This update contains some important changes to the Movement system mainly, serving to streamline several interactions for smoother gameplay. There's also been a lot of corrected issues with spelling, grammar and clarifications in multiple scenarios (not listed in the patch notes below).
Swiftstride has been removed from all troop types by default - instead all models with M6+ follow the previously lower tier for swiftstride automatically (charging Movement + 2D6). This means cavalry etc are a bit slower. Flee and Pursuit is equal to the unit's Movement + D6". This means that infantry will much more rarely catch the cavalry in pursuit and vice versa, rather than it being almost completely random. Swiftstride as a special rule allows re-rolling 1's for the distance instead, and is now much rarer.
Disordered charge has been added - this is simply a term that applies in situations where a unit loses its charge bonuses (mainly due to terrain), rather than having to specify this in every scenario it applies.
Thanks to everyone who have contributed with your feedback and bug reports, and as always - my Patreon supporters!
- Included the distances for charging, fleeing and pursuing from Swiftstride into the main movement rules. Models with M6 or more roll 2D6 for charges rather than 3D6 (discard highest). All units move the sum of their Movement + D6” when fleeing/pursuing.
- A unit that declares a Counter-charge reaction cannot make any additional charge reactions besides Hold that turn. A unit may only make one actual Counter-charge move once per turn. If the counter-charging unit gets charged by more than one unit, it counts as counter-charging all units to its front.
- Disordered Charge: In certain situations, a unit’s charge may become disordered, most commonly due to various types of terrain. A unit that makes a disordered charge is not subject to any rules that only apply when a unit charges.
- In some cases, the enemy unit might have to close the door with the chargers instead. In this situation, the charging unit counts as making a disordered charge against that unit.
- Catching up to a fleeing unit causes one Wound per Unit Strength of the charging/pursuing unit rather than two.
- Units cannot attempt to rally if enemy units are within 6", unless those units are fleeing, engaged in combat or have less than Unit Strength 10.
- Units do not need to test to march if the enemy units are fleeing, engaged in combat or have less than Unit Strength 10.
- Removed "Note that if a unit attempts this test and fails, it is still treated as having marched, even if its controlling player then elects not to have the unit move at all."
- Remains in play spells can be dispelled at any time during any subsequent Magic phase.
- Fixed bug with Bound Spells still only mentioning magic items.
- Removed "Units that only chose Hold as a charge reaction this turn counts as having one more complete rank than they actually do." (bug fix)
- You gain +1 combat result if a challenge was refused by your enemy.
- Enemy spells that target a unit containing one or more models with Magic Resistance suffer a casting penalty equal to the number shown in the brackets. Note that this special rule is not cumulative. If two or more models in a unit have this special rule, use the highest modifier.
- For the purpose of avoiding disordered charges, models with Random Movement must move at least 3" for each D6 they roll.
- Provided that they are not engaged in close combat, a unit that contains one or more models with the Stupidity special rule must roll a D6 at the start of its Compulsory Movement sub-phase and consult a table to see what effect it has.
- Note that in case only a mount has Stupidity, the rider is not affected by the penalties to casting and channelling.
- When charging, fleeing and pursuing, units entirely made of models with the Swiftstride special rule may re-roll 1's when determining the result of the distance they move. Removed Swiftstride from all unit types by default.
- Vanguard: Models with this special rule may deploy up to a distance equal to their Movement characteristic (or 2D6" in case they have Random Movement) beyond their deployment zone.
- Fire & Flee no longer suffer negatives to Movement or counts as moving and shooting. Cannot be used with Ponderous weapons.
- Polearms, spears and pikes only receive initiative bonuses in the first round of combat. Spears and pikes do not gain extra initiative in turns they are charged.
- Fixed bug with handguns, pistols and organ guns still being armour piercing.
- Added Grenades to the weapon section.
- Chariots: In addition, their fighting rank is three models rather than five.
- Shrines may choose in which rank they wish to be placed, rather than being required to being in the front rank.
- War Machines are Cumbersome.
- Models charging a unit behind an obstacle or building count as making a disordered charge.
- In the case of Mixed Units, the listed unit size does not include any handlers. The number of Handlers always specified separately.
- Dawnstone: The bearer may re-roll 1's when taking armour saves. Is a common item. Costs 15 points.