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:
- Wizards who rested the prior turn regain 1 Magic Point.
- Wizards who employed Magical Awareness the prior turn become aware of the presence and magic level of other wizards and magic items within 48".
- Resolve any spell effects that take place at the start of the turn.
- Remove any expired spell effects.
Psychological Effects:
- Resolve Panic and Stupidity
- Resolve Animosity.
- Resolve Instability.
Battleground Effects:
- Burning Buildings and Creatures take 1D3 damage.
- Resolve damaged buildings.
- Unexploded Mortar shells explode on a d6 roll of a 6.
Off-Table Units:
- Trailing units roll against their highest member's Leadership, and enter the battlefield if they do not exceed the amount on 2d6.
- Units that voluntarily left battle, such as Aerial units picking up ammunition, or any unit moving around the battlefield's exterior, return on a d6 roll of a 6.
Reserve
Units may move in the Reserve phase as if it were a second Movement phase, with some exceptions:
- Units may not move to within 4" of an enemy unit. If they would do so, they immediately halt at that boundary.
Reserve moves cannot be done by the following:
- Units who failed the Leadership test to preform a Complex Maneouvre.
- Units within 4" of an enemy.
- Routing and Pursuing units.
- Units within 4" of routing units, regardless of allegiance.
- Flying creatures.
- War machines and chariots pulled by less than one beast of burden.
- Units in Difficult or Very Difficult terrain, or seperated by an Obstacle.
- Units in Buildings.
Magic
Rallying
If any units are routing, they may attempt to Rally. In order to rally, the following conditions must be true:
- The unit is not in base to base contact with pursuers.
- The unit must have at least 25% of its original strength remaining.
- The unit must be closer to any one non-routing friendly unit of five or more models than it is to any enemy unit.
- The unit may not be within the Fear range of an enemy.
- The unit must not have failed its rout test this turn.
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:
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