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WotR 2nd Edition Quick Reference Sheet

Games Workshop War of the Ring Unofficial 2nd Edition reference sheet.

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Joshua Garcia
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0% found this document useful (0 votes)
20 views5 pages

WotR 2nd Edition Quick Reference Sheet

Games Workshop War of the Ring Unofficial 2nd Edition reference sheet.

Uploaded by

Joshua Garcia
Copyright
© © All Rights Reserved
Available Formats
Download as PDF, TXT or read online on Scribd
Download as pdf or txt
Download as pdf or txt
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Quick Reference Sheet

Moving/ Charging Shooting


Movement Penalties A formation may not shoot if it moved more than half.
The following do not stack (i.e. the penalty is applied only once):
Calculate Number of Dice
The Enemy Are Upon Us! a. Shooting Directly = number of Attacks
(enemy within 6" at start of move) b. Shoot Value = see profile
Move halved. c. Supporting Fire = 1 dice each

Moving Out of Arc of Sight Missile Weapon Characteristics


Move halved. Weapon Range Strength
Shortbow 18" 2
Difficult Terrain
Bow 24" 2
Move halved while in terrain.
Longbow 36" 2
Blowpipe 12 " 2 May shoot and charge.
Charge/ Fall Back/Reposition Moves Crossbow 24" 4 May not move and fire.
A formation may not charge after shooting. May fire if moved no more
than half + Heroic Shoot.
Troop Type Charge/Fall Back/RepositionValue Throwing 6" user Half Attacks, may charge.
lnfantry D6+2 " No long range penalty.
Monster D6+4"
Cavalry D6+6" Long Range
Flying monster D6+8" -1 Strength at long range (over half).

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.

Defensible Feature Summary To Hit Chart


Bonus Who can occupy?
Walled field +1 All
Forest +1 All
Ruins +1 All
Timber building +1 Monsters, Infantry
Stone building +2 Monsters, Infantry
Timber Fortification +2 Monsters, Infantry
Stone Fortification +3 Monsters, Infantry

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.

Banner Bearer Re-roll charge move/ Panic test.

Army Banner Re—rol| charge move/ Panic test.


Heroic Advance (Heroic Charge for all
formations with a banner within 12").

Drummer/ Hornblower +1 to Move value.


+1” to Charge distance.

Taskmaster +1 to Courage value.


Combat Heroic Actions
Heroic actions can be performed by all Heroes.
Calculate Number of Dice
a. Fighting directly = number of Attacks Heroic Move
b. Combat modifiers = see below Formation moves before all other models. Triple move distance.
c. Supporting attacks = 1 dice each Cannot move further(i.e. At the Double!), shoot or charge.

Combat Modifiers Heroic Shoot


Formation shoots before all other models. May shoot even if moved
Condition Bonus
full distance (but not At the Double!).
Charging (infantry and monsters) +1 dice

Cavalry charge
Heroic Charge
(Cavalry and Flying Monsters) +6 dice/ +2 vs cavalry Formation charges before all other models.

Battle skill +1 dice per point of Fight Heroic Fight


greater than enemy Work out fight before other combats(and Heroic Duels). lf fight is
won, any friendly formations in the same fight can charge and fight
Unstoppable charge +D3 dice again.
Attacked in the flank -3 dice (minimum 1 dice) Heroic Duel
Attacked in the rear -5 dice (minimum 1 dice) Each Hero rolls D6 + Fight value — the Hero that called the Heroic
Duel adds +1. The winning Hero rolls a D6 on the Duel table(one at
Disordered 1 dice the time) until the opponent is slain a number of times equal to the
difference in scores.

Weapon Bonuses Roll Effect


1 No effect.
Lances
(cavalry) +1 to dice result when charging. 2-3 Enemy formation suffers D3 automatic hits. Cavalry suffer
Two-handed weapons 1 automatic hit. No effect on monsters.
(infantry and monsters) +1 to dice result, -1 to Fight value.
Two-handed weapons 4-5 Enemy Hero suffers one automatic hit.
(cavalry) +1 to dice result when charging. 6 Enemy formation and enemy Hero each suffer D3
Pikes +2 Defence value on the front (does automatic hits. Cavalry suffer 1 automatic hit. Monsters
not stack with shields) when being suffer 2D3 automatic hits instead.
charged,no charge bonus. If pikes are
fighting to the front, then enemies get The opponent may refuse to duel expending a Might point. If he does
no charge bonus. so, his formation cannot use the Courage value of any friendly Hero
until the end of the turn and must immediately take a Courage test. If
failed, the entire formation is reduced to Fight 0 until the end of the
Panic turn.
Roll Effect
1-2 Disordered and Courage test or:
if >50%, suffer hits equal to margin of failure,
Legendary Actions
if <50%, destroyed. Legendary actions can only be performed by Legendary Heroes.

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.

Hope is Lost! Legendary Onslaught


Final company removed when it reaches half-strength. Formation charges before all other models.lf fight is won, Hero’s
formation can roll to see if it can perform an Earth-shaking charge. If
cavalry, the Earth-shaking charge roll receive a +1 bonus.
Earth-shaking Charge
If Cavalry charges and is victorious in fight, with a result of 6 can
immediately charge and fight again (like a Heroic Fight). Can only
benefit from a single Earth-shaking charge in a single turn.

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:

Epic Shot Roll Effect


1-2 No effect.
Enemy within 12" and arc of sight suffers D6 automatic hitsif
3-5 1 wound counter.
Infantry, otherwise D3+1 automatic hits.
6-9 2 wound counters.
Epic Strike 10-12 3 wound counters.
Hero's Fight value is increased to 10. 13+ Slain.

With a natural roll of 6, the attacker immediately rolls again and


applies both results.

Hard to Kill!
Roll Effect
1-2 No effect.
3-4 1 wound counter.
5-6 2 wound counters.
7+ Slain.

Driven back D3" for every wound counter gained.

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.

Spells of Ruin Spells of Darkness


Exsiccate Focus 3 18" Wings of Terror Focus 3 caster's formation
1 No effect. 1 No effect.
2-5 D6 Strength 1 hits per company, (Ents 2-5 +2” to Move and Charge distance.
suffer D6 Strength 6 hits) 6 +2” to Move and Charge distance,
6 D6 Strength 3 hits per company, (Ents cause Terror (or Terror at -1).
suffer D6 Strength 8 hits. ) Counterspell to Immobilise.
Counterspell to Entangle.
Pall of Night Focus 4 24"
Tremor Focus 3 all formations in 6” 1 No effect.
(including caster’s formation) 2-5 Move and Charge distance halved, -1
to Shoot value, -1 on Artillery table.
1 No effect. 6 Cannot move, shoot or charge.
2-5 D6+3 Strength 6 hits. Counterspell to Aura of Blinding Light.
6 D6+3 Strength 8 hits.
Black Dart Focus 6 Hero within 6"
Bolt of Fire Focus 5 18" 1 No effect.
1 No effect. 2-5 D6-3 automatic hits (to a minimum of
2-5 D6+3 Strength 5 hits, (Ents suffer 1), loses D3-2 Might (to a minimum of
D6+3 Strength 6 hits) 1).
6 D6+3 Strength 7 hits, (Ents suffer 6 D6-2 automatic hits (to a minimum of
D6+3 Strength 9 hits) 1), loses D3-1 Might (to a minimum of
Dark Fury Focus 3 caster's formation 1).
1 No effect. Strength from Corruption Focus 4 12"
2-5 Re-roll 1s and 2s to hit in close 1 No effect.
combat. 2-5 +2 Strength, D6 automatic hits.
6 Re-roll failed To Hit rolls in close 6 +4 Strength, 2D3 automatic hits
combat. Counterspell to Enfeeble.
Shatter Shields Focus 5 18" Black Breath Focus 4 _ Hero within 6"
1 No effect. 1 No effect.
2-5 No Defence bonus for shields for rest 2-5 Fight and Courage reduced to 1.
of turn. 6 Fight and Courage reduced to 1, D3
6 No Defence bonus for shields for rest automatic hits.
of game.

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