This 3 sentence summary provides the high level essential information from the document:
The document outlines the basic rules for a fantasy miniatures wargame, including how to generate armies, take turns moving and attacking units, and resolve combat and morale tests. Units activate one at a time to move, shoot, engage in melee combat, or hold position, with the outcome of actions determined by rolling dice against units' stats. The goal is to control objectives on the battlefield by having units hold positions within 3" of them at the end of rounds.
This 3 sentence summary provides the high level essential information from the document:
The document outlines the basic rules for a fantasy miniatures wargame, including how to generate armies, take turns moving and attacking units, and resolve combat and morale tests. Units activate one at a time to move, shoot, engage in melee combat, or hold position, with the outcome of actions determined by rolling dice against units' stats. The goal is to control objectives on the battlefield by having units hold positions within 3" of them at the end of rounds.
This 3 sentence summary provides the high level essential information from the document:
The document outlines the basic rules for a fantasy miniatures wargame, including how to generate armies, take turns moving and attacking units, and resolve combat and morale tests. Units activate one at a time to move, shoot, engage in melee combat, or hold position, with the outcome of actions determined by rolling dice against units' stats. The goal is to control objectives on the battlefield by having units hold positions within 3" of them at the end of rounds.
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 and one of the following: wounds that leave it with half or less of personal preference. Have fun! its total size or tough value (for units Action Move Notes Hold 0” Can shoot. with a single model), it must take a Quality Tests: Roll one six-sided die, Advance 6” Shoot after moving. morale test. Take a quality test, and if and if you score the unit‘s quality value Rush 12” Can’t shoot. failed it is Wavering until the end of its or higher it‘s a success. Charge 12” Moves into melee. next activation. Wavering units only hit Modifiers: Regardless of modifiers, rolls on rolls of 6+ in melee, automatically fail of 6 are always successes, and rolls of 1 Movement morale tests and must stay idle. are always fails. Unit members must stay within 2” of at Melee Results: Units in melee don’t take Preparation least one other member, and within 6” of morale tests from wounds. Instead they all other members. Units may only move compare the number of wounds each The Battlefield: The game is played on a within 1” of others when charging, and unit caused, and the unit with the lowest flat 6‘x4‘ surface, with at least 10-15 may only charge if at least one model total loses and must take a morale test. If pieces of terrain on it. can reach base contact with one model the test is failed whilst the unit is down The Armies: The players put together from the target. to half or less of its total size or tough two armies of equal points before the value, then it Routs (remove from play), Shooting game begins (we recommend starting else it is Wavering. with 750pts per player). Models in range and line of sight may fire all weapons, and units with multiple Terrain Combined Units: Two copies of the weapon types may fire each type at a Cover Terrain: Units that shoot at same unit can be deployed together, as different target. Shooting models take enemies with most models in or behind long as upgrades that are applied to all one quality test per attack, and each cover get –1 to shooting. models are bought for both. 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 causes one wound. For each wound the deployment zones and over 9” away defender must remove one model. Dangerous Terrain: Models moving from each other. At the end of each across dangerous terrain or that activate Weapon Profiles: The stats of each round, if a unit is within 3” of a marker in it must roll one die (or as many as weapon are shown like this: while enemies aren’t, then it’s seized their tough value), and for each roll of 1 and remains seized even after leaving. Name (Range, Attacks, Special) they take one wound. Wavering units can’t seize markers, and Weapons with a range value are for if units from both sides are contesting a shooting, and without are for melee. marker then it becomes neutral again. The game ends after 4 rounds, and the Melee player that controls most markers wins. Charging models must move into base Deployment: Players roll-off, and the contact with the target or as close as winner picks one long table edge as his possible, and then defenders must do deployment zone, with his opponent the same by moving up to 3”. Models taking the opposite. Then the players within 2” of enemies may strike with all alternate in placing one unit each within their melee weapons, which works just 12” of their table edge, starting with the like shooting. Then the defending unit player that won the deployment roll-off. may choose to strike back, however after attacking in melee for the first time units Playing the Game only hit on unmodified rolls of 6 in any The game is played in rounds, with subsequent melee, until the end of the players alternating in activating one unit 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
1 SPECIAL RULES Ambush: This model may be kept in Immobile: May never move/charge. Tough(X): This model must take X reserve instead of deploying. At the start wounds before being killed. If a model Impact(X): Deals X automatic hits when of any round after the first you may with tough joins a unit without it, then it charging successfully. place the model anywhere over 9” away is removed last when the unit takes from enemy units. If both player have Indirect: May target enemies that are wounds. Note that you must continue to Ambush they roll-off to see who deploys not in line of sight and ignores cover put wounds on the tough model with first, and then alternate in placing them. from sight obstructions, but gets -1 to most wounds until it is killed, before hit rolls when shooting after moving. starting to put them on the next tough Artillery: Counts as having Defense 2+ model (heroes must still be assigned against shooting attacks. Phalanx: Enemies charging this unit wounds last). don’t count as having charged for the AP(X): Targets get -X to Defense rolls purpose of special rules, and they must Wizard(X): May cast one spell during its when blocking hits. take a dangerous terrain test before activation at any point, before attacking. Blast(X): All hits are multiplied by X. attacking (only roll up to as many dice Pick a spell and a target in line of sight as models with phalanx). and roll D6+X. If the result is equal or Deadly(X): Assign each wound to one higher than the number in brackets you model and multiply it by X. Note that Poison: When rolling an unmodified 6 may resolve the effects. Enemy wizards these wounds don't carry over to other to hit, that hit is multiplied by 3. within 18” and line of sight of the caster models if killed. Regeneration: When taking a wound, may roll D6+X at the same time, and if Fast: Move 9” when using Advance and roll one die. On a 5+ it is ignored. their result is higher the spell is blocked. 18” when using Rush/Charge. Wizards may only either try to cast or Rending: Unmodified rolls of 6 to hit Fear: Always counts as having dealt +D3 count as having AP(4) and ignore the try to block a spell each round. wounds for seeing who won melee. regeneration rule. Command Groups Fearless: Gets +1 to morale tests. Scout: This model may be deployed Each unit may only have one of each of after all other units, and may then move the following upgrades. Fire Breath: Once per round deal either by up to 12”, ignoring terrain. If both of 3 hits with AP(1) in melee, or to one Sergeant: One model gets +1 to hit when the players have Scout they roll-off to enemy unit within 12” in line of sight. shooting or in melee (pick one). see who deploys first, and then alternate Flying: May move through obstacles in placing and moving them. Musician / Battle Standard: Always and may ignore terrain effects. counts as having dealt +1 wound for Slow: Move 4” when using Advance Furious: Gets +1 attack with a weapon and 8” when using Rush/Charge. seeing who won melee. of your choice when charging. Sniper: Shoots at Quality 2+, and may Hero: May be deployed as part of pick one model in a unit as its target, friendly units, and they may use his which is resolved as if it’s a unit of 1. quality value for morale tests. When Stealth: Enemies get -1 to shooting when taking hits you must use the defense targeting this unit. value of the hero’s unit until all non- hero models are killed. Strider: This model may ignore the effects of difficult terrain.