CR 220 Flashcards

1
Q

What qualifies as a command?

A

Any ability with a command point cost is a command.

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2
Q

How many command points does each player gain at the start of each battle round?

A

Each player gains 4 command points.

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3
Q

What advantage does the underdog have regarding command points?

A

The underdog gains 1 extra command point.

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4
Q

How many commands can each unit use in each phase?

A

Each unit can only use 1 command in each phase.

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5
Q

How many times can each command be used by each army in each phase?

A

Each command can only be used 1 time by each army in each phase.

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6
Q

What must you do to use a command?

A

You must pay the command point cost to use a command.

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7
Q

What are commands?

A

Some abilities, called commands, require that you spend one or more command points to use that ability.

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8
Q

What happens to command points at the end of the battle round?

A

Players’ command points are reset to 0, and any that have not been used are lost.

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9
Q

What is the effect of the HERO PHASE command ‘RALLY’?

A

Make 6 rally rolls of D6. For each 4+, you receive 1 rally point. Rally points can be spent to heal or return slain models.

You can spend the rally points in any combination of healing or returning models.

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10
Q

What is the effect of the enemy HERO PHASE command ‘MAGICAL INTERVENTION’?

A

A friendly WIZARD or PRIEST can use a SPELL or PRAYER ability as if it were your hero phase, with a -1 penalty to casting or chanting rolls.

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11
Q

What is the effect of the enemy MOVEMENT PHASE command ‘REDEPLOY’?

A

Each model in that unit can move up to D6” without passing through or ending within the combat range of an enemy unit.

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12
Q

What is the effect of the command ‘AT THE DOUBLE’?

A

Add 6” to that unit’s Move characteristic for determining movement distance as part of a RUN ability.

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