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Rules - PDF Warhammer

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0% found this document useful (0 votes)
21 views

Rules - PDF Warhammer

Uploaded by

ayden.nuno
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
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LEVIATHAN GAMES

A Leviathan Chapter Approved battle is waged by flowing the sequence below. Chapter Approved battles are designed for
Incursion and Strike Force battle sizes.

1 MUSTER ARMIES

Players first muster their armies, as described in the Core Rules. Remember, all details of a player's army must be recorded on
their Army Roster

2 DETERMINE MISSION

Players split the cards into their respective decks: Deployment deck; Mission Rule deck; Primary Mission deck; Secondary
Mission decks (one for the Attacker, one for the Defender]; Gambit decks [one for the Attacker, one for the Defender). Set aside
the Secondary Mission and Gambit decks (players will receive these later).

Players determine their mission by shuffling and randomly drawing one card from the Deployment, Mission Rule and Primary
Mission decks.

3 READ MISSION

Next players read the Primary Mission and Mission Rule cards they have drawn.

The Primary Mission card details how and when players score Victory points (VP). Players will also score VP by achieving
Secondary Missions and Gambits, which are detailed later. Some Primary Mission cards also include additional rules that will
apply to the battle.

4 BEGIN THE BATTLE

The first battle round begins. Players continue to resolve battle rounds until the battle ends.

At the end of each player's turn, if that player is using Tactical Mission, they can discard one or more of their active Secondary
Mission cards. If they do, and if it is not the fifth battle round, that player gains 1CP. This represents high command diverting
strategic resources that had been allocated to now-obsolete objectives to instead engage new targets of opportunity

At the end of the third battle round.


players generate Gambits

END THE BATTLE


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The battle ends after
five battle rounds have been completed. If one player has no models remaining in their army at the start of their turn, the other
player can continue to play out their turns until the battle ends.
The Mission Rule card details any special rules that apply for the duration of the battle. Players should read and familiarise
themselves with these before proceeding.

PLACE OBJECTIVE MARKERS

Players now set up objective markers on the battlefield. Each Deployment card's deployment map
will
show players how many objective markers to set up and where each should be placed.

CREATE THE BATTLEFIELD


Players now create the battlefield and set up terrain features.

Missions are played on rectangular battlefields whose dimensions are approximately 44" by 60". This can be achieved by placing
four Battlezone boards flat on a surface next to each other.

Unless otherwise stated, when setting up terrain features, use the guidelines detailed in the Core Rules. Players must use the rules
for terrain features detailed in the Core Rules. Terrain features should not be set up with any impassable sections (such as the
walls of a ruin) within 1" of any objective markers.

6
DETERMINE ATTACKER AND DEFENDER
Players consult the Deployment card drawn for the mission and agree which battlefield edge is the Attacker's and which is the
Defender's. The players then roll off and the winner decides who will be the Attacker and who will be the Defender this will
determine which player uses which deployment zone in the coming battle.

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DETERMINE VICTOR
At the end of the battle, the player with the most VP is the winner. If the players are tied, the battle is a draw.

Each player can score a maximum of 50VP from Primary Missions and/or Gambits (any excess VP awarded are lost) and a
maximum of 40VP from Secondary Missions [any excess VP awarded are lost), for a possible total of 90VP. If a player is using
Fixed Missions, that player can score a maximum of 20VP from each of the Fixed Mission cards they selected before the battle
(any excess VP awarded are lost). If every model in a player's army is painted to a Battle Ready standard, that player is awarded
a bonus 10VP. This gives each player a maximum total score out of 100VP

1CP
NEW ORDERS

CORE-STRATEGIC PLOY STRATAGEM

High command has received new intelligence.

WHEN: End of your Command phase. TARGET: One of your active Secondary Mission cards.
EFFECT: Discard it and draw one new Secondary Mission card.
RESTRICTIONS: You can only use this Stratagem once per battle.
Players take their respective Secondary Mission and Gambit deck, shuffle them and place them nearby for later.

SELECT SECONDARY MISSIONS

There are two Secondary Mission decks (one for the Attacker, one for the Defender), meaning players can draw the same
Secondary Missions. These describe goals that players can achieve to score VP. Each Secondary Mission card will detail when
and how it is achieved, as well as how many VP that player scores for achieving it.

Each player must now choose whether to use Fixed or Tactical Missions during the battle. To do so, each player first takes their
respective Secondary Mission deck. If a player wishes to use Fixed Missions, that player secretly selects two Fixed Mission cards
(denoted by the Fixed Mission symbol see below) from their Secondary Mission deck and places them face down on the
battlefield. If a player wishes to use Tactical Missions, they should instead select any two Secondary Mission cards from their
deck that do not have the Fixed Mission symbol and place them face down on the battlefield. Once both players have done so,
players reveal their selections

Fixed Mission cards are Secondary Mission cards marked with this symbol.
If a player selects two Fixed Mission cards, those Secondary Mission cards are active in every battle round during the battle, and
can be achieved and scored in every battle round. The remainder of their Secondary Mission deck will not be used in the coming
battle and can be placed to one side.

GAMBIT DECK
There are two Gambit decks (one for each player) with identical cards. These contain challenging goals that players can attempt
to achieve by the end of the battle Instead of attempting to score any more VP from their Primary Mission.

At the end of the third battle round, before starting the next battle round, players can generate Gambits and choose whether to
attempt to achieve one.

Each player takes their Gambit deck and removes the Proceed as Planned card, placing it to one side, before shuffling the
remaining Gambit cards and randomly discarding one. Each player then adds their Proceed as Planned card back in, to have a
hand containing three cards.

Payers then secretly choose one of these three cards and place it face down on the battlefield. Once both players have done so,
they reveal their choice.

If a player reveals their Proceed as Planned card, they are not attempting a Gambit in this battle and continue to score VP for
achieving the goals as listed on their Primary Mission card.

Otherwise, the player is attempting a Gambit, and until the end of the battle that player cannot score any more VP as described on
their Primary Mission card (any VP scored so far are kept] Instead, at the end of the battle, if they successfully completed the
goal described on the Gambit card, they score VP as detailed on that Gambit card.
Players' selected Fixed Mission cards cannot be discarded for any reason.

If a player did not select two Fixed Mission cards, then they will use Tactical Missions in the coming battle and they should now
reshuffle their Secondary Mission deck. At the start of each of that player's Command phases, that player must determine which
Secondary Mission cards are active for them by drawing cards from their Secondary Mission deck; if they have fewer than two
active Secondary Mission cards, they draw from their Secondary Mission deck until they have two Secondary Mission cards.
That player has access to the New Orders Stratagem (see overleaf), and can spend CP to use it after drawing their Secondary
Mission cards if they wish If a player's Secondary Mission deck runs out, they cannot generate any additional Secondary
Missions during the battle. Each time that player achieves a Secondary Mission, after scoring the VP described on that card, that
Secondary Mission is then discarded.

8
DECLARE BATTLE FORMATIONS
In the order below, both players secretly note

• Which of their Leader units will start the battle


attached [they must specify which Leader unit is attached to which Bodyguard unit)

• Which of their units will start the battle embarked


within TRANSPORT models (they must specify which units are embarked within which models]

Which of their units will start the battle in Reserves


[including Strategic Reserves) No more than half the

DEPLOYMEND CARD KEY


ATTACKER'S DEPLOYMENT ZONE
The Attacker must set up their army within this area.

DEFENDER'S DEPLOYMENT ZONE

The Defender must set up their army within this area.

NO MAN'S LAND
The region of the battlefield that is not within either player's deployment zone.

OBJECTIVE MARKERS

The locations of objective markers


on the battlefield are shown on the Deployment card drawn.

ATTACKER'S BATTLEFIELD EDGE

DEFENDER'S BATTLEFIELD EDGE


number of units in a player's army can start the battle in Reserves, and the combined points total of those units cannot be more
than half the total of their army Units embarked within a TRANSPORT that is set up in Reserves also count as being set up in
Reserves for these limits.

When both players have done so. they declare their selections to their opponent.

Reserves units cannot arrive during the first battle round and any Strategic Reserves or Reserves units that have not arrived on the
battlefield by the end of the third battle round count as having been destroyed, as do any units embarked within them (this does
not apply to units that are placed into Strategic Reserves after the first battle round has started]

DEPLOY ARMIES
units
Players alternate setting up their remaining one at a time, starting with the Defender. A players models must be set up wholly
within their deployment zone. If one player finishes deploying all their units, their opponent then deploys the remainder of their
units.

10

11
DETERMINE FIRST TURN

Players roll off and the winner takes the first turn.

RESOLVE PRE-BATTLE RULES

Players alternate resolving any pre-battle rules units from their army may have, starting with the player who will take the first
turn.

This mission pack includes several decks. The icons on the back of each card denotes which type of card it is, and
what deck it belongs to, as follows:

DEPLOYMENT DECK

XX
MISSION RULE DECK

Ø
PRIMARY MISSION DECK

SECONDARY MISSION DECK

Note that this mission pack includes two Secondary Missions decks: one for the Attacker and one for the Defender.

GAMBIT DECK

:two
Note that this mission pack includes tv Gambit decks: one for the Attacker and one
for the Defender.

CENTRE OF BATTLEFIELD

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