example being D6
wounds) hits a model, and deals more wounds than it has, then it takes as many wounds as it can and is
removed, the excess wounds being wasted.
Close Combat Phase
1. Fight a round of Close Combat
2. Calculate Close Combat Result
3. Loser takes a Break Test
4. Flee and Pursue
The close combat phase is where you fight the charges made earlier, and any ongoing combats.
All possible combatants must fight if able, using the best weapon they have available to them.
Fight a round of Close Combat:
In order to fight a round of close combat, the player whose turn it is selects in what order
combats begin, going through each combat one at a time until all combats have been resolved.
Who can strike?
Any model in base to base contact, even if only their corners are touching, is eligible to fight in
the close combat. If a unit is in combat with multiple units, the models attack who they are in base-to-
base contact with, and if they are in base-to-base contact with both units, the player who controls the
unit decides where the attacks are allocated.
The models at the front rank make a number of attacks equal to their Attack(A) characteristic,
with the second rank behind them able to make supporting attacks, which can only ever result in one
attack per model. If attacks in the flank or rear, no supporting attacks are available to be made, only at
the front rank. If your unit’s ranks are ten models wide, you are able to make a third rank give
supporting attacks, though if the unit drops below the minimum frontage, they immediately lose this
ability.
Incomplete Ranks
Sometimes there will be incomplete ranks who are otherwise unable to fight due to not being in
base-to-base contact from a rear or flank charge. In the cases of a flank charge, the flanked player
moved their models to the side which was charged in order to maximize ranks fighting, and in the case
of a back rank, it is
assumed the
models push
forward into base
to base, even if
there is a single
model space
separating them.
See side image for
examples.
Striking Order
Once a combat has been chosen, and units maximized to fight, the combat begins in proper.
Begin with the highest initiative models and move down in order until all eligible models have fought
in the combat. If two sets of models, friend or foe, have the same initiative they strike simultaneously.
Roll in turns as normal, though do not allocate wounds to models until the end of that initiative step to
ensure all models at that initiative have fought. Some rules will affect combat order, such as ‘always
strikes first’ and ‘always strikes last’, which work how the rules say.
Note: If, for some reason, a model has multiple attacks at different initiatives, and is slain before some
of it’s strikes are performed, those attacks are lost. Same with if a model is no longer in base-to-base
contact with an enemy due to their enemies being slain.
Roll to Hit
Roll a D6 for each attack, consult the chart using your Weaponskill against the Weaponskill of
your enemy. Rolls of 1 always fail, and rolls of 6 always succeed. Remember to roll separately for any
attacks which involve different Weaponskills than the rest.
Roll to Wound
Roll a D6 for each attack that hit, compare the Strength of the Attacker against the Toughness of
the Defender on the chat. Rolls of 1 always fail, and rolls of 6 always succeed. Remember to roll
separately for attacks with different strength values.
Take Saving throws
As with shooting, the defender now rolls a D6 for each successful wound for their armour save
(if applicable) and Regeneration or Ward save(if applicable).
Remove Casualties
Unlike with shooting, do not immediately remove the casualties from close combat, but instead
set them aside nearby to help keep track of how many were lost this turn. Remove from the rear rank as
with shooting. It may happen that a model causes more casualties than it has enemies in base contact,
remove these as normal from the unit as a whole.
Calculate Combat Result
Once all eligible models have fought in the chosen combat, you must determine which side has
won. This is affected by the following modifiers:
Wounds Inflicted: +1 for each wound inflicted on the enemy
Charge!: +1 if the unit charged. You can only gain this once per combat.
Extra Ranks: +1 for each extra rank beyond the first with at least five models in it, to a max of +3.
You can only gain this from one unit, so pick the one with the most ranks.
Note: A unit does not receive an Extra Ranks bonus if they are attacked in the flank or rear by
an enemy which has two or more ranks of at least five models. Sometimes a unit might begin
combat with enough ranks to cause this, but by the end no longer have sufficient models. If this
is the case, it no longer causes this disruption and you gain the extra ranks bonus as normal.
Standard: +1 for having a standard bearer. You can only gain this once per combat.
Flank Attack: +1 if you are attacking their flank; You can only gain this once per flank attacked.
Rear Attack: +2 If you are attacking their rear; You can only gain this once, they only have one rear.
The High Ground: If you charged from a higher elevation +1. You can only gain this once per combat.
Battle Standard: +1 for having your battle standard.
Overkill: +1 per excess wound caused in a challenge, to a maximum of +5.
Who’s the winner?
Once you have tallied up all the bonuses both sides have, you compare scores. Whoever has the
highest is considered the winner, while the lower score is the loser. If the scores are tied, it is a
deadlock combat, and neither side takes a test. Take the winner’s score and subtract the loser’s score
from it, this number is the modifier to the loser’s leadership for the upcoming test.
Loser takes a Break Test
Once the winner and loser of a combat have been decided, the loser must test their nerve.
Taking a Break Test
A break test is a modified Leadership test, taking the losing unit’s Leadership and subtracting
the difference between the scores resulting from the combat. No matter what, double 1s always succeed
with heroic bravery.
Steadfast
If a defeated unit happens to have more ranks of five or more models than the enemy does, they
are considered ‘steadfast’ and may take the Break Test on their unmodified leadership. Of note, when
counting these ranks, the final rank does not need to be complete, but must contain at least five models
in it to count toward this. You do not lose this rule for being disrupted by flank or rear attacks.
Combat Reform
If you do not flee from a fight, you may now attempt a combat reform. If you are the winner of
the combat, you are free to reform with no test required. If you lost the combat, you must make a
Leadership test at modified Leadership if you are not Steadfast, not able to reform if you fail, and
reforming if you succeed. If both sides attempt a combat reform and are able, roll off to determine who
reforms first (the winner of the roll-off decides). If the unit is in combat on two facings, you are unable
to make a combat reform.
When making a combat reform you never can take a model (friend or foe) out of combat with
it. You may move it’s position in the combat freely, but it must be in base-to-base contact with an
enemy model at the end of the reform.
Flee and Pursue
If a unit fails its Break Test it must flee, and might be destroyed as it runs.
Restrain or Pursue?
If the losing unit fails its Break Test, if must flee. The winning unit now has a choice, it can
pursue the foe and slay the survivors, or it can attempt to stand ground and reorder itself. If you attempt
to restrain the unit, you must pass a Leadership test to hold your ground. If failed, you are forced to
pursue, if passed the enemy flees as normal and you are allowed a free reform.
Roll to Flee
The losing unit rolls 2D6”, unless stated otherwise, and flees that many inches away from the
unit which beat it in combat. Turn it around at its center and move the rolled distance away as with a
Flee! Action.
Roll to Pursue
If you chose to, or are forced to, pursue you must likewise roll 2D6” in an attempt to catch the
fleeing unit, moving directly after them. If they run into impassible terrain or a friendly unit, they halt
1” away from it.
Caught!
If the pursuer rolls equal to or higher than the fleeing unit, the fleeing unit is destroyed. You still
move the pursuer the distance rolled toward where the fleeing unit was heading, halting at any
impassable terrain or friendly units.
Pursuit into a New Enemy
If your pursue roll would bring you into base-to-base contact with an enemy unit, treat it as you
would a charge attempt. The unit caught in the pursuit is not allowed any reactions other than Hold. If
you pursue into a unit who was not already in combat, or their combat was already resolved earlier on
in the phase, bring yourself into melee and the pursuit ends. In the next combat phase, the pursers will
still count as having charged.
If you pursue into an enemy unit who was in combat and it was not resolved yet, the pursuer is
allowed to fight a second time! If by the end of this combat, the unit charged flees, the original pursuer
cannot pursue and automatically restrains and is allowed to reform.
If the pursuit would end up charging an enemy who was already fleeing, it still is not allowed to
take any charge reactions. Move the pursuers into base-to-base contact with the fleeing enemy as you
would for completing a charge against a fleeing unit, and then remove the fleeing unit immediately. The
pursuer is allowed one final reform.
Overrun!
If a unit charges into combat, and by the end of the round the enemy was wiped out entirely by
the result of the combat, the unit can choose to make a pursuit move, even with nobody left to pursue.
This is an overrun move, and acts exactly like a pursuit move, having the unit move 2D6” directly
forward following the same rules as pursuers have.
Pursuit off the Battlefield
Unlike troops fleeing the battlefield, a pursuer returns to the battle to continue the fight.
Remove them from the board, and in the next movement phase place them down onto the board edge as
if they were reinforcements as close to the point where the left as possible. The best idea is to leave a
model as a marker where the unit left the board.
Multiple Close Combats
Sometimes the rules might seem fuzzy due to multiple combats, these are the rulings for such
situations:
Steadfast: You are Steadfast so long as you have more ranks of five than each individual unit you are
in melee with, you are Steadfast. If even one enemy unit has an equal or higher number of ranks, you
lose Steadfast. This is on a unit-to-unit basis, so just because one unit has Steadfast, does not mean all
units do.
Pursuit: Units on the winning side can only ever pursue a single enemy unit that they are in base-to-
base contact with, and which they do so for is declared before flee rolls are made. In addition, they
cannot pursue if one or more of the units they are in combat with pass their break test.
If multiple units pursue a single target, they must all pivot on their center to face directly toward the
fleeing unit after flee moves are resolved, and then pursue as described earlier. This sometimes leads to
a pursuing unit ‘catching up’ with a fleeing unit that rolled high enough to escape. In these cases, the
pursing unit must stop 1” away.
Flee!: Fleeing units must roll greater than the scores rolled by all of their pursuers in order to get away.
If even one pursuer rolls equal or greater, the fleeing unit is cut down and models are removed.
If there are multiple enemy units surrounding a fleeing unit, the unit must turn away from the enemy
unit with the most ranks of five or more models. It pivots around its center, ignoring enemy models,
and flees directly away, which may even involve fleeing through another enemy unit. Take dangerous
terrain tests as normal for doing so.
Shrinking units and multiple fights
Occasionally, a situation may arise when one or more units are no longer in base-to-base contact
with the enemy unit they were initially in combat with, but at least part of the enemy unit is still alive.
Whenever a unit is separated from it’s combat in such a manner, the attacking unit immediately moves
forward until it is in base-to-base contact again. This cannot be used to alter the facing, or change the
formation of the attacker, nor can it be used to charge a foe not engaged in the fight. If the attacker
cannot be moved in such a manner, the defending unit is moved instead.
No more foes
In multiple combats, it can sometimes happen that at the end of the round of close combat some
units are no longer engaged with any enemy units because the unit they were in combat with were
completely destroyed. Such units are out of combat for all purposes and can move normally from then
on.
Panic
Panic tests are taken for multiple reasons, but a unit will only ever need to make one panic test
in a phase. If multiple units from the same army have to make panics tests simultaneously, the
controlling player chooses the order in which they take their tests. The reasons you might make a panic
test are:
• A unit loses 25% or more of the models with which it started the phase with
• A friendly unit is destroyed for any reason within 6” of it
• A friendly unit breaks from combat within 6” of it
• A friendly unit flees through it
Immunities
Three situations makes any unit immune to the above reasons for a panic test:
• A unit is in close combatant
• A unit is already fleeing, as it cannot flee more
• A panic test was passed earlier in the phase, as they have already been found brave that phase.
Notes:
• A unit who is charging, and loses 25% or more of their models has to immediately make their
panic test before they continue their charge. If they fail their panic test, they flee instead of
charge. If they pass, they charge as usual.
Fleeing from Panic Tests
A unit fleeing from a panic test may not have a clear target to flee from. These are the rules for
doing so:
• If the unit flees because of 25% or more casualties, it pivots on the spot, ignoring other units,
and flees directly away from the unit that caused the most casualties this phase.
• If the unit flees for any other reason, it pivots on the spot, ignoring other units, and flees
directly away from the closest enemy unit.