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Characteristics of a Model

Battleaxe uses ten different characteristics to describe the various attributes of the different models. All characteristics can be as low as 0 or -, most cannot start or be increased above 10 (but some do, like Wounds (W). See each below for reference.  

Movement (M)

Sometimes called Movement Allowance or just Move, this is the maximum distance, measured in inches, that your model or unit can move in a turn without marching, charging, or an out-of-phase movement effect. You can always move less than your Movement. For example, a human model with M4 can move up to 4". That same human when mounted on a horse (cavalry) with M8 can move up to 8". A model with M0 cannot move by normal means. The The Movement Phase is the first phase of the turn order and will be discussed in detail in its section under The Turn. A model with special movement, such as Flying creatures, will have a split characteristic where the first number is their normal movement and the second is the movement granted by the special rule (M4/10, for example).  

Weapon Skill (WS): 0-10

This number reflects the model's skill with swords, axes, clubs, and other assorted items in Close Combat or Melee. This skill is compared to the opponent model's Weapon Skill and then a chart is referenced to determine what you need to roll to hit your opponent before any modifiers. The higher the skill, the more likely you are to hit. To hit someone with less WS than you, it is typically a 3+. To hit someone with a WS over double your own is 5+. There may be modifiers, but a model's To-Hit roll can never be modified to hit easier than a 2+ or harder than a 6+. An ordinary human may have WS3, whilst a battle-hardened hero might have WS4, WS5 or possibly even higher!   A model with WS0 cannot defend itself in combat nor make attacks and is automatically hit in Melee. The To-Hit chart is available in the section on The Melee Phase.  

Ballistic Skill (BS)

This number reflects a model's ability to hit with ranged weaponry, be they bows, guns, or ballistas. Unlike Weapon Skill, a model's BS is reflected as the roll required to hit a target before modifiers. The average human, for example, has a BS4+. A keen-eyed elf, in contrast, could have BS3+ or even BS2+. Some monsters have natural weapons that can be used at range (they might spit venom, for example) and they often use BS to determine whether they hit or not.   Like WS, the to-hit roll while shooting can never be easier than 2+ (even if there are lower numbers in this stat). Unlike Combat Skill, it can be harder than a 6+ (after modifiers) to hit - see Rolling To Hit - Shooting for more information.   A model with BS- cannot make ranged attacks. More about The Shooting Phase can be found here.  

Strength (S): 0-10

Strength gives a measure of how strong a creature is. An exceptionally puny creature might have a Strength characteristic of 1, while a mighty Giant has S6. Men have S3. Strength tells you how hard a model can hit and how easily it can hurt an opponent it has struck in close combat. This is measured on a scale of 0-10 and compared to a target's Toughness (T) to determine if it was able to successfully wound that target. The To-Wound chart is available in the sections on Shooting and Melee.   A model with their Strength reduced to 0 is slain. Unless otherwise specified, a model does not apply their Strength to a ranged weapon, as these have their own Strength ratings. This will be detailed further in The Shooting Phase.  

Toughness (T): 0-10

Toughness (T) is a measure of a creature’s ability to resist physical damage and pain, and reflects such factors as the resilience of a creature’s flesh, hide or skin. The tougher a model is, the better it can withstand an enemy’s blows. A human line infantry has T3, but a creature such as a Treeman, with tough wooden flesh, has T6!   No model starts with T0, and any model who has their Toughness reduced to 0 is killed outright.  

Wounds (W)

This shows how much damage a creature can take before it dies or is so badly hurt that it can’t fight any more. Most human and human-sized models have a Wounds (W) characteristic value of 1. Large monsters and mighty heroes are often able to withstand several wounds that would slay a smaller creature, and so have W2, W3, W4 or even more.   Models reduce their remaining wounds as they take damage from attacks, and a model whose wounds characteristic has been reduced to 0 has been slain and should be removed from the battlefield.  

Initiative (I): 1-10

Initiative (I) is the speed a model can react. Creatures with a low initiative score are cumbersome, while creatures with high initiative scores are more agile and faster to respond in situations. Most humans have I3. In Melee, Initiative dictates the order in which models attack.   This is on a scale of 1-10, where no model can have their Initiative reduced to 0 or increased beyond 10 by any means.  

Attacks (A)

This shows the number of times a creature attacks during close combat. Most warriors and creatures have an Attacks value of 1, although some elite troops, monsters or heroes may be able to strike several times and have A2, A3 or more.   Theoretically, models can have above 10 attacks, and any model with A0 or A- is unable to make attacks in close combat.  

Leadership (Ld): 2-10

Leadership (Ld) shows how courageous, determined, and self-controlled a model is. A creature with a low value is very unruly or cowardly, to say the least! Humans have Ld7, which is average, whilst easily scared Night Goblins have a Leadership value of only 5.   Leadership can never be reduced below 2 and can never exceed 10.  

Unit Strength (US)

Unit Strength (US) can show a number of factors about a model. How intimidating it is, or how stubborn it is in the face of overwhelming odds. Most models have a US of 1, but some have more (like Cavalry models or Monsters).  

Saves

Some models have Saves based on their equipment or natural features (like Scaly Skin) representing their protection vs being wounded. When a model has been wounded by an attack of any kind, they may be allowed to roll their save. Some saves, like those provided by armor and scaly skin (Armor Save), are modified by the Strength of the incoming attack and/or by the Rend (X) characteristic of the weapon or spell being used in the attack (Rend will be discussed later on). Other saves, like those provided by magical wards (Ward Save), are only modified by special rules and you always get to take them.   Saves are represented on a scale of 1+ to 6+. A roll of 1 always fails your save, but a 1+ can withstand stronger attacks than a 2+ and still have a good chance of deflecting a blow. Saves are represented in the format of 4+/4+, where the first number is your Armor Save and the second is your Ward Save or other save that isn't modified by the strength of the attack. If your model has both, first roll against your Armor Save, and then if you fail that roll you may roll against your Ward Save. Not every model has a save of any kind, so a model with -/- has no saves at all vs. attacks while a model with a save of 4+/- or -/4+ only has one type of save. The below chart shows how your Armor Save is modified by the strength of an attack.       There may be other types of saves available to a model, but they will behave like either Armor Saves or Ward Saves and any special rules will be provided in that army's or unit's battlescroll will dictate the differences.       As you can see, an Orc and a Human are similar in many respects. They both move at the same speed (M4), and they both have the same Weapon Skill and Ballistic Skill values, which means they are very evenly matched in combat. Both have the same Strength value, so they can deliver blows with equal potency. When it comes to Toughness, however, the Orc wins over the Human – the Orc’s value is 4 compared to 3. This is not a vast difference, but it does make the Orc better able to withstand blows and gives it the edge in any hand-to-hand fighting.   Both creatures have 1 Wound, which is the normal value for human-sized creatures. The Orc loses out, however, when it comes to Initiative. This is not a terrible disadvantage, but it does mean that the Human will get to strike his blows before the Orc does when they get stuck into hand-to-hand fighting. Both races have the same Unit Strength of 1, which is normal for human-sized infantry, and the same Leadership of 7, which is average.   The Skaven is noticeably quicker than a Human or an Orc, with both Movement and Initiative values higher. However, the Skaven ratmen are distinctly cowardly, with their Leadership of 5. The Elf meanwhile is clearly superior, with above-average Movement, Weapon Skill, Ballistic Skill, Initiative, and Leadership characteristics. Only Strength, Toughness, and Unit Strength remain at a normal level for these elite warriors.  

Split Profiles

You will see that some mounted models (whether they be on horse, chariot, dragon, or whathaveyou) will have multiple profile lines per model and is always treated as one model. Any model with multiple profile lines representing one model we call a "split profile". See below for how each characteristic behaves in a split profile situation:  
  • When a mounted model moves, it uses the Movement characteristic of the mount.
  • The rider and mount use their own Weapon Skill, Ballistic Skill, Strength, Initiative, and Attacks characteristics when they attack. Each can attack any opponent that the cavalry model is in base contact with.
  • When attacking a mounted model, always use the highest Weapon Skill, Toughness, and Wounds value from either the rider or the mount.
  • We assume the rider to be in complete control of their mount, so the mount's Leadership is never used, unless a spell or special rule states otherwise.
  • A model with a split profile will add the Unit Strengths of all the profiles together to get the model's total Unit Strength
  • Being mounted always improves the Armor Save of the model by at least +1. The save can be improved further, based on the save of the mount itself. For every point of Armor Save the mount has (6+ is 1, 5+ is 2, etc.), you improve the Armor Save of the total model by the same number of steps to a maximum of 1+. For example, a knight with heavy armor (5+) and shield (6+) would have an Armor Save of 4+. That model on a steed would improve to 3+. If that steed has barding, 2+. If that steed has some other item or rule that improves it's save further (like scaly skin), the total Armor Save of the model in question would be 1+.
  • For models with two or more Ward Saves, use the best of the best save.
  • Any equipment or magic items the model might otherwise have only apply to the rider, not the mount (unless specified).
 

Characteristics Tests

During a battle, a model might have to take a test on one of its characteristics. In order to pass the test, the model has to roll a D6 and score equal to or lower than the value of the characteristic involved. Note that if a 6 is rolled, then the model will automatically fail the test regardless of the characteristic's value and of any other modifier that might apply. If a model has to take a test for a characteristic that has a value of 0 on its profile, it will automatically fail the test.  

Leadership Tests

Tests that are made against the Leadership characteristic of a model are done slightly differently to other tests. In the case of a Leadership test, roll 2D6. If the result is equal to or less than the model's Leadership value, the test has been passed.   If a unit includes models with different Leadership values, always use the highest Leadership value in the unit.  

The Unit Battlescroll

Also listed with a unit's characteristics will be a complete profile of the unit and any special rules it has. Beyond characteristics, this will include a unit's Points, used to determine how much space on an army list this unit takes up; Unit Size, showing minimum and maximum (if any) number of models that comprise the unit; Weapons the unit is armed with along with options to change them (which may result in more points per model as well as Special Rules, if any.  

Special Rules

Some units have Special Rules representing amazing abilities that are not shared by all units. These are listed in a unit's battlescroll under said section. These can supercede normal rules, as described.  

That Is Enough To Start

This may seem like a lot of information, but don't worry too much about it yet. We will deep dive on them as we continue and you will get the hang of them in no time!  

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