Base Move: 6"
Base Range: Melee
Base Morale: 7+
Base To Hit (Melee): 8+
Base To Hit (Ranged): 9+
Figure Cost 2
|Melee only||Ranged or AOE||Cone or Ranged AOE|
|Ranged (3" Range)||1||-||-|
|Cone (6" Range Cone with 2" wide tip||3||-||-|
|Area of Effect (3" diameter)||2||4||-|
|Agile (Extra Attack)||1||2||-|
|Accurate (+2 to Hit)||1||2||4|
|Brave (+2 Morale)||1||1||1|
|Fast (+3" Move)||1||1||1|
|Armored (-2 to be hit)||1||1||1|
|Tough (+1 Wound)||2||2||2|
|Leader (+1 Morale to allies within 6")||2||2||2|
|Additional Range +6||-||1||2|
ModifiersEnemy uphill: -1 to hit for melee
Cover (soft): -1 to Hit
Cover (Hard, less than 1/2 exposed): -2 to hit
Base to Base contact per friend: +1 Morale
Leader within 6": +1 Morale
Enemy contact behind Frontal Arc (180 degrees): -2 Morale
Sequence of Play
Dice for Init
High Init Moves
Low Init Moves
Missiles - Both sides fire before removing casualties
Melee - Both sides fight before removing casualties
MovementMove figure up to its maximum move ( -3" if ending behind initial 180 degree frontal arc), end facing as desired.
Note: When retreating due to morale failure, you still go full speed.
Move to contact: Enemy must be most direct.
(Hm, that says page 1 at the bottom, there must have been a second page with some discussion of combat and when to test morale.)
I find one unit card in the folder, a Drow force of five figures,of four types, that I'll type in later. It is clear from that force that you pay separately to upgrade melee and ranged attacks on the same figure. To Hit, AOE or not, and number of attacks are recorded for both separately, and there is a range column as well.