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Change in orders gives a + 2 to initiative role i.e. if 2 it becomes 4, plus must pass morale test at a 2 (plus normal modifiers) if fails unit does nothing and is considered disorganised thus getting 1 and other disadvantages of being disorganised example cannot receive a charge example halberdiers. Note: on flying creatures + 2 to initiative situational surprise possibilities AD and AR bonuses. And +1 to ML for Height advantage.
No AR 15 30 45 -----
* Includes any field crossbow/bolt thrower/tripod mounted type weapon **Can load in one round and then move half distance and fire in the next; alternatively can move full distance and fire unaimed; alternatively can hold and fire normally and be loaded for next turn. For Siege/Arbalest, Bolt Thrower, Ballista, Giant Ballista the following range rule modifiers apply (these modifiers also apply to Single Character sniper shots with all of the above weapons, for example a single ranger figure attempting to snipe an orc leader): + 1 AR bonus to opponents armour at Short Range + 2 AR bonus to opponents armour at Long Range For these weapons calculate range aim and fire!