= 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
