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General Principles Playing the Game Wound Effects

The most important rule: Whenever the The game is played in rounds, with Whenever a model takes one or more
rules are unclear, use common sense players alternating in activating one unit wounds, place one marker next to it for
and personal preference. Have fun! each, starting with the player that won each wound. Then roll one die, and add
the deployment roll-off. Each new round the number of markers to the result to
Quality Tests: Roll one six-sided die, and
the player that finished activating first see what happens:
if you score the unit‘s quality value or
on the last round gets to start.
higher, then it‘s a success. • 2-5: Stunned
Activation • 6+: Knocked Out
Modifiers: Regardless of modifiers, rolls
of 6 are always successes, and rolls of 1 The player picks one unit, and it must do Knocked Out: Remove from play.
are always fails. one of the following: Stunned: The model is Stunned until the
Preparation Action Move Notes end of its next activation (place it on its
Hold 0” Can shoot. side to show this). Stunned models fail
The Armies: The players put together morale tests automatically, must stay
Advance 6” Can shoot after move.
two armies of equal points before the idle, and can’t strike back. If a Stunned
Rush 12” Can’t shoot.
game begins (we recommend 200pts to model takes any hits from shooting, or is
Charge 12” Moves into melee.
start, and 300pts for a full match). charged again, then it is Knocked Out.
Force Org. (optional): Players may only Movement Groups & Wounds: Whenever a unit with
bring up to 1 hero per 150pts in their multiple models takes wounds, each
Unit members must stay within 1” of at
army, and only 1+X copies of the same wound kills one model, until only one
least one other member, and within 6” of
unit, where X is 1 per 150pts in their last model remains. Only the last model
all other members. Units may only move
army. No single unit may be worth over then accumulates wounds and rolls to
within 1” of other units when charging,
35% of total points, and armies may only see if it’s Stunned or Knocked Out.
and may only charge if at least one
have max. of 1 unit per 30pts, and max. 1
charging model can reach base contact Morale
model per full 20pts.
with one model from the target unit.
Example: At 300pts, max. 2 heroes, Morale Tests: To take a morale test, the
max. 3 copies of each unit, no unit worth Shooting unit simply takes one Quality test.
over 105pts, max. 10 units in total, and Models in range and line of sight may Rout Tests: If at the end of any round an
max. 15 models in total. fire all ranged weapons, and may fire at army is down to half of its starting units
The Battlefield: The game is played on a up to two different targets with different or less, then all of its units must take a
flat 4‘x4‘ surface, with at least 15-20 weapon types. Shooting models take one morale test. If the test is failed, the unit
pieces of terrain on it. The game can be quality test per attack, and each success is Stunned, whilst already Stunned units
also played on smaller surfaces, as long is a hit. For each hit defending units roll Rout instead (remove from play).
as armies deploy at least 24" apart. one die trying to score their Defense
value or higher, and each fail causes one Terrain
Mission: Place D3+2 objectives. Players wound. Then check the wound effects
roll-off to go first, and then alternate in Cover Terrain: Units with most models in
section to see what happens to the unit.
placing one marker each outside of or behind cover get +1 to Defense rolls
deployment zones, and over 9” away Melee when blocking hits from shooting.
from each other. At the end of each Difficult Terrain: Units moving through
Charging models must move into base
round, if a unit is within 3” of a marker difficult terrain can’t move more than 6”
contact with the target, or as close as
while enemies aren’t, then it’s seized, in total at a time.
possible, and then defenders must do
and remains seized even after leaving.
the same by moving up to 3”. Models Dangerous Terrain: Models moving
Stunned units can’t seize markers, and if
within 2” of enemies may strike with all across dangerous terrain, or that
units from both sides are contesting a
their melee weapons, which works just activate in it, must roll one die (or as
marker, then it becomes neutral again.
like shooting. Then the defending unit many as their tough value), and for each
The game ends after 4 rounds, and the
may choose to strike back, but doesn’t roll of 1 the unit takes one wound.
player that controls most markers wins.
have to. If one of the two units is
Deployment: Players roll-off, and the destroyed, the other may move by up to
winner picks a table edge as their 3”, else the charging unit must move
deployment zone, with their opponent back by 1” (if possible).
taking the opposite. Then the players
Fatigue: Models only hit on unmodified
alternate in placing one unit each within
results of 6 in melee until the end of the
12” of their table edge, starting with the
round after they charge or strike back.
player that won the deployment roll-off.

1
Ambush: This model may be kept in Hero: Friendly units within 12” may take Tough(X): This model only rolls to see
reserve instead of deploying. At the start morale tests using the hero’s Quality what happens from wounds once it has
of any round after the first, you may and rules, as long as it isn’t Stunned. taken at least X wounds, and is only
place the model anywhere, over 9” away Knocked Out on rolls of 5+X or more.
Immobile: May only use Hold actions.
from enemy units. If both players have When Stunned and hit by shooting or
Ambush, roll-off to see who goes first, Impact(X): Roll X dice when attacking charged, this model takes 1 wound
and alternate deploying units. Units that after charging (may not be fatigued), for instead of being Knocked Out, unless it
deploy like this on the last round can’t each 2+ the target takes one hit. already has X or more wounds.
seize or contest objective markers.
Indirect: May target enemies that are Example: A model with Tough(3) only
AP(X): Targets get -X to Defense rolls not in line of sight, and ignores cover rolls to see what happens from wounds
when blocking hits. from sight obstructions, but gets -1 to hit once it has taken at least 3 wounds, and
rolls when shooting after moving. is Knocked Out on rolls of 8 or more.
Blast(X): Each attack ignores cover and
multiplies hits by X, but can’t deal more Lance: Gets AP(+2) when charging. Special Movement
than one hit per model. Must split all
Lock-On: Ignores cover and all negative Pushing: Whenever a model rolls a
hits evenly among enemy models within
modifiers to hit rolls and range. Stunned result, the attacker may try to
3” of a single model (target picks how).
Limited: May only be used once. push it away. Roll one die, and on a 4+
Caster(X): Gets X spell tokens at the the attacker may move the model by up
beginning of each round, but can’t hold Poison: Wounds can’t be regenerated, to 2” in any direction.
more than 6 tokens at once. At any point and must re-roll unmodified Defense
before attacking, spend as many tokens rolls of 6 when blocking hits. Falling: If a model falls or is pushed off
as the spell’s value to try casting one or an elevated position at least 2” tall, it
Regeneration: When taking a wound, roll takes 1 hit with AP(X), where X is AP(+1)
more spells (only one try per spell). Roll
one die. On a 5+ it is ignored. for every full 3” it fell. Then place the
one die, on 4+ resolve the effect on a
target in line of sight. This model and Relentless: When using Hold actions and model within 2” of the bottom, and its
other casters within 18” in line of sight shooting, hits from unmodified rolls of 6 activation ends immediately. For units
may spend any number of tokens at the are multiplied by 2 (only the original hit with multiple models, falling kills the
same time before rolling, to give the counts as a 6). model instead, until only one last model
caster +1/-1 to the roll per token. remains (and takes hits).
Reliable: Attacks at Quality 2+.
Counter: Strikes first with this weapon Jumping: Models may cross 1” gaps or
Rending: Wounds can’t be regenerated, drop off 3” of elevation as regular
when charged, and the charging unit and unmodified results of 6 to hit count
gets -1 total Impact attacks (per model movement, but they must jump to cross
as having AP(4). gaps or drop off elevation of up to 6”.
with this rule).
Scout: This model may be deployed after Roll X+1 dice, trying to score 3+, where X
Deadly(X): Assign each wound to one all other units, and may then move by up is one die for every full 3” it wants to
model, and multiply it by X. Hits from to 12”, ignoring terrain. If both players move. If all rolls are successes, then the
Deadly must be resolved first, and these have Scout, roll-off to see who goes first, model may cross the distance, without
wounds don't carry over to other models and alternate deploying units. counting it towards its move. If any roll
if the target is killed. is failed, then the model falls instead.
Slow: Moves -2” when using Advance,
Fast: Moves +2” when using Advance, and -4” when using Rush/Charge.
and +4” when using Rush/Charge.
Stealth: Enemies get -1 to hit rolls when
Fear(X): Counts as having dealt +X shooting at units where all models have
wounds when checking wound effects this rule from over 9" away.
(must deal at least one wound from
attacks to check wound effects). Strider: May ignore the effects of
difficult terrain when moving, and only
Fearless: When failing a morale test, needs 2+ to pass jumping rolls.
roll one die. On a 4+ it’s passed instead.

Flying: May go through obstacles and


ignores terrain effects when moving, and
automatically passes jumping rolls.

Furious: When charging, hits from


unmodified rolls of 6 are multiplied by 2
(only the original hit counts as a 6).

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