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Freeblades Play Aid

This document provides an overview of the turn sequence and phases in a game, including events, magic, movement, shooting, melee combat, and end phases. It details various actions models can take like moving, charging, rallying, or panicking. It also lists test modifiers for situations like being dazed, prone, or firing into melee. Combat is resolved with morale tests that can cause panic moves if failed due to losses or losing a combat.

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Victor Bugg
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0% found this document useful (0 votes)
198 views1 page

Freeblades Play Aid

This document provides an overview of the turn sequence and phases in a game, including events, magic, movement, shooting, melee combat, and end phases. It details various actions models can take like moving, charging, rallying, or panicking. It also lists test modifiers for situations like being dazed, prone, or firing into melee. Combat is resolved with morale tests that can cause panic moves if failed due to losses or losing a combat.

Uploaded by

Victor Bugg
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
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PLAY

AID
TURN SEQUENCE ACTIONS
REACTIONS
Events Phase: Roll Initiative (d10) MOVEMENT ACTIONS Countercharge
Maneuver (up to SPD)
Evade
Magic Phase: Charge (May Run, straight line)
Intercept
Sprint (Run)
First Player Cast Break Off (from contact)
Reaction Attack
Second Player Cast • Ranged Reaction Attack
Delay (DISC test)
• Special Action Reaction Attack
Counterspells when cast Hold
• Break Off Reaction Attack
Rally (to recover from Panic)
Movement Phase: Panic (if fail to Rally) FREE ACTIONS
Drop Item
First Player Activate Models Fall Prone
Second Player Activate Models Some Skill Tests
Delayed Models Activate
Shooting Phase:
Ranged Attacks simultaneous TEST MODIFIERS
Melee Phase: Charge +1 Damage, Go First
First player chooses combat order Dazed -1 DEF/tests
Within Each Combat: Stunned -2 DEF/tests, -3 SPD
• Counterattack Talent Restrained -3 DEF no actions
• Charges Prone -2 tests/DEF (+1 rngd DEF > 4”)
• Higher DISC Each Opponent >1 -1 DEF
• Simultaneous Rear Arc shieldless DEF
Combat Results Shoot and Maneuver -1
• Morale Tests Shoot as Reaction -1
• Panic Moves Shoot into contact -4
• Pursue or Reposition Concealment +1 DEF
Medium Range -1
• Post Combat Abilities
Long Range -2
End Phase: Spells End, Check Victory Large Target +1 to ranged attacks against

Success = Roll + Modifiers >= Target Morale Test Causes:


Spike = max roll, keep rolling • Loss of Friend w/in 6”
Crit = Roll >= Target +10 • Lost Combat
Natural ‘1’ = Tarch, Auto Fail Basic Test Target Number = 4

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