= Generic Warhammer cheat sheet :noheader: :nofooter: [%header,cols="2,1,1,1,1,1,1,2,1,2,1,1,1"] |=== |Unit |M |T |SV |W |LD |OC |Range |A |W/BS* |S |AP |D |Troops|6"|3 |5+ |1 |7+ |1 |18" |1 |4+ |4 |0 |1 7+| |Melee |1 |4+ |4 |0 |1 |Elite |6"|4 |4+ |3 |6+ |2 |24" |2 |3+ |5 |-1 |1 7+| |Melee |1 |3+ |5 |-1 |1 |HQ |8"|6 |3+ |6 |7+ |3 |48" |3 |4+ |7 |-1 |d3 7+| |Melee |2 |4+ |7 |-1 |d3 |=== <<< For each unit, choose 1 distinctive trait before the game, or when the unit is activated each Round. No unit may have more than 1 distinctive trait each Round: * *Ballistic specialist*: Improve BS by 1 * *Weapon specialist*: Improve WS by 1 * *Damager*: +1 Damage * *Improved range*: +12 Range on ranged weapons * *Objective control*: +2 OC * *Fast*: +2 Movement * *Charger*: +2 Charge * *Penetrating*: Improve AP by 1 * *Fights first*: Fight first * *Armour*: On Save roll, ignore attacker's AP * *Sniper*: Ignore cover * *Warlord*: Friendly units within 3" may re-roll any dice result of 1 <<< == Dice rolls When you make an attack and roll of 6, roll 1d3 for a Critical effect: 1. *Lethal Hit*: Automatically score a wound (set this dice aside during the Wound roll, it's already a success!) 2. *Sustained Hits (2)*: Add 2 Hits to your result 3. *Sustained Hits (3)*: Add 2 Hits to your result When you roll a 6 on a Wound roll, roll 1d3 for a Critical effect: 1. *Concussive*: Target unit must make an immediate Battle-shock test. 2. *Devastating Wound*: Ignores Save and Invulnerable Save (but respects Feel No Pain) 3. *Mortal Wound*: Excess damage must be assigned to another model in the unit <<< == Solo game enemies * *Unit currently controls an objective*: Always defends the objective * *Unit is optimized for melee*: Always moves and charges, unless currently engaged If you want help decide what an emeny does on its turn, roll a d3: 1. *Seize*: Move toward nearest objective, and make an attack 2. *Stand*: Do not move, and make an attack 3. *Charge* Move, charge, attack