AoFR - Advanced Rulebook v3.2.0
AoFR - Advanced Rulebook v3.2.0
Giovanni Smillo
© onepagerules. All Rights Reserved
2
AGE OF FANTASY: REGIMENTS v3.2.0
Introduction Contents
Age of Fantasy: Regiments is a miniature wargame set in a Welcome to Age of Fantasy ........................................................... 2
dark magical world, which is played using 32mm miniatures.
Introduction & Contents ................................................................ 3
The game mechanics are designed to be easy to learn but hard
Basic Rules........................................................................................ 4
to master, bringing engaging fantasy battles for new and
experienced players alike. General Principles............................................................. 4
• Basic Rules - Everything you need to play the game, Playing the Game.............................................................. 8
with plenty of diagrams and examples. Game Structure & Movement ......................................... 9
• Advanced Rules - Extra rules that you can use on top
of the basic rules to spice up the game. Shooting ........................................................................... 10
• Total Conversions - Rules that radically modify the Melee ................................................................................ 11
base rules and provide a new experience.
Morale .............................................................................. 13
• Additional Content - Extra content that is available
on our website, added here for your convenience. Terrain .............................................................................. 14
We recommend that you start off by playing with just a few Special Rules .................................................................... 16
advanced rules first, and then gradually add more as you get
Advanced Rules ............................................................................. 18
more comfortable with them.
Terrain Placement ........................................................... 18
Once you feel like you’ve gained a good understanding of the
game, you can then try out the total conversions, which Deployment Styles .......................................................... 19
provide a radically different experience from the base rules.
Extra Missions ................................................................. 20
About OPR Side-Missions .................................................................. 21
OPR (www.onepagerules.com) is the home of many free games Extra Actions ................................................................... 22
which are designed to be fast to learn and easy to play.
Solid Buildings ................................................................ 23
This project was made by gamers for gamers and it can only
exist thanks to the support of our awesome community. Random Events ............................................................... 24
If you want to help us in making more awesome content, you Battlefield Conditions .................................................... 25
can support us on Patreon: www.patreon.com/onepagerules Terrain & Objective Effects ............................................ 26
Exhaustion ....................................................................... 30
If you and your opponent cannot agree on how to solve a Additionally, we recommend having dice of multiple colors so
situation, use the following method in the interest of time. that you can combine them for faster rolling. Whenever a unit
is using multiple weapons, you can use different colors for
Roll one die. On a result of 1-3 player A decides, and on a
each weapon, and then roll them all at once.
result of 4-6 player B decides. This decision then applies for the
rest of the match, and once the game is over you can continue Sometimes the rules will refer to different types of dice, for
to discuss the finer details of the rules. example D3, 2D6 and D6+1. There are many types of dice, but
the notation remains the same, so just apply the following
Scale Conventions explanations to all types of weird dice you come across.
This game was written to be played with 32mm scale models in • D3: To use these dice, simply roll a D6 and halve
mind, which are mounted on square bases. These bases come the result, rounding up.
in various sizes, and we recommend that you always mount • 2D6: To use these dice, simply roll two D6 and sum
miniatures on the bases they come with. the results of both dice.
Here are some rough guidelines for model and base sizes: • D6+1: To use these dice, simply roll a D6 and add 1
to the result.
• Infantry: 32mm tall on 20mm/32mm square bases
• Large Infantry: 50mm tall on 40mm/50mm square bases Re-Rolls
• Cavalry: 40mm tall on 50mmx25mm rectangle bases
Whenever a rule tells you to re-roll a dice result, simply pick
• Monsters: 70mm tall on 60mm square bases
up the number of dice you have to re-roll, and roll them again.
• Giants: 100mm tall on 100mmx50mm rectangle bases
The result of the second roll is the final result, even if it’s worse
• Vehicles: Various sizes and not mounted on a base
than the first. A die roll may only be re-rolled once, regardless
Note that the base size that you use doesn’t matter, as long as of how many rules apply to it.
you keep base sizes consistent across all models.
Roll-Offs
Models & Units
Whenever a rule tells you to roll-off, all players involved in the
In the rules, individual miniatures are referred to as models, roll-off must roll one die, and then compare their results. The
whilst groups of one or more models are referred to as units. player with the highest result wins the roll-off, and in the event
of a tie the players must re-roll until there is a winner.
This means that when a rule applies to a unit it applies to all
miniatures within that unit, whilst if a rule applies to a model it Quality Tests
only applies to one individual miniature.
During the game you will be required to take Quality tests in
Unit Stats order to see if a unit succeeds at doing various things such as
hitting its targets or passing morale tests.
Units come with a variety of statistics that define who they are
and what they can do. Whenever a rule states that a unit must take a Quality test, roll
one die. If you score the unit’s Quality value or higher, then it
• Name [Size]: The name and number of models.
counts as a success, else it counts as a fail.
• Quality: The score needed for attacks and morale.
• Defense: The score needed for defense. Example: A model with Quality 4+ must take three Quality tests.
• Equipment: Any weapons and gear the unit has. The player rolls three dice and scores a 3, a 4 and a 5. This means that
• Special Rules: Any special rules the unit has. 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.
Giovanni Smillo
© onepagerules. All Rights Reserved
4
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.
Weapons
All weapons in the game are separated into two categories:
ranged weapons and melee weapons. Ranged weapons have a
range value and can be used for shooting, whilst melee
weapons don’t have a range value and can be used in melee.
Measuring Distances
To play the game you are going to need a ruler marked in
inches, which you may use to measure distances at any time.
Giovanni Smillo
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5
Unit Formations Line of Sight (LoS)
All models in a unit must be placed to be in base contact with When playing the game, line of sight is used to determine if a
each other, and in formations of 5 models per row for units model can see another model for any purpose.
with 5 / 10 models, and in formations of 3 models per row for
Depending on how strict players want to be with line of sight,
units with 3 / 6 models.
they need to agree on using one of the following methods
Models in a unit must always be placed so that they are lined before the game begins:
up edge-to-edge and corner-to-corner in a straight formation,
• Basic Line of Sight (aka True LoS)
with all models facing in the same direction.
• Top-Down Line of Sight (aka 2D LoS)
Note that as far as possible each row should have the same • Volumetric Line of Sight (aka 3D LoS)
number of models, and whenever that’s not the case it’s always
Each one of these methods is more complex than the other, and
the last row that must have fewer models.
we recommend playing with basic line of sight for your first
match, and only switch to another more complex method if
you find it not to be precise enough for your needs.
Note that no matter which method you use, the following rules
always apply to line of sight:
Unit Facing
All models and units must have a clear front, flank and rear,
based on where they are facing, which are used to determine
various things like movement and line of sight.
Note that each of their front, flank and rear arcs extend at a 45°
angle, forming four 90° quadrants.
Giovanni Smillo
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6
Basic Line of Sight (aka True LoS) Volumetric Line of Sight (aka 3D LoS)
When playing with basic line of sight, models can see targets When playing with volumetric line of sight, models can see
based on the actual line of sight of the physical miniature. targets by drawing lines between imaginary volumes, with
heights defined by their base sizes.
To determine line of sight, simply get down to the eye level of
the miniature, and check if it can see the target. If the target is Before the game begins, players must assign a height value in
visible, then the model has line of sight. inches to all units. Each model occupies a volume of space of
that height above its base, determined by its base size. As a
When using this method, we recommend that models should
guideline, height can be defined based on the typical size of
see at least 10% of the target in order to have line of sight, to
models that are mounted on those base types.
avoid discussions over ambiguous edge cases.
For models without a base, measure their actual height and
Top-Down Line of Sight (aka 2D LoS) define an area around their centre as being their base size for
When playing with top-down line of sight, models can see determining how large their volume is.
targets by drawing lines between their bases, and obstructions Whilst not an exhaustive list, here are some pre-set heights you
block sight based on their assigned height. can use to speed up preparation:
Before the game begins, players must assign a height value to
• 25mm Base - Height 1”
all units and terrain. As a guideline, height can be defined as a
• 32mm Base - Height 1.25”
value of X+1, where X is the actual height of the physical item.
• 40mm Base - Height 1.5”
Example: A 2” high building counts as being height 3. • 50mm Base - Height 2”
• 60mm Base - Height 3”
The same guidelines apply to models, but you can also use the
• 100mm Base - Height 4”
following pre-set heights to speed up preparation:
To determine line of sight, simply draw a straight line from any
• Height 1 - Swarms
point of the model’s volume to any point of the target model’s
• Height 2 - Infantry, Artillery
volume. If the line doesn’t pass through any obstacles or unit
• Height 3 - Large Infantry, Cavalry, Chariots
volumes, then the model has line of sight.
• Height 4 - Large Cavalry, Monsters, Vehicles
• Height 5 - Large Monsters, Giants When using this method, we recommend building simple
• Height 6 - Titans paper cylinders with the volume of each base size before
playing, which can be used during the game in place of models
When standing on top of terrain, units add its height to their
to determine line of sight more easily.
own, and the total counts as their new height value.
Giovanni Smillo
© onepagerules. All Rights Reserved
7
PREPARATION
Preparing the Battlefield Force Organisation (Optional)
You are going to need a flat 6’x4’ surface to play on, which is Optionally you and your opponent may agree to use the force
usually referred to as “the battlefield” or “the table”. Note that organisation rules, which help make army composition more
the game can be also played on smaller surfaces, as long as consistent and balanced.
armies deploy at least 24" apart.
The armies must follow these limitations:
Whilst we recommend playing on a table, you can of course
• Only 1 hero per 500pts
play on the floor, on a bed, or wherever else you have space.
• Only 1+X copies of the same unit, where X is 1 per
Once you have found a space to play, you are going to have to 750pts (combined units count as one)
place at least 5 pieces of terrain on it, though we recommend • No single unit worth over 35% of total points
using 10 or more to keep things interesting. Whilst it’s always • Only 1 unit per 150pts
nice to play with great looking pieces of terrain, you can simply
Example: At 1500pts, players may bring max. 3 heroes, max. 3 copies
use household items such as books or cups as terrain pieces.
of each unit, no unit worth over 525pts, and max. 10 units in total.
There are no specific rules on how you should place terrain,
but we have provided some general guidelines in the terrain Combined Units
section of this book to help you get started. When preparing your army you may combine two copies of
the same multi-model unit into a single big unit, as long as any
Placing Objectives
upgrades that are applied to all models are bought for both.
After the table has been prepared, you and your opponent
Example: A unit of Infantrymen with Swords cannot be merged with
must set up D3+2 objective markers on the battlefield.
a unit of Infantrymen with Spears, because they have two different
The players roll-off and the winner picks who places the first upgrades that are applied to all models in the unit.
objective marker. Then the players alternate in placing one
marker each outside of the deployment zones, and over 9”
Deploying Armies
away from other markers (note that markers can’t be placed in Once the mission has been set up, the players roll-off and the
unreachable position, like impassable terrain). winner must start deploying their army first.
The Mission The winning player first chooses one long table edge to deploy
on and then places one unit fully within 12” of their table edge.
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. Once they are done, then the opposing player places one unit
fully within 12” of the opposite table edge.
Markers remain seized even if the unit moves away, however
Shaken units can’t seize or stop others from seizing them. Then the players continue alternating in placing one unit each,
until all units have been deployed.
If units from both sides contest a marker at the end of a round
then it becomes neutral.
After 4 rounds have been played, the game ends, and the
player that controls most markers wins.
Giovanni Smillo
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8
GAME STRUCTURE & MOVEMENT
Game Structure Holding
The game is structured into game rounds, player turns and When taking a Hold action, the unit may pivot by up to 180° to
unit activations. Here is the breakdown of what these mean: change the direction it is facing.
Once the action has been taken, their turn ends, and the Rushing
opposing player’s turn starts. This continues until all units When taking a Rush action, the unit may first pivot by up to
have activated, at which point the round ends and a new game 90°, and then move by up to 12” in a straight line. The same
round begins. On each new round the player that finished rules about keeping 1” distance apply to Rush actions.
activating first on the last round gets to activate first.
Charging
After 4 full rounds have been played the game ends, and
players determine who won, by checking if they completed When taking a Charge action, the unit may first pivot by up to
their mission objectives. 90°, and then move by up to 12” in a straight line. Units taking
Charge actions may ignore the 1” distance restriction, however
Activating Units since this is a little more complex it will be explained in detail
Players must activate one unit that has not been activated yet in the Melee section.
and take one action. Note that units may only take a Charge action if their move
Here are all available actions and what they allow a unit to do: would bring at least one model into base contact with another
model from the target unit.
• Hold - Doesn’t move, can shoot.
• Advance - Moves 6” and can shoot after moving. Pivoting
• Rush - Moves 12” but can’t shoot.
Whenever a unit pivots, you may turn it around its center point
• Charge - Moves 12” into melee.
in order to face a different direction, and you may ignore all
terrain and units (friendly or enemy) to complete the pivot.
Giovanni Smillo
© onepagerules. All Rights Reserved
9
SHOOTING
Picking Targets 1. Determine Attacks
When taking a Shooting action, a unit must pick one valid Sum the Attack value from the weapons of all models that can
target and all models in the unit may shoot at it. shoot at the target to determine how many attacks the unit has
in total for this shooting.
If at least one model in the unit has line of sight to an enemy
model, and has a weapon that is within range of that model, Example: A unit of five Archers is shooting at a unit of Skeletons.
then that enemy is a valid target. Three Archers with Bows (Attack 1) are within range and line of
sight of the Skeletons, which means the unit has a total of 3 attacks for
Who Can Shoot this shooting.
All models in a unit with line of sight to the target in their front
2. Roll to Hit
facing, and that have a weapon that is within range of it, may
fire at it. Note that models may always ignore friendly models After having determined how many attacks the unit has in
from their own unit when determining line of sight. total, take as many Quality tests as attacks. Each successful roll
counts as a hit, and all failed rolls are discarded with no effect.
3. Roll to Block
For every hit that the unit has taken, the defending player must
roll one die, trying to score the target’s Defense value. Each
success counts as a blocked hit, and all failed rolls cause one
wound each to the target.
Example: The unit of Skeletons (Defense 5+) has taken two hits. They
roll two dice and get a 4 and a 5. This means that the Skeletons have
blocked 1 hit and taken 1 wound.
4. Remove Casualties
For each wound that the unit has taken, the defending player
must remove one model as a casualty from the back row.
Example: In the image above only the three Archers in the middle can
shoot at the Skeletons. The model at the top is in range but has no line The defending player may remove models from the target in
of sight, whilst the model at the bottom has line of sight but is out of any order, as long as only the last row has fewer models.
range of the Skeletons.
Note that the target for each weapon group must be declared
before rolling, and all weapons are fired simultaneously.
1. Determine Attacks
2. Roll to Hit
3. Roll to Block
4. Remove Casualties
Giovanni Smillo
© onepagerules. All Rights Reserved
10
MELEE
Picking Targets Who Can Strike
When taking a Charge action, a unit must pick one valid target All models in the two front rows may strike, and they may
and all models in the unit must charge it. only strike at targets in their front facing.
If at least one model in the unit is within charge distance of one Models may strike with all of their melee weapons, and may
model from the target unit, and has a clear path to reach it, only strike at models from the target unit.
then that enemy is a valid target (no line of sight is needed).
Charge Moves
Charging units may pivot by up to 90° before moving, and
must then move by up to 12” to get into base contact with an
enemy model from the target unit (charge moves must be in a
straight line, and units may only pivot before moving)
Once the unit has reached contact with the target, it must then
pivot so as to close any gaps, and then shuffle sideways to try
and maximize contact with the target, and then the target unit
must do the same if necessary.
Note that units must charge and align with their target in the
facing where the majority of their front rank models are when
the charge is first declared.
This makes flank and rear charges very powerful, as the target
is most likely going to have to take a morale test, and will risk
being Shaken. Not only that, but units that are charged in the
rear won’t be able to pivot and charge back, making them
waste a turn pivoting and not fighting.
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11
The Melee Sequence Return Strikes
Melee is done in a simple sequence which has to be followed Once all charging models have attacked, the defending unit
separately for the charging unit and the target unit: may choose to strike back (following the melee sequence
again), but doesn’t have to. Note that striking back does not
1. Determine Attacks
count its activation, and activated units may strike back.
2. Roll to Hit
3. Roll to Block Fatigue
4. Remove Casualties
After attacking in melee for the first time during a round, either
1. Determine Attacks by charging or by striking back, models only hit on unmodified
rolls of 6 in any subsequent melee until the end of the round.
Sum the Attack value from the weapons of all models in the
two front rows to determine how many attacks the unit has in Melee Resolution
total for this melee.
Once the defender has struck back (or not if they chose not to
Example: A unit of five Infantrymen is charging a unit of Skeletons. strike back), you need to determine who won the melee.
All of the Infantrymen are armed with Hand Weapons (Attack 1),
which means the unit has a total of 5 attacks for this melee. Sum the total number of wounds that each unit caused, plus
the number of full rows they have, and compare the two. If one
2. Roll to Hit unit has a higher total than the other, then it counts as the
winner, and the opposing unit must take a morale test.
After having determined how many attacks the unit has in
total, take as many Quality tests as attacks. Each successful roll Note that in melee only the loser takes a morale test, regardless
counts as a hit, and all failed rolls are discarded with no effect. of casualties, and it is possible to lose even without taking any
wounds due to the number of full rows being counted.
Example: The five Infantymen (Quality 5+) are striking at the
Skeletons. They take five Quality tests and roll three 4s, a 5 and a 6. If the units are tied for their total value, then the melee is a tie,
This means that they score a total of 2 hits. and neither unit must take a morale test.
4. Remove Casualties If one of the two units was destroyed (by removing all models
as casualties, or by routing due to a failed morale test), then the
For each wound that the unit has taken, the defending player
other unit may either pivot by up to 180° or move by up to 3”
must remove one model as a casualty from the back row.
in any direction.
The defending player may remove models from the target in
If neither of the units was destroyed, then the charging unit
any order, as long as only the last row has fewer models.
must move back by 1” (if possible), to keep the separation
between units clear, and show they are not locked in melee.
Giovanni Smillo
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12
MORALE
Morale & When to Test Shaken Units
As units take casualties, they will be pinned by enemy fire or Shaken units count as being Fatigued, and automatically fail
flee from the battlefield entirely. morale tests as long as they are shaken.
Whenever a unit takes wounds that leave it with half or less of They must still be activated normally, but must spend their
its starting size or tough value (for units with a single model), activation being idle and may only pivot by up to 90° (but else
or whenever it loses a melee, then it must take a morale test. may do nothing), which stops them from being Shaken at the
end of their activation.
Note that starting size is counted at the beginning of the game.
To take a morale test, the affected unit must simply take one
regular Quality test, and see what happens:
Giovanni Smillo
© onepagerules. All Rights Reserved
13
TERRAIN
Terrain Rules
When setting up terrain, players must agree on what terrain
type rules each piece of terrain follows. This will make sure
that you do not have any arguments during your game, and
that things can proceed smoothly.
Open Terrain
Examples: Grass Fields, Dirt Roads, Streets, etc.
Cover Terrain
Any surface that is not specifically defined as a type of terrain
Examples: Forests, Ruins, Fences, etc.
(like forests, buildings, rivers, etc.) counts as open terrain.
Terrain features that models can hide in or behind, or that
Open terrain does not have any special rules, and any rules
could stop projectiles, count as cover terrain.
that affect terrain do not apply to open terrain.
If the majority of models in a unit are in or behind a piece of
Impassable Terrain cover terrain, they get +1 to Defense rolls when blocking hits
Examples: Mountains, Canyons, Deep Water, etc. from shooting attacks.
Any surface that would stop models from moving through it Difficult Terrain
counts as impassable terrain.
Examples: Woods, Mud, Rivers, etc.
Units may not move through impassable terrain, unless they
Terrain features that hinder a model’s movement, or force
have any rules that allow them to ignore it.
them to slow down, count as difficult terrain.
Blocking Terrain If any model in a unit moves in or through difficult terrain at
Examples: Walls, Buildings, Rocks, etc. any point of its move, then all models in the unit may not move
more than 6” for that movement.
Any piece of terrain that models can’t see or shoot through
counts as blocking terrain. Dangerous Terrain
Units may not draw line of sight through blocking terrain, Examples: Quicksand, Lava Pools, Deadly Vegetation, etc.
unless they have any rules that allow them to ignore it.
Terrain features that could harm models, or outright kill them,
count as dangerous terrain.
To take a dangerous terrain test, roll one die (or as many dice
as the model’s Tough value), and if the result is 1, then the unit
takes one automatic wound.
Elevated Terrain
Hills, Rooftops, Cliffs, etc.
Terrain that is over 3” tall, and any gaps that are over 1” wide,
count as elevated terrain, and are impassable.
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14
TERRAIN
Terrain Setup Guidelines Terrain Placement
Whilst there are no specific rules as to how terrain should be When setting up terrain, you should use at least 10-15 pieces of
placed, here are some guidelines on how to handle terrain to terrain, although using more can be more ineresting.
have a balanced match.
A simple way to make sure that you’re using enough terrain is
Here are all the things you should consider: to take as many pieces of terrain as you need to fully cover at
least 25% of the table, and then spread them out.
• Size of your terrain
• Rules for each terrain It’s also good to keep a balance of different terrain types, so
• Number of pieces that units with different weapons and special rules can use
• How to place it them effectively in various situations.
Whilst there is no limit to the size of terrain that you can use • At least 50% should block line of sight
for your games, we have a few recommendations for you: • At least 33% should provide cover
• At least 33% should be difficult terrain
• Small pieces of scatter terrain, like barrels, boxes, • Each player should pick 1 piece to be dangerous
barricades, etc. should be somewhere between 1”x1”
and 3”x3” in size. Example: If you’re playing with 12 pieces of terrain, at least 6 should
• Large terrain features, like buildings, forests, lakes, block line of sight, 4 should provide cover, 4 should be difficult
etc. should be somewhere between 4”x4” and 8”x8” in terrain, and 2 should be dangerous terrain.
size, but can be as large as 12”x12”. Once you have chosen which terrain pieces you are going to
For each terrain feature you’ll also have to define some basic use, you can either have one player set up all of the terrain, or
rules for how it works in the game. Most terrain features will have both players set up terrain together.
probably have a single type, but you can combine multiple To make sure neither player has an advantage, you can roll-off,
types together, and even add extra conditions to them. and then then alternate in placing one terrain piece each,
Here are some guidelines for common terrain types: starting with the player that won.
Giovanni Smillo
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15
SPECIAL RULES
Rules Priority & Stacking Effects Caster(X)
Most units have one or more special rules that affect the way Models with this rule get X spell tokens at the beginning of
they behave, and that sometimes go against the standard rules. each round, but can’t hold more than 6 tokens at once.
Whenever you come across one of these situations, the special At any point before attacking, you may try casting one or more
rule always takes precedence over the standard rules. spells (may only attempt to cast each spell once), by picking
them from this model’s faction, and spending as many tokens
Note that effects from multiple instances of the same special
as the spell’s value (in brackets).
rule or spell don’t stack, unless it is a rule with (X) in its name,
or unless it is specified otherwise. Then roll one die, and on a 4+ you may resolve the effects on a
target in line of sight. This model and other casters within 18”
Command Groups in line of sight may spend any number of tokens at the same
When preparing your army, each unit may only have one of time before rolling, to give the caster +1/-1 to the casting roll
each of the following upgrades (even combined units). per token spent.
Entrenched
Enemies get -2 to hit when shooting at models with this special
rule from over 9” away, as long as this model hasn’t moved
since the beginning of its last activation.
Fast
Models with this special rule move +2” when using Advance
actions, and +4” when using Rush or Charge actions.
Fear(X)
Ambush Units with this special rule count as having dealt +X wounds
You may choose not to deploy a model with this special rule when determining who won in melee.
with your army, but instead keep it off the table in reserve.
Fearless
At the beginning of any round after the first, you may place the
Whenever models with this special rule fails morale test, roll
model anywhere on the table, over 12” away from enemy units.
one die. On a 4+ the test is passed instead.
If both players have units with Ambush, they must roll-off to
see who deploys first, and then alternate in placing them. Flying
Note that units that deploy from Ambush on the last round Models with this special rule may move through units and
can’t seize or contest objective markers. terrain, and may ignore terrain effects when moving.
AP(X) Furious
Enemy units taking hits from weapons with this special rule Whenever a model with this rule charges, hits from
get -X to Defense rolls. unmodified rolls of 6 are multiplied by 2, but only the original
hit counts as a 6 for special rules.
Blast(X)
Each attack from weapons with this rule ignores cover and
multiplies its hits by X, however it can’t deal more hits than
models in the target unit.
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Hero Scout
Heroes with up to Tough(6) may be deployed as part of one Models with scout may be deployed after all other units, and
other friendly multi-model unit without another Hero at the may immediately be moved by up to 12”, ignoring any terrain.
beginning of the game.
If both players have units with Scout, they must roll-off to see
When taking morale tests the hero may take them on behalf of who goes first, and then alternate in placing them.
the unit, but when rolling to block it must use the unit’s
Defense until all other models are killed.
Slow
Models with this special rule move -2” when using Advance
Immobile
actions, and -4” when using Rush or Charge actions.
Models with this special rule may only use Hold actions.
Sniper
Impact(X)
Models firing weapons with this special rule count as having
Whenever this model attacks after charging (without being Quality 2+ when rolling to hit, and the attacker may pick one
fatigued), roll X dice. For each 2+ the target takes one hit. model from the target unit as its target.
Weapons with this special rule may shoot at enemies that are Stealth
not in line of sight, and ignore cover from sight obstructions,
Enemies targeting units where all models have this special rule
however they get -1 to hit when shooting after moving.
get –1 to hit when shooting at them from over 9” away.
Lance
Strider
Whenever a model with a weapon with this special rule
Models with this special rule treat Difficult Terrain as Open
charges, this weapon gets AP(+2).
Terrain when moving (may move more than 6”).
Limited
Tough(X)
Weapons with this rule may only be used once per game.
Models with this special rule must accumulate X wounds
Poison before being removed as a casualty.
Enemy units taking wounds from weapons with this special If a model with Tough joins a unit without it then you must
rule can’t regenerate them, and must re-roll unmodified remove regular models as casualties before starting to
Defense rolls of 6 when blocking hits. accumulate wounds on the model with Tough.
Regeneration When a unit with multiple Tough models takes wounds you
must accumulate them on the tough model with most wounds
Whenever this model takes wounds, roll one die for each. On a until it is killed before starting to accumulate them on another.
5+ the wound is ignored.
Note that heroes must still be assigned wounds last.
Relentless
Transport(X)
Whenever a model with this rule uses a Hold action and
Models with this special rule may transport up to X models or
shoots, hits from unmodified rolls of 6 are multiplied by 2, but
heroes with up to Tough(6), and non-Heroes with up to
only the original hit counts as a 6 for special rules.
Tough(3) which occupy 3 spaces each.
Reliable
Units may deploy inside transports at the beginning of the
Models attacking with weapons with this special rule count as game, or may embark by moving into contact with them, and
having Quality 2+ when rolling to hit. embarked units may use any move action to disembark
(including charging), but must stay within 6” of the transport.
Rending
When a transport is destroyed, units inside of it must take
Enemy units taking wounds from weapons with this special Dangerous Terrain test, are immediately Shaken, and surviving
rule can’t regenerate them, and whenever you roll an models must be placed within 6” of the transport before it is
unmodified to hit result of 6, that hit counts as having AP(4). removed from play.
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TERRAIN PLACEMENT
Terrain Placement Styles 3. Alternating (Restricted)
When preparing the game, you can either pick one of the Roll one die to select a random restriction, and then follow the
placement styles below, or select it randomly. same rules as the “Alternating (Free)” placement style:
To select a random placement style, roll one die: 1. No pieces of terrain may be placed within 12” of the
center of the table.
1. Random
2. No pieces of terrain may be placed within 12” of the
2. Alternating (Free)
edge of the table.
3. Alternating (Restricted)
3. Place the first piece of terrain at the center of the table.
4. Full Table
The rest must be placed more than 12” away from that
5. Two Halves
piece of terrain.
6. Six Squares
4. Place the first piece at the center of the table, and the
Terrain Selection rest must be placed within 9” of another piece of
terrain that was already placed.
Once you have decided what placement style to use, you may
5. Place the first 4 pieces each within 12” of a different
either pick 15-20 pieces of terrain that you want to play with, or
table corner. The rest can be placed anywhere.
else use the method below to generate terrain.
6. Place the first 4 pieces each in a different table quarter.
To generate balanced terrain follow these steps: The rest can be placed anywhere.
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DEPLOYMENT STYLES
Random Deployment Style 4. Ambush
Whilst you can simply pick one deployment style of your
choice, it can be interesting to have it be randomly selected
before the game begins, to keep things fresh.
1. Frontline
2. Long Haul
3. Side Battle
4. Ambush
5. Spearhead
6. Flank Assault
1. Front Line
Note that this is the standard deployment from the core rules. 5. Spearhead
3. Side Battle
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EXTRA MISSIONS
Random Mission Selection 1. Duel
Whilst you can simply pick one mission of your choice, it can After the table has been prepared, the players must set up a
be interesting to have a mission be randomly selected before total of D3+2 objective markers on the battlefield.
the game begins, to keep players on their toes.
After 4 rounds have been played the game ends, and the player
To select a random mission, simply roll one die: that controls most markers wins.
1. Duel Note that this is the standard mission from the core rules.
2. Seize Ground
2. Seize Ground
3. Relic Hunt
4. Sabotage After the table has been prepared, the players must set up a
5. Breakthrough total of 4 objective markers on the battlefield.
6. King of the Hill
Divide the non-deployment zone area of the table into 4 equal
quarters, and place one marker at the center of each.
After 4 rounds have been played the game ends, and the player
that controls most markers wins.
3. Relic Hunt
After the table has been prepared, the players must set up a
total of 3 objective markers on the battlefield.
After 4 rounds have been played the game ends, and the player
that controls most markers wins.
4. Sabotage
After the table has been prepared, the players must set up
1 objective marker each 12” away from their table edge.
Each objective marker belongs to the player that placed it, and
if at any point a unit seizes the enemy objective marker, then
Mission Objectives the marker is destroyed and removed from play.
Since all missions use objectives in order to determine who After 4 rounds have been played the game ends, and the player
wins, the following rules are common for all missions: that managed to destroy the enemy marker whilst keeping
• Placing Objectives: The players roll-off, and the their own marker intact wins.
winner picks who places the first objective marker. 5. Breakthrough
Then the players alternate in placing one marker each
outside of the deployment zones, and over 9” away After the table has been prepared, the players must set up
from other objective markers. 1 objective marker each on the battlefield.
• Seizing Objectives: At the end of each round, if a unit The objective markers must be placed at the center of each
is within 3” of a marker whilst no enemies are, then it player’s deployment zone, 12” away from the table edge.
counts as being seized. Markers remain seized even if
the unit moves away, however Shaken units can’t After 4 rounds have been played the game ends, and the player
seize or stop others from seizing them. If units from that controls most markers wins.
both sides contest a marker at the end of a round, then 6. King of the Hill
it becomes neutral.
After the table has been prepared, the players must set up only
Note that if you are using the random deployment styles rules,
1 objective marker on the battlefield.
you must first roll to see which deployment style you will use,
then roll for mission objectives, and only after you roll-off to The objective marker must be placed over 9” away from the
see who picks where to deploy. deployment zones and the table edges.
After 4 rounds have been played the game ends, and the player
that controls the marker wins.
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SIDE-MISSIONS
Playing with Side-Missions Categories
When playing with side-missions, the scoring at the end of the There are 3 different categories to choose from, each with their
game is done using a Victory Points (VP) system, instead of own twists and strategies:
winning based on the mission’s conditions.
1. Combat Mastery
At the end of the game, players earn VPs for completing the 2. Tactical Genius
main mission objective, as well as 1 VP for each side-mission 3. Heroic Intervention
that they completed:
1. Combat Mastery
• Duel - 1 VP per controlled marker
1. Conserve - At least 50% of friendly units alive.
• Seize Ground - 1 VP per controlled marker
2. Linebreaker - All enemies without Tough killed.
• Relic Hunt - 1 VP per controlled marker 3. Obliterate - Killed 3+ enemy units in one round.
• Sabotage - 1 VP for destroying the enemy marker and 4. Terrify - Enemy unit routs in melee.
1 VP for keeping own marker alive 5. Onslaught - Won melee by 3+ wounds.
• Breakthrough - 1 VP per controlled marker 6. Attrition - At least 50% of enemy units killed.
• King of the Hill - 2VP for controlling the marker
2. Tactical Genius
Before the game begins, pick one of the following playstyles, or
roll a D3 to randomly get one: 1. Dominate - Enemy controls no objectives.
2. Ground War - No enemy units within 6” of the center.
1. Shared 3. Overrun - At least one friendly unit fully inside each
2. Hidden table quarter.
3. Shared + Hidden 4. Defend - No enemy units fully inside friendly
Additionally, you must pick one of the following selection deployment zone.
methods, or roll a D3 to randomly get one: 5. Invade - At least one friendly unit with 3+ models
fully inside enemy deployment zone.
1. Free 6. Seize - Control most objective markers.
2. Limited
3. Randomized 3. Heroic Intervention
Selection Methods
There are 3 different selection methods you can use, each
giving the players a different degree of control:
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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
Hunker Down
Units can hit the ground and take cover in order to increase
their survivability when under enemy fire.
When taking a Hunker Down action, the unit remains idle, and
Heavy Charge
enemies shooting at it get -2 to hit rolls until its next activation.
Units can strengthen their melee prowess by making short but
Shaken units may take Hunker Down actions to get this bonus
brutal charges that devastate enemy lines.
as well as stopping to be Shaken.
When taking a Heavy Charge action, the unit makes a regular
Defensive Stance
Charge action, and gets +1 to hit in melee, but only if the total
Units can brace themselves for melee by adopting a defensive charge distance is over 3” and under 6”.
stance and preparing for brutal combat.
Stealth Move
When taking a Defensive Stance action, the unit remains idle,
Units can try to make it harder for enemies to shoot at them by
and may not strike back, and enemies attacking it in melee get
moving carefully and sticking close to the ground.
-2 to hit rolls until its next activation.
When taking a Stealth Move action, the unit may move by its
Shaken units may take Defensive Stance actions to get this
regular move distance, may not shoot, and enemies shooting at
bonus as well as stopping to be Shaken.
it get -1 to their hit rolls until its next activation.
Covering Fire
Overwatch
Units can try to pin down the enemy by shooting wildly so that
Units can hold off from doing anything and prepare to shoot at
they keep their heads down.
charging enemies or engage in deadly firefights.
When taking a Covering Fire action, the unit may not move,
When taking an Overwatch action, the unit stays idle, and until
and may shoot only hitting on rolls of 6+. Roll one die per hit,
its next activation it may react once to an enemy unit as it
and if you roll at least one 4+, then the target must take a
moves or shoots.
morale test (regardless of casualties). All hits are then
discarded. The unit may react to two things:
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SOLID BUILDINGS
Open vs Solid Buildings Building Destruction
The difference is simple: Optionally, solid buildings may be targeted for all types of
attacks as if they were any other unit.
• Open buildings have one or more openings which can
be used to place models inside. All buildings count as having Defense 2+ and a Tough(X)
• Solid buildings consist of one solid block which value, which you are going to set yourself, however here are
cannot be opened or reached into. some guidelines that you can use:
Usually, solid buildings would be treated as a piece of sight • Wood Buildings: Tough(6)
blocking and impassable terrain, however with these rules • Brick Buildings: Tough(12)
your units will be able to enter and defend them. • Stone Buildings: Tough(18)
Since buildings come in different sizes, you have to decide how Whenever a unit targets an enemy inside of a building with a
many models can be inside by yourself, however here are some ranged attack, roll one die for every attack that misses. On a 4+
guidelines that you can use: that attack hits the building instead, which is resolved after all
regular hits have been resolved.
• Small Sheds: 6 models
• Medium Houses: 11 models Note that failing to cast a spell targeting a unit inside of a
• Large Fortifications: 21 models building does not count as a missed attack.
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RANDOM EVENTS
Using Random Events 21. Magic Anomaly
Players can choose to add random events, which affect units on Place an anomaly 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+3 hits.
event is triggered every round.
22. The Walking Dead
At the beginning of each round, roll one die. On a 5+ an event
Place a unit of D6+4 Zombies (Qua 5+, Def 5+, Claws (A3),
is triggered, and you must roll two dice to determine which
one is triggered. Slow) in the center of one random table quarter. At the end of
each round the zombies must charge or rush the nearest unit.
First roll a D3, which represents the first number, and then roll
a D6, which represents the second number. 23. Crazed Sniper
Example: A player rolls two dice, with the first result being a 2 and Place a sniper on the highest piece of terrain with most line of
the second result being a 1. This would mean that event 21 (magic sight on the table. Select one random unit, and at the end of
anomaly) is chosen. each round if it is in line of sight of the sniper it takes D3 hits.
Note that if a random event calls for randomly selecting a unit 24. Surprise Attack
from any army, you must first randomly select an army for the
Select one random unit that is inside a piece of terrain. That
event, and then randomly select a unit to be the target.
unit is shaken.
11. Monstrous Spawn
25. Grave Miscalculation
Select one random unit, which immediately takes D3+3
The first time during this round when a unit rolls a 1 to hit for
automatic hits with AP(1).
shooting it takes D3+3 automatic hits with AP(2).
12. Low Supplies
26. Berserker
Select D3 random units, which can‘t shoot any of their
The first time during this round when a unit rolls a 6 to hit in
weapons until the end of the mission.
melee the target takes D3 automatic wounds.
13. Broken Morale
31. Flash Bombs
All units from one random army get -1 to morale tests until the
Select one random army. Enemy units get -1 in melee when
end of the game.
attacking units from that army until the end of the round.
14. Carnivorous Fauna
32. Suppressing Fire
Until the end of the mission whenever a unit enters terrain roll
Select one random unit, which doubles its shooting attacks
one die, on a 1 it takes a dangerous terrain test.
during this round.
15. Toxic Fumes
33. War Shout
Select one random table quarter. All of the units within that
Select one random unit that is shaken, which immediately
table quarter take D3+4 automatic hits.
stops being shaken.
16. Rigged to Blow
34. Covered in Blood
Select one random player, who may note down one piece of
Select one random unit. Enemy units within 6“ of it get -1 to
terrain in secret. The first unit to enter that terrain takes D3+3
morale until the end of the mission.
automatic hits with AP(2).
35. Magical Boots
Select one random unit, which moves +D3“ on Advance and
+2D3“ on Rush or Charge actions until the end of the mission.
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BATTLEFIELD CONDITIONS
Playing with Battlefield Conditions Mysterious Conditions
Before the game, you can either pick one of the conditions of 1. Damnation
your choice, or have it selected randomly.
At the beginning of each round, you must select one of your
First roll a D3 to select a condition type: units to make a sacrifice and take D3 wounds.
• 1-2 = None If you do, nothing happens. If you don’t, then all of your units
• 3-4 = Geological get -1 to all of their attack, defense and morale rolls this round.
• 5-6 = Mysterious 2. Arcane Power
Then roll one die, and check which battlefield condition you All casters get +1 to their spell casting rolls.
get, based on the type that was selected.
On an unmodified result of 1, something went wrong with the
Geological Conditions spell, and the caster takes D3 automatic wounds.
1. Earthquake 3. Inspiration
The entire table counts as Dangerous Terrain. Whenever a unit needs to take a morale test, it gets +1 to its
Any piece of terrain that already counted as Dangerous Terrain morale test roll.
becomes deadlier, and deals two wounds on a roll of 1. 4. Deadly Vortex
2. Heavy Storm Whenever a unit is activated, roll one die, on a 1 it takes D3
The entire table counts as Cover Terrain. automatic wounds.
5. Mystical Fog
Any piece of terrain that already counted as Cover Terrain
becomes more protective, and units get +2 to Defense rolls. Whenever a unit takes a wound, roll one die, on a 6+ it may
ignore that wound.
3. Muddy Terrain
6. Sinister Echoes
The entire table counts as Difficult Terrain.
Whenever a unit is Wavered, it also takes D3 wounds.
Any piece of terrain that already counted as Difficult Terrain
becomes harder to move through, and units may not move Whenever a unit is Routed as a result of losing in melee, all
more than 4” when crossing it. friendly units within 6” take D3 wounds.
4. Smell of Death
5. Magical Winds
6. Dark Skies
Roll 2D6 once before the game to check how visibility is.
For the rest of the game, all units get -2D6” range when firing
their ranged weapons (to a minimum of 3”).
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TERRAIN & OBJECTIVE EFFECTS
Using Terrain & Objective Effects
Players can choose to add extra rules to their terrain features
and objective markers 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 spikes or other improvised traps, which 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 that activate in or move through this terrain immediately
take D3 automatic wounds. It’s unclear why, but there is a magical field around this terrain,
which makes movement extremely difficult.
4. Deadly Spores
Units within 3” of this objective always count as being in
A deadly fungus has grown all over this terrain, which suffocates Difficult Terrain.
anyone inside.
5. Defensive Barrier
Units that activate in or move through this terrain immediately
take D6 automatic hits. The terrain is surrounded by an energy bubble, which protects its
occupiers from projectiles.
5. Magical Vigor
Units shooting at targets within 3” of this objective get -1 to hit.
The terrain has a mysterious magical aura, which greatly enhances
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
others to fight harder.
6. Defensive Stakes
Units within 3” of this objective get +1 to their hit rolls when
Whoever used to hold this terrain, fortified it with heavy defensive attacking in melee.
structures all around.
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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 3 equal
uncertainty to your games, by affecting how units are deployed sections along the long table edges, and each section must be
and how game rounds are played. given a number from 1 to 3
Pick any of the following: Whenever a player needs to choose which unit to activate, first
they must roll a D3, and then they may only activate one of
• Surprise Engagement
their units that is within that table section.
• Ebb and Flow
• Shifting Focus If there are no eligible units in that table section, then they
• Combat Weariness must move on to the next section going from left to right.
• Prolonged Battle
Combat Weariness
Surprise Engagement Starting from the second round on, whenever a player that has
When deploying armies, the players roll-off to see who goes already activated at least half of their units finishes an
first, and alternate in placing units as usual, however where activation, then they must roll 2D6.
they place them is randomized. If the result is a 2 or a 12, then they may not activate any more
First, each player divides their deployment zone into 3 equal units this round, and as soon as their opponent has finished
sections and gives each section a number from 1 to 3. activating at least half of their units, then the round ends.
Then, when it’s a player’s turn to deploy a unit, roll a D3 and Prolonged Battle
place the unit fully within the resulting section.
Starting from the end of the 4th round, players must roll one
Units that are deployed differently due to special rules (such as die at the end of each round to see if the game continues.
Ambush) have to follow the same rules, however the entire
Roll one die, and if the roll is successful, then the game
battlefield is divided into 3 equal sections along the long table
continues into the next round:
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.
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BRUTAL DAMAGE
Using Brutal Damage Horrible Mishaps
Brutal Damage rules are optional rules that make the game Whenever a unit rolls a 1 whilst shooting, some horrible
deadlier by modifying how units are damaged during combat. mishap happens that could potentially kill it.
Pick any of the following: Roll one die, on a 1-3 the unit takes 1 automatic wound, and on
a 4-6 nothing happens.
• Unit Attrition
• Friendly Fire Note that wounds taken this way don’t trigger morale tests,
• Horrible Mishaps even if they bring the unit down to half or less of its original
• Critical Hits size or tough value.
• System Damage
Critical Hits
Unit Attrition Whenever a unit rolls a 6 whilst shooting, the unit managed to
Whenever a unit takes one or more wounds, it must take as land a critical hit that could be devastating.
many morale tests as the number of wounds it suffered. Roll one die, on a 1-3 nothing happens, and on a 4-6 the target
For each failed morale test: unit takes 1 automatic wound.
• Take 2 additional wounds if in melee Note that this wound is in addition to any regular damage, so
• Take 1 additional wound otherwise you must still roll to see what happens with the original hit
that the unit landed.
These wounds can’t be regenerated in any way, and they don’t
trigger any additional morale tests. Heavy Damage
Note that if you want, you can use the unit attrition rules Monsters and chariots that take hits can take heavy damage
whilst ignoring the regular morale rules, so units are never which affect their combat capabilities.
shaken from shooting or routed.
Whenever a monster or chariot takes X wounds, roll 2D6+X
Friendly Fire and see what effect it has on the unit, depending on the result:
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COMMAND POINTS
Playing with Command Points
Command Points (CP) are an optional resource that can be
added to the game, giving players access to critical tactical
abilities that boost their units in battle.
At any point during the game, players may then spend their
CP in order to activate stratagems, with each only being usable
once per unit activation (friendly or enemy).
Note that once CPs have been spent, they can’t be earned again
1. Strategic Doctrine
in any way, so make sure to use them wisely. Eternal Vigilance - 1 CP
Stratagems Pick a friendly model that just suffered a wound which would
kill it and roll one die, on a 4+ that wound is ignored.
Players always have access to all abilities from the universal
doctrine, as well as those from one other doctrine. Lightning Reflexes - 2 CP
Before the game begins, players must pick one of the following Pick one friendly unit that just used a Rush action. That unit
combat doctrines, or roll a D3 to determine it randomly: counts as being in cover next time it is shot at.
Supreme Command - 2 CP Pick one friendly unit that is shooting at an enemy in cover,
which counts as being in the open instead.
Add +1 to the result of all dice in a single roll.
Closing Fire - 2 CP
Seize Initiative - 2 CP
Pick one friendly unit that is being charged. The unit may
When it’s the enemy turn to activate a unit, you may activate
shoot at the charging unit before it moves with -1 to hit rolls,
one of your units instead. The opposing player may spend 2 CP
even if it’s not in range (line of sight is still required).
in order to stop this ability from having any effect.
Tactical Retreat - 3 CP
Total Shutdown - 2 CP
Pick one friendly unit that is within 12” of an enemy, and it
At the end of the round, pick one objective marker under your
may move up to D6+2” directly away from the closest enemy.
control that is about to be seized by your opponent, which
becomes neutral instead. The opposing player may spend 2 CP 3. Shock Doctrine
in order to stop this ability from having any effect.
Sweeping Move - 1 CP
Delayed Deployment - 2 CP
Pick one friendly unit that is about to use a Rush or Charge
During the deployment phase, when it’s your turn to place a action, and it may add +2” to its movement.
unit, you may pass the turn to your opponent. The opposing
Killing Blow - 2 CP
player may spend 2 CP in order to stop this ability from having
any effect. Pick one friendly unit that is fighting in melee. Any friendly
model that is killed during this melee may strike one more time
Hidden Deployment - 3 CP
with one of its weapons before it is removed.
After all units have been deployed, you may remove up to D3
Ferocious Attack - 3 CP
friendly units and place them again in any order. The opposing
player may spend 3 CP to do the same, in which case players Pick one friendly unit that just finished fighting in melee, and it
alternate in placing those units again. may immediately fight the same unit again as if it charged,
ignoring penalties from fighting in melee more than once.
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EXHAUSTION
Using Exhaustion Unit Activation & Exhaustion
Exhaustion rules are optional rules that change how units When a unit that has exhaustion markers is activated, it must
behave as they are put through continuous fighting. take as many morale tests as markers on it, without the -1
morale test penalty for exhaustion.
Units get 1 exhaustion marker whenever one of the following
things happens during the game: For each success you may remove one marker from the unit,
and once you are done you may activate it normally.
• After they fought in melee.
• Whenever a friendly unit within 6” is destroyed or Resting Units
routs after failing a morale test.
Units with exhaustion markers may use a Rest action by
• Units may also willingly get 1 exhaustion marker to
staying idle during their activation, which removes all markers
add +2” to their Advance moves or +4” to their Rush
at the end of the round.
or Charge moves.
Note that Shaken units may use Rest actions to remove all
There is no limit to how many exhaustion markers a unit can
exhaustion markers as well as stop being Shaken.
take during the game.
Heroic Inspiration
No More!
The presence of heroes helps allies recover from exhaustion
Whenever a unit takes an exhaustion marker that brings it to a
when they are activated.
total of 3 markers or more, then it must take a morale test.
Whenever a hero is activated, you may remove 1 exhaustion
This is just a regular morale test, and if it’s failed, then the unit
marker from the hero and their unit, and from all other friendly
is Shaken, even if it didn’t take any wounds.
units within 12” (this doesn’t require any rolls).
Effects of Exhaustion
Exhaustion markers affect how units will perform in combat,
and the more markers a unit has the worse it will perform.
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PHASED BATTLES
Playing Phased Battles Shooting Phase
Whilst the regular rules have players face in dynamic battles During the shooting phase, players alternate in shooting with
with alternating activations, the game can also be played with one unit each, starting with the first player.
different battle phases, which simulate the more structured
Only units that that are not in base contact with enemy units
movements of large regimental formations.
may shoot, and they may not shoot at enemy units that are in
These rules change the fundamental flow of the game, so you’ll base contact with friendly units.
have to get used to a different play sequence, and learn new
strategies that work better with this style of gameplay.
Melee Phase
During the melee phase, players alternate in picking which
Game Structure
combat is resolved, starting with the first player.
When playing phased battles, the game is still structured into
For the purpose of the melee phase, each continuous group of
game rounds, however players alternate in activating units
units from opposing sides that are in base contact with each
throughout several phases.
other is considered a different combat.
The player that won the deployment roll-off goes first during
each phase of the first round, and then the players alternate in
who goes first during each phase with every new round.
Battle Phases
Each round consists of 3 different phases, which must be
played in the following order:
1. Movement Phase
2. Shooting Phase
3. Melee Phase
Once all phases have been played, the round ends and a new
one begins from the top again.
Movement Phase
During the movement phase, the first player may activate and
move all of their units, and once they’re done, the second
player may also activate and move all of their units.
In phased battles it’s possible for multiple units to charge a When a combat is resolved, attacks from all involved units are
single unit in the same facing. Whenever this happens, the considered to be simultaneous, so models are removed as
charging units must be moved in such a way that both of them casualties only after every unit has had a chance to strike.
maximize contact as much as possible.
Combat resolution is calculated by side, so you must sum the
total number of wounds that all units caused, plus the total
number of rows for all units, and compare the final total with
the final total of the other side.
All units from the losing side must then take a morale test, and
in case of a tie, no units from either side take any morale tests.
Special Rules
Caster(X): Spells may be cast either at the beginning or at the
end of each player’s movement phase.
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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.
Team Games
If you want to play games with 3+ players, then team games
are the best way to go, as there is no limit to the amount of
players that can participate.
When playing the game, follow all of the regular rules, with
just a couple of exceptions as described below.
The King: Throughout the game, players must keep track of The Mission: When setting up the mission and when checking
the total point cost of all non-Shaken units in their army who won, all objective markers and deployment zones are
(including units that have not been deployed yet), and the shared between players of the same team.
player with the highest total counts as the king. In case of a tie, Turn Order: During the game, the turn order is on a team basis
all tied players count as the king. Note that at the beginning of and not on a player basis, so for each team’s turn only one of
the game, all players are tied and all count as the king. the players may activate a single unit. Note that each team may
Combat Bonus Points: Whenever a player picks one of the either pick which player gets to activate freely, or instead roll
king’s units as the target for an attack, they immediately gain to see who gets to go next randomly.
one combat bonus point. Once per activation, players may
spend one point to add +1 to the result of all dice in a single
roll. Note that combat bonus points may be spent during the
same activation in which they were earned.
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KITCHEN TABLE GAMES
Playing Kitchen Table Games Mission Selection
The game can also be played on smaller surfaces, that are as To select a random mission, simply roll one D3:
small as 2’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
• 3-4: Long Haul
1. Duel
• 5-6: Side Battle After the table has been prepared, the players must set up a
total of D3 objective markers on the battlefield.
Note that your table may be a square instead of a rectangle.
After 4 rounds have been played the game ends, and the player
1. Frontline
that controls most markers wins.
2. Seize Ground
After the table has been prepared, the players must set up a
total of 4 objective markers on the battlefield.
After 4 rounds have been played the game ends, and the player
that controls most markers wins.
3. Relic Hunt
After the table has been prepared, the players must set up a
total of D3 objective markers on the battlefield.
2. Long Haul
If a unit seizes a marker, remove it from the table, and it counts
as being carried by the unit. If the unit is Shaken or destroyed
at any point, the marker is dropped on the spot.
After 4 rounds have been played the game ends, and the player
that controls most markers wins.
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SMALL-SCALES & MULTI-BASING
Small-Scale Models Playing with Multi-Based Models
The game can be played using models of smaller sizes, like When playing the game, follow all of the regular rules, with
6mm, 10mm and 15mm, where multiple small models are just a couple of exceptions as described below.
mounted together on a single base.
Combining Units: When combining two units into one, you
Here are some general guidelines for base sizes that you can can either put all models on a single large base, or you can use
use when playing like this: two bases that you keep in base contact with each other, and
which count as a single large base.
• 6mm: 20mm x 10mm
• 10mm: 32mm x 25mm Unit Attacks: Since each base represents the entire unit, the
• 15mm: 50mm x 32mm attack values of all weapons of models in the unit are summed
together, and rolled as one. Note that since individual models
Note that the base size that you use doesn’t matter, as long as
are never removed, the unit doesn’t lose any attack power as it
you keep base sizes consistent across all models.
takes wounds.
Multi-Based Models Unit Defense: Since models are not removed individually from
The game can also be played using 28mm models placed on a each base when units take wounds, all units count as having
movement tray, which essentially act just like the single bases Tough(X), where X is their total number of models. If all
used for small-scale models. models in the unit already have Tough, then X is the sum of all
Tough values in the unit. If a model with Tough joins the unit,
Here are some general guidelines for movement tray sizes that then you must add its Tough value to X.
you can use, depending on the base sizes:
Deadly Weapons: If a weapon with Deadly deals wounds to a
• 25mm: 125mm x 25mm unit, then it may only deal up to as many wounds as the Tough
• 32mm: 160mm x 32mm value of the majority of models in the unit. If the majority of
• 40mm: 120mm x 40mm models don’t have Tough, then it only deals 1 wound.
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TOURNAMENT GUIDELINES
General Principles Playing a Match
Referees: The original game rules are kept intentionally vague Mission: The tournament organizers may pick any official
in some aspects to allow players to adapt them to their own mission, or come up with missions of their own.
liking. Because of this its best that you have referees in your
Terrain: The terrain is set up by the tournament organizers,
tournaments that decide on how to interpret certain rules and
and may not be moved by the players.
assist players in resolving any uncertainties that come up.
Armies: Before the game begins both players may inspect their
Settling Disputes: If you ever come to a point where a rule
opponent’s force lists and ask any questions.
interpretation stops the game in its tracks, simply roll a die to
randomly determine how that rule should be interpreted and Match Start: As soon as players roll-off for deployment the
move on. match starts. If you are using chess clocks then they must be
started now.
Preparation
Match End: The match ends as soon as the mission conditions
Tournament Length: The tournament is made up of 6 matches, are met. If you are using chess clocks and a player runs out of
with each match lasting a max. of 2 hours, including the game time, then all of his units count as being destroyed
set-up phase. immediately.
Chess Clocks: The use of chess clocks is recommended, giving
Reinforcement Rules
each player up to 1 hour per game, including set-up.
Counter-Plays: If you want to add a new layer of strategy to
Match Pairings: The player match-ups for the first match
your tournaments you can play using reinforcement rules,
should be determined randomly, and from the second round
which allow players to adapt their force lists on the fly to
players are paired by matching players with the same VPs
counter the enemy.
together, going from highest to lowest score. If more than two
players have the same VPs, then they should be matched by Force Lists: Before the tournament all players must submit one
their destruction points from highest to lowest. force list made up of 75% worth of units of the total game size,
plus up to three other lists made up of 25% worth of units of
Victory Points: At the end of each match the winner gets 3
the total game size as reinforcement lists.
VPs, and in case of a tie both players get 1 VP each.
Composition: Reinforcement lists follow the regular
Destruction Points: Additionally each player gets as many
composition rules, however may not have any heroes, and
destruction points as the total point cost of all enemy units that
must only have models from their primary faction.
were destroyed or shaken at the end of the match.
Playing a Match: Once per game, at the beginning of any
Winning the Tournament: After the 6th match the player with
round after the first, players may deploy all units from one of
most VPs wins, and in case of a tie the player with the highest
their reinforcement lists by placing them within 6“ of their
total destruction score across all matches is the winner.
table edge. All models must be within 24“ of each other, and at
The Armies least 3“ away from enemy units.
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SOLO & CO-OP RULES
General Principles Decision Tree - Hybrid
Solo & Co-Op Rules: These rules give players a way to play 1. Are there any objectives not under the AI’s control?
solo or co-op against AI controlled armies.
• Yes - Go to step 2
Multiple Choices: Whenever there are different choices that • No - Go to step 5
seem to be equally correct, roll a die to randomly determine
2. Are there any enemies in the way?
which one is going to be the chosen one.
• Yes - Charge enemy if possible, else Advance toward
Preparation objective and shoot if possible, else Rush toward objective
The Armies: To ensure that playing against the AI is fair, we • No - Go to step 3
recommend creating a set of 3-6 balanced army lists, and then 3. Is the objective in Rush range but not in Advance range?
randomly determining which will be used by the AI and which
will be used by the players. • Yes - Rush toward objective
• No - Go to step 4
Objectives Set Up: When setting up objectives first divide the
area of the table where you are allowed to place objectives into 4. If you Advance will any enemies be in shooting range?
6 equal squares. When it is the AI’s turn to place an objective • Yes - Advance toward objective and shoot if possible
first roll for a random square, and then place the objective in • No - Rush toward objective
the center of the square. If that’s not possible roll for another
random square and move the objective toward it just enough to 5. Are any enemies in Charge range?
be in a valid position, whilst following the mission’s objective • Yes - Charge enemy
set up rules. • No - Go to step 6
AI Deployment: When deploying armies, the players must 6. If you Advance will any enemies be in shooting range?
deploy their entire armies in a random deployment zone first.
Then AI units are randomly divided into 3 groups of equal size • Yes - Advance toward enemy and shoot if possible
(as far as possible). To deploy, divide the table into 3 sections • No - Rush toward enemy
along the AI’s deployment zone table edge, and number them
Decision Tree - Shooting
1, 2 and 3. For each group roll a D3 to determine which section
its units deploy in, re-rolling if all 3 groups would deploy in 1. Are there any objectives not under the AI’s control?
the same section. Then deploy one random unit at a time in its
• Yes - Go to step 2
section, as close as possible to the nearest objective, and outside
• No - Go to step 3
of difficult and dangerous terrain (unless the unit has strider or
flying). 2. If you Advance will any enemies be in shooting range?
Challenge Bonus: Optionally players may give the AI a bonus • Yes - Advance toward objective and shoot if possible
as a challenge. If at the beginning of a round the AI is holding • No - Rush toward objective
as many objectives as the players, then all its units get +1 to hit
3. If you Advance will any enemies be in shooting range?
rolls until the end of the round, and if it’s holding less
objectives, then its units get +1 to defense rolls on top of that. • Yes - Advance toward enemy and shoot if possible
• No - Rush toward enemy
AI Decision Trees
Decision Tree - Melee
Unit Types: Before the game begins you need to classify each
unit into one of 3 unit types, which all behave differently. 1. Are there any objectives not under the AI’s control?
Hybrid Units: Units that have melee weapons which are better • Yes - Go to step 2
than their ranged weapons count as hybrid units. • No - Go to step 3
Shooting Units: Units that have ranged weapons which are 2. Are there any enemies in the way?
better than their melee weapons count as shooting units.
• Yes - Charge enemy if possible, else Rush toward objective
Melee Units: Units that don’t have any ranged weapons count • No - Rush toward objective
as melee units.
3. Are any enemies in Charge range?
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SOLO & CO-OP RULES
Basic Concepts Special Rules
Activation Order: Before starting, divide the table into 3 Army Special Rules: AI units must always use army special
different sections along the AI’s deployment zone edge, and rules as soon as they are activated, targeting the nearest valid
number them 1, 2 and 3. When it’s the AI’s turn to activate a unit that makes sense.
unit, first roll a D3 to see which section it will activate a unit in.
Ambush: AI units with Ambush are always kept in reserve,
If there are no eligible units in that section, move onto the next
and must deploy following the AI deployment rules at the start
section with an eligible unit, going clockwise. Then roll a die to
of the second round.
randomly determine which unit from that section is activated.
AP: AI units with AP weapons always target valid enemies
Shaken Units: Shaken AI units are only activated after all non-
with the best defensive value first.
shaken AI units have been activated.
Artillery: AI units with Artillery must be deployed in the
Enemies in the way: When the AI units activate, draw a path
between them and their objective. Enemy units within 6” of the highest position with most line of sight of the table as possible
path count as being in the way (even if they are in the opposite regardless of distance from objectives. If they are in range of
direction). enemies, they always use Hold actions and shoot.
Controlling Objectives: When making AI decisions, objectives Caster: AI units always cast spells after moving (before
count as under the AI’s control if the AI already seized them, attacking), selecting a random spell by rolling D3+X, where X
or if more non-shaken AI units than enemy units are within 3” is their caster level. If there is no valid target for that spell, or
of it. When AI units move to seize objectives, they must be they don’t have enough tokens to cast it, they must cycle
placed within 3” of the objective so that they are as close as through the list until there is a valid spell, or else don’t cast.
possible to their next objective or target. Counter: AI units with Counter are always activated after all
Advancing: Shooting and Hybrid AI units that use Advance other friendly non-Counter units in their section have been
actions to move toward objectives must always do so whilst activated.
also trying to stay as far from enemy attack range as possible. If
Deadly: AI units with Deadly weapons always target single-
they are not moving toward objectives, they must always try to
model units with Tough first, and units with Tough second,
move away from the closest enemy unit just enough to still be
prioritizing those with the lowest total remaining Tough value.
in range to shoot at them.
Flying: AI units with Flying treat difficult and dangerous
Shooting: AI units always shoot at the nearest valid target,
terrain as open terrain when making decisions.
prioritizing units that haven’t activated yet. If the nearest target
is in cover but there is another valid target in the open, the AI Indirect: AI units with Indirect weapons that are in range of
must prioritize the target that is in the open. enemies always use Hold actions and shoot.
Melee: AI units always charge the nearest valid target, Relentless: AI units with Relentless weapons that are in range
prioritizing units that haven’t activated yet, and they must of enemies always use Hold actions and shoot.
always strike back when charged.
Scout: AI units with Scout are always deployed after all other
Terrain units, following the AI deployment rules.
Cover Terrain: AI units must always move into or behind Sniper: AI units with Sniper weapons always target heroes
cover terrain, unless it is also difficult terrain, and they are first, and models with upgrades second, prioritizing those with
moving to an objective. Shooting and Hybrid AI units that are the most expensive upgrade.
not moving to an objective must always stay in cover and
Strider: AI units with Strider treat difficult terrain as open
shoot, instead of moving away from the closest enemy unit.
terrain when making decisions.
Difficult Terrain: AI units only ever move into difficult terrain
Transport: When using transports, the AI must always place
if an objective is inside of it, if they are in charge range of a unit
random units in each, trying to fill up its cargo limit. AI units
inside of it, or if they have a special rule that ignores its effects.
with transport always activate before their cargo on the first
Else they must always move around it.
round, and units inside of them must always disembark on
Dangerous Terrain: AI units only ever move into dangerous their first activation.
terrain if an objective is inside of it, or if they have a special
rule that ignores its effects. Else they must always move
around it.
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CAMPAIGN RULES
Campaign Types 1 . Mission Setup
Campaign Length: Campaigns are played with two or more The Armies: There are no point limits for armies in campaign
players, and you must pick one of these types: games, however no army may bring over 250pts worth of units
more than the army with the lowest point value.
• Game-Limited: Play D6+4 missions, and after the last
match the player with most VP is the winner. Underdog Bonus: Any army that has a point value lower than
• Point-Limited: The campaign ends when one player at least one other gets an underdog bonus. For every 50pts
has earned D6+4 VP after a match, who is the winner. difference between your army and the one with the highest
• Time-Limited: The campaign ends after D6+4 weeks, point value, you get 1 underdog point. Each point can be spent
and the player with most VP at the end is the winner. to modify all dice in a friendly or enemy roll by +1 or -1, but
• Endless: The campaign never ends, but instead only one point can be spent per roll.
players keep track of how many VPs they earned on a Special Objectives: In addition to the mission objectives
leaderboard. players may earn a bonus of 75pts by completing special
Parallel Play: Usually all armies should participate in every objectives. Roll one die each to see which objective must be
match, but if you want you can allow armies to play matches in completed:
parallel. If you do, then each army‘s VP must be divided by the Result Objective
amount of matches they play, which gives you their final VP 1 Mastery - One friendly unit in each table quarter at
score. the end.
2 Honor - No enemy units in own deploy zone at the
Late Joiners: If you want you can allow players to join the
end.
campaign whilst it’s already ongoing. If you do, then they start 3 Casting - At least one attempt to cast a spell per
with a regular army, and must count VP as in parallel play. round.
4 Recovery - First player to stop a unit from being
Preparation shaken.
The Armies: Before the first mission each player receives 5 Rage - First player to destroy an enemy unit.
6 Destruction - Most expensive enemy unit
750pts to spend on their army. Players may save up to 150pts
destroyed.
to be spent later, and they may only buy one unit with the
Hero rule. If you roll an objective which can’t be completed, then you
The Army Sheet: Each army and unit must be given a unique must re-roll.
name, to be filled out on the army sheet. 2. Play Mission
Campaign Structure: Campaigns are played with the following Mission Length: Missions are played using the standard rules,
structure: however if after 4 rounds there is no clear winner the game
1. Mission Setup continues onto the next round until there is one clear winner.
2. Play Mission Conceding: At the beginning of any round players may
3. Check for Casualties concede, removing all of their units from the table, which don’t
4. Earn Experience count as casualties.
5. Upgrade Armies
6. Recruit Units Random Events: At the beginning of each round players must
roll one die, and on a 5+ a random event happens.
Each step must be followed in this order and once all steps
have been completed you start from the first again. Mission Goals: The winning army gets 2 VP and 150pts, whilst
all losing armies get 300pts instead.
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CAMPAIGN RULES
3. Check for Casualties 4. Earn Experience
Casualties: At the end of the game, all units that were fully Earning XP: Units earn XP in battle for each of the following
destroyed or routed count as casualties. things:
Regular Units: For every unit that is a casualty roll one die and • +1 XP: Not a casualty
check what happens to it here:
• +1 XP: Killing a unit
Result Casualty • +2 XP: Killing a hero
1 Dead - Remove the unit from your army sheet.
2-5 Recovered - Unit recovers and may be used Mark earned XP on the army sheet in order to see when units
without penalties. level up.
6 Natural Talent - Unit recovers and earns +1 XP.
Regular Units: When a unit earns 5 XP it becomes 25pts more
Hero Units: Follow the same rules as above, however on a 1 it expensive and you must roll one die to see what trait it gets:
becomes 5pts cheaper and gets an Injury trait, and on a 6 it Result Trait
becomes 5pts more expensive and gains a Talent trait. Each 1 Agile - Moves +1” on advance and +2” on rush
trait can only be gained once, so if you roll the same result and charge.
simply re-roll. 2 Headstrong - Gets +1 to rolls when taking
morale tests.
Result Injury Trait 3 Specialist - Gets +1 to rolls in melee or shooting
1 Dead - Remove the hero from your army sheet. (pick one).
2 Chest Wound - Gets -1 to rolls when blocking 4 Resilient - Gets +1 to rolls when blocking hits.
hits. 5 Elite - May re-roll one roll of any kind once per
3 Blinded Eye - Gets -1 to rolls when shooting. game.
4 Arm Injury - Gets -1 to rolls when in melee. 6 Fast Learner - May pick any other trait from the
5 Traumatized - Gets -1 to rolls when taking list.
morale tests.
6 Smashed Leg - Moves -1” on advance and -2” on Each trait (except for Specialist) can only be gained once, and if
rush and charge actions. you roll a trait you already have simply re-roll. Units can’t earn
more than 30xp, so they can level up max. 6 times.
Result Talent Trait
1 Natural Talent - The hero recovers and gets +1 Hero Units: Follow the same rules as above, and the first time a
XP. hero levels up roll one die and pick one skill set:
2 Motivated - Always passes the first morale test
of the match. Result Skill Set
3 Crazed - Gets +1 attack in melee when charging. 1-2 Captain or Support
4 Bitter Rivalry - Gets +1 to hit against enemy 3-4 Fighter or Shooter
heroes. 5-6 Pathfinder or Healer
5 Horrible Scars - Enemy units get -1 to hit when
in melee against the hero. Every time the hero levels up, including the first time, roll one
6 Toughened - Gets Tough(+1). die to see what skill trait it gets, and it becomes 25pts more
expensive. Each trait can only be gained once, so if you roll the
No Permadeath: Optionally you can play without units being same result simply re-roll. If a hero already has all 3 traits of its
removed from the army when they die, but instead they lose all skill set, then it may roll on the table again to get a new second
XP earned during the match and must sit out the next D3 skill set.
matches.
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CAMPAIGN RULES
Captain: The hero shines as a leader and their men follow with Healer: The hero mends and protects allies from terrible
pride. injuries with ease.
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CAMPAIGN RULES
Rolling for Random Events 21 - Carnivorous Fauna
When rolling for random events roll two separate dice one at a The local terrain is infested with vicious creatures, always ready to
time, where the first one represents the first number whilst the attack.
second one represents the second number.
Until the end of the mission whenever a unit enters terrain roll
Example: A player rolls two dice, with the first result being a 2 and one die, on a 1 it takes a dangerous terrain test.
the second result being a 1. This would mean that event 21
(carnivorous fauns) is chosen.
22 - Toxic Fumes
Strange fumes start building in the area, choking anyone caught in
Rolling for Random Units
them.
If a random event calls for randomly selecting a unit from any
Select one random table quarter. All of the units within that
warband you must first randomly select a warband for the
table quarter take D3+4 automatic hits.
event, and then randomly select a unit to be the target.
23 - Rigged to Blow
11 - P.O.W.
Sometimes you might just walk into a ridiculous amount of
A unit was captured by a local militia and is now being held as
explosives...
prisoners of war.
Select one random player, who may note down one piece of
Select one random unit, and remove it from play. At the end of
terrain in secret. The first unit to enter that terrain takes D3+3
the mission it may be bought back for D3 * 50pts or else it‘s
automatic hits with AP(2).
disbanded.
24 - Earthquake
12 - Bring me their Heads
A sudden earthquake makes everything crumble, burying units in the
A local warlord wants one of the armies dead, and is willing to pay
rubble.
for it.
All units within terrain must take a dangerous terrain test.
Select one random army. Enemy armies get 25pts at the end of
the mission for every unit from it that they destroyed. 25 - Dark Clouds
13 - Fragile Bows Magical clouds cover the area, reducing visibility to a minimum.
After walking through a magical field some weapons suddenly start Select one random table quarter. All of the units within that
breaking. table quarter get -6“ range when shooting.
Select D3 random units, which can‘t use one random ranged 26 - Finish Them!
weapon or upgrade until the end of the mission.
The armies are eager to finish the fight at all cost, even if it means
14 - Monstrous Spawn killing the enem with their bare hands.
A unit accidentally walks into a beast’s nest and is brutally mauled. All units get +1 attack in melee and earn +D3 XP when
destroying enemies in melee until the end of the round.
Select one random unit, which takes D3+3 automatic hits with
AP(1).
15 - Low Supplies
The army’s supply routes have been cut, leaving some units without
ammo.
Select D3 random units, which can‘t shoot until the end of the
mission.
16 - Combat Fatigue
One of the armies has been fighting for too long and has become
exhausted.
All units from one random army get -1 to morale until the end
of the game.
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CAMPAIGN RULES
31 - Magical Anomaly 41 - Surprise Attack
A magical anomaly has formed, casting electic bolts at anyone nearby. A local militia has ambushed one of the units, trying to steal its gear.
Place an anomaly marker in the center of one random table Select one random unit that is inside a piece of terrain. That
quarter. All units that move within 3“ of it take D3+3 hits. unit is shaken.
Place a unit of D6+4 Zombies (Qua 5+, Def 5+, Claws (A3), The first time during this round when a unit rolls a 1 to hit for
Slow) in the center of one random table quarter. At the end of shooting it takes D3+3 automatic hits with AP(2).
each round the zombies must charge or rush the nearest unit.
43 - Berserker
33 - Crazed Sniper
One of the warriors is enraged and cuts the enemy’s heads off clean.
A local farmer is sick of the fighting and has taken justice in their
The first time during this round when a unit rolls a 6 to hit in
own hands.
melee the target takes D3 automatic wounds.
Place a sniper on the highest piece of terrain with most line of
sight on the table. Select one random unit, and at the end of
44 - No Mercy
each round if it is in line of sight of the sniper it takes D3 hits. Some warriors are ready to cut down their foes even when they
surrender.
34 - Honor Debt
The first time during this round when a unit destroys an
An old friend that owes a debt of honor has joined the fight to help
enemy unit that was shaken it receives +1 XP.
out.
Place a Mercenary (Qua 3+, Def 3+, Hand Weapon (A3)) as part
45 - Weak Spot
of a random unit and that player may control it until the end of If you hit your enemy where it hurts most you can kill even mightly
the mission. giants with the smallest projectile.
35 - Escort Mission The first time during this round when a unit with tough rolls a
1 to block from shooting or melee it takes +D3 wounds.
A unit was hired by a local warlord to take them through enemy lines.
Giovanni Smillo
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42
CAMPAIGN RULES
51 - Hearts & Minds 61 - Ancient Relic
The locals are friendly to our cause, and are ready to take in our In the midst of fighting a unit found an ancient relic, which provides
wounded. the unit with unprecedented wisdom.
Select one random army which may pay 50pts to re-roll results Select one random unit, which immediately gets D3 * 1 XP.
of 1 once per unit when checking for casualties.
62 - Abandoned Outpost
52 - Moral Victory
Intel from our scouts has revealed an abandoned outpost filled with
An enemy unit has managed to inflict enough casualties to become a gear, and one of the units decided to inspect it.
priority target for everyone in the army.
Select one random army, which may remove one unit that is
Select one random player, who may note down one enemy unit not shaken from play and get D3 * 50pts.
in secret. If that unit is destroyed then all units in the army get
+1 XP.
63 - Holy Sword
A unit dug up a mysterious crate whils setting up defensive
53 - Light Potions
positions, revealing a very powerful weapon.
Nothing confuses the enemy more than a blinding light followed by a
Select one random unit, which gets the Holy Sword (A6,
punch.
AP(D3)).
Select one random army. Enemy units get -1 in melee when
attacking units from the selected army until the end of the
64 - Extortion
round. One of the armies has been getting a lot of gits from the “happy“
locals...
54 - Hail of Arrows
Select one random army, which immediately gets D3 * 25pts.
Continuous fire is bound to take out even the most resilient of
enemies. 65 - Critical Message
Select one random unit, which doubles its shooting attacks A unit randomly captured an enemy runner that was carrying
during this round. critical information on enemy positions.
55 - Drums of War Select one random army, which immediately gets 1 VP.
In desperate times the drums of war can bring warriors back in 66 - Time Warp
fighting spirit.
A unit that was fleeing the battlefield ran into a magic anomaly and
Select one random unit that is shaken, which immediately warped to a different time and dimension.
stops being shaken.
Select one random unit that was destroyed and place it in a
56 - Covered in Blood warp zone. The warp zone should have an area of 2‘x2‘ and 3-5
pieces of terrain, and the unit must be placed within 3“ of one
A unit is covered in blood from all the fighting, terrifying all enemies
of the zone‘s edges. Then place a Time Beast (Qua 3+, Def 3+,
around.
Claws (A6, AP(2), Tough(6)) within 3“ of the opposing edge of
Select one random unit. Enemy units within 6“ of it get -1 to the zone, which is controlled by an opponent. Roll to see who
morale until the end of the mission. goes first and then play out the fight like a regular battle, until
one of the two has been destroyed. If the Time Beast wins then
the unit is dead and is removed from the army sheet. If the unit
wins then it gets +3 XP and scavenges 150pts. The unit may
then join its army again at the end of the mission.
Giovanni Smillo
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43
CAMPAIGN RULES
ARMY NAME: VP:
Print & Play: Print and cut all 36 cards. We recommend Personal Decks: Each player gets a personal deck of 36 mission
inserting them all in card sleeves, and you can also insert a cards.
regular playing card for rigidity.
Generating Missions: At the beginning of each round, players
Roll & Play: If you prefer you can also choose not to cut out draw cards from their own deck until they have 3, which are
the mission cards, but instead roll two dice to determine a placed face up on the table.
random card. To do this roll each die one at a time, where the
Scoring Cards: At the end of each round, players check if they
result of the first one stands for decimals whilst the result of
have completed at least one condition on any of their cards. If
the second one stands for units. Then check the top left number
they did, then they must score the one worth most victory
of the cards to see which one you got. Note that this method
points, and discard that card from the game.
can only be used when playing with fixed decks.
Discarding Cards: After scoring cards, each player may
Example: A player rolls two dice, with the first result being a 2 and
discard one of their remaining cards from the game.
the second result being a 1. This would mean that card 21 (Seize 1) is
chosen. Fixed - Total Domination
Fixed Deck Games: Pick one of the following game types to Players compete in completing the same set of objectives before
play with the standard deck of 36 cards: the game ends, racing to be the first to complete them.
• Battle of Wits Shared Deck: Both players share a single deck of 36 mission
• Total Domination cards.
Custom Deck Games: Pick one of the following game types to Generating Missions: At the beginning of each round, draw
play with custom decks of 18 cards: cards from the shared deck until there are 3, which are placed
face up on the table.
• Direct Challenge
• Strategic Ruse Scoring Cards: At the end of each round, players check if they
• Planned Gambit have completed at least one condition on any of the cards. If
• Coordinated Recovery they did, then they must score the one worth most victory
• Logistical Supremacy points, and discard that card from the game. In case of a tie
• Tactical Paragons neither player scores it.
General Rules Discarding Cards: At the end of each round, the player with
the lowest total score may discard one of the remaining cards
Objectives: Place 6 objective markers. Players roll-off to go first from the game.
and alternate in placing one marker each outside of
deployment zones and over 9” away from each other.
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MISSION CARDS
Custom Deck Rules Custom - Direct Challenge
Preparing Decks: After deployment, each player must put The players must challenge their opponent to complete specific
together a deck of 18 unique cards, chosen from the standard missions.
36 cards.
Special Rules: At the beginning of each round, each player
Generating Missions: At the beginning of each round, players must select one of their opponent’s cards to be their challenge
draw cards from their own deck until they have 5 cards in their card for that round. Whenever a challenge card is scored, the
hand, and then they must place cards face up on the table until player gets +1 VP for it.
they have 3 cards in front of them.
Custom - Strategic Ruse
Hidden Mission: Whenever players are placing cards on the
table, they may place one of them face down, if they don’t The winning player must reveal all of their cards, whilst their
opponent may keep all of their cards hidden.
already have a card that is face down on the table. Players may
turn their hidden card face up at any time. Special Rules: At the beginning of each round after the first,
the player with the highest total score must turn all of their
Scoring Cards: At the end of each round, players check if they
hidden cards face up, and the player with the lowest total score
have completed at least one condition on any of their cards on
the table. If they did, then they must score the one worth most may turn any of their cards face down. In case of a tie, each
player must turn their cards face up/down until they only
victory points, and discard that card from the game.
have up to one card that is face down again.
Discarding Cards: After scoring cards, each player may
discard one of their remaining cards from the game. Custom - Planned Gambit
Optional - Mulligans: At the beginning of the first round, after The players may force their opponent to change their active
drawing 5 cards, players may opt to mulligan. The cards are mission cards.
shuffled back into the deck, and the player draws a new hand Special Rules: At the beginning of each round, after cards have
of 4 cards. been placed on the table, each player may select one of their
opponent’s cards, and return it to their hand. The opponent
must then place another one of their cards on the table to
replace it.
Giovanni Smillo
© onepagerules. All Rights Reserved
46
Giovanni Smillo
© onepagerules. All Rights Reserved
47
Giovanni Smillo
© onepagerules. All Rights Reserved
48
Giovanni Smillo
© onepagerules. All Rights Reserved
49
Giovanni Smillo
© onepagerules. All Rights Reserved
50