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General Principles Deployment: Players roll-off, and the Melee

winner picks a long table edge as their


The most important rule: Whenever the deployment zone, with their opponent Charging models must move into base
rules are unclear, use common sense taking the opposite. Then the players contact with the target, or as close as
and personal preference. Have fun! alternate in placing one unit each within possible, and then defenders must do
12” of their table edge, starting with the the same by moving up to 3”. Models
Quality Tests: Roll one six-sided die, and
player that won the deployment roll-off. within 2” of enemies may strike with all
if you score the unit‘s quality value or
their melee weapons, which works just
higher, then it‘s a success.
Playing the Game like shooting. Then the defending unit
Modifiers: Regardless of modifiers, rolls may choose to strike back, but doesn’t
The game is played in rounds, with
of 6 are always successes, and rolls of 1 have to. Once both units are done, the
players alternating in activating one unit
are always fails. loser must take a morale test. If one of
each, starting with the player that won
the two units is destroyed, the other may
Preparation the deployment roll-off. Each new round
move by up to 3”, else the charging unit
the player that finished activating first
The Armies: The players put together must move back by 1” (if possible).
on the last round gets to start.
two armies of equal points before the Fatigue: Units only hit on unmodified
game begins (we recommend 1000pts to Activation results of 6 in melee until the end of the
start, and 2000pts for a full match). round after they charge or strike back.
The player picks one unit, and it may do
Combined Units: Players may combine one of the following:
Morale
two copies of the same multi-model unit
Action Move Notes
into a single unit, if upgrades that apply Morale Tests: Whenever a unit takes
Hold 0” Can shoot
to all models are bought for both. wounds that leave it with half or less of
Advance 6” Can shoot after move
its total size or tough value (for units
Force Org. (optional): Players may only Rush 12” Can’t shoot
with a single model), or it loses a melee,
bring up to 1 hero per 500pts in their Charge 12” Moves into melee
it must take a morale test. Take a quality
army, and only 1+X copies of the same
test, and if failed it is Shaken until the
unit, where X is 1 per 1000pts in their Movement
end of its next activation. Shaken units
army (combined units count as one). No
Unit members must stay within 1” of at count as fatigued, always fail morale
single unit may be worth over 35% of
least one other member, and within 9” of tests, and must stay idle.
total points, and armies may only have
all other members. Units may only move
max. of 1 unit per 200pts. Melee Results: Units in melee don’t take
within 1” of other units when charging,
morale tests from wounds. Instead they
Example: At 2000pts, max. 4 heroes, and may only charge if at least one
compare the number of wounds each
max. 3 copies of each unit, no unit worth charging model can reach base contact
unit caused, and the unit with the lowest
over 700pts, and max. 10 units in total. with one model from the target unit.
total loses, and must take a morale test.
The Battlefield: The game is played on a Shooting If the test is failed whilst the unit is down
flat 6‘x4‘ surface, with at least 10-15 to half or less of its total size or tough
pieces of terrain on it. The game can be Models in range and line of sight may value, then it Routs (remove from play),
also played on smaller surfaces, as long fire all ranged weapons, and may fire at else it is Shaken instead.
as armies deploy at least 24" apart. up to two different targets with different
weapon types. Shooting models take one Terrain
Mission: Place D3+2 objectives. Players quality test per attack, and each success
roll-off to go first, and then alternate in Cover Terrain: Units with most models in
is a hit. For each hit defending units roll
placing one marker each outside of or behind cover get +1 to Defense rolls
one die trying to score their Defense
deployment zones, and over 9” away when blocking hits from shooting.
value or higher, and each fail causes one
from each other. At the end of each Difficult Terrain: Units moving through
wound. For each wound, the defender
round, if a unit is within 3” of a marker must remove one model. difficult terrain can’t move more than 6”
while enemies aren’t, then it’s seized, in total at a time.
and remains seized even after leaving.
Shaken units can’t seize markers, and if Dangerous Terrain: Models moving
units from both sides are contesting a across dangerous terrain, or that
marker, then it becomes neutral again. activate in it, must roll one die (or as
The game ends after 4 rounds, and the many as their tough value), and for each
player that controls most markers wins. roll of 1 the unit takes one wound.

1
Aircraft: Must deploy before all other Fear(X): Counts as having dealt +X Sniper: Shoots at Quality 2+, and may
units, ignores all units and terrain when wounds when checking who won melee. pick one model in a unit as its target,
moving/stopping, can’t seize objectives, which is resolved as if it’s a unit of 1.
Fearless: When failing a morale test,
and can’t be moved in contact with. May
roll one die. On a 4+ it’s passed instead. Stealth: Enemies get -1 to hit rolls when
only use Advance actions, moving in a
shooting at units where all models have
straight line by 30”-36” without turning. Flying: May go through obstacles and
this rule from over 12" away.
If it moves off-table, its activation ends, ignores terrain effects when moving.
and it must be deployed on any table Strider: May ignore the effects of
Furious: When charging, hits from
edge at the beginning of the next round. difficult terrain when moving.
unmodified rolls of 6 are multiplied by 2
Units targeting this model get -12” range
(only the original hit counts as a 6). Tough(X): This model must take X
and -1 to hit rolls.
wounds before being killed. If a model
Hero: Heroes with up to Tough(6) may
Ambush: This model may be kept in with tough joins a unit without it, then it
deploy as part of one multi-model unit
reserve instead of deploying. At the start is removed last when the unit takes
without another Hero. The hero may
of any round after the first, you may wounds. Note that you must continue to
take morale tests on behalf of the unit,
place the model anywhere, over 9” away put wounds on the tough model with
but must use the unit’s Defense until all
from enemy units. If both players have most wounds in the unit until it is killed,
other models have been killed.
Ambush, roll-off to see who goes first, before starting to put them on the next
and alternate deploying units. Units that Immobile: May only use Hold actions. tough model (heroes must be assigned
deploy like this on the last round can’t wounds last).
seize or contest objective markers. Impact(X): Gets X attacks that hit on 2+
Transport(X): May transport up to X
when charging.
AP(X): Targets get -X to Defense rolls models or Heroes with up to Tough(6),
when blocking hits. Indirect: May target enemies that are and non-Heroes with up to Tough(3)
not in line of sight, and ignores cover which occupy 3 spaces each. Units may
Blast(X): Each attack ignores cover and
from sight obstructions, but gets -1 to hit deploy inside or embark by moving into
multiplies hits by X, but can’t deal more
rolls when shooting after moving. contact, and may use any move action to
hits than models in the target unit.
disembark, but must stay within 6” of it.
Lance: Gets AP(+2) when charging.
Caster(X): Gets X spell tokens at the When a transport is destroyed, units
beginning of each round, but can’t hold Lock-On: Ignores cover and all negative inside must take a dangerous terrain
more than 6 tokens at once. At any point modifiers to hit rolls and range. test, are immediately Shaken, and
before attacking, spend as many tokens surviving models must be placed within
Poison: Targets get -1 to Regeneration
as the spell’s value to try casting one or 6” of the transport before removing it.
rolls, and must re-roll unmodified
more spells (only one try per spell). Roll
Defense rolls of 6 when blocking hits.
one die, on 4+ resolve the effect on a
target in line of sight. This model and Regeneration: When taking a wound, roll
other casters within 18” in line of sight one die. On a 5+ it is ignored.
may spend any number of tokens at the
Relentless: When using Hold actions and
same time before rolling, to give the
shooting, hits from unmodified rolls of 6
caster +1/-1 to the roll per token.
are multiplied by 2 (only the original hit
Counter: Strikes first with this weapon counts as a 6).
when charged, and the charging unit
Reliable: Attacks at Quality 2+.
gets -1 total Impact attacks (per model
with this rule). Rending: Targets get -1 to Regeneration
rolls, and unmodified results of 6 to hit
Deadly(X): Assign each wound to one
count as having AP(4).
model, and multiply it by X. Hits from
Deadly must be resolved first, and these Scout: This model may be deployed after
wounds don’t carry over to other models all other units, and may then move by up
if the target is killed. to 12”, ignoring terrain. If both players
have Scout, roll-off to see who goes first,
Entrenched: Enemies get -2 to hit when
and alternate deploying units.
shooting at this model from over 12”
away, as long as it hasn’t moved since Slow: Moves -2” when using Advance,
the beginning of its last activation. and -4” when using Rush/Charge.

Fast: Moves +2” when using Advance,


and +4” when using Rush/Charge.

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