REFERENCE - Warhammer Underworlds · 2019. 9. 16. · 5. Draw objective cards 6. Draw power cards...

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Attack roll Defence roll Attack Action Result Any Fails Succeeds Fails but drive back ✓✓ Fails ✓✓ Succeeds ✓✓ Fails ✓✓ Succeeds Fails but drive back Fails Succeeds Fails but drive back Fails Succeeds Determining Success Activation options • Make a Move action with a fighter. • Make a Charge action with a fighter. • Make a Guard action with a fighter. • Make an action printed on a fighter card or upgrade (such as an Attack action) with a fighter. • Draw a power card. • Discard an objective card and draw an objective card. • Pass (forfeit an activation). Round sequence Action phase • Roll-off to determine player order • Resolve any ‘Start of the action phase’ abilities • Play the following sequence four times: - First player’s activation - Power step - Second player’s activation - Power step End phase First player, then second player do the following: 1. Score objective cards 2. Discard objective cards 3. Give fighters upgrades 4. Discard power cards 5. Draw objective cards 6. Draw power cards 40 COMBAT SEQUENCE 1. Declare Attack action (choose an Attack action and a target) Neither player has any successes Attacker has fewer successes Players have the same number of successes Attacker has more successes Is the target trapped? ey are not Yes ey are No 2. Attack roll 5. Deal damage 5. Deal damage 7. Drive back 7. Drive back 8. End sequence 6. Check if the target is taken out of action 6. Check if the target is taken out of action 3. Defence roll 4. Determine success (compare your successes to your opponent’s) Attack action succeeds Attack action succeeds Attack action fails Attack action fails REFERENCE No successes A success Critical success

Transcript of REFERENCE - Warhammer Underworlds · 2019. 9. 16. · 5. Draw objective cards 6. Draw power cards...

Page 1: REFERENCE - Warhammer Underworlds · 2019. 9. 16. · 5. Draw objective cards 6. Draw power cards 40 COMBAT SEQUENCE 1. Declare Attack action (choose an Attack action and a target)

Attack roll

Defence roll

Attack Action Result

✗ Any Fails

✓ ✗ Succeeds

✓ ✓ Fails but drive back

✓ ✓✓ Fails

✓✓ ✓ Succeeds

✓✓ Fails

✓✓ Succeeds

Fails but drive back

✓ Fails

✓ Succeeds

✓ ✓ Fails but drive back

✓ Fails

Succeeds

Determining Success Activation options• Make a Move action

with a fighter.

• Make a Charge action with a fighter.

• Make a Guard action with a fighter.

• Make an action printed on a fighter card or upgrade (such as an Attack action) with a fighter.

• Draw a power card.

• Discard an objective card and draw an objective card.

• Pass (forfeit an activation).

Round sequenceAction phase• Roll-off to determine player order

• Resolve any ‘Start of the action phase’ abilities

• Play the following sequence four times:

- First player’s activation - Power step - Second player’s activation - Power step

End phaseFirst player, then second player do the following:

1. Score objective cards

2. Discard objective cards

3. Give fighters upgrades

4. Discard power cards

5. Draw objective cards

6. Draw power cards

40COMBAT SEQUENCE

1. Declare Attack action (choose an Attack action and a target)

Neither player has any successes

Attacker has fewer successes

Players have the same number of successes

Attacker has more successes

Is the target trapped?

They are not

Yes

They are

No

2. Attack roll

5. Deal damage

5. Deal damage

7. Drive back

7. Drive back 8. End sequence

6. Check if the target is taken out of action

6. Check if the target is taken out of action

3. Defence roll

4. Determine success (compare your successes to your opponent’s)

Attack action succeeds

Attack action succeeds

Attack action fails

Attack action fails

REFERENCE

✗ No successes✓ A success

Critical success