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AGE OF FANTASY: SKIRMISH v2.9

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 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 ......................................................................... 17
advanced rules first, and then gradually add more as you get
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 provide
Extra Missions .............................................................. 19
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

Fatigue .......................................................................... 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 for example you can use different
Roll one die, on a result of 1-3 player A decides, and on a result
colors for each weapon, and then roll them all at once.
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 to Sometimes the rules will refer to different types of dice, for
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 type 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 the
miniatures in mind, which are mounted on round bases.
result, rounding up.
These bases come in various sizes, and we recommend 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 overall the base size that you use doesn‟t matter as
than the first. A die roll may only be re-rolled once, regardless
long as 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
ranged 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
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 mode‟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 then it
hull or torso.
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 by us 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.
Deploying Armies
Placing Objectives
Once the mission has been set up the players roll-off and the
After the table has been prepared you and your opponent must
winner must start deploying his army first.
set up D3+2 objective markers on the battlefield.
The winning player first chooses one table edge to deploy on
The players roll-off and the winner picks who places the first
and then places one unit fully within 12” of his table edge.
objective marker. Then the players alternate in placing one
marker each outside of the deployment zones, and over 9” Once he is done then the opposing player places one unit fully
away from other markers. within 12” of the opposite table edge.

The Mission Then the players continue alternating in placing one unit each
until all units have been deployed.
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 managed to seize 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 his 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 his 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 Dropping
Units that consist of two or more models must always maintain Models may drop off steep elevation up to 6” high instead of
unit coherency. 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
All models in the unit must stay within 2” of at least one other
place the model within 2” of the bottom and continue moving
model at all times, and all models must stay within 6” of all
without counting elevation. If any roll is failed the model falls
other models at all times.
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).

Jumping
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.
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
across the gap as if it was solid ground. If any roll is failed the
model falls down instead (see below).

Falling
If a model is not in coherency with its unit at the beginning of If a model falls or is pushed off an elevated position at least 2”
its activation then you must take an action so that the model tall, then it takes 1 hit with AP(1+X), where X is AP(+1) for
gets back into coherency. every full 3” it fell. Then place the model Stunned within 2” of
the bottom of the elevation.
Advancing
When taking an Advance action all models in the unit may
move by up to 6”. Models may move and turn in any direction
regardless of their facing, as long as no part of their bases move
further than the total movement distance.

Models may not move within 1” of models from other units


(friendly or enemy) unless 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.

Charging
When taking a Charge action all models in the unit may move
by up to 12”. Models taking a Charge action may ignore the 1”
distance restriction, however since this is a little more complex
it will be explained in detail in the Melee section.

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.

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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
in total for this shooting.
Stunned Models

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 one Example: A unit of three Goblins has taken three wounds from an
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
in total for this melee.
Stunned Models

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 one Example: A unit of three Goblins has taken three wounds from an
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 (as long as it was
not Stunned by the charging unit).

This works the same way as it did for the charging unit, so the
defending player must simply follow the melee sequence.

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.

There are two times when a unit must take a morale test: Simply remove the entire unit from the game as a casualty.

 Whenever an army is down to half or less of its Example: An army of 5 Humans has lost 3 units and the remaining 2
starting units at the end of a round. units must take a morale test. They each take a morale test and pass,
 Whenever a spell or special rule requires it. so they both get to continue fighting.

Example: An army of Humans started the game with 5 units, and is


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 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 taller than the surface of the table
This will make sure that you do not have any weird situations 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.

Units in open terrain are not affected by 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 is not specifically defined as a type of terrain


and 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 model 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 slow down a model‟s movement 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 Fear
Most units have one or more special rules that affect the way When in melee units with this special rule count as having
they behave and that sometimes go against the standard rules. caused +D3 wounds when checking for wound effects.

Whenever you come across one of these situations the special Note that the unit must deal at least 1 wound from regular
rule always takes precedence over the standard rules. attacks to check for wound effects.

Unless specified otherwise multiple instances of the same Fearless


special rule are not cumulative, however different special rules
Units with this special rule get +1 to their morale test rolls.
that have the same effect are cumulative.
Fire Breath
Once per round, models with this special rule may either deal 3
automatic hits with AP(1) when fighting in melee, or to one
enemy unit within 12” when shooting.

Flying
Units 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.

Hero
Ambush 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 Immobile
model anywhere on the table over 9” away from enemy units.
Units with this special rule may never move regardless of
If both players have units with Ambush they must roll-off to which action they take and they can‟t take Charge 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)
Whenever enemy units take hits from a weapon with this
special rule they multiply the hits by X, and hits may be split
evenly among all enemy units within 3” of a single model, with
the defender picking how.

Deadly(X)
Whenever a model takes wounds from a weapon with this
special rule multiply the amount of wounds suffered by X.

Note that wounds suffered by that model don‟t carry over to


other models if it dies.

Fast
Units with this special rule move 9” when using Advance
actions and 18” when using Rush or Charge actions.

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Impact(X)
Whenever a model with this special rule charges it deals X
automatic hits.

Indirect
Weapons with this special rule may shoot at enemies that are
not within line of sight, however they get -1 to hit when
shooting after moving.
Sniper
Phalanx
Models firing this weapon count as having Quality 2+ when
Whenever an enemy unit charges a unit with this special rule, rolling to hit.
that unit must take a Dangerous Terrain test before attacking.
This weapon ignores cover and the attacker may pick which
Note that the charging unit must only take up to as many tests model from the target unit is hit when shooting.
as models with the Phalanx rule in the target unit.
Stealth
Poison
Enemies targeting this unit get –1 to hit when shooting at it.
Whenever you roll an unmodified to hit result of 6 whilst firing
this weapon that hit is multiplied by 3.
Strider
Units with this special rule treat Difficult Terrain as Open
Regeneration
Terrain when moving (may move more than 6”).
Whenever this model takes wounds, roll one die for each. On a
When dropping, leaping or jumping they only need to roll 2+
5+ the wound is ignored.
to succeed the action.
Rending
Tough(X)
Whenever you roll an unmodified to hit result of 6 whilst using
Models with this special only roll to check wound effects once
this weapon that hit counts as having AP(4) and it ignores the
they have taken at least X wound, and are only Knocked Out
Regeneration rule.
on rolls of 5+X or more.
Scout When Stunned and charged or hit by shooting, they take one
After all other units have been deployed models with scout wound instead of being Knocked Out, unless they already have
may be deployed and then moved by up to 12”, ignoring any X or more wounds.
terrain pieces. 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)

Units with this special rule move 4” when using Advance Models with this special rule may cast one spell at any point
actions and 8” when using Rush or Charge actions. during their activation before attacking.

To cast a spell pick one from the wizard‟s army 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.

Enemy wizards within 18” may also roll D6+X, 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 cast a spell or block a
spell each round.

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).

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 he
rules for how they work in the game. Whilst you can always wants 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
 Forests - difficult terrain + cover terrain + units can one corner of the battlefield to the opposite, and pick which
see into it and out of it, but not through table half he places terrain on.
 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 beings to keep players on their toes.

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 be After the table has been prepared you and your opponent must
interesting to have a mission be randomly selected before the set up D3+2 objective markers on the battlefield.
game beings 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 managed to seize most markers wins.

1. Duel Note that this is the standard mission from the core rules.
2. Seize Ground
2. Seize Ground
3. Relic Hunt
4. Sabotage After the table has been prepared you and your opponent must
5. Breakthrough set up 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 managed to seize most markers wins.

3. Relic Hunt
After the table has been prepared you and your opponent must
set up 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 destroyed at any point
the marker is dropped on the spot.

After 4 rounds have been played the game ends and the player
that managed to seize most markers wins.

4. Sabotage
After the table has been prepared you and your opponent must
Mission Objectives set up 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. If at
wins, the following rules are common for all missions: any point a unit seizes an enemy objective marker it is
destroyed and removed from the table.
 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 his
outside of the deployment zones, and over 9” away 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 you and your opponent must
counts as being seized. Markers remain seized even if set up 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 sized 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 managed to seize 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 you and your opponent must
set up 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 managed to seize 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 seized marker
1. Conserve - At least 50% of friendly units alive.
 Seize Ground - 1 VP per seized marker
2. Linebreaker - All enemies without Tough killed.
 Relic Hunt - 1 VP per seized marker 3. Obliterate - Killed 3+ enemy units in one round.
 Sabotage - 1 VP for destroying the enemy marker, 1 4. Terrify - Enemy unit routs at the end of any round.
VP for keeping own marker alive 5. Onslaught - Dealt 3+ wounds in a single melee..
 Breakthrough - 1 VP per seized marker 6. Attrition - At least 50% of enemy units killed.
 King of the Hill - 2VP for seizing 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
2. Hidden - Each player selects 1 side-mission in secret, 6. Secret Mission - Friendly hero within 3” of enemy
players can only complete their own side-mission table edge inside deployment zone.
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 is impossible to


complete, 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 Hunker Down actions the unit stays idle but
enemies shooting at it get -2 to their hit rolls.
Heavy Charge
Units can strengthen their melee prowess by making short but
Stunned units may use Hunker Down actions to get this bonus
brutal charges that devastate enemy lines.
as well as stop being Stunned.
When taking Heavy Charge actions the unit may make a
Defensive Stance
Charge action with +1 to hit but may only do so if their charge
Units can brace themselves for melee by adopting a defensive range is over 3” and under 6” in total.
stance and preparing for brutal combat.
Stealth Move
When taking Defensive Stance actions the unit stays idle but
Units can try to make it harder for enemies to shoot at them by
enemies attacking it in melee get -2 to their to hit rolls, however
moving carefully and sticking close to the ground.
the unit may not strike back.
When taking Stealth Move actions the unit may move by its
Stunned units may use Defensive Stance actions to get this
regular move distance and may not shoot, but enemies
bonus as well as stop being Stunned.
shooting at it get -1 to their hit rolls.
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
they keep their heads down.
themselves to shoot at charging enemies or engage in deadly
When taking Covering Fire actions the unit may not move but firefights.
shoots only hitting on rolls of 6+ followed by rolls of 4+. If the
When taking Overwatch actions the unit stays idle but may
unit lands at least one hit, then the target must take a morale
react once to an enemy unit as it takes its action.
test (regardless of wounds), and the hits are discarded
The unit may react to two things:
If the morale test is failed, then the target must remain idle
during its next activation.  Movement: The unit may stop the enemy at any point
during movement to shoot at it, however it gets -1 to
Focused Fire
its shooting hit rolls.
Units can increase their shooting precision by staying put and  Shooting: The unit may immediately shoot back at a
adjusting their aim for that perfect headshot. unit within 24” that it took fire from, however it gets -
1 to its shooting hit rolls.
When taking Focused Fire actions the unit may not move but
shoots with +1 to hit against units within 6”.

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, and on a 5+ an
event is triggered, and you must roll two dice to determine Place a unit of D3+2 Zombies (Qua 5+, Def 5+, Claws (A3),
Slow) in the center of one random table quarter. At the end of
which one it is.
each round the zombies must charge or rush the nearest unit.
First roll a D3, which represents decimals, and then roll a D6,
which represents units. 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 11 (mutated line of sight on the table. Select one random unit, and at the
beast) 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 must add +D3“ to all of its
movement 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 1 wound.

 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 a D6 and check which battlefield condition you get All wizards get +1 to their casting and blocking rolls.
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 is 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 automatic hits 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 is Cover Terrain. automatic hits.

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
3. Muddy Terrain ignore that wound.

6. Sinister Echoes
The entire table is Difficult Terrain.
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
4. Smell of Death friendly units within 6” take D3 wounds (don‟t roll to check
wound effects).
Whenever a unit needs to take a morale test it gets -1 to its
morale test roll.

5. Magical Winds

Whenever a unit uses an Advance action it must move +D3”


and when it uses a Rush or Charge action it must move +D6”.

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.

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
4. Magical Field
Objective Effects
5. Defensive Barrier
6. Holy Monument 1 & 2. Regular Objective

Terrain Effects Except for its strategic value there is nothing of note about this
mission objective.
1 & 2. Regular Terrain
No special objective effects are applied to this objective.
Even after careful inspection it seems that everything is normal in
this terrain. 3. Booby Traps

No special terrain effects are applied to this piece of terrain. The terrain is covered in mines or other improvised explosives that
make life hell for anyone near it.
3. Daemonic Infestation
Units within 3” of this objective always count as being in
The terrain houses a nest of ferocious beasts ready to tear anything Dangerous Terrain.
apart that dares approach.
4. Magical Field
Units moving through this terrain take 1 automatic wound.
It’s unclear why but there is a magical field around this terrain that
4. Deadly Spores makes movement extremely difficult.
A deadly fungus has grown all over this terrain, which suffocates Units within 3” of this objective always count as being in
anyone inside. Difficult Terrain.
Units that activate or move through this terrain immediately 5. Defensive Barrier
take D3 automatic hits.
The terrain is surrounded by an energy bubble that protects its
5. Magical Vigor occupiers from projectiles.
The terrain has a mysterious magical aura which greatly enhances Units shooting at targets within 3” of this objective get -1 to hit.
combat capabilities.
6. Holy Monument
Units inside of this terrain get +1 to hit when shooting.
Regardless of whoever built it, this majestic monument inspires
6. Defensive Stakes others to fight harder.
Whoever used to hold this terrain fortified it with heavy defensive Units within 3” of this objective get +1 to their hit rolls when
structures all around. attacking in melee.
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
he must roll a D6, and then he may only activate one of his
 Surprise Engagement
units that is within that table section (results of 1-3 = section 1,
 Ebb and Flow
4-6 = section 2).
 Shifting Focus
 Combat Fatigue If there are no eligible units in that table section, then he must
 Prolonged Battle move on to the next section.

Surprise Engagement Combat Fatigue


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

First each player divides their deployment zone into 2 equal If the result is a 2 or a 12, then he may not activate any more
sections and numbers them section 1 and section 2. units this round, and as soon as his opponent has finished
activating at least half of his 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 of Prolonged Battle
1-3 = section 1, 4-6 = section 2).
Starting from the end of the 4th round players must roll a die at
Units that are deployed differently due to special rules (such as 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 a 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 all units have been deployed 3 battle preparation rounds
deployment phase, which adds some interesting strategies to 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 automatic 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 his 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 he 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 player 4. Sabotage Terrain
may move a markers. Markers that are within 12” of an enemy
If the opposing player chose the “fortify terrain” tactic during
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 move
Choose one friendly unit that is already deployed and place it
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.

26
COMMAND POINTS
Playing with Command Points
Command Points (CP) are an optional resource that can be
added to the game, giving players access to 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 500pts in their
army.

At any point during the game players may then spend their CP
in order to activate abilities, 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 players must pick one of the following combat Pick one friendly unit that just used a Rush action. That unit
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 was just Stunned or Routed. If it was
3. Shock Doctrine just Stunned it immediately recovers. If it was just Routed 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,
and it may ignore the -1 hit penalty.
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
Immediately activate one of your non-activated units, even if may move up to 6” directly away from the closest enemy.
it‟s not your turn to activate. 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 a shooting attack with -1 to hit against the charging unit
At the end of the round, pick one objective marker under your before it moves, 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 +D3” 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 about to fight in melee. Any
model that is killed during this melee may strike one more time
Hidden Deployment - 3 CP
before it is removed, ignoring the 6+ penalty from fighting in
After all units have been deployed, you may remove up to D3 melee more than once.
friendly units and place them again in any order. The opposing Ferocious Attack - 3 CP
player may spend 3 CP to do the same, in which case players
alternate in placing the units again. Pick one friendly unit that just finished fighting in melee, and it
may immediately fight again, ignoring the 6+ penalty 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 his
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 he
 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.

28
FATIGUE
Using Fatigue Unit Activation & Fatigue
Fatigue rules are optional rules that change how units behave When a unit that has fatigue markers is activated it must take
as they are put through continuous fighting. as many morale tests markers on it, without the -1 morale test
penalty for fatigue.
Units get 1 fatigue 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 losing melee.
Units with fatigue markers may use a Rest action by staying
 Units may also willingly get 1 fatigue marker to add
idle during their activation, which removes all markers at the
+3” to their Advance moves or +6” to their Rush or
end of the round.
Charge moves.
Note that Stunned units may use Rest actions to remove all
There is no limit to how many fatigue markers a unit can take
fatigue markers as well as stop being Stunned.
during the game.
Heroic Inspiration
No More!
The presence of heroes helps allies recover from fatigue when
Whenever a unit takes a fatigue marker that brings it to a total
they are activated.
of 3 markers or more, then it must take a morale test.
Whenever a hero is activated you may remove 1 fatigue marker
This is just a regular morale test, and if it‟s failed the unit must
from the hero and his unit, and from all other friendly units
remain idle during its next activation.
within 12” (this doesn‟t require any rolls).
Effects of Fatigue
Fatigue markers affect how units will perform in combat and
the more markers a unit has the worse it will perform.

For each fatigue 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, then melee attacks
made against him get +1 to hit and you must add +1 to results
Pick any of the following:
when 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
 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 see They may use advance actions and remain hidden as long as
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 t heir 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.
Team Games

Deployment: All players roll-off to determine the order in If you want to play games with 3+ players, then team games
which they will deploy. Then the players alternate in picking a are the best way to go, as there is no limit to the amount of
table corner and deploying one unit each within 12”, starting players that can participate.
with the player that got the highest score and then alternating When playing the game follow all of the regular rules, with just
in descending order. a couple of exceptions as described below.
Turn Order: At the beginning of each round, including the Forming Teams: Before the game begins divide the players
first, players roll-off to determine the order in which they into two teams by simply picking who belongs to which team,
activate t heir units. The player with the highest score goes first doing a draft, rolling for teams randomly, or however else you
and then the players alternate in descending order. would like to pick teams. Note that teams don‟t need to have
Combat: During the game players may only target enemy units equal amounts of players, so you can play 2 vs. 1, 3 vs. 1, etc.
from the player that deployed after them. If they are attacked The Armies: When preparing armies you must split the
in melee by any other player then they may still strike back, but amount of points that each team is allowed to take between its
they may not voluntarily target them otherwise. 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 unevenly.

Deployment: When deploying units players from the same


team must deploy their units along the same table edge,
alternating in placing one unit per player 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 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 you and your opponent must
set up 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 managed to seize most markers wins.

2. Seize Ground
After the table has been prepared you and your opponent must
set up 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 managed to seize most markers wins.

3. Relic Hunt
After the table has been prepared you and your opponent must
set up 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 managed to seize 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 and then alternate in placing one unit each.

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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