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General Principles Activation Morale

The most important rule: Whenever the The player picks one unit, and it may do Morale Tests: Whenever a unit takes
rules are unclear, use common sense one of the following: wounds that leave it with half or less of
and personal preference. Have fun! its total size or tough value (for units
Action Move Notes
with a single model), or it loses a melee,
Quality Tests: Roll one six-sided die, and Hold 0” Can shoot
it must take a morale test. Take a quality
if you score the unit‘s quality value or Advance 6” Can shoot after move
test, and if failed it is Pinned until the
higher, then it‘s a success. Rush 12” Can’t shoot
end of its next activation. Pinned units
Charge 12” Moves into melee
Modifiers: Regardless of modifiers, rolls only hit on 6+ in melee, always fail
of 6 are always successes, and rolls of 1 morale tests, and must stay idle.
Movement
are always fails.
Melee Results: Units in melee don’t take
Unit members must stay within 2” of at
Preparation morale tests from wounds. Instead they
least one other member, and within 6” of
compare the number of wounds each
The Battlefield: The game is played on a all other members. Units may only move
unit caused, and the unit with the lowest
flat 6‘x4‘ surface, with at least 10-15 within 1” of other units when charging,
total loses, and must take a morale test.
pieces of terrain on it. and may only charge if at least one
If the test is failed whilst the unit is down
charging model can reach base contact
The Armies: The players put together to half or less of its total size or tough
with one model from the target unit.
two armies of equal points before the value, then it Routs (remove from play),
game begins (we recommend 750pts for Shooting else it is Pinned instead.
your first match).
Models in range and line of sight may Terrain
Combined Units: Two copies of the same fire all weapons, and units with multiple
Cover Terrain: Units shooting at enemies
unit can be combined into a single unit, weapon types may fire each type at a
with most models in or behind cover get
as long as upgrades that apply to all different target. Shooting models take
-1 to hit rolls.
models are bought for both. one quality test per attack, and each
success is a hit. For each hit defending Difficult Terrain: Units moving through
Mission: Place D3+2 objectives. Players
models roll one die trying to score their difficult terrain can’t move more than 6”
roll-off to go first, and then alternate in
Defense value or higher, and each fail in total at a time.
placing one marker each outside of
deployment zones, and over 9” away causes one wound. For each wound, the
Dangerous Terrain: Models moving
from each other. At the end of each defender must remove one model.
across dangerous terrain, or that
round, if a unit is within 3” of a marker Weapon Profiles: The stats of each activate in it, must roll one die (or as
while enemies aren’t, then it’s seized, weapon are shown like this: many as their tough value), and for each
and remains seized even after leaving. roll of 1 the unit takes one wound.
Name (Range, Attacks, Special)
Pinned units can’t seize markers, and if
units from both sides are contesting a Weapons with a range value are for
marker, then it becomes neutral again. shooting, and without are for melee.
The game ends after 4 rounds, and the
player that controls most markers wins. Melee
Deployment: Players roll-off, and the Charging models must move into base
winner picks a long table edge as their contact with the target, or as close as
deployment zone, with their opponent possible, and then defenders must do
taking the opposite. Then the players the same by moving up to 3”. Models
alternate in placing one unit each within within 2” of enemies may strike with all
12” of their table edge, starting with the their melee weapons, which works just
player that won the deployment roll-off. like shooting. Then the defending unit
may choose to strike back, but doesn’t
Playing the Game have to. Once both units are done, the
loser must take a morale test, and the
The game is played in rounds, with
charging unit must move back by 1”. If
players alternating in activating one unit
one of the two units is destroyed, the
each, starting with the player that won
other may move by up to 3”.
the deployment roll-off. Each new round
the player that finished activating first Fatigue: Units only hit on 6+ in melee
on the last round gets to start. until the end of the round after they
charge or strike back.

By Gaetano Ferrara www.onepagerules.com


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Aircraft: This model doesn’t physically Immobile: May only use Hold actions. Tough(X): This model must take X
interact with other models and terrain, wounds before being killed. If a model
Impact(X): Deals X melee hits when
can’t seize objectives, and can’t be with tough joins a unit without it, then it
charging (must be in striking range).
moved into contact with. Units targeting is removed last when the unit takes
aircraft get -12” range and -1 to hit rolls. Indirect: May target enemies that are wounds. Note that you must continue to
When activated, this model must always not in line of sight, and ignores cover put wounds on the tough model with
move 18”-36” in a straight line (without from sight obstructions, but gets -1 to hit most wounds in the unit until it is killed,
turning), and if it goes off-table, then its rolls when shooting after moving. before starting to put them on the next
activation ends, and it must be placed on tough model (heroes must be assigned
Lock-On: Ignores all negative modifiers
any table edge again. wounds last).
to hit rolls and range.
Ambush: This model may be kept in Transport(X): May transport up to X
Poison: Unmodified results of 6 to hit
reserve instead of deploying. At the start other models. Units embark by moving
are multiplied by 3.
of any round after the first, you may into contact, and may use any action to
place the model anywhere, over 9” away Psychic(X): May cast one spell during its disembark, but only move by up to 6”.
from enemy units. If both player have activation, at any point before attacking. Units may also be deployed inside of a
Ambush, they roll-off to see who deploys Pick a spell and a target in line of sight, transport. If a unit is inside a transport
first, and then alternate in placing them. and roll D6+X. If the result is equal or when it is destroyed, then it takes a
higher than the number in brackets, you dangerous terrain test, is immediately
AP(X): Targets get -X to Defense rolls
may resolve the effects. Enemy psychics Pinned, and surviving models must be
when blocking hits.
within 18” and line of sight of the caster placed within 6” of the transport before
Blast(X): Ignores cover and multiplies may roll D6+X at the same time, and if it is removed.
hits by X, but can’t deal more hits than the result is higher the spell is blocked.
models in the target unit. Psychics may only either try to cast or
try to block a spell each round.
Deadly(X): Assign each wound to one
model, and multiply it by X. Note that Regeneration: When taking a wound, roll
these wounds don't carry over to other one die. On a 5+ it is ignored.
models if the target is killed.
Relentless: For each unmodified roll of 6
Fast: Move 9” when using Advance, and to hit when shooting, this model may roll
18” when using Rush/Charge. 1 extra attack. This rule doesn’t apply to
newly generated attacks.
Fear: Always counts as having dealt +D3
wounds when checking who won melee. Rending: Unmodified results of 6 to hit
count as having AP(4), and ignore the
Fearless: Gets +1 to morale tests.
regeneration rule.
Flying: May move through all obstacles,
Scout: This model may be deployed after
and may ignore terrain effects.
all other units, and may then move by up
Furious: Gets +1 attack with a weapon of to 12”, ignoring terrain. If both of the
your choice when charging. players have Scout, they roll-off to see
who deploys first, and then alternate in
Hero: May be deployed as part of one
placing and moving them.
friendly unit, which may use its Quality
value for morale tests. When taking hits, Slow: Move 4” when using Advance, and
you must use the unit’s Defense value, 8” when using Rush/Charge.
until all non-hero models are killed.
Sniper: Shoots at Quality 2+, and may
pick one model in a unit as its target,
which is resolved as if it’s a unit of 1.

Stealth: Enemies get -1 to hit rolls when


shooting at this unit.

Strider: This model may ignore the


effects of difficult terrain.

By Gaetano Ferrara www.onepagerules.com


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