hordes ctst
TRANSCRIPT
7/21/2019 Hordes CtSt
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TURN SEQUENCE
1. Maintenance Phase
2. Control Phase
3. Activation Phase
1. MAINTENANCE PHASE 3. ACTIVATION PHASE2. CONTROL PHASE
Remove expiring effects.
Resolve continuous effects on models.
(d6, 1-2 expires, 3-6 apply effect)
Rally fleeing models with CMD check.
Pay 1 Fury for upkeep spell (only 1).
Leach fury from Warbeasts in range.
THR check for Warbeast with Fury on it. (2d6+Fury on War-
beast > THR = Fail). Failed THR results Warbeast Frenzying,
attacking nearest model, friendly or enemy.
Unit models Move then Actions.
Spells can be cast anytime.
Only one Order per Unit can be given & can be at
start of Unit’s Activation.
MOVEMENT
Run is 2x SPD, forces Warbeast for 1 Fury,
and ends Activation.Charge is SPD +3” & must have moved > 3”
& hasn’t any penalties to it’s SPD. Unit must
be Ordered. Warbeasts can’t use Power
Attacks. Fails if target is out of Melee range,
or contacts terrain other than Rough Terrain &
ends Activation.
Melee Attack: 2d6+MAT>DEF.
Ranged Attack: 2d6+RAT>DEF.
Magic Attack: 2d6+FURY>DEF.
Special Attacks, 1 per Activation.
Spray Attack rolls vs each model
under the template.
AOE Attacks deviate if miss.
ACTIONS Choose either a…
OR
Combat Attack Special Attack
Can’t be done after a Char ge.
Skill Check: 2d6 < Skill Value.
MELEE ATTACK MODIFIERS
A roll of all 6’s to hit always hits, a roll of all
1’s is a miss.
1/2” range, or 2” range for reach weapons.
Charge: Boosted DAM roll, Calvary also
gain +2 to MAT.
Back Strike: +2 to MAT if attacker Activated
behind target.
POWER ATTACKS
All Models Warbeasts
Are Special Attacks available to Warbeasts and noted models.
Cannot be made on a Charge.
Have 1/2” Melee Range.
Can be Boosted.
Forces 1 Fury to Power Attack.
All Warbeasts can Head-butt, Push & Slam
Heavy Warbeasts can Trample.
Open Fist Warbeasts can Headlock/
Weapon lock or Throw.Push
Head-butt
Auto hits, both roll d6+STR, if attacker is
higher then target is pushed 1” away, does
no DAM. Attacker can follow up. No Free
Strikes.
Can’t be done on Knocked Down models,
does no DAM, target can’t perform Special Attacks, Weapon locked targets can’t use
weapons. Neither can advance or be pushed.
Broken if models have an effect that makes
them move/placed, Knocked Down, become
Incorporeal, destroyed, or if attacker becomes
Stationary, or weapon becomes crippled.
Headlock/Weapon lock
Throw
Can’t be done on > models. Roll d6+STR
or 2d6 if Two Handed Throw. Thrown
1/2STR” (1” if larger model) in a chosen
direction & then deviates d3”. Two hand
throws can target another model & if in
range make a Melee attack. Deviates if fail
to hit. If thrown model hits < model, they
are Knocked Down and suffer Collateral
Dmg. Thrown model is Knocked Down,
suffers 2d6+STR (+d6 if contacting > based
model, obstacle/obstruction.
Can’t head-butt larger model. Target
Knocked Down if hit. DAM=2d6+STR.
Slam
Can’t be done on Knocked Down models.Same rules as Charge. –2 hit vs larger
model. Slammed model is moved d6” (d3”
for smaller based models) directly away and
Knocked Down. If slammed contacts <
based models then they are Knocked Down
and suffer Collateral Dmg. DAM = 2d6+STR
(+d6 if contacting > based model, obstacle/
obstruction).
Trample
Same rules as Charge but advance SPD+3”.
Moves through small base models, must end
with room for it’s base. Attack each contact-
ed small model. DAM=2d6+STR. Resolve
Free Strikes from all non-contacted models.
Collateral DAM
Model is Knocked Down & suffers 2d6 STR
which cannot be Boosted.
Model falling >1” is Knocked Down & suffers
2d6+10 (+d6 for each 3” after the first).Models hit by falling model suffer Collateral
Damage.
Falling
RANGED ATTACK MODIFIERS
A roll of all 6’s to hit always hits, a roll of all 1’s is a
miss regardless of target’s DEF.
Aim: +2 to RAT.
Back Strike: +2 to Ranged/Magic attack roll if
attacker Activated behind target.
Cloud Effect: Inside cloud +2 DEF, behind cloud
blocks LOS.
Concealment: Within 1”, +2 DEF vs Ranged/Magic
attacks (except vs Spray attacks).
Cover: Within 1”, +4 DEF vs Ranged/Magic attacks
(except vs Spray attacks).
Elevated Target: +2 DEF vs Ranged/Magic attacks.
Elevated Attacker: Ignore Intervening models > 1”
from target.
DAMAGE
Melee D AM: 2d6 + (P+S) - ARM
Ranged DAM: 2d6 + POW - ARM
Blast DAM: 2d6 + 1/2 POW - ARM
Magic DAM: 2d6 + POW - ARM
APPLYING DAMAGE
Apply Damage from left to right.
For Warbeasts, roll 1d6 for the branch number on which to start marking damage.
Start from outside & mark all the way into the center until full, then move on to the next branch Clockwise
A Warlock may transfer any damage done to them to a Warbeast in their Control Area.
Spend 1 Fury to transfer the damage to a random aspect on any Warbeast that has less
than its Fury limit in Fury on it.
LOSING ASPECTS
When one of the three aspects on a Warbeast is completely full, that aspect is lost.
Mind Lost: A Warbeast that has lost its Mind rolls 1 less die on all attack rolls.
Body Lost: A Warbeast that has lost its Body rolls 1 less die on all damage rolls.
Spirit Lost: A Warbeast that has lost its Spirit cannot be riled.
A Warbeast is destroyed when all of its damage circles have been filled.
A Warlock may Reave the Fury from a Warbeast when it is destroyed (up to their Fury limit) or let it go.
Forest: +2 DEF, LOS <3”.
Intervening Model: A model intersecting LOS to
another model (Spray attacks ignore Interven-
ing models).
Knocked Down/Stationary: DEF 5.
Stealth: Auto miss unless within 5” of target or
under a Spray template.
Target in Melee: -4 to Ranged/Magic attack roll
(except Spray attacks), roll for new target.
Trenches: +4 DEF, don’t suffer Blast DAM
unless point of origin is in Trenches.
Combined Ranged Attack: +1/model.
Free Strike: +2 to MAT, Boosted DAM.
Fighting across Linear Obstacle/Obstructions:
+2 DEF.
Knocked Down/Stationary: Auto hit.
Critical Hit: If 2 dice show the same number.
Combined Melee Attack: +1/model.
SPELLS & ANIMI
To cast, pay Fury Cost, and use RNG to determine range. POW is same as weapon stat.
AOE refers to area of effect, just like weapons. If “CTRL” the spell affects every model in control area.
Animus: Warlock can cast Warbeasts Animus by paying Fury cost. Warbeasts can use Animus during
their own activation by being riled for the Fury cost, not considered a spell.
A model can only have 1 friendly Animus at a time, older animus expires if new one is cast.
FURY MANAGEMENT
Gaining Fury Spending Fury
Warlocks leach Fury off Warbeasts they do not generate Fury. Warlocks can then spend or discard Fury.
Force Warbeasts (Run, Charge, Shake Effect, Additional Attack, Boost,
Animus, Power Attack) or Rile Warbeasts during Warbeast’s Activation
Phase.
Leaching - During Control Phase, Warlock leaches up to FURY stat,
any left after leaching leades to THR check.
Reaving - Warbeast dies, Warlock can take Fury or discard it.
Cut - Warlock can take 1 DMG for 1 Fury.
Shake Effect - 1 Fur y to stand if Knocked Down or drop Stationary (Control Phase).
Healing - 1 Fury to heal Warlock or Warbeast.
Additional Attack - costs 1 Fury, can be used multiple times.
Boost—1 Fury to stack another die on any attack/damage roll, only once.
Cast Animus/Spells - Spend Fury as called for by spell, can’t cast after Run/Charge.
Damage Transference - 1 Fury to transfer damage to Warbeast, multiple times, can not exceed
max FURY on Warbeast.
Rough Terrain/Forest/Shallow Water is 1/2
SPD.
Linear Obstacle <1” tall & <1” thick only stops
Charges.
Obstacle <1” tall & >1” thick costs 2” to climb.
Obstruction >1” impossible (including Deep
Water).
PDF Compiled by Jeremie Wade
All rules and Hordes logo is owned by Privateer Pres
7/21/2019 Hordes CtSt
http://slidepdf.com/reader/full/hordes-ctst 2/3
TURN SEQUENCE
1. Maintenance Phase
2. Control Phase
3. Activation Phase
1. MAINTENANCE PHASE 3. ACTIVATION PHASE2. CONTROL PHASE
Remove expiring effects.
Resolve continuous effects on models.
(d6, 1-2 expires, 3-6 apply effect)
Rally fleeing models with CMD check.
Pay 1 Fury for upkeep spell (only 1).
Leach fury from Warbeasts in range.
THR check for Warbeast with Fury on it. (2d6+Fury on War-
beast > THR = Fail). Failed THR results Warbeast Frenzying,
attacking nearest model, friendly or enemy.
Unit models Move then Actions.
Spells can be cast anytime.
Only one Order per Unit can be given & can be at
start of Unit’s Activation.
MOVEMENT
Run is 2x SPD, forces Warbeast for 1 Fury,
and ends Activation.Charge is SPD +3” & must have moved > 3”
& hasn’t any penalties to it’s SPD. Unit must
be Ordered. Warbeasts can’t use Power
Attacks. Fails if target is out of Melee range,
or contacts terrain other than Rough Terrain &
ends Activation.
Melee Attack: 2d6+MAT>DEF.
Ranged Attack: 2d6+RAT>DEF.
Magic Attack: 2d6+FURY>DEF.
Special Attacks, 1 per Activation.
Spray Attack rolls vs each model
under the template.
AOE Attacks deviate if miss.
ACTIONS Choose either a…
OR
Combat Attack Special Attack
Can’t be done after a Char ge.
Skill Check: 2d6 < Skill Value.
MELEE ATTACK MODIFIERS
A roll of all 6’s to hit always hits, a roll of all
1’s is a miss.
1/2” range, or 2” range for reach weapons.
Charge: Boosted DAM roll, Calvary also
gain +2 to MAT.
Back Strike: +2 to MAT if attacker Activated
behind target.
POWER ATTACKS
All Models Warbeasts
Are Special Attacks available to Warbeasts and noted models.
Cannot be made on a Charge.
Have 1/2” Melee Range.
Can be Boosted.
Forces 1 Fury to Power Attack.
All Warbeasts can Head-butt, Push & Slam
Heavy Warbeasts can Trample.
Open Fist Warbeasts can Headlock/
Weapon lock or Throw.Push
Head-butt
Auto hits, both roll d6+STR, if attacker is
higher then target is pushed 1” away, does
no DAM. Attacker can follow up. No Free
Strikes.
Can’t be done on Knocked Down models,
does no DAM, target can’t perform Special Attacks, Weapon locked targets can’t use
weapons. Neither can advance or be pushed.
Broken if models have an effect that makes
them move/placed, Knocked Down, become
Incorporeal, destroyed, or if attacker becomes
Stationary, or weapon becomes crippled.
Headlock/Weapon lock
Throw
Can’t be done on > models. Roll d6+STR
or 2d6 if Two Handed Throw. Thrown
1/2STR” (1” if larger model) in a chosen
direction & then deviates d3”. Two hand
throws can target another model & if in
range make a Melee attack. Deviates if fail
to hit. If thrown model hits < model, they
are Knocked Down and suffer Collateral
Dmg. Thrown model is Knocked Down,
suffers 2d6+STR (+d6 if contacting > based
model, obstacle/obstruction.
Can’t head-butt larger model. Target
Knocked Down if hit. DAM=2d6+STR.
Slam
Can’t be done on Knocked Down models.
Same rules as Charge. –2 hit vs larger
model. Slammed model is moved d6” (d3”
for smaller based models) directly away and
Knocked Down. If slammed contacts <
based models then they are Knocked Down
and suffer Collateral Dmg. DAM = 2d6+STR
(+d6 if contacting > based model, obstacle/
obstruction).
Trample
Same rules as Charge but advance SPD+3”.
Moves through small base models, must end
with room for it’s base. Attack each contact-
ed small model. DAM=2d6+STR. Resolve
Free Strikes from all non-contacted models.
Collateral DAM
Model is Knocked Down & suffers 2d6 STR
which cannot be Boosted.
Model falling >1” is Knocked Down & suffers
2d6+10 (+d6 for each 3” after the first).Models hit by falling model suffer Collateral
Damage.
Falling
RANGED ATTACK MODIFIERS
A roll of all 6’s to hit always hits, a roll of all 1’s is a
miss regardless of target’s DEF.
Aim: +2 to RAT.
Back Strike: +2 to Ranged/Magic attack roll if
attacker Activated behind target.
Cloud Effect: Inside cloud +2 DEF, behind cloud
blocks LOS.
Concealment: Within 1”, +2 DEF vs Ranged/Magic
attacks (except vs Spray attacks).
Cover: Within 1”, +4 DEF vs Ranged/Magic attacks
(except vs Spray attacks).
Elevated Target: +2 DEF vs Ranged/Magic attacks.
Elevated Attacker: Ignore Intervening models > 1”
from target.
DAMAGE
Melee D AM: 2d6 + (P+S) - ARM
Ranged DAM: 2d6 + POW - ARM
Blast DAM: 2d6 + 1/2 POW - ARM
Magic DAM: 2d6 + POW - ARM
APPLYING DAMAGE
Apply Damage from left to right.
For Warbeasts, roll 1d6 for the branch number on which to start marking damage.
Start from outside & mark all the way into the center until full, then move on to the next branch Clockwise
A Warlock may transfer any damage done to them to a Warbeast in their Control Area.
Spend 1 Fury to transfer the damage to a random aspect on any Warbeast that has less
than its Fury limit in Fury on it.
LOSING ASPECTS
When one of the three aspects on a Warbeast is completely full, that aspect is lost.
Mind Lost: A Warbeast that has lost its Mind rolls 1 less die on all attack rolls.
Body Lost: A Warbeast that has lost its Body rolls 1 less die on all damage rolls.
Spirit Lost: A Warbeast that has lost its Spirit cannot be riled.
A Warbeast is destroyed when all of its damage circles have been filled.
A Warlock may Reave the Fury from a Warbeast when it is destroyed (up to their Fury limit) or let it go.
Forest: +2 DEF, LOS <3”.
Intervening Model: A model intersecting LOS to
another model (Spray attacks ignore Interven-
ing models).
Knocked Down/Stationary: DEF 5.
Stealth: Auto miss unless within 5” of target or
under a Spray template.
Target in Melee: -4 to Ranged/Magic attack roll
(except Spray attacks), roll for new target.
Trenches: +4 DEF, don’t suffer Blast DAM
unless point of origin is in Trenches.
Combined Ranged Attack: +1/model.
Free Strike: +2 to MAT, Boosted DAM.
Fighting across Linear Obstacle/Obstructions:
+2 DEF.
Knocked Down/Stationary: Auto hit.
Critical Hit: If 2 dice show the same number.
Combined Melee Attack: +1/model.
SPELLS & ANIMI
To cast, pay Fury Cost, and use RNG to determine range. POW is same as weapon stat.
AOE refers to area of effect, just like weapons. If “CTRL” the spell affects every model in control area.
Animus: Warlock can cast Warbeasts Animus by paying Fury cost. Warbeasts can use Animus during
their own activation by being riled for the Fury cost, not considered a spell.
A model can only have 1 friendly Animus at a time, older animus expires if new one is cast.
FURY MANAGEMENT
Gaining Fury Spending Fury
Warlocks leach Fury off Warbeasts they do not generate Fury. Warlocks can then spend or discard Fury.
Force Warbeasts (Run, Charge, Shake Effect, Additional Attack, Boost,
Animus, Power Attack) or Rile Warbeasts during Warbeast’s Activation
Phase.
Leaching - During Control Phase, Warlock leaches up to FURY stat,
any left after leaching leades to THR check.
Reaving - Warbeast dies, Warlock can take Fury or discard it.
Cut - Warlock can take 1 DMG for 1 Fury.
Shake Effect - 1 Fur y to stand if Knocked Down or drop Stationary (Control Phase).
Healing - 1 Fury to heal Warlock or Warbeast.
Additional Attack - costs 1 Fury, can be used multiple times.
Boost—1 Fury to stack another die on any attack/damage roll, only once.
Cast Animus/Spells - Spend Fury as called for by spell, can’t cast after Run/Charge.
Damage Transference - 1 Fury to transfer damage to Warbeast, multiple times, can not exceed
max FURY on Warbeast.
Rough Terrain/Forest/Shallow Water is 1/2
SPD.
Linear Obstacle <1” tall & <1” thick only stops
Charges.
Obstacle <1” tall & >1” thick costs 2” to climb.
Obstruction >1” impossible (including Deep
Water).
PDF Compiled by Jeremie Wade
All rules and Hordes logo is owned by Privateer Pres
7/21/2019 Hordes CtSt
http://slidepdf.com/reader/full/hordes-ctst 3/3
TURN SEQUENCE
1. Maintenance Phase
2. Control Phase
3. Activation Phase
1. MAINTENANCE PHASE 3. ACTIVATION PHASE2. CONTROL PHASE
Remove expiring effects.
Resolve continuous effects on models.
(d6, 1-2 expires, 3-6 apply effect)
Rally fleeing models with CMD check.
Pay 1 Fury for upkeep spell (only 1).
Leach fury from Warbeasts in range.
THR check for Warbeast with Fury on it. (2d6+Fury on War-
beast > THR = Fail). Failed THR results Warbeast Frenzying,
attacking nearest model, friendly or enemy.
Unit models Move then Actions.
Spells can be cast anytime.
Only one Order per Unit can be given & can be at
start of Unit’s Activation.
MOVEMENT
Run is 2x SPD, forces Warbeast for 1 Fury,
and ends Activation.Charge is SPD +3” & must have moved > 3”
& hasn’t any penalties to it’s SPD. Unit must
be Ordered. Warbeasts can’t use Power
Attacks. Fails if target is out of Melee range,
or contacts terrain other than Rough Terrain &
ends Activation.
Melee Attack: 2d6+MAT>DEF.
Ranged Attack: 2d6+RAT>DEF.
Magic Attack: 2d6+FURY>DEF.
Special Attacks, 1 per Activation.
Spray Attack rolls vs each model
under the template.
AOE Attacks deviate if miss.
ACTIONS Choose either a…
OR
Combat Attack Special Attack
Can’t be done after a Char ge.
Skill Check: 2d6 < Skill Value.
MELEE ATTACK MODIFIERS
A roll of all 6’s to hit always hits, a roll of all
1’s is a miss.
1/2” range, or 2” range for reach weapons.
Charge: Boosted DAM roll, Calvary also
gain +2 to MAT.
Back Strike: +2 to MAT if attacker Activated
behind target.
POWER ATTACKS
All Models Warbeasts
Are Special Attacks available to Warbeasts and noted models.
Cannot be made on a Charge.
Have 1/2” Melee Range.
Can be Boosted.
Forces 1 Fury to Power Attack.
All Warbeasts can Head-butt, Push & Slam
Heavy Warbeasts can Trample.
Open Fist Warbeasts can Headlock/
Weapon lock or Throw.Push
Head-butt
Auto hits, both roll d6+STR, if attacker is
higher then target is pushed 1” away, does
no DAM. Attacker can follow up. No Free
Strikes.
Can’t be done on Knocked Down models,
does no DAM, target can’t perform Special Attacks, Weapon locked targets can’t use
weapons. Neither can advance or be pushed.
Broken if models have an effect that makes
them move/placed, Knocked Down, become
Incorporeal, destroyed, or if attacker becomes
Stationary, or weapon becomes crippled.
Throw
Can’t be done on > models. Roll d6+STR or
2d6 if Two Handed Throw. Thrown
1/2STR” (1” if larger model) in a chosen
direction & then deviates d3”. Two hand
throws can target another model & if in
range make a Melee attack. Deviates if fail
to hit. If thrown model hits < model, they are
Knocked Down and suffer Collateral Dmg.
Thrown model is Knocked Down, suffers
2d6+STR (+d6 if contacting > based model,
obstacle/obstruction.
Can’t head-butt larger model. Target
Knocked Down if hit. DAM=2d6+STR.
Slam
Can’t be done on Knocked Down models.
Same rules as Charge. –2 hit vs larger
model. Slammed model is moved d6” (d3”
for smaller based models) directly away and
Knocked Down. If slammed contacts <
based models then they are Knocked Down
and suffer Collateral Dmg. DAM = 2d6+STR
(+d6 if contacting > based model, obstacle/
obstruction).
Trample
Same rules as Charge but advance SPD+3”.
Moves through small base models, must end
with room for it’s base. Attack each contact-
ed small model. DAM=2d6+STR. Resolve
Free Strikes from all non-contacted models.
Collateral DAM
Model is Knocked Down & suffers 2d6 STR
which cannot be Boosted.
Model falling >1” is Knocked Down & suffers
2d6+10 (+d6 for each 3” after the first).Models hit by falling model suffer Collateral
Damage.
Falling
RANGED ATTACK MODIFIERS
A roll of all 6’s to hit always hits, a roll of all 1’s is a
miss regardless of target’s DEF.
Aim: +2 to RAT.
Back Strike: +2 to Ranged/Magic attack roll if
attacker Activated behind target.
Cloud Effect: Inside cloud +2 DEF, behind cloud
blocks LOS.
Concealment: Within 1”, +2 DEF vs Ranged/Magic
attacks (except vs Spray attacks).
Cover: Within 1”, +4 DEF vs Ranged/Magic attacks
(except vs Spray attacks).
Elevated Target: +2 DEF vs Ranged/Magic attacks.
Elevated Attacker: Ignore Intervening models > 1”
from target.
DAMAGE
Melee D AM: 2d6 + (P+S) - ARM
Ranged DAM: 2d6 + POW - ARM
Blast DAM: 2d6 + 1/2 POW - ARM
Magic DAM: 2d6 + POW - ARM
APPLYING DAMAGE
Apply Damage from left to right.
For Warbeasts, roll 1d6 for the branch number on which to start marking damage.
Start from outside & mark all the way into the center until full, then move on to the next branch Clockwise
A Warlock may transfer any damage done to them to a Warbeast in their Control Area.
Spend 1 Fury to transfer the damage to a random aspect on any Warbeast that has less
than its Fury limit in Fury on it.
LOSING ASPECTS
When one of the three aspects on a Warbeast is completely full, that aspect is lost.
Mind Lost: A Warbeast that has lost its Mind rolls 1 less die on all attack rolls.
Body Lost: A Warbeast that has lost its Body rolls 1 less die on all damage rolls.
Spirit Lost: A Warbeast that has lost its Spirit cannot be riled.
A Warbeast is destroyed when all of its damage circles have been filled.
A Warlock may Reave the Fury from a Warbeast when it is destroyed (up to their Fury limit) or let it go.
Forest: +2 DEF, LOS <3”.
Intervening Model: A model intersecting LOS to
another model (Spray attacks ignore Interven-
ing models).
Knocked Down/Stationary: DEF 5.
Stealth: Auto miss unless within 5” of target or
under a Spray template.
Target in Melee: -4 to Ranged/Magic attack roll
(except Spray attacks), roll for new target.
Trenches: +4 DEF, don’t suffer Blast DAM
unless point of origin is in Trenches.
Combined Ranged Attack: +1/model.
Free Strike: +2 to MAT, Boosted DAM.
Fighting across Linear Obstacle/Obstructions:
+2 DEF.
Knocked Down/Stationary: Auto hit.
Critical Hit: If 2 dice show the same number.
Combined Melee Attack: +1/model.
SPELLS & ANIMI
To cast, pay Fury Cost, and use RNG to determine range. POW is same as weapon stat.
AOE refers to area of effect, just like weapons. If “CTRL” the spell affects every model in control area.
Animus: Warlock can cast Warbeasts Animus by paying Fury cost. Warbeasts can use Animus during
their own activation by being riled for the Fury cost, not considered a spell.
A model can only have 1 friendly Animus at a time, older animus expires if new one is cast.
FURY MANAGEMENT
Gaining Fury Spending Fury
Warlocks leach Fury off Warbeasts they do not generate Fury. Warlocks can then spend or discard Fury.
Force Warbeasts (Run, Charge, Shake Effect, Additional Attack, Boost,
Animus, Power Attack) or Rile Warbeasts during Warbeast’s Activation
Phase.
Leaching - During Control Phase, Warlock leaches up to FURY stat,
any left after leaching leades to THR check.
Reaving - Warbeast dies, Warlock can take Fury or discard it.
Cut - Warlock can take 1 DMG for 1 Fury.
Shake Effect - 1 Fur y to stand if Knocked Down or drop Stationary (Control Phase).
Healing - 1 Fury to heal Warlock or Warbeast.
Additional Attack - costs 1 Fury, can be used multiple times.
Boost—1 Fury to stack another die on any attack/damage roll, only once.
Cast Animus/Spells - Spend Fury as called for by spell, can’t cast after Run/Charge.
Damage Transference - 1 Fury to transfer damage to Warbeast, multiple times, can not exceed
max FURY on Warbeast.
Rough Terrain/Forest/Shallow Water is 1/2
SPD.
Linear Obstacle <1” tall & <1” thick only stops
Charges.
Obstacle <1” tall & >1” thick costs 2” to climb.
Obstruction >1” impossible (including Deep
Water).
PDF Compiled by Jeremie Wade
All rules and Hordes logo is owned by Privateer Pres
Headlock/Weapon lock