Professional Documents
Culture Documents
The most important rule: Whenever the The player picks one unit, and it may do Whenever a model takes one or more
rules are unclear, use common sense one of the following: wounds, place one marker next to it for
and personal preference. Have fun! each wound. Then roll one die, and add
Action Move Notes
the number of markers to the result to
Quality Tests: Roll one six-sided die, and Hold 0” Can shoot.
see what happens:
if you score the unit‘s quality value or Advance 6” Can shoot after move.
higher, then it‘s a success. Rush 12” Can’t shoot. • 2-5: Stunned
Charge 12” Moves into melee. • 6+: Knocked Out
Modifiers: Regardless of modifiers, rolls
of 6 are always successes, and rolls of 1 Knocked Out: Remove from play.
Movement
are always fails.
Stunned: The model is Stunned until the
Unit members must stay within 2” of at
Preparation end of its next activation (place it on its
least one other member, and within 6” of
side to show this). Stunned models fail
The Battlefield: The game is played on a all other members. Units may only move
morale tests automatically, and must
flat 4‘x4‘ surface, with at least 15-20 within 1” of other units when charging,
stay idle. If a Stunned model takes any
pieces of terrain on it. and may only charge if at least one
hits from shooting, or is charged again,
charging model can reach base contact
The Armies: The players put together then it is Knocked Out.
with one model from the target unit.
two armies of equal points before the Groups & Wounds: Whenever a unit with
game begins (we recommend 250pts for Shooting multiple models takes wounds, each
your first match). wound kills one model, until only one
Models in range and line of sight may
Mission: Place D3+2 objectives. Players fire all weapons at a single unit, or split last model remains. Only the last model
roll-off to go first, and then alternate in their attacks evenly among all enemy then accumulates wounds and rolls to
placing one marker each outside of units within 3” of a single model (target see if it’s Stunned or Knocked Out.
deployment zones, and over 9” away picks how). Shooting models take one Morale
from each other. At the end of each quality test per attack, and each success
round, if a unit is within 3” of a marker is a hit. For each hit defending models Morale Tests: To take a morale test, the
while enemies aren’t, then it’s seized, roll one die trying to score their Defense unit simply takes one Quality test.
and remains seized even after leaving. value or higher, and each fail causes one
Rout Tests: If at the end of any round an
Stunned units can’t seize markers, and if wound. Then check the wounds section
army is down to half of its starting units
units from both sides are contesting a to see what happens to the unit.
or less, then all of its units must take a
marker, then it becomes neutral again.
Weapon Profiles: The stats of each morale test. If the test is failed, the unit
The game ends after 4 rounds, and the
weapon are shown like this: immediately Routs (remove from play).
player that controls most markers wins.