Continued:
RULES (thus far)
Special Unit Formations -Any regiment of troops led by a character or champion, or within 12" of the
general, may attempt to change formation at the beginning of any movement
phase in which they are not fleeing or in combat. Note that troops may not change formations whilst frenzied; if they become frenzied and are in a special formation, they return to normal formation immediately. To change formation, the
regiment must take a LD test. The general's LD, or that of any character in
the unit may be used, but army-specific rules such as
cold-blooded or
strength in numbers do not apply. A unit with a musician may add +1 to this roll, but this may not stck with the LD of the general; if within 12" of the general, a unit must use his unmodified LD. If passed, the unit has
successfully changed formation, and all the rules for the new formation
apply; if failed the unit maintains the formation they are in at present,
but may not march this turn, and any enemy regiment charging them in the
opponents next turn gains +1 to hit them in combat, due to the general
confusion. No unit may reform if in a special formation. Any unit which is broken in combat, or is pursuing a broken foe, will automatically return to normal formation after the sequence of events is determined. A unit which breaks an enemy and successfully restrains pursuit also loses any special formation they were in, but may immediately test to regain it, using the aforementioned rules. The unit formations (thus far) are as follows:
1.
Loose Formation: Any regiment on foot may attempt to
form a loose formation. A regiment in loose formation may move through any
type of terrain bar impassible with no movement penalty. If armed with
missile weapons, they gain a 360% LOS for the purposes of shooting, although
only models along the sides of the regiment can fire. Units in loose formation may not reform. However, units in Loose Formation gain no rank bonus in combat.
2.
Shield Wall: Any unit on foot of US10 or greater and
armed with shields may attempt to form a shield wall. Models in a unit in
the shield wall formation gain +2AS against missile fire at all times. In combat, they gain +1 to their armour save for the first round of combat only. However, they may not fire missile weapons, nor may they use two-handed weapons. Units in a
shield wall formation may not march, and their basic M value is halved,
rounding up. If at any time a unit in this formation is reduced to below US10, they are returned to normal formation immediately.
3.
Spear Wall: Any regiment of troops on foot of US10 or
greater and armed with spears or halberds may attempt to form a spear wall.
While in this formation, the unit may not charge or march, nor may it move
forward or backward in any way; the only maneuvers they may perform while in
this formation are Turn, Wheel and reform. Any mounted model charging a unit in spear wall formation to the front is hit with 1 impact hit for each defender in base-to-base contact who is carrying a halberd or spear; monsters declaring a Monstrous Assault, or charging normally from over half distance away, are hit in the same manner; flying monsters always count as charging from half distance away, due to their high speed. This hit is at the strength of the mount/monster, +2 if charging from above half charge distance away. Models charging this way into a spear wall are not hit in this manner if they are not in base-to-base contact with a model in the defending unit which is carrying a halberd or spear. If at any time a unit in this formation is reduced to below US10, they are returned to normal formation immediately.
4.
Wedge Formation: Any regimented of mounted models
with US5 or higher who are not subject to the rules for fast cavalry (or do not have another specified formation, such as the Lance Formation) may
attempt to form a wedge formation. Whilst in this formation, any shooting directed at this unit gains +1 to hit. When charging, any model in a unit in wedge formation inflicts 1 impact hit. This is at the strength of the mount (including any charge bonuses), +1 if charging from half charge distance away. Note that impact hits inflicted by a spear wall or by pikes are worked out before those caused by wedge formation. Note also that any models choosing to lap around do not gain this bonus. If at any time a unit in this formation is reduced to below US5, they are returned to normal formation immediately.
Note: The "spear staffs" of the Eternal Guard in the Wood Elf army list count as spears, but not shields, for the purposes of unit formations.
Monstrous Assault -Any individual model of US3 or greater, or unit of models US3 or greater,
discounting those subject to the rules for chariots or flying cavalry may,
if they're over half charge distance away, declare a special charge called a
Monstrous Assault. Any model performing a monstrous charge inflicts
a number of impact hits on the defending unit equal to the US of the charger
(if a mounted monster, the rider does not count). If the defending unit has
a collective Initiative value higher than the charger, subtract 1 impact hit
for each point of difference. Impact hits are resolved at the basic
strength of the monster. Note that these impact hits are resolved after
those inflicted by a spear wall or pikes. Note also that these hits may only be allocated if the charger is in base to base contact with at least one enemy model, and any model lapping round on the charge does not count as having performed a monstrous assault. Any model performing a monstrous
charge automatically strikes last in the ensuing combat, and is hit at no
worse than a 2+. If a model/unit declares a monstrous charge and cannot
reach charge distance, treat this as a normal failed charge.
Note: units in the
Ogre Kingdoms army list are especially adept at
these kinds of maneuvers. Any unit from this army list who performs a monstrous
charge does not automatically strike last, but rather in the order of
Initiative (modifiers, such as the "slways strike first" rule in the high elf army, apply as normal). In addition, impact hits from this maneuver gain +1S for each
rank beyond the first. Note that these need not be full ranks, but that any
ogre without an ogre-sized model behind him does not gain this bonus.
Note: units such as the stegadon which always inflict impact hits in the manner of a chariot do not have the option for this rule, as their basic monstrous charge is better anyway.
Weapons and Armour The following changes have been made:
-The hand weapons and shield bonus no longer exists.
-Any model on foot fighting with a single/additional mundane hand weapon, or single/additional one-handed magical weapon which is not a spear (i.e sword of might, blades of loec) gets +1 to hit if it has at least double the Initiative value of the enemy model it is attacking.
-In combat, the armour save bonus for both mount and barding only apply when
facing enemies of US3 or lower, or US2 or lower in the case of flyers. So a knight may get this save when fighting infantry, other knights or ogres, but not against giants, great eagles or dragons, for example. Note that this only applies to base US; items and such which augment basic US do not apply here.
-Any unit armed with halberds may fight in two ranks when charged and in
subsequent rounds of combat. However, the +1S bonus applies only to models
in the first rank.
-Units armed with halberds and spears may only use their full complement of Attacks in the front rank, or if the front rank model directly in front of another is killed in combat before the second rank has a chance to strike. For example, a chosen warrior of Khorne may only attack once with his halberd if in the second rank, but may make his full complement of attacks if in the front rank, OR if the model directly in front of him is killed (i.e. monster impact hits).
-Pikes can now be used effectively in two ways. If in normal formation, pikemen may fight in 4 ranks in the first round of combat, whether charging or receiving a charge; they receive no bonuses in subsequent rounds. Pikemen are also well trained in the art of the spear wall. If electing to form a spear wall, units armed with pikes may automatically attain this formation, they need not test for it. When in spear wall formation, all rules for that formation apply. However, if charged in the front, the second rank of pikes causes impact hits as well; charging enemies in base-to-base contact are hit not only by the corresponding defender as normal, but also by the model right behind him.
-Battle Standard Bearers in ALL armies may buy equipment as per the new High Elf army list
Bows and Longbows may be used as normal, but gain a special firing ability
called
Volley Fire. As with monstrous charge, declare that you are
using volley fire at the start of the corresponding phase. The following
rules apply to volley fire:
-A unit electing to volley fire must be in basic formation, but may fire in
any number of ranks. Both friendly and enemy troops do not count as an
obstruction for the purposes of LOS, and as such you may attempt to fire at
an enemy you cannot see. However, you must fire in the direction the unit
is facing, in their 180% arc of sight.
-When electing to volley fire, do not roll to hit as normal. Instead, you
must guess the range to the target. If you guessed the correct distance, or
within a margin of error equal to the BS of the shooters (for instance, if
you guess 17" and the target is within 20", and you have BS3, you've made
it), then roll to hit for each arrow at a basic 4+, -1 if the unit is
skirmishing, -2 if a single target. If any part of
the targeted unit is within the guessed range, you've still hit. If you
failed the guess, the arrows all miss.
-Any unit on foot and armed with bows, longbows or crossbows may purchase flaming arrows for +1 point if armed with bows/longbows, +2 if armed with crossbows. In addition to counting as flaming attacks, flaming arrows impose a -1 to any panic tests in any phase in which a unit suffers casualties from flaming arrows. However, any unit who has purchased flaming arrows must remain stationary with their braziers; if they move for any reason, they lose any of the bonuses for flaming ammunition.
-Any guess weapon (such as a cannon or mortar), and any unit choosing to volley fire, may not fire at any enemy unit that is not in the LOS of at least one unit in the army.
-Any unit of troops subject to the rules for "skirmish" or "fast cavalry" may attempt to make a "fire and flee maneuver" when charged, as a substitute for their normal "flee" charge reaction. This is exactly like a flee, except that the unit may fire any missile weapons they possess whilst doing so. The modifier for stand and shoot applies here, and any shots (except for thrown weapons) fired by fast cavalry in this manner always count as long-ranged, for a total of -2 (further modifiers apply as well). Skirmishers do not suffer the -1 for long range, as they're more coordinated in this maneuver. Units with multi-shot weapons may only fire one shot when performing a fire and flee maneuver. Since this is a variation of the "flee" charge reaction, fast cavalry who subsequently rally may move and shoot as normal.
Chariots These are by far the newest rules, they're VERY RUDIMENTARY. What matters
is the basic concept, which is to change chariots from shock troops to what
I call "heavy harassment". Note that chariot regiments (as found in Tomb
King armies), as well as the Black Coach, War alter, Snotling Pump Wagon,
and the Steam Tank count as "heavy chariots", and as such are still subject to the old rules for chariots. Otherwise, the changes to chariots are as
follows.
-Chariots maintain their composite profile in the same way as now. However,
characters mounted in chariots add +2 to their armour save when fighting
enemies US2 or lower, as well as against flying cavalry and other chariots.
-Chariots no longer do impact hits as normal when charging into combat.
When charging, a chariot may choose to wheel the bulk of the chariot into
the enemy, which inflicts d3 impact hits at the basic strength of the
chariot, d3+1 if equipped with scythes. However, this maneuver also inflicts d3 impact hits on the chariot itself, at the strength of the enemy.
-Chariots gain the "hit and run" rule. In addition, when fleeing as a
result of a hit and run, a chariot may choose to perform the aforementioned
wheel maneuver, even if it has done so this turn. This does not count as
being part of combat, as combat resolution has already been resolved.
-models firing missile weapons from chariots suffer no penalty to move and
shoot. In addition, they may fire when charging into combat with no
penalty, instead gaining +1 to hit with this shooting, although this
shooting does not count towards combat resolution. They may also fire with
no penalty on any turn they rally, as well as when fleeing from combat as a
result of a hit and run, although they are at -1 to hit in the latter case.
-If passing within 1" of an enemy model/unit, any model in the chariot (not
the beasts pulling it) may attempt to swipe at the enemy as they move by.
These models may attack the enemy as if they were fighting normally, but the enemy cannot return these attacks, unless the enemy is a chariot, in which case use Initiative order to decide who strikes first. Additionally, if the chariot is equipped with scythes, the chariot afflicts 1 impact hit at the strength of the chariot for each rank of the unit it passes by; if the unit has no ranks, this has no effect. Note that there is no combat resolution as a result of this since it does not take place in the combat phase, and you can only perform this special attack when moving and in the movement phase. However, if this attack kills 25% of the unit, a panic test is incurred.
Magic
-The Basic Lores have received the following tweaks:
]
Lore of Fire: Fireball reduced to 4+ to cast. Otherwise unchanged.
Lore of Metal: Distillation of Molten Silver is now S4 AP; cost upped to 9+. Otherwise unchanged.
Lore of the Heavens: Second Sign now lasts until the beginning of the CASTER'S next magic phase, and the re-rolls may be used on rolls to hit, wound, armour/ward saves, and look out Sir! rolls, as well as those for determining number of impact hits or wounds caused by a multi-wound weapon such as a bolt thrower. Comet of Casandora now causes a single S10 for d6 wounds when it lands on any model directly underneath the nominated spot (NOT the radius). Otherwise unchanged.
Lore of Beasts: The Bear's Anger may now be cast on unit champions or any other model which can receive a challenge, as well as characters. Otherwise unchanged.
Lore of Life Unchanged.
Lore of LightPha's Illumination may now be cast in the same aforementioned manner as Bear's Anger. Otherwise unchanged.
Lore of Shadow: Shades of Death is gone from the list; the third spell is now the following new one:
Penumbra of Twilight 7+. Lasts one turn. May target a single friendly unit within 18". Any unit wishing to shoot at the enchanted unit must roll equal to or under their BS on a d6 (2d6 if at long range) in order to spot the unit; otherwise it cannot shoot at it. If a war machine, the unit may not fire at all; otherwise it may choose a new target but is at -1 to hit due to the confusion. Additionally, any wizard must roll equal to or under their magic level in order to target the enchanted unit with any spells.
Lore of Death: Dark hand of death now inflicts d6+4-LD wounds (same mechanic as a banshee) on a single nominated model; caster may pick out characters/champions in units as with steal soul. No armour saves allowed . Cost upped to 6+. Wind of death inflicts 2d6+3-LD wounds with no armour saves allowed. Otherwise unchanged.
-Random spell generation as a universal rule no longer exists. Any wizard may choose their spells if using a single lore. If a wizard (such as a slann mage priest) has and chooses the ability to acquire spells from multiple lores, he may only choose his first spell, and must randomly determine the spells from the other lores.
-Whenever a mage miscasts, any 1's rolled in addition to the first cause an additional miscast. Work out the first miscast, than test for any following. If the first one ends the magic phase, the others are canceled out.
-Dispel scrolls cost 30 points each universally (including high elves)
-Any number of wizards within 6" of each other may attempt to "chain-cast" a spell, which allows them to pool their personal PD towards a single spell attempt. They may only do this if they all have the spell in question in each of their arsenals, and none of the wizards may exceed their normal casting limit (though all modifiers apply as normal). If the spell has a set range, the target of the spell must be in range of each of the mages; if the spell has a set radius, choose one of the casting wizards as the starting point. If the result of this is a miscast, each wizard is affected by the result (if one of the mages has an item that prevents or mitigates miscast effects, this does NOT protect the other mages). If the spell is a RIP spell, all the wizards must maintain it together. However, they may add their levels together for the purposes of casting while maintaining. If 2 or more 1's are rolled when attempting this, all the wizards are affected by this result. If any of the wizards flees or is killed, any spell cast or maintained by the group of wizards is ended immediately.
Wizards have the ability to use basic "battle spells" in the heat of combat which are too minor to require outside power, and are not noticed by opposing magic users. Wizards may make use of a list of standardised combat spells. A wizard attempting to use these abilities may not fight in the following close combat phase. A wizard may make a single attempt to use one of the following abilities (there will be an even 6 eventually). This is done by attempting to equal or surpass the casting roll using a single die, to which half his magic level (rounded up) is added.
4+ Blast: St 4 hit to enemy models in base to base.
5+ Binding: Enemy is at -1 to hit the wizard.
6+. Shield: Wizard Enemy is at -1 to wound the wizard
7+ Minion; Wizard is moved out of combat and a basic statline (Ws2 St3 T3 etc) takes his place
8+ Destruction: Wizard causes D6 St 6 hits on the enemy. Remove models closest to the wizard.
Note: None of these magic rules apply to wizards in the ogre kingdoms army list, whose magical rules and abilities are so unique to themselves that they make no use of these abilities, and it is doubted they are aware of them in the least.