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By Craig Fenion

Written by
Craig Fenion

Artwork by
Joazzz2 - Hobbyist, Digital Artist | DeviantArt
What is Centurion?
Centurion is a 6-8mm Company level wargame in terms of 6mm the low stand count would fall in the
Skirmish Category.
Players take the role of Legion Centurions commanding a Company of Legion Space Marines and their
supporting formations and vehicles. This book just covers a few of the standard troops available to a
Centurion and Legion specific forces are in the works along with Mechanicum, Guard, Eldar and Orks.

Index
1. 2.1

1.1
1.2
1.3
1.4
1.5
1.6
1.7
1.8
1.9
2.
2.1
2.2
2.3
2.4
2.5
2.6
2.7
2.8

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Contents
Images

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1. What you need to play 1.7 Bases: Centurion is designed for use with 25mm
round bases to mount all infantry miniatures,
Vehicles can be mounted on bases but the will serve
1.1 Measurement tool: You will need a tape no purpose in the game and are purely cosmetic.
measure that gives distances in cm as all 25mm bases are readily available on line with
measurements in this game are in cm. Players can Vanguard Miniatures producing bases specifically to
pre measure any distance they wish at any time mount 6mm miniatures. Players may already have
during the game. All measurements are taken from many 6mm models based for other systems and
nearest edge of a Stands base. should feel free to use them as based to play
Centurion.

1.2 Six Sided Dice: Six sided dice are referred to as


d6 throughout the rulebook. If a player is required to 1.8 Stands: Models mounted on a base or individual
roll multiple dice, it will be given in the format xd6 vehicles are called Stands. In Centurion bases are
where x is the number of dice to be rolled (e.g. 2d6 organised into formations known as Detachments.
means two six-sided dice.) Occasionally a unit may Several Detachments are organised into Companies.
have a special rule that allows a d6 to be re-rolled. Additional Stands may be added to represent
The second result must be used even if it leads to a support units. Available Detachments include
worse outcome. A re-roll can only happen once, and Infantry (which may feature their dedicated
a player may never re-roll a re-roll. transports); vehicles including tanks.

1.3 Command Deck: You will need to print off a 1.9 Command Cards: Each Detachment in Centurion
Command Card for every Detachment in your force. has a Command Card, this displays a numerical value
The cards are used to determine the order in which that represents the agility or manoeuvrability of the
your Detachments will activate. Detachment. All of the players Command cards are
compiled together in the Command Deck.
The cards form the Command Deck. When creating
your force you will be able to calculate the Force
Value of the Regiment. The lower the force value
the more mobile the Detachment, the higher the 1.10 Strategy Cards: Strategy Cards represent
heavier and ponderous it is. battlefield events or faction specific buffs. The
players Strategy Deck consist of an 18 cards (9
faction specific ,5 Faction and 4 Centurion, and 9
General). Black cards are General and can be used by
1.4 Game Markers: You will need several markers to
any force. No card in the deck can be duplicated.
indicate the amount of damage a Stand has received
Cards can be played at any time in the game as long
and Battle Fatigue (BF) they have suffered. You will
as the cards criteria is met and are not limited by
also need markers to indicate a unit with on Hidden
who’s activation it is.
orders i.e. Overwatch, Reorg or Fighting
Withdrawal. There are many types available readily Each player begins the game with a hand of three
online that would be suitable. cards drawn at the start of the game. When used
they only last for a single activation of the target
Stands unless the card states otherwise. Strategy
1.5 Playing surface: Centurion can be played on any Cards are played against a single Detachment to
sized table but an area 120cm by 120cm is the provide a temporary boost or penalty. Once the card
minimum recommended. Larger games involving is used it is placed in a discard pile.
dozens of units on either side may require a larger
In the End Phase players can discard any cards they
playing space to avoid overcrowding. The playing
wish. In the Command Phase players can draw 1
surface should contain sufficient scenery to make
card to a maximum hand size of three.
the game interesting 2 to 3 pieces for every 40cm
by 40cm area should be enough but feel fee to add
more or less to make the game more interesting.
Please read through the whole rules before
attempting to play as core concepts may be
referenced early in the book with the rules text
1.6 Models: Centurion requires players to have
being contained in the relevant section.
miniatures to represent their forces on the
battlefield. There are many manufactures of suitable
small scale miniatures to represent the Legions of
the Horus Heresy.

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2. Playing the Game Once both players have activated their Detachments
they turn over the next card from their Command
2.1 Headquarters Deck and again compare FV once more subtracting 2
for if they have at least 1 BF marker.
In Centurion each Detachment is led by a Company
Commander called a Centurion. Players continue to reveal the top card of their deck
and activating their Detachments until they have no
The Centurion operates independently of the
cards remaining.
Companies and represents the high command of the
Legion. When deploying your forces the Company If one player has cards remaining when their
Commander is attached to any of your Detachments, opponent does not they continue to play through
the Commander can be switched between any the phases until all cards are used.
Detachments in its own Company. The Company
Commander must also carry out the order of the Once all Detachments have been activated move to
Detachment they are attached to. If a Detachment the End Phase.
the Commander is attached to is destroyed it must
move to another Detachment in the Command 2.5 Hold
Phase. If unable to do so it is destroyed.
The player who wins the FV draw can elect to give
2.2 Turn Sequence their opponent the activation. If they do so their
Active Detachment can roll to remove BF Markers as
The game of Centurion is played by two players if it was the End Phase. They may activate the
taking it in turns to activate their forces. Centurion detachment normally after their opponent has
uses the following sequence of play: activated.
Command Phase 2.6 Terminology
Activation Phase Centurion uses certain terms to describe the
formations in the game.
End Phase
Headquarters – The Commander of the Company.
2.3 Command Phase
Core – These are the Core Detachments of the
Both players secretly organise their Command Decks Company.
into any order they wish and place the deck face
down. Support Elements – These are Stands attached to
the Core Detachments to bolster their abilities.
Before any cards are drawn any Company
Commander can move from one Detachment to Support Detachments – These are Detachments
another detachment within their Company, within brought in to strengthen the Company and offer
its Move (M) value. more tactical flexibility.
2.4 Activation Phase
Both players reveal the top card of their decks, this
first card will be the first Detachment the player
wishes to activate.
When the players have drawn their first card they
compare Force Values (FV) see page **.
For each Detachment that has at least one Battle
Fatigue (BF) see page ** marker subtract 2 to the
Detachments FV.
The player with the lowest FV choses who activates
first. In the event of a draw each player rolls a d6
with the winner activating first player.
The Active player gives their Detachment an order
with the detachment carrying out this order.
Once the player has activated their opponent can
then activate their Detachment.

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2.7 Units Stats
Each unit is represented by a stat line, these can be found in the individual army lists. The stat line also includes
any special rules for the unit.
Stat line
Centurion uses stat lines (fig 1) to show Stand’s characteristics when playing.
Unit. This indicates the name of the Stand
Type. This indicates the type of the Stand for purposes of special rules and movement.
M. Indicates the movement in cm the unit can move.
Rge. This indicates the distance in cm that the unit’s weapons can fire.
RoF. The Rate of Fire (RoF) indicates the number d6 the unit will use when shooting.
CA. The Close Assault (CA) indicates the number of d6 the unit will use when engaging in a CA.
Arm. This indicates the score required for the Stand receive damage.
Special Rules. Indicates any Special rules (Page **) the Stand may have.

Special
Unit Type M Rge RoF CA Arm
Rules

Legionnaire Infantry 10 30 2 2 4+ None

Fig 1
2.8 Card Anatomy (fig 2)
Centurion makes use of Unit Cards to aid players during the game to keep track of stats.

Name
The detachments name. Content
Details the stands that
Silhouettes make up the force.
Pictorial display of the stands in Stats
the unit. Each silhouette The Stands stats for
represents a single stand. gameplay.

Move

Rge
Special Rules
Gives detail of the stands RoF
special rules.
CA
Power Value
Arm
Indicates the Power
value to include the
Fig 2
detachment in your
Force Element
force. Force Value (FV) Indicates by colour what elemen
This is the Detachments the card can be used for.
Detachment Type FV. It is entered into the
Indicates the Type of the Purple = Headquarters
Command Card. Some Green = Core (LT indicates
Stand Cards have grey Lieutenant)
silhouettes in this case Blue = Support Element
the FV is for one Stand Red = Support Detachment
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2.9 Command Cards
Command Cards are used to dictate initiative for the game turn they are explained further on Page **.

Name
The detachments name.

Cost
The total Power cost of the
Detachment.

FV
Add the FV of the Detachment
here.

Speed
When using Standard
Deployment rules use this to
indicate the M value of the
slowest Stand

2.10 Stand Types


Stands have been grouped into various types, these types dictate how the Stand interacts with terrain and
some special rules. They Stand types are as follows.
Infantry – The mainstay of most forces. They gain the most benefit from using cover to advance. They are
deadly to unsupported armour in built up areas.
Armour – Armour covers many types of armoured vehicles from tanks to armoured personnel carriers, from
Super Heavy Armour to Infantry fighting vehicles
Walkers – Walkers rarely vary from force to force and are usually a single piloted construct with a mix of anti-
infantry and anti-tank weaponry. Walker treat terrain as Infantry for movement and cover bonuses from
shooting and as Armour when calculating saves and cover bonuses from shooting.
Cavalry – Cavalry can mean several types of units, they can be mounted on horses or creatures, bikers are also
counted as cavalry. Cavalry are treated as infantry in respect to the rules. Cavalry are able to double their M
value when they are given a charge order.
Skimmers – Skimmers use anti-gravity technology to hover a few feet off the ground. This makes them very
useful for staying close to cover and lifting above it to strike opponents of opportunity.
Titans – Are huge war machines crewed by several personnel they are planned to be added to the game in the
future and may be referenced throughout this document.

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2.11 Battle Fatigue (BF)
Battle fatigue relates to the effect on the soldiers when they come under fire. BF is
represented in the game by Battle Fatigue markers.

BF markers affect the troops and have a negative impact on the ROF and CA of a
Stand. In addition each BF marker reduces the saving roll cover modifier by one. Table
3 indicates the minimum value the cover modifier can be reduced to.

3. Orders
When a Detachment activates it is given an order. Once the order has been issued the player then activates
their Detachment as detailed below.
3.1 Advance – The Detachment may move up to its M value and shoot or vice versa
3.2 Double – The Detachment can move up to double its M value. If a unit carries out a double action whilst
remaining on a road it can move up to three times its movement value. It may not fire.
3.3 Charge – The Detachment may move up to its M value +1d6 and engage in a CA. This is the only method
for engaging in CA. If a Detachments BF markers equal the number of Stands in the Detachment it cannot be
given a Charge order. If there is insufficient move to engage in CA the unit must be moved forward at least M
towards the target Detachment and their activation ends.
3.4 ReOrg – The Active Player may roll a d6 per damage marker. For each 5, or 6 rolled a single point of
damage is removed. The Detachment can move before or after the roll. If the player takes a ReOrg order the
Detachment also gains +1 to the removal of BF in the End Phase.
3.5 Hidden Orders.
Hidden Orders are different to the normal set due to those orders not coming into effect unit a condition is
met. Hidden Orders can be given to a Detachment and are hidden from the enemy commander, this give a
player some options to disguise their intentions during the battle. Those Companies given a Hidden Order
require a marker that indicates they have a hidden order and the player should note what order the
Detachment has been given, they are detailed below. When a Detachment receives any of the hidden
ordersthey may immediately make a 5cm move to consolidate their position or to move into cohesion.
3.6 Overwatch
Condition – Enemy unit activates or moves within Rge
of the Overwatch Detachment.
The Detachment must remain stationary. During any subsequent enemy activation when an enemy
Detachment activates or moves within range of the Overwatching unit it may immediately shoot at the enemy
Detachment or carryout a Charge Activation. Damage received from an Overwatch is resolved immediately,
this is inclusive of any damage already received. The Overwatch activation may be maintained into the next
turn. Use a suitable marker to indicate the Detachment is on Overwatch. Once Overwatch has been resolved
the Activated Detachment may continue with its order if able to do so.
3.7 Fighting withdrawal (FW)
Condition – Enemy unit activates or moves within Rge of the FW Detachment.
The Detachment makes a fighting withdrawal. They pull back under the cover of fire moving by Detachment.
When an enemy Stand comes within a withdrawing Stands Rge the Detachment can move their full M value
away from the enemy. They must end their move further away from the enemy and end the move no closer
than 15cm from them. The enemy Stand then gains 1 BF marker. The Detachment cannot make any shooting
attacks. Once the FW has been resolved the activated enemy Detachment may continue with its order.
3.8 Take Cover
Condition – When fired at.
The Detachment can make use of the ground it is in to create makeshift defences, each Stand receives +1 to
their Armour Value against shooting attacks. The bonus is lost as soon as the Detachment moves. The
Detachment may not move or fire. Take cover can be retained for subsequent activations.

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4. Movement 4.3 Terrain
If a Detachment selects an activation that allows for Centurion uses an area terrain system. Terrain is the
movement, each Detachment can move a number of area the terrain occupies on the battlefield it
cm equal to its M value. No Stand is obligated to boundary is the edges of that terrain piece. The area
move if the player does not wish to do so unless the inside these boundaries is classed as that terrain.
Stand has a special rule or be under an effect that
requires them to do so. 4.4 Effects of Terrain.

Stands can be moved freely in any direction and can Terrain is a key part of any battlefield. It can provide
turn any number of times during their move. No part cover from fire but can hinder the movement of
of the Stand can move any further than the move Stands. If a Stand passes through terrain during its
distance measured. Stands may move freely through move refer to the terrain movement table. Table 1
friendly Stands but cannot end their movement with shows the cost in movement for moving in that
the Stands overlapping. terrain piece. The modifier is broken into two values.
The first number is the distance moved in the
4.1 Coherency. terrain, the second is the cost from the models
move value. A modifier of 1/2 would indicate the
All units selected as part of a Detachment must Stand can move 1cm for every 2cm of M value.
remain within 5cm of at least one other Stand from
the same Detachment, unless a rule specifically If a Stand has insufficient M value left to pay it can
states otherwise. If at any time a unit is out of no longer move. The modifier is applied the moment
coherency it must move back at the first the model comes into contact with the terrain.
opportunity. If it is unable to do so the Detachment When a model moves out of a terrain piece its M
must replace its order with a ReOrg order. If an value is no longer subject to the modification and it
order allows no movement a player can still move can move normally. Players should agree at the
Stands up to 5cm to maintain coherency, this can beginning of the battle what each item of terrain on
only be used if coherency is broken. A Stand that the table represents.
takes this 5cm move suffers -1 to its RoF.
Example 1: An infantry Stand moves into a river.
4.2 Zone of Control (ZoC). From Table 1 we see that infantry in a river is 1/2.
This means for every 1cm moved it costs 2cm of
Each Stand has a ZoC that extends 3cm from the move value. With a move of 9cm remaining the
edge of the base. Enemy Stands cannot move into a infantry Stand can move 4cm with the last 1cm
Stands ZoC unless the Stand is engaging in charge being lost.
order that targets the Stand. When a Stand is
engaged in close assault it no longer generates a Example 2: A walker Stand moves onto a road with a
ZoC. modifier of 2/1 meaning the model can move 2cm
for every 1cm of M value. A Walker with 10cm
remaining can move 20cm if it remains on the road.

Terrain Infantry Skimmers Armour Walkers Aircraft

Flat Terrain No effect No effect No effect No effect No effect

Roads 2/1 No effect 2/1 2/1 No effect

Woods
Villages or No effect No effect 1/2 No effect No effect
Towns

Fortifications
or Large 1/2 No effect 1/2 1/2 No effect
Building

Hills No effect No effect No effect No effect No effect

Rivers 1/2 No effect No effect 1/2 No effect

Table 1

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4.5 Impassable terrain. Large walls and deep rivers are impassable to some units in the game. Once the terrain
has been setup players should agree which terrain pieces are impassable and to what types of units. Some
walls for example may be passable to Infantry but armour wouldn’t be able to navigate it.

4.6 Transports
Transports provide a method to travel fast over the battlefield and redeploy rapidly. Stands can begin
the battle embarked if the player wishes. Stands cannot Embark and Disembark in the same turn.
Stands cannot embark or disembark if the detachment is given a Double Order.

4.6.1 Disembarking
Stands can disembark from a transport for a cost of 5cm from their M value. Stands must be placed
within 5cm of the transporting Stand. If a Stand cannot disembark it must be kept on the Transport

4.6.2 Embarking
Stands within 5cm of a transport can embark into the Transporting Stand at the cost of 5cm of
movement.

5. Shooting 5.3 Range


Shooting is often the first form of attack experienced To shoot, an Active Detachment must also have
in a battle. Shooting is carried out when the Stands within range of the Target Detachment, the
Advance order is given to a Detachment that Range of the weapons are listed on the unit stats
permits it to carry out a shooting attack. under Rge. Range is measured from nearest base
edge of a Stand to the nearest edge of base of an
The shooting is carried out from one Detachment to enemy Stand. If this distance is within the Rge of the
another or others. Active Detachment it fulfils the second criteria and
may make a shooting attack.
To shoot at an enemy Detachment the shooting
Detachment must fulfil two criteria. 5.4 Armour and Terrain.
• You must be able to draw Line of Sight (LoS) to When hits are being allocated from shooting check
your opponent’s Stands. to see if the Stand receiving the hits is:
• You must be within weapons Range (Rge) of your a) In base contact with the terrain
opponent’s Stands.
AND
5.1 Line of Sight
b) LoS from the enemy passes through the terrain to
To shoot the enemy you must be able to see them. a part of the Stands base.
We call this Line of Sight (LoS). All Stands in
Centurion can fire in any direction. LoS is If both are yes then the Stand can claim this terrain
determined by drawing a straight line between a and gains a bonus to its armour value as detailed in
shooting Stand and the target Stands from any part Table 2.
of the base to any part of the targets base.
Note. Arm values can never be greater than 6. The
Any Stands that cannot draw a line to any enemy cover bonus does not apply in close assault and.
Stand in the target Detachment cannot contribute
d6 to the attack. If LoS passes through an enemy
Stand that is not the target the attack cannot be
made.
5.2 LoS Exceptions
1) If a Detachment consists mostly of Armoured type
Stands, not including Transports, it can ignore a
Detachment that contains mostly Infantry type if it
would block LoS.
2) Skimmers can ignore terrain for the purpose of
LoS but if they do, they cannot benefit from any
terrain they claim that turn and count as in the
open.

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Infantry Armoured
Terrain Value Terrain Effect
+(Arm) (+Arm)

Flat Terrain, Roads and


Light No Effect - -
Rivers

Medium Woods, Village, Towns, Block LoS +1 -

Fortifications and Large


Heavy Blocks LoS +2 +1
Buildings

Table 2
5.6 Shooting Sequence. 5.10 Roll to Hit.
Shooting uses the following sequence. Roll to hit by rolling the Attack Pool for each Type
allocated attacks. Compare the rolled results with
1. Attack Pool the target types lowest Arm value and discard any
d6 below that number, they have failed to hit. Those
2. Roll to hit
d6 that score equal or above the lowest Arm value
3. Allocate Attacks are hits against all stands of that type. For every To
Hit roll that scores 6 or more adds one BF Marker to
4. Roll Saves the Company. BF markers generated by this attack
have no effect on the current attack.
5.7 Attack Pool.
5.11 Save.
The unit stats RoF will indicate the number of d6
that are required to roll when firing. Select the firing Each stand has the chance to save against almost
Detachment and add the total number of RoF of the any hit it receives. Once hits are rolled, roll d6 equal
Stands firing, subtract the 1 for every BF marker. to the number of hits that have been allocated to
This is the Detachments Attack Pool. the type. See Table 3 for the scores required
depending on the type of the stand. For each failed
If units have special rules for shooting attacks, such save a single point of Damage is allocated to a Stand
as AT, they are rolled separately. If a special rule of that type, ensuring the damage is equally spread
multiplies the number of attacks rolled the BF amongst the stands. If more damage is caused that
deduction happens before the multiplication. there are Stands you can allocate the additional
In the case of attacks with special rules the owning damage to Stands of that type again.
player can select where the BF marker penalty is 5.12 Cover.
taken from.
Cover as detailed in Table 2 will modify the save roll
5.8 Split Fire. of the unit that can claim the cover.
If a player wishes to they can split their Attack Pool Example: An Infantry stand in medium cover would
between separate targets. To do so separate your roll its save and modify the result by the cover
Stands into two groups and select the targets bonus. If the Stand was to roll a 4 it would add 2 for
calculating the separate Attack pool for each group. the cover making the roll a 6 and therefore a save.
5.9 Allocate Attacks. 5.13 Casualties.
The shooting player allocates which D6 from the Casualties from Shooting are not removed
Attack Pool are allocated to the types of stands immediately and any damage caused is dealt with in
(Table 3) in the target Company. the End Phase. Place a marker to indicate every
Example: A player attacks an Affray Mechanised point of damage the Stand has received.
Company with three Infantry and one Armoured 5.14 Any Detachments with more than twice the
Stand with a 7 RoF Attack Pool. The attacking player number of BF Markers as it has stands are broken
allocates 3 RoF to the Infantry type and 4 to the and can only take a Re-Org order in its next
Armour type. activation.

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5.5 Transports and shooting
When shooting at a Detachment that has Stands with the Transport rule the transport can provide
additional protection.

Any Infantry that is Disembarked that can claim a transport Stand with the Resilient rule gains +1 to
their Armour.

The transports in the detachment must be able to transport all of the Stands that are claiming it. A
Stand claiming a transport can never have an Armour value greater than 6.

If an Infantry Stand is Embarked and its Transport is destroyed a roll is made on Table 3 and the result
is applied.

Cover Bonus Minimum cover modifier


Type Saving Roll
Medium Heavy from BF markers

Infantry 5+ +2 +3 +1

Skimmer 5+ +2 +3 +1

Armoured 4+ +1 +2 0

Titan 4+ - - -

Table 3
5.14 Shooting Buildings.
It is possible to destroy building with sufficient fire, only stands with Artillery, Tank Killer or AT special rules
can cause damage to buildings. Buildings have a Damage Capacity and have the DC(X) special rule.
Each building is allocated a class at the start of the game. A guide is given in Table 4.
If you wish to target a building select it as the target for shooting. Roll to shoot as normal. When rolling for
saves, Class 1 and 2 buildings roll on Table 3 Infantry type to save with 3 and 4 rolling on Armoured type.

Class Example Damage Capacity Armour Value


1 Small building/house DC(4) 3
Medium building /
2 DC(6) 4
multi-story
Large building/ large
3 DC(8) 5
multi-story
4 Fortress DC(10) 6
Table 4

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6. Close Assault (CA) 6.5 Allocate Attacks.
As with Shooting, Close Assault has a sequence it is The attacking player allocates which D6 from the
as follows: Attack Pool are allocated to the types of stands see
(Table 5) in the target Detachment.
1. Declare
6.6 Roll to Hit.
2. Engage
Roll to hit by rolling the attack pool. Compare the
3. Attack Pool rolled results with the target types lowest Arm value
and discard any d6 below that number, they have
4. Allocate attacks
failed to hit. Those d6 that score equal or above the
5. Roll to Hit lowest Arm value are hits against to that type.

6. Saves 6.7 Save.

7. Defender works through steps 1-5 As with shooting Stands are able to attempt to save
against the damage using Table 3.
8. Remove Casualties
6.8 Defender.
9. Declare winner.
The defender now carries out his attack beginning
6.1 Declare. from the Attack Pool step.
Declare Target Detachment, when a Detachment 6.9 Resolve Damage.
given a charge order activates the Active player
must declare the target of the charge. When both sides have fought their combats remove
all Stands that have suffered damage equal to their
6.2 Engage. damage capacity. This is inclusive of any hits the
Stand has already received from shooting. This may
Move as many of the attacking Detachment Stands result in both sides being wiped out.
at their full rate of movement +1D6 towards the
enemy Stands. Stands must move into base contact 6.10 Find the winner.
with enemy Stands. Once each Stand has been
allocated to an enemy Stand any other friendly Both sides add up the total of the damage their
Stands within 10cm of a friendly Stand are placed Detachment has taken. The side that has taken the
into base contact with the closest friendly Stand, most damage loses the CA. The losing Detachment
these Stands are known as Supporting Stands. Once must carry out a Double order and move away from
the Active player has moved his Stands into position any enemy, the Detachment receives a BF marker. If
the opposing player can then move any other Stands this move takes any Stands off the table edge they
from their Detachment up to 10cm either into base are destroyed. The winning Stands can move up to
contact with an enemy or into a position to be a 10cm to complete their action, this move cannot be
Supporting Stand. used to engage in another CA must stay outside the
ZoC of enemy Stands.
6.3 Supporting Stands.
6.11 Drawn Combat.
A supporting Stand must be in the same Detachment
as a Stand being engaged and in base to base In the event of a draw both units must fight another
contact. A Stand that qualifies as a supporting Stand round of CA. Rounds will continue until a clear victor
contributes its RoF to the attack pool of the Stand it is found
is supporting. These extra d6 do not benefit from
6.12 Voluntary Withdrawal.
special rules.
A player can voluntarily withdraw from the combat
6.4 Attack Pool.
when they next activate and must use an Advance,
The unit stats CA stat will indicate the number of d6 Double or FW Order to do so. If the Detachment
that are required to be rolled when in CA. Add the uses an Advance Order they may not fire for that
total number CA (or ROF for supporting stands) of activation. When the Order is declared but before
the Stands attacking. Subtract the number of BF and the Detachment moves, the Detachment receives
Damage markers from the total. This is the Attack attacks from each enemy Stand in base to base
Pool. If units have special rules for close assault combat equal to half the enemies CA (rounded up).
attacks, such as CA Spec, they are rolled separately These attacks are dealt with in the same manner as
from the Attack Pool. In the case of attacks with a normal CA but score hits on a 3 or more regardless
special rules the owning player can select where the of a Stands Arm value.
BF marker penalty is taken from.

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6.13 Additional Combats.
It is possible for another Detachment to charge a Detachment that has already been engaged in a CA this turn.
In this event a CA is resolved as stated above
7. End Phase
Once all Command Cards have been drawn and players have activated all of their companies, players move to
the End Phase. This can be carried out simultaneously if players wish to.
7.1 Battle Fatigue.
Any Detachment with one or more BF markers that is more than 20cm away from an enemy Stand can attempt
to remove any BF markers. Players may roll a single d6 per marker. For each 5 or 6 rolled, one marker may be
removed. +1 is added to the roll of each result if a Company Commander is within 20cm of the Detachment. An
additional +1 is received if the Detachment had a ReOrg Order this turn.
7.2 Damage.
Each Stand unless noted otherwise has a damage capacity of 1 damage. Each Stand that has damage up to its
damage capacity is removed from play. If a Detachment is removed from play all BF markers attached to it are
also removed. A new turn begins and players return to the Command Phase. Any Detachments with more
than twice the number of BF Markers as it has stands are broken and can only take a Re-Org order in its next
activation.

13
8 Special Rules 8.12 Inspire. A Stand with the Inspire rule allows
Detachments to remove BF in the End Phase on a 4+
Where a (x) is shown in Brackets after the special and gain a +1 to any ReOrg rolls.
rule this is to signify the amount this special rule is
applied. E.g. Shields (6) – for the Stand has 6 shields. 8.13 Independent. The unit has a cohesion of 30cm.
It may also refer to a specific type of Stand, for It is still activated at the same time as the
example Disrupt (Infantry) Detachment it was purchased with.
8.1 Anti-Tank (X) (AT(X)). Hits from anti-tank 8.14 Ignores Cover. Any shooting or CA attacks this
weapons provide -1 Arm to an Armoured Stand. Stand makes ignores any cover modifiers both for
Additionally hits with the AT rule make any save saves and armour bonuses.
required from Armoured Stands roll on the Infantry
type save chart (Table 3). Hits must be placed on 8.15 Jump Pack. The Stand ignores terrain effects
Armour type first. Where X is shown this indicates when moving.
the number of RoF d6 can given the AT rule.
8.16 Medic. A Stand with this rule can ignore one hit
8.2 Artillery. Stand may sacrifice its M to double its per turn. The Medic must be used when the Stand
Rge and RoF. LoS is not required to target enemy receives it first point of damage in the turn.
Stands as long as any Stand in a friendly Detachment
8.17 Mechanic. A Stand with this rule can ignore one
from the same Company see the target. Mass
hit per turn. The Mechanic must be used when the
artillery can cause quite a commotion so any hits
Stand receives it first point of damage in the turn.
allocated to stands automatically add 1 BF Marker if
all stands in the shooting detachment have the 8.18 Melt. Each allocated hit that is not saved for an
Artillery rule in addition to any received through Armoured Stand cause 2 damage to the Stand. Melt
shooting. ignores the Resilient rule.
8.3 Accurate. This Stands shooting attacks can be 8.18 One Shot. This weapon can only be fired once
rerolled if they fail to score high enough to beat the per game.
targets Arm value.
8.20 Orbital Deployment. Stands with this special
8.4 Beam. For each successful hit that scores above rule are able to drop from orbit to the battlefield.
the targets Arm value roll a further D3+1. The results When the Command Card for this unit is revealed
equal the number of hits that are to be allocated. the owning player can select for it to remain in orbit
Beam ignores the Resilient rule. or for it to deploy. To Deploy the Stand it is given an
Advance Order. It can be placed anywhere on the
8.5 Bullet Magnet. All hits must be placed on these
table no closer than 30cm from an enemy Stand. If
Stands first regardless of normal allocation rules.
the Stand is a transport it passengers may disembark
Stands with this rule do not generate BF markers
within 5cm. Once deployed the unit can carry out a
and instead receive damage on a save roll of 1-5 and
shooting attack.
save on a 6.
8.21 Rad. When a stand with the Rad special rule
8.6 Close Assault Specialist. Re-roll failed to hits in
scores a hit in CA and the hit is allocated to and
CA. If a Stand also has the AT rule these CA attacks
Infantry type Stand it must reroll any successful
gain the AT rule.
saves.
8.7 Commander. The Stand is a Company
8.22 Reload. This weapon can only fire every other
Commander, it cannot be targeted by shooting or
activation as it is required to reload or recharge to
Close Assault unless it is the nearest target.
fire again.
8.8. Damage Capacity (X) - DC(X). Stands with DC(X)
8.23 Resilient (X) - A stand with the Resilient rule is
can take more than one hit before they are
able to attempt a second roll to save from damage.
destroyed if a Stand takes damage mark with a
The score required is equal to X this save is not
suitable marker the DC remaining.
modified by cover. Only special Rules that
8.9 Disrupt. Attacks from Stands with the Disrupt specifically state they Ignore Resilient can effect the
rule count all Arm values as 6 but add BF markers on Resilient save.
a roll of 4 or more.
8.24 Relentless. Stands with the Relentless rule
8.10 Fast. If given and advance activation this Stand treat Medium terrain in Table 2 as light terrain
can move up to half its move, rounding up, and carry pieces for movement purposes only.
out a shooting attack. Once the attack is complete it
8.25 Shields (x). Shields allow a Stand to ignore
may move up to the remainder of its move value.
allocated hits equal to its shield value. Shields have
8.11 Heavy. Stands with the Heavy rule counts as and Arm value of 3. Hits on a Stand with active
two stands fro Transport capacity limits shields does not cause BF. Once all shields are
depleted hits are then allocated against the Arm of
the Stand. Any hit received on a model with shields
can be ignored at the cost of one shield.
14 .
Each Shield lost is can be recovered in the End Phase 8.33 Veteran. Stands with the Veteran rule can re-
on a roll of 4+. Shields are unaffected by the AT or roll failed Shooting or CA attacks that score a 1. If
Tank Killer rules and shields are ignored in CA Veterans are included in a Detachment the
Detachment receives +1 to any roll when attempting
8.26 Shock Assault. The Stand doubles its CA value to remove BF.
on the first activation it charges, any subsequent
close assaults the Stand is involved in are at the base 8.34 Weak. Shots from this weapon have poor
CA value of the Stand. penetration against armoured vehicles. Any shooting
attacks that are allocated to an Armoured/Stalker
8.27 Scout. Before the first Command Card is drawn Type vehicle count the Arm value of that Stand as 1
and on the first turn Stands with the Scout rule can higher.
make a free move when entering the battlefield or
can start the game on the table make a single move. 8.35 Wild. Stands with the Wild rule can ignore
This free move cannot be used to engage in a CA and Coherency but are unable to remove BF markers in
does not count as the detachments activation. the End Phase.
8.28 Support Equipment. Units in this detachment 9. Scenarios
don't need to stay in coherency with Support
Equipment. Stands in coherency with Support This book includes some simple scenarios to give you
Equipment that are transports may still claim the something to fight over.
transport for the transport bonus when being fired
9.1 Terrain.
upon. Additionally, support equipment units cannot
control objectives. Feel free to use as much or as little as you please but
we recommend 2- pieces per 2ft-2ft area. The more
8.29 Tank Killer. Hits from weapons gives a -2 Arm
you use the more depth you will find in your game.
to an Armour Type Stand. Tank Killer ignores
Resilient on Armour Type Stands. Additionally hits 9.2 Glory. Glory is the victory mechanic in the game
with the Tank Killer rule make any save required and the player with the most at the end of the game
from Armoured Stands roll on the Infantry type save is the victor. Keep track of the amount of glory you
chart (Table 3). Hits must be placed on Armour type have acquired through the game. Glory from
first. Objectives cannot be scored until Turn 2.
8.30 Transport (X). This Stand may transport an To play a scenario, roll on the deployment table to
Infantry Stand equal to the value of X. decide the deployment then roll on the scenario
table to decide the scenario to be played.
8.31 Vaporise. If you score a successful hit from a
weapon with Vaporise against Stands with the
Infantry type each hit allocated counts as two hits
and required the Stand to roll two separate saves.
8.32 Vent. When this weapon has fired the model
firing counts as having one additional BF token until
its next turn after which it is automatically removed.
A Stand can only carry one weapon with Vent rule.

9.3 Setup

D6 Roll Setup
1-2 Long
3-4 Short
5-6 Corners

9.4 Scenario

D6 Roll Setup
1-2 All Out War
3-4 Breakthrough
5-6 Hidden Tech

15
9.5 Deployment.
Unless specifically indicated all games use the Standard Deployment rules.
No units begin the game setup on the table. Instead on the first turn players will roll to see if the detachment
arrives on the battlefield.
When a units Command Card is drawn both players compare the M value of the slowest unit in the
Detachment and cross reference that M value with the game turn as shown on Table 6.
The score shown is the result required for the Detachment to deploy. If the table indicates Auto the
Detachment deploys automatically with no need to roll. If a Detachment successfully scores the required
number in Table 6, they can be given an order and deploy from the players deployment edge.

Move Value
Turn 10cm or less 20cm 30cm+
1 5+ 4+ 3+
2 4+ 3+ Auto
3 3+ Auto
4 Auto
Table 6

9.6 Missions

1-2 All-out War


The battle lines have been drawn this is nothing but the total defeat of the enemy.
Setup
Players roll off, the winner decides what side to deploy on and becomes Player 1.
Objectives – 3 Objectives are placed along the centre line and must be at least 30cm apart
Deployment – Standard Deployment
Victory Conditions
Players score Glory at the end of each turn for the following:
Reducing a Detachment to 50% - 1 Glory
Destroying a Detachment - 2 Glory
Removing a Cohort Commander - 2 Glory
Hold the Objective – 2 Glory have nearest unit within 10cm
At the end of each turn calculate the Glory for each player and note them down at the end of turn 6 the player
with the highest Glory is the winner.

16
3-4 Breakthrough
The lines have been stable for too long it’s time to take some ground.
Setup
Players roll off, the winner decides what side to deploy on and becomes Player 1.
Objectives – Beginning with Player 2 each player should place two objectives on the table one must be in their
deployment zones the others should be placed anywhere on the battlefield no more than 20cm from the table
centreline but no closer than 20cm to another objective.
Deployment – Standard Deployment
Victory Conditions
Players score Glory at the end of each turn for the following:
Reducing a Detachment to 50% - 1 Glory
Destroying a Detachment - 2 Glory
Removing a Cohort Commander - 2 Glory
Hold the Objective – 2 Glory have nearest unit within 10cm
At the end of each turn calculate the Glory for each player and note them down at the end of turn 6 the player
with the highest Glory is the winner.

4-6 Hidden Tech


We have discovered there is valuable technology in the area, secure it!
Setup
Players roll off, the winner decides what side to deploy on and becomes Player 1.
Objectives
Each player places 3 Objectives on the table they must be no closer than 20cm to a table edge closer than
20cm from another objective and no closer than 20cm to a deployment zone. When a Detachment begins its
activation on an objective roll a d6 for the first objective rolled for during the game a 6+ indicates you have
discovered the hidden tech. The second objective requires a 5+ and subsequent objectives require 4+. If the
objective is not discovered by the last objective it is automatically the Hidden Tech.
Deployment – Standard Deployment.
Victory Conditions
To win the player must leave their table edge with a Detachment that possesses the Tech. Any unit can carry
the tech but cannot take a double activation. If a unit is destroyed it immediately drops the tech it can be
picked up by any unit within 10cm.
Players score Glory at the end of each turn for the following:
Reducing a Detachment to 50% - 1 Glory
Destroying a Detachment - 2 Glory
Removing a Cohort Commander - 2 Glory
Hold the tech – 5 Glory
The player who leaves their table edge with the tech is the winner. If at the end of the game the Hidden Tech
is still in play the player with the highest Glory is the winner.

17
9.7 Setup

1-2 Long

3-4 Short

5-6 Corners

18
10. Building a Force
Select the force you want to play and locate the correct Company Template. It is worth noting that there may
be limitations to force construction noted in the specific Legion lists.
The Company Template is divided into four elements:
HQ – There is only one HQ unit per formation. It may select a transport option.
Core – These forces form the Core of your force. To unlock a Core Detachment you must select a Lieutenant
Stand. You can select a transport option but it will take one of the Support Detachment slots for the Core
Detachment. A player can use a single Support Element slot to select enough transports for the whole
detachment including the Support Elements. Some Core choices are upgrades, for example the Decurion this
upgrade adds the Veteran special rules to one stand in the Core Detachments
Support Element – These units are attachments to your Core Detachments and must maintain coherency with
them throughout the game. You can only select the minimum models available on the unit card.
Support Detachments – These units are attached units that act in the same way as Core Detachments. Support
Elements may purchase a transport, it will not take a slot.
Each unit card has a coloured button indicating what slot it can fill in the Force Template.
10.1 Limitations
• You must have at least one HQ and one Core Detachment in your force.
• Support Elements can only be selected if the Core Detachment it is attached to is populated.
Calculating Force Value (FV)
Once you have created you first Company you will need to create a Command Card for each Detachment. In
the unit stats list each Stand is allocated an FV. To calculate a detachments FV simply add each Stands FV. The
total FV of all stands in a detachment is the Detachments FV.
The example Company (see Page 22) has an Affray Detachment consisting of 4 Affray stands (4x3) and a
lieutenant (1x3) for a total of 15 FV. The three Support Elements add more FV. 3 Support Stands provide
another 9 FV. The Detachments FV is 24. This is noted along with the Detachment name in the Command Card.
Though Headquarters have an FV they are not used at this time and a Commander will not add any further to a
Detachment they are attached too.
10.2 Standard Company Template

19
10.3 Blank Force Template

10.4 Equipment Cards. When building a force you can add equipment to
Detachments using Equipment Cards. Each card details who can take it and
its effect. It also indicates the point cost per stand. The bottom right of the
card may display and allegiance. The card can only be used by that allegiance.

10.5 Commander Quirks. Quirks are another upgrade card that allows you to
modify the Centurion. They may change a cards selection choice or add a special
rule to the Army or a specific Detachment.

20
Example Force (199 Power)
HQ
Centurion in Rhino - 10 Power

Core 1
Astartes Detachment – 20 Power
Decurion – 6 Power
Sicaran – 16 Power
Sicaran – 16 Power
3 Rhinos – 18 Power

Core 2
Astartes Detachment – 26 Power
Decurion – 6 Power
Dreadnought– 7 Power
Dreadnought– 7 Power
Dreadnought – 7 Power

Support Detachment 1
2 Predator Annihilators – 24 Power

Support Detachment 2
Terminator Squad in Land Raiders – 42 Power

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Centurion

Core 1

Core 2

Support 1

Support 2

22
Sample Infantry Stats
Unit Type M Rge RoF CA Arm FV Special Rules

Veteran, Commander,
Centurion Infantry 10 30 1 3 4 -
Resilient (5+)

Terminator Veteran, Commander,


Infantry 10 30 1 4 5 -
Centurion Resilient (4+), Heavy

Veteran, Commander,
Assault Centurion Infantry 20 0 0 4 4 - Resilient, Jump Pack,
CA Spec
Lieutenant Infantry 10 30 1 2 4 3 Veteran
Legionnaire Infantry 10 30 1 2 4 3 -

Assault Legionnaire Infantry 20 0 0 3 4 2 Jump Pack, CA Spec

Heavy Weapon
Infantry 10 60 2 1 4 4 -
Legionnaire

Dreadnought Infantry 10 30 1 2 5 3 Veteran, CA Spec

Veteran, Resilient (5+),


Terminators Infantry 10 30 2 3 5 4
Heavy
Breacher
Infantry 10 30 1 2 4 3 Resilient (6+)
Legionnaire

Recon Legionnaire Infantry 10 60 2 1 4 4 Scout Accurate

Destroyer
Infantry 10 30 2 1 4 4 Rad
Legionnaire

Sample Vehicle Stats


Unit Type M Rge RoF CA Arm FV Special Rules

Armoured Veteran, Commander,


Armoured 30 60 3 2 5 -
Centurion Resilient (5+)

Sicaran Armoured 30 60 3 2 5 4 -

Predator
Armoured 30 60 1 1 4 3 AT
Annihilator

Predator
Armoured 30 60 2 2 4 3 -
Destructor

Land Speeder Skimmer 40 60 2 1 4 2 Fast, Scout


Land Speeder
Skimmer 40 60 1 1 4 2 Fast, Scout, AT
Typhoon

Jetbikes Skimmer 40 30 2 2 4 2 Fast, Scout

Fellblade Armoured 10 60 4 2 5 6 DC (2), Resilient (4+)

Whirlwind Armoured 20 30 2 1 5 4 Artillery

Transport (2),
Land Raider Armoured 20 30 2 1 5 0
Resilient (5+)

Rhino Armoured 30 0 0 1 4 -1 Transport (2)

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