The most important rule: Whenever the The game is played in rounds, with Charging units must move into base rules are unclear, use common sense and players alternating in activating one unit contact with the target, and shuffle to personal preference. Have fun! each, starting with the player that won maximize contact, then defenders must the deployment roll-off. Each new round do the same. Models from the two front Quality Tests: Roll one six-sided die, the player that finished activating first rows may strike with all their melee and if you score the unit‘s quality value on the last round gets to start. weapons, which works like shooting. or higher, then it‘s a success. Then the defending unit may choose to Modifiers: Regardless of modifiers, rolls Activation strike back, but doesn’t have to. Once of 6 are always successes, and rolls of 1 The player picks one unit, and it may do both units are done, the loser must take are always fails. one of the following: a morale test, and the charging unit must move back by 1”. If one of the two Preparation Action Move Notes units is destroyed, the other may pivot Hold 0” Shoot after pivoting. The Battlefield: The game is played on a Advance 6” Shoot after moving. up to 180° or move 3” in any direction. flat 6‘x4‘ surface, with at least 5-10 Rush 12” Can’t shoot. Fatigue: Units only hit on 6+ in melee pieces of terrain on it. Charge 12” Moves into melee. until the end of the round after they The Armies: The players put together charge or strike back. Movement two armies of equal points before the When using Hold actions, units may Morale game begins (we recommend 750pts for your first match). pivot by up to 180°, and when using Morale Tests: Whenever a unit takes Advance, they may pivot once by up to wounds that leave it with half or less of Regiments: All models in a unit must be 90° at any point. When using Rush or its total size or tough value (for units in base contact with each other, and in Charge, they may pivot by up to 90° with a single model), or it loses a melee, formations of 5 models per row for units before moving, and they may only move it must take a morale test. Take a quality of 5/10 models, and 3 models per row in a straight line. Units may also move test, and if failed it is Wavering until the for units of 3/6 models. sideways or backward by up to half end of its next activation. Wavering Combined Units: Two copies of the their move. Units may only move within units only hit on 6+ in melee, always fail same unit can be combined into a single 1” of other units when charging. morale tests, and may only pivot by up unit, as long as upgrades that apply to to 90° (but else stay idle). all models are bought for both. Shooting Melee Results: Units in melee don’t take Models in range and line of sight of an Mission: Place D3+2 objectives. Players morale tests from wounds. Instead they enemy in their front arc may fire all roll-off to go first, and then alternate in compare the number of wounds each weapons. Units with multiple weapon placing one marker each outside of unit caused, plus the number of full types may fire each type at a different deployment zones, and over 9” away rows they have. The unit with the lowest target. Shooting models take one quality from each other. At the end of each total loses, and must take a morale test. test per attack, and each success is a hit. round, if a unit is within 3” of a marker If the test is failed whilst the unit is For each hit defending models roll one while enemies aren’t, then it’s seized, down to half or less of its total size or die trying to score their Defense value or and remains seized even after leaving. tough value, then it Routs (remove from higher, and each fail causes one wound. Wavering units can’t seize markers, and play), else it is Wavering instead. For each wound, the defender must if units from both sides are contesting a marker, then it becomes neutral again. remove one model from the back row. Terrain The game ends after 4 rounds, and the Weapon Profiles: The stats of each Cover Terrain: Units shooting at player that controls most markers wins. weapon are shown like this: enemies with most models in or behind Deployment: Players roll-off, and the Name (Range, Attacks, Special) cover get -1 to hit rolls. winner picks a long table edge as their Difficult Terrain: Units moving through Weapons with a range value are for deployment zone, with their opponent difficult terrain can’t move more than 6” shooting, and without are for melee. taking the opposite. Then the players in total at a time. alternate in placing one unit each within 12” of their table edge, starting with the Dangerous Terrain: Models moving player that won the deployment roll-off. across dangerous terrain- or that activate in it- must roll one die (or as many as their tough value), and for each roll of 1 the unit takes one wound.
By Gaetano Ferrara www.onepagerules.com
1 SPECIAL RULES Ambush: This model may be kept in Immobile: May only use Hold actions. 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 melee hits when of any round after the first, you may with tough joins a unit without it, then it charging (only models in the two front place the model anywhere, over 12” is removed last when the unit takes rows deal impact hits). away from enemies. If both player have wounds. Note that you must continue to Ambush they roll-off to see who deploys Indirect: May target enemies that are put wounds on the tough model with first, and then alternate in placing them. not in line of sight, and ignores cover most wounds in the unit until it is killed, from sight obstructions, but gets -1 to before starting to put them on the next Artillery: Counts as having Defense 2+ hit rolls when shooting after moving. tough model (heroes must be assigned against shooting attacks. wounds last). Phalanx: Enemies charging the front AP(X): Targets get -X to Defense rolls facing of units where all models have Wizard(X): May cast one spell during its when blocking hits. this rule don’t count as having charged activation, at any point before attacking. Blast(X): Ignores cover and multiplies (for special rules), and they must take a Pick a spell and a target in line of sight, hits by X, but can’t deal more than one dangerous terrain test before attacking and roll D6+X. If the result is equal or hit per model in the target unit. (only roll up to as many dice as models higher than the number in brackets, you with phalanx in the two front rows). may resolve the effects. Enemy wizards Breath Attack: Once per round, deal 3 within 18” and line of sight of the caster hits with AP(1) in melee, or to one Poison: Unmodified results of 6 to hit may roll D6+X at the same time, and if enemy unit within 12” in line of sight. are multiplied by 3. their result is higher the spell is blocked. Deadly(X): Assign each wound to one Regeneration: When taking a wound, Wizards may only either try to cast or model, and multiply it by X. Note that roll one die. On a 5+ it is ignored. try to block a spell each round. these wounds don't carry over to other Rending: Unmodified results of 6 to hit Command Groups models if the target killed. count as having AP(4), and ignore the Fast: Moves +2” when using Advance, regeneration rule. Each unit may only have one of each of and +4” when using Rush/Charge. the following upgrades. Scout: This model may be deployed Fear: Always counts as having dealt +D3 after all other units, and may then move Sergeant: One model gets +1 to hit when wounds when checking who won melee. by up to 12”, ignoring terrain. If both of shooting or in melee (pick one). the players have Scout, they roll-off to Musician / Battle Standard: Always Fearless: Gets +1 to morale tests. see who deploys first, and then alternate counts as having dealt +1 wound for Flying: May move through all obstacles, in placing and moving them. seeing who won melee. and may ignore terrain effects. Slow: Moves -2” when using Advance, Furious: Gets +1 attack with a weapon and -4” when using Rush/Charge. of your choice when charging. Sniper: Shoots at Quality 2+, and may Hero: May be deployed as part of one pick one model in a unit as its target, friendly unit, which may use its Quality which is resolved as if it’s a unit of 1. value for morale tests. When taking hits, Stealth: Enemies get -1 to hit rolls when you must use the unit’s Defense value, shooting at this unit. until all non-hero models are killed. Strider: This model may ignore the effects of difficult terrain.