Taking Turns

There are several steps in a given turn, each taken in sequence.

Turn Start

Any effects that occur on turn start, notably the effects of Rest for wizards who rested the prior turn, checking Stupidity, etc.

Magical Effects:

Psychological Effects:

Battleground Effects:

Off-Table Units:


Movement

Shooting

Combat


Reserve

Units may move in the Reserve phase as if it were a second Movement phase, with some exceptions:

Reserve moves cannot be done by the following:


Magic


Rallying

If any units are routing, they may attempt to Rally. In order to rally, the following conditions must be true:

The unit makes a Leadership test by rolling 2d6 with a target of rolling equal or lower than their Leadership, and reorganises into a formation on a success (including models being turned and repositioned around the Leader, who may only rotate in place), ceasing to be considered Routing.


Unsequenced Events

There are several events that can occur at any time when called on. They include the following:

Damage

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