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1.2 Turn Sequence

There are five phases each turn. Only the active player’s warriors act during that player’s turn. (Excepting close combat.) During each phase, the steps detailed here must be followed in exactly this order:

Recovery Phase

  1. If four or more members of your warband are out of action , take a rout test against the acting leader’s Leadership. (Some warbands have a threshold of five or more members. See the warband lists.)
  2. Stupid warriors check if they are within 7 ” of an allied, non-stupid hero.
  3. Knocked down warriors stand up. (They can only Half-move, cannot charge, if they stand up into close combat they will strike last irrespective of weapons and Initiative.)
  4. Stunned warriors become knocked down.

Charge Phase

  1. Declare all charges before moving any warriors.

Movement Phase

  1. Move any warriors that you wish, working through them one at a time.
  2. Declare which warriors are hiding.     (Unless a rule, spell or ability explicitly states that a warrior can hide at some other point in time, warriors can only hide at this point of the turn.)

Shooting Phase

  1. Warriors armed with missile weapons may fire one of them.
  2. A wizard may attempt to cast a spell.
  3. Work through each warrior, one at a time.

Close Combat Phase

  1. Warriors engaged in close combat with two or more enemies and no friendly warriors engaged in that same close combat take a panic test. (Only the active player’s warriors test for panic.)
  2. All warriors engaged in close combat fight. All warriors involved in close combat with the active player’s warband fight, regardless of whose turn it is. (For multiplayer games, being part of a close combat also involving the active player will allow all parties to fight.)