WotR 2nd Edition Quick Reference Sheet
WotR 2nd Edition Quick Reference Sheet
A roll of 1 when charging means the charge has stalled. Drive Back
A roll of 6 when charging means an unstoppable charge. D3" per company destroyed.
Armour Bonuses
Shield (infantry) +2 Defence to the front
Shield (cavalry) +1 Defence to the front
Enchanted Cloaks Cannot be shot from over 12".
Does not obstruct enemy line of sight
from over 12”.
Dwarf Masks Breathe Fire/Bolt of Fire Strength is
reduced by 2.
Command Company
Hero Hero's company uses his Fight value.
Hero's formation uses his Courage 6/4, 6/5, or 6/6: Roll of 6, then X needed to score a hit. Might
value. improves both roll results.
Hero's formation can use his Might.
Cavalry charge
Heroic Charge
(Cavalry and Flying Monsters) +6 dice/ +2 vs cavalry Formation charges before all other models.
3-5 Disordered and Courage test or suffer hits equal Legendary Answer
to margin of failure. Hero’s Fight value is increased by D3.
6 No effect. LegendaryResolution
Automatically pass a failed Courage or Terror test.
Charging Momentum
A company receives the bonus granted by the charge even if it is itself
charged later in the Charge phase — it’s the momentum that’s
important, not the sequence of charging. However, the bonus granted
by the charge can only be used against the formation (or formations)
engaged to the front.
Epic Actions Special Rules
Epic actions can only be performed by Heroes that have the Ambushers
corresponding Epic action listed in their profiles. See page 70.
Epic Challenge Artillery
Challenge one enemy Hero within 18". Challenged Hero's formation See page 70.
must pass Courage test at -3. If failed, both Heroes’ formations must
move towards and attempt to chargeeachother. Then the challenger Roll Effect
declares a Heroic Duel (no further Might required)and the opponent 1 or less Opponent chooses formation within 6" of target
cannot refuse to duel.Epic Heroes cannot leave their formations. — D6+1 hits at the siege engine's Strength. Or
counts as a miss.
Epic Channelling 2 Miss.
Re-roll failed Focus test. 3-5 D6+1 hits at the siege engine's Strength.
6 D6+4 hits at the siege engine's Strength.
Epic Charge 7+ D6+7 hits at the siege engine's Strength.
Charges before any other formation that has not already declared an
Epic Charge. Formation +2 Fight when charging. Target consists of 1 company -1
Target consists of more than 4 companies +1
Epic Cowardice Target consists of more than 7 companies +2
Escape from a duel moving to a friendly formation within 12” (the Target is in a building +2
formation must be not itself involved in a fight).
Bane
Epic Defence +1 to dice results against named race.
Formation +1 Defenceuntil the end of the turn.
Berserk
Epic Duel Roll Effect
Like a Heroic Duel, but rolls two dice and uses the highest result. 1 Formation suffers D6 hits at its own Strength +2.
2-5 +2 Strength.
Epic Rage
6 +4 Strength.
Formation +2 Strength, foramtion’s Defence reduced by 2.
Counsellor
Epic Rampage
Roll once on table per Might point spent:
Each time the Hero’s company scores a hit, they immediately make
another attack, until all attack miss, or the enemy is slain. Roll Effect
1-5 Hero within 6" gains 1 Might point.
Epic Renewal 6 Hero within 6" gains 2 Might points.
Friendly Hero within 12” regains 1 point of Might. Does not work to another Counsellor Hero.
Epic Ruination Expert Riders
Spells of Ruin have their Strength increased by 2. Works only with Can move at full speed and shoot and charge (unless attempted At
spells that have a Strength value. the Double!) +2 Attacks when shooting. Can use Throwing weapons
even if moved At the Double!
Epic Sacrifice
Each hit on formation negated on roll of 3+. At end of the phase, Extremely Hard to Kill
remove Hero from the game. Like Hard to Kill (see below), but uses the following table:
Hard to Kill!
Roll Effect
1-2 No effect.
3-4 1 wound counter.
5-6 2 wound counters.
7+ Slain.
Hurl Rocks
Counts as equipped with Thrown weapons with range 12”.
Indomitable
Hope is Lost rule (final company removed when it reaches half-
strength) does not apply.
Inspiring Leader
Friendly formations within 12" (of named race) use model's Courage
value.
Mob Rule
+2 dice from supporting companies.
Monstrous Chieftain Epic Heroes and Special Rules
When calling a Heroic Charge, all friendly Monsters of the same race Bane and Spirit Grasp may be inherited only by the company the
within 6” must declare a Heroic Charge (wheter they are Heroes or Hero has joined.
not) without expending Might. All friendly Monsters of the same race Terror may be inherited by the whole formation the Hero has joined.
within 6” can move At the Double! Other special rules are not shared by companies in the formation the
Hero has joined.
Light Artillery
See page Errore. Il segnalibro non è definito.. Stacking re-roll effects
Roll Effect Re-roll abilities do not stack, the player must choose the most
1-2 Miss. advantageous one.
3-5 D6+1 hits at the siege engine’s Strength
6 D6+4 hits at the siege engine’s Strength Stacking Roll Modifiers
A company can stack as many roll modifiers as it can, but when
Overlord rolling on the To Hit Chart, the minimum result required by the dice
Friendly formations within 24" can use model's Might to call Heroic to score a Hit cannot be below 3.
actions.
Special Rules and Magic Spells Range
Pathfinders
Range of effect is calculated not from the model, but from his
Ignore movement penalties in given terrain.
company’s tray.
Poisoned Weapons
Re-roll failed To Hit rolls of ‘1’ in close combat or with shooting
Will of Iron
weapons. A Hero may resist a Magic spell with a roll of 5+(no Might required).
Predators
Companies receive +6 dice when charging enemy Cavalry formations
equipped with horses, camels, goats or elks.
Spells of the Wilderness
Prowlers Call Winds Focus 3 18”
1 No effect.
+1 to dice results when attacking in the side or rear.
2-5 D3+1" drive back or each company
Skilled Riders suffer D6 Strength 1 hits.
Can move at full speed and shoot (unless attempted At the Double!). 6 D6+2" drive back or each company
+2 attacks when shooting. suffer D6 Strength 3 hits.
Counterspell to Pall of Night.
Skirmishers
When enemy declares to charge, roll a D6. With a 4+ the formation Entangle Focus 3 24"
may attempt a Reposition/Fall Back move to avoid enemy charge. 1 No effect.
Can be used only once per turn. 2-5 Move as if in difficult terrain.
6 Cannot moveor charge.
Spirit Grasp Counterspell to Wings of Terror.
Calculate To Hit roll in close combat using Courage, rather than
Panic Beast Focus 4 12"
Defence.Inspiring Leader cannot boost the Courage of a formation for
(Enemy cavalry or flying monster only)
the purpose of combat against Spirit Grasp.
1 No effect.
Spirit Walk
2-5 Courage test at-1 or driven back
No penalties for moving through difficult terrain. Can move through
D6+6”. D3+1 automatic hits if cannot
other formations, defensible terrain features, and impassable terrain,
complete the move.
but cannot end up inside.
6 Courage test at -3 or driven back
Swoop Attack D6+6". D3+1 automatic hits if cannot
Use it instead of moving. Move straight line at least 12” but no more complete the move.
than 24”, cannot land over other formations. Every enemy Guide Arrows Focus 3 caster's formation
companymoved over suffer D3 Strength 6 hits. The Monster cannot 1 No effect.
charge or move At the Double! That turn. 2-5 Re-roll failed 1s and 2s with shooting
Stalwart weapons.
Never driven back by shooting. +1 when rolling for Panic. 6 Re-roll all failed To Hit rolls with
shooting weapons.
Terror
Nature’s Wrath Focus 5 24"
When charged by a Terror-causing creature, enemy must pass
1 No effect
Courage test or Fight value reduced to 0. Enemies must take Courage
2-5 D6+3 hits at Strength 4 in clear
test to charge a Terror-causing creature. Does not affect enemies of
terrain, Strength 6 in difficult terrain,
the same race, unless the Terror is caused by a Magic spell.
Strength 9 in defensible terrain
Touched by Destiny (Defence bonus does not apply
Can use one Epic action each turn without expending a Might point. against this spell).
6 2D6+3 hits at Strength 4 in clear
Very Hard to Kill! terrain, Strength 6 in difficult terrain,
-1 penalty on Hard to Kill! table. Strength 9 in defensible terrain
(Defence bonus does not apply
We Stand Alone against this spell).
May not be joined by Epic Heroes.Can attempt to move At the Double!
(even if it has no Heroes!).
Spells of Dismay Spells of Command
Sunder Spirit Focus 3 24" Aura of Blinding Light Focus 4 caster's formation.
1 No effect. 1 No effect.
2-5 -1 Courage. 2-5 Enemies targeting formation -1 Fight/
6 -3 Courage. Shoot/Artillery table/casting spells.
Counterspell to instil Valour. 6 Enemies targeting formation -2 Fight/
Shoot/Artillery table/casting spells.
Enfeeble Focus 4 24"
1 No effect. Immobilise Focus 5 18"
2-5 -1 Strength. 1 No effect.
6 -3 Strength. 2-5 Strength test to move, shoot or
Counterspell to Strength from Corruption. charge.
6 Strength test at -1 to move, shoot or
Transfix Focus 5 18"
charge.
1 No effect.
2-5 Courage test at -1 or cannot move, Light of the Valar Focus 3 24"
shoot or charge. 1 No effect.
6 Courage test at -3 or cannot move, 2-5 -1 Courage. (Spirits suffer D3
shoot, chargeor cast spells. automatic hits)
6 -2 Courage. (Spirits suffer D6
Terrifying Aura Focus 3 caster's formation.
automatic hits)
1 No effect.
2-5 Cause Terror. Instil Valour Focus 3 12"
6 Cause Terror at -2. 1 No effect.
2-5 +1 Courage.
Visions of Woe Focus 3 12"
6 +3 Courage.
1 No effect.
Counterspell to Sunder Spirit.
2-5 Courage test at -2 or suffer hits equal
to margin of failure. Blessing of the Valar Focus 6 caster's formation.
6 Courage test at -2, on a single dice, or 1 No effect.
suffer hits equal to margin of failure. 2-5 Replenish D3+1 casualties.
6 Replenish D6+1 casualties.