AoFR - Advanced Rules v3.3.1 Regiments
AoFR - Advanced Rules v3.3.1 Regiments
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AGE OF FANTASY: REGIMENTS v 3.3.1
Introduction Contents
Age of Fantasy: Regiments is a miniature wargame set in a Welcome to Age of Fantasy .................................................. 2
dark magical world, which is played using 32mm miniatures.
Introduction & Contents ...................................................... 3
The game mechanics are designed to be easy to learn but hard
Basic Rules.......................................................................... 4
to master, bringing engaging fantasy battles for new and
experienced players alike. General Principles .................................................. 4
• Basic Rules - Everything you need to play the game, Game Structure & Movement ................................... 8
with plenty of diagrams and examples. Shooting ................................................................. 9
• Advanced Rules - Extra rules that you can use on top
of the basic rules to spice up the game. Melee ................................................................... 10
• Total Conversions - Rules that radically modify the Morale ................................................................. 12
base rules and provide a new experience.
Terrain ................................................................. 13
• Additional Content - Extra content that is available
on our website, added here for your convenience. Special Rules ........................................................ 15
We recommend that you start off by playing with just a few Pre-Made Rule Packs ......................................................... 17
advanced rules first, and then gradually add more as you get
Advanced Rules................................................................. 18
more comfortable with them.
Terrain Placement ................................................ 18
Once you feel like you’ve gained a good understanding of the
game, you can then try out the total conversions, which Deployment Styles ................................................ 19
provide a radically different experience from the base rules.
Extra Missions ...................................................... 20
Exhaustion ........................................................... 30
Tournament Guidelines......................................... 35
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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 square bases. These bases come the result, rounding up.
in various sizes, and we recommend that you always mount • 2D6: To use these dice, simply roll two D6 and sum
miniatures on the bases they come with. the results of both dice.
• 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 square bases
• Large Infantry: 50mm tall on 40mm/50mm square bases Re-Rolls
• Cavalry: 40mm tall on 50mmx25mm rectangle bases
Whenever a rule tells you to re-roll a dice result, simply pick
• Monsters: 70mm tall on 60mm square bases
up the number of dice you have to re-roll, and roll them again.
• Giants: 100mm tall on 100mmx50mm rectangle bases
The result of the second roll is the final result, even if it’s
• Vehicles: Various sizes and not mounted on a base
worse than the first. A die roll may only be re-rolled once,
Note that the base size that you use doesn’t matter, as long as regardless of how many rules apply to it.
you keep base sizes consistent across all models.
Roll-Offs
Models & Units
Whenever a rule tells you to roll-off, all players involved in the
In the rules, individual miniatures are referred to as models, roll-off must roll one die, and then compare their results. The
whilst groups of one or more models are referred to as units. player with the highest result wins the roll-off, and in the
event of a tie the players must re-roll until there is a winner.
This means that when a rule applies to a unit it applies to all
miniatures within that unit, whilst if a rule applies to a model
Quality Tests
it only applies to one individual miniature.
During the game you will be required to take Quality tests in
Unit Stats order to see if a unit succeeds at doing various things such as
hitting its targets or passing morale tests.
Units come with a variety of statistics that define who they are
and what they can do. Whenever a rule states that a unit must take a Quality test, roll
one die. If you score the unit’s Quality value or higher, then it
• Name [Size]: The name and number of models.
counts as a success, else it counts as a fail.
• Quality: The score needed for attacks and morale.
• Defense: The score needed for defense. Example: A model with Quality 4+ must take three Quality tests.
• Equipment: Any weapons and gear the unit has. The player rolls three dice and scores a 3, a 4 and a 5. This means
• Special Rules: Any special rules the unit has. that the model gets two successes (the 4 and 5), and one fail (the 3)
• Cost: How many points it costs to take this unit.
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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.
Weapons
All weapons in the game are separated into two categories:
ranged weapons and melee weapons. Ranged weapons have a
range value and can be used for shooting, whilst melee
weapons don’t have a range value and can be used in melee.
Measuring Distances
To play the game you are going to need a ruler marked in
inches, which you may use to measure distances at any time.
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GENERAL PRINCIPLES
Unit Formations Line of Sight
All models in a unit must be placed to be in base contact with When playing the game, line of sight is used to determine if a
each other, and in formations of 5 models per row for units model can see another model for any purpose.
with 5 / 10 models, and in formations of 3 models per row for
To determine line of sight, simply get down to the eye level of
units with 3 / 6 models.
the miniature, and check if it can see the target. If the target is
Models in a unit must always be placed so that they are lined visible, then the model has line of sight.
up edge-to-edge and corner-to-corner in a straight formation,
Models can always see in all directions, regardless of where
with all models facing in the same direction.
the miniature is actually facing, always have line of sight to
Note that as far as possible each row should have the same themselves, and may always target themselves (unless stated
number of models, and whenever that’s not the case it’s always otherwise). Models can’t see through solid obstacles, including
the last row that must have fewer models. the perimeter of other units (friendly or enemy), but they can
always see through friendly models from their own unit.
Unit Facing
All models and units must have a clear front, flank and rear,
based on where they are facing, which are used to determine
various things like movement and line of sight.
Note that each of their front, flank and rear arcs extend at a 45°
angle, forming four 90° quadrants.
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PREPARATION
Preparing the Battlefield Force Organisation (Optional)
You are going to need a flat 6’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 375pts
play on the floor, on a bed, or wherever else you have space.
• Only 1+X copies of the same unit, where X is 1 per
Once you have found a space to play, you are going to have to 750pts (combined units count as one)
place at least 10 pieces of terrain on it, though we recommend • No single unit worth over 35% of total points
using 15 or more to keep things interesting. Whilst it’s always • Only 1 unit per 150pts
nice to play with great looking pieces of terrain, you can
simply use household items such as books or cups as terrain. Example: When playing a 1500pts game, players may bring max. 4
heroes, max. 3 copies of each unit, no unit worth over 525pts, and
There are no specific rules on how you should place terrain, max. 10 units in total.
but we have provided some general guidelines in the terrain
section of this book to help you get started. Combined Units
Placing Objectives When preparing your army you may combine two copies of
the same multi-model unit into a single big unit, as long as any
After the table has been prepared, you and your opponent upgrades that are applied to all models are bought for both.
must set up D3+2 objective markers on the battlefield.
Example: A unit of Infantrymen with Spears cannot be merged
The players roll-off and the winner picks who places the first with a unit of Infantrymen with Halberds, because they have two
objective marker. Then the players alternate in placing one different upgrades that are applied to all models in the unit.
marker each outside of the deployment zones, and over 9”
away from other markers (note that markers can’t be placed in Deploying Armies
unreachable position, like impassable terrain).
Once the mission has been set up, the players roll-off and the
The Mission winner must start deploying their army first.
At the end of each round, if a unit is within 3” of a marker The winning player first chooses one long table edge to deploy
whilst no enemies are, then it counts as being seized. on and then places one unit fully within 12” of their table edge.
Markers remain seized even if the unit moves away, but if Once they are done, then the opposing player places one unit
units from both sides contest a marker at the end of a round, fully within 12” of the opposite table edge.
then it becomes neutral again. Then the players continue alternating in placing one unit each,
After 4 rounds have been played, the game ends, and the until all units have been deployed.
player that controls most markers wins.
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GAME STRUCTURE & MOVEMENT
Game Structure Charging
The game is structured into game rounds, player turns and When taking a Charge action, the unit may first pivot by up to
unit activations. Here is the breakdown of what these mean: 90°, and then move by up to 12” in a straight line. Units taking
Charge actions may ignore the 1” distance restriction, however
• Rounds: Each round is made up of multiple turns.
since this is a little more complex it will be explained in detail
• Turns: Each turn is made up of a single activation.
in the Melee section.
• Activations: Each activation is made of an action.
Note that units may only take a Charge action if their move
Playing the Game would bring at least one model into base contact with another
model from the target unit. If reaching contact becomes
After both players have deployed their armies, the game starts
impossible (due to killed models, special rules, etc.), then the
with the first round and the player that won the deployment
unit may complete its movement and then ends its activation.
roll-off takes the first turn.
During their turn, the player picks a unit that has not been Pivoting
activated yet, and activates it by performing an action.
Whenever a unit pivots, you may turn it around its center
Once the action has been taken, their turn ends, and the point in order to face a different direction, and you may ignore
opposing player’s turn starts. This continues until all units all terrain and units (friendly or enemy) to complete the pivot.
have activated, at which point the round ends and a new game
Note that any movement during a pivot is not counted toward
round begins. On each new round the player that finished
the unit’s total movement allowance.
activating first on the last round gets to activate first.
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:
Holding
When taking a Hold action, the unit may pivot by up to 180° to
change the direction it is facing.
Advancing
When taking an Advance action, the unit may move by up to 6”
and may pivot once by up to 90° at any point. The unit may also
move sideways or backward by up to half its move instead of
moving forward (may still pivot).
Rushing
When taking a Rush action, the unit may first pivot by up to
90°, and then move by up to 12” in a straight line. The same
rules about keeping 1” distance apply to Rush actions.
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SHOOTING
Picking Targets 1. Determine Attacks
When taking a Shooting action, a unit must pick one valid Sum the Attack value from the weapons of all models that can
target and all models in the unit may shoot at it. shoot at the target to determine how many attacks the unit has
in total for this shooting.
If at least one model in the unit has line of sight to an enemy
model, and has a weapon that is within range of that model, Example: A unit of five Marksmen is shooting at a unit of
then that enemy is a valid target. Skeletons. Three Archers with Rifles (Attack 1) are within range
and line of sight of the Skeletons, which means the unit has a total
Who Can Shoot of 3 attacks for this shooting.
All models in a unit with line of sight to the target in their front
2. Roll to Hit
facing, and that have a weapon that is within range of it, may
fire at it. Note that models may always ignore friendly models After having determined how many attacks the unit has in
from their own unit when determining line of sight. total, take as many Quality tests as attacks. Each successful roll
counts as a hit, and all failed rolls are discarded with no effect.
3. Roll to Block
For every hit that the unit has taken, the defending player
must roll one die, trying to score the target’s Defense value.
Each success counts as a blocked hit, and all failed rolls cause
one wound each to the target.
Example: The unit of Skeletons (Defense 5+) has taken two hits.
They roll two dice and get a 4 and a 5. This means that the
Skeletons have blocked 1 hit and taken 1 wound.
4. Remove Casualties
For each wound that the unit has taken, the defending player
Example: Only the three Marksmen in the middle can shoot at the
must remove one model as a casualty from the back row.
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. The defending player may remove models from the target in
any order, as long as only the last row has fewer models.
Multiple Weapon Types
If a unit is firing multiple weapon types, then you may
separate each weapon type into its own weapon group.
Note that the target for each weapon group must be declared
before rolling, and all weapons are fired simultaneously.
1. Determine Attacks
2. Roll to Hit
3. Roll to Block
4. Remove Casualties
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MELEE
Picking Targets Who Can Strike
When taking a Charge action, a unit must pick one valid target All models in the two front rows may strike, and they may only
and all models in the unit must charge it. strike at targets in their front facing.
If at least one model in the unit is within charge distance of Models may strike with all of their melee weapons, and may
one model from the target unit, and has a clear path to reach only strike at models from the target unit.
it, then that enemy is a valid target (no line of sight is needed).
Charge Moves
Charging units may pivot by up to 90° before moving, and must
then move by up to 12” to get into base contact with an enemy
model from the target unit (charge moves must be in a straight
line, and units may only pivot before moving)
Once the unit has reached contact with the target, it must then
pivot so as to close any gaps, and then shuffle sideways to try
and maximize contact with the target, and then the target unit
must do the same if necessary.
Note that units must charge and align with their target in the
facing where the majority of their front row models are when
the charge is first declared.
This makes flank and rear charges very powerful, as the target
is most likely going to have to take a morale test, and will risk
being Shaken. Not only that, but units that are charged in the
rear won’t be able to pivot and charge back, making them
waste a turn pivoting and not fighting.
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MELEE
The Melee Sequence Return Strikes
Melee is done in a simple sequence which has to be followed Once all charging models have attacked, the defending unit
separately for the charging unit and the target unit: may choose to strike back (following the melee sequence
again), but doesn’t have to. Note that striking back does not
1. Determine Attacks
count as its activation, and activated units may strike back.
2. Roll to Hit
3. Roll to Block
Fatigue
4. Remove Casualties
After attacking in melee for the first time during a round,
1. Determine Attacks either by charging or by striking back, models only hit on
unmodified rolls of 6 in melee until the end of that round.
Sum the Attack value from the weapons of all models in the
two front rows to determine how many attacks the unit has in
Melee Resolution
total for this melee.
Once the defender has struck back (or not if they chose not to
Example: A unit of five Infantrymen is charging a unit of Skeletons.
strike back), you need to determine who won the melee.
All of the Infantrymen are armed with Hand Weapons (Attack 1),
which means the unit has a total of 5 attacks for this melee. Sum the total number of wounds that each unit caused, plus
the number of full rows they have, and compare the two. If
2. Roll to Hit one unit has a higher total than the other, then it counts as the
winner, and the opposing unit must take a morale test.
After having determined how many attacks the unit has in
total, take as many Quality tests as attacks. Each successful roll Note that in melee only the loser takes a morale test,
counts as a hit, and all failed rolls are discarded with no effect. regardless of casualties, and it is possible to lose even without
taking any wounds, due to the number of full rows being
Example: The five Infantymen (Quality 5+) are striking at the
counted towards resolution. Also note that units that start with
Skeletons. They take five Quality tests and roll three 4s, a 5 and a 6.
only 1 model always count as having one full row.
This means that they score a total of 2 hits.
If the units are tied for their total value, then the melee is a tie,
3. Roll to Block and neither unit must take a morale test.
For every hit that the unit has taken, the defending player Example: A unit of 10 Infantrymen charges a unit of 8 Skeletons.
must roll one die, trying to score the target’s Defense value. The Infantrymen cause 1 wound and have 2 full rows, for a total
Each success counts as a blocked hit, and all failed rolls cause melee result of 3. The Skeletons caused 0 wounds and have only 1
one wound each to the target. full row, for a total melee result of 1. Since the Infantrymen’s total
is higher, the Skeletons have lost and must take a morale test.
Example: The unit of Skeletons (Defense 5+) has taken two hits.
They roll two dice and get a 4 and a 5. This means that the
Consolidation Moves
Skeletons have blocked 1 hit and taken 1 wound.
After determining who won the melee and taking morale tests,
4. Remove Casualties the units must make consolidation moves.
For each wound that the unit has taken, the defending player If one of the two units was destroyed (by removing all models
must remove one model as a casualty from the back row. as casualties, or by routing due to a failed morale test), then
the other unit may either pivot by up to 180° or move by up to
The defending player may remove models from the target in
3” in any direction.
any order, as long as only the last row has fewer models.
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.
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MORALE
Morale & When to Test Shaken Units
As units take casualties, they will be pinned by enemy fire or Shaken units always count as fatigued, automatically fail
flee from the battlefield entirely. morale tests, and can’t contest or seize objectives.
At the end of an activation in which a unit takes wounds that When activated, Shaken units must spend their activation
leave it with half or less of its starting size or tough value (for being idle and doing nothing but may pivot by up to 90°, which
units with a single model), or whenever it loses a melee stops them from being Shaken at the end of their activation.
combat, then it must take a morale test.
Routed Units
Note that starting size is counted at the beginning of the game.
Routed units have lost all hope and are taken captive, flee the
Example: A unit of Marksmen shoots at a unit of Skeletons that
battle, or are otherwise rendered ineffective.
started the game with 10 models, and manages to kill 5. Since half
of the Skeletons were killed, the unit must take a morale test. Simply remove the entire unit from the game as a casualty.
To take a morale test, the affected unit must simply take one
regular Quality test, and see what happens. If the unit was
charged in the flank, then it gets -1 to its morale roll, and if it
was charged in the rear, then it gets -2 to its morale roll.
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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.
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.
To take a dangerous terrain test, roll one die (or as many dice
as the model’s Tough value), and if the result is 1, then the unit
takes one automatic wound.
Elevated Terrain
Hills, Rooftops, Cliffs, etc.
Terrain that is over 3” tall, and any gaps that are over 1” wide,
count as elevated terrain, and are impassable.
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TERRAIN
Terrain Setup Guidelines Terrain Placement
Whilst there are no specific rules as to how terrain should be When setting up terrain, you should use at least 10-15 pieces of
placed, here are some guidelines on how to handle terrain to terrain, although using more can be more ineresting.
have a balanced match.
A simple way to make sure that you’re using enough terrain is
Here are all the things you should consider: to take as many pieces of terrain as you need to fully cover at
least 25% of the table, and then spread them out.
• Size of your terrain
• Rules for each terrain It’s also good to keep a balance of different terrain types, so
• Number of pieces that units with different weapons and special rules can use
• How to place it them effectively in various situations.
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SPECIAL RULES
Rules Priority & Stacking Effects Deadly(X)
Most units have one or more special rules that affect the way Assign each wound to one model, and multiply it by X. Hits
they behave, and that sometimes go against the standard rules. from Deadly must be resolved first, and these wounds don’t
carry over to other models if the original target is killed.
Whenever you come across one of these situations, the special
rule always takes precedence over the standard rules. Entrenched
Note that effects from multiple instances of the same special Enemies get -2 to hit when shooting at models with this special
rule or spell don’t stack, unless it is a rule with (X) in its name, rule from over 9” away, as long as the Entrenched model
or unless it is specified otherwise. hasn’t moved since the beginning of its last activation.
AP(X) Whenever a unit where most models have this rule fails a
morale test, roll one die. On a 4+ it counts as passed instead.
Targets get -X to Defense rolls when blocking hits from
weapons with this special rule. Flying
Blast(X) Models with this special rule may move through obstacles, and
ignore terrain effects when moving.
Ignores cover, and after resolving other special rules, each hit
is multiplied by X, where X is up to as many hits as models in Furious
the target unit. When charging, unmodified rolls of 6 to hit in melee deal one
Example: A weapon with 2 Attacks and Blast(3) scores two hits extra hit (only the original hit counts as a 6 for special rules).
against a unit with 2 models. Each hit is multiplied by 2, so the Example: A Furious model with a weapon with 1 Attack and
target takes a total of 4 hits. Rending scores one hit on a roll of 6, so it deals two hits, of which
Caster(X) only the first counts as having AP(4) because of Rending.
Gets X spell tokens at the start of each round, but can’t hold Hero
more than 6 tokens at once. At any point before attacking, Heroes with up to Tough(6) may deploy as part of one multi-
spend as many tokens as the spell’s value to try casting one or model unit without another Hero. The hero may take morale
more spells (only one try per spell). Roll one die, on 4+ resolve tests on behalf of the unit, but must use the unit’s Defense
the effect on a target in line of sight. This model and other until all other models have been killed.
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 Note that when a Hero joins a unit, they count as part of that
to the roll per token. unit, so the unit’s size is increased by 1, and even if the hero is
the last model remaining, it takes morale tests as the unit. This
Note that Casters get spell tokens each round even if they are also means that a hero may never leave its unit or join another.
not on the table (waiting to Ambush for example), and that the
Caster’s spells must be picked from their own faction. Example: A Hero joins a unit of [5] models, so the unit’s size is [6].
Once all other models have been killed, the Hero must take a morale
Counter test whenever it takes wounds, and if it fails a morale test in melee
it will Rout, because it’s a unit with half or less of its starting size.
Strikes first with this weapon when charged, and the charging
unit gets -1 total Impact rolls per model with Counter in the
two front rows if charging in the front.
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SPECIAL RULES
Immobile Sniper
Models with this special rule may only use Hold actions. Shoots at Quality 2+, and each model with Sniper may pick any
model in the target unit as its individual target, which is
Impact(X) resolved as if it was a unit of 1.
Roll X dice when attacking after charging (must be in the two Example: A Sniper targets a Hero that has Stealth, and is in a unit
front rows, and may not be fatigued), for each 2+ the target with Regeneration but not Stealth. Since the shooting is resolved as
takes one hit. if the target was a unit of 1, the Sniper gets -1 to hit from Stealth,
Indirect and the target doesn’t get Regeneration.
May target enemies that are not in line of sight, and ignores Stealth
cover from sight obstructions, but gets -1 to hit rolls when Enemies get -1 to hit rolls when shooting at units where all
shooting after moving. models have this rule from over 9" away.
Lance Strider
Weapons with this special rule get AP(+2) when charging. May ignore the effects of difficult terrain when moving.
Limited Tough(X)
Weapons with this rule may only be used once per game. This model must take X wounds before being killed. If a model
Poison with tough joins a unit without it, then it is removed last when
the unit takes wounds. Note that you must continue to put
This weapon ignores Regeneration, and the target must re-roll wounds on the tough model with most wounds in the unit until
unmodified Defense rolls of 6 when blocking hits. it is killed, before starting to put them on the next tough model
Note that a die roll may only be re-rolled once, so if another 6 (heroes must be assigned wounds last).
is rolled after re-rolling Defense, then the hit is blocked. Transport(X)
Regeneration May transport up to X models or Heroes with up to Tough(6),
When taking a wound, roll one die. On a 5+ it is ignored. and non-Heroes with up to Tough(3) which occupy 3 spaces
each. Transports may deploy with units inside, and units may
Relentless enter/exit by using any move action, but must stay within 6” of
it when exiting. When a transport is destroyed, units inside
When using Hold actions and shooting, unmodified rolls of 6
must take a dangerous terrain test, are immediately Shaken,
to hit deal one extra hit (only the original hit counts as a 6 for
and surviving models must be placed within 6” of the transport
special rules).
before removing it.
Note: Check out the examples from the Furious special rule.
Note that units inside Transports are deployed at the same
Reliable time as the Transport, and units can’t both embark/disembark
as part of the same activation. Units inside Transports don’t
Models attacks at Quality 2+ with this weapon.
have line of sight to the outside, and units outside don’t have
Note that Reliable only changes the Quality value, so the roll line of sight to them, so they can’t shoot, cast spells, and so on.
can still be modified, Fatigue still applies, etc. Units may use Charge actions to disembark, and they ignore
the 1” move restriction when embarking (only one model
Rending needs to reach the Transport for everyone to embark).
This weapon ignores Regeneration, and unmodified results of Example: Regular models and Heroes with Tough(3) or Tough(6)
6 to hit get AP(4). occupy 1 space, Tough(3) models occupy 3 spaces, and models with
Scout Tough(6) or higher can’t be transported. This means that a unit of
10 regular models with a Tough(3) Hero occupy 11 spaces in total.
May be set aside before deployment. After all other units
finish, must be deployed and may move by up to 12”, ignoring Command Groups
terrain. If both players have Scout, roll-off to see who goes
When preparing your army, each unit may only have one of
first, and then alternate deploying units.
each of the following upgrades (even combined units).
Slow Sergeant: This model gets +1 to hit when attacking.
Models with this special rule move -2” when using Advance, Musician: This model and its unit get +1” when taking move
and -4” when using Rush/Charge. actions (Advance, Rush, or Charge).
Banner: This model and its unit get +1 to morale test rolls.
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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 and Solid
Buildings 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 Brutal Damage for an extra twist.
• Solid Buildings
When playing with this pack, use the following rules:
ADDED COMPLEXITY PACK
• Terrain Placement
Extra rules that add more complexity to the game. • Deployment Styles
• Extra Missions
This pack was designed as an addition to the extended core
• Random Events
pack, featuring the same extra rules, as well as more tactical
options with Side-Missions and Command Points. • Battlefield Conditions
• Terrain & Objective Effects
When playing with this pack, use the following rules:
• Brutal Damage
• Deployment Styles
• Extra Missions
• Side-Missions
• Extra Actions
• Solid Buildings
• Command Points
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TERRAIN PLACEMENT
Terrain Placement Styles 3. Alternating (Restricted)
When preparing the game, you can either pick one of the Roll one die to select a random restriction, and then follow the
placement styles below, or select it randomly. same rules as the “Alternating (Free)” placement style:
To select a random placement style, roll one die: 1. No pieces of terrain may be placed within 12” of the
center of the table.
1. Random
2. No pieces of terrain may be placed within 12” of the
2. Alternating (Free)
edge of the table.
3. Alternating (Restricted)
3. Place the first piece of terrain at the center of the
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 10-20 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.
Divide the table into six 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 6” 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 6” away from other pieces of terrain.
2. Alternating (Free)
Players roll-off, and then alternate in placing one terrain piece
each, starting with the player that won.
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DEPLOYMENT STYLES
Random Deployment Style 4. ENCIRCLED
Whilst you can simply pick one deployment style of your
choice, it can be interesting to have it be randomly selected
before the game begins, to keep things fresh.
1. Frontline
2. Long Haul
3. Side Battle
4. Encircled
5. Spearhead
6. Flank Assault
1. Front Line
5. Spearhead
Note that this is the standard deployment from the core rules.
6. Flank Assault
2. Long Haul
3. Side Battle
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EXTRA MISSIONS
Random Mission Selection 1. Duel
Whilst you can simply pick one mission of your choice, it can After the table has been prepared, the players must set up a
be interesting to have a mission be randomly selected before total of D3+2 objective markers on the battlefield.
the game begins, to keep players on their toes.
After 4 rounds have been played the game ends, and the player
To select a random mission, simply roll one die: that controls most markers wins.
1. Duel Note that this is the standard mission from the core rules.
2. Seize Ground
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.
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.
• Seizing Objectives: At the end of each round, if a unit After the table has been prepared, the players must set up
is within 3” of a marker whilst no enemies are, then it 1 objective marker each on the battlefield.
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
becomes neutral again. After 4 rounds have been played the game ends, and the player
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
see who picks where to deploy. After the table has been prepared, the players must set up only
1 objective marker on the battlefield.
After 4 rounds have been played the game ends, and the player
that controls the marker wins.
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SIDE-MISSIONS
Playing with Side-Missions Categories
When playing with side-missions, the scoring at the end of the There are 3 different categories to choose from, each with
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 in melee.
1 VP for keeping own marker alive 5. Onslaught - Won melee by 3+ wounds.
• Breakthrough - 1 VP per controlled marker 6. Attrition - At least 50% of enemy units killed.
• King of the Hill - 2VP for controlling the marker
2. Tactical Genius
Before the game begins, pick one of the following playstyles,
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 with 3+ models
methods, or roll a D3 to randomly get one:
fully inside enemy 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:
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EXTRA ACTIONS
Using Extra Actions
Before the game, players can agree to use any or all of the
following extra actions in the game:
• Assault
• Last Stand
• Hunker Down
• Defensive Stance
• Focused Fire
• Heavy Charge
• Stealth Move
• Covering Fire
• Overwatch
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 Focused Fire
target, and then must charge the target, but gets -1 to hit rolls When taking a Focused Fire action, the unit takes a Hold
for both shooting and melee. action, and gets +1 to hit when shooting at targets within 12”.
Note that units taking Assault actions may not split fire to
shoot at multiple targets, and may not charge any other target Heavy Charge
if the original target is destroyed by shooting. When taking a Heavy Charge action, the unit takes a Charge
action to charge a target that is between 3” and 6” away, and
LAST STAND gets +1 to hit in melee.
Only Shaken units may take Last Stand actions.
Stealth Move
When taking a Last Stand action, the unit counts as being in
Last Stand instead of being Shaken until its next activation, When taking a Stealth Move action, the unit takes an Advance
and then it goes back to being Shaken. action, but may not shoot, and enemies shooting at it get -1 to
their hit rolls until its next activation.
Units in Last Stand get -1 to Quality and Defense rolls, halve
their movement, can’t contest or seize objectives, and can’t use Covering Fire
any rules that require picking a target (ex.: Caster).
When taking a Covering Fire action, the unit takes a Hold
Hunker Down action, but when shooting only hits on unmodified rolls of 6.
Then, roll one die per hit, and if you roll at least one 4+, then
When taking a Hunker Down action, the unit remains idle, and
the target must take a morale test (regardless of casualties). All
enemies shooting at it get -2 to hit rolls until its next activation.
hits are then discarded as misses.
Shaken units may take Hunker Down actions to get this bonus
as well as stopping to be Shaken. Overwatch
When taking an Overwatch action, the unit remains idle, and
Defensive Stance until its next activation it may react once to an enemy unit’s
When taking a Defensive Stance action, the unit remains idle activation at any point as it moves or shoots.
and may not strike back, and enemies attacking it in melee get
The unit may react to two things:
-2 to hit rolls until its next activation.
• Movement: The unit may shoot at an enemy at any
Shaken units may take Defensive Stance actions to get this
point during movement, but gets -1 to hit rolls.
bonus as well as stopping to be Shaken.
• 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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SOLID BUILDINGS
Open vs Solid Buildings Building Destruction
The difference is simple: Optionally, solid buildings may be targeted for all types of
attacks as if they were any other unit.
• Open buildings have one or more openings which can
be used to place models inside. All buildings count as having Defense 2+ and a Tough(X) value,
• Solid buildings consist of one solid block which which you are going to set yourself, however here are some
cannot be opened or reached into. guidelines that you can use:
Usually, solid buildings would be treated as a piece of sight • Wood Buildings: Tough(6)
blocking and impassable terrain, however with these rules • Brick Buildings: Tough(12)
your units will be able to enter and defend them. • Stone Buildings: Tough(18)
Since buildings come in different sizes, you have to decide Whenever a unit targets an enemy inside of a building with a
how many models can be inside by yourself, however here are ranged attack, roll one die for every attack that misses. On a 4+
some guidelines that you can use: that attack hits the building instead, which is resolved after all
regular hits have been resolved.
• Small Sheds: 6 models
• Medium Houses: 11 models Note that failing to cast a spell targeting a unit inside of a
• Large Fortifications: 21 models building does not count as a missed attack.
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RANDOM EVENTS
Using Random Events 21. Magic Anomaly
At the beginning of each round, roll one die. On a 5+ an event Place a unit of D6+4 Zombies (Qua 5+, Def 5+, Claws (A3), 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. Crazed Sniper
roll a D6, which represents the second number.
Place a sniper on the highest piece of terrain with most line of
Example: A player rolls two dice, with the first result being a 2 and sight on the table. Select one random unit, and at the end of
the second result being a 1. This would mean that event 21 (magic each round if it is in line of sight of the sniper it takes D3 hits.
anomaly) is chosen.
24. Surprise Attack
Note that if a random event calls for randomly selecting a unit
Select one random unit that is inside a piece of terrain. That
from any army, you must first randomly select an army for the
unit is immediately Shaken.
event, and then randomly select a unit to be the target.
25. Grave Miscalculation
11. Monstrous Spawn
The first time during this round when a unit rolls a 1 to hit for
Select one random unit, which immediately takes D3+3
shooting it takes D3+3 automatic hits with AP(2).
automatic hits with AP(1).
26. Berserker
12. Low Supplies
The first time during this round when a unit rolls a 6 to hit in
Select D3 random units, which can‘t shoot any of their
melee the target takes D3 automatic wounds.
weapons until the end of the mission.
31. Flash Bombs
13. Broken Morale
Select one random army. Enemy units get -1 in melee when
All units from one random army get -1 to morale tests until the
attacking units from that army until the end of the round.
end of the game.
32. Suppressing Fire
14. Carnivorous Fauna
Select one random unit, which doubles its shooting attacks
Until the end of the mission whenever a unit enters terrain roll
during this round.
one die, on a 1 it takes a dangerous terrain test.
33. War Shout
15. Toxic Fumes
Select one random unit that is Shaken, which immediately
Select one random table quarter. All of the units within that
stops being Shaken.
table quarter take D3+4 automatic hits.
34. Covered in Blood
16. Rigged to Blow
Select one random unit. Enemy units within 6“ of it get -1 to
Select one random player, who may note down one piece of
morale until the end of the mission.
terrain in secret. The first unit to enter that terrain takes D3+3
automatic hits with AP(2). 35. Magical Boots
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BATTLEFIELD CONDITIONS
Playing with Battlefield Conditions Mysterious Conditions
Before the game, you can either pick one of the conditions of 1. Damnation
your choice, or have it selected randomly.
At the beginning of each round, you must select one of your
First roll a D3 to select a condition type: units to make a sacrifice and take D3 wounds.
• 1-2 = None If you do, nothing happens. If you don’t, then all of your units
• 3-4 = Geological get -1 to all of their attack, defense and morale rolls this round.
• 5-6 = Mysterious 2. Arcane Power
Then roll one die, and check which battlefield condition you All casters get +1 to their spell casting rolls.
get, based on the type that was selected.
On an unmodified result of 1, something went wrong with the
Geological Conditions spell, and the caster takes D3 automatic wounds.
1. Earthquake 3. Inspiration
The entire table counts as Dangerous Terrain. Whenever a unit needs to take a morale test, it gets +1 to its
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
4. Smell of Death
5. Magical Winds
6. Dark Skies
Roll 2D6 once before the game to check how visibility is.
For the rest of the game, all units get -2D6” range when firing
their ranged weapons (to a minimum of 3”).
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TERRAIN & OBJECTIVES 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.
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 D3 automatic wounds. Difficult Terrain.
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 D6 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
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FOG OF WAR
Playing with Fog of War Shifting Focus
Fog of War rules are optional rules that add an element of Before the game begins, the table must be divided into 3 equal
uncertainty to your games, by affecting how units are sections along the long table edges, and each section must be
deployed and how game rounds are played. given a number from 1 to 3
Pick any of the following: Whenever a player needs to choose which unit to activate, first
they must roll a D3, and then they may only activate one of
• Surprise Engagement
their units that is within that table section.
• Ebb & Flow
• Shifting Focus If there are no eligible units in that table section, then they
• Combat Weariness must move on to the next section going from left to right.
• Prolonged Battle
Combat Weariness
Surprise Engagement Starting from the second round on, whenever a player that has
When deploying armies, the players roll-off to see who goes already activated at least half of their units finishes an
first, and alternate in placing units as usual, however where activation, then they must roll 2D6.
they place them is randomized. If the result is a 2 or a 12, then they may not activate any more
First, each player divides their deployment zone into 3 equal units this round, and as soon as their opponent has finished
sections and gives each section a number from 1 to 3. activating at least half of their units, then the round ends.
Then, when it’s a player’s turn to deploy a unit, roll a D3 and Prolonged Battle
place the unit fully within the resulting section.
Starting from the end of the 4th round, players must roll one
Units that are deployed differently due to special rules (such as die at the end of each round to see if the game continues.
Ambush) have to follow the same rules, however the entire
Roll one die, and if the roll is successful, then the game
battlefield is divided into 3 equal sections along the long table
continues into the next round:
edge, instead of only the deployment zones.
• 4th Round: 4+ to continue
Ebb & Flow • 5th Round: 5+ to continue
Before the game begins, each players needs to take as many • 6th Round & Over: 6+ to continue
tokens as units in their army, and each player’s tokens must be Note that mission objectives are checked at the end of the final
of a different color. round, and not at the end of the 4th round as usual.
At the beginning of each round, the players must put as many
tokens as units they have left on the battlefield in a bag.
Then, the players draw a random token from the bag, and the
player whose color was drawn may activate one unit.
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BRUTAL DAMAGE
Using Brutal Damage Horrible Mishaps
Brutal Damage rules are optional rules that make the game Whenever a unit rolls a 1 whilst shooting, some horrible
deadlier by modifying how units are damaged during combat. mishap happens that could potentially kill it.
Pick any of the following: Roll one die, on a 1-3 the unit takes 1 automatic wound, and on
a 4-6 nothing happens.
• Unit Attrition
• Friendly Fire Note that wounds taken this way don’t trigger morale tests,
• Horrible Mishaps even if they bring the unit down to half or less of its original
• Critical Hits size or tough value.
• System Damage
Critical Hits
Unit Attrition Whenever a unit rolls a 6 whilst shooting, the unit managed to
Whenever a unit takes one or more wounds, it must take as land a critical hit that could be devastating.
many morale tests as the number of wounds it suffered. Roll one die, on a 1-3 nothing happens, and on a 4-6 the target
For each failed morale test: unit takes 1 automatic wound.
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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 suffered a wound which would
abilities that boost their units in battle.
kill it and roll one die, on a 4+ that wound is ignored.
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 500pts 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.
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
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EXHAUSTION
Using Exhaustion Unit Activation & Exhaustion
Exhaustion rules are optional rules that change how units When a unit that has exhaustion markers is activated, it must
behave as they are put through continuous fighting. take as many morale tests as markers on it, without the -1
morale test penalty for exhaustion.
Units get 1 exhaustion marker whenever one of the following
things happens during the game: For each success you may remove one marker from the unit,
and once you are done you may activate it normally.
• After they fought in melee.
• Whenever a friendly unit within 6” is destroyed or Resting Units
routs after failing a morale test.
• Units 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.
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
is Shaken, even if it didn’t take any wounds. marker from the hero and their 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.
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PHASED BATTLES
Playing Phased Battles Shooting Phase
Whilst the regular rules have players face in dynamic battles During the shooting phase, players alternate in shooting with
with alternating activations, the game can also be played with one unit each, starting with the first player.
different battle phases, which simulate the more structured
Only units that that are not in base contact with enemy units
movements of large regimental formations.
may shoot, and they may not shoot at enemy units that are in
These rules change the fundamental flow of the game, so base contact with friendly units.
you’ll have to get used to a different play sequence, and learn
new strategies that work better with this style of gameplay. Melee Phase
During the melee phase, players alternate in picking which
Game Structure
combat is resolved, starting with the first player.
When playing phased battles, the game is still structured into
For the purpose of the melee phase, each continuous group of
game rounds, however players alternate in activating units
units from opposing sides that are in base contact with each
throughout several phases.
other is considered a different combat.
The player that won the deployment roll-off goes first during
each phase of the first round, and then the players alternate in
who goes first during each phase with every new round.
Battle Phases
Each round consists of 3 different phases, which must be
played in the following order:
1. Movement Phase
2. Shooting Phase
3. Melee Phase
Once all phases have been played, the round ends and a new
one begins from the top again.
Movement Phase
During the movement phase, the first player may activate and
move all of their units, and once they’re done, the second
player may also activate and move all of their units.
When a combat is resolved, attacks from all involved units are
In phased battles it’s possible for multiple units to charge a
considered to be simultaneous, so models are removed as
single unit in the same facing. Whenever this happens, the
casualties only after every unit has had a chance to strike.
charging units must be moved in such a way that both of them
maximize contact as much as possible. Combat resolution is calculated by side, so you must sum the
total number of wounds that all units caused, plus the total
number of rows for all units, and compare the final total with
the final total of the other side.
All units from the losing side must then take a morale test, and
in case of a tie, no units from either side take any morale tests.
Special Rules
Caster(X): Spells may be cast either at the beginning or at the
end of each player’s movement phase.
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MULTIPLAYER GAMES
Free-for-All
The simplest way to play games with 3-4 players is to have a
free-for-all, where all players can attack each other, and they
are all competing for the same objectives.
When playing the game, follow all of the regular rules, with
just a couple of exceptions as described below.
Team Games
If you want to play games with 3+ players, then team games
are the best way to go, as there is no limit to the amount of
players that can participate.
When playing the game, follow all of the regular rules, with
just a couple of exceptions as described below.
An alternative version of playing with 3-4 players is to play The Armies: When preparing armies, you must split the
king of the hill, which works just like a free-for-all, but players amount of points that each team is allowed to take between its
get a bonus for attacking the most powerful opponent, as they players. Note that the amount of points that each player is
all compete for the same objectives. allowed to take within a team doesn’t have to be equal, and
players may choose to split their points unequally.
When playing the game, follow the free-for-all rules, plus the
additional rules described below. Deployment: When deploying units, players from the same
team must deploy their units in the same deployment zone,
The King: Throughout the game, players must keep track of placing a single unit when it’s their team’s turn to deploy.
the total point cost of all units in their army (including units
that have not been deployed yet), and the player with the The Mission: When setting up the mission and when checking
highest total counts as the king. In case of a tie, all tied players who won, all objective markers and deployment zones are
count as the king. Note that at the beginning of the game, all shared between players of the same team.
players are tied and all count as the king. Turn Order: During the game, the turn order is on a team
Combat Bonus Points: Whenever a player picks one of the basis and not on a player basis, so for each team’s turn only
king’s units as the target for an attack, they immediately gain one of the players may activate a single unit. Note that each
one combat bonus point. Once per activation, players may team may either pick which player gets to activate freely, or
spend one point to add +1 to the result of all dice in a single instead roll to see who gets to go next randomly.
roll. Note that combat bonus points may be spent during the
same activation in which they were earned.
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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 as To select a random mission, simply roll one D3:
small as 2’x3’ in size, by adjusting the rules.
• 1-2: Duel
When setting up the game, use the deployment styles and • 3-4: Seize Ground
mission selection from these rules instead of the regular ones. • 5-6: Relic Hunt
Deployment Styles Note that when placing objective markers, you follow all the
regular rules, but ignore restrictions on placing markers inside
To select a random deployment style, simply roll one D3: deployment zones.
• 1-2: Frontline
1. Duel
• 3-4: Long Haul
• 5-6: Side Battle After the table has been prepared, the players must set up a
total of D3 objective markers on the battlefield.
Note that your table may be a square instead of a rectangle.
After 4 rounds have been played the game ends, and the player
1. Frontline that controls most markers wins.
2. Seize Ground
After the table has been prepared, the players must set up a
total of 4 objective markers on the battlefield.
After 4 rounds have been played the game ends, and the player
that controls most markers wins.
3. Relic Hunt
After the table has been prepared, the players must set up a
2. Long Haul total of D3 objective markers on the battlefield.
After 4 rounds have been played the game ends, and the player
that controls most markers wins.
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Robert Lance Jimenea (Order #43664300)
SMALL-SCALES & MULTI-BASING
Small-Scale Models Playing with Multi-Based Models
The game can be played using models of smaller sizes, like Combining Units: When combining two units into one, you
6mm, 10mm and 15mm, where multiple small models are can either put all models on a single large base, or you can use
mounted together on a single base. two bases that you keep in base contact with each other, and
which count as a single large base.
Here are some general guidelines for base sizes that you can
use when playing like this: Unit Attacks: Since each base represents the entire unit, the
attack values of all weapons of models in the unit are summed
• 6mm: 20mm x 10mm
together, and rolled as one. Note that since individual models
• 10mm: 32mm x 25mm
are never removed, the unit doesn’t lose any attack power as it
• 15mm: 50mm x 32mm
takes wounds.
Note that the base size that you use doesn’t matter, as long as
Unit Defense: Since models are not removed individually from
you keep base sizes consistent across all models.
each base when units take wounds, all units count as having
Tough(X), where X is their total number of models. If all
Multi-Based Models
models in the unit already have Tough, then X is the sum of all
The game can also be played using 28mm models placed on a Tough values in the unit. If a model with Tough joins the unit,
movement tray, which essentially act just like the single bases then you must add its Tough value to X.
used for small-scale models.
Deadly Weapons: If a weapon with Deadly deals wounds to a
Here are some general guidelines for movement tray sizes that unit, then it may only deal up to as many wounds as the Tough
you can use, depending on the base sizes: value of the majority of models in the unit. If the majority of
models don’t have Tough, then it only deals 1 wound.
• 25mm: 125mm x 25mm
• 32mm: 160mm x 32mm Playing with Small-Scale Models
• 40mm: 120mm x 40mm
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.
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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 2 hours, including are met. If you are using chess clocks and a player runs out of
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 1 hour 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
24“ 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 1500pts per player.
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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
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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?
6 equal squares. When it is the AI’s turn to place an objective • Yes - Advance toward objective and shoot if possible
first roll for a random square, and then place the objective in
• No - Rush toward objective
the center of the square. If that’s not possible roll for another
random square and move the objective toward it just enough 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 3 sections • No - Rush toward enemy
along the AI’s deployment zone table edge, and number them
1, 2 and 3. For each group roll a D3 to determine which section Decision Tree - Shooting
its units deploy in, re-rolling if all 3 groups would deploy in the
1. Are there any valid objectives not under the AI’s control?
same section. Then deploy one random unit at a time in its
section, as close as possible to the nearest objective, and • Yes - Go to step 2
outside of difficult and dangerous terrain (unless the unit has • No - Go to step 3
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
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Robert Lance Jimenea (Order #43664300)
Solo & CO-OP RULES
Basic Concepts Special Rules
Activation Order: Before starting, divide the table into 3 Army Special Rules: AI units must always use army special
different sections along the AI’s deployment zone edge, and rules as soon as they are activated, targeting the nearest unit
number them 1, 2 and 3. When it’s the AI’s turn to activate a that makes sense.
unit, first roll a D3 to see which section it will activate a unit in.
Ambush: AI units with Ambush must always be kept in
If there are no eligible units in that section, move onto the next
reserve, and must always deploy following the AI deployment
section with an eligible unit, going clockwise. Then roll a die to
rules at the start of the second round.
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
Entrenched: AI units with Entrenched must deploy in the
actions to move toward objectives must always do so whilst
highest position with most line of sight of the table as possible
also trying to stay as far from enemy attack range as possible.
regardless of distance from objectives. If they are in range of
If they are not moving toward objectives, they must always try
enemies, they always use Hold and shoot.
to move away from the closest enemy unit just enough to still
be in range to shoot. Flying: AI units with Flying treat difficult and dangerous
terrain as open terrain when choosing where to move next.
Shooting: AI units always shoot at the nearest valid target,
prioritizing units that haven’t activated yet. If the nearest Indirect: AI units with Indirect weapons that are in range of
target is in cover but there is another valid target in the open, enemies always use Hold actions and shoot.
the AI must prioritize the target in the open.
Relentless: AI units with Relentless that have weapons that are
Melee: AI units always charge the nearest valid target, in range of enemies always use Hold and shoot.
prioritizing units that haven’t activated yet, and they must
Scout: AI units with Scout must always be deployed after all
always strike back whenever they are charged.
other units, following the AI deployment rules.
Terrain Sniper: AI units with Sniper weapons always target heroes
Cover Terrain: AI units must always move into or behind first, and models with upgrades second, prioritizing those with
cover terrain, unless it is also difficult terrain, and they are the most expensive upgrade.
moving to an objective. Shooting and Hybrid AI units that are Strider: AI units with Strider treat difficult terrain as open
not moving to an objective must always stay in cover and terrain when choosing where to move next.
shoot, instead of moving away from the closest enemy unit.
Transport: When using transports, the AI must always place
Difficult Terrain: AI units only ever move into difficult terrain random units in each, trying to fill up its cargo limit. AI units
if an objective is inside of it, if they are in charge range of a with transport always activate before their cargo on the first
unit inside of it, or if they have a special rule that ignores its round, and units inside of them must always disembark on
effects. Else they must always move around it. their first activation (if possible).
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.
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Robert Lance Jimenea (Order #43664300)
CAMPAIGN RULES
Campaign Types 1 . Mission Setup
Campaign Length: Campaigns are played with two or more The Armies: There are no point limits in campaign games,
players, and you must pick one of these types: however no army may bring over 250pts worth of units more
than the army with the lowest point value.
• Game-Limited: Play D6+4 missions, and after the last
match the player with most VP wins. Underdog Bonus: Any army that has a point value lower than
• Point-Limited: The campaign ends when one player at least one other gets an underdog bonus. You get 1 underdog
has earned D6+4 VP after a match, who wins. point for every 50pts difference between your army and the
• Time-Limited: The campaign ends after D6+4 weeks, one with the highest value. Each underdog point can be spent
and the player with most VP at the end wins. to modify all dice in a friendly or enemy roll by +1 or -1, but
• Endless: The campaign never ends, but instead only one point can be spent per roll.
players keep track of how many VPs they earned on Special Objectives: In addition to the mission objectives,
an ongoing campaign leaderboard. players may earn a bonus of 75pts by completing special
Parallel Play: Usually all armies should participate in every objectives. Roll one die each to see which objective you get:
match, but if you want you can allow armies to play matches in Result Objective
parallel. If you do, then each army‘s VP must be divided by the 1 Mastery - One friendly unit in each table quarter
amount of matches they play, to get their final VP score. at the end.
2 Honor - No enemy units in own deploy zone at the
Late Joiners: If you want you can allow players to join the
end.
campaign whilst it’s already ongoing. If you do, then they start 3 Casting - At least one attempt to cast a spell per
with a regular army, and you must count VP as in parallel play. round.
4 Recovery - First player to stop a unit from being
Preparation Shaken.
5 Rage - First player to destroy an enemy unit.
The Armies: Before the first mission each player receives 6 Destruction - Most expensive enemy unit
750pts to spend on their army. Players may save up to 150pts to destroyed.
be spent later, and they may only buy one unit with the Hero
rule. If you roll an objective which can’t be completed, then you
must re-roll.
The Army Sheet: Each army and unit must be given a unique
name, to be filled out on the army sheet. 2. Play Mission
Campaign Structure: Campaigns are played with the following Mission Length: Missions are played using the standard rules,
structure: however if after 4 rounds there is no winner, the game
1. Mission Setup continues onto the next round until there is one winner.
2. Play Mission Conceding: At the beginning of any round players may
3. Check for Casualties concede, removing all of their units from the table, which
4. Earn Experience don’t count as casualties for this mission.
5. Upgrade Armies
6. Recruit Units Random Events: At the beginning of each round players must
roll one die, and on a 5+ a random event happens.
Each step must be followed in this order and once all steps
have been completed you start from the first again. Mission Goals: The winning army gets 2 VP and 150pts, whilst
all losing armies get 300pts
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CAMPAIGN RULES
3. Check for Casualties 4. Earn Experience
Casualties: At the end of the game, all units that were fully Earning XP: Units earn XP in battle for each of the following
destroyed or routed count as casualties for this mission. things:
Regular Units: For every unit that is a casualty roll one die to • +1 XP: Not a casualty
see what happens:
• +1 XP: Killed a unit
Result Casualty • +2 XP: Killed a hero unit
1 Dead - Remove the unit from your army sheet.
• +3 XP: Killed a hero and its unit
2-5 Recovered - Unit recovers and may be used
without penalties. Mark earned XP on the army sheet in order to see when units
6 Natural Talent - Unit recovers and earns +1 XP. level up.
Hero Units: Follow the same rules as above, however on a 1 it Regular Units: When a unit earns 5 XP it becomes 25pts more
becomes 5pts cheaper and gets an Injury trait, and on a 6 it expensive and you must roll one die to see what trait it gets:
becomes 5pts more expensive and gains a Talent trait. Each
Result Trait
trait can only be gained once, so if you roll the same result
1 Agile - Moves +1” on advance and +2” on rush
simply re-roll. and charge.
Result Injury Trait 2 Headstrong - Gets +1 to rolls when taking
morale tests.
1 Dead - Remove the hero from your army sheet.
3 Specialist - Gets +1 to rolls in melee or shooting
2 Chest Wound - Gets -1 to rolls when blocking
(pick one).
hits.
4 Resilient - Gets +1 to rolls when blocking hits.
3 Blinded Eye - Gets -1 to rolls when shooting.
5 Elite - May re-roll one roll of any kind once per
4 Arm Injury - Gets -1 to rolls when in melee.
game.
5 Traumatized - Gets -1 to rolls when taking
6 Fast Learner - May pick any other trait from the
morale tests.
list.
6 Smashed Leg - Moves -1” on advance and -2” on
rush and charge actions.
Each trait (except for Specialist) can only be gained once, and
Result Talent Trait if you roll a trait you already have simply re-roll. Units can’t
1 Natural Talent - The hero recovers and gets +1 earn more than 30xp, so they can level up max. 6 times per
XP. campaign.
2 Motivated - Always passes the first morale test
Hero Units: Follow the same rules as above, but heroes
of the match.
3 Crazed - Gets +1 attack in melee when charging. become 55pts more expensive (instead of only 25pts) when
4 Bitter Rivalry - Gets +1 to hit against enemy they level up. The first time a hero levels up roll one die and
heroes. pick one skill set:
5 Horrible Scars - Enemy units get -1 to hit when
in melee against the hero. Result Skill Set
6 Toughened - Gets Tough(+1). 1-2 Captain or Support
3-4 Fighter or Shooter
No Permadeath: Optionally you can play without units being 5-6 Pathfinder or Healer
removed from the army when they die, but instead they lose
Every time the hero levels up, including the first time, roll one
all XP earned during the match and must sit out the next D3
die to see what skill trait it gets from its skill set. Each trait can
matches.
only be gained once, so if you roll a trait you already have
simply re-roll. If a hero already has all 3 traits of its skill set,
then it may roll on the table again to get a new second skill set.
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Robert Lance Jimenea (Order #43664300)
CAMPAIGN RULES
Captain: The hero shines as a leader and their men follow with
5. Upgrade Armies
pride.
Buying Upgrades: Players may buy upgrades for their units as
Result Skill Trait
detailed in their army page by spending any points they have
1-2 Leader - Friendly units within 6” of the Hero get
available. When buying upgrades worth less than 0pts, you
+1 to morale test rolls.
3-4 Instigator - Friendly units that activate within 6” 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 Trait
full points cost instead of gaining those points.
1-2 Vanguard - Friendly units that activate within 6”
move +4” when using Charge actions.
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 army
get -1 Defense.
at once.
Fighter: The hero has perfected close combat techniques Recruiting Regular Units: Players may recruit as many
beyond compare. regular units as they want after each mission. One of the new
Result Skill Trait recruited units may also start with 5 XP if the player pays
1-2 Duellist - Enemy units get -1 in melee against the +50pts for it.
hero. Disbanding Units: Any unit may be freely disbanded, losing all
3-4 Fanatic - The hero gets +1 attack when in melee.
of its XP and upgrades. Players may also choose to disband
5-6 Berserker - Enemies get -1 to morale test rolls
when in melee with the hero. their full army, losing all units, VP, points, etc. and start a new
army from scratch.
Shooter: The hero expertly handles all sorts of weapons and
equipment.
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Robert Lance Jimenea (Order #43664300)
CAMPAIGN RULES
Rolling for Random Events 21 - Carnivorous Fauna
Example: A player rolls two dice, with the first result being a 2 and 22 - Toxic Fumes
the rescond result being a 1. This would mean that event 21 is
Strange fumes start building in the area, choking anyone caught in
chosen.
them.
Rolling for Random Units Select one random table quarter. All of the units within that
table quarter take D3+4 automatic hits.
If a random event calls for randomly selecting a unit from any
warband you must first randomly select a warband for the 23 - Rigged to Blow
event, and then randomly select a unit to be the target of the
Sometimes you might just walk into a ridiculous amount of
event.
explosives...
11 - P.O.W.
Select one random player, who may note down one piece of
A unit was captured by a local militia and is now being held as terrain in secret. The first unit to enter that terrain takes D3+3
prisoners of war. automatic hits with AP(2).
Select one random unit, and remove it from play. At the end of 24 - Earthquake
the mission it may be bought back for D3 * 50pts or else it‘s
A sudden earthquake makes everything crumble, burying units in
disbanded.
the rubble.
12 - Bring me their Heads
All units within terrain must take a dangerous terrain test.
A local warlord wants one of the armies dead, and is willing to pay
25 - Dark Clouds
for it.
Magical clouds cover the area, reducing visibility to a minimum.
Select one random army. Enemy armies get 25pts at the end of
the mission for every unit from it that they destroyed. Select one random table quarter. All of the units within that
table quarter get -6“ range when shooting.
13 - Fragile Bows
26 - Finish Them!
After walking through a magical field some weapons suddenly start
breaking. The armies are eager to finish the fight at all cost, even if it means
killing the enem with their bare hands.
Select D3 random units, which can‘t use one random ranged
weapon or upgrade until the end of the mission. All units get +1 attack in melee and earn +D3 XP when
destroying enemies in melee until the end of the round.
14 - Monstrous Spawn
Select one random unit, which takes D3+3 automatic hits with
AP(1).
15 - Low Supplies
The army’s supply routes have been cut, leaving some units without
ammo.
Select D3 random units, which can‘t shoot until the end of the
mission.
16 - Combat Fatigue
One of the armies has been fighting for too long and has become
exhausted.
All units from one random army get -1 to morale until the end
of the game.
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Robert Lance Jimenea (Order #43664300)
CAMPAIGN RULES
31 - Magical Anomaly 41 - Surprise Attack
A magical anomaly has formed, casting electic bolts at anyone A local militia has ambushed one of the units, trying to steal its
nearby. gear.
Place an anomaly marker in the center of one random table Select one random unit that is inside a piece of terrain. That
quarter. All units that move within 3“ of it take D3+3 hits. unit is shaken.
The battlefield is covered in corpses ready to rise again from the A stray shot accidentally hits a barrel of oil, setting everything on
grave. fire.
Place a unit of D6+4 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+3 automatic hits with AP(2).
round the zombies must charge or rush the nearest unit.
43 - Berserker
33 - Crazed Sniper
One of the warriors is enraged and cuts the enemy’s heads off clean.
A local farmer is sick of the fighting and has taken justice in their
The first time during this round when a unit rolls a 6 to hit in
own hands.
melee the target takes D3 automatic wounds.
Place a sniper on the highest piece of terrain with most line of
44 - No Mercy
sight on the table. Select one random unit, and at the end of
each round if it is in line of sight of the sniper it takes D3 hits. Some warriors are ready to cut down their foes even when they
surrender.
34 - Honor Debt
The first time during this round when a unit destroys an
An old friend that owes a debt of honor has joined the fight to help
enemy unit that was shaken it receives +1 XP.
out.
45 - Weak Spot
Place a Mercenary (Qua 3+, Def 3+, Hand Weapon (A3)) as part
of a random unit and that player may control it until the end of If you hit your enemy where it hurts most you can kill even mightly
the mission. giants with the smallest projectile.
35 - Escort Mission The first time during this round when a unit with tough rolls a
1 to block from shooting or melee it takes +D3 wounds.
A unit was hired by a local warlord to take them through enemy
lines. 46 - Countdown
Select one random unit. If it manages to exit the table through High command has promised a large bonus if the battle can be
an opponent‘s deployment zone it gets D3 * 25pts. ended quickly.
36 - Enemy Plans If an army 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
A chest filled with enemy battle plans has been found, which could
possible amongst units.
change the tide of this conflict.
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Robert Lance Jimenea (Order #43664300)
CAMPAIGN RULES
51 - Hearts & Minds 61 - Ancient Relic
The locals are friendly to our cause, and are ready to take in our In the midst of fighting a unit found an ancient relic, which
wounded. provides the unit with unprecedented wisdom.
Select one random army which may pay 50pts to re-roll results Select one random unit, which immediately gets D3 * 1 XP.
of 1 once per unit when checking for casualties.
62 - Abandoned Outpost
52 - Moral Victory
Intel from our scouts has revealed an abandoned outpost filled with
An enemy unit has managed to inflict enough casualties to become gear, and one of the units decided to inspect it.
a priority target for everyone in the army.
Select one random army, which may remove one unit that is
Select one random player, who may note down one enemy not shaken from play and get D3 * 50pts.
unit in secret. If that unit is destroyed then all units in the
63 - Holy Sword
army get +1 XP
A unit dug up a mysterious crate whils setting up defensive
53 - Light Potions
positions, revealing a very powerful weapon.
Nothing confuses the enemy more than a blinding light followed by
Select one random unit, which gets the Holy Sword (A6,
a punch.
AP(D3)).
Select one random army. Enemy units get -1 in melee when
64 - Extortion
attacking units from the selected army until the end of the
round. One of the armies has been getting a lot of gits from the “happy“
locals...
54 - Hail of Arrows
Select one random army, which immediately gets D3 * 25pts.
Continuous fire is bound to take out even the most resilient of
enemies. 65 - Critical Message
Select one random unit, which doubles its shooting attacks A unit randomly captured an enemy runner that was carrying
during this round. critical information on enemy positions.
55 - Drums of War Select one random army, which immediately gets 1 VP.
In desperate times the drums of war can bring warriors back in 66 - Time Warp
fighting spirit.
A unit that was fleeing the battlefield ran into a magic anomaly
Select one random unit that is shaken, which immediately and warped to a different time and dimension.
stops being shaken.
Select one random unit that was destroyed and place it in a
56 - Covered in Blood warp zone. The warp zone should have an area of 2‘x2‘ and 3-5
pieces of terrain, and the unit must be placed within 3“ of one
A unit is covered in blood from all the fighting, terrifying all
of the zone‘s edges. Then place a Time Beast (Qua 3+, Def 3+,
enemies around.
Claws (A6, AP(2), Tough(6)) within 3“ of the opposing edge of
Select one random unit. Enemy units within 6“ of it get -1 to the zone, which is controlled by an opponent. Roll to see who
morale until the end of the mission. goes first and then play out the fight like a regular battle, until
one of the two has been destroyed. If the Time Beast wins then
the unit is dead and is removed from the army sheet. If the
unit wins then it gets +3 XP and scavenges 150pts. The unit
may then join its army again at the end of the mission.
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Robert Lance Jimenea (Order #43664300)
CAMPAIGN RULES
ARMY NAME: VP:
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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.
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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.
Logistical Supremacy
The winning player may hold additional mission cards in their
hand.
Tactical Paragons
The players may pick specific missions to be completed by
their heroes.
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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)