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AGE OF FANTASY: SKIRMISH v2.16

Introduction Contents
Age of Fantasy: Skirmish is a miniature wargame set in a dark Basic Rules........................................................................................ 3
magical world, which is played using 28mm miniatures.
General Principles............................................................. 3
The game mechanics are designed to be easy to learn but hard
Preparation ........................................................................ 5
to master, bringing engaging fantasy battles for new and
experienced players alike. Playing the Game.............................................................. 6

This rulebook is divided into 3 sections: Movement .......................................................................... 7

• Basic Rules - Everything you need to play the game, Shooting ............................................................................. 8
with plenty of diagrams and examples. Melee ................................................................................ 10
• Advanced Rules - Extra rules that you can use on top
of the basic rules to spice up the game. Morale .............................................................................. 12
• Total Conversions - Rules that radically modify the Terrain .............................................................................. 13
base rules and provide a new experience.
Special Rules .................................................................... 15
We recommend that you start off by playing with just a few
advanced rules first, and then gradually add more as you get Advanced Rules ............................................................................. 17
more comfortable with them. Terrain Placement ........................................................... 17
Once you feel like you’ve gained a good understanding of the Deployment Styles .......................................................... 18
game, you can then try out the total conversions, which
Extra Missions ................................................................. 19
provide a radically different experience from the base rules.
Side-Missions .................................................................. 20
About OPR
Extra Actions ................................................................... 21
OPR (www.onepagerules.com) is the home of many free games
which are designed to be fast to learn and easy to play. Random Events ............................................................... 22

This project was made by gamers for gamers and it can only Battlefield Conditions .................................................... 23
exist thanks to the support of our awesome community. Terrain & Objective Effects ............................................ 24
If you’d like to support the continued development of our Total Conversions ......................................................................... 25
games you can donate on patreon.com/onepagerules.
Fog of War ....................................................................... 25
Thank you for playing!
Tactical Phase .................................................................. 26

Command Points ............................................................ 27

Critical Hits...................................................................... 28

Exhaustion ....................................................................... 29

City Fighting.................................................................... 30

Multiplayer Games ......................................................... 31

Kitchen Table Games...................................................... 32

Game Design: Gaetano Ferrara

Illustrations: Brandon Gillam

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GENERAL PRINCIPLES
The Most Important Rule Dice
When playing a complex game there are going to be occasions To play the game you are going to need some six-sided dice,
where a situation is not covered by the rules, or a rule does not which we will refer to as D6. Depending on how many models
seem quite right. When that is the case use common sense and you are playing with, we recommend having at least 10 to 20
personal preference to resolve the situation. dice to keep things fast.

If you and your opponent cannot agree on how to solve a Additionally, we recommend having dice of multiple colors so
situation, use the following method in the interest of time. that you can combine them for faster rolling. Whenever a unit
is using multiple weapons, you can use different colors for
Roll one die. On a result of 1-3 player A decides, and on a
each weapon, and then roll them all at once.
result of 4-6 player B decides. This decision then applies for the
rest of the match, and once the game is over you can continue Sometimes the rules will refer to different types of dice, for
to discuss the finer details of the rules. example D3, 2D6 and D6+1. There are many types of dice, but
the notation remains the same, so just apply the following
Scale Conventions explanations to all types of weird dice you come across.
This game was written to be played with 28mm heroic-scale • D3: To use these dice, simply roll a D6 and halve
miniatures in mind, which are mounted on round bases.
the result, rounding up.
These bases come in various sizes, and we recommend that you • 2D6: To use these dice, simply roll two D6 and sum
always mount miniatures on the bases they come with. the results of both dice.
• D6+1: To use these dice, simply roll a D6 and add 1
Here are some general guidelines for base sizes:
to the result.
• Infantry: 20mm to 40mm
Re-Rolls
• Cavalry & Beasts: 25mm x 50mm
• Monsters & Chariots: 50mm x 100mm Whenever a rule tells you to re-roll a dice result, simply pick
• Artillery: Not mounted on a base up the number of dice you have to re-roll, and roll them again.
The result of the second roll is the final result, even if it’s worse
Note that the base size that you use doesn’t matter, as long as
than the first. A die roll may only be re-rolled once, regardless
you keep base sizes consistent across all models.
of how many rules apply to it.
Models & Units
Roll-Offs
In the rules, individual miniatures are referred to as models,
Whenever a rule tells you to roll-off, all players involved in the
whilst groups of one or more models are referred to as units.
roll-off must roll one die, and then compare their results. The
This means that when a rule applies to a unit it applies to all player with the highest result wins the roll-off, and in the event
miniatures within that unit, whilst if a rule applies to a model it of a tie the players must re-roll until there is a winner.
only applies to one individual miniature.
Quality Tests
Unit Stats
During the game you will be required to take Quality tests in
Units come with a variety of statistics that define who they are order to see if a unit succeeds at doing various things such as
and what they can do. hitting its targets or passing morale tests.
• Name [Size]: The name and number of models. Whenever a rule states that a unit must take a Quality test, roll
• Quality: The score needed for attacks and morale. one die. If you score the unit’s Quality value or higher, then it
• Defense: The score needed for defense. counts as a success, else it counts as a fail.
• Equipment: Any weapons and gear the unit has.
Example: A model with Quality 4+ must take three Quality tests.
• Special Rules: Any special rules the unit has.
The player rolls three dice and scores a 3, a 4 and a 5. This means that
• Upgrades: What upgrade lists it has access to.
the model gets two successes (the 4 and the 5), and one fail (the 3).
• Cost: How many points it costs to take this unit.

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Modifiers Measuring Movement
Throughout the game there are going to be rules that apply When measuring how far a model moves always measure so
modifiers to your die rolls. These will usually raise or lower the that no part of its base moves further than the total distance.
value of a unit’s roll results by either +1 or -1, but the exact
number may vary.

Whenever a modifier applies to one of your rolls, simply add


or subtract the value from the roll and the new value counts as
the final result, however a roll of 6 always counts as a success
and a roll of 1 always counts as a fail, regardless of how much
it is being modified by.

Example: A model with Quality 4+ must take three Quality tests


with a -1 modifier. The player rolls three dice and scores a 3, 4 and 5.
Because of the modifier the final result is a 2, a 3 and a 4. This means
that the model gets one success (the 4), and two fails (the 2 and the 3).

Weapons
All weapons in the game are separated into two categories:
ranged weapons and melee weapons. Ranged weapons have a
range value and can be used for shooting, whilst melee
weapons don’t have a range value and can be used in melee.

Weapons profiles are represented like this:


Note that whilst all examples here show round bases, these
• Name (Range, Attacks, Special Rules) movement restrictions apply in the same way to models on
bases of different shape or models without a base.
Example: Heavy Rifle (24”, A1, AP(1))
Line of Sight (LoS)
Measuring Distances
Unless stated otherwise, models can see in all directions,
To play the game you are going to need a ruler marked in
regardless of where the miniature is actually facing.
inches, which you may use to measure distances at any time.
To determine if a model has line of sight to another model,
Distances are usually measured from a model’s base, however
simply draw a straight line from one model’s base to the other,
if a model has no base, then all distances are measured from its
and if the line doesn’t pass through any solid obstacle
hull or torso.
(including other units), then it has line of sight.
When measuring the distance between two models you always
For the purpose of determining line of sight, a model may
measure from/to the closest point of their bases.
always ignore friendly models from its own unit.
When measuring the distance between two units you always
measure from/to the closest model in each unit.

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PREPARATION
Preparing the Battlefield
You are going to need a flat 4’x4’ surface to play on, which is
usually referred to as “the battlefield” or “the table”.

Whilst we recommend playing on a table, you can of course


play on the floor, on a bed, or wherever else you have space.

Once you have found a space to play, you are going to have to
place at least 15 pieces of terrain on it, though we recommend
using 20 or more to keep things interesting.

Whilst it’s always nice to play with great looking pieces of


terrain, you can simply use household items such as books or
cups as terrain pieces.

There are no specific rules on how you should place terrain, so


we recommend trying to set up the table in such a way that it
will provide a balanced playing field for everyone involved.

Ideally you want to place enough blocking terrain that you Deploying Armies
can’t draw clear line of sight from edge to edge across the table, Once the mission has been set up, the players roll-off and the
as well as place a variety of cover and difficult terrain so that winner must start deploying their army first.
there are no gaps bigger than 12” between terrain pieces.
The winning player first chooses one table edge to deploy on
Placing Objectives and then places one unit fully within 12” of their table edge.

After the table has been prepared, you and your opponent Once they are done, then the opposing player places one unit
must set up D3+2 objective markers on the battlefield. fully within 12” of the opposite table edge.

The players roll-off and the winner picks who places the first Then the players continue alternating in placing one unit each,
objective marker. Then the players alternate in placing one until all units have been deployed.
marker each outside of the deployment zones, and over 9”
away from other markers.

The Mission
At the end of each round, if a unit is within 3” of a marker
whilst no enemies are, then it counts as being seized.

Markers remain seized even if the unit moves away, however


Stunned units can’t seize or stop others from seizing them.

If units from both sides contest a marker at the end of a round


then it becomes neutral.

After 4 rounds have been played, the game ends, and the
player that controls most markers wins.

Preparing your Army


Before the game begins, you and your opponent are going to
have to agree on what size of game you want to play.

For a start we recommend playing with armies worth 250pts


each, and once you have gotten familiar with the game, you
can start playing with bigger armies.

To put your army together, simply select units and upgrades


from your army’s list, and sum together their total point cost.

There are no limitations as to how many units you can take, as


long as their total point cost doesn’t go over the agreed limit.

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PLAYING THE GAME
Rounds, Turns & Activations
The game is structured into game rounds, player turns and
unit activations. Here is the breakdown of what these mean:

• Rounds: Each round is made up of multiple turns.


• Turns: Each turn is made up of a single activation.
• Activations: Each activation is made of an action.

Game Structure
After both players have deployed their armies, the game starts
with the first round and the player that won the deployment
roll-off takes the first turn.

During their turn, the player picks a unit that has not been
activated yet, and activates it by performing an action.

Once the action has been taken, their turn ends and the
opposing player’s turn starts. This continues until all units
have activated, at which point the round ends and a new game
round begins.

On each new round the player that finished activating first on


the last round gets to activate first.

After 4 full rounds have been played the game ends, and
players determine who won, by checking if they completed
their mission objectives.

Activating Units
Players may activate one unit that has not been activated yet
and take one action.

Here are all available actions and what they allow a unit to do:

• Hold: The unit may shoot.


• Advance: The unit moves by up to 6” and may
only shoot after moving.
• Rush: The unit moves by up to 12” but it may not
shoot at any point.
• Charge: The unit moves by up to 12” to get into
base contact with the enemy but it may not shoot at
any point. Note that units may only use charge
actions if at least one model is able to get into base
contact with the target.

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MOVEMENT
Unit Coherency Charging
Units that consist of two or more models must always maintain When taking a Charge action, all models in the unit may move
unit coherency. by up to 12”. Models taking a Charge action may ignore the 1”
distance restriction, however since this is a little more complex
All models in the unit must stay within 2” of at least one other
it will be explained in detail in the Melee section.
model at all times, and all models must stay within 6” of all
other models at all times (or as close as possible). Note that units may only take a Charge action if their move
would bring at least one model into base contact with another
model from the target unit.

Dropping
Models may drop off steep elevation up to 6” high instead of
climbing down. Roll X+1 dice trying to score 3+, where X is one
die for every full 3” it drops. If all rolls are successes, you may
place the model within 2” of the bottom, and continue moving
without counting elevation. If any roll is failed the model falls
down instead (see below).

Leaping
Models may leap off steep elevation up to 6” high onto
enemies within 2” of the bottom. Roll X+1 dice trying to score
3+, where X is one die for every full 3” it drops. If all rolls are
successes, you may place the model in contact with the target,
and deal as many automatic hits as dice rolled. If any roll is
failed the model falls down instead (see below).

If a model is not in coherency with its unit at the beginning of Jumping


its activation, then you must take an action so that the model
gets back into coherency. Models may cross gaps up to 1” wide as if they were solid
ground, however they must jump to cross gaps up to 6” wide.
Holding Roll X+1 dice trying to score 3+, where X is one die for every
full 3” it jumps. If all rolls are successes, the model may move
When taking a Hold action, the models in the unit may not
across the gap as if it was solid ground. If any roll is failed the
move or turn in any direction.
model falls down instead (see below).
Advancing
Falling
When taking an Advance action, all models in the unit may
If a model falls or is pushed off an elevated position at least 2”
move by up to 6”. Models may move and turn in any direction
tall, then it takes 1 hit with AP(1+X), where X is AP(+1) for
regardless of their facing, as long as no part of their bases move
every full 3” it fell. Then place the model Stunned within 2” of
further than the total movement distance.
the bottom of the elevation.
Models may not move within 1” of models from other units
(friendly or enemy), unless they are taking a Charge action.

Note that models may never move through other models or


units, even if they are taking a Charge action.

Rushing
When taking a Rush action, all models in the unit may move by
up to 12”. The same rules about turning, facing and keeping 1”
distance apply to Rush actions.

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SHOOTING
Picking Targets Area Shooting
When taking a Shooting action, a unit must pick one valid When firing weapons with multiple attacks, models may split
target and all models in the unit may shoot at it. their attacks as evenly as possible between all enemy units
within 3” of a single model, with the defending player picking
If at least one model in the unit has line of sight to an enemy
which models are targeted.
model, and has a weapon that is within range of that model,
then that enemy is a valid target.

Who Can Shoot


All models in a unit with line of sight to the target unit and that
have a weapon that is within range of that unit may fire.

For the purpose of determining line of sight a model may


always ignore friendly models from its own unit.

Example: In the image above the Archer shoots at a Skeleton and


splits his attacks among nearby enemies. The model on the right is in
range of the area attack, whilst the model in the corner is not.

Example: In the image above only the Archer in the middle can shoot
at the Skeletons. The model at the top is in range but has no line of
sight, whilst the model at the bottom has line of sight but is out of
range of the Skeletons.

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The Shooting Sequence 4. Check Wound Effects
Shooting is done in a simple sequence which has to be followed If the target has taken at least one wound, roll one die and add
separately for each weapon group: the number of wound markers to it, and then check to see what
happens to the target:
1. Determine Attacks
2. Roll to Hit • 2-5: Stunned
3. Roll to Block • 6+: Knocked Out
4. Check Wound Effects
Example: A Skeleton has just taken one wound and must now check
1. Determine Attacks its effect. He rolls one die and gets a 5, and adds +1 because it had one
wound. The final result is 6 and so the model is Knocked Out.
Each ranged weapon has an Attack value which represents its
overall firepower. Knocked Out Models
Sum the Attack value from the weapons of all models that can Knocked Out models are removed from play as casualties.
shoot at the target to determine how many attacks the unit has
Stunned Models
in total for this shooting.

Example: An Archer is shooting at a Skeleton. He is armed with a Stunned models are placed on their side to show their state,
Bow (Attack 1) and is within range and line of sight of the Skeleton, and they must remain idle during their next activation, after
which means he has a total of 1 attack for this shooting. which they stop being Stunned.

Stunned models automatically fail morale tests, and if they take


2. Roll to Hit
any hits from shooting, or are charged again, then they are
After having determined how many attacks the unit has in Knocked Out immediately (without needing to check wounds).
total, take as many Quality tests as attacks.
Pushing Stunned Models
Each successful roll counts as a hit, and all failed rolls are
discarded with no effect. Whenever a model is Stunned, the attacker may try to push it
by rolling one die. On a 4+ the attacker may move the model
Example: The Archer (Quality 5+) is shooting at the nearby Skeleton. by up to 2” in any direction.
He takes one Quality test and rolls a 6. This means that he scored a
total of 1 hit on the Skeleton. Groups & Wounds
3. Roll to Block When a unit with multiple models takes wounds, each wound
kills one model, until only one last model remains. Only the
For every hit that the unit has taken, the defending player must last model then accumulates wound markers and rolls to see if
roll one die, trying to score the target unit’s Defense value. it’s Stunned or Knocked Out.
Each success counts as a block, and for each failed roll place Example: A unit of three Goblins has taken three wounds from an
one wound marker on the model. attack, so it first removes two models as casualties, and then puts one
Example: The Skeleton (Defense 5+) has taken 1 hit. He rolls one die wound marker on the last model and rolls to check the wound’s effect.
and gets a 4. This means that the Skeleton has taken 1 wound and
must check to see its effects.

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MELEE
Picking Targets Who Can Strike
When taking a Charge action, a unit must pick one valid target All models in a unit that are in base contact with an enemy
and all models in the unit must charge it. model from the target unit, or that are within 2” of a model
from the target unit, may attack it.
If at least one model in the unit is within 12” of one model from
the target unit, and has a clear path to reach it, then that enemy Models may strike with all of their melee weapons, and may
is a valid target. only strike at models from the target unit.

Charge Moves
To charge, you must move charging models by up to 12” to get
into base contact with an enemy model from the target unit, or
as close as possible to an enemy model from the target unit,
maintaining unit coherency.

Once all charging models have moved, all models from the
target unit that are not in base contact with a charging model
must move by up to 3” to get into base contact with a charging
model, or as close as possible to an enemy model from the
charging unit, maintaining unit coherency.

Area Striking
When striking in melee with multiple attacks, models may split
their attacks as evenly as possible between all enemy units
within 3” of a single model, with the defending player picking
which models are targeted.

Example: In the image above the Infantryman charges a Skeleton and


splits his attacks among nearby enemies. The model on the right is in
range of the area attack, whilst the model in the corner is not.

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The Melee Sequence 4. Check Wound Effects
Melee is done in a simple sequence which has to be followed If the target has taken at least one wound, roll one die and add
separately for the charging unit and the target unit: the number of wound markers to it, and then check to see what
happens to the target:
1. Determine Attacks
2. Roll to Hit • 2-5: Stunned
3. Roll to Block • 6+: Knocked Out
4. Check Wounds Effects
Example: A Skeleton has just taken one wound and must now check
Determine Attacks its effect. He rolls one die and gets a 5, and adds +1 because it had one
wound. The final result is 6 and so the model is Knocked Out.
Each melee weapon has an Attack value which represents its
overall strength. Knocked Out Models
Sum the Attack value from the weapons of all models that can Knocked Out models are removed from play as casualties.
strike at the target to determine how many attacks the unit has
Stunned Models
in total for this melee.

Example: An Infantryman is charging a Skeleton. He is armed with a Stunned models are placed on their side to show their state,
Hand Weapon (Attack 1) and is in range of the Skeleton, which and they must remain idle during their next activation, after
means that he has a total of 1 attack for this melee. which they stop being Stunned.

Stunned models automatically fail morale tests, and if they take


2. Roll to Hit
any hits from shooting, or are charged again, then they are
After having determined how many attacks the unit has in Knocked Out immediately (without needing to check wounds).
total, take as many Quality tests as attacks.
Pushing Stunned Models
Each successful roll counts as a hit, and all failed rolls are
discarded with no effect. Whenever a model is Stunned, the attacker may try to push it
by rolling one die. On a 4+ the attacker may move the model
Example: The Infantryman (Quality 5+) is striking at the Skeleton. by up to 2” in any direction.
He takes one Quality test and rolls a 6. This means that he scored a
total of 1 hit. Groups & Wounds
3. Roll to Block When a unit with multiple models takes wounds, each wound
kills one model, until only one last model remains. Only the
For every hit that the unit has taken, the defending player must last model then accumulates wound markers and rolls to see if
roll one die, trying to score the target unit’s Defense value. it’s Stunned or Knocked Out.
Each success counts as a block, and for each failed roll place Example: A unit of three Goblins has taken three wounds from an
one wound marker on the model attack, so it first removes two models as casualties, and then puts one
Example: The Skeleton (Defense 5+) has taken 1 hit. He rolls one die wound marker on the last model and rolls to check the wound’s effect.
and gets a 4. This means that the Skeleton has taken 1 wound and
Return Strikes
must check to see its effects.
Once all charging models that were able to attack have done so,
the defending unit may choose to strike back (following the
melee sequence again), but doesn’t have to.

Fatigue
After attacking in melee for the first time during a round, either
by charging or by striking back, units only hit on unmodified
rolls of 6 in any subsequent melee until the end of the round.

Consolidation Moves
If the defending unit was not completely destroyed, then the
charging unit must move back by 1” separating itself from the
defending unit.

If either unit was completely destroyed by removing all models


as casualties, then the other unit may move by up to 3”.

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MORALE
When to Test Routed Units
As armies take casualties, their psychological well-being Routed units have lost all hope and are taken captive, flee the
deteriorates, and they will flee from the battlefield. battle, or are otherwise rendered ineffective.

Whenever an army is down to half or less of its starting units at Simply remove the entire unit from the game as a casualty.
the end of a round, or whenever a spell or special rule requires
Example: An army of 5 Humans has lost 3 units and the remaining 2
it, then you must take a morale test.
units must take a morale test. They each take a morale test and pass,
Example: An army of Humans started the game with 5 units, and is so they both get to continue fighting.
down to 2 units at the end of a round, so all of its units must take a
morale test to see if they rout.

Taking Morale Tests


To take a morale test, the affected unit must simply take one
Quality test and see if it passed.

If the roll is successful nothing happens, however if the roll is


unsuccessful, then there are different results based on the
situation that the unit is in:

• If the unit has taken the morale test because its


army was down to half its starting units or less,
then it immediately Routs.
• If the unit has taken the morale test because of a
spell or special rule, then check the spell or rules
descriptions to see what happens.

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TERRAIN
Terrain Rules Elevation
When setting up terrain, all players must agree on what terrain Hills, Rooftops, Cliffs, etc.
type rules each piece of terrain follows.
Any terrain piece that is at least 3” taller than the surface of the
This will make sure that you do not have any weird situations table counts as elevation.
or misunderstandings during your game, and that things can
When moving onto elevation, simply count the vertical
proceed smoothly.
movement as part of the unit’s regular movement.
Note that each piece of terrain may use multiple terrain type
rules where it makes sense.

Example: A piece of Forest terrain could count both as Cover as well


as Difficult Terrain.

Open Terrain
Grass Fields, Dirt Roads, Streets, etc.

Any surface that is not specifically defined as a type of terrain


(like forests, buildings, rivers, etc.) counts as open terrain.

Open terrain does not have any special rules, and any rules
that affect terrain do not apply to open terrain.

Impassable Terrain
Mountains, Canyons, Deep Water, etc.

Any surface that would stop models from moving through it


counts as impassable terrain.

Units may not ever move through impassable terrain under


any circumstances.

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Cover Terrain Dangerous Terrain
Forests, Ruins, Fences, etc. Quicksand, Lava Pools, Deadly Vegetation, etc.

Terrain features that models can hide in or behind, or that Terrain features that could harm models, or outright kill them,
could stop projectiles, count as cover terrain. count as dangerous terrain.

If the majority of models in a unit are in or behind a piece of If a model moves in or through dangerous terrain, then it must
cover terrain, enemy units shooting at it get -1 to their hit rolls. immediately take a dangerous terrain test.

To take a dangerous terrain, test roll one die, and if the result is
1 the unit takes one automatic wound.

If there are models with the Tough(X) rule in the unit, then you
must roll X dice for them instead of only 1 die.

Difficult Terrain
Woods, Mud, Rivers, etc.

Terrain features that hinder a model’s movement, or force


them to slow down, count as difficult terrain.

If any model in a unit moves in or through difficult terrain at


any point of its move, then all models in the unit may not move
more than 6” for that movement.

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SPECIAL RULES
Rules Priority & Stacking Effects Breath Attack
Most units have one or more special rules that affect the way Once per round, models with this special rule may either deal 3
they behave, and that sometimes go against the standard rules. automatic hits with AP(1) when fighting in melee, or to one
enemy unit within 12” when shooting.
Whenever you come across one of these situations, the special
rule always takes precedence over the standard rules. Deadly(X)
Note that effects from multiple instances of the same special Whenever a model takes wounds from a weapon with this
rule or spell don’t stack, unless it is a rule with (X) in its name, special rule, multiply the amount of wounds suffered by X.
or unless it is specified otherwise.
Note that wounds suffered by that model don’t carry over to
Command Groups other models if it is killed.

When preparing your army you may only have one model Fast
with one of the following upgrades (across the entire army).
Models with this special rule move +2” when using Advance
Sergeant: One model in the unit gets +1 to hit when shooting actions, and +4” when using Rush or Charge actions.
or in melee (pick one before the game begins).
Fear
Musician / Battle Standard: All friendly units within 6” always
count as having dealt +1 wound when checking for wound When in melee, units with this special rule count as having
effects (must deal at least 1 wound from attacks to apply). caused +D3 wounds when checking for wound effects.

Note that the unit must deal at least 1 wound from regular
attacks to check for wound effects.

Fearless
Models with this special rule get +1 to their morale test rolls.

Flying
Models with this special rule may move through other units
and impassable terrain, and they may ignore terrain effects.

When dropping or leaping they only need to roll 2+ to succeed,


and they may freely jump without having to roll for it.

Furious
Whenever a model with this special rule charges an enemy, it
gets +1 attack with a weapon of your choice.

Ambush Hero
Friendly units within 12” of a model with this special rule may
You may choose not to deploy a model with this special rule
use its quality for morale tests instead of their own, as long as it
with your army, but instead keep it off the table in reserve.
is not Stunned.
At the beginning of any round after the first, you may place the
model anywhere on the table, over 9” away from enemy units. Immobile

If both players have units with Ambush, they must roll-off to Models with this special rule may only use Hold actions.
see who deploys first, and then alternate in placing them.

AP(X)
Enemy units taking hits from weapons with this special rule
get -X to Defense rolls.

Blast(X)
This weapon ignores cover and multiplies hits by X, however it
can’t deal more than one hit per model.

When attacking with Blast weapons, you may choose to split


hits within 3” as if they were attacks.

15
Impact(X)
Whenever a model with this special rule charges, it deals X
automatic melee hits, as long as it reaches striking range.

Indirect
Weapons with this special rule may shoot at enemies that are
not in line of sight, and ignore cover from sight obstructions,
however they get -1 to hit when shooting after moving.
Sniper
Phalanx
Models firing weapons with this special rule count as having
Enemies charging units where all models have this special rule Quality 2+ when rolling to hit, and the attacker may pick one
don’t count as having charged for the purpose of special rules, model from the target unit as its target.
and they must take a Dangerous Terrain test before attacking.
Note that shooting is resolved as if the target was a unit of 1.
Note that the charging unit must only roll up to as many dice
as models with the Phalanx rule in the target unit.
Stealth
Enemies targeting this unit get –1 to hit when shooting at it.
Poison
Whenever you roll an unmodified to hit result of 6 whilst firing
Strider
this weapon, that hit is multiplied by 3. Models with this special rule treat Difficult Terrain as Open
Terrain when moving (may move more than 6”).
Regeneration
When dropping, leaping or jumping they only need to roll 2+
Whenever this model takes wounds, roll one die for each. On a
to succeed the action.
5+ the wound is ignored.
Tough(X)
Rending
Models with this special only roll to check wound effects once
Whenever you roll an unmodified to hit result of 6 whilst using
they have taken at least X wound, and are only Knocked Out
this weapon, that hit counts as having AP(4), and it ignores the
on rolls of 5+X or more.
Regeneration rule.
When Stunned and charged or hit by shooting, they take one
Scout wound instead of being Knocked Out, unless they already have
Models with scout may deployed after all other units, and may X or more wounds.
immediately be moved by up to 12”, ignoring any terrain. Example: A model with Tough(3) only rolls to check wound effects
If both players have units with Scout, they must roll-off to see once it has taken at least 3 wounds, and then is only Knocked Out on
who goes first, and then alternate in placing them. rolls of 8 or more.

Slow Wizard(X)

Models with this special rule move -2” when using Advance Models with this special rule may cast one spell at any point
actions, and -4” when using Rush or Charge actions. during their activation, before attacking.

To cast a spell, select one from the wizard’s army list, pick a
target in line of sight, and roll D6+X. If the result is equal to or
higher than the number in brackets, then you may resolve the
spell’s effects.

Spells may target a single unit, or split their hits/wounds or


bonus/penalties evenly among all friendly/enemy units
within 6” of a single model (target picks how).

Enemy wizards within 18” and line of sight may also roll D6+X
at the same time, and if the result is higher than that of the
casting wizard, then the spell’s effects are blocked instead.

Note that each wizard may only either try to cast a spell or try
to block a spell each round.

16
TERRAIN PLACEMENT
Terrain Placement Styles 1. Random
When preparing the game, you can either pick one of the Divide the table into four 2’x2’ sections.
placement styles below, or select it randomly.
For each piece of terrain, roll one die to place it at the center of
To select a random placement style, roll one die: one random section, and then move it 2D6” toward the center
of another randomly selected section, stopping to be at least 3”
1. Random
away from other pieces of terrain.
2. Alternating (Free)
3. Alternating (Restricted) If it’s impossible to place the terrain piece, simply remove it.
4. Full Table
5. Two Halves
2. Alternating (Free)
6. Six Squares Players roll-off, and then alternate in placing one terrain piece
each, starting with the player that won.
Terrain Selection
Terrain pieces must be placed at least 3” away from each other,
Once you have decided what placement style to use, you may
and if it’s impossible to place them they are removed.
either pick 15-20 pieces of terrain that you want to play with, or
else use the method below to generate terrain. 3. Alternating (Restricted)
To generate balanced terrain follow these steps: Roll one die to select a random restriction, and then follow the
same rules as the “Alternating (Free)” placement style:
• Take 9 pieces of terrain:
o 3 small barricades 1. No pieces of terrain may be placed within 12” of the
o 3 large impassables center of the table.
o 3 large forests or fields (any combination) 2. No pieces of terrain may be placed within 12” of the
• Take 6D3 more pieces of terrain, determining their edge of the table.
type by rolling 2D6 for each: 3. Place the first piece of terrain at the center of the table.
o 2-3 = large hill The rest must be placed more than 12” away from that
o 4 = large ruins piece of terrain.
o 5 = large field 4. Place the first piece at the center of the table, and the
o 6-8 = small barricade rest must be placed within 9” of another piece of
o 9 = large forest terrain that was already placed.
o 10 = large impassable 5. Place the first 4 pieces each within 12” of a different
o 11-12 = large lake table corner. The rest can be placed anywhere.
6. Place the first 4 pieces each in a different table quarter.
Terrain Guidelines
The rest can be placed anywhere.
Whilst there is no limit to what type of terrain features you can
4. Full Table
use for your games, we recommend that each small terrain
feature be somewhere between 1”x1” and 3”x3” in size, and Players roll-off, and the winner places all pieces of terrain on
each large terrain feature between 4”x4” and 8”x8” in size. the table, at least 3” away from each other and the table edge.

For each terrain feature you’ll also have to define some basic Then the player that lost the roll-off gets to pick which side
rules for how they work in the game. Whilst you can always they want to deploy on.
pick what rules to use by personal preference, here are some
guidelines on basic terrain types: 5. Two Halves

• Fields - difficult terrain + cover terrain Players roll-off, and the winner may draw a straight line from
one corner of the battlefield to the opposite, and pick which
• Forests - difficult terrain + cover terrain + units can
table half they place terrain on.
see into it and out of it, but not through
• Hills - difficult terrain when going up + cover terrain Then the players alternate in placing one piece of terrain each
+ units on top can ignore one unit or terrain piece in on their own table half, at least 3” away from other pieces of
the way when measuring line of sight terrain and the table edge.
• Barricades - cover terrain
• Ruins - cover terrain + dangerous terrain when
6. Six Squares
crossing with rush or charge actions Divide the table into four 2’x2’ sections.
• Lakes - difficult terrain
Players roll-off, and then alternate in placing one terrain piece
• Rivers - dangerous terrain when crossing with rush or
each in a random section, starting with the player that won.
charge actions
Terrain pieces must be placed at least 3” away from each other,
and if it’s impossible to place them they are removed.

17
DEPLOYMENT STYLES
Random Deployment Style 4. Spearhead
Whilst you can simply pick one deployment style of your
choice, it can be interesting to have it be randomly selected
before the game begins, to keep things fresh.

To select a random deployment style, simply roll one die:

1. Frontline
2. Side Battle
3. Ambush
4. Spearhead
5. Flank Assault
6. Cornered

1. Front Line
Note that this is the standard deployment from the core rules. 5. Flank Assault

2. Side Battle 6. Cornered

3. Ambush

18
EXTRA MISSIONS
Random Mission Selection 1. Duel
Whilst you can simply pick one mission of your choice, it can After the table has been prepared, the players must set up a
be interesting to have a mission be randomly selected before total of D3+2 objective markers on the battlefield.
the game begins, to keep players on their toes.
After 4 rounds have been played the game ends, and the player
To select a random mission, simply roll one die: that controls most markers wins.

1. Duel Note that this is the standard mission from the core rules.
2. Seize Ground
3. Relic Hunt
2. Seize Ground
4. Sabotage After the table has been prepared, the players must set up a
5. Breakthrough total of 4 objective markers on the battlefield.
6. King of the Hill
Divide the non-deployment zone area of the table into 4 equal
quarters, and place one marker at the center of each.

After 4 rounds have been played the game ends, and the player
that controls most markers wins.

3. Relic Hunt
After the table has been prepared, the players must set up a
total of 3 objective markers on the battlefield.

If a unit seizes a marker, remove it from the table, and it counts


as being carried by the unit. If the unit is Stunned or destroyed
at any point, the marker is dropped on the spot.

After 4 rounds have been played the game ends, and the player
that controls most markers wins.

4. Sabotage
After the table has been prepared, the players must set up
Mission Objectives 1 objective marker each 12” away from their table edge.

Since all missions use objectives in order to determine who Each objective marker belongs to the player that placed it, and
wins, the following rules are common for all missions: if at any point a unit seizes the enemy objective marker, then
the marker is destroyed and removed from play.
• Placing Objectives: The players roll-off, and the
winner picks who places the first objective marker. After 4 rounds have been played the game ends, and the player
Then the players alternate in placing one marker each that managed to destroy the enemy marker whilst keeping
outside of the deployment zones, and over 9” away their own marker intact wins.
from other objective markers.
5. Breakthrough
• Seizing Objectives: At the end of each round, if a unit
is within 3” of a marker whilst no enemies are, then it After the table has been prepared, the players must set up
counts as being seized. Markers remain seized even if 1 objective marker each on the battlefield.
the unit moves away, however Stunned units can’t
The objective markers must be placed at the center of each
seize or stop others from seizing them. If units from
player’s deployment zone, 12” away from the table edge.
both sides contest a marker at the end of a round, then
it becomes neutral. After 4 rounds have been played the game ends, and the player
that controls most markers wins.
Note that if you are using the random deployment styles rules,
you must first roll to see which deployment style you will use, 6. King of the Hill
then roll for mission objectives, and only after you roll-off to
see who picks where to deploy. After the table has been prepared, the players must set up only
1 objective marker on the battlefield.

The objective marker must be placed over 9” away from the


deployment zones and the table edges.

After 4 rounds have been played the game ends, and the player
that controls the marker wins.

19
SIDE-MISSIONS
Playing with Side-Missions Categories
When playing with side-missions, the scoring at the end of the There are 3 different categories to choose from, each with their
game is done using a Victory Points (VP) system, instead of own twists and strategies:
winning based on the mission’s conditions.
1. Combat Mastery
At the end of the game, players earn VPs for completing the 2. Tactical Genius
main mission objective, as well as 1 VP for each side-mission 3. Heroic Intervention
that they completed:
1. Combat Mastery
• Duel - 1 VP per controlled marker
1. Conserve - At least 50% of friendly units alive.
• Seize Ground - 1 VP per controlled marker
2. Linebreaker - All enemies without Tough killed.
• Relic Hunt - 1 VP per controlled marker 3. Obliterate - Killed 3+ enemy units in one round.
• Sabotage - 1 VP for destroying the enemy marker and 4. Terrify - Enemy unit routs at the end of any round.
1 VP for keeping own marker alive 5. Onslaught - Dealt 3+ wounds in a single melee..
• Breakthrough - 1 VP per controlled marker 6. Attrition - At least 50% of enemy units killed.
• King of the Hill - 2VP for controlling the marker
2. Tactical Genius
Before the game begins, pick one of the following playstyles, or
roll a D3 to randomly get one: 1. Dominate - Enemy controls no objectives.
2. Ground War - No enemy units within 6” of the center.
1. Shared 3. Overrun - At least one friendly unit fully inside each
2. Hidden table quarter.
3. Shared + Hidden 4. Defend - No enemy units fully inside friendly
Additionally, you must pick one of the following selection deployment zone.
methods, or roll a D3 to randomly get one: 5. Invade - At least one friendly unit fully inside enemy
deployment zone.
1. Free 6. Seize - Control most objective markers.
2. Limited
3. Randomized 3. Heroic Intervention

1. Slay - Enemy hero with highest Tough value killed.


Playstyles
2. Sacrifice - Most expensive friendly hero killed.
There are 3 different playstyles you can use, each providing a 3. Head Hunter - Most expensive enemy hero killed.
different level of competition: 4. Sorcerer Supreme - Enemy hero killed by spell.
5. Ancient Heirlooms - Friendly hero within 6” of the
1. Shared - Each player selects 1 side-mission openly,
center of the table.
both players can complete any of the side-missions
6. Secret Mission - Friendly hero within 3” of enemy
2. Hidden - Each player selects 1 side-mission in secret,
table edge inside deployment zone.
players can only complete their own side-mission
3. Shared + Hidden - Players roll-off, and the winner
selects 1 side-mission openly, which both players can
complete. Then each player selects 1 side-mission in
secret, which only they can complete.

Selection Methods
There are 3 different selection methods you can use, each
giving the players a different degree of control:

1. Free - Players may freely select any side-mission from


any of the categories.
2. Limited - Players must roll a D3 to get a category, and
may then freely select any side-mission.
3. Randomized - Players must roll a D3 to get a random
category, and then roll a D6 to get a side-mission.

Note that if you roll a side-mission that cannot be completed,


then you must re-roll until you get one that can be.

20
EXTRA ACTIONS
Using Extra Actions
Before the game, players can agree to use any or all of the
following extra actions in the game:

• Hunker Down
• Defensive Stance
• Covering Fire
• Focused Fire
• Heavy Charge
• Stealth Move
• Overwatch

When using these extra actions the game is played normally,


however players may pick any of the selected extra actions in
addition to the regular ones.

Hunker Down
Units can hit the ground and take cover in order to increase
their survivability when under enemy fire.

When taking a Hunker Down action, the unit remains idle, and
Heavy Charge
enemies shooting at it get -2 to hit rolls until its next activation.
Units can strengthen their melee prowess by making short but
Stunned units may take Hunker Down actions to get this bonus
brutal charges that devastate enemy lines.
as well as stopping to be Stunned.
When taking a Heavy Charge action, the unit makes a regular
Defensive Stance
Charge action, and gets +1 to hit in melee, but only if the total
Units can brace themselves for melee by adopting a defensive charge distance is over 3” and under 6”.
stance and preparing for brutal combat.
Stealth Move
When taking a Defensive Stance action, the unit remains idle,
Units can try to make it harder for enemies to shoot at them by
and may not strike back, and enemies attacking it in melee get
moving carefully and sticking close to the ground.
-2 to hit rolls until its next activation.
When taking a Stealth Move action, the unit may move by its
Stunned units may take Defensive Stance actions to get this
regular move distance, may not shoot, and enemies shooting at
bonus as well as stopping to be Stunned.
it get -1 to their hit rolls until its next activation.
Covering Fire
Overwatch
Units can try to pin down the enemy by shooting wildly so that
Units can hold off from doing anything and prepare to shoot at
they keep their heads down.
charging enemies or engage in deadly firefights.
When taking a Covering Fire action, the unit may not move,
When taking an Overwatch action, the unit stays idle, and until
and may shoot only hitting on rolls of 6+. Roll one die per hit,
its next activation it may react once to an enemy unit as it
and if you roll at least one 4+, then the target must take a
moves or shoots.
morale test (regardless of casualties). All hits are then
discarded. The unit may react to two things:
If the morale test is failed, then the target is Stunned. • Movement: The unit may shoot at an enemy at any
point during movement, however it gets -1 to hit rolls.
Focused Fire
• Shooting: The unit may shoot back at an enemy
Units can increase their shooting precision by staying put and within 24” that shot at it, however it gets -1 to hit rolls.
adjusting their aim for that perfect headshot.

When taking a Focused Fire action, the unit may not move, and
gets +1 to hit when shooting at targets within 12”.

21
RANDOM EVENTS
Using Random Events 21. Terror from the Deep
Players can choose to add random events, which affect units on Place a monster marker in the center of one random table
the battlefield in unexpected ways, by checking if a random quarter. All units that move within 3“ of it take D3 hits.
event is triggered every round.
22. Zombies!
At the beginning of each round, roll one die. On a 5+ an event
is triggered, and you must roll two dice to determine which Place a unit of D3+2 Zombies (Qua 5+, Def 5+, Claws (A3),
one is triggered. Slow) in the center of one random table quarter. At the end of
each round the zombies must charge or rush the nearest unit.
First roll a D3, which represents the first number, and then roll
a D6, which represents the second number. 23. Bounty Hunter
Example: A player rolls two dice, with the first result being a 2 and Place a bounty hunter on the highest piece of terrain with most
the second result being a 1. This would mean that event 21 (terror line of sight on the table. Select one random unit, and at the
from the deep) is chosen. end of each round if it is in line of sight of the bounty hunter it
takes 1 automatic hit.
Note that if a random event calls for randomly selecting a unit
from any army, you must first randomly select an army for the 24. Slippery Ledge
event, and then randomly select a unit to be the target.
Select one random unit that is within 2“ of elevation. That unit
11. Mutated Beast immediately falls down.

Select one random unit, which immediately takes D3 automatic 25. Barrel of Acid
hits with AP(1).
The first time during this round when a unit rolls a 1 to hit for
12. Out of Arrows shooting it takes D3 automatic hits with AP(2).

Select D3 random units, which can‘t shoot any of their 26. Snapped Neck
weapons until the end of the mission.
The first time during this round when a unit rolls a 6 to hit in
13. Disheartened melee the target is immediately knocked out.

All units from one random army get -1 to morale tests until the 31. The Oldest Trick
end of the game.
Select one random army. Enemy units get -1 in melee when
14. Unsafe Ladders attacking units from that army until the end of the round.

Until the end of the mission whenever a unit climbs up 32. Spare Arrows
elevation roll one die, on a 1 it falls the full height instead.
Select one random unit, which doubles its shooting attacks
15. Poisonous Cloud during this round.

Select one random table quarter. All of the units within that 33. Lucky Escape
table quarter take D3+1 automatic hits.
Select one random unit that is stunned, which immediately
16. Booby Trap stops being stunned.

Select one random player, who may note down one piece of 34. War Shout
terrain in secret. The first unit to enter that terrain takes D3
Select one random unit. Enemy units within 6“ of it get -1 to
automatic hits with AP(2).
morale until the end of the mission.

35. Magic Winds


Select one random unit, which moves +D3“ on Advance and
+2D3“ on Rush or Charge actions until the end of the mission.

36. Blessing of the Gods


Select one random unit, which gets AP(+1) and +1 to hit in
melee until the end of the round.

22
BATTLEFIELD CONDITIONS
Playing with Battlefield Conditions Mysterious Conditions
Before the game, you can either pick one of the conditions of 1. Damnation
your choice, or have it selected randomly.
At the beginning of each round, you must select one of your
First roll a D3 to select a condition type: units to make a sacrifice and take D3 wounds.

• 1-2 = None If you do, nothing happens. If you don’t, then all of your units
• 3-4 = Geological get -1 to all of their attack, defense and morale rolls this round.
• 5-6 = Mysterious 2. Arcane Power
Then roll one die, and check which battlefield condition you All wizards get +1 to their casting and blocking rolls.
get, based on the type that was selected.
On a natural roll of 1, something went wrong, and the casting
Geological Conditions or blocking wizard takes D3 automatic wounds.
1. Earthquake 3. Inspiration
The entire table counts as Dangerous Terrain. Whenever a unit needs to take a morale test, it gets +1 to its
Any piece of terrain that already counted as Dangerous Terrain morale test roll.
becomes deadlier, and deals two wounds on a roll of 1. 4. Deadly Vortex
2. Heavy Storm Whenever a unit is activated, roll one die, on a 1 it takes D3
The entire table counts as Cover Terrain. automatic wounds.

5. Mystical Fog
Any piece of terrain that already counted as Cover Terrain
becomes more protective, and units get -2 to their hit rolls. Whenever a unit takes a wound, roll one die, on a 6+ it may
ignore that wound.
3. Muddy Terrain

The entire table counts as Difficult Terrain. 6. Sinister Echoes

Whenever a unit is Stunned, it also takes D3 wounds (don’t roll


Any piece of terrain that already counted as Difficult Terrain
to check wound effects).
becomes harder to move through, and units may not move
more than 4” when crossing it. Whenever a unit is Routed after failing a morale test, all
friendly units within 6” take D3 wounds (don’t roll to check
4. Smell of Death
wound effects).
Whenever a unit needs to take a morale test, it gets -1 to its
morale test roll.

5. Magical Winds

All units must move +D3” in a straight line on Advance


actions, and +2D6” in a straight line on Rush or Charge actions.

6. Dark Skies

Roll 2D6 once before the game to check how visibility is.

For the rest of the game, all units get -2D6” range when firing
their ranged weapons (to a minimum of 3”).

23
TERRAIN & OBJECTIVE EFFECTS
Using Terrain & Objective Effects
Players can choose to add extra rules to their terrain features
and objective makers by picking any of the ones they like, or by
generating them randomly.

Whenever a unit enters a piece of terrain for the first time, roll
one die, and the effect lasts the whole game:

1. Regular Terrain
2. Regular Terrain
3. Daemonic Infestation
4. Deadly Spores
5. Magical Vigor
6. Defensive Stakes

Whenever a unit seizes an objective for the first time roll, one
die, and the effect lasts the whole game:

1. Regular Objective
2. Regular Objective
3. Booby Traps Objective Effects
4. Magical Field 1 & 2. Regular Objective
5. Defensive Barrier
6. Holy Monument Except for its strategic value, there is nothing of note about this
mission objective.
Terrain Effects
No special objective effects are applied to this objective.
1 & 2. Regular Terrain
3. Booby Traps
Even after careful inspection, it seems that everything is normal in
The terrain is covered in spikes or other improvised traps, which make
this terrain.
life hell for anyone near it.
No special terrain effects are applied to this piece of terrain.
Units within 3” of this objective always count as being in
3. Daemonic Infestation Dangerous Terrain.
The terrain houses a nest of ferocious beasts, ready to tear anything 4. Magical Field
apart that dares approach.
It’s unclear why, but there is a magical field around this terrain,
Units that activate in or move through this terrain immediately which makes movement extremely difficult.
take 1 automatic wound.
Units within 3” of this objective always count as being in
4. Deadly Spores Difficult Terrain.
A deadly fungus has grown all over this terrain, which suffocates 5. Defensive Barrier
anyone inside.
The terrain is surrounded by an energy bubble, which protects its
Units that activate in or move through this terrain immediately occupiers from projectiles.
take D3 automatic hits.
Units shooting at targets within 3” of this objective get -1 to hit.
5. Magical Vigor
6. Holy Monument
The terrain has a mysterious magical aura, which greatly enhances
Regardless of whoever built it, this majestic monument inspires
combat capabilities.
others to fight harder.
Units inside of this terrain get +1 to hit when shooting.
Units within 3” of this objective get +1 to their hit rolls when
6. Defensive Stakes attacking in melee.
Whoever used to hold this terrain, fortified it with heavy defensive
structures all around.

Units charging into this terrain get -1 to hit when attacking.

24
FOG OF WAR
Playing with Fog of War Shifting Focus
Fog of War rules are optional rules that add an element of Before the game begins, the table must be divided into 2 equal
uncertainty to your games, by affecting how units are deployed sections along the player’s table edge, and they must be
and how game rounds are played. numbered section 1 and section 2.

Pick any of the following: Whenever a player needs to choose which unit to activate, first
they must roll a D6, and then they may only activate one of
• Surprise Engagement
their units that is within that table section (results of 1-3 =
• Ebb and Flow
section 1, 4-6 = section 2).
• Shifting Focus
• Combat Weariness If there are no eligible units in that table section, then they
• Prolonged Battle must move on to the next section.

Surprise Engagement Combat Weariness


When deploying armies, the players roll-off to see who goes Starting from the second round on, whenever a player that has
first, and alternate in placing units as usual, however where already activated at least half of their units finishes an
they place them is randomized. activation, then they must roll 2D6.

First, each player divides their deployment zone into 2 equal If the result is a 2 or a 12, then they may not activate any more
sections, and numbers them section 1 and section 2. units this round, and as soon as their opponent has finished
activating at least half of their units, then the round ends.
Then, when it’s a player’s turn to deploy a unit, roll a die to see
which section you get, and place the unit fully within (results Prolonged Battle
of 1-3 = section 1, 4-6 = section 2).
Starting from the end of the 4th round, players must roll one
Units that are deployed differently due to special rules (such as die at the end of each round to see if the game continues.
Ambush) have to follow the same rules, however the entire
Roll one die, and if the roll is successful, then the game
battlefield is divided into 2 equal sections along the player’s
continues into the next round:
table edge instead of only the deployment zones.
• 4th Round: 4+ to continue
Ebb and Flow
• 5th Round: 5+ to continue
Before the game begins, each players needs to take as many • 6th Round & Over: 6+ to continue
tokens as units in their army, and each player’s tokens must be
Note that mission objectives are checked at the end of the final
of a different color.
round, and not at the end of the 4th round as usual.
At the beginning of each round, the players must put as many
tokens as units they have left on the battlefield in a bag.

Then, the players draw a random token from the bag, and the
player whose color was drawn may activate one unit.

Once the player is done, another token is drawn to see who


activates next, and this continues until all tokens have been
drawn, at which point the round ends, and a new one begins
by putting tokens in the bag.

Note that if a unit is destroyed before it was activated, then you


must remove one token of that player’s color from the bag.

25
TACTICAL PHASE
Using the Tactical Phase Battle Preparations
The Tactical Phase is an optional replacement to the normal After units have been deployed, a total of 3 battle preparation
deployment phase, which adds some interesting strategies to rounds are played, after which the game begins.
the pre-game sequence.
During each battle preparation round, each player must pick
Pick any of the following: one of the following tactics in secret:

• Forward Positions Setup 1. Plant Traps


• Battle Preparations 2. Disarm Traps
3. Fortify Terrain
Note that if you are using all of them, then the steps must be
4. Sabotage Terrain
followed in that order before the game begins.
5. Move Pathfinders
Forward Positions Setup 6. Shoot Pathfinders

Before starting with setting up forward positions, players must Then both players reveal their tactics and apply their effects.
prepare the mission using the normal front line deployment 1. Plant Traps
zones for the purpose of placing objectives.
Choose up to D3 pieces of terrain in secret, and note them on a
After all of the objectives have been placed, each player must piece of paper. If an enemy unit moves within 1” of that
take 3 forward position markers, and then they roll-off to see terrain, then it takes D3 hits, and the trap is removed.
who goes first.
2. Disarm Traps
The player that goes first picks one table edge, and then must
place all 3 markers anywhere within 1” of the edge, and within If the opposing player chose the “plant traps” tactic during this
12” of at least one other marker. Then their opponent does the round, then that tactic has no effect. If the opposing player
same, but on the opposite table edge. chose it during a previous round, then they must remove all
traps from one of the previous “plant traps” tactics.
Starting with the player that won the roll-off, players must then
alternate in moving one marker each by up to 12” in any 3. Fortify Terrain
direction, whilst always remaining within 12” of at least one Choose up to D3 pieces of difficult terrain openly, and then
other friendly marker. pick if all friendly units may ignore its movement penalty, or if
As soon as a player moves a friendly marker within 12” of an all enemies shooting at friendly units inside of it get -1 to hit.
enemy marker, the marker stops on the spot, and the next 4. Sabotage Terrain
player may move a marker. Markers that are within 12” of an
If the opposing player chose the “fortify terrain” tactic during
enemy marker are locked on the spot, and may not be moved.
this or any previous round, then you may pick one fortified
Players may also choose to not move a marker and lock it in its terrain piece in secret and note it on a piece of paper. The first
spot instead, which may then not be moved anymore. time an enemy unit moves into the terrain it takes D3 hits.
Once all markers have been locked in place or can’t be moved 5. Move Pathfinders
anymore, the forward positions setup is over, and players
Choose one friendly unit that is already deployed, and place it
move on to deploying their armies.
anywhere within 6” of its current position, ignoring terrain.
Deployment follows all the regular rules, except that all units
6. Shoot Pathfinders
must be placed fully within 3” of the forward position markers,
or within 12” of the table corner that is furthest from all enemy If the opposing player chose the “move pathfinders” tactic
forward position markers. during this or any previous round, then one of your units may
shoot at a pathfinder unit that is in range and line of sight.

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COMMAND POINTS
Playing with Command Points
Command Points (CP) are an optional resource that can be
added to the game, giving players access to critical tactical
abilities that boost their units in battle.

When playing with these rules, players get D6+X CP at the


start of the game, where X is 1 CP for every 125pts in their
army.

At any point during the game, players may then spend their
CP in order to activate stratagems, with each only being usable
once per unit activation (friendly or enemy).
1. Strategic Doctrine
Note that once CPs have been spent, they can’t be earned again
in any way, so make sure to use them wisely. Eternal Vigilance - 1 CP

Stratagems Pick a friendly model that just rolled a Knocked Out result and
roll one die, on a 4+ it is Stunned instead.
Players always have access to all abilities from the universal
doctrine, as well as those from one other doctrine. Lightning Reflexes - 2 CP

Before the game begins, players must pick one of the following Pick one friendly unit that just used a Rush action. That unit
combat doctrines, or roll a D3 to determine it randomly: counts as being in cover next time it is shot at.

1. Strategic Doctrine Code of Honor - 3 CP


2. Defensive Doctrine Pick one friendly unit that would be Stunned or Routed. If it
3. Shock Doctrine would be Stunned, it is not. If it would be Routed, then it is
Stunned instead.
Universal Doctrine
High Command - 1 CP
2. Defensive Doctrine

Add +1 to the result of any single die. Heightened Senses - 1 CP

Supreme Command - 2 CP Pick one friendly unit that is shooting at an enemy in cover,
which counts as being in the open instead.
Add +1 to the result of all dice in a single roll.
Tactical Retreat - 2 CP
Seize Initiative - 2 CP
Pick one friendly unit that is within 12” of an enemy, and it
When it’s the enemy turn to activate a unit, you may activate may move up to 6” directly away from the closest enemy.
one of your units instead. The opposing player may spend 2 CP
in order to stop this ability from having any effect. Closing Fire - 3 CP

Total Shutdown - 2 CP Pick one friendly unit that is being charged. The unit may
make shoot at the charging unit before it moves with -1 to hit
At the end of the round, pick one objective marker under your rolls, even if it’s not in range or line of sight.
control that is about to be seized by your opponent, which
becomes neutral instead. The opposing player may spend 2 CP 3. Shock Doctrine
in order to stop this ability from having any effect. Sweeping Move - 1 CP
Delayed Deployment - 2 CP Pick one friendly unit that is about to use a Rush or Charge
During the deployment phase, when it’s your turn to place a action, and it may add +2” to its movement.
unit, you may pass the turn to your opponent. The opposing
Killing Blow - 2 CP
player may spend 2 CP in order to stop this ability from having
any effect. Pick one friendly unit that is fighting in melee. Any friendly
model that is killed during this melee may strike one more time
Hidden Deployment - 3 CP with one of its weapons before it is removed.
After all units have been deployed, you may remove up to D3 Ferocious Attack - 3 CP
friendly units and place them again in any order. The opposing
player may spend 3 CP to do the same, in which case players Pick one friendly unit that just finished fighting in melee, and it
alternate in placing those units again. may immediately fight again, ignoring penalties from fighting
in melee more than once.

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CRITICAL HITS
Playing with Critical Hits Bladed Melee Weapons
Critical Hits rules are optional rules that make weapons a lot Swords, Daggers, Axes, Double-Handed Swords, etc.
deadlier with a little bit of luck.
• 1-3 = Unprotected Area: The hit can’t be blocked.
When playing with critical hits, you may use the generic melee • 4-5 = Blade Storm: If the hit isn’t blocked it deals
and ranged weapon critical hits sections, or use the weapon triple the amount of wounds.
type specific critical hits sections instead. • 6 = Sliced: The hit can’t be blocked, deals double the
amount of wounds, and you must add +1 to the
If you choose to play with critical hits based on the weapon
wound check roll.
types, then you and your opponent are going to have to agree
on which weapons are of which type before the game begins. Bludgeoning Melee Weapons
Dealing Critical Hits Hammers, Clubs, Flails, Double-Handed Hammers, etc.

Whenever a unit rolls at least one result of 6 to hit with melee • 1-3 = Lost Balance: The target can’t strike back.
or ranged weapons, then it deals a critical hit. • 4-5 = Wild Sweep: The target can’t strike back and its
melee weapon special rules have no effect until the
Only a single critical hit can be dealt per shooting or melee, and
end of the round.
if the unit needed a 6+ to hit then it can’t deal critical hits.
• 6 = Bludgeoned: If the hit isn’t blocked the target is
Choose the critical hit section corresponding to the weapon immediately Knocked Out, regardless of wounds.
type, and roll a die to see its effects.
Thrusting Melee Weapons
Generic Melee Weapons
Spears, Halberds, Pikes, Lances, etc.
Melee weapons that don’t have a clear type.
• 1-3 = Stabbed: If the hit isn’t blocked you must add +1
• 1-3 = Vital Area: If the hit isn’t blocked it deals double to the wound check roll.
the amount of wounds. • 4-5 = Great Thrust: The target is Stunned, even if it
• 4-5 = Exposed Spot: The hit can’t be blocked and doesn’t take any wounds.
deals double the amount of wounds. • 6 = Kebab: The hit can’t be blocked and you must add
• 6 = Master Strike: The hit can’t be blocked, deals +4 to the wound check roll.
double the amount of wounds, and you must add +1
to the wound check roll. Missile Ranged Weapons

Generic Ranged Weapons Bows, Javelins, Crossbows, etc.

Ranged weapons that don’t have a clear type. • 1-3 = Armor Shattered: The hit can’t be blocked.
• 4-5 = Energy Burst: If the hit isn’t blocked it deals
• 1-3 = Weak Spot: The hit can’t be blocked. triple the amount of wounds.
• 4-5 = Ricochet: The closest enemy unit within 6” also • 6 = Titanic Hit: The hit can’t be blocked, deals double
takes one hit from the same weapon. the amount of wounds, and you must add +1 to the
• 6 = Master Shot: The hit can’t be blocked and deals wound check roll.
double the amount of wounds.
Gunpowder Ranged Weapons
Rifles, Pistols, Explosives, etc.

• 1-3 = Deadly Shrapnel: If the hit isn’t blocked it deals


double the amount of wounds.
• 4-5 = Concussion: The target can’t shoot with any
weapon until the end of the round.
• 6 = Pulverized: If the hit isn’t blocked the target is
immediately Knocked Out, regardless of wounds.

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EXHAUSTION
Using Exhaustion Unit Activation & Exhaustion
Exhaustion rules are optional rules that change how units When a unit that has exhaustion markers is activated, it must
behave as they are put through continuous fighting. take as many morale tests markers on it, without the -1 morale
test penalty for exhaustion.
Units get 1 exhaustion marker whenever one of the following
things happens during the game: For each success you may remove one marker from the unit,
and once you are done you may activate it normally.
• After they fought in melee.
• Whenever a friendly unit within 6” is destroyed or Resting Units
routs after failing a morale test.
Units with exhaustion markers may use a Rest action by
• Units may also willingly get 1 exhaustion marker to
staying idle during their activation, which removes all markers
add +2” to their Advance moves or +4” to their Rush
at the end of the round.
or Charge moves.
Note that Stunned units may use Rest actions to remove all
There is no limit to how many exhaustion markers a unit can
exhaustion markers as well as stop being Stunned.
take during the game.
Heroic Inspiration
No More!
The presence of heroes helps allies recover from exhaustion
Whenever a unit takes an exhaustion marker that brings it to a
when they are activated.
total of 3 markers or more, then it must take a morale test.
Whenever a hero is activated, you may remove 1 exhaustion
This is just a regular morale test, and if it’s failed, then the unit
marker from the hero and its unit, and from all other friendly
must remain idle during its next activation.
units within 12” (this doesn’t require any rolls).
Effects of Exhaustion
Exhaustion markers affect how units will perform in combat,
and the more markers a unit has the worse it will perform.

For each exhaustion marker:

• Movement is reduced by -1” when using Advance


actions and by -2” when using Rush or Charge actions
• Shooting and Melee to hit results are reduced by -1
• Morale test results are reduced by -1

29
CITY FIGHTING
Playing City Fights Cornered Units
City Fighting rules are optional rules designed to give you Whenever a unit that is within 1” of a building and is circled by
more flexibility when fighting in dense urban terrain. enemies so that it can’t move past them, melee attacks made
against it get +1 to hit, and you must add +1 to results when
Pick any of the following:
checking wound effects.
• Urban Terrain
• Sewer Systems
Destructible Cover
• Defensive Positions Whenever a unit shoots at a target that is behind a piece of
• Cornered Units small cover terrain and within 1” of it, roll one die.
• Destructible Cover
On a result of 1, the piece of cover terrain is destroyed and is
• Thrown Objects
removed from the table.
• Buildings on Fire
• Hidden Movement Thrown Objects
Urban Terrain Units that are on top of buildings may throw bricks and stones
at enemies, instead of shooting their weapons.
When setting up terrain for city fights, you should mainly use
large buildings (4”x4” to 8”x8” in size), and groups of smaller Pick one enemy unit within 3” of the bottom of the building
terrain such as crates and barrels (1”x1” to 3”x3” in size). and within 6” horizontal distance, and roll one die.

To make sure that you have a good amount of terrain set up On a 5+ the target takes one automatic hit.
well on the table, follow these guidelines:
Buildings on Fire
• Set up at least 9 large buildings, making sure that no
Units that are within 3” of a building may try to set it on fire,
building is over 6” away from others.
instead of shooting their weapons.
• Set up at least 12 groups of small terrain, making sure
that they’re all within 6” of the buildings. Roll one die, on a 6 the building is set on fire, and at the end of
• Place at least a third of the small terrain pieces on top each round all units within that building take as many hits as
of buildings, preferably near the edges. models they have.

Additionally you can set up ladders and ramps that help units Then roll one die, on a result of 1 another random building
get on top of the buildings, as well as small bridges between within 6” is set on fire, and on a result of 6 the fire stops.
them to encourage movement on elevation.
Hidden Movement
Sewer Systems Units that end an advance move behind cover, or within 1” of
After setting up terrain and before placing any objectives, buildings, whilst not in line of sight of any enemy units, may
players must roll-off to set up D3 sewer entrances each. declare to go into hiding, as long as they didn’t shoot or try to
cast any spells.
The winner goes first, and the players alternate in placing one
entrance marker each, at least 3” away from any buildings, and Units can’t go into hiding whilst within 3” of enemy units, and
at least 9” away from the table edge and other entrances. they are automatically spotted if an enemy moves within 3”.

Units that move in contact with sewer markers may enter, and Hidden units remain hidden as long they don’t rush, charge,
are removed from the table. At the beginning of any round, shoot or cast spells, and as long as no enemy unit can see them
they may be placed within 3” of any sewer entrance marker. without being obstructed by cover.

If both players have units in the sewers, they must roll-off to They may use advance actions, and remain hidden as long as
see who deploys first, and then alternate in placing them. they continue being behind cover, or within 1” of buildings,
whilst not in line of sight of any enemy units.
Defensive Positions
Hidden units can’t be targeted by shooting or spells, and they
During the deployment phase, each player may place up to D3 can’t be charged by enemies that can’t see them.
barricades anywhere, before deploying their first unit.

Barricades are pieces of cover roughly 1”x3” in size, and must


be placed in contact with a building or other barricade.

30
MULTIPLAYER GAMES
Free-for-All
The simplest way to play games with 3-4 players is to have a
free-for-all, where all players can attack each other, and they
are all competing for the same objectives.

When playing the game, follow all of the regular rules, with
just a couple of exceptions as described below.

Deployment: All players roll-off to determine the order in


which they will deploy. Then the players alternate in picking a
table corner, and deploying one unit each within 12”, starting
with the player that got the highest score, and then alternating
in descending order.

Turn Order: At the beginning of each round, including the


first, players roll-off to determine the order in which they
activate their units. The player with the highest score goes first,
and then the players alternate in descending order.

Merry-go-Round
An alternative version of playing with 3-4 players is to have a
merry-go-round, where each player can only attack one other
player, as they all compete for the same objectives.

When playing the game, follow all of the regular rules, with
just a couple of exceptions as described below.

Deployment: All players roll-off to determine the order in


Team Games
which they will deploy. Then the players alternate in picking a If you want to play games with 3+ players, then team games
table corner, and deploying one unit each within 12”, starting are the best way to go, as there is no limit to the amount of
with the player that got the highest score, and then alternating players that can participate.
in descending order.
When playing the game, follow all of the regular rules, with
Turn Order: At the beginning of each round, including the just a couple of exceptions as described below.
first, players roll-off to determine the order in which they
Forming Teams: Before the game begins, divide the players
activate their units. The player with the highest score goes first,
into two teams by simply picking who belongs to which team,
and then the players alternate in descending order.
doing a draft, rolling for teams randomly, or however else you
Combat: During the game, players may only target enemy would like to pick teams. Note that teams don’t need to have
units from the player that deployed after them. If they are equal amounts of players, so you can play 2v1, 3v1, etc.
attacked in melee by any other player, then they may still strike
The Armies: When preparing armies, you must split the
back, but they may not voluntarily target them otherwise.
amount of points that each team is allowed to take between its
players. Note that the amount of points that each player is
allowed to take within a team doesn’t have to be equal, and
players may choose to split their points unequally.

Deployment: When deploying units, players from the same


team must deploy their units in the same deployment zone,
placing a single unit when it’s their team’s turn to deploy.

The Mission: When setting up the mission and when checking


who won, all objective markers and deployment zones are
shared between players of the same team.

Turn Order: During the game, the turn order is on a team basis
and not on a player basis, so for each team’s turn only one of
the players may activate a single unit. Note that each team may
either pick which player gets to activate freely, or instead roll
to see who gets to go next randomly.

31
KITCHEN TABLE GAMES
Playing Kitchen Table Games Mission Selection
The game can also be played on smaller surfaces, that are only To select a random mission, simply roll one D3:
between 2’x2’ and 3’x3’ in size, by adjusting the rules.
• 1-2: Duel
When setting up the game, use the deployment styles and • 3-4: Seize Ground
mission selection from these rules, instead of the regular ones. • 5-6: Relic Hunt

Deployment Styles Note that when placing objective markers, you follow all the
regular rules, but ignore restrictions on placing markers inside
To select a random deployment style, simply roll one D3:
deployment zones.
• 1-2: Frontline
1. Duel
• 3-4: Side Battle
• 5-6: Flank Assault After the table has been prepared, the players must set up a
total of D3 objective markers on the battlefield.
Note that your table may be a rectangle instead of a square.
After 4 rounds have been played the game ends, and the player
1. Frontline that controls most markers wins.

2. Seize Ground
After the table has been prepared, the players must set up a
total of 4 objective markers on the battlefield.

Divide the battlefield into 4 equal quarters, and place one


marker at the center of each.

After 4 rounds have been played the game ends, and the player
that controls most markers wins.

3. Relic Hunt
After the table has been prepared, the players must set up a
total of D3 objective markers on the battlefield.
2. Side Battle
If a unit seizes a marker, remove it from the table, and it counts
as being carried by the unit. If the unit is Stunned or destroyed
at any point, the marker is dropped on the spot.

After 4 rounds have been played the game ends, and the player
that controls most markers wins.

Playing the Game


When playing the game, follow all of the regular rules, with
just a couple of exceptions, as described below.

Measuring Distances: When playing the game, all distances


measured must always be halved (rounding up). This does not
apply to the preparation of the game, so the deployment zones
3. Flank Assault and distance between objectives stay the same.

Reinforcements: Before the game begins, players must declare


half of their army as being reinforcements. These units are not
set up during the deployment phase, but instead they may be
deployed within 3” of any table edge at the beginning of any
round after the first. If both players are bringing in units, they
must roll-off to see who goes first, and then alternate in placing
one unit each, until all units have been placed.

Range Penalty: Whenever a unit shoots over 12” away, it gets a


penalty of -1 to hit for shooting at long range. Note that this
penalty is applied after halving the measured distance, so it
only affects weapons with unmodified ranges of over 24”.

32

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