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WarStuff v2.0
WarStuff v2.0
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General Principles Movement Morale
The most important rule: Whenever the Units may move and turn in any direction If at the end of any round an army is down
rules are unclear use common sense and regardless of the model‘s facing, and they to half of its starting size or less, then it
personal preference. Have fun! may only move within 1“ of others if they must take a morale test. Pick one model
are charging. that is not stunned and take a quality test, if
Quality Tests: Roll one six-sided die and if
failed all models from his army are killed.
you score the unit‘s quality value or higher Shooting Note that if there are only stunned models
it‘s a success.
Models in range and line of sight of enemies left in the army then the test is failed.
Preparation may fire. Shooting models take one quality
Terrain
test and a success is a hit. Defending models
The Battlefield: The game is played on a flat
then take a quality test and if they fail they Cover Terrain: Whenever units within or
4‘x4‘ surface, with at least 10-15 pieces of
take one wound. behind cover terrain take hits roll one die,
terrain on it.
on a 5+ the hits are ignored.
Guard Actions: Units that are on guard may
The Armies: The players must put together
not move or shoot, but may react to enemy Difficult Terrain: Units moving through
two armies of 150pts each.
units that move into their line of sight by difficult terrain halve their move distance.
Deployment: Players roll-off and the winner shooting. The player may stop enemy units
Dangerous Terrain: Units moving across
picks one of the table corners as his at any point of their move to shoot, but the
dangerous terrain must roll one die, on a 1
deployment zone with his opponent taking target counts as being in cover.
they take one wound.
the opposite. Then the players alternate in
placing one unit each within 18” of their Melee Elevated Terrain: Units taking shots from
table corner, starting with the player that Charging models must move into base lower elevation count as being in cover.
won the deployment roll-off. contact with the target and then attack in
Multi-Player Games
Mission: The game ends after 4 rounds and melee, which works like shooting. Then the
players sum the point value of all enemy defending model may strike back, and if one The game can be played with up to 4 players
units they destroyed. The player with most of the units is destroyed the other may by modifying the rules a little:
points wins. move by up to 3“, else the charging model
must move back by 1“.
• Deployment: Players roll-off and
Playing the Game then pick table corners and deploy
Wounds one unit each in order.
The game is played in rounds with players
When a model takes one or more wounds • Playing the Game: In the first
alternating in activating one unit each,
place a wound marker next to it for each. round players take turns in the
starting with the player that deployed first.
same order as deployment. In
Each new round the players roll-off to see Then roll one die and add the number of
markers to the result: each new round players roll-off to
who gets to go first.
set a new order of activations for
Activation • 2-5: Stunned that round
• 6+: Killed
The player picks one unit and it may do one
of the following: Killed: Remove from play. .
• Hold: Move 0”, can shoot. Stunned: The model is Stunned until the
end of its next activation (place the model
• Hunker: Move 0”, can’t shoot,
on its side to show this). Stunned models
counts as being in cover.
must stay. If a Stunned model takes any hits
• Guard: Move 0”, can shoot in from shooting or is charged again then it is
reaction to the enemy. immediately killed.
• Advance: Move 6”, can shoot only
after moving.
• Rush: Move 12”, can’t shoot.
• Charge: Move 12” into melee.