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General Principles Activation Wounds

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.

Deployment: Players roll-off, and the


Name (Range, Attacks, Special) Terrain
winner picks a table edge as their Weapons with a range value are for Cover Terrain: Units shooting at enemies
deployment zone, with their opponent shooting, and without are for melee. with most models in or behind cover get
taking the opposite. Then the players -1 to hit rolls.
alternate in placing one unit each within Melee
12” of their table edge, starting with the Difficult Terrain: Units moving through
Charging models must move into base
player that won the deployment roll-off. difficult terrain can’t move more than 6”
contact with the target, or as close as
in total at a time.
possible, and then defenders must do
Playing the Game
the same by moving up to 3”. Models Dangerous Terrain: Models moving
The game is played in rounds, with within 2” of enemies may strike with all across dangerous terrain, or that
players alternating in activating one unit their melee weapons, which works just activate in it, must roll one die (or as
each, starting with the player that won like shooting (may also split attacks). many as their tough value), and for each
the deployment roll-off. Each new round Then the defending unit may choose to roll of 1 the unit takes one wound.
the player that finished activating first strike back, but doesn’t have to. If one of
on the last round gets to start. the two units is destroyed, the other may
move by up to 3”, else the charging unit
must move back by 1”.

Fatigue: Units only hit on 6+ in melee


until the end of the round after they
charge or strike back.

By Gaetano Ferrara www.onepagerules.com


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Ambush: This model may be kept in Psychic(X): May cast one spell during its Special Movement
reserve instead of deploying. At the start activation, at any point before attacking.
of any round after the first, you may Pick a spell and a target in line of sight, Pushing: Whenever a model rolls a
place the model anywhere, over 9” away and roll D6+X. If the result is equal or Stunned result, the attacker may try to
from enemy units. If both player have higher than the number in brackets, you push it away. Roll one die, and on a 4+
Ambush, they roll-off to see who deploys may resolve the effects. Spells may the attacker may move the model by up
first, and then alternate in placing them. target a single unit or split their effects to 2” in any direction.
evenly among all friendly or enemy units Falling: If a model is pushed off an
AP(X): Targets get -X to Defense rolls
within 6” of a single model (target picks elevated position at least 2” tall, it takes
when blocking hits.
how). Enemy psychics within 18” and line 1 hit with AP(1+X), where X is AP(+1) for
Blast(X): Ignores cover and multiplies of sight of the caster may roll D6+X at every full 3” it fell. Then place the model
hits by X, but can’t deal more than one the same time, and if the result is higher Stunned within 2” of the bottom.
hit per model. May choose to split hits the spell is blocked. Psychics may only
within 3” as if they were attacks. either try to cast or try to block a spell Dropping: Models may drop off steep
each round. elevation up to 6” high, instead of
Deadly(X): Assign each wound to one climbing down. Roll X+1 dice, trying to
model, and multiply it by X. Note that Regeneration: When taking a wound, roll score 3+, where X is one die for every
these wounds don't carry over to other one die. On a 5+ it is ignored. full 3” it drops. If all rolls are successes,
models if the target is killed. then you may place the model within 2”
Relentless: For each unmodified roll of 6
Fast: Moves +2” when using Advance, to hit when shooting, this model may roll of the bottom, and continue moving
and +4” when using Rush/Charge. 1 extra attack. This rule doesn’t apply to without counting elevation. If any roll is
newly generated attacks. failed, then the model falls instead.
Fear: Always counts as having dealt +D3
wounds when checking wound effects in Rending: Unmodified results of 6 to hit Leaping: Models may leap off steep
melee (must deal at least 1 wound from count as having AP(4), and ignore the elevation up to 6” high onto enemies
attacks in order to apply). regeneration rule. within 2” of the bottom. Roll X+1 dice
trying to score 3+, where X is one die for
Fearless: Gets +1 to morale tests. Scout: This model may be deployed after every full 3” it drops. If all rolls are
all other units, and may then move by up successes, then you may place the
Flying: May move through all obstacles,
to 12”, ignoring terrain. If both of the model in contact with the target, and
and may ignore terrain effects. This
players have Scout, they roll-off to see deal as many automatic hits as dice
model only needs to roll 2+ for a
who deploys first, and then alternate in rolled. If any roll is failed, then the
successful drop or leap, and it may
placing and moving them. model falls instead.
freely jump without having to roll for it.
Slow: Moves -2” when using Advance, Jumping: Models may cross gaps up to
Furious: Gets +1 attack with a weapon of
and -4” when using Rush/Charge. 1” wide as if they were solid ground,
your choice when charging.
Sniper: Shoots at Quality 2+, and may however they must jump to cross gaps
Hero: Friendly units within 12” of the up to 6” wide. Roll X+1 dice trying to
pick one model in a unit as its target,
hero may use his quality for morale score 3+, where X is one die for every
which is resolved as if it’s a unit of 1.
tests, as long as it isn’t Stunned. full 3” it jumps. If all rolls are successes,
Stealth: Enemies get -1 to hit rolls when then the model may move across the
Immobile: May only use Hold actions.
shooting at this unit. gap as if it was solid ground. If any roll is
Impact(X): Deals X melee hits when failed, then the model falls instead.
Strider: This model may ignore the
charging (must be in striking range).
effects of difficult terrain. This model
Indirect: May target enemies that are only needs to roll 2+ for a successful
not in line of sight, and ignores cover drop, leap or jump.
from sight obstructions, but gets -1 to hit
Tough(X): This model only rolls to see
rolls when shooting after moving.
what happens from wounds once it has
Lock-On: Ignores all negative modifiers taken at least X wounds, and is only
to hit rolls and range. Knocked Out on rolls of 5+X or more.
When Stunned and hit by shooting or
Poison: Unmodified results of 6 to hit
charged, this model takes 1 wound
are multiplied by 3.
instead of being Knocked Out, unless it
already has X or more wounds.

Example: A model with Tough(3) only


rolls to see what happens from wounds
once it has taken at least 3 wounds, and
is Knocked Out on rolls of 8 or more.

By Gaetano Ferrara www.onepagerules.com


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