Wotr Revised v5.0 Modified Jays Wargaming Madness
Wotr Revised v5.0 Modified Jays Wargaming Madness
1
To take a Courage test, roll 2D6 and add the formation’s
Courage (C) value to the result. If the total result is 10 or
more, the test is passed. If there is more than one
Courage value in the formation, use the highest.
TURN SEQUENCE
MOVE PHASE
After determining priority for the turn, each subsequent Priority player moves first, then non-priority player.
phase is resolved first by the priority player, then by the
Moving Formations
non-priority player.
Move the command company for the formation, then all
1. Priority Phase other companies automatically fill into the appropriate
2. Recovery Phase formation around the command company.
3. Move Phase Pivoting
4. Shoot Phase A formation can freely pivot (around the command
5. Charge Phase company) to face any direction during movement.
6. Fight Phase Single Models
Single models can move at full movement rate and pivot
PRIORITY PHASE
360° at any point during the move.
If not specified by the scenario (turn 1 only), players roll
to determine who has priority. Regardless of how the Interpenetration
first turn priority is determined, from turn two onwards, Formations cannot interpenetrate other formations, friend
roll off for priority. Each side rolls 1D6. The side with the or enemy, for any reason.
highest result has priority for the current turn. In the event Impassable Terrain
of a tie, roll off again. Formations may not move into or through impassable
Generate Magic Dice terrain for any reason.
Each Spellcaster generates the number of D6 as indicated Proximity To Enemy
by the (x) on the profile. These dice can be used to cast Formations may not move closer than 3” to an enemy
and dispel magic spells for the current turn. Any unused formation unless charging.
dice are discarded at the end of the turn. Flyers
MOVEMENT RATES Can move over intervening formations (friend/enemy)
and terrain. Ignores difficult terrain. Cannot land on other
The distance a formation can move is listed on the
companies, impassible terrain, or enter defensible terrain.
formations profile in the army lists.
A formation moving at FULL rate can move in any
COMMAND COMPANIES direction and …
Every formation must have a command • Can: Shoot in the shooting phase ONLY if the formation
company, usually identifiable by leaders, has the Skilled or Expert Riders special rule.
banners, musicians or other special
• Cannot: shoot in the shooting phase, change formation,
models. The command company must
cross difficult terrain or obstacles or enter/leave
always be placed in the front rank
defensible terrain.
of a formation as the center most
company. The command A formation moving at HALF rate can move in any
company is the last company in a direction, shoot during the shooting phase, and do one
formation to be removed from play. (and only one) of the following during movement …
• Change formation. Adopt any legal formation.
Falling Back Formations must be 1-4 companies wide, with all
Formations that lose a fight or are disordered and fail to remaining companies falling into complete ranks.
recover will be required to fall back. Distance moved is
• Cross difficult terrain and obstacles. A formation can
based on the type of formation (see Fall Back! table). If
move through difficult terrain and cross as many
falling back from a fight, the minimum distance is 3”.
obstacles as possible within the move distance.
Movement ignores difficult terrain and formations must • Enter or leave defensible terrain.
stay 3” away from enemy formations. If formation lost a A formation that is currently occupying defensible
fight, the move must be away from the enemy units terrain can exit the defensible terrain feature. Place the
engaged. If a failed recovery, move is towards the command company outside the defensible terrain
nearest table edge that is not blocked by enemy feature with any part of the base in contact with the
formations. defensible terrain feature. Complete the formations
Impeded movement from that starting position, finishing the
If a fall back movement can’t be completed (e.g., due to move in a legal formation (1-4 companies wide – this is
intervening formations, impassible terrain, the table a free change formation).
edge, etc.), the formation is impeded. For each 1” (or A formation moving AT THE DOUBLE must first pass a
partial 1”) of movement that cannot be completed by the Courage test (failed = half or full rate move) and then …
impeded formation, the formation suffers a casualty.
Can: Move in any direction.
FALL BACK! Cannot: Shoot in the shooting phase, charge in the charge
TROOP TYPE FALL BACK VALUE phase, change formation, cross difficult terrain or
obstacles, or enter/leave defensible terrain.
Infantry D6+3”
RECOVERY PHASE
Monster D6+4”
Each disordered formation must take a Courage test to
Cavalry D6+5” recover. If the test is passed, unit regains order and can
Flyers D6+6” act normally. If the test is failed, formation must fall back
(see Falling Back).
SHOOT PHASE 4. Rolling To Hit
Player with priority resolves shooting first, then the Compare strength of weapon (see Missile Weapons table)
non-priority player. to targets defence and consult the To Hit table to
determine the minimum result needed to score a hit.
1. Choose shooting formation
2. Choose target MISSILE WEAPONS
3. Calculate number of dice NAME RANGE STRENGTH NOTES
4. Roll to hit
Blowpipe 12” 2
5. Remove casualties
6. Target driven back Shortbow 18” 2
1. Choose Shooting Formation Bow 24” 2
Formation cannot shoot if disordered, if moved more Longbow 36” 2
than ½ its move value in preceding move phase
(exception: Skilled or Expert Riders), or if it has a shoot Crossbow 24” 4 • No move and fire
value of 0 or ‘-’. A formation can shoot only once per • ½ number of
turn. Player can resolve shooting in any order. Per
attacks (round up)
Thrown Company
2. Choose Target 6” • May charge in
Weapons Profile
Target must be in range and arc of sight of at least one same turn the
(S)
company from formation. All companies must shoot at formation shoots
same target. Only companies in range and arc can shoot. 5. Remove Casualties
Arc of Sight Divide hits by the target's resilience (round down) to
Arc of sight is determined per company for shooting. determine number of casualties. Once casualties are
Companies arc of sight is 45° off the left/right front base equal to the hits in the profile, remove a company from
corner. All monsters and flyers have a 360° arc of sight. the formation, starting with companies in the rear rank,
Can I See? (Line of Fire) otherwise use a marker to track casualties on companies.
Draw a line of fire from any point on the shooting Automatic Hits
company to any point on target formation. Target is Do not require a roll to hit as it hits automatically.
seen if this line is not blocked by formations or terrain. Hope is Lost!
Hills and Elevated Positions The last company in a formation is always the command
Hills and elevated positions (e.g., tall building) allow company. When this company takes any hits, it is
companies to draw a line of fire over intervening terrain removed from play (the entire formation is destroyed).
and formations that are on a lower level. Conversely, 6. Target Driven Back
lower formations can shoot at higher formations. For each company lost, target formation moves D3” away
Enchanted Cloaks from shooter (line drawn from center-to-center).
Formation cannot be targeted by shooting from farther Formation stops 1” away from other formations/terrain.
than 12” away. For each inch unable to be moved, formation suffers a hit.
3. Calculate Number of Dice
ARTILLERY
Total number of dice = Attacks (A) value of companies
shooting directly + Shoot (SH) value + supporting fire. Consists of siege engine and crew. Artillery companies
are not removed per the Hope is Lost! rule. Instead,
Shooting Directly
artillery companies are only removed once they suffer all
Target is in the companies arc of sight and can be seen.
hits for the company. If forced to fall back, formation is
Companies contribute their full Attacks (A) value.
destroyed. To shoot, target enemy per normal then roll
Shoot Value Bonus 1D6 on the Artillery table for each company shooting.
Add or subtract the number of dice listed for the shoot
(SH) value for each company shooting directly. ARTILLERY TABLE
Supporting Fire D6 RESULT
Companies that can’t see the target formation and that
Friendly Fire! Opponent immediately chooses a
are adjacent to (orthogonally) to companies shooting
1 or formation within 6” of initial target which
directly contribute their SUP value.
less suffers D6 hits at siege engine’s strength OR
TO HIT (SHOOTING & FIGHTS) can choose to treat shooting result as a miss.
DEFENCE 2 Miss. Shot misses, no damage.
1 2 3 4 5 6 7 8 9 10 On Target. Target takes D6 hits at siege
3-5
1 4 5 5 6 6 6/4 6/4 6/5 6/5 6/6 engine’s strength.
2 4 4 5 5 6 6 6/4 6/4 6/5 6/5 Dead Aim. Target takes D6+4 hits at siege
6
3 3 4 4 5 5 6 6 6/4 6/4 6/5 engine’s strength.
4 3 3 4 4 5 5 6 6 6/4 6/4 Devastation. Target takes 2D6+4 hits at siege
7+
STRENGTH
5 3 3 3 4 4 5 5 6 6 6/4
engine’s strength.