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AoFS - Advanced Rules v3.3.1

Please support OpR by buying the 3d prints and STLs from the creators.
Copyright
© © All Rights Reserved
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0% found this document useful (0 votes)
91 views

AoFS - Advanced Rules v3.3.1

Please support OpR by buying the 3d prints and STLs from the creators.
Copyright
© © All Rights Reserved
Available Formats
Download as PDF, TXT or read online on Scribd
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1

Robert Lance Jimenea (Order #43664300)


On a wounded world, new realms struggle to survive over the ashes of old empires.
The Human Empire fell when the world beneath it cracked. In an instant, its ancient capital and last
emperor were swallowed into the earth and lost forever. A massive wound now cuts through the
continent, winding and splitting the land itself.
It is an age of war in the lands of Tyria, where the peace and order of the last era have collapsed and new
powers have begun to emerge. A vast land of many peoples and kingdoms, no corner of Tyria has been left
completely untouched by the opening of the Great Rift.
Daemonic howls haunt the land, from the frigid north to the once peaceful Elven shores. In the Western
steppe lands, Dwarven berserkers bring the fire and fury of their new gods to bear against the thick
armour of their Orcish foes. While beneath the sea, ancient powers, once driven into hiding, now plot
their return to a now weakened and fractured surface. In the Southern deserts, even death offers no
escape for the cursed souls of the people there.
As all this unfolds, others have begun to pour into Tyria from different planes of existence. Civilizations
once lost have returned under new gods, while others have come unbidden to hunt the Daemons plaguing
Tyria. Strange and fantastic creatures have arrived as well, intent on carrying out their own goals, only
vaguely understood by the people of Tyria.
It is a time of otherworldly monsters, legendary heroes and unlikely alliances. An era of wonders and
ambition, as well as calamity and horror.
How will you forge your path in this age of fantasy?

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Robert Lance Jimenea (Order #43664300)
AGE OF FANTASY: SKIRMISH v 3.3.1
Introduction Contents
Age of Fantasy: Skirmish is a miniature wargame set in a dark Welcome to Age of Fantasy .................................................. 2
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

This rulebook is divided into 4 sections: Preparation ............................................................ 6

• Basic Rules - Everything you need to play the game, Game Structure & Movement ................................... 7
with plenty of diagrams and examples. Shooting ................................................................. 8
• Advanced Rules - Extra rules that you can use on top
of the basic rules to spice up the game. Melee ..................................................................... 9
• Total Conversions - Rules that radically modify the Wound Effects & Morale........................................ 10
base rules and provide a new experience.
Terrain ................................................................. 11
• Additional Content - Extra content that is available
on our website, added here for your convenience. Special Rules ........................................................ 13

We recommend that you start off by playing with just a few Pre-Made Rule Packs ......................................................... 15
advanced rules first, and then gradually add more as you get
Advanced Rules................................................................. 16
more comfortable with them.
Terrain Placement ................................................ 16
Once you feel like you’ve gained a good understanding of the
game, you can then try out the total conversions, which Deployment Styles ................................................ 17
provide a radically different experience from the base rules.
Extra Missions ...................................................... 18

About OPR Side-Missions........................................................ 19

OPR (www.onepagerules.com) is the home of many free Extra Actions ........................................................ 20


games which are designed to be fast to learn and easy to play.
Random Events ..................................................... 21
This project was made by gamers for gamers and it can only
Battlefield Conditions ............................................ 22
exist thanks to the support of our awesome community.
Terrain & Objective Effects .................................... 23
If you want to help us in making more awesome content, you
can support us on Patreon: www.patreon.com/onepagerules Total Conversions ............................................................. 24

Thank you for playing! Fog of War ............................................................ 24

Tactical Phase ....................................................... 25

Command Points .................................................. 26

Critical Hits .......................................................... 27

Exhaustion ........................................................... 28

City Fighting ......................................................... 29

Multiplayer Games ................................................ 30

Kitchen Table Games ............................................ 31

Additional Content ............................................................ 32

Tournament Guidelines......................................... 32

Solo & Co-Op Rules ............................................... 34

Campaign Rules .................................................... 36

Mission Cards ....................................................... 43


CREDITS
Created By: Gaetano Ferrara

Game Design: Gaetano Ferrara

Illustrations: Fran Fernandez, Brandon Gillam, Tomas Vieira

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Robert Lance Jimenea (Order #43664300)
GENERAL PRINCIPLES
The Most Important Rule Dice
When playing a complex game there are going to be occasions To play the game you are going to need some six-sided dice,
where a situation is not covered by the rules, or a rule does not which we will refer to as D6. Depending on how many models
seem quite right. When that is the case use common sense and you are playing with, we recommend having at least 10 to 20
personal preference to resolve the situation. dice to keep things fast.

If you and your opponent cannot agree on how to solve a Additionally, we recommend having dice of multiple colors so
situation, use the following method in the interest of time. that you can combine them for faster rolling. Whenever a unit
is using multiple weapons, you can use different colors for
Roll one die. On a result of 1-3 player A decides, and on a result
each weapon, and then roll them all at once.
of 4-6 player B decides. This decision then applies for the rest
of the match, and once the game is over you can continue to Sometimes the rules will refer to different types of dice, for
discuss the finer details of the rules. example D3, 2D6 and D6+1. There are many types of dice, but
the notation remains the same, so just apply the following
Scale Conventions explanations to all 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 round 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.
• D6+1: To use these dice, simply roll a D6 and add 1
Here are some rough guidelines for model and base sizes:
to the result.
• Infantry: 32mm tall on 20mm/32mm round bases
• Large Infantry: 50mm tall on 40mm/50mm round bases Re-Rolls
• Cavalry: 40mm tall on 60mm oval bases
Whenever a rule tells you to re-roll a dice result, simply pick
Note that the base size that you use doesn’t matter, as long as up the number of dice you have to re-roll, and roll them again.
you keep base sizes consistent across all models. The result of the second roll is the final result, even if it’s
worse than the first. A die roll may only be re-rolled once,
Models & Units regardless of how many rules apply to it.
In the rules, individual miniatures are referred to as models,
Roll-Offs
whilst groups of one or more models are referred to as units.
Whenever a rule tells you to roll-off, all players involved in the
This means that when a rule applies to a unit it applies to all
roll-off must roll one die, and then compare their results. The
miniatures within that unit, whilst if a rule applies to a model
player with the highest result wins the roll-off, and in the
it only applies to one individual miniature.
event of a tie the players must re-roll until there is a winner.
Unit Stats
Quality Tests
Units come with a variety of statistics that define who they are
During the game you will be required to take Quality tests in
and what they can do.
order to see if a unit succeeds at doing various things such as
• Name [Size]: The name and number of models. hitting its targets or passing morale tests.
• Quality: The score needed for attacks and morale.
Whenever a rule states that a unit must take a Quality test, roll
• Defense: The score needed for defense.
one die. If you score the unit’s Quality value or higher, then it
• Equipment: Any weapons and gear the unit has.
counts as a success, else it counts as a fail.
• Special Rules: Any special rules the unit has.
• Cost: How many points it costs to take this unit. Example: A model with Quality 4+ must take three Quality tests.
The player rolls three dice and scores a 3, a 4 and a 5. This means
that the model gets two successes (the 4 and 5), and one fail (the 3).

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Robert Lance Jimenea (Order #43664300)
GENERAL PRINCIPLES
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 that no part of its base moves further than the total distance.
the value of a unit’s roll results by either +1 or -1, but the exact
number may vary.

Whenever a modifier applies to one of your rolls, simply add


or subtract the value from the roll and the new value counts as
the final result, however a roll of 6 always counts as a success
and a roll of 1 always counts as a fail, regardless of how much
it is being modified by.

Example: A model with Quality 4+ must take three Quality tests


with a -1 modifier. The player rolls three dice and scores a 3, 4 and
5, but because of the modifier the final result is a 2, a 3 and a 4.

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.

Weapons profiles are represented like this:


Note that whilst all examples here show round bases, these
• Name (Range, Attacks, Special Rules) movement restrictions apply in the same way to models on
Example: Heavy Rifle (24”, A1, AP(1)) bases of different shape or models without a base.

Measuring Distances Line of Sight


To play the game you are going to need a ruler marked in When playing the game, line of sight is used to determine if a
inches, which you may use to measure distances at any time. model can see another model for any purpose.

Distances are usually measured from a model’s base, however To determine line of sight, simply get down to the eye level of
if a model has no base, then all distances are measured from the miniature, and check if it can see the target. If the target is
its hull or torso, depending on the model. visible, then the model has line of sight.

When measuring the distance between two models you always Models can always see in all directions, regardless of where
measure from/to the closest point of their bases. the miniature is actually facing, always have line of sight to
themselves, and may always target themselves (unless stated
When measuring the distance between two units you always
otherwise). Models can’t see through solid obstacles, including
measure from/to the closest model in each unit.
the perimeter of other units (friendly or enemy), but they can
always see through friendly models from their own unit.

5
Robert Lance Jimenea (Order #43664300)
PREPARATION
Preparing the Battlefield Force Organisation (Optional)
You are going to need a flat 4’x4’ area 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 areas, 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 125pts
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 125pts (combined units count as one)
place at least 20 pieces of terrain on it, though we recommend • No single unit worth over 35% of total points
using 25 or more to keep things interesting. Whilst it’s always • Only 1 unit per 25pts
nice to play with great looking pieces of terrain, you can • Only 1 model per 15pts
simply use household items such as books or cups as terrain.
Example: When playing a 250pts game, players may bring max. 2
There are no specific rules on how you should place terrain, heroes, max. 3 copies of each unit, no unit worth over 85pts, max.
but we have provided some general guidelines in the terrain 10 units in total, and max. 16 models in total.
section of this book to help you get started.
Deploying Armies
Placing Objectives
Once the mission has been set up, the players roll-off and the
After the table has been prepared, you and your opponent winner must start deploying their army first.
must set up D3+2 objective markers on the battlefield.
The winning player first chooses one table edge to deploy on
The players roll-off and the winner picks who places the first and then places one unit fully within 12” of their table edge.
objective marker. Then the players alternate in placing one
marker each outside of the deployment zones, and over 9” Once they are done, then the opposing player places one unit
away from other markers (note that markers can’t be placed in fully within 12” of the opposite table edge.
unreachable position, like impassable terrain). Then the players continue alternating in placing one unit each,
until all units have been deployed.
The Mission
At the end of each round, if a unit is within 3” of a marker
whilst no enemies are, then it counts as being seized.

Markers remain seized even if the unit moves away, but if


units from both sides contest a marker at the end of a round,
then it becomes neutral again.

After 4 rounds have been played, the game ends, and the
player that controls most markers wins.

Preparing your Army


Before the game begins, you and your opponent are going to
have to agree on what size of game you want to play.

For a start we recommend playing with armies worth 150pts


each, and once you have gotten familiar with the game, you
can start playing full matches with 250pts armies each.

To put your army together, simply select units and upgrades


from your army’s list, and sum together their total point cost.

There are no limitations as to how many units you can take, as


long as their total point cost doesn’t go over the agreed limit.

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Robert Lance Jimenea (Order #43664300)
GAME STRUCTURE & MOVEMENT
Game Structure CharginG
The game is structured into game rounds, player turns and When taking a Charge action, all models in the unit may move
unit activations. Here is the breakdown of what these mean: by up to 12”. Models taking a Charge action may ignore the 1”
distance restriction, however since this is a little more
• Rounds: Each round is made up of multiple turns.
complex it will be explained in detail in the Melee section.
• Turns: Each turn is made up of a single activation.
• Activations: Each activation is made of an action. Note that units may only take a Charge action if their move
would bring at least one model into base contact with another
Playing the Game model from the target unit. If reaching contact becomes
impossible (due to killed models, special rules, etc.), then the
After both players have deployed their armies, the game starts
unit may complete its movement and then ends its activation.
with the first round and the player that won the deployment
roll-off takes the first turn.
Unit Coherency
During their turn, the player picks a unit that has not been
All models in a unit must always stay within 1” of at least one
activated yet, and activates it by performing an action.
other model, and must stay within 6” of all other models (or as
Once the action has been taken, their turn ends and the close as possible), forming an uninterrupted chain of models
opposing player’s turn starts. This continues until all units in 1” coherency with each other.
have activated, at which point the round ends and a new game
If a model is not in coherency with its unit at the beginning of
round begins. On each new round the player that finished
its activation, then you must take an action so that the model
activating first on the last round gets to activate first.
gets back into coherency.
After 4 full rounds have been played the game ends, and
players determine who won, by checking if they completed
their mission objectives.

Activating Units
Players must activate one unit that has not been activated yet
and take one action.

Here are all available actions and what they allow a unit to do:

• Hold - Doesn’t move, can shoot.


• Advance - Moves 6” and can shoot after moving.
• Rush - Moves 12” but can’t shoot.
• Charge - Moves 12” into melee.

Holding
When taking a Hold action, the models in the unit may not
move or turn in any direction.

Advancing .

When taking an Advance action, all models in the unit may


move by up to 6”. Models may move and turn in any direction
regardless of their facing, as long as no part of their bases
move further than the total movement distance.

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


(friendly or enemy), unless they are taking a Charge action.

Note that models may never move through other models or


units, even if they are taking a Charge action.

Rushing
When taking a Rush action, all models in the unit may move by
up to 12”. The same rules about turning, facing and keeping 1”
distance apply to Rush actions.

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Robert Lance Jimenea (Order #43664300)
SHOOTING
Picking Targets The Shooting Sequence
When taking a Shooting action, a unit must pick one valid Shooting is done in a simple sequence which has to be
target and all models in the unit may shoot at it. followed separately for each weapon group:

If at least one model in the unit has line of sight to an enemy 1. Determine Attacks
model, and has a weapon that is within range of that model, 2. Roll to Hit
then that enemy is a valid target. 3. Roll to Block
4. Check Wound Effects
Who Can Shoot
1. Determine Attacks
All models in a unit with line of sight to the target, and that
have a weapon that is within range of it, may fire at it. Note Sum the Attack value from the weapons of all models that can
that models may always ignore friendly models from their own shoot at the target to determine how many attacks the unit has
unit when determining line of sight. in total for this shooting.

Example: A Marksman is shooting at a Skeleton. He is armed with


a Rifle (Attack 1) and is within range and line of sight of the
Skeleton, which means he has a total of 1 attack for this shooting.

2. Roll to Hit
After having determined how many attacks the unit has in
total, take as many Quality tests as attacks. Each successful roll
counts as a hit, and all failed rolls are discarded with no effect.

Example: The Marksman (Quality 5+) is shooting at the nearby


Skeleton. He takes one Quality test and rolls a 6. This means that he
scored a total of 1 hit on the Skeleton.

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 for each failed roll
Example: Only the Marksman in the middle can shoot at the
place one wound marker on the model.
Skeletons. The model at the top is in range but has no line of sight,
whilst the model at the bottom has line of sight but is out of range. Example: The Skeleton (Defense 5+) has taken 1 hit. He rolls one die
and gets a 4. This means that the Skeleton has taken 1 wound and
Multiple Weapon Types must check to see its effects.

If a unit is firing multiple weapon types, then you may 4. Check Wound Effects
separate each weapon type into its own weapon group.
See wound effects page on how to resolve wounds.
Each group may be fired at a different target, however you
may fire only at up to two different targets, and all weapons
from the same group must fire at the same target.

Note that the target for each weapon group must be declared
before rolling, and all weapons are fired simultaneously.

Example: A unit of Marksmen is armed with Rifles and a Sniper


Rifle. Since it has two weapon types, the Marksmen can fire all the
Rifles at a nearby Skeletons unit and the Sniper Rifle at a distant
Skeleton Champion.

8
Robert Lance Jimenea (Order #43664300)
MELEE
Picking Targets The Melee Sequence
When taking a Charge action, a unit must pick one valid target Melee is done in a simple sequence which has to be followed
and all models in the unit must charge it. separately for the charging unit and the target unit:

If at least one model in the unit is within charge distance of 1. Determine Attacks
one model from the target unit, and has a clear path to reach 2. Roll to Hit
it, then that enemy is a valid target (no line of sight is needed). 3. Roll to Block
4. Check Wounds Effects
Charge Moves
1. Determine Attacks
Charging models must move by up to 12” to get into base
contact with an enemy model from the target unit, or as close Sum the Attack value from the weapons of all models that can
as possible, whilst still maintaining unit coherency (charge strike at the target to determine how many attacks the unit has
moves don’t have to be in a straight line). in total for this melee.

Once all charging models have moved, all models from the Example: An Infantryman is charging a Skeleton. He is armed with
target unit that are not in base contact with a charging model a Hand Weapon (Attack 1) and is in range of the Skeleton, which
must move by up to 3” to get into base contact with a charging means that he has a total of 1 attack for this melee.
model, or as close as possible, maintaining unit coherency.
2. Roll to Hit
After having determined how many attacks the unit has in
total, take as many Quality tests as attacks. Each successful roll
counts as a hit, and all failed rolls are discarded with no effect.

Example: The Infantryman (Quality 5+) is striking at the Skeleton.


He takes one Quality test and rolls a 6. This means that he scored a
total of 1 hit.

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 for each failed roll
place one wound marker on the model.

Example: The Skeleton (Defense 5+) has taken 1 hit. He rolls one die
and gets a 4. This means that the Skeleton has taken 1 wound and
Who Can Strike must check to see its effects.

All models in a unit that are in base contact with an enemy


4. Check Wound Effects
model from the target unit, or that are within 2” of a model
from the target unit, may attack it. See wound effects page on how to resolve wounds.

Models may strike with all of their melee weapons, and may
Return Strikes
only strike at models from the target unit.
Once all charging models have attacked, the defending unit
may choose to strike back (following the melee sequence
again), but doesn’t have to. Note that striking back does not
count as its activation, and activated units may strike back.

Fatigue
After attacking in melee for the first time during a round,
either by charging or by striking back, models only hit on
unmodified rolls of 6 in melee until the end of that round.

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Robert Lance Jimenea (Order #43664300)
WOUND EFFECTS & MORALE
Checking Wound Effects Morale & When to Test
Whenever a unit has taken at least one wound, roll one die and As armies take casualties, their psychological well-being
add the number of wound markers to it, and then check to see deteriorates, and they will flee from the battlefield.
what happens to it:
At the end of each round, if an army is down to half or less of
• 1-5: Shaken its starting units, then all of its units must take a morale test.
• 6+: Knocked Out Note that starting size is counted at the beginning of the game.
Note that units must also check for wound effects when taking Example: A Human Empire army started the game with 5 units,
wounds from other sources (special rules, terrain, etc.). and is down to 2 units at the end of a round, so all of its units must
Example: A Skeleton has just taken one wound and must now check take a morale test at the end of all rounds.
its effect. It rolls one die and gets a 5, and adds +1 because it had
one wound. The final result is 6 and so the model is Knocked Out. Taking Morale Tests
To take a morale test, the affected unit must simply take one
Knocked Out Models regular Quality test, and see what happens:
Knocked Out models are removed from play as casualties.
• If the roll is successful, nothing happens.

SHAKEN UNITS If the roll is unsuccessful, the unit is Shaken.
• If the roll is unsuccessful, and the unit was already
Shaken units always count as fatigued, automatically fail Shaken, then the unit Routs.
morale tests, and can’t contest or seize objectives.
Routed Units
When activated, Shaken units must spend their activation
being idle and doing nothing, which stops them from being Routed units have lost all hope and are taken captive, flee the
Shaken at the end of their activation. battle, or are otherwise rendered ineffective.

Groups & Wounds Simply remove the entire unit from the game as a casualty.

Example: A Human Empire army with 5 units has lost 3 units and
When a unit with multiple models takes wounds, each wound
the remaining 2 units must take a morale test. They each take a
immediately kills one model, until only one last model
morale test and pass, so they both get to continue fighting.
remains. Only the last model then accumulates wound
markers and rolls to see if it’s Shaken or Knocked Out.

Example: A unit of three Skeletons has taken three wounds, so it


first removes two models as casualties, and then puts one wound
marker on the last model and rolls to check the wound’s effect.

Consolidation Moves
In melee, if one of the two units was destroyed (removed all
models as casualties), then the other may move by up to 3”.

If neither of the units was destroyed, then the charging unit


must move back by 1” (if possible), to keep the separation
between units clear, and show they are not locked in melee.

10
Robert Lance Jimenea (Order #43664300)
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.

Each piece of terrain may count as having multiple terrain


types, and you may also add other conditions to further
customize your terrain rules.

Example: A piece of Forest terrain could count both as Cover as well


as Difficult Terrain. Additionally, you could allow units to shoot
into and out of it freely, but not through it.

Open Terrain Cover Terrain


Examples: Grass Fields, Dirt Roads, Streets, etc. Examples: Forests, Ruins, Fences, etc.
Any surface that is not specifically defined as a type of terrain Terrain features that models can hide in or behind, or that
(like forests, buildings, rivers, etc.) counts as open terrain. could stop projectiles, count as cover terrain.
Open terrain does not have any special rules, and any rules If the majority of models in a unit are in or behind a piece of
that affect terrain do not apply to open terrain. cover terrain, they get +1 to Defense rolls when blocking hits
from shooting attacks.
Impassable Terrain
Mountains, Canyons, Deep Water, etc. Difficult Terrain
Any surface that would stop models from moving through it Examples: Woods, Mud, Rivers, etc.
counts as impassable terrain. Terrain features that hinder a model’s movement, or force
Units may not move through impassable terrain, unless they them to slow down, count as difficult terrain.
have any rules that allow them to ignore it. If any model in a unit moves in or through difficult terrain at
any point of its move, then all models in the unit may not
Blocking Terrain
move more than 6” for that movement.
Examples: Walls, Buildings, Rocks, etc.
Dangerous Terrain
Any piece of terrain that models can’t see or shoot through
counts as blocking terrain. Examples: Quicksand, Lava Pools, Deadly Vegetation, etc.

Units may not draw line of sight through blocking terrain, Terrain features that could harm models, or outright kill them,
unless they have any rules that allow them to ignore it. count as dangerous terrain.

If a model moves in or through dangerous terrain, or is


activated in it, then it must take a dangerous terrain test.

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.

Any terrain piece that is up to 3” tall can be climbed as part of


a unit’s regular movement, and units may move across gaps up
to 1” wide as if they were solid ground.

11
Robert Lance Jimenea (Order #43664300)
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 50% 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.

Here are some basic terrain type recommendations:


Terrain Overview
• At least 50% should block line of sight
Whilst there is no limit to the size of terrain that you can use
• At least 33% should provide cover
for your games, we have a few recommendations for you:
• 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”
Example: If you’re playing with 18 pieces of terrain, at least 9
and 3”x3” in size.
should block line of sight, 6 should provide cover, 6 should be
• Large terrain features, like buildings, forests, lakes,
difficult terrain, and 2 should be dangerous terrain.
etc. should be somewhere between 4”x4” and 8”x8” in
size, but can be as large as 12”x12”. Once you have chosen which terrain pieces you are going to
use, you can either have one player set up all of the terrain, or
For each terrain feature you’ll also have to define some basic
have both players set up terrain together.
rules for how it works in the game. Most terrain features will
probably have a single type, but you can combine multiple To make sure neither player has an advantage, you can roll-
types together, and even add extra conditions to them. off, and then then alternate in placing one terrain piece each,
starting with the player that won the roll-off.
Here are some guidelines for common terrain types:
There are no specific rules on how you should place terrain, so
• Barricades - Cover we recommend trying to set up the table in such a way that it
• Buildings - Impassable + Blocking will provide a balanced playing field for everyone involved.
• Fields - Difficult + Cover
Ideally you want to place enough blocking terrain that you
• Forests - Difficult + Cover + Units can see into and out
can’t draw clear line of sight from edge to edge across the
of forests, but not through them
table, as well as make sure that there are no gaps bigger than
• Hills - Cover + Difficult when moving up + Units on
6” between different terrain pieces. If you are playing with
top may ignore one unit/terrain for line of sight
large units, we also recommend making sure that there are
• Lakes - Difficult (if shallow) or Impassable (if deep)
gaps of at least 3” between terrain, so they can fit through.
• Lava - Dangerous
• Mountains - Impassable + Blocking
• Rivers - Dangerous when using rush/charge
• Rubble - Difficult
• Ruins - Cover + Dangerous when using rush/charge
• Swamps - Difficult

Note that whilst all of the terrain we mentioned so far is what


you’ll need for gameplay purposes, it’s also always good to
have elements of decorative terrain that have no effect on the
game, but that help make your table look better.

These could be elements such as patches of grass, shallow


water puddles, scattered gravel, chain-link fences, street signs,
and other things that make sense for your table.

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Robert Lance Jimenea (Order #43664300)
SPECIAL RULES
Rules Priority & Stacking Effects Counter

Most units have one or more special rules that affect the way Strikes first with this weapon when charged, and the charging
they behave, and that sometimes go against the standard rules. unit gets -1 total Impact rolls per model with Counter.

Whenever you come across one of these situations, the special Example: A model with Impact(3) charges a unit with 1 model that
rule always takes precedence over the standard rules. has Counter, so it only makes 2 Impact rolls.

Note that effects from multiple instances of the same special Deadly(X)
rule or spell don’t stack, unless it is a rule with (X) in its name,
Assign each wound to one model, and multiply it by X. Hits
or unless it is specified otherwise.
from Deadly must be resolved first, and these wounds don’t
carry over to other models if the original target is killed.
SPECIAL RULES REFERENCE
Fast
Ambush
Models with this special rule move +2” when using Advance
May be set aside before deployment. At the start of any round
and +4” when using Rush/Charge.
after the first, may be deployed anywhere over 9” away from
enemy units. If both players have Ambush, roll-off to see who Fear(X)
goes first, and then alternate deploying units. Units that
Counts as having dealt +X wounds when checking wound
deploy via Ambush can’t seize or contest objectives on the
effects in melee (must deal at least one wound).
round they deploy.
Example: A unit with Fear(1) has dealt 1 wound to an enemy in
AP(X)
melee, and the enemy rolled a 4, to which we add 1 from the wound
Targets get -X to Defense rolls when blocking hits from and 1 from fear for a total of 6, so the enemy is Knocked Out.
weapons with this special rule.
Fearless
Blast(X)
Whenever a unit where most models have this rule fails a
Ignores cover, and after resolving other special rules, each hit morale test, roll one die. On a 4+ it counts as passed instead.
is multiplied by X, where X is up to as many hits as enemy
Flying
models in the target unit and within 3” of it. Hits must be split
evenly between all enemy units within 3” of any model from May move through obstacles, ignores terrain effects when
the target (defender picks how). moving, and automatically passes jumping rolls.

Example: A weapon with 2 Attacks and Blast(3) scores two hits Furious
against a unit with 2 models. Each hit is multiplied by 2, so the
target takes a total of 4 hits. When charging, unmodified rolls of 6 to hit in melee deal one
extra hit (only the original hit counts as a 6 for special rules).
Example: A weapon with 1 Attack and Blast(6) scores a hit against
a unit with 3 models that is within 3” of two other enemy units Example: A Furious model with a weapon with 1 Attack and
with 1 model each. The hit is multiplied by 5, and the defender picks Rending scores one hit on a roll of 6, so it deals two hits, of which
which two units take 2 hits, and which unit takes 1 hit. only the first counts as having AP(4) because of Rending.

Caster(X) Hero

Gets X spell tokens at the start of each round, but can’t hold Friendly units within 12” may take morale tests using the
more than 6 tokens at once. At any point before attacking, hero’s Quality, as long as the hero isn’t Shaken.
spend as many tokens as the spell’s value to try casting one or
more spells (only one try per spell). Roll one die, on 4+ resolve
the effect on a target in line of sight. This model and other
casters within 18” in line of sight may spend any number of
tokens at the same time before rolling, to give the caster +1/-1
to the roll per token.

Note that Casters get spell tokens each round even if they are
not on the table (waiting to Ambush for example), and that the
Caster’s spells must be picked from their own faction.

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Robert Lance Jimenea (Order #43664300)
SPECIAL RULES
Immobile Stealth
Models with this special rule may only use Hold actions. Enemies get -1 to hit rolls when shooting at units where all
models have this rule from over 9" away.
Impact(X)
Strider
Roll X dice when attacking after charging (may not be
fatigued), for each 2+ the target takes one hit. May ignore the effects of difficult terrain when moving, and
only needs 2+ to pass jumping rolls.
Indirect
Tough(X)
May target enemies that are not in line of sight, and ignores
cover from sight obstructions, but gets -1 to hit rolls when This model only rolls to check for wound effects once it has
shooting after moving. taken at least X wounds, and is only Knocked Out on rolls of
5+X or more.
Lance
Example: A model with Tough(3) only rolls for wound effects once
Weapons with this special rule get AP(+2) when charging. it has taken 3 wounds or more, and is Knocked Out on rolls of 8+.
Limited
Command Groups
Weapons with this rule may only be used once per game.
When preparing your army, each army may only have one
Poison model with one of the following upgrades.

This weapon ignores Regeneration, and the target must re-roll Sergeant: This model gets +1 to hit when attacking.
unmodified Defense rolls of 6 when blocking hits.
Musician: This model and its unit get +1” when taking move
Note that a die roll may only be re-rolled once, so if another 6 actions (Advance, Rush, or Charge).
is rolled after re-rolling Defense, then the hit is blocked.
Banner: This model and its unit get +1 to morale test rolls.
Regeneration
Special Movement
When taking a wound, roll one die. On a 5+ it is ignored.
Pushing
Relentless
Whenever a model rolls a Shaken result, the attacker may try
When using Hold actions and shooting, unmodified rolls of 6 to push it. Roll one die, and on a 4+ the attacker may move the
to hit deal one extra hit (only the original hit counts as a 6 for model by up to 2” in any direction.
special rules).
Jumping
Note: Check out the examples from the Furious special rule.
Models may cross 1” gaps or drop off 3” of elevation as regular
Reliable movement, but they must jump to cross gaps or drop off
Models attacks at Quality 2+ with this weapon. elevation of up to 6”. Roll X+1 dice, trying to score 3+, where X
is one die for every full 3” the model wants to move. If all rolls
Note that Reliable only changes the Quality value, so the roll are successes, then the model may cross the distance, without
can still be modified, Fatigue still applies, etc. counting it towards its move. If any roll is failed, then the
model falls instead.
Rending
Example: A unit of two models wants to jump down 4” of elevation,
This weapon ignores Regeneration, and unmodified results of
so each model must roll 2 dice, trying to score 3+.
6 to hit get AP(4).
Falling
Scout
If a model falls or is pushed off an elevated position at least 2”
May be set aside before deployment. After all other units
tall, it takes 1 hit with AP(X), where X is AP(1) for every full 3”
finish, must be deployed and may move by up to 12”, ignoring
it fell. Then place the model within 2” of the bottom, and its
terrain. If both players have Scout, roll-off to see who goes
activation ends immediately. For units with multiple models,
first, and then alternate deploying units.
falling kills the model instead, until only one last model
Slow remains, which falls normally.

Models with this special rule move -2” when using Advance, Example: A unit of two models has fallen down 4” of elevation, so
and -4” when using Rush/Charge. one model is killed, and the other takes 1 hit with AP(1).

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Robert Lance Jimenea (Order #43664300)
PRE-MADE RULE PACKS
USING PRE-MADE RULE PACKS COMPETITIVE PLAY PACK
The advanced rules were designed to give players the freedom Extends the rules with more options for competitive play.
to customize their gaming experience however they like, to
This pack has all of the basics that you need to add more
play the version of the game that is perfect for them.
options for competitive play, without messing with the core
In order to help new players get started with the advanced balance of the game.
rules, we have provided pre-made rules packs, which allow
When playing with this pack, use the following rules:
you to play a tailor-made version of the game in no-time.
• Deployment Styles
Before the game, players can agree to use one of the following
• Extra Missions
rules packs in the game:
• Side-Missions
• Extended Core Pack
• Added Complexity Pack NARRATIVE BATTLES PACK
• Competitive Play Pack
Additional rules with small twists that help build a narrative.
• Narrative Battles Pack
• Chaotic Rules Pack This pack offers a more narrative experience that’s still
balanced, by adding game set-up variety with Fog of War, as
Note that you shouldn’t feel limited by these pre-made packs, well as a new command layer with Exhaustion.
and you can freely add or remove rules from any of them, to
get the best version of these packs for you. When playing with this pack, use the following rules:

• Deployment Styles
EXTENDED CORE PACK
• Extra Missions
Adds a few extras to the core rules, whilst keeping things light. • Side-Missions
• Fog of War
This pack features Deployment Styles and Extra Missions for
• Exhaustion
more game variety, as well as Extra Actions to give players
more options whilst playing.
CHAOTIC RULES PACK
When playing with this pack, use the following rules:
Lots of randomness which can be less balanced, but more fun.
• Deployment Styles
This pack was designed to be purely for fun, with lots of crazy
• Extra Missions
Random Events, Battlefield Conditions, and Terrain &
• Extra Actions
Objective Effects, as well as Critical Hits for an extra twist.

ADDED COMPLEXITY PACK When playing with this pack, use the following rules:

Extra rules that add more complexity to the game. • Terrain Placement
• Deployment Styles
This pack was designed as an addition to the extended core
• Extra Missions
pack, featuring the same extra rules, as well as more options
with Side-Missions, Tactical Phase, and Command Points. • Random Events
• Battlefield Conditions
When playing with this pack, use the following rules:
• Terrain & Objective Effects
• Deployment Styles • Critical Hits
• Extra Missions
• Side-Missions
• Extra Actions
• Tactical Phase
• Command Points

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Robert Lance Jimenea (Order #43664300)
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
4. Full Table
table. The rest must be placed more than 12” away
5. Two Halves
from that 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 20-30 pieces of terrain that you want to play with, table corner. The rest can be placed anywhere.
or else use the method below to generate terrain. 6. Place the first 4 pieces each in a different table
To generate balanced terrain follow these steps: quarter. The rest can be placed anywhere.

• Take 9 pieces of terrain: 4. Full Table


o 2 Small Barricades
Players roll-off, and the winner places all pieces of terrain on
o 2 Forests / Fields
the table, at least 3” away from each other and the table edge.
o 5 Sight Blockers
• Take 6D3 more pieces of terrain, determining their Then the player that lost the roll-off gets to pick which side
type by rolling 2D6 for each: they want to deploy on.
o 2-3 = Hill
o 4 = Ruins 5. Two Halves
o 5 = Field
Players roll-off, and the winner may draw a straight line from
o 6-8 = Small Barricade
one corner of the battlefield to the opposite, and pick which
o 9 = Forest
table half they place terrain on.
o 10 = Sight Blocker
o 11-12 = Lake Then the players alternate in placing one piece of terrain each
on their own table half, at least 3” away from other pieces of
After terrain has been placed, roll-off to see who goes first,
terrain and the table edge.
and then players alternate in picking D3 pieces of terrain each,
which count as Dangerout Terrain. 6. Six Squares
1. Random Divide the table into four 2’x2’ sections.

Divide the table into four 2’x2’ sections. Players roll-off, and then alternate in placing one terrain piece
each in a random section, starting with the player that won.
For each piece of terrain, roll one die to place it at the center
of one random section, and then move it 2D6” toward the Terrain pieces must be placed at least 3” away from each
center of another randomly selected section, stopping to be at other, and if it’s impossible to place them they are removed.
least 3” away from other pieces of terrain.

If it’s impossible to place the terrain piece, simply remove it.

2. Alternating (Free)
Players roll-off, and then alternate in placing one terrain piece
each, starting with the player that won.

Terrain pieces must be placed at least 3” away from each


other, and if it’s impossible to place them they are removed.

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Robert Lance Jimenea (Order #43664300)
DEPLOYMENT STYLES
Random Deployment Style 4. Spearhead
Whilst you can simply pick one deployment style of your
choice, it can be interesting to have it be randomly selected
before the game begins, to keep things fresh.

To select a random deployment style, simply roll one die:

1. Frontline
2. Side Battle
3. Encircled
4. Spearhead
5. Flank Assault
6. Cornered

1. Front Line
Note that this is the standard deployment from the core rules.
5. Flank Assault

2. Side Battle 6. Cornered

3. ENCIRCLED

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Robert Lance Jimenea (Order #43664300)
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
3. Relic Hunt 2. Seize Ground
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.

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.

4. Sabotage
After the table has been prepared, the players must set up
1 objective marker each 12” away from their table edge.

Mission Objectives Each objective marker belongs to the player that placed it, and
if at any point a unit seizes the enemy objective marker, then
Since all missions use objectives in order to determine who the marker is destroyed and removed from play.
wins, the following rules are common for all missions:
After 4 rounds have been played the game ends, and the player
• Placing Objectives: The players roll-off, and the that managed to destroy the enemy marker whilst keeping
winner picks who places the first objective marker. their own marker intact wins.
Then the players alternate in placing one marker
each outside of the deployment zones, and over 9” 5. Breakthrough
away from other objective markers.
After the table has been prepared, the players must set up
• Seizing Objectives: At the end of each round, if a unit
1 objective marker each on the battlefield.
is within 3” of a marker whilst no enemies are, then it
counts as being seized. Markers remain seized even if The objective markers must be placed at the center of each
the unit moves away, but if units from both sides player’s deployment zone, 12” away from the table edge.
contest a marker at the end of a round, then it
After 4 rounds have been played the game ends, and the player
becomes neutral again.
that controls most markers wins.
Note that if you are using the random deployment styles rules,
you must first roll to see which deployment style you will use, 6. King of the Hill
then roll for mission objectives, and only after you roll-off to
After the table has been prepared, the players must set up only
see who picks where to deploy.
1 objective marker on the battlefield.

The objective marker must be placed over 9” away from the


deployment zones and the table edges.

After 4 rounds have been played the game ends, and the player
that controls the marker wins.

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Robert Lance Jimenea (Order #43664300)
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
game is done using a Victory Points (VP) system, instead of their 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 at the end of any round.
1 VP for keeping own marker alive 5. Onslaught - Dealt 3+ wounds in a single melee..
• 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,
1. Dominate - Enemy controls no objectives.
or roll a D3 to randomly get one:
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
deployment zone.
Additionally, you must pick one of the following selection
5. Invade - At least one friendly unit fully inside enemy
methods, or roll a D3 to randomly get one:
deployment zone.
1. Free 6. Seize - Control most objective markers.
2. Limited
3. Heroic Intervention
3. Randomized
1. Slay - Enemy hero with highest Tough value killed.
Playstyles 2. Sacrifice - Most expensive friendly hero killed.
There are 3 different playstyles you can use, each providing a 3. Head Hunter - Most expensive enemy hero killed.
different level of competition: 4. Sorcerer Supreme - Enemy hero killed by spell.
5. Ancient Heirlooms - Friendly hero within 6” of the
1. Shared - Each player selects 1 side-mission openly, center of the table.
both players can complete any of the side-missions 6. Secret Mission - Friendly hero within 3” of enemy
2. Hidden - Each player selects 1 side-mission in secret, table edge inside deployment zone.
players can only complete their own side-mission
3. Shared + Hidden - Players roll-off, and the winner
selects 1 side-mission openly, which both players can
complete. Then each player selects 1 side-mission in
secret, which only they can complete.

Selection Methods
There are 3 different selection methods you can use, each
giving the players a different degree of control:

1. Free - Players may freely select any side-mission from


any of the categories.
2. Limited - Players must roll a D3 to get a category, and
may then freely select any side-mission.
3. Randomized - Players must roll a D3 to get a random
category, and then roll a D6 to get a side-mission.

Note that if you roll a side-mission that cannot be completed,


then you must re-roll until you get one that can be.

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Robert Lance Jimenea (Order #43664300)
EXTRA ACTIONS
Using Extra Actions
Before the game, players can agree to use any or all of the
following extra actions in the game:

• Assault
• Last Stand
• Hunker Down
• Defensive Stance
• Focused Fire
• Heavy Charge
• Stealth Move
• Covering Fire
• Overwatch

When using these extra actions the game is played normally,


however players may pick any of the selected extra actions in
addition to the regular ones.

ASSAULT
When taking an Assault action, pick one enemy unit within the
unit’s charge range as its target. The unit must first shoot at the
target, and then must charge the target, but gets -1 to hit rolls
Focused Fire
for both shooting and melee.
When taking a Focused Fire action, the unit takes a Hold
Note that units taking Assault actions may not split fire to
action, and gets +1 to hit when shooting at targets within 12”.
shoot at multiple targets, and may not charge any other target
if the original target is destroyed by shooting.
Heavy Charge
LAST STAND When taking a Heavy Charge action, the unit takes a Charge
action to charge a target that is between 3” and 6” away, and
Only Shaken units may take Last Stand actions.
gets +1 to hit in melee.
When taking a Last Stand action, the unit counts as being in
Last Stand instead of being Shaken until its next activation, Stealth Move
and then it goes back to being Shaken.
When taking a Stealth Move action, the unit takes an Advance
Units in Last Stand get -1 to Quality and Defense rolls, halve action, but may not shoot, and enemies shooting at it get -1 to
their movement, can’t contest or seize objectives, and can’t use their hit rolls until its next activation.
any rules that require picking a target (ex.: Caster).
Covering Fire
Hunker Down
When taking a Covering Fire action, the unit takes a Hold
When taking a Hunker Down action, the unit remains idle, and action, but when shooting only hits on unmodified rolls of 6.
enemies shooting at it get -2 to hit rolls until its next activation. Then, roll one die per hit, and if you roll at least one 4+, then
the target must take a morale test (regardless of casualties). All
Shaken units may take Hunker Down actions to get this bonus
hits are then discarded as misses.
as well as stopping to be Shaken.

Defensive Stance Overwatch


When taking an Overwatch action, the unit remains idle, and
When taking a Defensive Stance action, the unit remains idle
until its next activation it may react once to an enemy unit’s
and may not strike back, and enemies attacking it in melee get
activation at any point as it moves or shoots.
-2 to hit rolls until its next activation.
The unit may react to two things:
Shaken units may take Defensive Stance actions to get this
bonus as well as stopping to be Shaken. • Movement: The unit may shoot at an enemy at any
point during movement, but gets -1 to hit rolls.
• Shooting: The unit may shoot back at an enemy
within 24” that shot at it, but gets -1 to hit rolls.

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Robert Lance Jimenea (Order #43664300)
RANDOM EVENTS
Using Random Events 21. Terror from the Deep

Place a monster marker in the center of one random table


Players can choose to add random events, which affect units
quarter. All units that move within 3“ of it take D3 hits.
on the battlefield in unexpected ways, by checking if a random
event is triggered every round. 22. Zombies!

At the beginning of each round, roll one die. On a 5+ an event Place a unit of D3+2 Zombies (Qua 5+, Def 5+, Claws (A3), Slow)
is triggered, and you must roll two dice to determine which in the center of one random table quarter. At the end of each
one is triggered. round the zombies must charge or rush the nearest unit.

First roll a D3, which represents the first number, and then 23. Bounty Hunter
roll a D6, which represents the second number.
Place a bounty hunter on the highest piece of terrain with most
Example: A player rolls two dice, with the first result being a 2 and line of sight on the table. Select one random unit, and at the
the second result being a 1. This would mean that event 21 (terror end of each round if it is in line of sight of the bounty hunter it
from the deep) is chosen. takes 1 automatic hit.

Note that if a random event calls for randomly selecting a unit 24. Slippery Ledge
from any army, you must first randomly select an army for the
Select one random unit that is within 2“ of elevation. That unit
event, and then randomly select a unit to be the target.
immediately falls down.
11. Mutated Beast
25. Barrel of Acid
Select one random unit, which immediately takes D3
The first time during this round when a unit rolls a 1 to hit for
automatic hits with AP(1).
shooting it takes D3 automatic hits with AP(2).
12. Out of Arrows
26. Snapped Neck
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 is immediately knocked out.
13. Disheartened
31. The Oldest Trick
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. Unsafe Ladders
32. Spare Arrows
Until the end of the mission whenever a unit climbs up
Select one random unit, which doubles its shooting attacks
elevation roll one die, on a 1 it falls the full height instead.
during this round.
15. Poisonous Cloud
33. Lucky Escape
Select one random table quarter. All of the units within that
Select one random unit that is Shaken, which immediately
table quarter take D3+1 automatic hits.
stops being Shaken.
16. Booby Trap
34. War Shout
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
morale until the end of the mission.
automatic hits with AP(2).
35. Magic Winds

Select one random unit, which moves +D3“ on Advance and


+2D3“ on Rush or Charge actions until the end of the mission.

36. Blessing of the Gods

Select one random unit, which gets AP(+1) and +1 to hit in


melee until the end of the round.

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Robert Lance Jimenea (Order #43664300)
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
morale test roll.
Any piece of terrain that already counted as Dangerous
Terrain 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


automatic wounds.
The entire table counts as Cover Terrain.
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 Shaken, it also takes D3 wounds (don’t roll
Any piece of terrain that already counted as Difficult Terrain to check wound effects).
becomes harder to move through, and units may not move
more than 4” when crossing it. Whenever a unit is Routed after failing a morale test, all
friendly units within 6” take D3 wounds (don’t roll to check
4. Smell of Death wound effects).
Whenever a unit needs to take a morale test, it gets -1 to its
morale test roll.

5. Magical Winds

All units must move +D3” in a straight line on Advance actions,


and +2D6” in a straight line on Rush or Charge actions.

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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Robert Lance Jimenea (Order #43664300)
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
Objective Effects
2. Regular Objective
3. Booby Traps 1 & 2. Regular Objective
4. Magical Field
Except for its strategic value, there is nothing of note about this
5. Defensive Barrier
mission objective.
6. Holy Monument
No special objective effects are applied to this objective.
Terrain Effects
3. Booby Traps
1 & 2. Regular Terrain
The terrain is covered in spikes or other improvised traps, which
Even after careful inspection, it seems that everything is normal in make life hell for anyone near it.
this terrain.
Units within 3” of this objective always count as being inside
No special terrain effects are applied to this piece of terrain. Dangerous Terrain.

3. Daemonic Infestation 4. Magical Field

The terrain houses a nest of ferocious beasts, ready to tear anything It’s unclear why, but there is a magical field around this terrain,
apart that dares approach. which makes movement extremely difficult.

Units that activate in or move through this terrain immediately Units within 3” of this objective always count as being inside
take 1 automatic wound. Difficult Terrain.

4. Deadly Spores 5. Defensive Barrier

A deadly fungus has grown all over this terrain, which suffocates The terrain is surrounded by an energy bubble, which protects its
anyone inside. occupiers from projectiles.

Units that activate in or move through this terrain immediately Units shooting at targets within 3” of this objective get -1 to hit.
take D3 automatic hits.
6. Holy Monument
5. Magical Vigor
Regardless of whoever built it, this majestic monument inspires
The terrain has a mysterious magical aura, which greatly enhances others to fight harder.
combat capabilities.
Units within 3” of this objective get +1 to their hit rolls when
Units inside of this terrain get +1 to hit when shooting. attacking in melee.

6. Defensive Stakes

Whoever used to hold this terrain, fortified it with heavy defensive


structures all around.

Units charging into this terrain get -1 to hit when attacking.

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Robert Lance Jimenea (Order #43664300)
FOG OF WAR
Playing with Fog of War Shifting Focus
Fog of War rules are optional rules that add an element of Before the game begins, the table must be divided into 2 equal
uncertainty to your games, by affecting how units are sections along the player’s table edge, and they must be
deployed and how game rounds are played. numbered section 1 and section 2.

Pick any of the following: Whenever a player needs to choose which unit to activate, first
they must roll a D6, and then they may only activate one of
• Surprise Engagement
their units that is within that table section (results of 1-3 =
• Ebb & Flow
section 1, 4-6 = section 2).
• Shifting Focus
• Combat Weariness If there are no eligible units in that table section, then they
• Prolonged Battle must move on to the next section.

Surprise Engagement Combat Weariness


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

First, each player divides their deployment zone into 2 equal If the result is a 2 or a 12, then they may not activate any more
sections, and numbers them section 1 and section 2. units this round, and as soon as their opponent has finished
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 die to see
which section you get, and place the unit fully within (results Prolonged Battle
of 1-3 = section 1, 4-6 = section 2).
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 2 equal sections along the player’s
continues into the next round:
table edge instead of only the deployment zones.
• 4th Round: 4+ to continue
Ebb & Flow • 5th Round: 5+ to continue
Before the game begins, each players needs to take as many • 6th Round & Over: 6+ to continue
tokens as units in their army, and each player’s tokens must be Note that mission objectives are checked at the end of the final
of a different color. round, and not at the end of the 4th round as usual.
At the beginning of each round, the players must put as many
tokens as units they have left on the battlefield in a bag.

Then, the players draw a random token from the bag, and the
player whose color was drawn may activate one unit.

Once the player is done, another token is drawn to see who


activates next, and this continues until all tokens have been
drawn, at which point the round ends, and a new one begins
by putting tokens in the bag.

Note that if a unit is destroyed before it was activated, then you


must remove one token of that player’s color from the bag.

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Robert Lance Jimenea (Order #43664300)
TACTICAL PHASE
Using the Tactical Phase Battle Preparations
The Tactical Phase is an optional replacement to the normal After units have been deployed, a total of 3 battle preparation
deployment phase, which adds some interesting strategies to rounds are played, after which the game begins.
the pre-game sequence.
During each battle preparation round, each player must pick
Pick any of the following: one of the following tactics in secret:

• Forward Positions Setup 1. Plant Traps


• Battle Preparations 2. Disarm Traps
3. Fortify Terrain
Note that if you are using all of them, then the steps must be
4. Sabotage Terrain
followed in that order before the game begins.
5. Move Pathfinders
6. Shoot Pathfinders
Forward Positions Setup
Then both players reveal their tactics and apply their effects.
Before starting with setting up forward positions, players must
prepare the mission using the normal front line deployment 1. Plant Traps
zones for the purpose of placing objectives.
Choose up to D3 pieces of terrain in secret, and note them on a
After all of the objectives have been placed, each player must piece of paper. If an enemy unit moves within 1” of that
take 3 forward position markers, and then they roll-off to see terrain, then it takes D3 hits, and the trap is removed.
who goes first.
2. Disarm Traps
The player that goes first picks one table edge, and then must
If the opposing player chose the “plant traps” tactic during this
place all 3 markers anywhere within 1” of the edge, and within
round, then that tactic has no effect. If the opposing player
12” of at least one other marker. Then their opponent does the
chose it during a previous round, then they must remove all
same, but on the opposite table edge.
traps from one of the previous “plant traps” tactics.
Starting with the player that won the roll-off, players must
3. Fortify Terrain
then alternate in moving one marker each by up to 12” in any
direction, whilst always remaining within 12” of at least one Choose up to D3 pieces of difficult terrain openly, and then
other friendly marker. pick if all friendly units may ignore its movement penalty, or if
all friendly units inside of it get +1 to Defense rolls.
As soon as a player moves a friendly marker within 12” of an
enemy marker, the marker stops on the spot, and the next 4. Sabotage Terrain
player may move a marker. Markers that are within 12” of an If the opposing player chose the “fortify terrain” tactic during
enemy marker are locked on the spot, and may not be moved. this or any previous round, then you may pick one fortified
Players may also choose to not move a marker and lock it in its terrain piece in secret and note it on a piece of paper. The first
spot instead, which may then not be moved anymore. time an enemy unit moves into the terrain it takes D3 hits.

Once all markers have been locked in place or can’t be moved 5. Move Pathfinders
anymore, the forward positions setup is over, and players Choose one friendly unit that is already deployed, and place it
move on to deploying their armies. anywhere within 6” of its current position, ignoring terrain.
Deployment follows all the regular rules, except that all units 6. Shoot Pathfinders
must be placed fully within 3” of the forward position markers,
or within 12” of the table corner that is furthest from all enemy If the opposing player chose the “move pathfinders” tactic
forward position markers. during this or any previous round, then one of your units may
shoot at a pathfinder unit that is in range and line of sight.

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Robert Lance Jimenea (Order #43664300)
COMMAND POINTS
Playing with Command Points 1. Strategic Doctrine
Command Points (CP) are an optional resource that can be Eternal Vigilance - 1 CP
added to the game, giving players access to critical tactical
Pick a friendly model that just rolled a Knocked Out result and
abilities that boost their units in battle.
roll one die, on a 4+ it is Shaken instead.
When playing with these rules, players get D6+X CP at the start
Lightning Reflexes - 2 CP
of the game, where X is 1 CP for every 125pts in their army.
Pick one friendly unit that just used a Rush action. That unit
At any point during the game, players may then spend their CP
counts as being in cover next time it is shot at.
in order to activate stratagems, with each only being usable
once per unit activation (friendly or enemy). Code of Honor - 3 CP

Note that once CPs have been spent, they can’t be earned again Pick one friendly unit that would be Shaken or Routed. If it
in any way, so make sure to use them wisely. would be Shaken, it is not. If it would be Routed, then it is
Shaken instead.
Stratagems
2. Defensive Doctrine
Players always have access to all abilities from the universal
doctrine, as well as those from one other doctrine. Heightened Senses - 1 CP

Before the game begins, players must pick one of the following Pick one friendly unit that is shooting at an enemy in cover,
combat doctrines, or roll a D3 to determine it randomly: which counts as being in the open instead.

1. Strategic Doctrine Closing Fire - 2 CP


2. Defensive Doctrine
Pick one friendly unit that is being charged. The unit may
3. Shock Doctrine
shoot at the charging unit before it moves with -1 to hit rolls,
even if it’s not in range (line of sight is still required).
Universal Doctrine
Tactical Retreat - 3 CP
High Command - 1 CP
Pick one friendly unit that is within 12” of an enemy, and it
Add +1 to the result of any single die.
may move up to D6+2” directly away from the closest enemy.
Supreme Command - 2 CP
3. Shock Doctrine
Add +1 to the result of all dice in a single roll.
Sweeping Move - 1 CP
Seize Initiative - 2 CP
Pick one friendly unit that is about to use a Rush or Charge
When it’s the enemy turn to activate a unit, you may activate
action, and it may add +2” to its movement.
one of your units instead. The opposing player may spend 2 CP
in order to stop this ability from having any effect. Killing Blow - 2 CP

Total Shutdown - 2 CP Pick one friendly unit that is fighting in melee. Any friendly
model that is killed during this melee may strike one more
At the end of the round, pick one objective marker under your
time with one of its weapons before it is removed.
control that is about to be seized by your opponent, which
becomes neutral instead. The opposing player may spend 2 CP Ferocious Attack - 3 CP
in order to stop this ability from having any effect.
Pick one friendly unit that just finished fighting in melee, and
Delayed Deployment - 2 CP it may immediately fight the same unit again as if it charged,
ignoring penalties from fighting in melee more than once.
During the deployment phase, when it’s your turn to place a
unit, you may pass the turn to your opponent. The opposing
player may spend 2 CP in order to stop this ability from having
any effect.

Hidden Deployment - 3 CP

After all units have been deployed, you may remove up to D3


friendly units and place them again in any order. The
opposing player may spend 3 CP to do the same, in which case
players alternate in placing those units again.

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Robert Lance Jimenea (Order #43664300)
CRITICAL HITS
Playing with Critical Hits Bladed Melee Weapons
Critical Hits rules are optional rules that make weapons a lot Swords, Daggers, Axes, Double-Handed Swords, etc.
deadlier with a little bit of luck.
• 1-3 = Unprotected Area: The hit can’t be blocked.
When playing with critical hits, you may use the generic melee • 4-5 = Blade Storm: If the hit isn’t blocked it deals
and ranged weapon critical hits sections, or use the weapon triple the amount of wounds.
type specific critical hits sections instead. • 6 = Sliced: The hit can’t be blocked, deals double the
If you choose to play with critical hits based on the weapon amount of wounds, and you must add +1 to the
types, then you and your opponent are going to have to agree wound effects roll.
on which weapons are of which type before the game begins.
Bludgeoning Melee Weapons
Dealing Critical Hits Hammers, Clubs, Flails, Double-Handed Hammers, etc.
Whenever a unit rolls at least one result of 6 to hit with melee • 1-3 = Lost Balance: The target can’t strike back.
or ranged weapons, then it deals a critical hit. • 4-5 = Wild Sweep: The target can’t strike back and its
Only a single critical hit can be dealt per shooting or melee, melee weapon special rules have no effect until the
and if the unit needed a 6+ to hit then it can’t deal critical hits. end of the round.
• 6 = Bludgeoned: If the hit isn’t blocked the target is
Choose the critical hit section corresponding to the weapon
immediately Knocked Out, regardless of wounds.
type, and roll a die to see its effects.
Thrusting Melee Weapons
Generic Melee Weapons
Spears, Halberds, Pikes, Lances, etc.
Melee weapons that don’t have a clear type.
• 1-3 = Stabbed: If the hit isn’t blocked you must add +1
• 1-3 = Vital Area: If the hit isn’t blocked it deals double
to the wound effects roll.
the amount of wounds.
• 4-5 = Great Thrust: The target is Shaken, even if it
• 4-5 = Exposed Spot: The hit can’t be blocked and
doesn’t take any wounds.
deals double the amount of wounds.
• 6 = Kebab: The hit can’t be blocked and you must add
• 6 = Master Strike: The hit can’t be blocked, deals
+4 to the wound effects roll.
double the amount of wounds, and you must add +1
to the wound effects roll. Missile Ranged Weapons
Generic Ranged Weapons Bows, Javelins, Crossbows, etc.

Ranged weapons that don’t have a clear type. • 1-3 = Armor Shattered: The hit can’t be blocked.
• 4-5 = Energy Burst: If the hit isn’t blocked it deals
• 1-3 = Weak Spot: The hit can’t be blocked.
triple the amount of wounds.
• 4-5 = Ricochet: The closest enemy unit within 6” also
• 6 = Titanic Hit: The hit can’t be blocked, deals double
takes one hit from the same weapon.
the amount of wounds, and you must add +1 to the
• 6 = Master Shot: The hit can’t be blocked and deals
wound effects roll.
double the amount of wounds.
Gunpowder Ranged Weapons
Rifles, Pistols, Explosives, etc.

• 1-3 = Deadly Shrapnel: If the hit isn’t blocked it deals


double the amount of wounds.
• 4-5 = Concussion: The target can’t shoot with any
weapon until the end of the round.
• 6 = Pulverized: If the hit isn’t blocked the target is
immediately Knocked Out, regardless of wounds.

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Robert Lance Jimenea (Order #43664300)
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 may also willingly get 1 exhaustion marker to Units with exhaustion markers may use a Rest action by
add +2” to their Advance moves or +4” to their Rush or staying idle during their activation, which removes all markers
Charge moves. at the end of the round.

There is no limit to how many exhaustion markers a unit can Note that Shaken units may use Rest actions to remove all
take during the game. exhaustion markers as well as stop being Shaken.

No More! Heroic Inspiration


Whenever a unit takes an exhaustion marker that brings it to a The presence of heroes helps allies recover from exhaustion
total of 3 markers or more, then it must take a morale test. when they are activated.

This is just a regular morale test, and if it’s failed, then the unit Whenever a hero is activated, you may remove 1 exhaustion
must remain idle during its next activation. marker from the hero and its unit, and from all other friendly
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.

For each exhaustion marker:

• Movement is reduced by -1” when using Advance


actions and by -2” when using Rush or Charge actions
• Shooting and Melee to hit results are reduced by -1
• Morale test results are reduced by -1

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Robert Lance Jimenea (Order #43664300)
CITY FIGHTING
Playing City Fights Cornered Units
City Fighting rules are optional rules designed to give you Whenever a unit that is within 1” of a building and is circled by
more flexibility when fighting in dense urban terrain. enemies so that it can’t move past them, melee attacks made
against it get +1 to hit, and you must add +1 to results when
Pick any of the following:
checking wound effects.
• Urban Terrain
• Sewer Systems Destructible Cover
• Defensive Positions Whenever a unit shoots at a target that is behind a piece of
• Cornered Units small cover terrain and within 1” of it, roll one die.
• Destructible Cover
On a result of 1, the piece of cover terrain is destroyed and is
• Thrown Objects
removed from the table.
• Buildings on Fire
• Hidden Movement Thrown Objects
Urban Terrain Units that are on top of buildings may throw bricks and stones
at enemies, instead of shooting their weapons.
When setting up terrain for city fights, you should mainly use
large buildings (4”x4” to 8”x8” in size), and groups of smaller Pick one enemy unit within 3” of the bottom of the building
terrain such as crates and barrels (1”x1” to 3”x3” in size). and within 6” horizontal distance, and roll one die.

To make sure that you have a good amount of terrain set up On a 5+ the target takes one automatic hit.
well on the table, follow these guidelines:
Buildings on Fire
• Set up at least 9 large buildings, making sure that no
building is over 6” away from others. Units that are within 3” of a building may try to set it on fire,
• Set up at least 12 groups of small terrain, making sure instead of shooting their weapons.
that they’re all within 6” of the buildings. Roll one die, on a 6 the building is set on fire, and at the end of
• Place at least a third of the small terrain pieces on top each round all units within that building take as many hits as
of buildings, preferably near the edges. models they have.
Additionally you can set up ladders and ramps that help units Then roll one die, on a result of 1 another random building
get on top of the buildings, as well as small bridges between within 6” is set on fire, and on a result of 6 the fire stops.
them to encourage movement on elevation.
Hidden Movement
Sewer Systems
Units that end an advance move behind cover, or within 1” of
After setting up terrain and before placing any objectives, buildings, whilst not in line of sight of any enemy units, may
players must roll-off to set up D3 sewer entrances each. declare to go into hiding, as long as they didn’t shoot or try to
The winner goes first, and the players alternate in placing one cast any spells.
entrance marker each, at least 3” away from any buildings, Units can’t go into hiding whilst within 3” of enemy units, and
and at least 9” away from the table edge and other entrances. they are automatically spotted if an enemy moves within 3”.
Units that move in contact with sewer markers may enter, and Hidden units remain hidden as long they don’t rush, charge,
are removed from the table. At the beginning of any round, shoot or cast spells, and as long as no enemy unit can see them
they may be placed within 3” of any sewer entrance marker. without being obstructed by cover.
If both players have units in the sewers, they must roll-off to They may use advance actions, and remain hidden as long as
see who deploys first, and then alternate in placing them. they continue being behind cover, or within 1” of buildings,
whilst not in line of sight of any enemy units.
Defensive Positions
Hidden units can’t be targeted by shooting or spells, and they
During the deployment phase, each player may place up to D3 can’t be charged by enemies that can’t see them.
barricades anywhere, before deploying their first unit.

Barricades are pieces of cover roughly 1”x3” in size, and must


be placed in contact with a building or other barricade.

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Robert Lance Jimenea (Order #43664300)
MULTIPLAYER GAMES
Free-for-All
The simplest way to play games with 3-4 players is to have a
free-for-all, where all players can attack each other, and they
are all competing for the same objectives.

When playing the game, follow all of the regular rules, with
just a couple of exceptions as described below.

Deployment: All players roll-off to determine the order in


which they will deploy. Then the players alternate in picking a
table corner, and deploying one unit each within 12”, starting
with the player that got the highest score, and then alternating
in descending order.

Turn Order: At the beginning of each round, including the


first, players roll-off to determine the order in which they
activate their units. The player with the highest score goes
first, and then the players alternate in descending order.

King of the Hill


An alternative version of playing with 3-4 players is to play
king of the hill, which works just like a free-for-all, but players Team Games
get a bonus for attacking the most powerful opponent, as they
If you want to play games with 3+ players, then team games
all compete for the same objectives.
are the best way to go, as there is no limit to the amount of
When playing the game, follow the free-for-all rules, plus the players that can participate.
additional rules described below.
When playing the game, follow all of the regular rules, with
The King: Throughout the game, players must keep track of just a couple of exceptions as described below.
the total point cost of all units in their army (including units
Forming Teams: Before the game begins, divide the players
that have not been deployed yet), and the player with the
into two teams by simply picking who belongs to which team,
highest total counts as the king. In case of a tie, all tied players
doing a draft, rolling for teams randomly, or however else you
count as the king. Note that at the beginning of the game, all
would like to pick teams. Note that teams don’t need to have
players are tied and all count as the king.
equal amounts of players, so you can play 2v1, 3v1, etc.
Combat Bonus Points: Whenever a player picks one of the
The Armies: When preparing armies, you must split the
king’s units as the target for an attack, they immediately gain
amount of points that each team is allowed to take between its
one combat bonus point. Once per activation, players may
players. Note that the amount of points that each player is
spend one point to add +1 to the result of all dice in a single
allowed to take within a team doesn’t have to be equal, and
roll. Note that combat bonus points may be spent during the
players may choose to split their points unequally.
same activation in which they were earned.
Deployment: When deploying units, players from the same
team must deploy their units in the same deployment zone,
placing a single unit when it’s their team’s turn to deploy.

The Mission: When setting up the mission and when checking


who won, all objective markers and deployment zones are
shared between players of the same team.

Turn Order: During the game, the turn order is on a team


basis and not on a player basis, so for each team’s turn only
one of the players may activate a single unit. Note that each
team may either pick which player gets to activate freely, or
instead roll to see who gets to go next randomly.

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Robert Lance Jimenea (Order #43664300)
KITCHEN TABLE GAMES
Playing Kitchen Table Games Mission Selection
The game can also be played on smaller surfaces, that are only To select a random mission, simply roll one D3:
between 2’x2’ and 3’x3’ in size, by adjusting the rules.
• 1-2: Duel
When setting up the game, use the deployment styles and • 3-4: Seize Ground
mission selection from these rules, instead of the regular ones. • 5-6: Relic Hunt

Deployment Styles Note that when placing objective markers, you follow all the
regular rules, but ignore restrictions on placing markers inside
To select a random deployment style, simply roll one D3: deployment zones.
• 1-2: Frontline
1. Duel
• 3-4: Side Battle
• 5-6: Flank Assault After the table has been prepared, the players must set up a
total of D3 objective markers on the battlefield.
Note that your table may be a rectangle instead of a square.
After 4 rounds have been played the game ends, and the player
1. Frontline that 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.

Divide the battlefield into 4 equal quarters, and place one


marker at the center of each.

After 4 rounds have been played the game ends, and the player
that 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. Side Battle
If a unit seizes a marker, remove it from the table, and it
counts as being carried by the unit. If the unit is 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.

Playing the Game


Measuring Distances: When playing the game, all distances
measured must always be halved (rounding up). This does not
apply to the preparation of the game, so the deployment zones
and distance between objectives stay the same.

Reinforcements: Before the game begins, players must


3. Flank Assault declare half of their army as being reinforcements. These
units are not set up during the deployment phase, but instead
they may be deployed within 3” of any table edge at the
beginning of any round after the first. If both players are
bringing in units, they must roll-off to see who goes first, and
then alternate in placing one unit each, until all units have
been placed.

Range Penalty: Whenever a unit shoots over 12” away, it gets a


penalty of -1 to hit for shooting at long range. Note that this
penalty is applied after halving the measured distance, so it
only affects weapons with unmodified ranges of over 24”.

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Robert Lance Jimenea (Order #43664300)
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 during the game.
assist players in resolving any uncertainties that come up.
Armies: Before the game begins both players may inspect
Settling Disputes: If you ever come to a point where a rule
their opponent’s force lists and ask any questions.
interpretation stops the game in its tracks, simply roll a die to
determine how that rule should be interpreted and move on. Match Start: As soon as players roll-off for deployment the
match starts. If you are using chess clocks then they must be
Preparation started now.

Tournament Length: The tournament is made up of 6 Match End: The match ends as soon as the mission conditions
matches, with each match lasting a max. of 1.5 hours, are met. If you are using chess clocks and a player runs out of
including the game set-up phase. time, then all of their units count as being destroyed
immediately.
Chess Clocks: The use of chess clocks is recommended, giving
each player up to 45min per game, including set-up. Reinforcement Rules
Match Pairings: The player match-ups for the first match
Counter-Plays: If you want to add a new layer of strategy to
should be determined randomly, and from the second round
your tournaments you can play using reinforcement rules,
players are paired by matching players with the same VPs
which allow players to adapt their force lists on the fly to
together, going from highest to lowest score. If more than two
counter the enemy better.
players have the same VPs, then they should be matched by
their destruction points from highest points to lowest. Force Lists: Before the tournament all players must submit
one force list made up of 75% worth of units of the total game
Victory Points: At the end of each match the winner gets 3
size, plus up to three other lists made up of 25% worth of units
VPs, and in case of a tie both players get 1 VP each.
of the total game size as reinforcement lists.
Destruction Points: Additionally each player gets as many
Composition: Reinforcement lists follow the regular
destruction points as the total point cost of all enemy units that
composition rules, however may not have any heroes, and
were destroyed or shaken at the end of the match.
must only have models from their primary faction.
Winning the Tournament: After the 6th match the player with
Playing a Match: Once per game, at the beginning of any
most VPs wins, and in case of a tie the player with the highest
round after the first, players may deploy all units from one of
total destruction score across all played matches is the winner.
their reinforcement lists by placing them inside their
The Armies deployment zone. All reinforcement models must be within
12“ of each other, and at least 3“ away from enemies.
Game Size: For tournament games we recommend fixing the
game size to a total of 250pts per player.

Force Lists: Before the tournament all players should submit


their force list to the tournament organizers for reference.

Mixed Armies: Players may bring units from up to two


factions in the same list, but they must select one of them as
their primary faction. Mixed armies must consist of at least
60% worth of units of their primary faction.

32
Robert Lance Jimenea (Order #43664300)
TOURNAMENT GUIDELINES
LOS PRECISION RULES VOLUMETRIC LINE OF SIGHT
More Precision: If you want to have more precise line of sight When playing with volumetric line of sight, models can see
rules for tournaments, you can play with one of the following targets by drawing lines between imaginary volumes, with
methods, which should avoid disputes: heights defined by their base sizes.

• Top-Down Line of Sight Before the game begins, players must assign a height value in
• Volumetric 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
Note that no matter which method you use, the following rules
guideline, height can be defined based on the typical size of
always apply:
miniatures that are mounted on those base sizes.
• Models can always see in all directions, regardless of
For models without a base, measure their actual height and
where the miniature is actually facing.
define an area around their centre as being their base size for
• Models always have line of sight to themselves, and may determining how large their volume is.
target themselves (unless stated otherwise).
• Models can’t see through solid obstacles, including the Here are some pre-set heights you can use to speed up
perimeter of other units (friendly or enemy). preparation:
• Models can always see through friendly models from their • 25mm Base - Height 1”
own unit. • 32mm Base - Height 1.25”
• 40mm Base - Height 1.5”
TOP-DOWN LINE OF SIGHT
• 50mm Base - Height 2”
When playing with top-down line of sight, models can see • 60mm Base - Height 3”
targets by drawing lines between their bases, and obstructions • 100mm Base - Height 4”
block sight based on their assigned height.
To determine line of sight, simply draw a straight line from
Before the game begins, players must assign a height value to any point of the model’s volume to any point of the target
all units and terrain. As a guideline, height can be defined as a model’s volume. If the line doesn’t pass through any obstacles
value of X+1, where X is the actual height of the physical object or unit volumes, then the model has line of sight.
(miniatures, terrain, etc.).
When using this method, we recommend building simple
Example: A 1” model counts as being height 2, and a 2” building paper cylinders with the volume of each base size before
counts as being height 3. playing, which can be used during the game in place of models
to determine line of sight.
The same guidelines apply to models, but you can also use the
following pre-set heights to speed up preparation:

• Height 1 - Swarms
• Height 2 - Infantry, Artillery
• Height 3 - Large Infantry, Cavalry, Chariots
• Height 4 - Large Cavalry, Monsters, Vehicles
• Height 5 - Large Monsters, Giants
• Height 6 - Titans

When standing on top of terrain, units add its height to their


own, and the total counts as their new height value.

Example: A height 2 infantry model standing on a height 3


building counts as being height 5.

To determine line of sight, simply draw a straight line from


any point of the model’s base to any point of the target’s base.
If the line doesn’t pass through any obstacles or units of same
height or higher than both models, then the model has line of
sight.

When using this method, we recommend counting all models


and terrain pieces of the same type as being the same height,
to avoid having to constantly measure heights.

33
Robert Lance Jimenea (Order #43664300)
SOLO & CO-OP RULES
General Principles Decision Tree - Hybrid
Solo & Co-Op Rules: These rules give players a way to play solo 1. Are there any valid objectives not under the AI’s control?
or co-op against AI 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?
4 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 5. Are any enemies in Charge range?
to be in a valid position, whilst following the mission’s
• Yes - Charge enemy
objective 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 2 sections • No - Rush toward enemy
along the AI’s deployment zone table edge, and number them
1 and 2. For each group roll a die to determine which section Decision Tree - Shooting
its units deploy in (where 1-3 = section 1, and 4-6 = section 2),
1. Are there any valid objectives not under the AI’s control?
re-rolling if all groups would deploy in the same section. Then
deploy one random unit at a time in its section, as close as • Yes - Go to step 2
possible to the nearest objective, and outside of difficult and • No - Go to step 3
dangerous terrain (unless the unit has either 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
rolls until the end of the round, and if it’s holding less 3. If you Advance will any enemies be in shooting range?
objectives, then its units get +1 to defense rolls on top of that.
• Yes - Advance toward enemy and shoot if possible
AI Decision Trees • No - Rush toward enemy

Unit Types: Before the game begins you need to classify each Decision Tree - Melee
unit into one of 3 unit types, which all behave differently.
1. Are there any valid objectives not under the AI’s control?
Hybrid Units: Units that have melee weapons which are better
than their ranged weapons count as hybrid units. • Yes - Go to step 2
• No - Go to step 3
Shooting Units: Units that have ranged weapons which are
better than their melee weapons count as shooting units. 2. Are there any enemies in the way?

Melee Units: Units that don’t have any ranged weapons count • Yes - Charge enemy if possible, else Rush toward objective
as melee units. • No - Rush toward objective

3. Are any enemies in Charge range?

• Yes - Charge enemy


• No - Rush toward enemy

34
Robert Lance Jimenea (Order #43664300)
SOLO & CO-OP RULES
Basic Concepts Special Rules
Activation Order: Before starting, divide the table into 2 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 unit
number them 1 and 2. When it’s the AI’s turn to activate a unit, that makes sense.
first roll a die to see which section it will activate a unit in
Ambush: AI units with Ambush must always be kept in
(where 1-3 = section 1, and 4-6 = section 2). If there are no
reserve, and must always deploy following the AI deployment
eligible units in that section, move onto the next section with
rules at the start of the second round.
an eligible unit, going clockwise. Then roll a die to randomly
determine which unit from that section is activated next. AP: AI units with AP weapons always target enemies with the
best defensive value first.
Shaken Units: Shaken AI units only activate after all non-
shaken AI units have activated, and always stay idle to stop Caster: AI units always cast spells after moving (before
being Shaken. attacking), selecting a random spell by rolling D3+X, where X
Enemies in the way: When the AI units activate, draw a path is their caster level. If there is no valid target for that spell, or
between them and their objective. Enemy units within 6” of they don’t have enough tokens to cast it, they must cycle
the path count as being in the way (even if they are in the through the list until there is a valid spell, or else don’t cast
opposite direction of the objective). anything.

Controlling Objectives: When making AI decisions, objectives Counter: AI units with Counter are always activated after all
count as under the AI’s control if the AI already seized them, other friendly non-Counter units in their section have been
or if more non-shaken AI units than enemy units are within 3” activated.
of it. When AI units move to seize objectives, they must be Deadly: AI units with Deadly weapons always target single-
placed within 3” of the objective so that they are as close as model units with Tough first, and units with Tough second,
possible to their next objective or target.
prioritizing those with the lowest total remaining Tough.
Advancing: Shooting and Hybrid AI units that use Advance
Flying: AI units with Flying treat difficult and dangerous
actions to move toward objectives must always do so whilst
terrain as open terrain when choosing where to move next.
also trying to stay as far from enemy attack range as possible.
If they are not moving toward objectives, they must always try Indirect: AI units with Indirect weapons that are in range of
to move away from the closest enemy unit just enough to still enemies always use Hold actions and shoot.
be in range to shoot.
Relentless: AI units with Relentless that have weapons that are
Shooting: AI units always shoot at the nearest valid target, in range of enemies always use Hold and shoot.
prioritizing units that haven’t activated yet. If the nearest
Scout: AI units with Scout must always be deployed after all
target is in cover but there is another valid target in the open,
other units, following the AI deployment rules.
the AI must prioritize the target in the open.
Sniper: AI units with Sniper weapons always target heroes
Melee: AI units always charge the nearest valid target,
first, and models with upgrades second, prioritizing those with
prioritizing units that haven’t activated yet, and they must
the most expensive upgrade.
always strike back when charged.
Strider: AI units with Strider treat difficult terrain as open
Terrain terrain when choosing where to move next.
Cover Terrain: AI units must always move into or behind
cover terrain, unless it is also difficult terrain, and they are
Special Movement
moving to an objective. Shooting and Hybrid AI units that are Pushing: AI units always try to push enemy models if that
not moving to an objective must always stay in cover and would move them off a ledge or into dangerous terrain.
shoot, instead of moving away from the closest enemy unit.
Jumping: AI units must always jump to cross gaps that are less
Difficult Terrain: AI units only ever move into difficult terrain than 3” wide or drop off elevation that is less than 3” tall. If
if an objective is inside of it, if they are in charge range of a they face gaps or elevation of up to 5”, roll one die, on a 4+
unit inside of it, or if they have a special rule that ignores its they will jump. AI units never jump across gaps or off
effects. Else they must always move around it. elevation that is over 5”.
Dangerous Terrain: AI units only ever move into dangerous
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.

35
Robert Lance Jimenea (Order #43664300)
CAMPAIGN RULES
Campaign Types 1 . Mission Setup
Campaign Length: Campaigns are played with two or more The Warbands: There are no point limits in campaign games,
players, and you must pick one of these types: however no warband may bring over 50pts worth of units
more than the warband with the lowest point value.
• Game-Limited: Play D6+4 missions, and after the last
match the player with most VP wins. Underdog Bonus: Any warband that has a point value lower
• Point-Limited: The campaign ends when one player than at least one other gets an underdog bonus. You get 1
has earned D6+4 VP after a match, who wins. underdog point for every 10pts difference between your
• Time-Limited: The campaign ends after D6+4 weeks, warband and the one with the highest value. Each underdog
and the player with most VP at the end wins. point can be spent to modify all dice in a friendly or enemy roll
• Endless: The campaign never ends, but instead by +1 or -1, but only one point can be spent per roll.
players keep track of how many VPs they earned on Special Objectives: In addition to the mission objectives,
an ongoing campaign leaderboard. players may earn a bonus of 10pts by completing special
Parallel Play: Usually all warbands should participate in every objectives. Roll one die each to see which objective you get:
match, but if you want you can allow warbands to play Result Objective
matches in parallel. If you do, then each warband’s VP must be 1 Mastery - One friendly unit in each table quarter
divided by the amount of matches they play, to get their final at the end.
VP score. 2 Honor - No enemy units in own deploy zone at the
end.
Late Joiners: If you want you can allow players to join the 3 Casting - At least one attempt to cast a spell per
campaign whilst it’s already ongoing. If you do, then they start round.
with a regular warband, and you must count VP as in parallel 4 Recovery - First player to stop a unit from being
play. Shaken.
5 Rage - First player to knock out an enemy unit.
Preparation 6 Destruction - Most expensive enemy unit knocked
out.
The Warbands: Before the first mission each player receives
150pts to spend on their warband. Players may save up to 30pts If you roll an objective which can’t be completed, then you
to be spent later, and they may only buy one unit with the must re-roll.
Hero rule.
2. Play Mission
The Warband Sheet: Each warband and unit must be given a
unique name, to be filled out on the warband sheet. Mission Length: Missions are played using the standard rules,
however if after 4 rounds there is no winner, the game
Campaign Structure: Campaigns are played with the following continues onto the next round until there is one winner.
structure:
Conceding: At the beginning of any round players may
1. Mission Setup concede, removing all of their units from the table, which
2. Play Mission don’t count as casualties for this mission.
3. Check for Casualties
4. Earn Experience Random Events: At the beginning of each round players must
5. Upgrade Warbands roll one die, and on a 5+ a random event happens.
6. Recruit Units Mission Goals: The winning warband gets 2 VP and 20pts,
Each step must be followed in this order and once all steps whilst all losing warbands get 40pts instead.
have been completed you start from the first again.

36
Robert Lance Jimenea (Order #43664300)
CAMPAIGN RULES
3. Check for Casualties 4. Earn Experience
Casualties: At the end of the game, all units that were Knocked Earning XP: Units earn XP in battle for each of the following
Out count as casualties. things:

Regular Units: For every unit that is a casualty roll one die to • +1 XP: Not a casualty
see what happens:
• +1 XP: Knocked Out a unit
Result Casualty • +2 XP: Knocked Out a hero unit
1 Dead - Remove the unit from your warband
sheet. Mark earned XP on the warband sheet in order to see when
2-5 Recovered - Unit recovers and may be used units level up.
without penalties.
Regular Units: When a unit earns 5 XP it becomes 5pts more
6 Natural Talent - Unit recovers and earns +1 XP.
expensive and you must roll one die to see what trait it gets:
Hero Units: Follow the same rules as above, however on a 1 it
Result Trait
becomes 5pts cheaper and gets an Injury trait, and on a 6 it
1 Agile - Moves +1” on advance and +2” on rush
becomes 5pts more expensive and gains a Talent trait. Each and charge.
trait can only be gained once, so if you roll the same result 2 Headstrong - Gets +1 to rolls when taking
simply re-roll. morale tests.
3 Specialist - Gets +1 to rolls in melee or shooting
Result Injury Trait (pick one).
1 Dead - Remove the hero from your warband 4 Resilient - Gets +1 to rolls when blocking hits.
sheet. 5 Elite - May re-roll one die of any kind once per
2 Chest Wound - Gets -1 to rolls when blocking round.
hits. 6 Fast Learner - May pick any other trait from the
3 Blinded Eye - Gets -1 to rolls when shooting. list.
4 Arm Injury - Gets -1 to rolls when in melee.
5 Traumatized - Gets -1 to rolls when taking Each trait (except for Specialist) can only be gained once, and
morale tests. if you roll a trait you already have simply re-roll. Units can’t
6 Smashed Leg - Moves -1” on advance and -2” on
earn more than 30xp, so they can level up max. 6 times per
rush and charge actions.
campaign.
Result Talent Trait Hero Units: Follow the same rules as above, but heroes
1 Natural Talent - The hero recovers and gets +1 become 15pts more expensive (instead of only 5pts) when they
XP.
level up. The first time a hero levels up roll one die and pick
2 Motivated - Always passes the first morale test
one skill set:
of the match.
3 Crazed - Gets +1 attack in melee when charging. Result Skill Set
4 Bitter Rivalry - Gets +1 to hit against enemy 1-2 Captain or Support
heroes. 3-4 Fighter or Shooter
5 Horrible Scars - Enemy units get -1 to hit when 5-6 Pathfinder or Healer
in melee against the hero.
6 Toughened - Gets Tough(+1). Every time the hero levels up, including the first time, roll one
die to see what skill trait it gets from its skill set. Each trait can
No Permadeath: Optionally you can play without units being
only be gained once, so if you roll a trait you already have
removed from the warband when they die, but instead they
simply re-roll. If a hero already has all 3 traits of its skill set,
lose all XP earned during the match and must sit out the next
then it may roll on the table again to get a new second skill set.
D3 matches.

37
Robert Lance Jimenea (Order #43664300)
CAMPAIGN RULES
Captain: The hero shines as a leader and their men follow with
5. Upgrade Warbands
pride.
Buying Upgrades: Players may buy upgrades for their units as
Result Skill Set
detailed in their warband page by spending any points they
1-2 Leader - Friendly units within 6” of the Hero get
have available. When buying upgrades worth less than 0pts,
+1 to morale test rolls.
3-4 Instigator - Friendly units that activate within 6” you gain those points instead of spending those points.
of the Hero get +1 to hit when in melee. Selling Upgrades: Players may sell any of their upgrades at
5-6 Tactician - Friendly units that activate within 6”
half of their original price (rounding down to the nearest
of the Hero get +1 to hit when shooting.
multiple of 5). If an item is only worth 5pts roll one die, on a 1-
Support: The hero user powerful tools to buff allies and debuff 3 the item can‘t be sold, on a 4+ it can be sold for 5pts (you can
enemies. only try to sell a 5pts item once after each mission). When
selling upgrades worth less than 0pts, you must spend their
Result Skill Set
full points cost instead of gaining those points.
1-2 Vanguard - Friendly units that activate within 6”
of the Hero get +4” charge range.
6. Recruit Units
3-4 Scavenger - Friendly units that activate within 6”
of the Hero get +6” range when shooting. Recruiting Heroes: Players may recruit up to one new hero
5-6 Mastermind - Enemy units within 6” of the Hero after each mission, and may only have 3 heroes in their
get -1 Defense.
warband at once.
Fighter: The hero has perfected close combat techniques Recruiting Units: Players may recruit as many non-Hero units
beyond compare. as they want after each mission. One of the new recruited units
Result Skill Set may also start with 5 XP if the player pays +10pts.
1-2 Duellist - Enemy units get -1 to hit in melee Disbanding Units: Any unit may be freely disbanded, losing all
against the hero. of its XP and upgrades. Players may also choose to disband
3-4 Fanatic - The hero gets +1 attack when in melee.
their full warband, losing all units, VP, points, etc. and start a
5-6 Berserker - Enemies get +1 to wound effect rolls
when taking wounds from the hero in melee. new warband from scratch.

Shooter: The hero expertly handles all sorts of weapons and


equipment.

Result Skill Set


1-2 Hunter - The hero may shoot even after rush
actions.
3-4 Destroyer - The hero gets AP(+1) when shooting.
5-6 Suppressor - Enemies that are shot at by the
hero get -1 to hit when shooting until the end of
the round

Pathfinder: The hero is a true master at sneaking and


collecting intel.

Result Skill Set


1-2 Runner - The hero always moves +2” (even in
terrain).
3-4 Prowler - Enemy units further than 12” get -1 to
hit rolls when shooting at the hero.
5-6 Climber - The hero needs to roll only 2+ when
jumping.

Healer: The hero mends and protects allies from terrible


injuries with ease.

Result Skill Set


1-2 Chemist - Friendly units within 6” of the Hero
get -1 to wound effect rolls.
3-4 Herbalist - Friendly units within 6” may ignore
wounds on a roll of 6+.
5-6 Warden - When the hero is activated all friendly
units within 6” of the hero stop being shaken.

38
Robert Lance Jimenea (Order #43664300)
CAMPAIGN RULES
Rolling for Random Events 21 - Unsafe Ladders

When rolling for random events, roll two separate dice one at It seems that whoever built things in this area was not really good
a time, where the first one represents the first number, whilst at it.
the second one represents the second number, and resolve Until the end of the mission whenever a unit climbs up
that event. elevation roll one die, on a 1 it falls the full height instead.
Example: A player rolls two dice, with the first result being a 2 and 22 - Poisonous Cloud
the rescond result being a 1. This would mean that event 21 is
chosen. Toxic gas is released from the sewers and poisons everyone in the
area.
Rolling for Random Units
Select one random table quarter. All of the units within that
If a random event calls for randomly selecting a unit from any table quarter take D3+1 automatic hits.
warband you must first randomly select a warband for the
23 - Booby Trap
event, and then randomly select a unit to be the target of the
event. No corner of the battlefield is safe as hidden booby traps could be
anywhere.
11 - Slave Worker
Select one random player, who may note down one piece of
A local caln kidnaps one of the warriors and puts them to work on a
terrain in secret. The first unit to enter that terrain takes D3
fungus farm.
automatic hits with AP(2).
Select one random unit, and remove it from play. At the end of
24 - Fragile Roofs
the mission it may be bought back for D3 * 10pts or else it‘s
disbanded. After years of war the buildings in the area have started to crumble.

12 - Juicy Reward All units within terrain must take a dangerous terrain test.

A fat bounty was placed on one of the warbands, making it a 25 - Mysterious Fog
priority target.
Out of nowhere a mysterious fog starts to build, leaving everyone
Select one random warband. Enemy warbands get 5pts at the almost blind.
end of the mission for every unit from it that they managed to
Select one random table quarter. All of the units within that
Knock Out.
table quarter get -6“ range when shooting.
13 - Murdercrow Shakedown
26 - Blood Frenzy
A murdercrow flock swoops down and attacks anyone with shiny
The havoc god of war wants to see more blood shed, so everyone‘s
gear.
mind is warped into a blood frenzy.
Select D3 random units, which can‘t use one random ranged
All units get +1 attack in melee and earn +D3 XP when
weapon or upgrade until the end of the mission.
Knocking Out enemies in melee until the end of the round.
14 - Mutated Beast
A warrior accidentally disturbed a beast and is violently attacked.

Select one random unit, which takes D3 automatic hits with


AP(1).

15 - Out of Arrows
Some warriors have been shooting a little too wildly and now ran
out of arrows.

Select D3 random units, which can‘t shoot until the end of the
mission.

16 - Disheartened
One of the warbands walked through a magical field and is
demoralized.

All units from one random warband get -1 to morale until the
end of the game.

39
Robert Lance Jimenea (Order #43664300)
CAMPAIGN RULES
31 - Terror from the Deep 41 - Slippery Ledge
A terrifying monster has emerged from the ground and is feeling Whatever was spilled on this ledge has made it as slippery as ice.
hungry.
Select one random unit that is within 2“ of elevation. That unit
Place a monster marker in the center of one random table falls down.
quarter. All units that move within 3“ of it take D3 hits.
42 - Barrel of Acid
32 - Zombies!
As stray shots ricochet around they might hit a barrel of acid above
Some warriors are always looking for a fight... even in death. someone‘s head...

Place a unit of D3+2 Zombies (Qua 5+, Def 5+, Claws (A3), Slow) The first time during this round when a unit rolls a 1 to hit for
in the center of one random table quarter. At the end of each shooting it takes D3 automatic hits with AP(2).
round the zombies must charge or rush the nearest unit.
43 - Snapped Neck
33 - Bounty Hunter
Weather by accident or on purpose, one of the warriors just hit the
A bounty hunter has arrived to kill a dangerous outlaw among the right spot.
warriors.
The first time during this round when a unit rolls a 6 to hit in
Place a bounty hunter on the highest piece of terrain with most melee the target is immediately Knocked Out.
line of sight on the table. Select one random unit, and at the
end of each round if it is in line of sight of the bounty hunter it
44 - Opportunist
takes 1 hit. Some warriors prefer to attack their enemies whilst they‘re down
instead of facing them dead on with honor.
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 4+, Def 4+, Hand Weapon (A1)) within
45 - Aim High
6“ of a random unit and that player may control it until the end If you take the time to aim properly you might just hit someone in
of the mission. the face.

35 - Precious Artifact The first time during this round when a unit rolls a 1 to block
from shooting or melee it gets +1 to wound effect rolls.
A warrior has found a precious artifact and need to take it through
enemy lines. 46 - Race against Time
Select one random unit. If it manages to exit the table through A quick and decisive victory can really do wonders to a warband‘s
an opponent‘s deployment zone it gets D3 * 5pts. morale.

36 - Lost & Found If a warband manages to win the mission by the end of the
round it gets a bonus of 5 XP, which must be split as evenly as
They say that one man‘s trash is another man‘s treasure...
possible amongst units.
Place a treasure marker at the center of a random table
quarter. Units can pick it up by moving into contact with it,
and they drop it if they are Knocked Out or Shaken. If a unit
with it manages to exit the table through an opponent‘s table
edge its warband gets 1 VP.

40
Robert Lance Jimenea (Order #43664300)
CAMPAIGN RULES
51 - Wandering Doc 61 - Wisdom of the Gods
A wandering doc roams the battlefield, helping the wounded back Whilst searching the ruins a warrior found an ancient book and is
on their feet. blessed by the gods upon opening it.

Select one random warband which may pay 10pts to re-roll Select one random unit, which immediately gets D3 * 1 XP.
results of 1 once per unit when checking for casualties.
62 - Ancient Artifact
52 - Revenge
There are rumors of an ancient artifact in a nearby village and one
After an enemy warrior killed a beloved comrade everyone is out to of the warriors decided to check it out.
get him.
Select one random warband, which may remove one unit that
Select one random player, who may note down one enemy is not Shaken from play and get D3 * 10pts.
unit in secret. If that unit is Knocked Out then all units in the
warband get +1 XP.
63 - Grandpa‘s Sword
Whilst inspect a building a warrior crashed through the wooden
53 - The Oldest Trick
floor, landing in an old basement where it finds a very rare
In the heat of combat warriors kick sand into their enemies faces to weapon.
blind them. All is fair in love and war...
Select one random unit, which gets Grandpa‘s Sword (A2,
Select one random warband. Enemy units get -1 in melee when AP(D3)).
attacking units from the selected warband until the end of the
round.
64 - Coward‘s Reward
A warrior that was cowardly hiding in a bush finds a shiny jewel.
54 - Spare Arrows
Select one random warband, which immediately gets D3 *
A wealth of spare arrows awaits those patient enough to search the
5pts.
ruins.

Select one random unit, which doubles its shooting attacks


65 - Lucky Find
during this round. A warrior stumbles upon a crate buried under a pile of debries,
which is filled with magical potions.
55 - Lucky Escape
Select one random warband, which immediately gets 1 VP.
A warrior that hit the ground manages to pull off a dodge roll and
get up again. 66 - Sold to the Pits
Select one random unit that is Shaken, which immediately A warrior that was Knocked Out wakes up in the infamous fighting
stops being Shaken. pits of Mörderhof and must now fight for their freedom.

56 - Possessed Select one random unit that was Knocked Out and place it in
an arena. The arena should have an area of 2‘x2‘ and 3-5 pieces
The spirits of the dead have possessed a warrior, who now has a
of terrain, and the unit must be placed within 3“ of one of the
terrifying aura.
arena‘s edges. Then place a mighty Gladiator
Select one random unit. Enemy units within 6“ of it get -1 to (Qua3+,Def3+,Axe(A3,AP(1))) within 3“ of the opposing edge of
morale until the end of the mission. the arena, which is controlled by an opponent. Roll to see who
goes first and then play out the fight like a regular battle, until
one of the two has been Knocked Out. If the Gladiator wins
then the unit is dead and is removed from the warband sheet.
If the unit wins then it gets +3 XP and a 30pts trophy. The unit
may then join its warband again at the end of the mission.

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Robert Lance Jimenea (Order #43664300)
CAMPAIGN RULES
WARBAND NAME: VP:

Unit Name: Unit Name:


Notes: Notes:

1xp 5xp 10xp 1xp 5xp 10xp


15xp 20xp 15xp 20xp
25xp 30xp 25xp 30xp

Unit Name: Unit Name:


Notes: Notes:

1xp 5xp 10xp 1xp 5xp 10xp


15xp 20xp 15xp 20xp
25xp 30xp 25xp 30xp

Unit Name: Unit Name:


Notes: Notes:

1xp 5xp 10xp 1xp 5xp 10xp


15xp 20xp 15xp 20xp
25xp 30xp 25xp 30xp

Unit Name: Unit Name:


Notes: Notes:

1xp 5xp 10xp 1xp 5xp 10xp


15xp 20xp 15xp 20xp
25xp 30xp 25xp 30xp

Unit Name: Unit Name:


Notes: Notes:

1xp 5xp 10xp 1xp 5xp 10xp


15xp 20xp 15xp 20xp
25xp 30xp 25xp 30xp

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Robert Lance Jimenea (Order #43664300)
MISSION CARDS
General Principles Battle of Wits
Mission Cards: These rules were created to give players a Players compete in completing as many of their own objective
dynamic way to play, with shifting mission objectives. cards as they can before the end of the game.

Print & Play: Print and cut all 36 cards. We recommend Personal Decks: Each player gets a personal deck of 36
inserting them all in card sleeves, and you can also insert a mission 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 the draw cards from their own deck until they have 3, which are
mission cards, but instead roll two dice to determine a random placed face up on the table.
card. To do this roll each die one at a time, where the result of
Scoring Cards: At the end of each round, players check if they
the first one stands for decimals whilst the result of the second
have completed at least one condition on any of their cards. If
one stands for units. Then check the top left number of the
they did, then they must score the one worth most victory
cards to see which one you got. Note that this method can only
points, and discard that card.
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
choose to discard one of their remaining cards.
the second result being a 1. This would mean that card 21 (Seize 1)
is rolled. Total Domination
Fixed Deck Games: Pick one of the following game types to
Players compete in completing the same set of objective cards
play with the deck of 36 cards:
before 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 customized player decks of 18 cards: cards from the shared deck until there are 3 in total, which are
• Direct Challenge placed face up on the table.
• 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. In case of a tie neither player
• Tactical Paragons scores it.

Discarding Cards: At the end of each round, the player with


General Rules
the lowest total score may discard one of the remaining cards.
Objectives: Place 6 objective markers. Players roll-off to go
first and alternate in placing one marker each outside of
deployment zones and over 9” away from each other.

Controlling Markers: At the end of each round, if a unit is


within 3” of a marker while enemies aren’t, then it’s seized.
Markers stay seized even after leaving, but if units from both
sides are contesting a marker, then it becomes neutral again.

Victory Conditions: The game ends after 4 rounds, and the


player that scored most victory points wins.

Optional - Final Objectives: At the end of the game, players


get 1 VP for each objective that they seized.

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Robert Lance Jimenea (Order #43664300)
MISSION CARDS
Custom Deck Rules Direct Challenge
Preparing Decks: After deployment, each player must put The players must challenge their opponent to complete
together a deck of 18 unique cards, chosen from the standard specific 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.
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
already have a card that is face down on the table. Players may opponent may keep their cards hidden.
turn their hidden card face up at any time.
Special Rules: At the beginning of each round after the first,
Scoring Cards: At the end of each round, players check if they the player with the highest total score must turn all of their
have completed at least one condition on any of their cards on hidden cards face up, and the player with the lowest total score
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
victory points, and discard that card. player must turn their cards face up/down until they only have
up to one card that is face down again.
Discarding Cards: After scoring cards, each player may
discard one of their remaining cards. 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.
then shuffled back into the deck, and the player draws a new
hand of 4 cards. Special Rules: At the beginning of each round, after cards
have 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.

Coordinated Recovery
The players may shuffle discarded missions back into their
deck.

Special Rules: At the end of each round, after scoring and


discarding cards, each player may select up to two cards from
their discard pile and shuffle them back into their deck.

Logistical Supremacy
The winning player may hold additional mission cards in their
hand.

Special Rules: At the beginning of each round after the first, if


one player has seized more objective marker than their
opponent, they may draw cards until they have 6 in their hand
instead of 5.

Tactical Paragons
The players may pick specific missions to be completed by
their heroes.

Special Rules: At the beginning of each round, each player


may select one of their own cards to be their paragon card for
that round. Paragon cards may only be scored by units
containing a hero, and the player gets +1 VP for it.

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Robert Lance Jimenea (Order #43664300)
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Robert Lance Jimenea (Order #43664300)
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Robert Lance Jimenea (Order #43664300)
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Robert Lance Jimenea (Order #43664300)
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Robert Lance Jimenea (Order #43664300)

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