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General Principles Activation Morale

The most important rule: Whenever the The player picks one unit and it may do Morale Tests: Whenever a unit takes
rules are unclear use common sense one of the following: wounds that leave it with half or less of
and personal preference. Have fun! its total size or tough value (for units
Action Move Notes
with a single model), it must take a
Quality Tests: Roll one six-sided die, and Hold 0” Can shoot.
morale test. Take a quality test, and if
if you score the unit‘s quality value or Advance 6” Can shoot after move.
failed it is Pinned until the end of its next
higher it‘s a success. Rush 12” Can’t shoot.
activation. Pinned units only hit on rolls
Charge 12” Moves into melee.
Modifiers: Regardless of modifiers, rolls of 6+ in melee, automatically fail morale
of 6 are always successes, and rolls of 1 tests and must stay idle.
Movement
are always fails.
Melee Results: Units in melee don’t take
Unit members must stay within 2” of at
Preparation morale tests from wounds. Instead they
least one other member, and within 6” of
compare the number of wounds each
The Battlefield: The game is played on a all other members. Units may only move
unit caused, and the unit with the lowest
flat 6‘x4‘ surface, with at least 10-15 within 1” of others when charging, and
total loses and must take a morale test.
pieces of terrain on it. may only charge if at least one model
If the test is failed whilst the unit is down
can reach base contact with one model
The Armies: The players put together to half or less of its total size or tough
from the target.
two armies of equal points before the value, then it Routs (remove from play),
game begins (we recommend starting Shooting else it is Pinned.
with 750pts per player).
Models in range and line of sight may Terrain
Combined Units: Two copies of the same fire all weapons, and units with multiple
Cover Terrain: Units that shoot at
unit can be deployed together, as long as weapon types may fire each type at a
enemies with most models in or behind
upgrades that are applied to all models different target. Shooting models take
cover get –1 to shooting.
are bought for both. one quality test per attack, and each
success is a hit. For each hit defending Difficult Terrain: Units moving through
Mission: Place D3+2 objectives. Players
models roll one die trying to score their difficult terrain can’t move more than 6”
roll-off to go first, and then alternate in
Defense value or higher, and each fail in total at a time.
placing one marker each outside of
deployment zones and over 9” away causes one wound. For each wound the
Dangerous Terrain: Models moving
from each other. At the end of each defender must remove one model.
across dangerous terrain or that activate
round, if a unit is within 3” of a marker Weapon Profiles: The stats of each in it must roll one die (or as many as
while enemies aren’t, then it’s seized weapon are shown like this: their tough value), and for each roll of 1
and remains seized even after leaving. they take one wound.
Name (Range, Attacks, Special)
Pinned units can’t seize markers, and if
units from both sides are contesting a Weapons with a range value are for
marker then it becomes neutral again. shooting, and without are for melee.
The game ends after 4 rounds, and the
player that controls most markers wins. Melee
Deployment: Players roll-off, and the Charging models must move into base
winner picks one long table edge as his contact with the target or as close as
deployment zone, with his opponent possible, and then defenders must do
taking the opposite. Then the players the same by moving up to 3”. Models
alternate in placing one unit each within within 2” of enemies may strike with all
12” of their table edge, starting with the their melee weapons, which works just
player that won the deployment roll-off. like shooting. Then the defending unit
may choose to strike back, however
Playing the Game after attacking in melee for the first time
units only hit on unmodified rolls of 6 in
The game is played in rounds, with
any subsequent melee, until the end of
players alternating in activating one unit
the round. Once both units are done the
each, starting with the player that won
loser must take a morale test, and the
the deployment roll-off. Each new round
charging unit must move back by 1”. If
the player that finished activating first
one of the two units is destroyed the
on the last round gets to start.
other may move by up to 3”.

By Gaetano Ferrara www.onepagerules.com


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Aircraft: This model doesn’t interact Immobile: May never move/charge. Tough(X): This model must take X
physically with other models and terrain, wounds before being killed. If a model
Impact(X): Deals X automatic hits when
and can’t be moved into contact with. with tough joins a unit without it, then it
charging successfully.
Non-aircraft units count as being an is removed last when the unit takes
extra 12” away when measuring and get Indirect: May target enemies that are wounds. Note that you must continue to
-1 to shooting. When activated this not in line of sight and ignores cover put wounds on the tough model with
model must always move 18”-36” in a from sight obstructions, but gets -1 to hit most wounds until it is killed, before
straight line, and if it goes off-table then rolls when shooting after moving. starting to put them on the next tough
its activation ends and it may be placed model (heroes must still be assigned
Poison: When rolling an unmodified 6 to
back on any table edge. wounds last).
hit, that hit is multiplied by 3.
Ambush: This model may be kept in Transport(X): May transport X other
Psychic(X): May cast one spell during its
reserve instead of deploying. At the start models. Units embark by moving into
activation at any point, before attacking.
of any round after the first you may contact, and may use any action to
Pick a spell and a target in line of sight
place the model anywhere over 9” away disembark, but only move by up to 6”.
and roll D6+X. If the result is equal or
from enemy units. If both player have Units may also be deployed inside of a
higher than the number in brackets you
Ambush they roll-off to see who deploys transport. If a unit is inside a transport
may resolve the effects. Enemy psychics
first, and then alternate in placing them. when it is destroyed, then it takes a
within 18” and line of sight of the caster
dangerous terrain test, is immediately
Anti-Air: This unit doesn’t count as being may roll D6+X at the same time, and if
Pinned, and surviving models must be
an extra 12” away and doesn’t get -1 to the result is higher the spell is blocked.
placed within 6” of the transport before
shooting against aircraft. Psychics may only either try to cast or
it is removed.
try to block a spell each round.
AP(X): Targets get -X to Defense rolls
when blocking hits. Regeneration: When taking a wound, roll
one die. On a 5+ it is ignored.
Blast(X): All hits are multiplied by X.
Relentless: For each unmodified roll of 6
Deadly(X): Assign each wound to one
to hit when shooting, this model may roll
model and multiply it by X. Note that
1 extra attack. This rule doesn’t apply to
these wounds don't carry over to other
newly generated attacks.
models if killed.
Rending: Unmodified rolls of 6 to hit
Fast: Move 9” when using Advance and
count as having AP(4) and ignore the
18” when using Rush/Charge.
regeneration rule.
Fear: Always counts as having dealt +D3
Scout: This model may be deployed after
wounds for seeing who won melee.
all other units, and may then move by up
Fearless: Gets +1 to morale tests. to 12”, ignoring terrain. If both of the
players have Scout they roll-off to see
Flying: May move through obstacles and
who deploys first, and then alternate in
may ignore terrain effects.
placing and moving them.
Furious: Gets +1 attack with a weapon of
Slow: Move 4” when using Advance and
your choice when charging.
8” when using Rush/Charge.
Hero: May be deployed as part of friendly
Sniper: Shoots at Quality 2+, and may
units, and they may use his quality value
pick one model in a unit as its target,
for morale tests. When taking hits you
which is resolved as if it’s a unit of 1.
must use the defense value of the hero’s
unit until all non-hero models are killed. Stealth: Enemies get -1 to shooting when
targeting this unit.

Strider: This model may ignore the


effects of difficult terrain.

By Gaetano Ferrara www.onepagerules.com


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